CapersProject/Assets/StylizedWater2/Runtime/DynamicEffects/DataRenderPass.cs

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2024-08-06 07:37:03 +00:00
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
#if URP
using UnityEngine.Rendering.Universal;
using UnityEngine.VFX;
namespace StylizedWater2.DynamicEffects
{
public class DataRenderPass : ScriptableRenderPass
{
private const string profilerTag = "Water Dynamic Effects: Data";
private static readonly ProfilingSampler profilerSampler = new ProfilingSampler(profilerTag);
private const string LIGHTMODE_TAG = "WaterDynamicEffect";
private float renderRange;
private float m_renderRange;
private float fadeRange;
private int resolution;
private bool highPrecision;
private bool m_highPrecision;
private RTHandle renderTarget;
private const string WaterDynamicEffectsBufferName = "_WaterDynamicEffectsBuffer";
private static readonly int _WaterDynamicEffectsBufferID = Shader.PropertyToID(WaterDynamicEffectsBufferName);
private const string WaterDynamicEffectsCoordsName = "_WaterDynamicEffectsCoords";
private static readonly int _WaterDynamicEffectsCoords = Shader.PropertyToID(WaterDynamicEffectsCoordsName);
public static Vector4 rendererCoords;
private static Matrix4x4 projection { set; get; }
private static Matrix4x4 view { set; get; }
private static Vector3 centerPosition;
private static int CurrentResolution;
private static float orthoSize;
private static Color m_clearColor = new Color(0, 0, 0, 1);
private static readonly Quaternion viewRotation = Quaternion.Euler(new Vector3(90f, 0f, 0f));
private static readonly Vector3 viewScale = new Vector3(1, 1, -1);
private static Rect viewportRect;
//Render pass
FilteringSettings m_FilteringSettings;
RenderStateBlock m_RenderStateBlock;
private readonly List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>()
{
new ShaderTagId(LIGHTMODE_TAG),
//new ShaderTagId("UniversalForward")
};
//private static readonly Plane[] frustrumPlanes = new Plane[6];
#if UNITY_2023_1_OR_NEWER
private RendererListParams rendererListParams;
private RendererList rendererList;
#endif
private bool enableVFX;
public static List<VisualEffect> visualEffects = new List<VisualEffect>();
public DataRenderPass()
{
m_FilteringSettings = new FilteringSettings(RenderQueueRange.all, -1);
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
}
#if UNITY_6000_0_OR_NEWER //Silence warning spam
public override void RecordRenderGraph(UnityEngine.Rendering.RenderGraphModule.RenderGraph renderGraph, ContextContainer frameData) { }
#endif
public void Setup(ref WaterDynamicEffectsRenderFeature.Settings settings, int targetResolution)
{
this.renderRange = settings.renderRange;
//Percentage to units
this.fadeRange = (settings.renderRange * 0.5f) * (settings.fadePercentage / 100f);
this.enableVFX = settings.enableVFXGraphHooks;
this.resolution = targetResolution;
this.highPrecision = settings.highPrecision;
}
//Important to snap the projection to the nearest texel. Otherwise pixel swimming is introduced when moving, due to bilinear filtering
private static Vector3 StabilizeProjection(Vector3 pos, float texelSize)
{
float Snap(float coord, float cellSize) => Mathf.FloorToInt(coord / cellSize) * (cellSize) + (cellSize * 0.5f);
return new Vector3(Snap(pos.x, texelSize), Snap(pos.y, texelSize), Snap(pos.z, texelSize));
}
private void SetupProjection(CommandBuffer cmd, Camera camera)
{
centerPosition = camera.transform.position + (camera.transform.forward * (orthoSize - fadeRange));
centerPosition = StabilizeProjection(centerPosition, (orthoSize * 2f) / resolution);
//var frustumHeight = 2.0f * renderRange * Mathf.Tan(camera.fieldOfView * 0.5f * Mathf.Deg2Rad); //Still clips, plus doesn't support orthographc
var frustumHeight = orthoSize * 2f;
centerPosition += (Vector3.up * frustumHeight * 0.5f);
projection = Matrix4x4.Ortho(-orthoSize, orthoSize, -orthoSize, orthoSize, 0.03f, frustumHeight);
view = Matrix4x4.TRS(centerPosition, viewRotation, viewScale).inverse;
cmd.SetViewProjectionMatrices(view, projection);
//RenderingUtils.SetViewAndProjectionMatrices(cmd, view, projection, true);
viewportRect.width = resolution;
viewportRect.height = resolution;
cmd.SetViewport(viewportRect);
//Don't actually need this, not performing any AABB operations
//GeometryUtility.CalculateFrustumPlanes(projection * view, frustrumPlanes);
//Position/scale of projection. Converted to a UV in the shader
rendererCoords.x = centerPosition.x - orthoSize;
rendererCoords.y = centerPosition.z - orthoSize;
rendererCoords.z = orthoSize * 2f;
rendererCoords.w = 1f; //Enable in shader
cmd.SetGlobalVector(_WaterDynamicEffectsCoords, rendererCoords);
}
private void SetupVFX()
{
if (enableVFX)
{
foreach (VisualEffect vfx in visualEffects)
{
if (!vfx) continue;
vfx.SetTexture(WaterDynamicEffectsBufferName, renderTarget);
vfx.SetVector4(WaterDynamicEffectsCoordsName, rendererCoords);
}
}
}
#if UNITY_6000_0_OR_NEWER
#pragma warning disable CS0672
#pragma warning disable CS0618
#endif
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
orthoSize = renderRange * 0.5f;
if (resolution != CurrentResolution || highPrecision != m_highPrecision ||renderTarget == null)
{
RTHandles.Release(renderTarget);
renderTarget = RTHandles.Alloc(resolution, resolution, 1, DepthBits.None,
highPrecision ? GraphicsFormat.R16G16B16A16_SFloat : GraphicsFormat.R8G8B8A8_SNorm,
filterMode: FilterMode.Bilinear,
wrapMode: TextureWrapMode.Clamp,
useMipMap: false, //TODO: Expose option
autoGenerateMips: true,
name: WaterDynamicEffectsBufferName);
}
CurrentResolution = resolution;
m_highPrecision = highPrecision;
cmd.SetGlobalTexture(_WaterDynamicEffectsBufferID, renderTarget);
cmd.SetGlobalInt("_WaterDynamicEffectsHighPrecision", highPrecision ? 1 : 0);
ConfigureTarget(renderTarget);
ConfigureClear(ClearFlag.Color, m_clearColor);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get();
DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, SortingCriteria.RenderQueue | SortingCriteria.SortingLayer | SortingCriteria.CommonTransparent);
drawingSettings.perObjectData = PerObjectData.None;
using (new ProfilingScope(cmd, profilerSampler))
{
ref CameraData cameraData = ref renderingData.cameraData;
SetupProjection(cmd, cameraData.camera);
//Execute current commands first
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
#if UNITY_2023_1_OR_NEWER
rendererListParams.cullingResults = renderingData.cullResults;
rendererListParams.drawSettings = drawingSettings;
rendererListParams.filteringSettings = m_FilteringSettings;
rendererList = context.CreateRendererList(ref rendererListParams);
cmd.DrawRendererList(rendererList);
#else
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock);
#endif
//context.ExecuteCommandBuffer(cmd);
//Restore
//cmd.Clear();
cmd.SetViewProjectionMatrices(cameraData.camera.worldToCameraMatrix, cameraData.camera.projectionMatrix);
//RenderingUtils.SetViewAndProjectionMatrices(cmd, cameraData.GetViewMatrix(), cameraData.GetGPUProjectionMatrix(), false);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
SetupVFX();
}
public override void FrameCleanup(CommandBuffer cmd)
{
rendererCoords.w = 0f; //Boolean in shader code, disables sampling
cmd.SetGlobalVector(_WaterDynamicEffectsCoords, rendererCoords);
cmd.DisableShaderKeyword(WaterDynamicEffectsRenderFeature.KEYWORD);
}
public void Dispose()
{
Shader.SetGlobalVector(_WaterDynamicEffectsCoords, Vector4.zero);
RTHandles.Release(renderTarget);
}
}
}
#endif