private void LateUpdate() { #if UNITY_EDITOR // We don't run in "prefab scenes", i.e. when editing a prefab. Bail out if prefab scene is detected. if (PrefabStageUtility.GetCurrentPrefabStage() != null) { return; } #endif if (OceanRenderer.Instance == null || !ShowEffect()) { _rend.enabled = false; return; } // Pass true in last arg for a crap reason - in edit mode LateUpdate can be called very frequently, and the height sampler mistakenly thinks // this is erroneous and complains. _sampleWaterHeight.Init(transform.position, 0f, true); _sampleWaterHeight.Sample(out var waterHeight); float heightOffset = transform.position.y - waterHeight; // Disable skirt when camera not close to water. In the first few frames collision may not be avail, in that case no choice // but to assume enabled. In the future this could detect if camera is far enough under water, render a simple quad to avoid // finding the intersection line. _rend.enabled = heightOffset < _maxHeightAboveWater; if (_rend.enabled) { // Only execute when playing to stop CopyPropertiesFromMaterial from corrupting and breaking the material. if (!isMeniscus && _copyParamsEachFrame) { _rend.material.CopyPropertiesFromMaterial(OceanRenderer.Instance.OceanMaterial); } // Assign lod0 shape - trivial but bound every frame because lod transform comes from here if (_mpb == null) { _mpb = new PropertyWrapperMPB(); } _rend.GetPropertyBlock(_mpb.materialPropertyBlock); // Underwater rendering uses displacements for intersecting the waves with the near plane, and ocean depth/shadows for ScatterColour() _mpb.SetInt(LodDataMgr.sp_LD_SliceIndex, 0); LodDataMgrAnimWaves.Bind(_mpb); LodDataMgrSeaFloorDepth.Bind(_mpb); LodDataMgrShadow.Bind(_mpb); _mpb.SetFloat(sp_HeightOffset, heightOffset); _rend.SetPropertyBlock(_mpb.materialPropertyBlock); } }
internal static void UpdatePostProcessMaterial( RenderTexture source, Camera camera, PropertyWrapperMaterial underwaterPostProcessMaterialWrapper, UnderwaterSphericalHarmonicsData sphericalHarmonicsData, bool isMeniscusEnabled, bool copyParamsFromOceanMaterial, bool debugViewPostProcessMask, float horizonSafetyMarginMultiplier, float farPlaneMultiplier, int dataSliceOffset ) { Material underwaterPostProcessMaterial = underwaterPostProcessMaterialWrapper.material; if (copyParamsFromOceanMaterial) { // Measured this at approx 0.05ms on dell laptop underwaterPostProcessMaterial.CopyPropertiesFromMaterial(OceanRenderer.Instance.OceanMaterial); } // Enable/Disable meniscus. if (isMeniscusEnabled) { underwaterPostProcessMaterial.EnableKeyword("CREST_MENISCUS"); } else { underwaterPostProcessMaterial.DisableKeyword("CREST_MENISCUS"); } // Enabling/disabling keywords each frame don't seem to have large measurable overhead if (debugViewPostProcessMask) { underwaterPostProcessMaterial.EnableKeyword(DEBUG_VIEW_OCEAN_MASK); } else { underwaterPostProcessMaterial.DisableKeyword(DEBUG_VIEW_OCEAN_MASK); } underwaterPostProcessMaterial.SetFloat(LodDataMgr.sp_LD_SliceIndex, 0); underwaterPostProcessMaterial.SetVector(sp_InstanceData, new Vector4(OceanRenderer.Instance.ViewerAltitudeLevelAlpha, 0f, 0f, OceanRenderer.Instance.CurrentLodCount)); LodDataMgrAnimWaves.Bind(underwaterPostProcessMaterialWrapper); LodDataMgrSeaFloorDepth.Bind(underwaterPostProcessMaterialWrapper); LodDataMgrShadow.Bind(underwaterPostProcessMaterialWrapper); float seaLevel = OceanRenderer.Instance.SeaLevel; { // We only apply the horizon safety margin multiplier to horizon if and only if // concrete height of the camera relative to the water and the height of the camera // relative to the sea-level are the same. This ensures that in incredibly turbulent // water - if in doubt - use the neutral horizon. float seaLevelHeightDifference = camera.transform.position.y - seaLevel; if (seaLevelHeightDifference >= 0.0f ^ OceanRenderer.Instance.ViewerHeightAboveWater >= 0.0f) { horizonSafetyMarginMultiplier = 0.0f; } } { underwaterPostProcessMaterial.SetFloat(sp_OceanHeight, seaLevel); underwaterPostProcessMaterial.SetInt(sp_DataSliceOffset, dataSliceOffset); float maxOceanVerticalDisplacement = OceanRenderer.Instance.MaxVertDisplacement * 0.5f; float cameraYPosition = camera.transform.position.y; float nearPlaneFrustumWorldHeight; { float current = camera.ViewportToWorldPoint(new Vector3(0f, 0f, camera.nearClipPlane)).y; float maxY = current, minY = current; current = camera.ViewportToWorldPoint(new Vector3(0f, 1f, camera.nearClipPlane)).y; maxY = Mathf.Max(maxY, current); minY = Mathf.Min(minY, current); current = camera.ViewportToWorldPoint(new Vector3(1f, 0f, camera.nearClipPlane)).y; maxY = Mathf.Max(maxY, current); minY = Mathf.Min(minY, current); current = camera.ViewportToWorldPoint(new Vector3(1f, 1f, camera.nearClipPlane)).y; maxY = Mathf.Max(maxY, current); minY = Mathf.Min(minY, current); nearPlaneFrustumWorldHeight = maxY - minY; } // We don't both setting the horizon value if we know we are going to be having to apply the post-processing // effect full-screen anyway. bool forceFullShader = (cameraYPosition + nearPlaneFrustumWorldHeight + maxOceanVerticalDisplacement) <= seaLevel; underwaterPostProcessMaterial.SetFloat(sp_OceanHeight, seaLevel); if (forceFullShader) { underwaterPostProcessMaterial.EnableKeyword(FULL_SCREEN_EFFECT); } else { underwaterPostProcessMaterial.DisableKeyword(FULL_SCREEN_EFFECT); } } // Have to set these explicitly as the built-in transforms aren't in world-space for the blit function if (XRHelpers.IsSinglePass) { XRHelpers.SetViewProjectionMatrices(camera); Matrix4x4 cameraProjectionMatrix = camera.projectionMatrix; camera.projectionMatrix = XRHelpers.LeftEyeProjectionMatrix; var inverseViewProjectionMatrix = (XRHelpers.LeftEyeProjectionMatrix * camera.worldToCameraMatrix).inverse; underwaterPostProcessMaterial.SetMatrix(sp_InvViewProjection, inverseViewProjectionMatrix); { GetHorizonPosNormal(camera, Camera.MonoOrStereoscopicEye.Left, seaLevel, horizonSafetyMarginMultiplier, farPlaneMultiplier, out Vector2 pos, out Vector2 normal); underwaterPostProcessMaterial.SetVector(sp_HorizonPosNormal, new Vector4(pos.x, pos.y, normal.x, normal.y)); } camera.projectionMatrix = XRHelpers.RightEyeProjectionMatrix; var inverseViewProjectionMatrixRightEye = (XRHelpers.RightEyeProjectionMatrix * camera.worldToCameraMatrix).inverse; underwaterPostProcessMaterial.SetMatrix(sp_InvViewProjectionRight, inverseViewProjectionMatrixRightEye); { GetHorizonPosNormal(camera, Camera.MonoOrStereoscopicEye.Right, seaLevel, horizonSafetyMarginMultiplier, farPlaneMultiplier, out Vector2 pos, out Vector2 normal); underwaterPostProcessMaterial.SetVector(sp_HorizonPosNormalRight, new Vector4(pos.x, pos.y, normal.x, normal.y)); } // Revert to original matrix. Not sure if we need to do this. camera.projectionMatrix = cameraProjectionMatrix; } else { if (XRHelpers.IsNewSDKRunning) { XRHelpers.SetViewProjectionMatrices(camera); } var inverseViewProjectionMatrix = (camera.projectionMatrix * camera.worldToCameraMatrix).inverse; underwaterPostProcessMaterial.SetMatrix(sp_InvViewProjection, inverseViewProjectionMatrix); { GetHorizonPosNormal(camera, Camera.MonoOrStereoscopicEye.Mono, seaLevel, horizonSafetyMarginMultiplier, farPlaneMultiplier, out Vector2 pos, out Vector2 normal); underwaterPostProcessMaterial.SetVector(sp_HorizonPosNormal, new Vector4(pos.x, pos.y, normal.x, normal.y)); } } // Not sure why we need to do this - blit should set it...? underwaterPostProcessMaterial.SetTexture(sp_MainTex, source); // Compute ambient lighting SH { // We could pass in a renderer which would prime this lookup. However it doesnt make sense to use an existing render // at different position, as this would then thrash it and negate the priming functionality. We could create a dummy invis GO // with a dummy Renderer which might be enoguh, but this is hacky enough that we'll wait for it to become a problem // rather than add a pre-emptive hack. UnityEngine.Profiling.Profiler.BeginSample("Underwater sample spherical harmonics"); LightProbes.GetInterpolatedProbe(OceanRenderer.Instance.ViewCamera.transform.position, null, out SphericalHarmonicsL2 sphericalHarmonicsL2); sphericalHarmonicsL2.Evaluate(sphericalHarmonicsData._shDirections, sphericalHarmonicsData._ambientLighting); underwaterPostProcessMaterial.SetVector(sp_AmbientLighting, sphericalHarmonicsData._ambientLighting[0]); UnityEngine.Profiling.Profiler.EndSample(); } }