191 lines
8.4 KiB
C#
191 lines
8.4 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace LiquidVolumeFX {
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public class LiquidVolumeDepthPrePassRenderFeature : ScriptableRendererFeature {
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static class ShaderParams {
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public static int RTBackBuffer = Shader.PropertyToID("_VLBackBufferTexture");
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public static int RTFrontBuffer = Shader.PropertyToID("_VLFrontBufferTexture");
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public static int FlaskThickness = Shader.PropertyToID("_FlaskThickness");
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public static int ForcedInvisible = Shader.PropertyToID("_LVForcedInvisible");
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public const string SKW_FP_RENDER_TEXTURE = "LIQUID_VOLUME_FP_RENDER_TEXTURES";
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}
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enum Pass {
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BackBuffer = 0,
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FrontBuffer = 1
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}
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public readonly static List<LiquidVolume> lvBackRenderers = new List<LiquidVolume>();
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public readonly static List<LiquidVolume> lvFrontRenderers = new List<LiquidVolume>();
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public static void AddLiquidToBackRenderers(LiquidVolume lv) {
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if (lv == null || lv.topology != TOPOLOGY.Irregular || lvBackRenderers.Contains(lv)) return;
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lvBackRenderers.Add(lv);
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}
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public static void RemoveLiquidFromBackRenderers(LiquidVolume lv) {
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if (lv == null || !lvBackRenderers.Contains(lv)) return;
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lvBackRenderers.Remove(lv);
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}
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public static void AddLiquidToFrontRenderers(LiquidVolume lv) {
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if (lv == null || lv.topology != TOPOLOGY.Irregular || lvFrontRenderers.Contains(lv)) return;
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lvFrontRenderers.Add(lv);
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}
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public static void RemoveLiquidFromFrontRenderers(LiquidVolume lv) {
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if (lv == null || !lvFrontRenderers.Contains(lv)) return;
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lvFrontRenderers.Remove(lv);
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}
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class DepthPass : ScriptableRenderPass {
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const string profilerTag = "LiquidVolumeDepthPrePass";
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Material mat;
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int targetId;
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int passId;
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List<LiquidVolume> lvRenderers;
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public ScriptableRenderer renderer;
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public bool interleavedRendering;
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public DepthPass(Material mat, Pass pass, RenderPassEvent renderPassEvent) {
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this.renderPassEvent = renderPassEvent;
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this.mat = mat;
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switch (pass) {
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case Pass.BackBuffer:
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targetId = ShaderParams.RTBackBuffer;
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passId = (int)Pass.BackBuffer;
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lvRenderers = lvBackRenderers;
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break;
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case Pass.FrontBuffer:
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targetId = ShaderParams.RTFrontBuffer;
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passId = (int)Pass.FrontBuffer;
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lvRenderers = lvFrontRenderers;
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break;
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}
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}
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public void Setup(LiquidVolumeDepthPrePassRenderFeature feature, ScriptableRenderer renderer) {
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this.renderer = renderer;
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this.interleavedRendering = feature.interleavedRendering;
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}
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) {
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cameraTextureDescriptor.colorFormat = LiquidVolume.useFPRenderTextures ? RenderTextureFormat.RHalf : RenderTextureFormat.ARGB32;
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cameraTextureDescriptor.sRGB = false;
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cameraTextureDescriptor.depthBufferBits = 16;
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cmd.GetTemporaryRT(targetId, cameraTextureDescriptor);
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if (!interleavedRendering) {
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ConfigureTarget(targetId);
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}
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
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if (lvRenderers == null) return;
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CommandBuffer cmd = CommandBufferPool.Get(profilerTag);
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cmd.Clear();
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cmd.SetGlobalFloat(ShaderParams.ForcedInvisible, 0);
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Camera cam = renderingData.cameraData.camera;
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if (interleavedRendering) {
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RenderTargetIdentifier destination = new RenderTargetIdentifier(targetId, 0, CubemapFace.Unknown, -1);
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lvRenderers.ForEach((LiquidVolume lv) => {
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if (lv != null && lv.isActiveAndEnabled) {
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cmd.SetRenderTarget(destination);
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if (LiquidVolume.useFPRenderTextures) {
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cmd.ClearRenderTarget(true, true, new Color(cam.farClipPlane, 0, 0, 0), 1f);
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cmd.EnableShaderKeyword(ShaderParams.SKW_FP_RENDER_TEXTURE);
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} else {
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cmd.ClearRenderTarget(true, true, new Color(0.9882353f, 0.4470558f, 0.75f, 0f), 1f);
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cmd.DisableShaderKeyword(ShaderParams.SKW_FP_RENDER_TEXTURE);
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}
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cmd.SetGlobalFloat(ShaderParams.FlaskThickness, 1.0f - lv.flaskThickness);
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cmd.DrawRenderer(lv.mr, mat, lv.subMeshIndex >= 0 ? lv.subMeshIndex : 0, passId);
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// draw back face
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cmd.SetRenderTarget(renderer.cameraColorTarget, renderer.cameraDepthTarget);
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// draw liquid
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cmd.DrawRenderer(lv.mr, lv.liqMat, lv.subMeshIndex >= 0 ? lv.subMeshIndex : 0, shaderPass: 1);
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}
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});
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cmd.SetGlobalFloat(ShaderParams.ForcedInvisible, 1);
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} else {
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// accumulate back face depths into custom rt
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if (LiquidVolume.useFPRenderTextures) {
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cmd.ClearRenderTarget(true, true, new Color(cam.farClipPlane, 0, 0, 0), 1f);
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cmd.EnableShaderKeyword(ShaderParams.SKW_FP_RENDER_TEXTURE);
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} else {
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cmd.ClearRenderTarget(true, true, new Color(0.9882353f, 0.4470558f, 0.75f, 0f), 1f);
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cmd.DisableShaderKeyword(ShaderParams.SKW_FP_RENDER_TEXTURE);
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}
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lvRenderers.ForEach((LiquidVolume lv) => {
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if (lv != null && lv.isActiveAndEnabled) {
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cmd.SetGlobalFloat(ShaderParams.FlaskThickness, 1.0f - lv.flaskThickness);
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cmd.DrawRenderer(lv.mr, mat, lv.subMeshIndex >= 0 ? lv.subMeshIndex : 0, passId);
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}
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});
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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public override void FrameCleanup(CommandBuffer cmd) {
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cmd.ReleaseTemporaryRT(targetId);
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}
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}
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[SerializeField, HideInInspector]
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Shader shader;
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public static bool installed;
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Material mat;
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DepthPass backPass, frontPass;
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[Tooltip("Renders each irregular liquid volume completely before rendering the next one.")]
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public bool interleavedRendering;
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public RenderPassEvent renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
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private void OnDestroy() {
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Shader.SetGlobalFloat(ShaderParams.ForcedInvisible, 0);
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CoreUtils.Destroy(mat);
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}
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public override void Create() {
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name = "Liquid Volume Depth PrePass";
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shader = Shader.Find("LiquidVolume/DepthPrePass");
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if (shader == null) {
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return;
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}
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mat = CoreUtils.CreateEngineMaterial(shader);
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backPass = new DepthPass(mat, Pass.BackBuffer, renderPassEvent);
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frontPass = new DepthPass(mat, Pass.FrontBuffer, renderPassEvent);
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}
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// This method is called when setting up the renderer once per-camera.
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) {
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installed = true;
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if (backPass != null && lvBackRenderers.Count > 0) {
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backPass.Setup(this, renderer);
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renderer.EnqueuePass(backPass);
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}
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if (frontPass != null && lvFrontRenderers.Count > 0) {
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frontPass.Setup(this, renderer);
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frontPass.renderer = renderer;
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renderer.EnqueuePass(frontPass);
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}
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}
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}
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}
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