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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.Experimental.Rendering;
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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 UnderwaterEffectPassURP : ScriptableRenderPass
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{
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const string k_Name = "Crest.DrawWater/Volume";
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UnderwaterRenderer _Renderer;
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internal static UnderwaterEffectPassURP s_Instance;
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UnderwaterEffectPass _UnderwaterEffectPass;
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CopyDepthBufferPassURP _CopyDepthBufferPass;
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RTHandle _ColorBuffer;
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RTHandle _DepthBuffer;
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public UnderwaterEffectPassURP()
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{
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ConfigureInput(ScriptableRenderPassInput.Color | ScriptableRenderPassInput.Depth);
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}
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public static void Enable(UnderwaterRenderer renderer)
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{
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if (s_Instance == null)
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{
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s_Instance = new();
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s_Instance._Renderer = renderer;
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s_Instance._CopyDepthBufferPass = new(RenderPassEvent.AfterRenderingOpaques);
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}
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RenderPipelineManager.activeRenderPipelineTypeChanged -= Disable;
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RenderPipelineManager.activeRenderPipelineTypeChanged += Disable;
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}
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public static void Disable()
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{
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RenderPipelineManager.activeRenderPipelineTypeChanged -= Disable;
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s_Instance?._UnderwaterEffectPass?.Release();
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s_Instance?._CopyDepthBufferPass?.Release();
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s_Instance = null;
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}
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internal void EnqueuePass(ScriptableRenderContext context, Camera camera)
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{
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if (!_Renderer.ShouldRender(camera, UnderwaterRenderer.Pass.Effect))
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{
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return;
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}
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s_Instance.renderPassEvent = _Renderer.RenderBeforeTransparency ? WaterRenderer.k_WaterRenderPassEvent : RenderPassEvent.AfterRenderingTransparents;
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var renderer = camera.GetUniversalAdditionalCameraData().scriptableRenderer;
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#if UNITY_EDITOR
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if (renderer == null) return;
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#endif
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// Copy the depth buffer to create a new depth/stencil context.
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if (_Renderer.UseStencilBuffer)
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{
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renderer.EnqueuePass(_CopyDepthBufferPass);
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}
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// Set up internal pass which houses shared code for SRPs.
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_UnderwaterEffectPass ??= new(_Renderer);
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renderer.EnqueuePass(s_Instance);
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}
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#if UNITY_6000_0_OR_NEWER
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bool _ErrorMissingColorTarget;
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void OnSetup(CommandBuffer buffer, RenderGraphHelper.PassData data)
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{
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_ColorBuffer = data.colorTargetHandle.Texture;
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_DepthBuffer = data.depthTargetHandle.Texture;
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// Unity bug
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if (_ColorBuffer?.rt == null)
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{
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if (!_ErrorMissingColorTarget)
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{
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Debug.LogError($"Crest: Your current URP setup has a Unity bug which prevents underwater from rendering on this camera ({data.cameraData.camera.name}). It is too complicated for us to advise which combination of settings are the issue (sorry), but they will be on either the URP asset or renderer file.");
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_ErrorMissingColorTarget = true;
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}
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return;
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}
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// TODO: renderingData.cameraData.cameraTargetDescriptor?
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_UnderwaterEffectPass.ReAllocate(_ColorBuffer.rt.descriptor);
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}
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void Execute(ScriptableRenderContext context, CommandBuffer buffer, RenderGraphHelper.PassData data)
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{
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// Unity bug
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if (_ColorBuffer?.rt == null)
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{
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return;
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}
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if (_Renderer.UseStencilBuffer)
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{
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_DepthBuffer = _CopyDepthBufferPass._DepthBufferCopy;
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}
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_UnderwaterEffectPass.Execute(data.cameraData.camera, buffer, _ColorBuffer, _DepthBuffer);
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}
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#else
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public override void OnCameraSetup(CommandBuffer buffer, ref RenderingData data)
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{
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_ColorBuffer = data.cameraData.renderer.cameraColorTargetHandle;
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_DepthBuffer = data.cameraData.renderer.cameraDepthTargetHandle;
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// TODO: renderingData.cameraData.cameraTargetDescriptor?
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_UnderwaterEffectPass.ReAllocate(_ColorBuffer.rt.descriptor);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData data)
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{
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var buffer = CommandBufferPool.Get(k_Name);
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if (_Renderer.UseStencilBuffer)
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{
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_DepthBuffer = _CopyDepthBufferPass._DepthBufferCopy;
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}
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_UnderwaterEffectPass.Execute(data.cameraData.camera, buffer, _ColorBuffer, _DepthBuffer);
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context.ExecuteCommandBuffer(buffer);
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CommandBufferPool.Release(buffer);
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}
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#endif
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}
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// Copies the depth buffer to avoid conflicts when using the stencil buffer.
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sealed partial class CopyDepthBufferPassURP : ScriptableRenderPass
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{
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const string k_Name = "Crest Copy Depth Buffer";
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RTHandle _ColorBuffer;
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RTHandle _DepthBuffer;
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public RTHandle _DepthBufferCopy;
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public CopyDepthBufferPassURP(RenderPassEvent @event)
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{
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renderPassEvent = @event;
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}
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#if UNITY_6000_0_OR_NEWER
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void OnSetup(CommandBuffer buffer, PassData data)
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#else
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public override void OnCameraSetup(CommandBuffer buffer, ref RenderingData data)
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#endif
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{
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var descriptor = data.cameraData.cameraTargetDescriptor;
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descriptor.graphicsFormat = GraphicsFormat.None;
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descriptor.bindMS = descriptor.msaaSamples > 1;
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#if UNITY_6000_0_OR_NEWER
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RenderingUtils.ReAllocateHandleIfNeeded(ref _DepthBufferCopy, descriptor, FilterMode.Point, name: "Crest Copied Depth Buffer");
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_ColorBuffer = data.colorTargetHandle;
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_DepthBuffer = data.depthTargetHandle;
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#else
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RenderingUtils.ReAllocateIfNeeded(ref _DepthBufferCopy, descriptor, FilterMode.Point, name: "Crest Copied Depth Buffer");
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_ColorBuffer = data.cameraData.renderer.cameraColorTargetHandle;
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_DepthBuffer = data.cameraData.renderer.cameraDepthTargetHandle;
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#endif
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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 data)
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#else
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public override void Execute(ScriptableRenderContext context, ref RenderingData data)
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#endif
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{
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// Just in case.
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if (_ColorBuffer == null || _DepthBuffer == null)
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{
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return;
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}
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#if !UNITY_6000_0_OR_NEWER
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var buffer = CommandBufferPool.Get(k_Name);
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#endif
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// NOTE: previously we cleared the target depth first due to artifacts.
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buffer.CopyTexture(_DepthBuffer.rt, _DepthBufferCopy.rt);
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// Clear the stencil component just in case.
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// Previously we passed BuiltinRenderTextureType.None for color but this made the
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// scene disappear in the scene view on DX11 only.
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CoreUtils.SetRenderTarget(buffer, _ColorBuffer, _DepthBufferCopy, ClearFlag.Stencil);
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// Required for Unity 6+.
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CoreUtils.SetRenderTarget(buffer, _ColorBuffer, _DepthBuffer);
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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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public void Release()
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{
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_DepthBuffer = null;
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_DepthBufferCopy?.Release();
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}
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}
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}
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#endif // d_UnityURP
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