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

296 lines
14 KiB
C#

//Deprecated since 3.3. Please use the custom pass system now!
/*
#if ENVIRO_HDRP
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
using System;
using System.Collections.Generic;
namespace Enviro
{
[Serializable, VolumeComponentMenu("Post-processing/Enviro/Effects Renderer (DEPRECATED)")]
public class EnviroHDRPRenderer : CustomPostProcessVolumeComponent, IPostProcessComponent
{
public bool IsActive() => EnviroManager.instance != null;
public override CustomPostProcessInjectionPoint injectionPoint => (CustomPostProcessInjectionPoint)0;
private Material blitTrough;
private List<EnviroVolumetricCloudRenderer> volumetricCloudsRender = new List<EnviroVolumetricCloudRenderer>();
private Vector3 floatingPointOriginMod = Vector3.zero;
public BoolParameter activated = new(value: true);
public override void Setup()
{
if (blitTrough == null)
blitTrough = new Material(Shader.Find("Hidden/Enviro/BlitTroughHDRP"));
}
public override void Cleanup()
{
if (blitTrough != null)
CoreUtils.Destroy(blitTrough);
for(int i = 0; i < volumetricCloudsRender.Count; i++)
{
CleanCloudsRenderer(volumetricCloudsRender[i]);
}
}
public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
{
//Do nothing
if (activated.value == false || !EnviroHelper.CanRenderOnCamera(camera.camera) || camera.camera.cameraType == CameraType.Preview)
{
blitTrough.SetTexture("_InputTexture", source);
CoreUtils.DrawFullScreen(cmd, blitTrough);
return;
}
if(EnviroHelper.ResetMatrix(camera.camera))
camera.camera.ResetProjectionMatrix();
EnviroQuality myQuality = EnviroHelper.GetQualityForCamera(camera.camera);
//Set what to render on this camera.
bool renderVolumetricClouds = false;
bool renderFog = false;
if(EnviroManager.instance.Quality != null)
{
if(EnviroManager.instance.VolumetricClouds != null)
renderVolumetricClouds = myQuality.volumetricCloudsOverride.volumetricClouds;
if(EnviroManager.instance.Fog != null)
renderFog = myQuality.fogOverride.fog;
}
else
{
if(EnviroManager.instance.VolumetricClouds != null)
renderVolumetricClouds = EnviroManager.instance.VolumetricClouds.settingsQuality.volumetricClouds;
if(EnviroManager.instance.Fog != null)
renderFog = EnviroManager.instance.Fog.Settings.fog;
}
if (EnviroManager.instance.Objects.worldAnchor != null)
floatingPointOriginMod = EnviroManager.instance.Objects.worldAnchor.transform.position;
else
floatingPointOriginMod = Vector3.zero;
if (renderVolumetricClouds)
{
//Create us a volumetric clouds renderer if null.
if(GetCloudsRenderer(camera.camera) == null)
{
CreateCloudsRenderer(camera.camera);
}
}
//Set some global matrixes used for all the enviro effects.
SetMatrix(camera.camera);
//Clouds
if(EnviroManager.instance.Fog != null && EnviroManager.instance.VolumetricClouds != null && renderVolumetricClouds && renderFog)
{
RenderTexture temp1 = RenderTexture.GetTemporary(source.rt.descriptor);
RTHandle temp1Handle = RTHandles.Alloc(temp1);
if(camera.camera.transform.position.y - floatingPointOriginMod.y < EnviroManager.instance.VolumetricClouds.settingsVolume.bottomCloudsHeight)
{
EnviroVolumetricCloudRenderer renderer = GetCloudsRenderer(camera.camera);
EnviroManager.instance.VolumetricClouds.RenderVolumetricCloudsHDRP(camera.camera,cmd, source, temp1Handle, renderer, myQuality);
if(EnviroManager.instance.VolumetricClouds.settingsGlobal.cloudShadows && camera.camera.cameraType != CameraType.Reflection)
{
RenderTexture temp2 = RenderTexture.GetTemporary(source.rt.descriptor);
RTHandle temp2Handle = RTHandles.Alloc(temp2);
EnviroManager.instance.VolumetricClouds.RenderCloudsShadowsHDRP(camera.camera,cmd,temp1Handle,temp2Handle,renderer);
EnviroManager.instance.Fog.RenderHeightFogHDRP(camera.camera,cmd,temp2Handle,destination);
RenderTexture.ReleaseTemporary(temp2);
}
else
{
EnviroManager.instance.Fog.RenderHeightFogHDRP(camera.camera,cmd,temp1Handle,destination);
}
}
else
{
EnviroManager.instance.Fog.RenderHeightFogHDRP(camera.camera,cmd,source,temp1Handle);
EnviroVolumetricCloudRenderer renderer = GetCloudsRenderer(camera.camera);
if(EnviroManager.instance.VolumetricClouds.settingsGlobal.cloudShadows && camera.camera.cameraType != CameraType.Reflection)
{
RenderTexture temp2 = RenderTexture.GetTemporary(source.rt.descriptor);
RTHandle temp2Handle = RTHandles.Alloc(temp2);
EnviroManager.instance.VolumetricClouds.RenderCloudsShadowsHDRP(camera.camera,cmd,temp1Handle,temp2Handle,renderer);
EnviroManager.instance.VolumetricClouds.RenderVolumetricCloudsHDRP(camera.camera,cmd, temp2Handle, destination, renderer, myQuality);
RenderTexture.ReleaseTemporary(temp2);
}
else
{
EnviroManager.instance.VolumetricClouds.RenderVolumetricCloudsHDRP(camera.camera,cmd, temp1Handle, destination, renderer, myQuality);
}
}
RenderTexture.ReleaseTemporary(temp1);
//temp1Handle.Release();
}
else if(EnviroManager.instance.VolumetricClouds != null && renderVolumetricClouds && !renderFog)
{
EnviroVolumetricCloudRenderer renderer = GetCloudsRenderer(camera.camera);
if(EnviroManager.instance.VolumetricClouds.settingsGlobal.cloudShadows && camera.camera.cameraType != CameraType.Reflection)
{
RenderTexture temp1 = RenderTexture.GetTemporary(source.rt.descriptor);
RTHandle temp1Handle = RTHandles.Alloc(temp1);
EnviroManager.instance.VolumetricClouds.RenderCloudsShadowsHDRP(camera.camera,cmd,source,temp1Handle,renderer);
EnviroManager.instance.VolumetricClouds.RenderVolumetricCloudsHDRP(camera.camera,cmd, temp1Handle, destination, renderer, myQuality);
RenderTexture.ReleaseTemporary(temp1);
//temp1Handle.Release();
}
else
{
EnviroManager.instance.VolumetricClouds.RenderVolumetricCloudsHDRP(camera.camera,cmd, source, destination, renderer, myQuality);
}
}
else if (Enviro.EnviroManager.instance.Fog != null && renderFog)
{
EnviroManager.instance.Fog.RenderHeightFogHDRP(camera.camera,cmd,source,destination);
}
else
{
blitTrough.SetTexture("_InputTexture", source);
CoreUtils.DrawFullScreen(cmd, blitTrough);
}
if(!renderVolumetricClouds)
Shader.SetGlobalTexture("_EnviroClouds", Texture2D.blackTexture);
}
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)
{
for (int i = 0; i < renderer.fullBuffer.Length; i++)
{
if (renderer.fullBuffer[i] != null)
{
CoreUtils.Destroy(renderer.fullBuffer[i]);
}
}
}
if (renderer.undersampleBuffer)
{
CoreUtils.Destroy(renderer.undersampleBuffer);
}
if (renderer.downsampledDepth)
{
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)
{
for (int i = 0; i < volumetricCloudsRender.Count; i++)
{
if(volumetricCloudsRender[i].camera == cam)
return volumetricCloudsRender[i];
}
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
*/