Init
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94
Assets/WaterWorks/Scripts/Water_Volume.cs
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94
Assets/WaterWorks/Scripts/Water_Volume.cs
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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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public class Water_Volume : ScriptableRendererFeature
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{
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class CustomRenderPass : ScriptableRenderPass
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{
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public RenderTargetIdentifier source;
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private Material _material;
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private RenderTargetHandle tempRenderTarget;
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private RenderTargetHandle tempRenderTarget2;
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public CustomRenderPass(Material mat)
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{
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_material = mat;
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tempRenderTarget.Init("_TemporaryColourTexture");
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tempRenderTarget2.Init("_TemporaryDepthTexture");
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}
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// This method is called before executing the render pass.
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// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
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// When empty this render pass will render to the active camera render target.
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// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
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// The render pipeline will ensure target setup and clearing happens in an performance manner.
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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}
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// Here you can implement the rendering logic.
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// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
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// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
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// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if(renderingData.cameraData.cameraType != CameraType.Reflection)
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{
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CommandBuffer commandBuffer = CommandBufferPool.Get();
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commandBuffer.GetTemporaryRT(tempRenderTarget.id, renderingData.cameraData.cameraTargetDescriptor);
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Blit(commandBuffer, source, tempRenderTarget.Identifier(), _material);
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Blit(commandBuffer, tempRenderTarget.Identifier(), source);
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context.ExecuteCommandBuffer(commandBuffer);
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CommandBufferPool.Release(commandBuffer);
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}
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}
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/// Cleanup any allocated resources that were created during the execution of this render pass.
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public override void FrameCleanup(CommandBuffer cmd)
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{
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}
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}
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[System.Serializable]
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public class _Settings
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{
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//[HideInInspector]
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public Material material = null;
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public RenderPassEvent renderPass = RenderPassEvent.AfterRenderingSkybox;
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}
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public _Settings settings = new _Settings();
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CustomRenderPass m_ScriptablePass;
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public override void Create()
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{
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if(settings.material == null)
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{
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settings.material = (Material)Resources.Load("Water_Volume");
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}
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m_ScriptablePass = new CustomRenderPass(settings.material);
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// Configures where the render pass should be injected.
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//m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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m_ScriptablePass.renderPassEvent = settings.renderPass;
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}
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// Here you can inject one or multiple render passes in the renderer.
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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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{
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m_ScriptablePass.source = renderer.cameraColorTarget;
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renderer.EnqueuePass(m_ScriptablePass);
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}
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}
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