From 4e20dedbd75d5675d4944b9d08ef701cef30e44c Mon Sep 17 00:00:00 2001 From: Dale Eidd Date: Fri, 9 Jul 2021 16:38:04 -0700 Subject: [PATCH 01/12] Add RegisterUnderwaterInput Renders anything after underwater effect and applies underwater fog. Useful for some transparent objects and particles. --- .../Scripts/Helpers/LightProbeUtility.cs | 79 ++++++++ .../Scripts/Helpers/LightProbeUtility.cs.meta | 12 ++ .../Underwater/RegisterUnderwaterInput.cs | 43 +++++ .../RegisterUnderwaterInput.cs.meta | 11 ++ .../Underwater/UnderwaterRenderer.Effect.cs | 98 ++++++++-- .../Underwater/UnderwaterRenderer.Mask.cs | 7 + .../Resources/UnderwaterEffect.shader | 170 ++++++++++++++---- .../Underwater/UnderwaterEffectShared.hlsl | 3 +- 8 files changed, 373 insertions(+), 50 deletions(-) create mode 100644 crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs create mode 100644 crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs.meta create mode 100644 crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs create mode 100644 crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs.meta diff --git a/crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs b/crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs new file mode 100644 index 000000000..a2d10a622 --- /dev/null +++ b/crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs @@ -0,0 +1,79 @@ +// Taken from: +// https://github.com/keijiro/LightProbeUtility/blob/85c93577338e10a52dd53f263056de08d883337a/Assets/LightProbeUtility.cs + +namespace Crest +{ + using UnityEngine; + using UnityEngine.Rendering; + + public static class LightProbeUtility + { + // Set SH coefficients to MaterialPropertyBlock + public static void SetSHCoefficients( + Vector3 position, MaterialPropertyBlock properties + ) + { + SphericalHarmonicsL2 sh; + LightProbes.GetInterpolatedProbe(position, null, out sh); + + // Constant + Linear + for (var i = 0; i < 3; i++) + properties.SetVector(_idSHA[i], new Vector4( + sh[i, 3], sh[i, 1], sh[i, 2], sh[i, 0] - sh[i, 6] + )); + + // Quadratic polynomials + for (var i = 0; i < 3; i++) + properties.SetVector(_idSHB[i], new Vector4( + sh[i, 4], sh[i, 6], sh[i, 5] * 3, sh[i, 7] + )); + + // Final quadratic polynomial + properties.SetVector(_idSHC, new Vector4( + sh[0, 8], sh[2, 8], sh[1, 8], 1 + )); + } + + // Set SH coefficients to Material + public static void SetSHCoefficients( + Vector3 position, Material material + ) + { + SphericalHarmonicsL2 sh; + LightProbes.GetInterpolatedProbe(position, null, out sh); + + // Constant + Linear + for (var i = 0; i < 3; i++) + material.SetVector(_idSHA[i], new Vector4( + sh[i, 3], sh[i, 1], sh[i, 2], sh[i, 0] - sh[i, 6] + )); + + // Quadratic polynomials + for (var i = 0; i < 3; i++) + material.SetVector(_idSHB[i], new Vector4( + sh[i, 4], sh[i, 6], sh[i, 5] * 3, sh[i, 7] + )); + + // Final quadratic polynomial + material.SetVector(_idSHC, new Vector4( + sh[0, 8], sh[2, 8], sh[1, 8], 1 + )); + } + + static int[] _idSHA = { + Shader.PropertyToID("unity_SHAr"), + Shader.PropertyToID("unity_SHAg"), + Shader.PropertyToID("unity_SHAb") + }; + + static int[] _idSHB = { + Shader.PropertyToID("unity_SHBr"), + Shader.PropertyToID("unity_SHBg"), + Shader.PropertyToID("unity_SHBb") + }; + + static int _idSHC = + Shader.PropertyToID("unity_SHC"); + } +} + diff --git a/crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs.meta b/crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs.meta new file mode 100644 index 000000000..2882fc40e --- /dev/null +++ b/crest/Assets/Crest/Crest/Scripts/Helpers/LightProbeUtility.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8d207c39361874071a7cb0192a61d6f9 +timeCreated: 1458029448 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs new file mode 100644 index 000000000..f9f24add7 --- /dev/null +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs @@ -0,0 +1,43 @@ +// Crest Ocean System + +// This file is subject to the MIT License as seen in the root of this folder structure (LICENSE) + +namespace Crest +{ + using System.Collections.Generic; + using UnityEngine; + + // TODO: Maybe rename. + public class RegisterUnderwaterInput : MonoBehaviour + { + public static readonly List s_Renderers = new List(); + Renderer _renderer; + + void OnEnable() + { + if (TryGetComponent(out _renderer) && !s_Renderers.Contains(_renderer)) + { + _renderer.enabled = false; + s_Renderers.Add(_renderer); + } + } + + void LateUpdate() + { + // Quick and dirty optimisation. + var maxWaterHeight = OceanRenderer.Instance.SeaLevel + OceanRenderer.Instance.MaxVertDisplacement; + // TODO: Throws exceptions when renderer is disabled for ParticleSystem. + // TODO: Probably a better to check this. + _renderer.enabled = _renderer.bounds.ClosestPoint(transform.position + Vector3.down * 10000f).y > maxWaterHeight; + } + + void OnDisable() + { + if (_renderer != null && s_Renderers.Contains(_renderer)) + { + _renderer.enabled = true; + s_Renderers.Remove(_renderer); + } + } + } +} diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs.meta b/crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs.meta new file mode 100644 index 000000000..0cee6bf19 --- /dev/null +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f20bd6b58963041f5ae53a59e84b640f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs index 62e7d02fe..d2af7723b 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs @@ -4,6 +4,7 @@ namespace Crest { + using System.Collections.Generic; using Unity.Collections; using UnityEngine; using UnityEngine.Rendering; @@ -25,6 +26,7 @@ public partial class UnderwaterRenderer CommandBuffer _underwaterEffectCommandBuffer; PropertyWrapperMaterial _underwaterEffectMaterial; internal readonly UnderwaterSphericalHarmonicsData _sphericalHarmonicsData = new UnderwaterSphericalHarmonicsData(); + MaterialPropertyBlock _materialPropertyBlock; internal class UnderwaterSphericalHarmonicsData { @@ -32,6 +34,16 @@ internal class UnderwaterSphericalHarmonicsData internal Vector3[] _shDirections = { new Vector3(0.0f, 0.0f, 0.0f) }; } + CrestSortedList _registry = new CrestSortedList(new TransparentRenderOrderComparer()); + + internal class TransparentRenderOrderComparer : IComparer + { + int IComparer.Compare(float x, float y) + { + return x.CompareTo(y) * -1; + } + } + void SetupUnderwaterEffect() { if (_underwaterEffectMaterial?.material == null) @@ -39,6 +51,11 @@ void SetupUnderwaterEffect() _underwaterEffectMaterial = new PropertyWrapperMaterial(SHADER_UNDERWATER_EFFECT); } + if (_materialPropertyBlock == null) + { + _materialPropertyBlock = new MaterialPropertyBlock(); + } + if (_underwaterEffectCommandBuffer == null) { _underwaterEffectCommandBuffer = new CommandBuffer() @@ -83,24 +100,85 @@ void OnPreRenderUnderwaterEffect() _underwaterEffectCommandBuffer.Clear(); - if (_camera.allowMSAA) + CopyTexture(_underwaterEffectCommandBuffer, temporaryColorBuffer, _camera); + + _underwaterEffectMaterial.SetTexture(sp_CrestCameraColorTexture, temporaryColorBuffer); + + _underwaterEffectCommandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1); + _underwaterEffectCommandBuffer.DrawProcedural(Matrix4x4.identity, _underwaterEffectMaterial.material, + shaderPass: 0, MeshTopology.Triangles, vertexCount: 3, instanceCount: 1); + + // NOTE: Sorting Transparent Objects Manually + // We are sorting manually but Unity might provide a way as we still need to take TransparencySortMode + // into account. + + // Add renderers if within frustum and sort transparency as Unity does. + _registry.Clear(); + foreach (var renderer in RegisterUnderwaterInput.s_Renderers) + { + // Disabled renderer means we control the rendering. + if (!renderer.enabled && GeometryUtility.TestPlanesAABB(_cameraFrustumPlanes, renderer.bounds)) + { + _registry.Add(Vector3.Distance(_camera.transform.position, renderer.transform.position), renderer); + } + } + + // Enable probe sampling. + _underwaterEffectCommandBuffer.EnableShaderKeyword("LIGHTPROBE_SH"); + + foreach (var registered in _registry) + { + var renderer = registered.Value; + + // NOTE: + // We only need to do this so we can set a white texture for when there is no texture. Otherwise, + // _MainTex is already setup. + + // Set _MainTex so we can get the alpha channel for blending. + var texture = renderer.sharedMaterial.GetTexture("_MainTex"); + if (texture != null) + { + _materialPropertyBlock.SetTexture("_MainTex", renderer.sharedMaterial.GetTexture("_MainTex")); + _materialPropertyBlock.SetVector("_MainTex_ST", renderer.sharedMaterial.GetVector("_MainTex_ST")); + } + else + { + _materialPropertyBlock.SetTexture("_MainTex", Texture2D.whiteTexture); + } + + // Add missing probe data. + LightProbeUtility.SetSHCoefficients(renderer.gameObject.transform.position, _materialPropertyBlock); + renderer.SetPropertyBlock(_materialPropertyBlock, 0); + + // Render into temporary render texture so the effect shader will have colour to work with. I could not + // work out how to use GPU blending to apply the underwater fog correctly. + CopyTexture(_underwaterEffectCommandBuffer, temporaryColorBuffer, _camera); + _underwaterEffectCommandBuffer.SetRenderTarget(temporaryColorBuffer, 0, CubemapFace.Unknown, -1); + _underwaterEffectCommandBuffer.DrawRenderer(renderer, renderer.sharedMaterial, submeshIndex: 0, shaderPass: 0); + + // Render the fog and apply to camera target. + _underwaterEffectCommandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1); + _underwaterEffectCommandBuffer.DrawRenderer(renderer, _underwaterEffectMaterial.material, submeshIndex: 0, shaderPass: 1); + } + + _underwaterEffectCommandBuffer.DisableShaderKeyword("LIGHTPROBE_SH"); + + RenderTexture.ReleaseTemporary(temporaryColorBuffer); + } + + static void CopyTexture(CommandBuffer buffer, RenderTexture texture, Camera camera) + { + if (camera.allowMSAA) { // Use blit if MSAA is active because transparents were not included with CopyTexture. // Not sure if we need an MSAA resolve? Not sure how to do that... - _underwaterEffectCommandBuffer.Blit(BuiltinRenderTextureType.CameraTarget, temporaryColorBuffer); + buffer.Blit(BuiltinRenderTextureType.CameraTarget, texture); } else { // Copy the frame buffer as we cannot read/write at the same time. If it causes problems, replace with Blit. - _underwaterEffectCommandBuffer.CopyTexture(BuiltinRenderTextureType.CameraTarget, temporaryColorBuffer); + buffer.CopyTexture(BuiltinRenderTextureType.CameraTarget, texture); } - - _underwaterEffectMaterial.SetTexture(sp_CrestCameraColorTexture, temporaryColorBuffer); - - _underwaterEffectCommandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1); - _underwaterEffectCommandBuffer.DrawProcedural(Matrix4x4.identity, _underwaterEffectMaterial.material, -1, MeshTopology.Triangles, 3, 1); - - RenderTexture.ReleaseTemporary(temporaryColorBuffer); } internal static void UpdatePostProcessMaterial( diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Mask.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Mask.cs index 0d70844d5..50df68be0 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Mask.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Mask.cs @@ -24,6 +24,8 @@ public partial class UnderwaterRenderer RenderTexture _maskTexture; RenderTexture _depthTexture; + Material _oceanMaskObjectsMaterial; + void SetupOceanMask() { if (_oceanMaskMaterial?.material == null) @@ -31,6 +33,11 @@ void SetupOceanMask() _oceanMaskMaterial = new PropertyWrapperMaterial(SHADER_OCEAN_MASK); } + if (_oceanMaskObjectsMaterial == null) + { + _oceanMaskObjectsMaterial = new Material(Shader.Find("Hidden/Crest/Underwater/Ocean Mask Objects")); + } + if (_oceanMaskCommandBuffer == null) { _oceanMaskCommandBuffer = new CommandBuffer() diff --git a/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader b/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader index e548072e3..adf2d3ade 100644 --- a/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader +++ b/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader @@ -4,52 +4,54 @@ Shader "Hidden/Crest/Underwater/Underwater Effect" { + HLSLINCLUDE + #pragma multi_compile_instancing + + // Use multi_compile because these keywords are copied over from the ocean material. With shader_feature, + // the keywords would be stripped from builds. Unused shader variants are stripped using a build processor. + #pragma multi_compile_local __ _SUBSURFACESCATTERING_ON + #pragma multi_compile_local __ _SUBSURFACESHALLOWCOLOUR_ON + #pragma multi_compile_local __ _TRANSPARENCY_ON + #pragma multi_compile_local __ _CAUSTICS_ON + #pragma multi_compile_local __ _SHADOWS_ON + #pragma multi_compile_local __ _COMPILESHADERWITHDEBUGINFO_ON + #pragma multi_compile_local __ _PROJECTION_PERSPECTIVE _PROJECTION_ORTHOGRAPHIC + + #pragma multi_compile_local __ CREST_MENISCUS + #pragma multi_compile_local __ _FULL_SCREEN_EFFECT + #pragma multi_compile_local __ _DEBUG_VIEW_OCEAN_MASK + +#if _COMPILESHADERWITHDEBUGINFO_ON + #pragma enable_d3d11_debug_symbols +#endif + + #include "UnityCG.cginc" + #include "Lighting.cginc" + + #include "../../OceanGlobals.hlsl" + #include "../../OceanInputsDriven.hlsl" + #include "../../OceanShaderData.hlsl" + #include "../../OceanHelpersNew.hlsl" + #include "../../OceanShaderHelpers.hlsl" + #include "../../FullScreenTriangle.hlsl" + #include "../../OceanEmission.hlsl" + + UNITY_DECLARE_SCREENSPACE_TEXTURE(_CrestCameraColorTexture); + UNITY_DECLARE_SCREENSPACE_TEXTURE(_CrestOceanMaskTexture); + UNITY_DECLARE_SCREENSPACE_TEXTURE(_CrestOceanMaskDepthTexture); + ENDHLSL + SubShader { - // No culling or depth - Cull Off ZWrite Off ZTest Always - Pass { + // No culling or depth + Cull Off ZWrite Off ZTest Always + HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag - #pragma multi_compile_instancing - - // Use multi_compile because these keywords are copied over from the ocean material. With shader_feature, - // the keywords would be stripped from builds. Unused shader variants are stripped using a build processor. - #pragma multi_compile_local __ _SUBSURFACESCATTERING_ON - #pragma multi_compile_local __ _SUBSURFACESHALLOWCOLOUR_ON - #pragma multi_compile_local __ _TRANSPARENCY_ON - #pragma multi_compile_local __ _CAUSTICS_ON - #pragma multi_compile_local __ _SHADOWS_ON - #pragma multi_compile_local __ _COMPILESHADERWITHDEBUGINFO_ON - #pragma multi_compile_local __ _PROJECTION_PERSPECTIVE _PROJECTION_ORTHOGRAPHIC - - #pragma multi_compile_local __ CREST_MENISCUS - #pragma multi_compile_local __ _FULL_SCREEN_EFFECT - #pragma multi_compile_local __ _DEBUG_VIEW_OCEAN_MASK - - #if _COMPILESHADERWITHDEBUGINFO_ON - #pragma enable_d3d11_debug_symbols - #endif - - #include "UnityCG.cginc" - #include "Lighting.cginc" - - #include "../../OceanGlobals.hlsl" - #include "../../OceanInputsDriven.hlsl" - #include "../../OceanShaderData.hlsl" - #include "../../OceanHelpersNew.hlsl" - #include "../../OceanShaderHelpers.hlsl" - #include "../../FullScreenTriangle.hlsl" - #include "../../OceanEmission.hlsl" - - UNITY_DECLARE_SCREENSPACE_TEXTURE(_CrestCameraColorTexture); - UNITY_DECLARE_SCREENSPACE_TEXTURE(_CrestOceanMaskTexture); - UNITY_DECLARE_SCREENSPACE_TEXTURE(_CrestOceanMaskDepthTexture); - #include "../UnderwaterEffectShared.hlsl" struct Attributes @@ -112,12 +114,102 @@ Shader "Hidden/Crest/Underwater/Underwater Effect" float3 scenePos = _WorldSpaceCameraPos - view * sceneZ / dot(unity_CameraToWorld._m02_m12_m22, -view); const float3 lightDir = _WorldSpaceLightPos0.xyz; const half3 lightCol = _LightColor0; - sceneColour = ApplyUnderwaterEffect(scenePos, sceneColour, lightCol, lightDir, rawDepth, sceneZ, view, isOceanSurface); + sceneColour = ApplyUnderwaterEffect(_AmbientLighting, scenePos, sceneColour, lightCol, lightDir, rawDepth, sceneZ, view, isOceanSurface); } return half4(wt * sceneColour, 1.0); } ENDHLSL } + + Pass + { + // NOTE: Disabling culling won't work correctly for some instances and culling won't work for some instances. + Cull Back ZWrite Off ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag + + // Disable caustics for now. + #undef _CAUSTICS_ON + + #include "../../OceanLightingHelpers.hlsl" + #include "../UnderwaterEffectShared.hlsl" + + // For the alpha channel for blending. + sampler2D _MainTex; + float4 _MainTex_ST; + + struct Attributes + { + float3 positionOS : POSITION; + float2 uv : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 positionSS : TEXCOORD1; + float2 uv : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + }; + + Varyings Vert (Attributes input) + { + Varyings output; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_OUTPUT(Varyings, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.positionCS = UnityObjectToClipPos(input.positionOS); + output.positionWS = mul(unity_ObjectToWorld, float4(input.positionOS, 1.0)); + output.positionSS = ComputeScreenPos(output.positionCS); + output.uv = TRANSFORM_TEX(input.uv, _MainTex); + + return output; + } + + fixed4 Frag (Varyings input) : SV_Target + { + // We need this when sampling a screenspace texture. + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + const half3 view = normalize(_WorldSpaceCameraPos - input.positionWS); + const float2 uv = input.positionSS.xy / input.positionSS.w; + const half alpha = tex2D(_MainTex, input.uv).a; + + float4 horizonPositionNormal; bool isBelowHorizon; + GetHorizonData(uv, horizonPositionNormal, isBelowHorizon); + + const float2 uvScreenSpace = UnityStereoTransformScreenSpaceTex(uv); + half3 sceneColour = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CrestCameraColorTexture, uvScreenSpace).rgb; + float rawDepth = input.positionCS.z; + const float mask = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CrestOceanMaskTexture, uvScreenSpace).x; + const float rawOceanDepth = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CrestOceanMaskDepthTexture, uvScreenSpace).x; + + bool isOceanSurface; bool isUnderwater; float sceneZ; + GetOceanSurfaceAndUnderwaterData(rawOceanDepth, mask, isBelowHorizon, rawDepth, isOceanSurface, isUnderwater, sceneZ, 0.0); + +#if _DEBUG_VIEW_OCEAN_MASK + return fixed4(DebugRenderOceanMask(isOceanSurface, isUnderwater, mask, sceneColour).rgb, alpha); +#endif // _DEBUG_VIEW_OCEAN_MASK + + if (isUnderwater) + { + float3 scenePos = _WorldSpaceCameraPos - view * sceneZ / dot(unity_CameraToWorld._m02_m12_m22, -view); + const float3 lightDir = _WorldSpaceLightPos0.xyz; + const half3 lightCol = _LightColor0; + sceneColour = ApplyUnderwaterEffect(AmbientLight(), scenePos, sceneColour, lightCol, lightDir, rawDepth, sceneZ, view, isOceanSurface); + } + + return fixed4(sceneColour, alpha); + } + ENDHLSL + } } } diff --git a/crest/Assets/Crest/Crest/Shaders/Underwater/UnderwaterEffectShared.hlsl b/crest/Assets/Crest/Crest/Shaders/Underwater/UnderwaterEffectShared.hlsl index 697e88713..38d29dcae 100644 --- a/crest/Assets/Crest/Crest/Shaders/Underwater/UnderwaterEffectShared.hlsl +++ b/crest/Assets/Crest/Crest/Shaders/Underwater/UnderwaterEffectShared.hlsl @@ -103,6 +103,7 @@ void GetOceanSurfaceAndUnderwaterData( #ifdef CREST_OCEAN_EMISSION_INCLUDED half3 ApplyUnderwaterEffect( + const half3 ambientLighting, const float3 scenePos, half3 sceneColour, const half3 lightCol, @@ -128,7 +129,7 @@ half3 ApplyUnderwaterEffect( { const float meshScaleLerp = _CrestPerCascadeInstanceData[sliceIndex]._meshScaleLerp; const float baseCascadeScale = _CrestCascadeData[0]._scale; - scatterCol = ScatterColour(_AmbientLighting, depth, _WorldSpaceCameraPos, lightDir, view, shadow, true, true, lightCol, sss, meshScaleLerp, baseCascadeScale, _CrestCascadeData[sliceIndex]); + scatterCol = ScatterColour(ambientLighting, depth, _WorldSpaceCameraPos, lightDir, view, shadow, true, true, lightCol, sss, meshScaleLerp, baseCascadeScale, _CrestCascadeData[sliceIndex]); } } From 648c190ff29af6573e7436d7f6b03819b8cf9029 Mon Sep 17 00:00:00 2001 From: Dale Eidd Date: Thu, 15 Jul 2021 01:32:27 -0700 Subject: [PATCH 02/12] Remove dead code --- .../Crest/Scripts/Underwater/UnderwaterRenderer.Mask.cs | 7 ------- 1 file changed, 7 deletions(-) diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Mask.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Mask.cs index 50df68be0..0d70844d5 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Mask.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Mask.cs @@ -24,8 +24,6 @@ public partial class UnderwaterRenderer RenderTexture _maskTexture; RenderTexture _depthTexture; - Material _oceanMaskObjectsMaterial; - void SetupOceanMask() { if (_oceanMaskMaterial?.material == null) @@ -33,11 +31,6 @@ void SetupOceanMask() _oceanMaskMaterial = new PropertyWrapperMaterial(SHADER_OCEAN_MASK); } - if (_oceanMaskObjectsMaterial == null) - { - _oceanMaskObjectsMaterial = new Material(Shader.Find("Hidden/Crest/Underwater/Ocean Mask Objects")); - } - if (_oceanMaskCommandBuffer == null) { _oceanMaskCommandBuffer = new CommandBuffer() From af18e5334f50adc42482844bbd7e058620f2df99 Mon Sep 17 00:00:00 2001 From: Dale Eidd Date: Fri, 23 Jul 2021 23:43:59 -0700 Subject: [PATCH 03/12] Get/Set material property block correctly --- .../Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs index d2af7723b..b3ae06ac3 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs @@ -130,6 +130,8 @@ void OnPreRenderUnderwaterEffect() { var renderer = registered.Value; + renderer.GetPropertyBlock(_materialPropertyBlock); + // NOTE: // We only need to do this so we can set a white texture for when there is no texture. Otherwise, // _MainTex is already setup. @@ -148,7 +150,7 @@ void OnPreRenderUnderwaterEffect() // Add missing probe data. LightProbeUtility.SetSHCoefficients(renderer.gameObject.transform.position, _materialPropertyBlock); - renderer.SetPropertyBlock(_materialPropertyBlock, 0); + renderer.SetPropertyBlock(_materialPropertyBlock); // Render into temporary render texture so the effect shader will have colour to work with. I could not // work out how to use GPU blending to apply the underwater fog correctly. From 4c336f253a1f08b29d47a63ff7393e20bc45444a Mon Sep 17 00:00:00 2001 From: Dale Eidd Date: Fri, 23 Jul 2021 23:49:21 -0700 Subject: [PATCH 04/12] Add some comments and names to shader passes --- .../Shaders/Underwater/Resources/UnderwaterEffect.shader | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader b/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader index adf2d3ade..5e91614c5 100644 --- a/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader +++ b/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader @@ -45,6 +45,9 @@ Shader "Hidden/Crest/Underwater/Underwater Effect" { Pass { + // Fullscreen effect which includes underwater fog, caustics etc. + Name "Underwater Effect" + // No culling or depth Cull Off ZWrite Off ZTest Always @@ -124,6 +127,9 @@ Shader "Hidden/Crest/Underwater/Underwater Effect" Pass { + // Applies underwater fog to objects. + Name "Underwater Fog" + // NOTE: Disabling culling won't work correctly for some instances and culling won't work for some instances. Cull Back ZWrite Off ZTest LEqual Blend SrcAlpha OneMinusSrcAlpha @@ -181,6 +187,7 @@ Shader "Hidden/Crest/Underwater/Underwater Effect" const half3 view = normalize(_WorldSpaceCameraPos - input.positionWS); const float2 uv = input.positionSS.xy / input.positionSS.w; + // Get the alpha from the texture so we match object. const half alpha = tex2D(_MainTex, input.uv).a; float4 horizonPositionNormal; bool isBelowHorizon; From 2b1a145c0a13ee829ed99cccb01dbb5e9f718415 Mon Sep 17 00:00:00 2001 From: Dale Eidd Date: Fri, 23 Jul 2021 23:53:56 -0700 Subject: [PATCH 05/12] Use correct SH --- .../Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader b/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader index 5e91614c5..10f8b4582 100644 --- a/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader +++ b/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader @@ -141,7 +141,6 @@ Shader "Hidden/Crest/Underwater/Underwater Effect" // Disable caustics for now. #undef _CAUSTICS_ON - #include "../../OceanLightingHelpers.hlsl" #include "../UnderwaterEffectShared.hlsl" // For the alpha channel for blending. @@ -211,7 +210,7 @@ Shader "Hidden/Crest/Underwater/Underwater Effect" float3 scenePos = _WorldSpaceCameraPos - view * sceneZ / dot(unity_CameraToWorld._m02_m12_m22, -view); const float3 lightDir = _WorldSpaceLightPos0.xyz; const half3 lightCol = _LightColor0; - sceneColour = ApplyUnderwaterEffect(AmbientLight(), scenePos, sceneColour, lightCol, lightDir, rawDepth, sceneZ, view, isOceanSurface); + sceneColour = ApplyUnderwaterEffect(_AmbientLighting, scenePos, sceneColour, lightCol, lightDir, rawDepth, sceneZ, view, isOceanSurface); } return fixed4(sceneColour, alpha); From dec5c8ed76c802dcdef2fc748e3e2e0ea09e5c39 Mon Sep 17 00:00:00 2001 From: Dale Eidd Date: Sat, 24 Jul 2021 00:48:59 -0700 Subject: [PATCH 06/12] Have both approaches coexist --- .../Underwater/RegisterUnderwaterInput.cs | 16 +-- .../Underwater/UnderwaterRenderer.Effect.cs | 33 +++++-- .../Resources/UnderwaterEffect.shader | 99 +++++++++++++++++++ .../Underwater/UnderwaterEffectShared.hlsl | 29 ++++++ 4 files changed, 161 insertions(+), 16 deletions(-) diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs index f9f24add7..c5ae40256 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs @@ -10,15 +10,19 @@ namespace Crest // TODO: Maybe rename. public class RegisterUnderwaterInput : MonoBehaviour { - public static readonly List s_Renderers = new List(); - Renderer _renderer; + [Tooltip("If enabled, the depth fog will be correctly blended with the object's color at the performance cost of an extra texture copy/blit.")] + [SerializeField] + internal bool _highQuality; + + public static readonly List s_Renderers = new List(); + internal Renderer _renderer; void OnEnable() { - if (TryGetComponent(out _renderer) && !s_Renderers.Contains(_renderer)) + if (TryGetComponent(out _renderer) && !s_Renderers.Contains(this)) { _renderer.enabled = false; - s_Renderers.Add(_renderer); + s_Renderers.Add(this); } } @@ -33,10 +37,10 @@ void LateUpdate() void OnDisable() { - if (_renderer != null && s_Renderers.Contains(_renderer)) + if (_renderer != null && s_Renderers.Contains(this)) { _renderer.enabled = true; - s_Renderers.Remove(_renderer); + s_Renderers.Remove(this); } } } diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs index b3ae06ac3..bded93326 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs @@ -34,7 +34,7 @@ internal class UnderwaterSphericalHarmonicsData internal Vector3[] _shDirections = { new Vector3(0.0f, 0.0f, 0.0f) }; } - CrestSortedList _registry = new CrestSortedList(new TransparentRenderOrderComparer()); + CrestSortedList _registry = new CrestSortedList(new TransparentRenderOrderComparer()); internal class TransparentRenderOrderComparer : IComparer { @@ -114,12 +114,12 @@ void OnPreRenderUnderwaterEffect() // Add renderers if within frustum and sort transparency as Unity does. _registry.Clear(); - foreach (var renderer in RegisterUnderwaterInput.s_Renderers) + foreach (var input in RegisterUnderwaterInput.s_Renderers) { // Disabled renderer means we control the rendering. - if (!renderer.enabled && GeometryUtility.TestPlanesAABB(_cameraFrustumPlanes, renderer.bounds)) + if (!input._renderer.enabled && GeometryUtility.TestPlanesAABB(_cameraFrustumPlanes, input._renderer.bounds)) { - _registry.Add(Vector3.Distance(_camera.transform.position, renderer.transform.position), renderer); + _registry.Add(Vector3.Distance(_camera.transform.position, input.transform.position), input); } } @@ -128,7 +128,8 @@ void OnPreRenderUnderwaterEffect() foreach (var registered in _registry) { - var renderer = registered.Value; + var input = registered.Value; + var renderer = input._renderer; renderer.GetPropertyBlock(_materialPropertyBlock); @@ -152,15 +153,27 @@ void OnPreRenderUnderwaterEffect() LightProbeUtility.SetSHCoefficients(renderer.gameObject.transform.position, _materialPropertyBlock); renderer.SetPropertyBlock(_materialPropertyBlock); - // Render into temporary render texture so the effect shader will have colour to work with. I could not - // work out how to use GPU blending to apply the underwater fog correctly. - CopyTexture(_underwaterEffectCommandBuffer, temporaryColorBuffer, _camera); - _underwaterEffectCommandBuffer.SetRenderTarget(temporaryColorBuffer, 0, CubemapFace.Unknown, -1); + int shaderPass; + + if (input._highQuality) + { + // Render into temporary render texture so the effect shader will have colour to work with. I could not + // work out how to use GPU blending to apply the underwater fog correctly. + CopyTexture(_underwaterEffectCommandBuffer, temporaryColorBuffer, _camera); + _underwaterEffectCommandBuffer.SetRenderTarget(temporaryColorBuffer, 0, CubemapFace.Unknown, -1); + shaderPass = 2; + } + else + { + _underwaterEffectCommandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1); + shaderPass = 1; + } + _underwaterEffectCommandBuffer.DrawRenderer(renderer, renderer.sharedMaterial, submeshIndex: 0, shaderPass: 0); // Render the fog and apply to camera target. _underwaterEffectCommandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1); - _underwaterEffectCommandBuffer.DrawRenderer(renderer, _underwaterEffectMaterial.material, submeshIndex: 0, shaderPass: 1); + _underwaterEffectCommandBuffer.DrawRenderer(renderer, _underwaterEffectMaterial.material, submeshIndex: 0, shaderPass); } _underwaterEffectCommandBuffer.DisableShaderKeyword("LIGHTPROBE_SH"); diff --git a/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader b/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader index 10f8b4582..38b888e1a 100644 --- a/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader +++ b/crest/Assets/Crest/Crest/Shaders/Underwater/Resources/UnderwaterEffect.shader @@ -179,6 +179,105 @@ Shader "Hidden/Crest/Underwater/Underwater Effect" return output; } + fixed4 Frag (Varyings input) : SV_Target + { + // We need this when sampling a screenspace texture. + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + const half3 view = normalize(_WorldSpaceCameraPos - input.positionWS); + const float2 uv = input.positionSS.xy / input.positionSS.w; + // Get the alpha from the texture so we match object. + half alpha = tex2D(_MainTex, input.uv).a; + + float4 horizonPositionNormal; bool isBelowHorizon; + GetHorizonData(uv, horizonPositionNormal, isBelowHorizon); + + const float2 uvScreenSpace = UnityStereoTransformScreenSpaceTex(uv); + float rawDepth = input.positionCS.z; + const float mask = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CrestOceanMaskTexture, uvScreenSpace).x; + const float rawOceanDepth = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_CrestOceanMaskDepthTexture, uvScreenSpace).x; + + bool isOceanSurface; bool isUnderwater; float sceneZ; + GetOceanSurfaceAndUnderwaterData(rawOceanDepth, mask, isBelowHorizon, rawDepth, isOceanSurface, isUnderwater, sceneZ, 0.0); + +#if _DEBUG_VIEW_OCEAN_MASK + return fixed4(DebugRenderOceanMask(isOceanSurface, isUnderwater, mask, 0.0).rgb, alpha); +#endif // _DEBUG_VIEW_OCEAN_MASK + + half3 scatterColor = 0.0; + + if (isUnderwater) + { + float3 scenePos = _WorldSpaceCameraPos - view * sceneZ / dot(unity_CameraToWorld._m02_m12_m22, -view); + const float3 lightDir = _WorldSpaceLightPos0.xyz; + const half3 lightCol = _LightColor0; + scatterColor = GetScatterColor(_AmbientLighting, lightCol, lightDir, view); + } + else + { + alpha = 0; + } + + float depthFogDensity = (_DepthFogDensity.x + _DepthFogDensity.y + _DepthFogDensity.z) / 3.0; + return fixed4(scatterColor, saturate(1.0 - exp(-depthFogDensity * sceneZ)) * alpha); + } + ENDHLSL + } + + Pass + { + // Applies underwater fog to objects. + Name "Underwater Fog High Quality" + + // NOTE: Disabling culling won't work correctly for some instances and culling won't work for some instances. + Cull Back ZWrite Off ZTest LEqual + Blend SrcAlpha OneMinusSrcAlpha + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag + + // Disable caustics for now. + #undef _CAUSTICS_ON + + #include "../UnderwaterEffectShared.hlsl" + + // For the alpha channel for blending. + sampler2D _MainTex; + float4 _MainTex_ST; + + struct Attributes + { + float3 positionOS : POSITION; + float2 uv : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float3 positionWS : TEXCOORD0; + float4 positionSS : TEXCOORD1; + float2 uv : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + }; + + Varyings Vert (Attributes input) + { + Varyings output; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_OUTPUT(Varyings, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + output.positionCS = UnityObjectToClipPos(input.positionOS); + output.positionWS = mul(unity_ObjectToWorld, float4(input.positionOS, 1.0)); + output.positionSS = ComputeScreenPos(output.positionCS); + output.uv = TRANSFORM_TEX(input.uv, _MainTex); + + return output; + } + fixed4 Frag (Varyings input) : SV_Target { // We need this when sampling a screenspace texture. diff --git a/crest/Assets/Crest/Crest/Shaders/Underwater/UnderwaterEffectShared.hlsl b/crest/Assets/Crest/Crest/Shaders/Underwater/UnderwaterEffectShared.hlsl index 38d29dcae..79e04fd38 100644 --- a/crest/Assets/Crest/Crest/Shaders/Underwater/UnderwaterEffectShared.hlsl +++ b/crest/Assets/Crest/Crest/Shaders/Underwater/UnderwaterEffectShared.hlsl @@ -142,6 +142,35 @@ half3 ApplyUnderwaterEffect( return lerp(sceneColour, scatterCol, saturate(1.0 - exp(-_DepthFogDensity.xyz * sceneZ))); } + +half3 GetScatterColor( + const half3 ambientLighting, + const half3 lightCol, + const float3 lightDir, + const half3 view +) +{ + half3 scatterCol = 0.0; + int sliceIndex = clamp(_DataSliceOffset, 0, _SliceCount - 2); + { + float3 dummy; + half sss = 0.0; + // Offset slice so that we dont get high freq detail. But never use last lod as this has crossfading. + const float3 uv_slice = WorldToUV(_WorldSpaceCameraPos.xz, _CrestCascadeData[sliceIndex], sliceIndex); + SampleDisplacements(_LD_TexArray_AnimatedWaves, uv_slice, 1.0, dummy, sss); + + // depth and shadow are computed in ScatterColour when underwater==true, using the LOD1 texture. + const float depth = 0.0; + const half shadow = 1.0; + { + const float meshScaleLerp = _CrestPerCascadeInstanceData[sliceIndex]._meshScaleLerp; + const float baseCascadeScale = _CrestCascadeData[0]._scale; + scatterCol = ScatterColour(ambientLighting, depth, _WorldSpaceCameraPos, lightDir, view, shadow, true, true, lightCol, sss, meshScaleLerp, baseCascadeScale, _CrestCascadeData[sliceIndex]); + } + } + + return scatterCol; +} #endif // CREST_OCEAN_EMISSION_INCLUDED #endif // CREST_UNDERWATER_EFFECT_SHARED_INCLUDED From 1977236beb4bbf5768d5b0bf71ee8ef4aa5d6d3a Mon Sep 17 00:00:00 2001 From: Dale Eidd Date: Sat, 24 Jul 2021 01:07:43 -0700 Subject: [PATCH 07/12] Rename RegisterUnderwaterInput to ApplyUnderwaterFogToTransparent --- ...derwaterInput.cs => ApplyUnderwaterFogToTransparent.cs} | 7 +++---- ...put.cs.meta => ApplyUnderwaterFogToTransparent.cs.meta} | 0 .../Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs | 4 ++-- 3 files changed, 5 insertions(+), 6 deletions(-) rename crest/Assets/Crest/Crest/Scripts/Underwater/{RegisterUnderwaterInput.cs => ApplyUnderwaterFogToTransparent.cs} (82%) rename crest/Assets/Crest/Crest/Scripts/Underwater/{RegisterUnderwaterInput.cs.meta => ApplyUnderwaterFogToTransparent.cs.meta} (100%) diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs similarity index 82% rename from crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs rename to crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs index c5ae40256..7112b1be3 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs @@ -7,14 +7,13 @@ namespace Crest using System.Collections.Generic; using UnityEngine; - // TODO: Maybe rename. - public class RegisterUnderwaterInput : MonoBehaviour + [AddComponentMenu(Internal.Constants.MENU_PREFIX_SCRIPTS + "Apply Underwater Fog To Transparent")] + public class ApplyUnderwaterFogToTransparent : MonoBehaviour { [Tooltip("If enabled, the depth fog will be correctly blended with the object's color at the performance cost of an extra texture copy/blit.")] [SerializeField] internal bool _highQuality; - - public static readonly List s_Renderers = new List(); + public static readonly List s_Renderers = new List(); internal Renderer _renderer; void OnEnable() diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs.meta b/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs.meta similarity index 100% rename from crest/Assets/Crest/Crest/Scripts/Underwater/RegisterUnderwaterInput.cs.meta rename to crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs.meta diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs index bded93326..e3e8ced05 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs @@ -34,7 +34,7 @@ internal class UnderwaterSphericalHarmonicsData internal Vector3[] _shDirections = { new Vector3(0.0f, 0.0f, 0.0f) }; } - CrestSortedList _registry = new CrestSortedList(new TransparentRenderOrderComparer()); + CrestSortedList _registry = new CrestSortedList(new TransparentRenderOrderComparer()); internal class TransparentRenderOrderComparer : IComparer { @@ -114,7 +114,7 @@ void OnPreRenderUnderwaterEffect() // Add renderers if within frustum and sort transparency as Unity does. _registry.Clear(); - foreach (var input in RegisterUnderwaterInput.s_Renderers) + foreach (var input in ApplyUnderwaterFogToTransparent.s_Renderers) { // Disabled renderer means we control the rendering. if (!input._renderer.enabled && GeometryUtility.TestPlanesAABB(_cameraFrustumPlanes, input._renderer.bounds)) From 9464547840b1a06b38dc93f0363b435da61dccc6 Mon Sep 17 00:00:00 2001 From: Dale Eidd Date: Fri, 30 Jul 2021 15:42:36 -0700 Subject: [PATCH 08/12] Add shader pass property to widen shader support --- .../Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs | 5 +++++ .../Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs | 2 +- 2 files changed, 6 insertions(+), 1 deletion(-) diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs index 7112b1be3..4f1decf0b 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs @@ -16,10 +16,15 @@ public class ApplyUnderwaterFogToTransparent : MonoBehaviour public static readonly List s_Renderers = new List(); internal Renderer _renderer; + [Tooltip("The shader pass to use when rendering this object.")] + [SerializeField] + internal int _shaderPass; + void OnEnable() { if (TryGetComponent(out _renderer) && !s_Renderers.Contains(this)) { + // If the shader has other passes (like shadows) then this will stop them from working. _renderer.enabled = false; s_Renderers.Add(this); } diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs index e3e8ced05..302f0a157 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs @@ -169,7 +169,7 @@ void OnPreRenderUnderwaterEffect() shaderPass = 1; } - _underwaterEffectCommandBuffer.DrawRenderer(renderer, renderer.sharedMaterial, submeshIndex: 0, shaderPass: 0); + _underwaterEffectCommandBuffer.DrawRenderer(renderer, renderer.sharedMaterial, submeshIndex: 0, shaderPass: input._shaderPass); // Render the fog and apply to camera target. _underwaterEffectCommandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1); From 5bd09e39c630853cb22d29f29eabf98568d50327 Mon Sep 17 00:00:00 2001 From: Dale Eidd Date: Fri, 30 Jul 2021 15:43:20 -0700 Subject: [PATCH 09/12] Fix no _MainTex error --- .../Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs index 302f0a157..b787cefa5 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs @@ -138,7 +138,7 @@ void OnPreRenderUnderwaterEffect() // _MainTex is already setup. // Set _MainTex so we can get the alpha channel for blending. - var texture = renderer.sharedMaterial.GetTexture("_MainTex"); + var texture = renderer.sharedMaterial.HasProperty("_MainTex") ? renderer.sharedMaterial.GetTexture("_MainTex") : null; if (texture != null) { _materialPropertyBlock.SetTexture("_MainTex", renderer.sharedMaterial.GetTexture("_MainTex")); From f44b954a1dda9a708122e8ce08b40c464ba41fd3 Mon Sep 17 00:00:00 2001 From: Dale Eidd Date: Thu, 12 Aug 2021 00:41:41 -0700 Subject: [PATCH 10/12] Do not disable renderer Fixes missing SH and missing shadows etc. --- .../Underwater/ApplyUnderwaterFogToTransparent.cs | 9 ++++++--- .../Scripts/Underwater/UnderwaterRenderer.Effect.cs | 12 +++++------- 2 files changed, 11 insertions(+), 10 deletions(-) diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs index 4f1decf0b..de3d54498 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs @@ -20,12 +20,15 @@ public class ApplyUnderwaterFogToTransparent : MonoBehaviour [SerializeField] internal int _shaderPass; + bool _isEnabled; + public bool IsEnabled => _isEnabled; + void OnEnable() { if (TryGetComponent(out _renderer) && !s_Renderers.Contains(this)) { // If the shader has other passes (like shadows) then this will stop them from working. - _renderer.enabled = false; + _isEnabled = _renderer.enabled; s_Renderers.Add(this); } } @@ -36,14 +39,14 @@ void LateUpdate() var maxWaterHeight = OceanRenderer.Instance.SeaLevel + OceanRenderer.Instance.MaxVertDisplacement; // TODO: Throws exceptions when renderer is disabled for ParticleSystem. // TODO: Probably a better to check this. - _renderer.enabled = _renderer.bounds.ClosestPoint(transform.position + Vector3.down * 10000f).y > maxWaterHeight; + _isEnabled = _renderer.enabled && !(_renderer.bounds.ClosestPoint(transform.position + Vector3.down * 10000f).y > maxWaterHeight); } void OnDisable() { if (_renderer != null && s_Renderers.Contains(this)) { - _renderer.enabled = true; + _isEnabled = false; s_Renderers.Remove(this); } } diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs index b787cefa5..c04a96647 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs @@ -117,7 +117,7 @@ void OnPreRenderUnderwaterEffect() foreach (var input in ApplyUnderwaterFogToTransparent.s_Renderers) { // Disabled renderer means we control the rendering. - if (!input._renderer.enabled && GeometryUtility.TestPlanesAABB(_cameraFrustumPlanes, input._renderer.bounds)) + if (input.IsEnabled && GeometryUtility.TestPlanesAABB(_cameraFrustumPlanes, input._renderer.bounds)) { _registry.Add(Vector3.Distance(_camera.transform.position, input.transform.position), input); } @@ -135,7 +135,7 @@ void OnPreRenderUnderwaterEffect() // NOTE: // We only need to do this so we can set a white texture for when there is no texture. Otherwise, - // _MainTex is already setup. + // _MainTex is already setup. Could replace with a keyword instead. // Set _MainTex so we can get the alpha channel for blending. var texture = renderer.sharedMaterial.HasProperty("_MainTex") ? renderer.sharedMaterial.GetTexture("_MainTex") : null; @@ -150,27 +150,25 @@ void OnPreRenderUnderwaterEffect() } // Add missing probe data. - LightProbeUtility.SetSHCoefficients(renderer.gameObject.transform.position, _materialPropertyBlock); + // LightProbeUtility.SetSHCoefficients(renderer.gameObject.transform.position, _materialPropertyBlock); renderer.SetPropertyBlock(_materialPropertyBlock); - int shaderPass; - if (input._highQuality) { // Render into temporary render texture so the effect shader will have colour to work with. I could not // work out how to use GPU blending to apply the underwater fog correctly. CopyTexture(_underwaterEffectCommandBuffer, temporaryColorBuffer, _camera); _underwaterEffectCommandBuffer.SetRenderTarget(temporaryColorBuffer, 0, CubemapFace.Unknown, -1); - shaderPass = 2; } else { _underwaterEffectCommandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1); - shaderPass = 1; } _underwaterEffectCommandBuffer.DrawRenderer(renderer, renderer.sharedMaterial, submeshIndex: 0, shaderPass: input._shaderPass); + int shaderPass = input._highQuality ? 2 : 1; + // Render the fog and apply to camera target. _underwaterEffectCommandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, 0, CubemapFace.Unknown, -1); _underwaterEffectCommandBuffer.DrawRenderer(renderer, _underwaterEffectMaterial.material, submeshIndex: 0, shaderPass); From 22961c1f72a8ef573ca213555c00c0ceb1707545 Mon Sep 17 00:00:00 2001 From: Dale Eidd Date: Thu, 12 Aug 2021 00:42:54 -0700 Subject: [PATCH 11/12] Add test data --- crest/Assets/Test.meta | 8 + crest/Assets/Test/Test_Lighting.lighting | 63 + crest/Assets/Test/Test_Lighting.lighting.meta | 8 + crest/Assets/Test/Test_ParticleEmissive.mat | 99 + .../Test/Test_ParticleEmissive.mat.meta | 8 + crest/Assets/Test/Test_Scene.unity | 10234 ++++++++++++++++ crest/Assets/Test/Test_Scene.unity.meta | 8 + crest/Assets/Test/Test_Transparent.mat | 79 + crest/Assets/Test/Test_Transparent.mat.meta | 8 + 9 files changed, 10515 insertions(+) create mode 100644 crest/Assets/Test.meta create mode 100644 crest/Assets/Test/Test_Lighting.lighting create mode 100644 crest/Assets/Test/Test_Lighting.lighting.meta create mode 100644 crest/Assets/Test/Test_ParticleEmissive.mat create mode 100644 crest/Assets/Test/Test_ParticleEmissive.mat.meta create mode 100644 crest/Assets/Test/Test_Scene.unity create mode 100644 crest/Assets/Test/Test_Scene.unity.meta create mode 100644 crest/Assets/Test/Test_Transparent.mat create mode 100644 crest/Assets/Test/Test_Transparent.mat.meta diff --git 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index 000000000..4282ff0f6 --- /dev/null +++ b/crest/Assets/Test/Test_Transparent.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5a0514652d826485d96bd19945efff0b +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: From 5947db38ab1ebb04524a1f0288ec834651c74b4f Mon Sep 17 00:00:00 2001 From: Dale Eidd Date: Thu, 12 Aug 2021 12:35:21 -0700 Subject: [PATCH 12/12] Configurable texture name --- .../Underwater/ApplyUnderwaterFogToTransparent.cs | 7 +++++++ .../Scripts/Underwater/UnderwaterRenderer.Effect.cs | 12 ++++-------- 2 files changed, 11 insertions(+), 8 deletions(-) diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs index de3d54498..a2d369272 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/ApplyUnderwaterFogToTransparent.cs @@ -20,6 +20,12 @@ public class ApplyUnderwaterFogToTransparent : MonoBehaviour [SerializeField] internal int _shaderPass; + [Tooltip("The property name of the main texture which will be used for alpha blending.")] + [SerializeField] + internal string _textureProperty = "_MainTex"; + + internal string _texturePropertyST; + bool _isEnabled; public bool IsEnabled => _isEnabled; @@ -29,6 +35,7 @@ void OnEnable() { // If the shader has other passes (like shadows) then this will stop them from working. _isEnabled = _renderer.enabled; + _texturePropertyST = $"{_textureProperty}_ST"; s_Renderers.Add(this); } } diff --git a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs index c04a96647..1e3787a0a 100644 --- a/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs +++ b/crest/Assets/Crest/Crest/Scripts/Underwater/UnderwaterRenderer.Effect.cs @@ -133,20 +133,16 @@ void OnPreRenderUnderwaterEffect() renderer.GetPropertyBlock(_materialPropertyBlock); - // NOTE: - // We only need to do this so we can set a white texture for when there is no texture. Otherwise, - // _MainTex is already setup. Could replace with a keyword instead. - // Set _MainTex so we can get the alpha channel for blending. - var texture = renderer.sharedMaterial.HasProperty("_MainTex") ? renderer.sharedMaterial.GetTexture("_MainTex") : null; + var texture = renderer.sharedMaterial.HasProperty(input._textureProperty) ? renderer.sharedMaterial.GetTexture(input._textureProperty) : null; if (texture != null) { - _materialPropertyBlock.SetTexture("_MainTex", renderer.sharedMaterial.GetTexture("_MainTex")); - _materialPropertyBlock.SetVector("_MainTex_ST", renderer.sharedMaterial.GetVector("_MainTex_ST")); + _materialPropertyBlock.SetTexture(input._textureProperty, renderer.sharedMaterial.GetTexture(input._textureProperty)); + _materialPropertyBlock.SetVector(input._texturePropertyST, renderer.sharedMaterial.GetVector(input._texturePropertyST)); } else { - _materialPropertyBlock.SetTexture("_MainTex", Texture2D.whiteTexture); + _materialPropertyBlock.SetTexture(input._textureProperty, Texture2D.whiteTexture); } // Add missing probe data.