forked from BilalY/Rasagar
422 lines
18 KiB
C#
422 lines
18 KiB
C#
using Unity.Mathematics;
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using static Unity.Mathematics.math;
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namespace UnityEngine.Rendering.HighDefinition
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{
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partial class WaterSystem
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{
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static internal void GetFFTKernels(ComputeShader fourierTransformCS, WaterSimulationResolution resolution, out int rowKernel, out int columnKernel)
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{
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switch (resolution)
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{
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case WaterSimulationResolution.High256:
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{
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rowKernel = fourierTransformCS.FindKernel("RowPassTi_256");
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columnKernel = fourierTransformCS.FindKernel("ColPassTi_256");
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}
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break;
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case WaterSimulationResolution.Medium128:
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{
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rowKernel = fourierTransformCS.FindKernel("RowPassTi_128");
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columnKernel = fourierTransformCS.FindKernel("ColPassTi_128");
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}
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break;
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case WaterSimulationResolution.Low64:
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{
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rowKernel = fourierTransformCS.FindKernel("RowPassTi_64");
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columnKernel = fourierTransformCS.FindKernel("ColPassTi_64");
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}
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break;
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default:
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{
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rowKernel = fourierTransformCS.FindKernel("RowPassTi_64");
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columnKernel = fourierTransformCS.FindKernel("ColPassTi_64");
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}
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break;
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}
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}
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static internal int EvaluateBandCount(WaterSurfaceType surfaceType, bool ripplesOn)
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{
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switch (surfaceType)
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{
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case WaterSurfaceType.OceanSeaLake:
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return ripplesOn ? 3 : 2;
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case WaterSurfaceType.River:
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return ripplesOn ? 2 : 1;
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case WaterSurfaceType.Pool:
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return 1;
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}
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return 1;
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}
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static internal int EvaluateCPUBandCount(WaterSurfaceType surfaceType, bool ripplesOn, bool evaluateRipplesCPU)
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{
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return EvaluateBandCount(surfaceType, ripplesOn && evaluateRipplesCPU);
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}
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static float EvaluateCausticsMaxLOD(WaterSurface.WaterCausticsResolution resolution)
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{
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switch (resolution)
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{
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case WaterSurface.WaterCausticsResolution.Caustics256:
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return 2.0f;
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case WaterSurface.WaterCausticsResolution.Caustics512:
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return 3.0f;
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case WaterSurface.WaterCausticsResolution.Caustics1024:
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return 4.0f;
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}
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return 2.0f;
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}
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static internal int SanitizeCausticsBand(int band, int bandCount)
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{
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return Mathf.Min(band, bandCount - 1);
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}
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static internal float EvaluateFrequencyOffset(WaterSimulationResolution resolution)
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{
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switch (resolution)
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{
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case WaterSimulationResolution.High256:
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return 0.5f;
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case WaterSimulationResolution.Medium128:
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return 0.25f;
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case WaterSimulationResolution.Low64:
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return 0.125f;
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default:
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return 0.5f;
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}
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}
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static internal int EvaluateWaterNoiseSampleOffset(WaterSimulationResolution resolution)
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{
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switch (resolution)
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{
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case WaterSimulationResolution.High256:
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return 0;
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case WaterSimulationResolution.Medium128:
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return 64;
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case WaterSimulationResolution.Low64:
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return 96;
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default:
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return 0;
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}
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}
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static internal void BuildGridMeshes(ref Mesh grid, ref Mesh ring, ref Mesh ringLow)
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{
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Vector3[] CreateNormals(int size)
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{
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Vector3[] normals = new Vector3[size];
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for (int i = 0; i < size; ++i)
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normals[i] = Vector3.up;
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return normals;
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}
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int i, y, ti, vi;
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// Build central grid
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int meshResolution = WaterConsts.k_WaterTessellatedMeshResolution;
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Vector3[] vertices = new Vector3[(meshResolution + 1) * (meshResolution + 1)];
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for (i = 0, y = 0; y <= meshResolution; y++)
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{
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for (int x = 0; x <= meshResolution; x++, i++)
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{
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vertices[i] = new Vector3(x / (float)meshResolution - 0.5f, 0.0f, y / (float)meshResolution - 0.5f);
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}
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}
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int[] triangles = new int[meshResolution * meshResolution * 6];
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for (ti = 0, vi = 0, y = 0; y < meshResolution; y++, vi++)
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{
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for (int x = 0; x < meshResolution; x++, ti += 6, vi++)
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{
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triangles[ti] = vi;
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triangles[ti + 3] = triangles[ti + 2] = vi + 1;
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triangles[ti + 4] = triangles[ti + 1] = vi + meshResolution + 1;
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triangles[ti + 5] = vi + meshResolution + 2;
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}
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}
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grid = new Mesh()
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{
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vertices = vertices,
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normals = CreateNormals(vertices.Length),
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triangles = triangles,
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};
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// Build ring mesh with correct junctions
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int resX = meshResolution - meshResolution / 4, resY = meshResolution / 4 - 1;
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int subdivStart = meshResolution / 4, subdivCount = meshResolution;
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int quadCount = 2 * ((meshResolution - meshResolution / 4) * (meshResolution / 4 - 1) + meshResolution / 4);
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int triCount = quadCount + 3 * meshResolution / 2;
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float offsetX = meshResolution / 4, scale = 2.0f / meshResolution;
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vertices = new Vector3[(resY + 1) * (resX + 1) + (subdivStart + subdivCount + 1)];
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for (i = 0, y = 0; y <= resY; y++)
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{
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for (int x = 0; x <= resX; x++, i++)
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{
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vertices[i] = new Vector3((x - offsetX) * scale - 0.5f, 0.0f, (y - resY - 1) * scale - 0.5f);
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}
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}
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for (int x = 0; x <= subdivStart; x++, i++)
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vertices[i] = new Vector3((x - offsetX) * scale - 0.5f, 0.0f, -0.5f);
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for (int x = 1; x <= subdivCount; x++, i++)
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vertices[i] = new Vector3(x * scale * 0.5f - 0.5f, 0.0f, -0.5f);
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triangles = new int[triCount * 3];
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for (ti = 0, vi = 0, y = 0; y < resY; y++, vi++)
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{
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for (int x = 0; x < resX; x++, ti += 6, vi++)
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{
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triangles[ti] = vi;
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triangles[ti + 1] = vi + resX + 1;
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triangles[ti + 2] = vi + 1;
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triangles[ti + 3] = vi + 1;
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triangles[ti + 4] = vi + resX + 1;
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triangles[ti + 5] = vi + resX + 2;
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}
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}
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for (int x = 0; x < subdivStart; x++, ti += 6, vi++)
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{
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triangles[ti] = vi;
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triangles[ti + 1] = vi + resX + 1;
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triangles[ti + 2] = vi + 1;
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triangles[ti + 3] = vi + 1;
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triangles[ti + 4] = vi + resX + 1;
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triangles[ti + 5] = vi + resX + 2;
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}
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for (int x = 0; x < subdivCount / 2; x++, ti += 9, vi++)
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{
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triangles[ti] = vi;
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triangles[ti + 1] = vi + resX + x + 1;
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triangles[ti + 2] = vi + resX + x + 2;
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triangles[ti + 3] = vi;
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triangles[ti + 4] = vi + resX + x + 2;
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triangles[ti + 5] = vi + 1;
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triangles[ti + 6] = vi + 1;
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triangles[ti + 7] = vi + resX + x + 2;
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triangles[ti + 8] = vi + resX + x + 3;
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}
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ring = new Mesh()
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{
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vertices = vertices,
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normals = CreateNormals(vertices.Length),
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triangles = triangles,
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};
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// Build flat outer ring mesh, no need to handle junctions
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// Although we put the mesh at 0.999 instead of 1 to avoid missing pixels at junction when rasterizing
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float close = 0.999f, far = 1000.0f;
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ringLow = new Mesh();
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ringLow.vertices = new Vector3[] {
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new Vector3(-1f, 0f, 1f) * close,
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new Vector3( 1f, 0f, 1f) * close,
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new Vector3(-1f, 0f, -1f) * close,
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new Vector3( 1f, 0f, -1f) * close,
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new Vector3(-1f, 0f, 1f) * far,
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new Vector3( 1f, 0f, 1f) * far,
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new Vector3(-1f, 0f, -1f) * far,
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new Vector3( 1f, 0f, -1f) * far,
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};
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ringLow.normals = CreateNormals(ringLow.vertexCount);
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ringLow.triangles = new int[] {
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0, 4, 1, 1, 4, 5,
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1, 5, 3, 3, 5, 7,
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2, 3, 7, 2, 7, 6,
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0, 2, 6, 0, 6, 4,
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};
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}
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// Converts an angle to a 2d direction
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static internal float2 OrientationToDirection(float orientation)
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{
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float orientationRad = orientation * Mathf.Deg2Rad;
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float directionX = Mathf.Cos(orientationRad);
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float directionY = Mathf.Sin(orientationRad);
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return new float2(directionX, directionY);
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}
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static internal float EvaluateSwellSecondPatchSize(float maxPatchSize)
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{
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float relativeSwellPatchSize = (maxPatchSize - WaterConsts.k_SwellMinPatchSize) / (WaterConsts.k_SwellMaxPatchSize - WaterConsts.k_SwellMinPatchSize);
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return Mathf.Lerp(WaterConsts.k_SwellMinRatio, WaterConsts.k_SwellMaxRatio, relativeSwellPatchSize);
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}
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static internal float SampleMaxAmplitudeTable(int2 pixelCoord)
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{
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int clampedX = Mathf.Clamp(pixelCoord.x, 0, WaterConsts.k_TableResolution - 1);
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int clampedY = Mathf.Clamp(pixelCoord.y, 0, WaterConsts.k_TableResolution - 1);
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int tapIndex = clampedX + clampedY * WaterConsts.k_TableResolution;
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return WaterConsts.k_MaximumAmplitudeTable[tapIndex];
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}
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static internal float NormalizeAngle(float degrees)
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{
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float angle = degrees % 360.0f;
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return angle < 0.0 ? angle + 360.0f : angle;
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}
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static internal float EvaluateMaxAmplitude(float patchSize, float windSpeed)
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{
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// Convert the position from uv to floating pixel coordinates (for the bilinear interpolation)
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Vector2 uv = new Vector2(windSpeed / WaterConsts.k_SwellMaximumWindSpeed, Mathf.Clamp((patchSize - 25.0f) / 4975.0f, 0.0f, 1.0f));
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PrepareCoordinates(uv, WaterConsts.k_TableResolution - 1, out int2 pixelCoord, out float2 fract);
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// Evaluate the UV for this sample
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float p0 = SampleMaxAmplitudeTable(pixelCoord);
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float p1 = SampleMaxAmplitudeTable(pixelCoord + new int2(1, 0));
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float p2 = SampleMaxAmplitudeTable(pixelCoord + new int2(0, 1));
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float p3 = SampleMaxAmplitudeTable(pixelCoord + new int2(1, 1));
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// Do the bilinear interpolation
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float i0 = lerp(p0, p1, fract.x);
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float i1 = lerp(p2, p3, fract.x);
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return lerp(i0, i1, fract.y);
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}
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// Function that returns a mip offset (for caustics) based on the simulation resolution
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static internal int EvaluateNormalMipOffset(WaterSimulationResolution resolution)
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{
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switch (resolution)
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{
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case WaterSimulationResolution.High256:
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return 2;
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case WaterSimulationResolution.Medium128:
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return 1;
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case WaterSimulationResolution.Low64:
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return 0;
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}
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return 0;
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}
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static void SetupWaterShaderKeyword(CommandBuffer cmd, bool decalWorkflow, int bandCount, bool localCurrent)
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{
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CoreUtils.SetKeyword(cmd, "WATER_DECAL_PARTIAL", !decalWorkflow);
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CoreUtils.SetKeyword(cmd, "WATER_DECAL_COMPLETE", decalWorkflow);
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CoreUtils.SetKeyword(cmd, "WATER_ONE_BAND", bandCount == 1);
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CoreUtils.SetKeyword(cmd, "WATER_TWO_BANDS", bandCount == 2);
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CoreUtils.SetKeyword(cmd, "WATER_THREE_BANDS", bandCount == 3);
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CoreUtils.SetKeyword(cmd, "WATER_LOCAL_CURRENT", localCurrent);
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}
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static void ResetWaterShaderKeyword(CommandBuffer cmd)
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{
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CoreUtils.SetKeyword(cmd, "WATER_ONE_BAND", false);
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CoreUtils.SetKeyword(cmd, "WATER_TWO_BANDS", false);
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CoreUtils.SetKeyword(cmd, "WATER_THREE_BANDS", false);
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CoreUtils.SetKeyword(cmd, "WATER_LOCAL_CURRENT", false);
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}
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static bool FindPassIndex(Material material, string passName, out int passIndex)
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{
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passIndex = material.FindPass(passName);
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#if UNITY_EDITOR
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if (!UnityEditor.ShaderUtil.IsPassCompiled(material, passIndex))
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{
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UnityEditor.ShaderUtil.CompilePass(material, passIndex);
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return false;
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}
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#endif
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return true;
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}
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static void DrawInstancedQuads(CommandBuffer cmd, WaterRenderingData parameters, ref WaterSurfaceGBufferData surfaceData, int passIndex, int lowResPassIndex)
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{
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var cb = parameters.sharedPerCameraDataArray[surfaceData.surfaceIndex];
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bool drawCentralPatch = true;
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bool drawInfinitePatch = surfaceData.drawInfiniteMesh;
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if (!surfaceData.infinite)
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{
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drawCentralPatch = all(abs(cb._PatchOffset) < cb._RegionExtent + cb._GridSize * 0.5f);
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if (surfaceData.drawInfiniteMesh)
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drawInfinitePatch = all(abs(cb._PatchOffset) < abs(cb._RegionExtent - cb._GridSize * 0.5f));
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}
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// Draw everything beyond distance fade with a single flat mesh
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if (drawInfinitePatch)
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cmd.DrawMesh(parameters.ringMeshLow, Matrix4x4.identity, surfaceData.waterMaterial, 0, lowResPassIndex, surfaceData.mpb);
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// Draw high res grid under the camera
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if (drawCentralPatch)
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cmd.DrawMesh(parameters.tessellableMesh, Matrix4x4.identity, surfaceData.waterMaterial, 0, passIndex, surfaceData.mpb);
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// Draw the remaining patches
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if (cb._MaxLOD > 0)
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{
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int patchEvaluation = surfaceData.infinite ? parameters.patchEvaluationInfinite : parameters.patchEvaluation;
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// Make sure both constant buffers are properly injected
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BindPerSurfaceConstantBuffer(cmd, parameters.waterSimulation, parameters.perSurfaceCB[surfaceData.surfaceIndex]);
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// Prepare the indirect parameters
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cmd.SetComputeConstantBufferParam(parameters.waterSimulation, HDShaderIDs._ShaderVariablesWaterPerCamera, parameters.perCameraCB, 0, parameters.perCameraCB.stride);
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cmd.SetComputeBufferParam(parameters.waterSimulation, patchEvaluation, HDShaderIDs._WaterPatchDataRW, parameters.patchDataBuffer);
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cmd.SetComputeBufferParam(parameters.waterSimulation, patchEvaluation, HDShaderIDs._WaterInstanceDataRW, parameters.indirectBuffer);
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cmd.DispatchCompute(parameters.waterSimulation, patchEvaluation, 1, 1, 1);
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// Draw all the patches
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cmd.DrawMeshInstancedIndirect(parameters.ringMesh, 0, surfaceData.waterMaterial, passIndex, parameters.indirectBuffer, 0, surfaceData.mpb);
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}
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}
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static void DrawMeshRenderers(CommandBuffer cmd, ref WaterSurfaceGBufferData surfaceData, int passIndex)
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{
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int numMeshRenderers = surfaceData.meshRenderers.Count;
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for (int meshRenderer = 0; meshRenderer < numMeshRenderers; ++meshRenderer)
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{
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MeshRenderer currentRenderer = surfaceData.meshRenderers[meshRenderer];
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if (currentRenderer != null && currentRenderer.TryGetComponent(out MeshFilter filter))
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{
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Mesh mesh = filter.sharedMesh;
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int numSubMeshes = mesh.subMeshCount;
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for (int subMeshIdx = 0; subMeshIdx < numSubMeshes; ++subMeshIdx)
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cmd.DrawMesh(mesh, currentRenderer.transform.localToWorldMatrix, surfaceData.waterMaterial, subMeshIdx, passIndex, surfaceData.mpb);
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}
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}
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}
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static void DrawWaterSurface(CommandBuffer cmd, string[] passNames, WaterRenderingData parameters, ref WaterSurfaceGBufferData surfaceData)
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{
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int lowResPassIndex = 0;
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bool missingPass = !FindPassIndex(surfaceData.waterMaterial, passNames[0], out var passIndex);
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if (surfaceData.instancedQuads)
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missingPass |= !FindPassIndex(surfaceData.waterMaterial, passNames[1], out lowResPassIndex);
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if (missingPass)
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return;
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surfaceData.mpb.SetConstantBuffer(HDShaderIDs._ShaderVariablesWaterPerCamera, parameters.perCameraCB, 0, parameters.perCameraCB.stride);
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if (surfaceData.instancedQuads)
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{
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DrawInstancedQuads(cmd, parameters, ref surfaceData, passIndex, lowResPassIndex);
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}
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else
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{
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// Based on if this is a custom mesh or not trigger the right geometry/geometries and shader pass
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if (!surfaceData.customMesh)
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{
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cmd.DrawMesh(parameters.tessellableMesh, Matrix4x4.identity, surfaceData.waterMaterial, 0, passIndex, surfaceData.mpb);
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}
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else
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{
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DrawMeshRenderers(cmd, ref surfaceData, passIndex);
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}
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}
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}
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}
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}
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