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210 lines
9.5 KiB
C#

using System.Collections.Generic;
using UnityEngine.Serialization;
#if ENVIRO_LWRP && ENVIRO_HD
namespace UnityEngine.Rendering.LWRP
{
public class EnviroFogLWRP : UnityEngine.Rendering.Universal.ScriptableRendererFeature
{
EnviroBlitPass blitPass;
private Camera myCam;
#region Fog Var
public enum FogType
{
Disabled,
Simple,
Standard
}
[HideInInspector]
public FogType currentFogType;
private Material fogMat;
private Texture2D dither;
private Texture2D blackTexture;
private Texture3D detailNoiseTexture = null;
#endregion
private void RenderFog()
{
if (fogMat == null)
CreateFogMaterial();
//////////////// FOG
float FdotC = myCam.transform.position.y - EnviroSky.instance.fogSettings.height;
float paramK = (FdotC <= 0.0f ? 1.0f : 0.0f);
var sceneMode = RenderSettings.fogMode;
var sceneDensity = RenderSettings.fogDensity;
var sceneStart = RenderSettings.fogStartDistance;
var sceneEnd = RenderSettings.fogEndDistance;
Vector4 sceneParams;
bool linear = (sceneMode == FogMode.Linear);
float diff = linear ? sceneEnd - sceneStart : 0.0f;
float invDiff = Mathf.Abs(diff) > 0.0001f ? 1.0f / diff : 0.0f;
sceneParams.x = sceneDensity * 1.2011224087f; // density / sqrt(ln(2)), used by Exp2 fog mode
sceneParams.y = sceneDensity * 1.4426950408f; // density / ln(2), used by Exp fog mode
sceneParams.z = linear ? -invDiff : 0.0f;
sceneParams.w = linear ? sceneEnd * invDiff : 0.0f;
//////////////////
if (!EnviroSky.instance.fogSettings.useSimpleFog)
{
Shader.SetGlobalVector("_FogNoiseVelocity", new Vector4(-EnviroSky.instance.Components.windZone.transform.forward.x * EnviroSky.instance.windIntensity * 5, -EnviroSky.instance.Components.windZone.transform.forward.z * EnviroSky.instance.windIntensity * 5) * EnviroSky.instance.fogSettings.noiseScale);
Shader.SetGlobalVector("_FogNoiseData", new Vector4(EnviroSky.instance.fogSettings.noiseScale, EnviroSky.instance.fogSettings.noiseIntensity, EnviroSky.instance.fogSettings.noiseIntensityOffset));
Shader.SetGlobalTexture("_FogNoiseTexture", detailNoiseTexture);
}
Shader.SetGlobalFloat("_EnviroVolumeDensity", EnviroSky.instance.globalVolumeLightIntensity);
Shader.SetGlobalVector("_SceneFogParams", sceneParams);
Shader.SetGlobalVector("_SceneFogMode", new Vector4((int)sceneMode, EnviroSky.instance.fogSettings.useRadialDistance ? 1 : 0, 0, Application.isPlaying ? 1f : 0f));
Shader.SetGlobalVector("_HeightParams", new Vector4(EnviroSky.instance.fogSettings.height, FdotC, paramK, EnviroSky.instance.fogSettings.heightDensity * 0.5f));
Shader.SetGlobalVector("_DistanceParams", new Vector4(-Mathf.Max(EnviroSky.instance.fogSettings.startDistance, 0.0f), 0, 0, 0));
fogMat.SetFloat("_DitheringIntensity", EnviroSky.instance.fogSettings.fogDithering);
Shader.SetGlobalTexture("_EnviroVolumeLightingTex", blackTexture);
fogMat.EnableKeyword("ENVIROURP");
}
private void CreateFogMaterial()
{
if (EnviroSky.instance == null)
return;
if (dither == null)
dither = Resources.Load("tex_enviro_dither") as Texture2D;
if (detailNoiseTexture == null)
detailNoiseTexture = Resources.Load("enviro_clouds_detail_low") as Texture3D;
if (blackTexture == null)
blackTexture = Resources.Load("tex_enviro_black") as Texture2D;
//Cleanup
if (fogMat != null)
DestroyImmediate(fogMat);
if (!EnviroSky.instance.useFog)
{
Shader shader = Shader.Find("Enviro/Standard/EnviroFogRenderingDisabled");
if (shader != null)
{
fogMat = new Material(shader);
currentFogType = FogType.Disabled;
}
}
else if (!EnviroSky.instance.fogSettings.useSimpleFog)
{
Shader shader = Shader.Find("Enviro/Standard/EnviroFogRendering");
if (shader != null)
{
fogMat = new Material(shader);
currentFogType = FogType.Standard;
}
}
else
{
Shader shader = Shader.Find("Enviro/Standard/EnviroFogRenderingSimple");
if (shader != null)
{
fogMat = new Material(shader);
currentFogType = FogType.Simple;
}
}
}
private void UpdateMatrix(UnityEngine.Rendering.Universal.RenderingData renderingData)
{
///////////////////Matrix Information
if (UnityEngine.XR.XRSettings.enabled && EnviroSky.instance.singlePassInstancedVR)
{
#if UNITY_2020_3_OR_NEWER
Matrix4x4 left_world_from_view = renderingData.cameraData.GetViewMatrix(0).inverse;
Matrix4x4 right_world_from_view = renderingData.cameraData.GetViewMatrix(1).inverse;
Matrix4x4 left_screen_from_view = renderingData.cameraData.GetProjectionMatrix(0);
Matrix4x4 right_screen_from_view = renderingData.cameraData.GetProjectionMatrix(1);
#else
Matrix4x4 left_world_from_view = myCam.GetStereoViewMatrix(Camera.StereoscopicEye.Left).inverse;
Matrix4x4 right_world_from_view = myCam.GetStereoViewMatrix(Camera.StereoscopicEye.Right).inverse;
Matrix4x4 left_screen_from_view = myCam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
Matrix4x4 right_screen_from_view = myCam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
#endif
Matrix4x4 left_view_from_screen = GL.GetGPUProjectionMatrix(left_screen_from_view, true).inverse;
Matrix4x4 right_view_from_screen = GL.GetGPUProjectionMatrix(right_screen_from_view, true).inverse;
// Negate [1,1] to reflect Unity's CBuffer state
if (SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLCore && SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3)
{
left_view_from_screen[1, 1] *= -1;
right_view_from_screen[1, 1] *= -1;
}
Shader.SetGlobalMatrix("_LeftWorldFromView", left_world_from_view);
Shader.SetGlobalMatrix("_RightWorldFromView", right_world_from_view);
Shader.SetGlobalMatrix("_LeftViewFromScreen", left_view_from_screen);
Shader.SetGlobalMatrix("_RightViewFromScreen", right_view_from_screen);
}
else
{
// Main eye inverse view matrix
Matrix4x4 left_world_from_view = renderingData.cameraData.GetViewMatrix().inverse;
// Inverse projection matrices, plumbed through GetGPUProjectionMatrix to compensate for render texture
Matrix4x4 screen_from_view = renderingData.cameraData.GetProjectionMatrix();
Matrix4x4 left_view_from_screen = GL.GetGPUProjectionMatrix(screen_from_view, true).inverse;
// Negate [1,1] to reflect Unity's CBuffer state
if (SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLCore && SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.OpenGLES3)
left_view_from_screen[1, 1] *= -1;
// Store matrices
Shader.SetGlobalMatrix("_LeftWorldFromView", left_world_from_view);
Shader.SetGlobalMatrix("_LeftViewFromScreen", left_view_from_screen);
}
}
public override void Create()
{
if (EnviroSkyMgr.instance == null || EnviroSky.instance == null)
return;
CreateFogMaterial();
blitPass = new EnviroBlitPass(UnityEngine.Rendering.Universal.RenderPassEvent.BeforeRenderingTransparents, fogMat, 0, name);
}
public override void AddRenderPasses(UnityEngine.Rendering.Universal.ScriptableRenderer renderer, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
{
if (renderingData.cameraData.camera.cameraType == CameraType.Preview)
return;
myCam = renderingData.cameraData.camera;
if (EnviroSky.instance != null && EnviroSky.instance.useFog && EnviroSky.instance.PlayerCamera != null)
{
if(EnviroSky.instance.RenderEnviroOnThisCam(renderingData.cameraData.camera) == false)
return;
//var src = renderer.cameraColorTarget;
var dest = UnityEngine.Rendering.Universal.RenderTargetHandle.CameraTarget;
if (renderingData.cameraData.isSceneViewCamera && !EnviroSky.instance.showFogInEditor)
return;
UpdateMatrix(renderingData);
RenderFog();
if (blitPass == null|| fogMat == null)
Create();
blitPass.Setup(renderer, dest, fogMat);
renderer.EnqueuePass(blitPass);
}
}
}
}
#endif