Exemple #1
0
        /// <summary>
        /// Render stero mask for VR.
        /// The mask needs to be rendered twice (once for each eye).
        /// </summary>
        void RenderSteroOceanMask(MaskData data, Camera cam, Shader sdr)
        {
#if UNITY_540_OR_HIGHER && CETO_USE_STEAM_VR
            if (OceanVR.OpenVRInUse)
            {
                Shader.EnableKeyword("CETO_STERO_CAMERA");
                if (cam.stereoTargetEye == StereoTargetEyeMask.Both || cam.stereoTargetEye == StereoTargetEyeMask.Left)
                {
                    Vector3 eyePos; Quaternion eyeRot; Matrix4x4 projection;
                    OceanVR.GetSteamVRLeftEye(cam, out eyePos, out eyeRot, out projection);
                    RenderOceanMask(data, data.target0, eyePos, eyeRot, projection, sdr);
                    Shader.SetGlobalTexture(Ocean.OCEAN_MASK_TEXTURE_NAME0, data.target0);
                }

                if (cam.stereoTargetEye == StereoTargetEyeMask.Both || cam.stereoTargetEye == StereoTargetEyeMask.Right)
                {
                    Vector3 eyePos; Quaternion eyeRot; Matrix4x4 projection;
                    OceanVR.GetSteamVRRightEye(cam, out eyePos, out eyeRot, out projection);
                    RenderOceanMask(data, data.target1, eyePos, eyeRot, projection, sdr);
                    Shader.SetGlobalTexture(Ocean.OCEAN_MASK_TEXTURE_NAME1, data.target1);
                }
            }
            else
            {
                Shader.DisableKeyword("CETO_STERO_CAMERA");
                RenderOceanMask(data, data.target0, cam.transform.position, cam.transform.rotation, cam.projectionMatrix, sdr);
                Shader.SetGlobalTexture(Ocean.OCEAN_MASK_TEXTURE_NAME0, data.target0);
            }
#else
            Shader.DisableKeyword("CETO_STERO_CAMERA");
            RenderOceanMask(data, data.target0, cam.transform.position, cam.transform.rotation, cam.projectionMatrix, sdr);
            Shader.SetGlobalTexture(Ocean.OCEAN_MASK_TEXTURE_NAME0, data.target0);
#endif
        }
Exemple #2
0
        private void CreateMaskCameraFor(Camera cam, MaskData data)
        {
            if (data.cam == null)
            {
                GameObject gameObject = new GameObject("Ceto Mask Camera: " + cam.name);
                gameObject.hideFlags = HideFlags.HideAndDontSave;
                gameObject.AddComponent <IgnoreOceanEvents>();
                gameObject.AddComponent <DisableFog>();
                gameObject.AddComponent <DisableShadows>();
                data.cam                     = gameObject.AddComponent <Camera>();
                data.cam.clearFlags          = CameraClearFlags.Color;
                data.cam.backgroundColor     = Color.black;
                data.cam.cullingMask         = 1 << LayerMask.NameToLayer(Ocean.OCEAN_LAYER);
                data.cam.enabled             = false;
                data.cam.renderingPath       = RenderingPath.Forward;
                data.cam.targetTexture       = null;
                data.cam.useOcclusionCulling = false;
                data.cam.RemoveAllCommandBuffers();
                data.cam.targetTexture = null;
            }
            data.cam.fieldOfView         = cam.fieldOfView;
            data.cam.nearClipPlane       = cam.nearClipPlane;
            data.cam.farClipPlane        = cam.farClipPlane;
            data.cam.transform.position  = cam.transform.position;
            data.cam.transform.rotation  = cam.transform.rotation;
            data.cam.worldToCameraMatrix = cam.worldToCameraMatrix;
            data.cam.projectionMatrix    = cam.projectionMatrix;
            data.cam.orthographic        = cam.orthographic;
            data.cam.aspect           = cam.aspect;
            data.cam.orthographicSize = cam.orthographicSize;
            data.cam.rect             = new Rect(0f, 0f, 1f, 1f);
            if (data.cam.farClipPlane < this.OCEAN_BOTTOM_DEPTH * 2f)
            {
                data.cam.farClipPlane = this.OCEAN_BOTTOM_DEPTH * 2f;
                data.cam.ResetProjectionMatrix();
            }
            RenderTexture targetTexture = data.cam.targetTexture;

            if (targetTexture == null || targetTexture.width != cam.pixelWidth || targetTexture.height != cam.pixelHeight)
            {
                if (targetTexture != null)
                {
                    RTUtility.ReleaseAndDestroy(targetTexture);
                }
                int pixelWidth             = cam.pixelWidth;
                int pixelHeight            = cam.pixelHeight;
                int depth                  = 32;
                RenderTextureFormat format = RenderTextureFormat.RGHalf;
                if (!SystemInfo.SupportsRenderTextureFormat(format))
                {
                    format = RenderTextureFormat.ARGBHalf;
                }
                data.cam.targetTexture            = new RenderTexture(pixelWidth, pixelHeight, depth, format, RenderTextureReadWrite.Linear);
                data.cam.targetTexture.filterMode = FilterMode.Point;
                data.cam.targetTexture.hideFlags  = HideFlags.DontSave;
                data.cam.targetTexture.name       = "Ceto Mask Render Target: " + cam.name;
            }
        }
Exemple #3
0
        /// <summary>
        /// Render the ocean mask pass into the provided target
        /// at the provided camera position.
        /// </summary>
        void RenderOceanMask(MaskData data, RenderTexture target, Vector3 position, Quaternion rotation, Matrix4x4 projection, Shader sdr)
        {
            NotifyOnEvent.Disable = true;

            data.cam.ResetWorldToCameraMatrix();
            data.cam.transform.position = position;
            data.cam.transform.rotation = rotation;
            data.cam.projectionMatrix   = projection;

            data.cam.targetTexture = target;
            data.cam.RenderWithShader(sdr, "OceanMask");
            data.cam.targetTexture = null;

            NotifyOnEvent.Disable = false;
        }
Exemple #4
0
        /// <summary>
        /// Create the camera used for the mask.
        /// </summary>
        void CreateMaskCameraFor(Camera cam, MaskData data)
        {

            if (data.cam == null)
            {

                GameObject go = new GameObject("Ceto Mask Camera: " + cam.name);
                go.hideFlags = HideFlags.HideAndDontSave;
				go.AddComponent<IgnoreOceanEvents>();
				go.AddComponent<DisableFog>();
				go.AddComponent<DisableShadows>();

                data.cam = go.AddComponent<Camera>();

                //data.cam.CopyFrom(cam); //This will cause a recursive culling error in Unity >= 5.4

                data.cam.clearFlags = CameraClearFlags.SolidColor;
                data.cam.backgroundColor = Color.black;
                data.cam.cullingMask = 1 << LayerMask.NameToLayer(Ocean.OCEAN_LAYER);
                data.cam.enabled = false;
                data.cam.renderingPath = RenderingPath.Forward;
                data.cam.targetTexture = null;
				data.cam.useOcclusionCulling = false;
				//data.cam.opaqueSortMode = OpaqueSortMode.NoDistanceSort;
                data.cam.RemoveAllCommandBuffers();
                data.cam.targetTexture = null;

            }

            data.cam.fieldOfView = cam.fieldOfView;
            data.cam.nearClipPlane = cam.nearClipPlane;
            data.cam.farClipPlane = cam.farClipPlane;
            data.cam.transform.position = cam.transform.position;
            data.cam.transform.rotation = cam.transform.rotation;
            data.cam.worldToCameraMatrix = cam.worldToCameraMatrix;
            data.cam.projectionMatrix = cam.projectionMatrix;
            data.cam.orthographic = cam.orthographic;
            data.cam.aspect = cam.aspect;
            data.cam.orthographicSize = cam.orthographicSize;
            data.cam.rect = new Rect(0, 0, 1, 1);

            //If mask far plane is less than double the ocean bottom depth
            //it will contain a semicircle artefact.
            if (data.cam.farClipPlane < OCEAN_BOTTOM_DEPTH * 2)
            {
                data.cam.farClipPlane = OCEAN_BOTTOM_DEPTH * 2;
                data.cam.ResetProjectionMatrix();
            }

            RenderTexture tex = data.cam.targetTexture;

            if (tex == null || tex.width != cam.pixelWidth || tex.height != cam.pixelHeight)
            {
                if (tex != null)
                    RTUtility.ReleaseAndDestroy(tex);

                int width = cam.pixelWidth;
                int height = cam.pixelHeight;
                int depth = 32;

                data.cam.targetTexture = new RenderTexture(width, height, depth, RenderTextureFormat.RGHalf, RenderTextureReadWrite.Linear);
				data.cam.targetTexture.filterMode = FilterMode.Point;
				data.cam.targetTexture.hideFlags = HideFlags.DontSave;
                data.cam.targetTexture.name = "Ceto Mask Render Target: " + cam.name;

            }

        }
Exemple #5
0
        /// <summary>
        /// Create the camera used for the mask.
        /// If it has already been created then just update it.
        /// Also create the render targets for the camera.
        /// </summary>
        void CreateMaskCameraFor(Camera cam, MaskData data)
        {
            if (data.cam == null)
            {
                GameObject go = new GameObject("Ceto Mask Camera: " + cam.name);
                go.hideFlags = HideFlags.HideAndDontSave;
                go.AddComponent <IgnoreOceanEvents>();
                go.AddComponent <DisableFog>();
                go.AddComponent <DisableShadows>();

                data.cam = go.AddComponent <Camera>();

                data.cam.clearFlags          = CameraClearFlags.SolidColor;
                data.cam.backgroundColor     = new Color(0, 1, 0, 0); //Need to clear r to 0 and g to 1
                data.cam.cullingMask         = 1 << LayerMask.NameToLayer(Ocean.OCEAN_LAYER);
                data.cam.enabled             = false;
                data.cam.renderingPath       = RenderingPath.Forward;
                data.cam.targetTexture       = null;
                data.cam.useOcclusionCulling = false;
                data.cam.RemoveAllCommandBuffers();
                data.cam.targetTexture = null;
            }

            //Note - position rotation and projection set before rendering.
            //Update other settings here.
            data.cam.fieldOfView      = cam.fieldOfView;
            data.cam.nearClipPlane    = cam.nearClipPlane;
            data.cam.farClipPlane     = cam.farClipPlane;
            data.cam.orthographic     = cam.orthographic;
            data.cam.aspect           = cam.aspect;
            data.cam.orthographicSize = cam.orthographicSize;
            data.cam.rect             = new Rect(0, 0, 1, 1);

            if (data.target0 == null || data.target0.width != cam.pixelWidth || data.target0.height != cam.pixelHeight)
            {
                data.DestroyTargets();

                int width  = cam.pixelWidth;
                int height = cam.pixelHeight;
                int depth  = 32;

                RenderTextureFormat format = RenderTextureFormat.RGHalf;

                if (!SystemInfo.SupportsRenderTextureFormat(format))
                {
                    format = RenderTextureFormat.ARGBHalf;
                }

                data.target0            = new RenderTexture(width, height, depth, format, RenderTextureReadWrite.Linear);
                data.target0.filterMode = FilterMode.Point;
                data.target0.hideFlags  = HideFlags.DontSave;
                data.target0.name       = "Ceto Mask Render Target0: " + cam.name;

                if (cam.stereoEnabled)
                {
                    data.target1            = new RenderTexture(width, height, depth, format, RenderTextureReadWrite.Linear);
                    data.target1.filterMode = FilterMode.Point;
                    data.target1.hideFlags  = HideFlags.DontSave;
                    data.target1.name       = "Ceto Mask Render Target1: " + cam.name;
                }
            }
        }
Exemple #6
0
        /// <summary>
        /// Create the camera used for the mask.
        /// </summary>
        void CreateMaskCameraFor(Camera cam, MaskData data)
        {
            if (data.cam == null)
            {
                GameObject go = new GameObject("Ceto Mask Camera: " + cam.name);
                go.hideFlags = HideFlags.HideAndDontSave;
                go.AddComponent <IgnoreOceanEvents>();
                go.AddComponent <DisableFog>();
                go.AddComponent <DisableShadows>();

                data.cam = go.AddComponent <Camera>();

                //data.cam.CopyFrom(cam); //This will cause a recursive culling error in Unity >= 5.4

                data.cam.clearFlags          = CameraClearFlags.SolidColor;
                data.cam.backgroundColor     = Color.black;
                data.cam.cullingMask         = 1 << LayerMask.NameToLayer(Ocean.OCEAN_LAYER);
                data.cam.enabled             = false;
                data.cam.renderingPath       = RenderingPath.Forward;
                data.cam.targetTexture       = null;
                data.cam.useOcclusionCulling = false;
                //data.cam.opaqueSortMode = OpaqueSortMode.NoDistanceSort;
                data.cam.RemoveAllCommandBuffers();
                data.cam.targetTexture = null;
            }

            data.cam.fieldOfView         = cam.fieldOfView;
            data.cam.nearClipPlane       = cam.nearClipPlane;
            data.cam.farClipPlane        = cam.farClipPlane;
            data.cam.transform.position  = cam.transform.position;
            data.cam.transform.rotation  = cam.transform.rotation;
            data.cam.worldToCameraMatrix = cam.worldToCameraMatrix;
            data.cam.projectionMatrix    = cam.projectionMatrix;
            data.cam.orthographic        = cam.orthographic;
            data.cam.aspect           = cam.aspect;
            data.cam.orthographicSize = cam.orthographicSize;
            data.cam.rect             = new Rect(0, 0, 1, 1);

            //If mask far plane is less than double the ocean bottom depth
            //it will contain a semicircle artefact.
            if (data.cam.farClipPlane < OCEAN_BOTTOM_DEPTH * 2)
            {
                data.cam.farClipPlane = OCEAN_BOTTOM_DEPTH * 2;
                data.cam.ResetProjectionMatrix();
            }

            RenderTexture tex = data.cam.targetTexture;

            if (tex == null || tex.width != cam.pixelWidth || tex.height != cam.pixelHeight)
            {
                if (tex != null)
                {
                    RTUtility.ReleaseAndDestroy(tex);
                }

                int width  = cam.pixelWidth;
                int height = cam.pixelHeight;
                int depth  = 32;

                data.cam.targetTexture            = new RenderTexture(width, height, depth, RenderTextureFormat.RGHalf, RenderTextureReadWrite.Linear);
                data.cam.targetTexture.filterMode = FilterMode.Point;
                data.cam.targetTexture.hideFlags  = HideFlags.DontSave;
                data.cam.targetTexture.name       = "Ceto Mask Render Target: " + cam.name;
            }
        }