Пример #1
0
        private void LateUpdate()
        {
            if (OceanRenderer.Instance == null)
            {
                return;
            }

            // find which lod this object is overlapping
            var rect   = new Rect(transform.position.x, transform.position.z, 0f, 0f);
            var lodIdx = LodDataMgrAnimWaves.SuggestDataLOD(rect);

            if (lodIdx > -1)
            {
                if (_mpb == null)
                {
                    _mpb = new PropertyWrapperMPB();
                }

                _rend.GetPropertyBlock(_mpb.materialPropertyBlock);

                var lodCount         = OceanRenderer.Instance.CurrentLodCount;
                var lodDataAnimWaves = OceanRenderer.Instance._lodDataAnimWaves;
                _mpb.SetInt(LodDataMgr.sp_LD_SliceIndex, lodIdx);
                lodDataAnimWaves.BindResultData(_mpb);
                var lodDataClipSurface = OceanRenderer.Instance._lodDataClipSurface;
                if (lodDataClipSurface != null)
                {
                    lodDataClipSurface.BindResultData(_mpb);
                }
                else
                {
                    LodDataMgrClipSurface.BindNull(_mpb);
                }

                // blend LOD 0 shape in/out to avoid pop, if the ocean might scale up later (it is smaller than its maximum scale)
                bool  needToBlendOutShape = lodIdx == 0 && OceanRenderer.Instance.ScaleCouldIncrease;
                float meshScaleLerp       = needToBlendOutShape ? OceanRenderer.Instance.ViewerAltitudeLevelAlpha : 0f;

                // blend furthest normals scale in/out to avoid pop, if scale could reduce
                bool  needToBlendOutNormals = lodIdx == lodCount - 1 && OceanRenderer.Instance.ScaleCouldDecrease;
                float farNormalsWeight      = needToBlendOutNormals ? OceanRenderer.Instance.ViewerAltitudeLevelAlpha : 1f;
                _mpb.SetVector(OceanChunkRenderer.sp_InstanceData, new Vector3(meshScaleLerp, farNormalsWeight, lodIdx));

                _rend.SetPropertyBlock(_mpb.materialPropertyBlock);
            }

            LateUpdateBounds();
        }
Пример #2
0
        // Called when visible to a camera
        void OnWillRenderObject()
        {
            if (OceanRenderer.Instance == null || Rend == null)
            {
                return;
            }

            // check if built-in pipeline being used
            if (Camera.current != null)
            {
                _currentCamera = Camera.current;
            }

            // Depth texture is used by ocean shader for transparency/depth fog, and for fading out foam at shoreline.
            _currentCamera.depthTextureMode |= DepthTextureMode.Depth;

            if (Rend.sharedMaterial != OceanRenderer.Instance.OceanMaterial)
            {
                Rend.sharedMaterial = OceanRenderer.Instance.OceanMaterial;
            }

            // per instance data

            if (_mpb == null)
            {
                _mpb = new PropertyWrapperMPB();
            }
            Rend.GetPropertyBlock(_mpb.materialPropertyBlock);

            // blend LOD 0 shape in/out to avoid pop, if the ocean might scale up later (it is smaller than its maximum scale)
            var needToBlendOutShape = _lodIndex == 0 && OceanRenderer.Instance.ScaleCouldIncrease;
            var meshScaleLerp       = needToBlendOutShape ? OceanRenderer.Instance.ViewerAltitudeLevelAlpha : 0f;

            // blend furthest normals scale in/out to avoid pop, if scale could reduce
            var needToBlendOutNormals = _lodIndex == _totalLodCount - 1 && OceanRenderer.Instance.ScaleCouldDecrease;
            var farNormalsWeight      = needToBlendOutNormals ? OceanRenderer.Instance.ViewerAltitudeLevelAlpha : 1f;

            _mpb.SetVector(sp_InstanceData, new Vector3(meshScaleLerp, farNormalsWeight, _lodIndex));

            // geometry data
            // compute grid size of geometry. take the long way to get there - make sure we land exactly on a power of two
            // and not inherit any of the lossy-ness from lossyScale.
            var scale_pow_2        = OceanRenderer.Instance.CalcLodScale(_lodIndex);
            var gridSizeGeo        = scale_pow_2 / (0.25f * _lodDataResolution / _geoDownSampleFactor);
            var gridSizeLodData    = gridSizeGeo / _geoDownSampleFactor;
            var mul                = 1.875f; // fudge 1
            var pow                = 1.4f;   // fudge 2
            var normalScrollSpeed0 = Mathf.Pow(Mathf.Log(1f + 2f * gridSizeLodData) * mul, pow);
            var normalScrollSpeed1 = Mathf.Pow(Mathf.Log(1f + 4f * gridSizeLodData) * mul, pow);

            _mpb.SetVector(sp_GeomData, new Vector4(gridSizeLodData, gridSizeGeo, normalScrollSpeed0, normalScrollSpeed1));

            // Assign LOD data to ocean shader
            var ldaws     = OceanRenderer.Instance._lodDataAnimWaves;
            var ldsds     = OceanRenderer.Instance._lodDataSeaDepths;
            var ldclip    = OceanRenderer.Instance._lodDataClipSurface;
            var ldfoam    = OceanRenderer.Instance._lodDataFoam;
            var ldflow    = OceanRenderer.Instance._lodDataFlow;
            var ldshadows = OceanRenderer.Instance._lodDataShadow;

            _mpb.SetInt(LodDataMgr.sp_LD_SliceIndex, _lodIndex);
            if (ldaws != null)
            {
                ldaws.BindResultData(_mpb);
            }
            if (ldflow != null)
            {
                ldflow.BindResultData(_mpb);
            }
            else
            {
                LodDataMgrFlow.BindNull(_mpb);
            }
            if (ldfoam != null)
            {
                ldfoam.BindResultData(_mpb);
            }
            else
            {
                LodDataMgrFoam.BindNull(_mpb);
            }
            if (ldsds != null)
            {
                ldsds.BindResultData(_mpb);
            }
            else
            {
                LodDataMgrSeaFloorDepth.BindNull(_mpb);
            }
            if (ldclip != null)
            {
                ldclip.BindResultData(_mpb);
            }
            else
            {
                LodDataMgrClipSurface.BindNull(_mpb);
            }
            if (ldshadows != null)
            {
                ldshadows.BindResultData(_mpb);
            }
            else
            {
                LodDataMgrShadow.BindNull(_mpb);
            }

            var reflTex = PreparedReflections.GetRenderTexture(_currentCamera.GetHashCode());

            if (reflTex)
            {
                _mpb.SetTexture(sp_ReflectionTex, reflTex);
            }
            else
            {
                _mpb.SetTexture(sp_ReflectionTex, Texture2D.blackTexture);
            }

            // Hack - due to SV_IsFrontFace occasionally coming through as true for back faces,
            // add a param here that forces ocean to be in underwater state. I think the root
            // cause here might be imprecision or numerical issues at ocean tile boundaries, although
            // i'm not sure why cracks are not visible in this case.
            var heightOffset = OceanRenderer.Instance.ViewerHeightAboveWater;

            _mpb.SetFloat(sp_ForceUnderwater, heightOffset < -2f ? 1f : 0f);

            Rend.SetPropertyBlock(_mpb.materialPropertyBlock);
        }