chunk 1: core gameplay scripts scenes runtime assets
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115
Assets/Volumetric/Runtime/VolumetricFogRendererFeature.cs
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115
Assets/Volumetric/Runtime/VolumetricFogRendererFeature.cs
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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/// <summary>
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/// The volumetric fog renderer feature.
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/// </summary>
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[Tooltip("Adds support to render volumetric fog.")]
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[DisallowMultipleRendererFeature("Volumetric Fog")]
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public sealed class VolumetricFogRendererFeature : ScriptableRendererFeature
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{
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#region Private Attributes
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[HideInInspector]
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[SerializeField] private Shader downsampleDepthShader;
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[HideInInspector]
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[SerializeField] private Shader volumetricFogShader;
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private Material downsampleDepthMaterial;
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private Material volumetricFogMaterial;
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private VolumetricFogRenderPass volumetricFogRenderPass;
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#endregion
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#region Scriptable Renderer Feature Methods
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/// <summary>
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/// <inheritdoc/>
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/// </summary>
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public override void Create()
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{
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ValidateResourcesForVolumetricFogRenderPass(true);
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volumetricFogRenderPass = new VolumetricFogRenderPass(downsampleDepthMaterial, volumetricFogMaterial);
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}
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/// <summary>
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/// <inheritdoc/>
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/// </summary>
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/// <param name="renderer"></param>
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/// <param name="renderingData"></param>
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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bool isPostProcessEnabled = renderingData.postProcessingEnabled && renderingData.cameraData.postProcessEnabled;
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bool shouldAddVolumetricFogRenderPass = isPostProcessEnabled && ShouldAddVolumetricFogRenderPass(renderingData.cameraData.cameraType);
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if (shouldAddVolumetricFogRenderPass)
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{
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volumetricFogRenderPass.ConfigureInput(ScriptableRenderPassInput.Depth);
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renderer.EnqueuePass(volumetricFogRenderPass);
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}
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}
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/// <summary>
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/// <inheritdoc/>
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/// </summary>
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/// <param name="disposing"></param>
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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volumetricFogRenderPass?.Dispose();
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CoreUtils.Destroy(downsampleDepthMaterial);
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CoreUtils.Destroy(volumetricFogMaterial);
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}
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#endregion
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#region Methods
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/// <summary>
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/// Validates the resources used by the volumetric fog render pass.
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/// </summary>
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/// <param name="forceRefresh"></param>
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/// <returns></returns>
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private bool ValidateResourcesForVolumetricFogRenderPass(bool forceRefresh)
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{
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if (forceRefresh)
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{
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#if UNITY_EDITOR
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downsampleDepthShader = Shader.Find("Hidden/DownsampleDepth");
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volumetricFogShader = Shader.Find("Hidden/VolumetricFog");
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#endif
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CoreUtils.Destroy(downsampleDepthMaterial);
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downsampleDepthMaterial = CoreUtils.CreateEngineMaterial(downsampleDepthShader);
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CoreUtils.Destroy(volumetricFogMaterial);
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volumetricFogMaterial = CoreUtils.CreateEngineMaterial(volumetricFogShader);
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}
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bool okDepth = downsampleDepthShader != null && downsampleDepthMaterial != null;
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bool okVolumetric = volumetricFogShader != null && volumetricFogMaterial != null;
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return okDepth && okVolumetric;
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}
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/// <summary>
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/// Gets whether the volumetric fog render pass should be enqueued to the renderer.
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/// </summary>
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/// <param name="cameraType"></param>
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/// <returns></returns>
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private bool ShouldAddVolumetricFogRenderPass(CameraType cameraType)
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{
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VolumetricFogVolumeComponent fogVolume = VolumeManager.instance.stack.GetComponent<VolumetricFogVolumeComponent>();
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bool isVolumeOk = fogVolume != null && fogVolume.IsActive();
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bool isCameraOk = cameraType != CameraType.Preview && cameraType != CameraType.Reflection;
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bool areResourcesOk = ValidateResourcesForVolumetricFogRenderPass(false);
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return isActive && isVolumeOk && isCameraOk && areResourcesOk;
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}
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#endregion
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}
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