Exemplo n.º 1
0
        /// <summary>
        /// Render stero depth pass for VR.
        /// The depths need to be rendered twice (once for each eye).
        /// </summary>
        void RenderSteroOceanDepth(DepthData data, Camera cam)
        {
#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);
                    RenderOceanDepth(data, data.target0, eyePos, eyeRot, projection);
                    Shader.SetGlobalTexture(Ocean.OCEAN_DEPTH_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);
                    RenderOceanDepth(data, data.target1, eyePos, eyeRot, projection);
                    Shader.SetGlobalTexture(Ocean.OCEAN_DEPTH_TEXTURE_NAME1, data.target1);
                }
            }
            else
            {
                Shader.DisableKeyword("CETO_STERO_CAMERA");
                RenderOceanDepth(data, data.target0, cam.transform.position, cam.transform.rotation, cam.projectionMatrix);
                Shader.SetGlobalTexture(Ocean.OCEAN_DEPTH_TEXTURE_NAME0, data.target0);
            }
#else
            Shader.DisableKeyword("CETO_STERO_CAMERA");
            RenderOceanDepth(data, data.target0, cam.transform.position, cam.transform.rotation, cam.projectionMatrix);
            Shader.SetGlobalTexture(Ocean.OCEAN_DEPTH_TEXTURE_NAME0, data.target0);
#endif
        }
Exemplo n.º 2
0
 private void CreateRefractionCommand(Camera cam, DepthData data)
 {
     if (this.depthMode == DEPTH_MODE.USE_DEPTH_BUFFER)
     {
         if (data.refractionCommand == null)
         {
             data.refractionCommand = new RefractionCommand(cam, this.copyDepthSdr, this.normalFadeSdr);
         }
         if (!data.refractionCommand.DisableCopyDepthCmd && base.DisableCopyDepthCmd)
         {
             Shader.SetGlobalTexture(Ocean.DEPTH_GRAB_TEXTURE_NAME, Texture2D.whiteTexture);
         }
         if (!data.refractionCommand.DisableNormalFadeCmd && base.DisableNormalFadeCmd)
         {
             Shader.SetGlobalTexture(Ocean.NORMAL_FADE_TEXTURE_NAME, Texture2D.blackTexture);
         }
         data.refractionCommand.DisableCopyDepthCmd  = base.DisableCopyDepthCmd;
         data.refractionCommand.DisableNormalFadeCmd = base.DisableNormalFadeCmd;
         data.refractionCommand.UpdateCommands();
     }
     else if (data.refractionCommand != null)
     {
         data.refractionCommand.ClearCommands();
         data.refractionCommand = null;
     }
 }
Exemplo n.º 3
0
        private void CreateDepthCameraFor(Camera cam, DepthData data)
        {
            if (data.cam == null)
            {
                GameObject gameObject = new GameObject("Ceto Depth 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.white;
                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);
            data.cam.layerCullDistances = cam.layerCullDistances;
            data.cam.layerCullSpherical = cam.layerCullSpherical;
            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                  = 24;
                RenderTextureFormat format = RenderTextureFormat.RGFloat;
                if (!SystemInfo.SupportsRenderTextureFormat(format))
                {
                    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.Bilinear;
                data.cam.targetTexture.hideFlags  = HideFlags.DontSave;
                data.cam.targetTexture.name       = "Ceto Ocean Depths Render Target: " + cam.name;
            }
        }
Exemplo n.º 4
0
        /// <summary>
        /// Render the ocean depth pass into the provided target
        /// at the provided camera position.
        /// </summary>
        void RenderOceanDepth(DepthData data, RenderTexture target, Vector3 position, Quaternion rotation, Matrix4x4 projection)
        {
            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(oceanDepthSdr, "RenderType");
            data.cam.targetTexture = null;

            NotifyOnEvent.Disable = false;
        }
Exemplo n.º 5
0
        /// <summary>
        /// Create the refraction command buffer.
        /// </summary>
        void CreateRefractionGrab(Camera cam, DepthData data)
        {
            IRefractionCommand cmd      = GetRefractionCommand();
            CameraEvent        cmdEvent = GetCommandEvent(cam);

            //The command has already been created.
            if (data.grabCmd != null)
            {
                if (depthMode != DEPTH_MODE.USE_DEPTH_BUFFER ||
                    refractionResolution != cmd.Resolution ||
                    cmdEvent != data.cmdEvent ||
                    !cmd.Matches(cam))
                {
                    //The current cmd settings no longer match camera
                    //or the depth mode is no longer DEPTH_BUFFER
                    //Remove command and release.
                    cmd.Remove(cam);
                    data.grabCmd = null;
                }
                else
                {
                    //The settings have not changed.
                    return;
                }
            }

            //If the depth mode is USE_DEPTH_BUFFER or useCmdBufferForGrab
            //is true then a command buffer is needed.
            if (depthMode == DEPTH_MODE.USE_DEPTH_BUFFER)
            {
                cmd.Resolution = refractionResolution;
                cmd.Event      = cmdEvent;

                data.grabCmd  = cmd.Create(cam);
                data.cmdEvent = cmdEvent;
            }
        }
Exemplo n.º 6
0
        /// <summary>
        /// Create the refraction command buffer.
        /// </summary>
        void CreateRefractionCommand(Camera cam, DepthData data)
        {
            if (depthMode == DEPTH_MODE.USE_DEPTH_BUFFER)
            {
                //Need refraction command. Create and update.
                if (data.refractionCommand == null)
                {
                    data.refractionCommand = new RefractionCommand(cam, copyDepthSdr, normalFadeSdr);
                }

                //If commands has been disabled this frame then zeo texture.
                if (!data.refractionCommand.DisableCopyDepthCmd && DisableCopyDepthCmd)
                {
                    Shader.SetGlobalTexture(Ocean.DEPTH_GRAB_TEXTURE_NAME, Texture2D.whiteTexture);
                }

                if (!data.refractionCommand.DisableNormalFadeCmd && DisableNormalFadeCmd)
                {
                    Shader.SetGlobalTexture(Ocean.NORMAL_FADE_TEXTURE_NAME, Texture2D.blackTexture);
                }

                data.refractionCommand.DisableCopyDepthCmd  = DisableCopyDepthCmd;
                data.refractionCommand.DisableNormalFadeCmd = DisableNormalFadeCmd;

                data.refractionCommand.UpdateCommands();
            }
            else
            {
                //Dont need the refraction command for this mode
                if (data.refractionCommand != null)
                {
                    data.refractionCommand.ClearCommands();
                    data.refractionCommand = null;
                }
            }
        }
Exemplo n.º 7
0
        /// <summary>
        /// Create the refraction command buffer.
        /// </summary>
        void CreateRefractionGrab(Camera cam, DepthData data)
        {

            IRefractionCommand cmd = GetRefractionCommand();
            CameraEvent cmdEvent = GetCommandEvent(cam);

            //The command has already been created.
            if (data.grabCmd != null)
            {

                if (depthMode != DEPTH_MODE.USE_DEPTH_BUFFER ||
                    refractionResolution != cmd.Resolution ||
                    cmdEvent != data.cmdEvent ||
                    !cmd.Matches(cam))
                {
                    //The current cmd settings no longer match camera 
                    //or the depth mode is no longer DEPTH_BUFFER
                    //Remove command and release.
                    cmd.Remove(cam);
                    data.grabCmd = null;
                }
                else
                {
                    //The settings have not changed.
                    return;
                }

            }

            //If the depth mode is USE_DEPTH_BUFFER or useCmdBufferForGrab
            //is true then a command buffer is needed.
            if (depthMode == DEPTH_MODE.USE_DEPTH_BUFFER)
            {
                cmd.Resolution = refractionResolution;
                cmd.Event = cmdEvent;

                data.grabCmd = cmd.Create(cam);
                data.cmdEvent = cmdEvent;
            }
            
        }
Exemplo n.º 8
0
        /// <summary>
        /// Create the camera used for the ocean depths.
        /// </summary>
        void CreateDepthCameraFor(Camera cam, DepthData data)
        {

            if (data.cam == null)
            {

                GameObject go = new GameObject("Ceto Depth 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.white;
                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(0, 0, 1, 1);
            data.cam.layerCullDistances = cam.layerCullDistances;
            data.cam.layerCullSpherical = cam.layerCullSpherical;

            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 = 24;

                RenderTextureFormat format;
                if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGFloat))
                    format = RenderTextureFormat.RGFloat;
                else
                    format = RenderTextureFormat.RGHalf;

                data.cam.targetTexture = new RenderTexture(width, height, depth, format, RenderTextureReadWrite.Linear);
                data.cam.targetTexture.filterMode = FilterMode.Bilinear;
				data.cam.targetTexture.hideFlags = HideFlags.DontSave;
                data.cam.targetTexture.name = "Ceto Ocean Depths Render Target: " + cam.name;

            }

        }
Exemplo n.º 9
0
        /// <summary>
        /// Create the camera used for the ocean depths
        /// If it has already been created then just update it.
        /// Also create the render targets for the camera.
        /// </summary>
        void CreateDepthCameraFor(Camera cam, DepthData data)
        {
            if (data.cam == null)
            {
                GameObject go = new GameObject("Ceto Depth 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     = Color.white;
                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);
            data.cam.layerCullDistances = cam.layerCullDistances;
            data.cam.layerCullSpherical = cam.layerCullSpherical;

            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  = 24;

                RenderTextureFormat format = RenderTextureFormat.RGFloat;

                if (!SystemInfo.SupportsRenderTextureFormat(format))
                {
                    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 Ocean Depths 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 Ocean Depths Render Target1: " + cam.name;
                }
            }
        }