示例#1
0
        private void DoPlanarReflections(ScriptableRenderContext context, Camera camera)
        {
            /* If reference position and proxy position is exactly the same, we end up in some degeneracies triggered
             * by engine code when computing culling parameters. This is an extremely rare case, but can happen
             * in editor when focusing on the planar probe. So if that happens, we offset them 0.1 mm apart.
             * if(Vector3.Distance(result.proxyPosition, referencePosition) < 1e-4f)
             * {
             *    referencePosition += new Vector3(1e-4f, 1e-4f, 1e-4f);
             * }*/

            if (camera.cameraType == CameraType.Reflection || camera.cameraType == CameraType.Preview)
            {
                return;
            }
            if (!reflectionTarget)
            {
                return;
            }

            UpdateReflectionCamera(camera);
            CreateReflectionTexture(camera);

            var data = new PlanarReflectionSettingData();

            data.Set();
            BeginPlanarReflections?.Invoke(context, _reflectionCamera);
            if (_reflectionCamera.WorldToViewportPoint(reflectionTarget.transform.position).z < 100000)
            {
                UniversalRenderPipeline.RenderSingleCamera(context, _reflectionCamera);
            }
            data.Restore();
            Shader.SetGlobalTexture(_planarReflectionTextureId, _reflectionTexture);
        }
示例#2
0
        private void ExecutePlanarReflections(ScriptableRenderContext context, Camera camera)
        {
            if (!enableReflections)
            {
                Cleanup();
                return;
            }
            if (camera.cameraType == CameraType.Reflection || camera.cameraType == CameraType.Preview || material == null || material.shader.name == "Shader Graphs/Stylized Water For URP Mobile")
            {
                return;
            }

            UpdateReflectionCamera(camera);
            ReflectionTexture(camera);

            var data = new PlanarReflectionSettingData();

            data.Set();

            BeginPlanarReflections?.Invoke(context, _reflectionCamera);
            UniversalRenderPipeline.RenderSingleCamera(context, _reflectionCamera);

            data.Restore();
            Shader.SetGlobalTexture(_planarReflectionTextureId, _reflectionTexture);
        }
示例#3
0
        /// <summary>
        /// Executes the planar reflections functions
        /// </summary>
        /// <param name="context"></param>
        /// <param name="cam"></param>
        public void ExecutePlanarReflections(ScriptableRenderContext context, Camera cam)
        {
            if (m_settings.m_disableSkyboxReflections)
            {
                return;
            }

            if (cam.cameraType == CameraType.Reflection || cam.cameraType == CameraType.Preview)
            {
                return;
            }

            UpdateReflectionCamera(cam);
            PlanarReflectionTexture();

            if (m_reflectionData == null)
            {
                m_reflectionData = new PlanarReflectionSettingData();
            }

            m_reflectionData.Get();
            m_reflectionData.Set();
            BeginPlanarReflections?.Invoke(context, m_reflectionCamera);
#if UPPipeline
            UniversalRenderPipeline.RenderSingleCamera(context, m_reflectionCamera);
#endif
            PWS_WaterSystem.Instance.SetReflectionTexture(m_reflectionTexture);
            m_reflectionData.Restore();
        }
示例#4
0
        private void ExecutePlanarReflections(ScriptableRenderContext context, Camera camera)
        {
            // we dont want to render planar reflections in reflections or previews
            if (camera.cameraType == CameraType.Reflection || camera.cameraType == CameraType.Preview)
            {
                return;
            }

            UpdateReflectionCamera(camera);                                          // create reflected camera
            PlanarReflectionTexture(camera);                                         // create and assign RenderTexture

            var data = new PlanarReflectionSettingData();                            // save quality settings and lower them for the planar reflections

            data.Set();                                                              // set quality settings

            BeginPlanarReflections?.Invoke(context, _reflectionCamera);              // callback Action for PlanarReflection
            UniversalRenderPipeline.RenderSingleCamera(context, _reflectionCamera);  // render planar reflections

            data.Restore();                                                          // restore the quality settings
            Shader.SetGlobalTexture(_planarReflectionTextureId, _reflectionTexture); // Assign texture to water shader
        }