using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
///
/// The volumetric fog renderer feature.
///
[Tooltip("Adds support to render volumetric fog.")]
[DisallowMultipleRendererFeature("Volumetric Fog")]
public sealed class VolumetricFogRendererFeature : ScriptableRendererFeature
{
#region Private Attributes
[HideInInspector]
[SerializeField] private Shader downsampleDepthShader;
[HideInInspector]
[SerializeField] private Shader volumetricFogShader;
private Material downsampleDepthMaterial;
private Material volumetricFogMaterial;
private VolumetricFogRenderPass volumetricFogRenderPass;
#endregion
#region Scriptable Renderer Feature Methods
///
///
///
public override void Create()
{
ValidateResourcesForVolumetricFogRenderPass(true);
volumetricFogRenderPass = new VolumetricFogRenderPass(downsampleDepthMaterial, volumetricFogMaterial, VolumetricFogRenderPass.DefaultRenderPassEvent);
}
///
///
///
///
///
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
bool isPostProcessEnabled = renderingData.postProcessingEnabled && renderingData.cameraData.postProcessEnabled;
bool shouldAddVolumetricFogRenderPass = isPostProcessEnabled && ShouldAddVolumetricFogRenderPass(renderingData.cameraData.cameraType);
if (shouldAddVolumetricFogRenderPass)
{
volumetricFogRenderPass.renderPassEvent = GetRenderPassEvent();
volumetricFogRenderPass.ConfigureInput(ScriptableRenderPassInput.Depth);
renderer.EnqueuePass(volumetricFogRenderPass);
}
}
///
///
///
///
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
volumetricFogRenderPass?.Dispose();
CoreUtils.Destroy(downsampleDepthMaterial);
CoreUtils.Destroy(volumetricFogMaterial);
}
#endregion
#region Methods
///
/// Validates the resources used by the volumetric fog render pass.
///
///
///
private bool ValidateResourcesForVolumetricFogRenderPass(bool forceRefresh)
{
if (forceRefresh)
{
#if UNITY_EDITOR
downsampleDepthShader = Shader.Find("Hidden/DownsampleDepth");
volumetricFogShader = Shader.Find("Hidden/VolumetricFog");
#endif
CoreUtils.Destroy(downsampleDepthMaterial);
downsampleDepthMaterial = CoreUtils.CreateEngineMaterial(downsampleDepthShader);
CoreUtils.Destroy(volumetricFogMaterial);
volumetricFogMaterial = CoreUtils.CreateEngineMaterial(volumetricFogShader);
}
bool okDepth = downsampleDepthShader != null && downsampleDepthMaterial != null;
bool okVolumetric = volumetricFogShader != null && volumetricFogMaterial != null;
return okDepth && okVolumetric;
}
///
/// Gets whether the volumetric fog render pass should be enqueued to the renderer.
///
///
///
private bool ShouldAddVolumetricFogRenderPass(CameraType cameraType)
{
VolumetricFogVolumeComponent fogVolume = VolumeManager.instance.stack.GetComponent();
bool isVolumeOk = fogVolume != null && fogVolume.IsActive();
bool isCameraOk = cameraType != CameraType.Preview && cameraType != CameraType.Reflection;
bool areResourcesOk = ValidateResourcesForVolumetricFogRenderPass(false);
return isActive && isVolumeOk && isCameraOk && areResourcesOk;
}
///
/// Returns the render pass event for the volumetric fog.
///
///
private RenderPassEvent GetRenderPassEvent()
{
VolumetricFogVolumeComponent fogVolume = VolumeManager.instance.stack.GetComponent();
return (RenderPassEvent)fogVolume.renderPassEvent.value;
}
#endregion
}