Files
2026-05-20 17:05:47 +08:00

285 lines
13 KiB
C#

#if ENVIRO_HDRP
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.Rendering.HighDefinition;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
namespace Enviro
{
class EnviroHDRPCustomPass : CustomPass
{
private Material blitTrough;
private List<EnviroVolumetricCloudRenderer> volumetricCloudsRender = new List<EnviroVolumetricCloudRenderer>();
private Vector3 floatingPointOriginMod = Vector3.zero;
private RTHandle sourceHandle;
private RTHandle temp1Handle;
private RTHandle temp2Handle;
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
if (blitTrough == null)
blitTrough = new Material(Shader.Find("Hidden/Enviro/BlitTroughHDRP"));
// We allocate persistent RTHandles dynamically when Execute runs for the first time
sourceHandle = null;
temp1Handle = null;
temp2Handle = null;
}
public RTHandle ReallocateIfNeeded(RTHandle handle, RenderTextureDescriptor desc, string name)
{
bool needsRealloc = handle == null || handle.rt == null;
if (!needsRealloc)
{
var hDesc = handle.rt.descriptor;
// Compare only the format & dimension
if (hDesc.graphicsFormat != desc.graphicsFormat ||
hDesc.dimension != desc.dimension)
{
needsRealloc = true;
}
}
if (needsRealloc)
{
if (handle != null)
RTHandles.Release(handle);
// Allocate with scale = 1, dynamic scaling will adjust automatically
handle = RTHandles.Alloc(
Vector2.one,
colorFormat: desc.graphicsFormat,
dimension: desc.dimension,
enableRandomWrite: false,
useMipMap: desc.useMipMap,
name: name,
useDynamicScale: true
);
}
return handle;
}
protected override void Execute(CustomPassContext ctx)
{
HDCamera camera = ctx.hdCamera;
if (ctx.cameraColorBuffer == null || ctx.cameraColorBuffer.rt == null ||
camera.camera.cameraType == CameraType.Preview ||
!EnviroHelper.CanRenderOnCamera(camera.camera) || EnviroManager.instance == null && EnviroManager.instance.configuration != null)
return;
var desc = ctx.cameraColorBuffer.rt.descriptor;
// Reallocate only if needed
sourceHandle = ReallocateIfNeeded(sourceHandle, desc, "Enviro Source");
temp1Handle = ReallocateIfNeeded(temp1Handle, desc, "Enviro Temp1");
if (EnviroManager.instance.VolumetricClouds != null && EnviroManager.instance.VolumetricClouds.settingsGlobal.cloudShadows)
temp2Handle = ReallocateIfNeeded(temp2Handle, desc, "Enviro Temp2");
// Copy camera buffer to persistent source
HDUtils.BlitCameraTexture(ctx.cmd, ctx.cameraColorBuffer, sourceHandle);
// Get quality and flags
EnviroQuality myQuality = EnviroHelper.GetQualityForCamera(camera.camera);
bool renderVolumetricClouds = EnviroManager.instance.VolumetricClouds != null && myQuality.volumetricCloudsOverride.volumetricClouds;
bool renderFog = EnviroManager.instance.Fog != null && myQuality.fogOverride.fog;
floatingPointOriginMod = EnviroManager.instance.Objects?.worldAnchor != null
? EnviroManager.instance.Objects.worldAnchor.transform.position
: Vector3.zero;
// Ensure clouds renderer exists
if (renderVolumetricClouds && GetCloudsRenderer(camera.camera) == null)
CreateCloudsRenderer(camera.camera);
SetMatrix(camera.camera);
EnviroVolumetricCloudRenderer renderer = GetCloudsRenderer(camera.camera);
// ----- Depth-aware render logic -----
if (renderVolumetricClouds && renderFog)
{
if (camera.camera.transform.position.y - floatingPointOriginMod.y < EnviroManager.instance.VolumetricClouds.settingsVolume.bottomCloudsHeight)
{
EnviroManager.instance.VolumetricClouds.RenderVolumetricCloudsHDRP(camera.camera, ctx.cmd, sourceHandle, temp1Handle, renderer, myQuality);
if (EnviroManager.instance.VolumetricClouds.settingsGlobal.cloudShadows &&
camera.camera.cameraType != CameraType.Reflection)
{
EnviroManager.instance.VolumetricClouds.RenderCloudsShadowsHDRP(camera.camera, ctx.cmd, temp1Handle, temp2Handle, renderer);
EnviroManager.instance.Fog.RenderHeightFogHDRP(camera.camera, ctx.cmd, temp2Handle, ctx.cameraColorBuffer);
}
else
{
EnviroManager.instance.Fog.RenderHeightFogHDRP(camera.camera, ctx.cmd, temp1Handle, ctx.cameraColorBuffer);
}
}
else
{
EnviroManager.instance.Fog.RenderHeightFogHDRP(camera.camera, ctx.cmd, sourceHandle, temp1Handle);
if (EnviroManager.instance.VolumetricClouds.settingsGlobal.cloudShadows &&
camera.camera.cameraType != CameraType.Reflection)
{
EnviroManager.instance.VolumetricClouds.RenderCloudsShadowsHDRP(camera.camera, ctx.cmd, temp1Handle, temp2Handle, renderer);
EnviroManager.instance.VolumetricClouds.RenderVolumetricCloudsHDRP(camera.camera, ctx.cmd, temp2Handle, ctx.cameraColorBuffer, renderer, myQuality);
}
else
{
EnviroManager.instance.VolumetricClouds.RenderVolumetricCloudsHDRP(camera.camera, ctx.cmd, temp1Handle, ctx.cameraColorBuffer, renderer, myQuality);
}
}
}
else if (renderVolumetricClouds)
{
if (EnviroManager.instance.VolumetricClouds.settingsGlobal.cloudShadows &&
camera.camera.cameraType != CameraType.Reflection)
{
EnviroManager.instance.VolumetricClouds.RenderCloudsShadowsHDRP(camera.camera, ctx.cmd, sourceHandle, temp1Handle, renderer);
EnviroManager.instance.VolumetricClouds.RenderVolumetricCloudsHDRP(camera.camera, ctx.cmd, temp1Handle, ctx.cameraColorBuffer, renderer, myQuality);
}
else
{
EnviroManager.instance.VolumetricClouds.RenderVolumetricCloudsHDRP(camera.camera, ctx.cmd, sourceHandle, ctx.cameraColorBuffer, renderer, myQuality);
}
}
else if (renderFog)
{
EnviroManager.instance.Fog.RenderHeightFogHDRP(camera.camera, ctx.cmd, sourceHandle, ctx.cameraColorBuffer);
}
else
{
// blitTrough.SetTexture("_InputTexture", sourceHandle);
// CoreUtils.SetRenderTarget(ctx.cmd, ctx.cameraColorBuffer, ctx.cameraDepthBuffer, ClearFlag.None);
// HDUtils.DrawFullScreen(ctx.cmd, blitTrough);
}
if (!renderVolumetricClouds)
Shader.SetGlobalTexture("_EnviroClouds", Texture2D.blackTexture);
}
protected override void Cleanup()
{
if (blitTrough != null) CoreUtils.Destroy(blitTrough);
if (sourceHandle != null) RTHandles.Release(sourceHandle);
if (temp1Handle != null) RTHandles.Release(temp1Handle);
if (temp2Handle != null) RTHandles.Release(temp2Handle);
for (int i = 0; i < volumetricCloudsRender.Count; i++)
CleanCloudsRenderer(volumetricCloudsRender[i]);
}
// ---- Cloud renderer helpers -----
private EnviroVolumetricCloudRenderer CreateCloudsRenderer(Camera cam)
{
EnviroVolumetricCloudRenderer r = new EnviroVolumetricCloudRenderer();
r.camera = cam;
volumetricCloudsRender.Add(r);
return r;
}
private void CleanCloudsRenderer(EnviroVolumetricCloudRenderer renderer)
{
if (renderer.fullBuffer != null)
foreach (var b in renderer.fullBuffer) if (b != null) CoreUtils.Destroy(b);
if (renderer.undersampleBuffer != null) CoreUtils.Destroy(renderer.undersampleBuffer);
if (renderer.downsampledDepth != null) CoreUtils.Destroy(renderer.downsampledDepth);
if (renderer.raymarchMat != null) CoreUtils.Destroy(renderer.raymarchMat);
if (renderer.reprojectMat != null) CoreUtils.Destroy(renderer.reprojectMat);
if (renderer.blendAndLightingMat != null) CoreUtils.Destroy(renderer.blendAndLightingMat);
if (renderer.depthMat != null) CoreUtils.Destroy(renderer.depthMat);
if (renderer.shadowMat != null) CoreUtils.Destroy(renderer.shadowMat);
}
private EnviroVolumetricCloudRenderer GetCloudsRenderer(Camera cam)
{
foreach (var r in volumetricCloudsRender)
if (r.camera == cam) return r;
return CreateCloudsRenderer(cam);
}
private void SetMatrix(Camera myCam)
{
#if ENABLE_VR && ENABLE_XR_MODULE
if (UnityEngine.XR.XRSettings.enabled && UnityEngine.XR.XRSettings.stereoRenderingMode == UnityEngine.XR.XRSettings.StereoRenderingMode.SinglePassInstanced)
{
// Both stereo eye inverse view matrices
Matrix4x4 left_world_from_view = myCam.GetStereoViewMatrix(Camera.StereoscopicEye.Left).inverse;
Matrix4x4 right_world_from_view = myCam.GetStereoViewMatrix(Camera.StereoscopicEye.Right).inverse;
// Both stereo eye inverse projection matrices, plumbed through GetGPUProjectionMatrix to compensate for render texture
Matrix4x4 left_screen_from_view = myCam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left);
Matrix4x4 right_screen_from_view = myCam.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right);
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 = myCam.cameraToWorldMatrix;
// Inverse projection matrices, plumbed through GetGPUProjectionMatrix to compensate for render texture
Matrix4x4 screen_from_view = myCam.projectionMatrix;
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;
Shader.SetGlobalMatrix("_LeftWorldFromView", left_world_from_view);
Shader.SetGlobalMatrix("_LeftViewFromScreen", left_view_from_screen);
}
#else
// Main eye inverse view matrix
Matrix4x4 left_world_from_view = myCam.cameraToWorldMatrix;
// Inverse projection matrices, plumbed through GetGPUProjectionMatrix to compensate for render texture
Matrix4x4 screen_from_view = myCam.projectionMatrix;
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;
Shader.SetGlobalMatrix("_LeftWorldFromView", left_world_from_view);
Shader.SetGlobalMatrix("_LeftViewFromScreen", left_view_from_screen);
#endif
}
}
}
#endif