Beispiel #1
0
        private void CameraPreCull(Camera camera)
        {
            if (ReflectMaterial == null || camera == null || WeatherMakerLightManagerScript.Instance == null || (ReflectRenderer != null && !ReflectRenderer.enabled) ||
                !gameObject.activeInHierarchy || WeatherMakerCommandBufferManagerScript.CameraStack > 1 || WeatherMakerScript.ShouldIgnoreCamera(this, camera, true))
            {
                return;
            }

            // HACK: Reflections need to ensure the frustum planes and corners are up to date. This is normally done in a pre-render
            //  event, but we cannot do that as rendering a reflection in pre-render mucks up state and such
            WeatherMakerLightManagerScript.Instance.CalculateFrustumPlanes(camera);

            // this frustum cull test is expensive, but well worth it if it prevents a reflection from needing to be rendered
            // get up to date frustum info
            if (ReflectRenderer != null && !WeatherMakerGeometryUtility.BoxIntersectsFrustum(camera, WeatherMakerLightManagerScript.Instance.CurrentCameraFrustumPlanes,
                                                                                             WeatherMakerLightManagerScript.Instance.CurrentCameraFrustumCorners, ReflectRenderer.bounds))
            {
                return;
            }

            // render the reflection in pre-cull, pre-render is when shader properties and other such things are set
            Camera reflectionCamera = GetOrCreateReflectionCamera(camera);

            RenderReflectionCamera(camera, reflectionCamera);
        }
        /// <summary>
        /// Queue a reflection camera
        /// </summary>
        /// <param name="sourceCamera">Viewing camera</param>
        /// <returns>Reflection camera info</returns>
        public ReflectionCameraInfo QueueReflection(Camera sourceCamera)
        {
            bool isReflection;

            if (ReflectMaterial == null || sourceCamera == null || WeatherMakerLightManagerScript.Instance == null || ShouldIgnoreCamera(sourceCamera, out isReflection))
            {
                return(null);
            }

            // HACK: Reflections need to ensure the frustum planes and corners are up to date. This is normally done in a pre-render
            //  event, but we cannot do that as rendering a reflection in pre-render mucks up state and such
            WeatherMakerLightManagerScript.Instance.CalculateFrustumPlanes(sourceCamera);

            // this frustum cull test is expensive, but well worth it if it prevents a reflection from needing to be rendered
            // get up to date frustum info
            if (ReflectRenderer != null && !WeatherMakerGeometryUtility.BoxIntersectsFrustum(sourceCamera, WeatherMakerLightManagerScript.Instance.CurrentCameraFrustumPlanes,
                                                                                             WeatherMakerLightManagerScript.Instance.CurrentCameraFrustumCorners, ReflectRenderer.bounds))
            {
                return(null);
            }

            // Debug.LogFormat("WeatherMakerReflectionScript rendering in {0}, bounds: {1}", sourceCamera.name, ReflectMaterial.bounds);
            // start off some render textures for the reflection
            KeyValuePair <RenderTexture, RenderTexture> kv = new KeyValuePair <RenderTexture, RenderTexture>
                                                             (
                ReflectMaterial.GetTexture(ReflectionSamplerName) as RenderTexture,
                ReflectMaterial.GetTexture(ReflectionSamplerName2) as RenderTexture
                                                             );

            currentRenderTextures.Add(kv);
            ReflectionCameraInfo cam = CreateReflectionCamera(sourceCamera, isReflection);

            RenderReflectionCamera(cam);
            return(cam);
        }