Aetheria/Assets/Scripts/Zone Display/VolumeSampling.cs

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using UnityEngine;
using CultMath;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
using UnityEngine.Serialization;
using static CultMath.math;
/// <summary>
/// Drives the volume render.
/// </summary>
[ExecuteInEditMode]
[RequireComponent( typeof( Camera ) )]
public class VolumeSampling : MonoBehaviour
{
public Transform GridMesh;
public Camera GridCamera;
public GameSettings Settings;
public RenderTexture NebulaSurfaceHeight;
public RenderTexture NebulaPatchHeight;
public RenderTexture NebulaPatch;
public RenderTexture NebulaTint;
private MeshRenderer _gridMeshRenderer;
private Transform _gridTransform;
private GlobalKeyword _keywordNoiseSlope;
private void Start()
{
_keywordNoiseSlope = GlobalKeyword.Create("NOISE_SLOPE");
if (GridMesh != null)
_gridMeshRenderer = GridMesh.GetComponent<MeshRenderer>();
}
void Update()
{
if(_gridTransform==null)
_gridTransform = GridCamera?.transform;
// Shader needs to know the position and scale of cameras used to render input textures
if(GridCamera != null)
Shader.SetGlobalVector("_GridTransform", new Vector4(_gridTransform.position.x,_gridTransform.position.z,GridCamera.orthographicSize*2));
var environment = ActionGameManager.Instance?.CurrentEnvironment ?? Settings.DefaultEnvironment;
var clock = FlowClock;
if (GridMesh != null)
{
GridMesh.gameObject.SetActive(environment.Grid.Enabled);
_gridMeshRenderer.bounds = new Bounds(
new Vector3(_gridTransform.position.x, environment.Grid.Offset, _gridTransform.position.z),
new Vector3(GridCamera.orthographicSize * 2, 1000, GridCamera.orthographicSize * 2));
// GridMesh.position = new Vector3(_gridTransform.position.x, environment.Grid.Offset, _gridTransform.position.z);
// GridMesh.localScale = new Vector3(GridCamera.orthographicSize, 1, GridCamera.orthographicSize);
}
// Volumetric sampling parameters are used by several shaders
Shader.SetGlobalTexture("_NebulaSurfaceHeight", NebulaSurfaceHeight);
Shader.SetGlobalTexture("_NebulaPatchHeight", NebulaPatchHeight);
Shader.SetGlobalTexture("_NebulaPatch", NebulaPatch);
Shader.SetGlobalTexture("_NebulaTint", NebulaTint);
Shader.SetGlobalFloat("_NebulaFillDensity", environment.Nebula.FillDensity);
Shader.SetGlobalFloat("_NebulaFillDistance", environment.Nebula.FillDistance);
Shader.SetGlobalFloat("_NebulaFillExponent", environment.Nebula.FillExponent);
Shader.SetGlobalFloat("_NebulaFillOffset", environment.Nebula.FillOffset);
Shader.SetGlobalFloat("_NebulaPatchDensity", environment.Nebula.PatchDensity);
Shader.SetGlobalFloat("_NebulaFloorOffset", environment.Nebula.FloorOffset);
Shader.SetGlobalFloat("_NebulaFloorBlend", environment.Nebula.FloorBlend);
Shader.SetGlobalFloat("_NebulaPatchBlend", environment.Nebula.PatchBlend);
Shader.SetGlobalFloat("_NebulaLuminance", environment.Nebula.Luminance);
Shader.SetGlobalFloat("_ExtinctionCoefficient", environment.Nebula.Extinction);
Shader.SetGlobalFloat("_TintLodExponent", environment.Nebula.TintLodExponent);
Shader.SetGlobalFloat("_SafetyDistance", environment.Nebula.SafetyDistance);
Shader.SetGlobalFloat("_DynamicSkyBoost", environment.Lighting.DynamicSkyBoost);
Shader.SetGlobalFloat("_DynamicLodHigh", environment.Lighting.DynamicLodHigh);
Shader.SetGlobalFloat("_DynamicLodLow", environment.Lighting.DynamicLodLow);
Shader.SetGlobalFloat("_DynamicIntensity", environment.Lighting.DynamicIntensity);
Shader.SetGlobalFloat("_NebulaNoiseScale", environment.Noise.Scale);
Shader.SetGlobalFloat("_NebulaNoiseExponent", environment.Noise.Exponent);
Shader.SetGlobalFloat("_NebulaNoiseAmplitude", environment.Noise.Amplitude);
Shader.SetGlobalFloat("_NebulaNoiseSpeed", environment.Noise.Speed);
// The noise the flow advects evolves on the flow's clock too: it pauses with the sim.
Shader.SetGlobalFloat("_NebulaNoiseTime", (float) clock);
Shader.SetGlobalFloat("_NebulaNoiseSlopeExponent", environment.Noise.SlopeExponent);
// The flow is the zone's: its settings and its time. Without a zone (menus) the same law runs on the presentation clock.
LowerFlow(ActionGameManager.Instance?.Zone?.Settings.Flow ?? Settings.PlanetSettings.Flow, clock);
Shader.SetKeyword(_keywordNoiseSlope, environment.Noise.SlopeExponent != 0);
}
// GlobalKeyword's constructor only looks a keyword up; Create registers it. The shaders' pragmas and this owner
// agree on the names. Unity refuses Create inside a MonoBehaviour's construction, and a scene constructing the
// first VolumeSampling runs this type's static initializer there, so the keywords are created on first use, from
// LowerFlow, never in a field initializer.
static GlobalKeyword? _keywordFlowGlobal;
static GlobalKeyword? _keywordFlowSlope;
static GlobalKeyword KeywordFlowGlobal => _keywordFlowGlobal ??= GlobalKeyword.Create("FLOW_GLOBAL");
static GlobalKeyword KeywordFlowSlope => _keywordFlowSlope ??= GlobalKeyword.Create("FLOW_SLOPE");
/// <summary>
/// The time the flow runs on: the zone's drawn time (DrawAhead.Time, so drift stops with the sim and follows sim
/// speed), or on menus, where no zone exists, the presentation clock.
/// </summary>
public static double FlowClock => ActionGameManager.Instance?.Zone is { } zone
? DrawAhead.Time(zone, ActionGameManager.Clock.Lead)
: Time.timeSinceLevelLoad;
/// <summary>
/// The one place that sets the flow uniforms and keywords: every shader flow term derives from FlowSettings and
/// the flow clock through FlowField, so no presenter keeps its own flow clock.
/// </summary>
public static void LowerFlow(FlowSettings flow, double flowClock)
{
Shader.SetGlobalFloat("_FlowScale", flow.GlobalScale);
Shader.SetGlobalFloat("_FlowAmplitude", flow.GlobalAmplitude);
Shader.SetGlobalFloat("_FlowSlopeAmplitude", flow.SlopeAmplitude);
Shader.SetGlobalFloat("_FlowSwirlAmplitude", flow.SwirlAmplitude);
var scroll = FlowField.Scroll(flow, flowClock);
Shader.SetGlobalVector("_FlowScroll", new Vector4(scroll.x, scroll.y));
Shader.SetGlobalFloat("_FlowPeriod", flow.Period);
Shader.SetGlobalFloat("_FlowCycle", FlowField.Cycle(flowClock, flow.Period));
Shader.SetKeyword(KeywordFlowGlobal, flow.GlobalAmplitude != 0);
Shader.SetKeyword(KeywordFlowSlope, flow.SlopeAmplitude != 0 || flow.SwirlAmplitude != 0);
}
}