167 lines
6.2 KiB
C#
167 lines
6.2 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class MobileFogRendererFeature : ScriptableRendererFeature
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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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[Header("渲染设置")]
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public RenderPassEvent renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
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[Header("Shader")]
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public Shader fogShader;
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[Header("移动端优化")]
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[Range(0.1f, 1f)]
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public float renderScale = 1f;
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public bool useHalfResolution = false;
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}
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public Settings settings = new Settings();
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private MobileFogRenderPass fogPass;
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public override void Create()
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{
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if (settings.fogShader == null)
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{
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Debug.LogWarning("MobileFogRendererFeature: Fog shader is missing!");
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return;
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}
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fogPass = new MobileFogRenderPass(settings);
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (fogPass == null) return;
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fogPass.Setup();
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renderer.EnqueuePass(fogPass);
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}
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}
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public class MobileFogRenderPass : ScriptableRenderPass
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{
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private Material fogMaterial;
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private MobileFogRendererFeature.Settings settings;
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private RTHandle tempColorTexture;
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// Shader属性ID缓存
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private static readonly int FogDensityID = Shader.PropertyToID("_FogDensity");
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private static readonly int FogStartID = Shader.PropertyToID("_FogStart");
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private static readonly int FogEndID = Shader.PropertyToID("_FogEnd");
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private static readonly int HeightFogDensityID = Shader.PropertyToID("_HeightFogDensity");
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private static readonly int HeightFogBaseID = Shader.PropertyToID("_HeightFogBase");
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private static readonly int HeightFogRangeID = Shader.PropertyToID("_HeightFogRange");
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private static readonly int FogColorID = Shader.PropertyToID("_FogColor");
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private static readonly int FogColorNearID = Shader.PropertyToID("_FogColorNear");
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private static readonly int FogColorFarID = Shader.PropertyToID("_FogColorFar");
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private static readonly int GradientDistanceID = Shader.PropertyToID("_GradientDistance");
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private static readonly int UseGradientColorID = Shader.PropertyToID("_UseGradientColor");
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private static readonly int IntensityID = Shader.PropertyToID("_Intensity");
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private static readonly int FastModeID = Shader.PropertyToID("_UseFastMode");
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private static readonly int NoiseScaleID = Shader.PropertyToID("_NoiseScale");
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private static readonly int NoiseIntensityID = Shader.PropertyToID("_NoiseIntensity");
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private static readonly int NoiseSpeedID = Shader.PropertyToID("_NoiseSpeed");
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public MobileFogRenderPass(MobileFogRendererFeature.Settings settings)
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{
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this.settings = settings;
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renderPassEvent = settings.renderPassEvent;
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if (settings.fogShader != null)
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{
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fogMaterial = new Material(settings.fogShader);
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}
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}
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public void Setup()
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{
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// 配置渲染目标
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ConfigureInput(ScriptableRenderPassInput.Color | ScriptableRenderPassInput.Depth);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (fogMaterial == null) return;
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var stack = VolumeManager.instance.stack;
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var fogVolume = stack.GetComponent<MobileFog>();
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if (fogVolume == null || !fogVolume.IsActive()) return;
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CommandBuffer cmd = CommandBufferPool.Get("Mobile Fog Effect");
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var cameraData = renderingData.cameraData;
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var source = cameraData.renderer.cameraColorTargetHandle;
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// 计算渲染分辨率
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var descriptor = cameraData.cameraTargetDescriptor;
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if (settings.useHalfResolution)
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{
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descriptor.width /= 2;
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descriptor.height /= 2;
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}
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descriptor.width = Mathf.RoundToInt(descriptor.width * settings.renderScale);
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descriptor.height = Mathf.RoundToInt(descriptor.height * settings.renderScale);
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descriptor.depthBufferBits = 0;
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descriptor.depthBufferBits = 0;
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// 设置Shader参数
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SetShaderParameters(fogVolume);
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// 执行雾效渲染
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RenderingUtils.ReAllocateIfNeeded(ref tempColorTexture, descriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "_TempFogTexture");
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cmd.Blit(source, tempColorTexture);
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cmd.Blit(tempColorTexture, source, fogMaterial, 0);
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context.ExecuteCommandBuffer(cmd);
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}
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private void SetShaderParameters(MobileFog fog)
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{
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fogMaterial.SetFloat(FogDensityID, fog.fogDensity.value);
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fogMaterial.SetFloat(FogStartID, fog.fogStart.value);
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fogMaterial.SetFloat(FogEndID, fog.fogEnd.value);
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fogMaterial.SetFloat(HeightFogDensityID, fog.heightFogDensity.value);
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fogMaterial.SetFloat(HeightFogBaseID, fog.heightFogBase.value);
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fogMaterial.SetFloat(HeightFogRangeID, fog.heightFogRange.value);
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// 颜色相关参数
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fogMaterial.SetColor(FogColorID, fog.fogColor.value);
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fogMaterial.SetColor(FogColorNearID, fog.fogColorNear.value);
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fogMaterial.SetColor(FogColorFarID, fog.fogColorFar.value);
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fogMaterial.SetFloat(GradientDistanceID, fog.gradientDistance.value);
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fogMaterial.SetFloat(UseGradientColorID, fog.useGradientColor.value ? 1f : 0f);
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fogMaterial.SetFloat(IntensityID, fog.intensity.value);
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fogMaterial.SetFloat(FastModeID, fog.useFastMode.value ? 1f : 0f);
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fogMaterial.SetFloat(NoiseScaleID, fog.noiseScale.value);
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fogMaterial.SetFloat(NoiseIntensityID, fog.noiseIntensity.value);
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fogMaterial.SetFloat(NoiseSpeedID, fog.noiseSpeed.value);
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// 设置shader关键字
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if (fog.useGradientColor.value)
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fogMaterial.EnableKeyword("_USE_GRADIENT_COLOR");
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else
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fogMaterial.DisableKeyword("_USE_GRADIENT_COLOR");
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}
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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// RTHandle cleanup is handled automatically
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}
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public void Dispose()
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{
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tempColorTexture?.Release();
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}
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} |