ProjectDDD/Assets/External/StylizedWater2/Runtime/Rendering/DisplacementPrePass.cs
2025-07-08 19:46:31 +09:00

199 lines
8.0 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
#if URP
using UnityEngine.Rendering.Universal;
namespace StylizedWater2
{
public class DisplacementPrePass : ScriptableRenderPass
{
private const string profilerTag = "Water Displacement Prepass";
private static readonly ProfilingSampler profilerSampler = new ProfilingSampler(profilerTag);
public const string KEYWORD = "WATER_DISPLACEMENT_PASS";
/// <summary>
/// Using this as a value comparison in shader code to determine if not water is being hit
/// </summary>
public const float VOID_THRESHOLD = -1000f;
private Color targetClearColor = new Color(VOID_THRESHOLD, 0, 0, 0);
[Serializable]
public class Settings
{
public bool enable;
public float range = 500f;
[Range(0.1f, 4f)]
public float cellSize = 0.25f;
}
//Render pass
FilteringSettings m_FilteringSettings;
RenderStateBlock m_RenderStateBlock;
private readonly List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>()
{
new ShaderTagId("DepthOnly")
};
public DisplacementPrePass()
{
m_FilteringSettings = new FilteringSettings(RenderQueueRange.all, LayerMask.GetMask("Water"));
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
}
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;
private const string BufferName = "_WaterDisplacementBuffer";
private static readonly int _WaterDisplacementBuffer = Shader.PropertyToID(BufferName);
private const string CoordsName = "_WaterDisplacementCoords";
private static readonly int _WaterDisplacementCoords = Shader.PropertyToID(CoordsName);
private RTHandle renderTarget;
private static Vector3 centerPosition;
private static Vector4 rendererCoords;
private static Matrix4x4 projection { set; get; }
private static Matrix4x4 view { set; get; }
private int resolution;
private int m_resolution;
private float orthoSize;
private Settings settings;
#if UNITY_2023_1_OR_NEWER
private RendererListParams rendererListParams;
private RendererList rendererList;
#endif
public void Setup(Settings settings)
{
this.settings = settings;
resolution = Mathf.CeilToInt(settings.range / settings.cellSize);
resolution = Mathf.Clamp(resolution, 16, 2048);
orthoSize = 0.5f * settings.range;
}
//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;
centerPosition += camera.transform.forward * settings.range * 0.5f;
centerPosition = StabilizeProjection(centerPosition, (settings.range) / resolution);
//var frustumHeight = 2.0f * renderRange * Mathf.Tan(camera.fieldOfView * 0.5f * Mathf.Deg2Rad); //Still clips, plus doesn't support orthographc
var frustumHeight = settings.range;
centerPosition += (Vector3.up * frustumHeight * 0.5f);
projection = Matrix4x4.Ortho(-orthoSize, orthoSize, -orthoSize, orthoSize, 0.03f, frustumHeight * 2f);
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);
cmd.SetGlobalMatrix("UNITY_MATRIX_V", view);
//Position/scale of projection. Converted to a UV in the shader
rendererCoords.x = centerPosition.x - orthoSize;
rendererCoords.y = centerPosition.z - orthoSize;
rendererCoords.z = settings.range;
rendererCoords.w = 1f; //Enable in shader
cmd.SetGlobalVector(_WaterDisplacementCoords, rendererCoords);
}
#if UNITY_6000_0_OR_NEWER //Silence warning spam
public override void RecordRenderGraph(UnityEngine.Rendering.RenderGraphModule.RenderGraph renderGraph, ContextContainer frameData) { }
#endif
#if UNITY_6000_0_OR_NEWER
#pragma warning disable CS0672
#pragma warning disable CS0618
#endif
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
if (resolution != m_resolution || renderTarget == null)
{
RTHandles.Release(renderTarget);
renderTarget = RTHandles.Alloc(resolution, resolution, 1, DepthBits.None,
UnityEngine.Experimental.Rendering.GraphicsFormat.R16_SFloat,
filterMode: FilterMode.Bilinear,
wrapMode: TextureWrapMode.Clamp,
useMipMap: false,
name: BufferName);
}
m_resolution = resolution;
cmd.SetGlobalTexture(_WaterDisplacementBuffer, renderTarget);
cmd.EnableShaderKeyword(KEYWORD);
ConfigureTarget(renderTarget);
ConfigureClear(ClearFlag.Color, targetClearColor);
}
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
//Restore
//Disabled, because this pass renders before the camera is initialized anyway
//cmd.SetViewProjectionMatrices(cameraData.camera.worldToCameraMatrix, cameraData.camera.projectionMatrix);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public void Dispose()
{
Shader.SetGlobalVector(_WaterDisplacementCoords, Vector4.zero);
RTHandles.Release(renderTarget);
}
}
}
#endif