72 lines
3.3 KiB
C#
72 lines
3.3 KiB
C#
using UnityEngine.Rendering.Universal;
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using UnityEngine.Rendering;
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using UnityEngine;
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namespace UHFPS.Rendering
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{
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public class RaindropPass : ScriptableRenderPass
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{
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private static readonly int Raining = Shader.PropertyToID("_Raining");
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private static readonly int DropletsMask = Shader.PropertyToID("_DropletsMask");
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private static readonly int Tiling = Shader.PropertyToID("_Tiling");
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private static readonly int Distortion = Shader.PropertyToID("_Distortion");
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private static readonly int GlobalRotation = Shader.PropertyToID("_GlobalRotation");
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private static readonly int DropletsGravity = Shader.PropertyToID("_DropletsGravity");
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private static readonly int DropletsSpeed = Shader.PropertyToID("_DropletsSpeed");
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private static readonly int DropletsStrength = Shader.PropertyToID("_DropletsStrength");
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private readonly Material m_Material;
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private RTHandle m_CameraTempColor;
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public RaindropPass(RenderPassEvent renderPassEvent, Material material)
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{
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this.renderPassEvent = renderPassEvent;
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m_Material = material;
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}
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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var colorDesc = renderingData.cameraData.cameraTargetDescriptor;
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colorDesc.depthBufferBits = 0;
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RenderingUtils.ReAllocateIfNeeded(ref m_CameraTempColor, colorDesc, name: "_TemporaryColorTexture");
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (m_Material == null) return;
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if (renderingData.cameraData.isSceneViewCamera) return;
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if (!renderingData.cameraData.postProcessEnabled) return;
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VolumeStack stack = VolumeManager.instance.stack;
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Raindrop raindropVolume = stack.GetComponent<Raindrop>();
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if (!raindropVolume.IsActive()) return;
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Vector2 tiling = raindropVolume.Tiling.value;
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float tilingScale = raindropVolume.TilingScale.value;
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tiling *= tilingScale;
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m_Material.SetFloat(Raining, raindropVolume.Raining.value);
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m_Material.SetTexture(DropletsMask, raindropVolume.DropletsMask.value);
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m_Material.SetVector(Tiling, tiling);
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m_Material.SetFloat(Distortion, raindropVolume.Distortion.value);
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m_Material.SetFloat(GlobalRotation, raindropVolume.GlobalRotation.value);
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m_Material.SetFloat(DropletsGravity, raindropVolume.DropletsGravity.value);
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m_Material.SetFloat(DropletsSpeed, raindropVolume.DropletsSpeed.value);
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m_Material.SetFloat(DropletsStrength, raindropVolume.DropletsStrength.value);
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var cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, new ProfilingSampler("RaindropFX")))
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{
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RTHandle camTarget = renderingData.cameraData.renderer.cameraColorTargetHandle;
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Blitter.BlitCameraTexture(cmd, camTarget, m_CameraTempColor, m_Material, 0);
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Blitter.BlitCameraTexture(cmd, m_CameraTempColor, camTarget);
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}
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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CommandBufferPool.Release(cmd);
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}
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}
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} |