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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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#if d_UnityURP
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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 WaveHarmonic.Crest
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{
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sealed partial class SampleShadowsURP : ScriptableRenderPass
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{
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static SampleShadowsURP s_Instance;
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internal static bool Created => s_Instance != null;
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WaterRenderer _Water;
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SampleShadowsURP(RenderPassEvent renderPassEvent)
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{
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this.renderPassEvent = renderPassEvent;
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}
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internal static void Enable(WaterRenderer water)
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{
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s_Instance ??= new(RenderPassEvent.AfterRenderingShadows);
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s_Instance._Water = water;
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}
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internal static void EnqueuePass(ScriptableRenderContext context, Camera camera)
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{
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if (s_Instance == null)
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{
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return;
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}
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var water = s_Instance._Water;
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if (!water._ShadowLod.Enabled)
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{
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return;
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}
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#if UNITY_EDITOR
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if (!WaterRenderer.IsWithinEditorUpdate)
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{
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return;
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}
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#endif
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// Only sample shadows for the main camera.
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if (!ReferenceEquals(water.Viewer, camera))
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{
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return;
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}
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if (camera.TryGetComponent<UniversalAdditionalCameraData>(out var cameraData))
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{
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cameraData.scriptableRenderer.EnqueuePass(s_Instance);
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}
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}
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#if UNITY_6000_0_OR_NEWER
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void Execute(ScriptableRenderContext context, CommandBuffer buffer, PassData renderingData)
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#else
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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#endif
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{
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var water = _Water;
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if (water == null || !water._ShadowLod.Enabled)
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{
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return;
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}
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// TODO: This may not be the same as WaterRenderer._primaryLight. Not certain how to support overriding the
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// main light for shadows yet.
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var mainLightIndex = renderingData.lightData.mainLightIndex;
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if (mainLightIndex == -1)
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{
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return;
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}
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var camera = renderingData.cameraData.camera;
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#if !UNITY_6000_0_OR_NEWER
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var buffer = CommandBufferPool.Get(WaterRenderer.k_DrawLodData);
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#endif
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// Disable for XR SPI otherwise input will not have correct world position.
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Rendering.URP.DisableXR(buffer, renderingData.cameraData);
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water._ShadowLod.BuildCommandBuffer(water, buffer);
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// Restore matrices otherwise remaining render will have incorrect matrices. Each pass is responsible for
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// restoring matrices if required.
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buffer.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
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// Restore XR SPI as we cannot rely on remaining pipeline to do it for us.
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Rendering.URP.EnableXR(buffer, renderingData.cameraData);
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#if !UNITY_6000_0_OR_NEWER
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context.ExecuteCommandBuffer(buffer);
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CommandBufferPool.Release(buffer);
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#endif
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}
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}
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}
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#endif // d_UnityURP
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