ECM2
This commit is contained in:
556
Assets/VolumetricLightBeam/Scripts/HD/BeamGeometryHD.cs
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556
Assets/VolumetricLightBeam/Scripts/HD/BeamGeometryHD.cs
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@@ -0,0 +1,556 @@
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#if DEBUG
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//#define DEBUG_SHOW_MESH_NORMALS
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#endif
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#define FORCE_CURRENT_CAMERA_DEPTH_TEXTURE_MODE
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#if UNITY_2018_1_OR_NEWER
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#define VLB_SRP_SUPPORT // Comment this to disable SRP support
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#endif
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using UnityEngine;
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using System.Collections;
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#pragma warning disable 0429, 0162 // Unreachable expression code detected (because of Noise3D.isSupported on mobile)
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namespace VLB
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{
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[AddComponentMenu("")] // hide it from Component search
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[ExecuteInEditMode]
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[HelpURL(Consts.Help.HD.UrlBeam)]
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public class BeamGeometryHD : BeamGeometryAbstractBase
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{
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VolumetricLightBeamHD m_Master = null;
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VolumetricCookieHD m_Cookie = null;
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VolumetricShadowHD m_Shadow = null;
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protected override VolumetricLightBeamAbstractBase GetMaster() { return m_Master; }
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public bool visible
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{
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set { if (meshRenderer) meshRenderer.enabled = value; }
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}
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public int sortingLayerID
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{
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set { if (meshRenderer) meshRenderer.sortingLayerID = value; }
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}
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public int sortingOrder
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{
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set { if(meshRenderer) meshRenderer.sortingOrder = value; }
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}
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#if VLB_SRP_SUPPORT
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Camera m_CurrentCameraRenderingSRP = null;
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void OnDisable()
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{
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SRPHelper.UnregisterOnBeginCameraRendering(OnBeginCameraRenderingSRP);
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m_CurrentCameraRenderingSRP = null;
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}
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public static bool isCustomRenderPipelineSupported { get { return true; } }
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#else
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public static bool isCustomRenderPipelineSupported { get { return false; } }
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#endif
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bool shouldUseGPUInstancedMaterial
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{
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get
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{
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if (Config.Instance.GetActualRenderingMode(ShaderMode.HD) == RenderingMode.GPUInstancing)
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{
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return m_Cookie == null && m_Shadow == null; // sampler cannot be passed to shader as instanced property
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}
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return false;
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}
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}
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void OnEnable()
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{
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#if VLB_SRP_SUPPORT
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SRPHelper.RegisterOnBeginCameraRendering(OnBeginCameraRenderingSRP);
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#endif
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}
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public void Initialize(VolumetricLightBeamHD master)
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{
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Debug.Assert(master != null);
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var customHideFlags = Consts.Internal.ProceduralObjectsHideFlags;
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m_Master = master;
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transform.SetParent(master.transform, false);
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meshRenderer = gameObject.GetOrAddComponent<MeshRenderer>();
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meshRenderer.hideFlags = customHideFlags;
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meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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meshRenderer.receiveShadows = false;
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meshRenderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off; // different reflection probes could break batching with GPU Instancing
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meshRenderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
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m_Cookie = m_Master.GetAdditionalComponentCookie();
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m_Shadow = m_Master.GetAdditionalComponentShadow();
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if (!shouldUseGPUInstancedMaterial)
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{
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m_CustomMaterial = Config.Instance.NewMaterialTransient(ShaderMode.HD, gpuInstanced:false);
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ApplyMaterial();
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}
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if (m_Master.DoesSupportSorting2D())
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{
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if (SortingLayer.IsValid(m_Master.GetSortingLayerID()))
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sortingLayerID = m_Master.GetSortingLayerID();
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else
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Debug.LogError(string.Format("Beam '{0}' has an invalid sortingLayerID ({1}). Please fix it by setting a valid layer.", Utils.GetPath(m_Master.transform), m_Master.GetSortingLayerID()));
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sortingOrder = m_Master.GetSortingOrder();
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}
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meshFilter = gameObject.GetOrAddComponent<MeshFilter>();
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meshFilter.hideFlags = customHideFlags;
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gameObject.hideFlags = customHideFlags;
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#if UNITY_EDITOR
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UnityEditor.GameObjectUtility.SetStaticEditorFlags(gameObject, master.GetStaticEditorFlagsForSubObjects());
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gameObject.SetSameSceneVisibilityStatesThan(master.gameObject);
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#endif
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}
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/// <summary>
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/// Generate the cone mesh and calls UpdateMaterialAndBounds.
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/// Since this process involves recreating a new mesh, make sure to not call it at every frame during playtime.
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/// </summary>
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public void RegenerateMesh()
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{
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Debug.Assert(m_Master);
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if (Config.Instance.geometryOverrideLayer)
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gameObject.layer = Config.Instance.geometryLayerID;
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else
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gameObject.layer = m_Master.gameObject.layer;
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gameObject.tag = Config.Instance.geometryTag;
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coneMesh = GlobalMeshHD.Get();
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meshFilter.sharedMesh = coneMesh;
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UpdateMaterialAndBounds();
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}
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Vector3 ComputeLocalMatrix()
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{
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// In the VS, we compute the vertices so the whole beam fits into a fixed 2x2x1 box.
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// We have to apply some scaling to get the proper beam size.
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// This way we have the proper bounds without having to recompute specific bounds foreach beam.
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var maxRadius = Mathf.Max(m_Master.coneRadiusStart, m_Master.coneRadiusEnd);
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var localScale = new Vector3(maxRadius, maxRadius, m_Master.maxGeometryDistance);
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if (!m_Master.scalable)
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localScale = localScale.Divide(m_Master.GetLossyScale());
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transform.localScale = localScale;
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transform.localRotation = m_Master.beamInternalLocalRotation;
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return localScale;
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}
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bool isNoiseEnabled { get { return m_Master.isNoiseEnabled && m_Master.noiseIntensity > 0f && Noise3D.isSupported; } } // test Noise3D.isSupported the last
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MaterialManager.StaticPropertiesHD ComputeMaterialStaticProperties()
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{
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var colorGradient = MaterialManager.ColorGradient.Off;
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if (m_Master.colorMode == ColorMode.Gradient)
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{
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var precision = Utils.GetFloatPackingPrecision();
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colorGradient = precision == Utils.FloatPackingPrecision.High ? MaterialManager.ColorGradient.MatrixHigh : MaterialManager.ColorGradient.MatrixLow;
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}
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Debug.Assert((int)BlendingMode.Additive == (int)MaterialManager.BlendingMode.Additive);
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Debug.Assert((int)BlendingMode.SoftAdditive == (int)MaterialManager.BlendingMode.SoftAdditive);
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Debug.Assert((int)BlendingMode.TraditionalTransparency == (int)MaterialManager.BlendingMode.TraditionalTransparency);
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return new MaterialManager.StaticPropertiesHD
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{
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blendingMode = (MaterialManager.BlendingMode)m_Master.blendingMode,
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attenuation = m_Master.attenuationEquation == AttenuationEquationHD.Linear ? MaterialManager.HD.Attenuation.Linear : MaterialManager.HD.Attenuation.Quadratic,
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noise3D = isNoiseEnabled ? MaterialManager.Noise3D.On : MaterialManager.Noise3D.Off,
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colorGradient = colorGradient,
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shadow = m_Shadow != null ? MaterialManager.HD.Shadow.On : MaterialManager.HD.Shadow.Off,
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cookie = (m_Cookie != null ? (m_Cookie.channel == CookieChannel.RGBA ? MaterialManager.HD.Cookie.RGBA : MaterialManager.HD.Cookie.SingleChannel) : MaterialManager.HD.Cookie.Off),
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raymarchingQualityIndex = m_Master.raymarchingQualityIndex
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};
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}
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bool ApplyMaterial()
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{
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var staticProps = ComputeMaterialStaticProperties();
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Material mat = null;
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if (!shouldUseGPUInstancedMaterial)
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{
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mat = m_CustomMaterial;
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if(mat)
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staticProps.ApplyToMaterial(mat);
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}
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else
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{
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mat = MaterialManager.GetInstancedMaterial(m_Master._INTERNAL_InstancedMaterialGroupID, ref staticProps);
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}
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meshRenderer.material = mat;
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return mat != null;
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}
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#if DEBUG
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bool m_CanChangePropertyBlock = false;
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#endif
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public void SetMaterialProp(int nameID, float value)
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{
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if (m_CustomMaterial)
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m_CustomMaterial.SetFloat(nameID, value);
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else
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{
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#if DEBUG
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Debug.Assert(m_CanChangePropertyBlock == true);
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#endif
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MaterialManager.materialPropertyBlock.SetFloat(nameID, value);
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}
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}
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public void SetMaterialProp(int nameID, Vector4 value)
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{
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if (m_CustomMaterial)
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m_CustomMaterial.SetVector(nameID, value);
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else
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{
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#if DEBUG
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Debug.Assert(m_CanChangePropertyBlock == true);
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#endif
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MaterialManager.materialPropertyBlock.SetVector(nameID, value);
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}
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}
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public void SetMaterialProp(int nameID, Color value)
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{
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if (m_CustomMaterial)
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m_CustomMaterial.SetColor(nameID, value);
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else
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{
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#if DEBUG
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Debug.Assert(m_CanChangePropertyBlock == true);
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#endif
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MaterialManager.materialPropertyBlock.SetColor(nameID, value);
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}
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}
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public void SetMaterialProp(int nameID, Matrix4x4 value)
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{
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if (m_CustomMaterial)
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m_CustomMaterial.SetMatrix(nameID, value);
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else
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{
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#if DEBUG
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Debug.Assert(m_CanChangePropertyBlock == true);
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#endif
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MaterialManager.materialPropertyBlock.SetMatrix(nameID, value);
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}
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}
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public void SetMaterialProp(int nameID, Texture value)
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{
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if (m_CustomMaterial)
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m_CustomMaterial.SetTexture(nameID, value);
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#if DEBUG
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else
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{
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Debug.Assert(m_CanChangePropertyBlock == true);
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Debug.LogErrorFormat(m_Master, "Setting a Texture property to a GPU instanced material is not supported: '{0}'", m_Master);
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}
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#endif
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}
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public enum InvalidTexture
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{
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Null,
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NoDepth
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}
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public void SetMaterialProp(int nameID, InvalidTexture invalidTexture)
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{
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if (m_CustomMaterial)
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{
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Texture tex = null;
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if (invalidTexture == InvalidTexture.NoDepth)
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tex = SystemInfo.usesReversedZBuffer? Texture2D.blackTexture: Texture2D.whiteTexture;
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m_CustomMaterial.SetTexture(nameID, tex);
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}
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}
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void MaterialChangeStart()
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{
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if (m_CustomMaterial == null)
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meshRenderer.GetPropertyBlock(MaterialManager.materialPropertyBlock);
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#if DEBUG
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m_CanChangePropertyBlock = true;
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#endif
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}
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void MaterialChangeStop()
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{
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#if DEBUG
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m_CanChangePropertyBlock = false;
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#endif
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if (m_CustomMaterial == null)
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meshRenderer.SetPropertyBlock(MaterialManager.materialPropertyBlock);
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}
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////////////////////////
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/// DIRTY PROPERTIES
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////////////////////////
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DirtyProps m_DirtyProps = DirtyProps.None;
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public void SetPropertyDirty(DirtyProps prop)
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{
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m_DirtyProps |= prop;
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if(prop.HasAtLeastOneFlag(DirtyProps.OnlyMaterialChangeOnly))
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{
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UpdateMaterialAndBounds(); // need to change material variant
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}
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}
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void UpdateMaterialAndBounds()
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{
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Debug.Assert(m_Master);
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if (ApplyMaterial() == false)
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{
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return;
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}
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MaterialChangeStart();
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{
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m_DirtyProps = DirtyProps.All; // make sure all props will be updated on next camera render
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if (isNoiseEnabled)
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{
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Noise3D.LoadIfNeeded();
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}
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// make sure the bounds are good from the startup
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ComputeLocalMatrix(); // compute matrix before sending it to the shader
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#if VLB_SRP_SUPPORT
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// This update is to make QA test 'ReflectionObliqueProjection' pass
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UpdateMatricesPropertiesForGPUInstancingSRP();
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#endif
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}
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MaterialChangeStop();
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#if DEBUG_SHOW_MESH_NORMALS
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for (int vertexInd = 0; vertexInd < coneMesh.vertexCount; vertexInd++)
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{
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var vertex = coneMesh.vertices[vertexInd];
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// apply modification done inside VS
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vertex.x *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
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vertex.y *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
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vertex.z *= m_Master.fallOffEnd;
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var cosSinFlat = new Vector2(vertex.x, vertex.y).normalized;
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var normal = new Vector3(cosSinFlat.x * Mathf.Cos(slopeRad), cosSinFlat.y * Mathf.Cos(slopeRad), -Mathf.Sin(slopeRad)).normalized;
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vertex = transform.TransformPoint(vertex);
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normal = transform.TransformDirection(normal);
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Debug.DrawRay(vertex, normal * 0.25f);
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}
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#endif
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}
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#if VLB_SRP_SUPPORT
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void UpdateMatricesPropertiesForGPUInstancingSRP()
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{
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if (SRPHelper.IsUsingCustomRenderPipeline() && Config.Instance.GetActualRenderingMode(ShaderMode.HD) == RenderingMode.GPUInstancing)
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{
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SetMaterialProp(ShaderProperties.LocalToWorldMatrix, transform.localToWorldMatrix);
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SetMaterialProp(ShaderProperties.WorldToLocalMatrix, transform.worldToLocalMatrix);
|
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}
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}
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#if UNITY_2019_1_OR_NEWER
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void OnBeginCameraRenderingSRP(UnityEngine.Rendering.ScriptableRenderContext context, Camera cam)
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#else
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void OnBeginCameraRenderingSRP(Camera cam)
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#endif
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{
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m_CurrentCameraRenderingSRP = cam;
|
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}
|
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#endif
|
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|
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void OnWillRenderObject()
|
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{
|
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Camera currentCam = null;
|
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|
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#if VLB_SRP_SUPPORT
|
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if (SRPHelper.IsUsingCustomRenderPipeline())
|
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{
|
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currentCam = m_CurrentCameraRenderingSRP;
|
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}
|
||||
else
|
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#endif
|
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{
|
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currentCam = Camera.current;
|
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}
|
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OnWillCameraRenderThisBeam(currentCam);
|
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}
|
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void OnWillCameraRenderThisBeam(Camera cam)
|
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{
|
||||
if (m_Master && cam)
|
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{
|
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if (
|
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#if UNITY_EDITOR
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Utils.IsEditorCamera(cam) || // make sure to call UpdateCameraRelatedProperties for editor scene camera
|
||||
#endif
|
||||
cam.enabled) // prevent from doing stuff when we render from a previous DynamicOcclusionDepthBuffer's DepthCamera, because the DepthCamera are disabled
|
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{
|
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Debug.Assert(cam.GetComponentInParent<VolumetricLightBeamHD>() == null);
|
||||
UpdateMaterialPropertiesForCamera(cam);
|
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|
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if (m_Shadow)
|
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m_Shadow.OnWillCameraRenderThisBeam(cam, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateDirtyMaterialProperties()
|
||||
{
|
||||
if (m_DirtyProps != DirtyProps.None)
|
||||
{
|
||||
if (m_DirtyProps.HasFlag(DirtyProps.Intensity))
|
||||
{
|
||||
SetMaterialProp(ShaderProperties.HD.Intensity, m_Master.intensity);
|
||||
}
|
||||
|
||||
if (m_DirtyProps.HasFlag(DirtyProps.HDRPExposureWeight) && Config.Instance.isHDRPExposureWeightSupported)
|
||||
{
|
||||
SetMaterialProp(ShaderProperties.HDRPExposureWeight, m_Master.hdrpExposureWeight);
|
||||
}
|
||||
|
||||
if (m_DirtyProps.HasFlag(DirtyProps.SideSoftness))
|
||||
{
|
||||
SetMaterialProp(ShaderProperties.HD.SideSoftness, m_Master.sideSoftness);
|
||||
}
|
||||
|
||||
if (m_DirtyProps.HasFlag(DirtyProps.Color))
|
||||
{
|
||||
if (m_Master.colorMode == ColorMode.Flat)
|
||||
{
|
||||
SetMaterialProp(ShaderProperties.ColorFlat, m_Master.colorFlat);
|
||||
}
|
||||
else
|
||||
{
|
||||
var precision = Utils.GetFloatPackingPrecision();
|
||||
m_ColorGradientMatrix = m_Master.colorGradient.SampleInMatrix((int)precision);
|
||||
// pass the gradient matrix in OnWillRenderObject()
|
||||
}
|
||||
}
|
||||
|
||||
if (m_DirtyProps.HasFlag(DirtyProps.Cone))
|
||||
{
|
||||
// kMinRadius and kMinApexOffset prevents artifacts when fresnel computation is done in the vertex shader
|
||||
const float kMinRadius = 0.0001f;
|
||||
var coneRadius = new Vector2(Mathf.Max(m_Master.coneRadiusStart, kMinRadius), Mathf.Max(m_Master.coneRadiusEnd, kMinRadius));
|
||||
SetMaterialProp(ShaderProperties.ConeRadius, coneRadius);
|
||||
|
||||
const float kMinApexOffset = 0.0001f;
|
||||
float apexOffsetZ = m_Master.GetConeApexOffsetZ(false);
|
||||
float nonNullApex = Mathf.Sign(apexOffsetZ) * Mathf.Max(Mathf.Abs(apexOffsetZ), kMinApexOffset);
|
||||
SetMaterialProp(ShaderProperties.ConeGeomProps, new Vector2(nonNullApex, Config.Instance.sharedMeshSides));
|
||||
|
||||
SetMaterialProp(ShaderProperties.DistanceFallOff, new Vector3(m_Master.fallOffStart, m_Master.fallOffEnd, m_Master.maxGeometryDistance));
|
||||
|
||||
ComputeLocalMatrix(); // compute matrix before sending it to the shader
|
||||
}
|
||||
|
||||
if (m_DirtyProps.HasFlag(DirtyProps.Jittering))
|
||||
{
|
||||
SetMaterialProp(ShaderProperties.HD.Jittering, new Vector4(m_Master.jitteringFactor, m_Master.jitteringFrameRate, m_Master.jitteringLerpRange.minValue, m_Master.jitteringLerpRange.maxValue));
|
||||
}
|
||||
|
||||
if (isNoiseEnabled)
|
||||
{
|
||||
if (m_DirtyProps.HasFlag(DirtyProps.NoiseMode) || m_DirtyProps.HasFlag(DirtyProps.NoiseIntensity))
|
||||
{
|
||||
SetMaterialProp(ShaderProperties.NoiseParam, new Vector2(
|
||||
m_Master.noiseIntensity,
|
||||
m_Master.noiseMode == NoiseMode.WorldSpace ? 0f : 1f));
|
||||
}
|
||||
|
||||
if (m_DirtyProps.HasFlag(DirtyProps.NoiseVelocityAndScale))
|
||||
{
|
||||
var noiseVelocity = m_Master.noiseVelocityUseGlobal ? Config.Instance.globalNoiseVelocity : m_Master.noiseVelocityLocal;
|
||||
var noiseScale = m_Master.noiseScaleUseGlobal ? Config.Instance.globalNoiseScale : m_Master.noiseScaleLocal;
|
||||
|
||||
SetMaterialProp(ShaderProperties.NoiseVelocityAndScale, new Vector4(
|
||||
noiseVelocity.x,
|
||||
noiseVelocity.y,
|
||||
noiseVelocity.z,
|
||||
noiseScale));
|
||||
}
|
||||
}
|
||||
|
||||
if (m_DirtyProps.HasFlag(DirtyProps.CookieProps))
|
||||
VolumetricCookieHD.ApplyMaterialProperties(m_Cookie, this);
|
||||
|
||||
if (m_DirtyProps.HasFlag(DirtyProps.ShadowProps))
|
||||
VolumetricShadowHD.ApplyMaterialProperties(m_Shadow, this);
|
||||
|
||||
m_DirtyProps = DirtyProps.None;
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateMaterialPropertiesForCamera(Camera cam)
|
||||
{
|
||||
if (cam && m_Master)
|
||||
{
|
||||
MaterialChangeStart();
|
||||
{
|
||||
SetMaterialProp(ShaderProperties.HD.TransformScale, m_Master.scalable ? m_Master.GetLossyScale() : Vector3.one);
|
||||
|
||||
var camForwardVectorOSN = transform.InverseTransformDirection(cam.transform.forward).normalized;
|
||||
SetMaterialProp(ShaderProperties.HD.CameraForwardOS, camForwardVectorOSN);
|
||||
SetMaterialProp(ShaderProperties.HD.CameraForwardWS, cam.transform.forward);
|
||||
|
||||
UpdateDirtyMaterialProperties();
|
||||
|
||||
if (m_Master.colorMode == ColorMode.Gradient)
|
||||
{
|
||||
// Send the gradient matrix every frame since it's not a shader's property
|
||||
SetMaterialProp(ShaderProperties.ColorGradientMatrix, m_ColorGradientMatrix);
|
||||
}
|
||||
|
||||
#if VLB_SRP_SUPPORT
|
||||
// This update is to be able to move beams without trackChangesDuringPlaytime enabled with SRP & GPU Instancing
|
||||
UpdateMatricesPropertiesForGPUInstancingSRP();
|
||||
#endif
|
||||
}
|
||||
MaterialChangeStop();
|
||||
|
||||
#if FORCE_CURRENT_CAMERA_DEPTH_TEXTURE_MODE
|
||||
cam.depthTextureMode |= DepthTextureMode.Depth;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public int _EDITOR_InstancedMaterialID { get { return ComputeMaterialStaticProperties().GetMaterialID(); } }
|
||||
#endif
|
||||
}
|
||||
}
|
||||
11
Assets/VolumetricLightBeam/Scripts/HD/BeamGeometryHD.cs.meta
Normal file
11
Assets/VolumetricLightBeam/Scripts/HD/BeamGeometryHD.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c44f4896d3776534e9c0542bb3004c8f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
37
Assets/VolumetricLightBeam/Scripts/HD/GlobalMeshHD.cs
Normal file
37
Assets/VolumetricLightBeam/Scripts/HD/GlobalMeshHD.cs
Normal file
@@ -0,0 +1,37 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace VLB
|
||||
{
|
||||
public static class GlobalMeshHD
|
||||
{
|
||||
public static Mesh Get()
|
||||
{
|
||||
if (ms_Mesh == null)
|
||||
{
|
||||
Destroy();
|
||||
|
||||
ms_Mesh = MeshGenerator.GenerateConeZ_Radii_DoubleCaps(
|
||||
lengthZ: 1f,
|
||||
radiusStart: 1f,
|
||||
radiusEnd: 1f,
|
||||
numSides: Config.Instance.sharedMeshSides,
|
||||
inverted: true);
|
||||
|
||||
ms_Mesh.hideFlags = Consts.Internal.ProceduralObjectsHideFlags;
|
||||
}
|
||||
|
||||
return ms_Mesh;
|
||||
}
|
||||
|
||||
public static void Destroy()
|
||||
{
|
||||
if (ms_Mesh != null)
|
||||
{
|
||||
GameObject.DestroyImmediate(ms_Mesh);
|
||||
ms_Mesh = null;
|
||||
}
|
||||
}
|
||||
|
||||
static Mesh ms_Mesh = null;
|
||||
}
|
||||
}
|
||||
13
Assets/VolumetricLightBeam/Scripts/HD/GlobalMeshHD.cs.meta
Normal file
13
Assets/VolumetricLightBeam/Scripts/HD/GlobalMeshHD.cs.meta
Normal file
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ef8cffdc0722e5740aa18175f5ba5358
|
||||
timeCreated: 1646242645
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
52
Assets/VolumetricLightBeam/Scripts/HD/RaymarchingQuality.cs
Normal file
52
Assets/VolumetricLightBeam/Scripts/HD/RaymarchingQuality.cs
Normal file
@@ -0,0 +1,52 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace VLB
|
||||
{
|
||||
[System.Serializable]
|
||||
public class RaymarchingQuality
|
||||
{
|
||||
public int uniqueID => _UniqueID;
|
||||
public bool hasValidUniqueID => _UniqueID >= 0;
|
||||
|
||||
public string name;
|
||||
public int stepCount;
|
||||
|
||||
public static RaymarchingQuality defaultInstance => ms_DefaultInstance;
|
||||
|
||||
[SerializeField] int _UniqueID;
|
||||
static RaymarchingQuality ms_DefaultInstance = new RaymarchingQuality(-1);
|
||||
const int kRandomUniqueIdMinRange = 4; // default qualities have fixed ID from 1 to 3
|
||||
|
||||
private RaymarchingQuality(int uniqueID)
|
||||
{
|
||||
_UniqueID = uniqueID;
|
||||
name = "New quality";
|
||||
stepCount = 10;
|
||||
}
|
||||
|
||||
static public RaymarchingQuality New()
|
||||
{
|
||||
int id = Random.Range(kRandomUniqueIdMinRange, int.MaxValue);
|
||||
return new RaymarchingQuality(id);
|
||||
}
|
||||
|
||||
static public RaymarchingQuality New(string name, int forcedUniqueID, int stepCount)
|
||||
{
|
||||
var instance = new RaymarchingQuality(forcedUniqueID);
|
||||
instance.name = name;
|
||||
instance.stepCount = stepCount;
|
||||
return instance;
|
||||
}
|
||||
|
||||
static bool HasRaymarchingQualityWithSameUniqueID(RaymarchingQuality[] values, int id)
|
||||
{
|
||||
foreach (var qual in values)
|
||||
{
|
||||
if (qual != null && qual.uniqueID == id)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f2d6a8c686dc7e749a8aaa943effba3f
|
||||
timeCreated: 1613290493
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,30 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace VLB
|
||||
{
|
||||
[DisallowMultipleComponent]
|
||||
[RequireComponent(typeof(Light), typeof(VolumetricLightBeamHD))]
|
||||
[HelpURL(Consts.Help.HD.UrlTrackRealtimeChangesOnLight)]
|
||||
[AddComponentMenu(Consts.Help.HD.AddComponentMenuTrackRealtimeChangesOnLight)]
|
||||
public class TrackRealtimeChangesOnLightHD : MonoBehaviour
|
||||
{
|
||||
public const string ClassName = "TrackRealtimeChangesOnLightHD";
|
||||
|
||||
VolumetricLightBeamHD m_Master = null;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
m_Master = GetComponent<VolumetricLightBeamHD>();
|
||||
Debug.Assert(m_Master);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(m_Master.enabled)
|
||||
{
|
||||
m_Master.AssignPropertiesFromAttachedSpotLight();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 05c9c09d0366bdb43b3d087e6ca2aadc
|
||||
timeCreated: 1616221308
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 92cd5f0496b5c33418ef9b57bb0a7e7b, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
167
Assets/VolumetricLightBeam/Scripts/HD/VolumetricCookieHD.cs
Normal file
167
Assets/VolumetricLightBeam/Scripts/HD/VolumetricCookieHD.cs
Normal file
@@ -0,0 +1,167 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace VLB
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[DisallowMultipleComponent]
|
||||
[RequireComponent(typeof(VolumetricLightBeamHD))]
|
||||
[HelpURL(Consts.Help.HD.UrlCookie)]
|
||||
[AddComponentMenu(Consts.Help.HD.AddComponentMenuCookie)]
|
||||
public class VolumetricCookieHD : MonoBehaviour
|
||||
{
|
||||
public const string ClassName = "VolumetricCookieHD";
|
||||
|
||||
/// <summary>
|
||||
/// How much the cookie texture will contribute to the beam rendering.
|
||||
/// </summary>
|
||||
public float contribution
|
||||
{
|
||||
get { return m_Contribution; }
|
||||
set { if (m_Contribution != value) { m_Contribution = value; SetDirty(); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Specify the texture mask asset.
|
||||
/// It can be a regular 'Cookie' texture or any other texture type.
|
||||
/// </summary>
|
||||
public Texture cookieTexture
|
||||
{
|
||||
get { return m_CookieTexture; }
|
||||
set { if (m_CookieTexture != value) { m_CookieTexture = value; SetDirty(); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Which channel(s) will be used to render the cookie.
|
||||
/// </summary>
|
||||
public CookieChannel channel
|
||||
{
|
||||
get { return m_Channel; }
|
||||
set { if (m_Channel != value) { m_Channel = value; SetDirty(); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// - False: white/opaque value in chosen texture channel is visible.
|
||||
/// - True: white/opaque value in chosen texture channel is hidden.
|
||||
/// </summary>
|
||||
public bool negative
|
||||
{
|
||||
get { return m_Negative; }
|
||||
set { if (m_Negative != value) { m_Negative = value; SetDirty(); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 2D local translation applied to the cookie texture.
|
||||
/// </summary>
|
||||
public Vector2 translation
|
||||
{
|
||||
get { return m_Translation; }
|
||||
set { if (m_Translation != value) { m_Translation = value; SetDirty(); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotation angle of the cookie texture (in degrees).
|
||||
/// </summary>
|
||||
public float rotation
|
||||
{
|
||||
get { return m_Rotation; }
|
||||
set { if (m_Rotation != value) { m_Rotation = value; SetDirty(); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 2D local scale applied to the cookie texture.
|
||||
/// </summary>
|
||||
public Vector2 scale
|
||||
{
|
||||
get { return m_Scale; }
|
||||
set { if (m_Scale != value) { m_Scale = value; SetDirty(); } }
|
||||
}
|
||||
|
||||
[SerializeField] float m_Contribution = Consts.Cookie.ContributionDefault;
|
||||
[SerializeField] Texture m_CookieTexture = Consts.Cookie.CookieTextureDefault;
|
||||
[SerializeField] CookieChannel m_Channel = Consts.Cookie.ChannelDefault;
|
||||
[SerializeField] bool m_Negative = Consts.Cookie.NegativeDefault;
|
||||
[SerializeField] Vector2 m_Translation = Consts.Cookie.TranslationDefault;
|
||||
[SerializeField] float m_Rotation = Consts.Cookie.RotationDefault;
|
||||
[SerializeField] Vector2 m_Scale = Consts.Cookie.ScaleDefault;
|
||||
|
||||
VolumetricLightBeamHD m_Master = null;
|
||||
|
||||
void SetDirty()
|
||||
{
|
||||
if (m_Master)
|
||||
m_Master.SetPropertyDirty(DirtyProps.CookieProps);
|
||||
}
|
||||
|
||||
public static void ApplyMaterialProperties(VolumetricCookieHD instance, BeamGeometryHD geom)
|
||||
{
|
||||
Debug.Assert(geom != null);
|
||||
if (instance && instance.enabled && instance.cookieTexture != null)
|
||||
{
|
||||
geom.SetMaterialProp(ShaderProperties.HD.CookieTexture, instance.cookieTexture);
|
||||
geom.SetMaterialProp(ShaderProperties.HD.CookieProperties,
|
||||
new Vector4(instance.negative ? instance.contribution : -instance.contribution
|
||||
, (float)instance.channel
|
||||
, Mathf.Cos(instance.rotation * Mathf.Deg2Rad)
|
||||
, Mathf.Sin(instance.rotation * Mathf.Deg2Rad)
|
||||
));
|
||||
geom.SetMaterialProp(ShaderProperties.HD.CookiePosAndScale, new Vector4(instance.translation.x, instance.translation.y, instance.scale.x, instance.scale.y));
|
||||
}
|
||||
else
|
||||
{
|
||||
geom.SetMaterialProp(ShaderProperties.HD.CookieTexture, BeamGeometryHD.InvalidTexture.Null);
|
||||
geom.SetMaterialProp(ShaderProperties.HD.CookieProperties, Vector4.zero);
|
||||
}
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
m_Master = GetComponent<VolumetricLightBeamHD>();
|
||||
Debug.Assert(m_Master);
|
||||
}
|
||||
|
||||
void OnEnable() { SetDirty(); }
|
||||
void OnDisable() { SetDirty(); }
|
||||
void OnDidApplyAnimationProperties() { SetDirty(); }
|
||||
|
||||
void Start()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
MakeBeamGeomDirty();
|
||||
#endif // UNITY_EDITOR
|
||||
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
SetDirty();
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
MakeBeamGeomDirty();
|
||||
#endif // UNITY_EDITOR
|
||||
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
SetDirty();
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void MakeBeamGeomDirty()
|
||||
{
|
||||
var beam = GetComponent<VolumetricLightBeamHD>();
|
||||
if (beam)
|
||||
beam._EditorSetBeamGeomDirty(); // need to recall BeamGeometry.Initialize to force havin a custom material
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
SetDirty();
|
||||
}
|
||||
#endif // UNITY_EDITOR
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4bac7e82715c48546b7e9cdec13ae802
|
||||
timeCreated: 1614337268
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: cc27b1da0fcf63b40bfa30f6d7317bc1, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
782
Assets/VolumetricLightBeam/Scripts/HD/VolumetricLightBeamHD.cs
Normal file
782
Assets/VolumetricLightBeam/Scripts/HD/VolumetricLightBeamHD.cs
Normal file
@@ -0,0 +1,782 @@
|
||||
//#define DEBUG_SHOW_APEX
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
#define VLB_LIGHT_TEMPERATURE_SUPPORT
|
||||
#endif
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using System.Collections;
|
||||
|
||||
namespace VLB
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[DisallowMultipleComponent]
|
||||
[SelectionBase]
|
||||
[HelpURL(Consts.Help.HD.UrlBeam)]
|
||||
[AddComponentMenu(Consts.Help.HD.AddComponentMenuBeam3D)]
|
||||
public partial class VolumetricLightBeamHD : VolumetricLightBeamAbstractBase
|
||||
{
|
||||
public new const string ClassName = "VolumetricLightBeamHD";
|
||||
|
||||
/// <summary>
|
||||
/// Get the color value from the light (when attached to a Spotlight) or not
|
||||
/// </summary>
|
||||
public bool colorFromLight
|
||||
{
|
||||
get { return m_ColorFromLight; }
|
||||
set { if (m_ColorFromLight != value) { m_ColorFromLight = value; ValidateProperties(); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Apply a flat/plain/single color, or a gradient
|
||||
/// </summary>
|
||||
public ColorMode colorMode
|
||||
{
|
||||
get {
|
||||
if (Config.Instance.featureEnabledColorGradient == FeatureEnabledColorGradient.Off) return ColorMode.Flat;
|
||||
return m_ColorMode;
|
||||
}
|
||||
set { if (m_ColorMode != value) { m_ColorMode = value; ValidateProperties(); SetPropertyDirty(DirtyProps.ColorMode); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// RGBA plain color, if colorMode is Flat (takes account of the alpha value).
|
||||
/// </summary>
|
||||
public Color colorFlat
|
||||
{
|
||||
get { return m_ColorFlat; }
|
||||
set { if (m_ColorFlat != value) { m_ColorFlat = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Color); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gradient color applied along the beam, if colorMode is Gradient (takes account of the color and alpha variations).
|
||||
/// </summary>
|
||||
public Gradient colorGradient
|
||||
{
|
||||
get { return m_ColorGradient; }
|
||||
set { if (m_ColorGradient != value) { m_ColorGradient = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Color); } }
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public override Color ComputeColorAtDepth(float depthRatio)
|
||||
{
|
||||
if (colorMode == ColorMode.Flat) return colorFlat;
|
||||
else return colorGradient.Evaluate(depthRatio);
|
||||
}
|
||||
#endif
|
||||
|
||||
bool useColorFromAttachedLightSpot => colorFromLight && lightSpotAttached != null;
|
||||
|
||||
#if VLB_LIGHT_TEMPERATURE_SUPPORT
|
||||
bool useColorTemperatureFromAttachedLightSpot => useColorFromAttachedLightSpot && lightSpotAttached.useColorTemperature && Config.Instance.useLightColorTemperature;
|
||||
#else
|
||||
bool useColorTemperatureFromAttachedLightSpot => false;
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Beam intensity
|
||||
/// </summary>
|
||||
public float intensity
|
||||
{
|
||||
get { return m_Intensity; }
|
||||
set { if (m_Intensity != value) { m_Intensity = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Intensity); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiplier to modulate the spotlight intensity.
|
||||
/// </summary>
|
||||
public float intensityMultiplier
|
||||
{
|
||||
get { return m_IntensityMultiplier; }
|
||||
set { if (m_IntensityMultiplier != value) { m_IntensityMultiplier = value; ValidateProperties(); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the intensity value from the light (when attached to a Spotlight) or not
|
||||
/// </summary>
|
||||
public bool useIntensityFromAttachedLightSpot
|
||||
{
|
||||
get { return intensityMultiplier >= 0.0f && lightSpotAttached != null; }
|
||||
set { intensityMultiplier = (value ? 1.0f : -1.0f) * Mathf.Abs(intensityMultiplier); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// HDRP Only
|
||||
/// Use this property to set how much effect the camera exposure has on the beam intensity.
|
||||
/// </summary>
|
||||
public float hdrpExposureWeight
|
||||
{
|
||||
get { return m_HDRPExposureWeight; }
|
||||
set { if (m_HDRPExposureWeight != value) { m_HDRPExposureWeight = value; ValidateProperties(); SetPropertyDirty(DirtyProps.HDRPExposureWeight); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Change how the light beam colors will be mixed with the scene
|
||||
/// </summary>
|
||||
public BlendingMode blendingMode
|
||||
{
|
||||
get { return m_BlendingMode; }
|
||||
set { if (m_BlendingMode != value) { m_BlendingMode = value; ValidateProperties(); SetPropertyDirty(DirtyProps.BlendingMode); } }
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Spot Angle (in degrees). This doesn't take account of the radiusStart, and is not necessarily the same than the cone angle.
|
||||
/// </summary>
|
||||
public float spotAngle
|
||||
{
|
||||
get { return m_SpotAngle; }
|
||||
set { if (m_SpotAngle != value) { m_SpotAngle = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Cone); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiplier to modulate the spotlight spot angle.
|
||||
/// </summary>
|
||||
public float spotAngleMultiplier
|
||||
{
|
||||
get { return m_SpotAngleMultiplier; }
|
||||
set { if (m_SpotAngleMultiplier != value) { m_SpotAngleMultiplier = value; ValidateProperties(); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the spotAngle value from the light (when attached to a Spotlight) or not
|
||||
/// </summary>
|
||||
public bool useSpotAngleFromAttachedLightSpot
|
||||
{
|
||||
get { return spotAngleMultiplier >= 0.0f && lightSpotAttached != null; }
|
||||
set { spotAngleMultiplier = (value ? 1.0f : -1.0f) * Mathf.Abs(spotAngleMultiplier); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cone Angle (in degrees). This takes account of the radiusStart, and is not necessarily the same than the spot angle.
|
||||
/// </summary>
|
||||
public float coneAngle { get { return Mathf.Atan2(coneRadiusEnd - coneRadiusStart, maxGeometryDistance) * Mathf.Rad2Deg * 2f; } }
|
||||
|
||||
/// <summary>
|
||||
/// Start radius of the cone geometry.
|
||||
/// 0 will generate a perfect cone geometry. Higher values will generate truncated cones.
|
||||
/// </summary>
|
||||
public float coneRadiusStart
|
||||
{
|
||||
get { return m_ConeRadiusStart; }
|
||||
set { if (m_ConeRadiusStart != value) { m_ConeRadiusStart = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Cone); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// End radius of the cone geometry
|
||||
/// </summary>
|
||||
public float coneRadiusEnd {
|
||||
get { return Utils.ComputeConeRadiusEnd(maxGeometryDistance, spotAngle); }
|
||||
set { spotAngle = Utils.ComputeSpotAngle(maxGeometryDistance, value); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Volume (in unit^3) of the cone (from the base to fallOffEnd)
|
||||
/// </summary>
|
||||
public float coneVolume { get { float r1 = coneRadiusStart, r2 = coneRadiusEnd; return (Mathf.PI / 3) * (r1 * r1 + r1 * r2 + r2 * r2) * fallOffEnd; } }
|
||||
|
||||
/// <summary>
|
||||
/// Apex distance of the truncated radius
|
||||
/// If coneRadiusStart = 0, the apex is the at the truncated radius, so coneApexOffsetZ = 0
|
||||
/// Otherwise, coneApexOffsetZ > 0 and represents the local position Z offset
|
||||
/// </summary>
|
||||
public float GetConeApexOffsetZ(bool counterApplyScaleForUnscalableBeam)
|
||||
{
|
||||
// simple intercept
|
||||
float ratioRadius = coneRadiusStart / coneRadiusEnd;
|
||||
if (ratioRadius == 1f)
|
||||
return float.MaxValue;
|
||||
else
|
||||
{
|
||||
float value = ((maxGeometryDistance * ratioRadius) / (1 - ratioRadius));
|
||||
if(counterApplyScaleForUnscalableBeam && !scalable) value /= GetLossyScale().z;
|
||||
return value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The scaling of the beam's GameObject (or any of its parent in the hierarchy)...
|
||||
/// - True: ...will be applied to the beam itself and will change its size.
|
||||
/// - False: ...won't be applied to the beam itself, so the beam won't have its size changed.
|
||||
/// In short, we recommend to set the Scalable property at:
|
||||
/// - True when there is no Unity Light attached to the same GameObject, so you will be able to scale your beam easily.
|
||||
/// - False when there is a Unity Light attached to the same GameObject, because the Unity Light are NOT scalable: this way you beam will always fit the Unity Light size.
|
||||
/// </summary>
|
||||
public bool scalable {
|
||||
get { return m_Scalable; }
|
||||
set { if (m_Scalable != value) { m_Scalable = value; SetPropertyDirty(DirtyProps.Attenuation); } }
|
||||
}
|
||||
|
||||
public override bool IsScalable() { return scalable; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Light attenuation formula used to compute fading between 'fallOffStart' and 'fallOffEnd'
|
||||
/// </summary>
|
||||
public AttenuationEquationHD attenuationEquation
|
||||
{
|
||||
get { return m_AttenuationEquation; }
|
||||
set { if (m_AttenuationEquation != value) { m_AttenuationEquation = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Attenuation); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Distance from the light source (in units) the beam will start to fade out.
|
||||
/// </summary>
|
||||
public float fallOffStart
|
||||
{
|
||||
get { return m_FallOffStart; }
|
||||
set { if (m_FallOffStart != value) { m_FallOffStart = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Cone); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Distance from the light source (in units) the beam is entirely faded out.
|
||||
/// </summary>
|
||||
public float fallOffEnd
|
||||
{
|
||||
get { return m_FallOffEnd; }
|
||||
set { if (m_FallOffEnd != value) { m_FallOffEnd = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Cone); } }
|
||||
}
|
||||
|
||||
public float maxGeometryDistance { get { return fallOffEnd; } }
|
||||
|
||||
/// <summary>
|
||||
/// Distance multiplier to modulate the spotlight range.
|
||||
/// </summary>
|
||||
public float fallOffEndMultiplier
|
||||
{
|
||||
get { return m_FallOffEndMultiplier; }
|
||||
set { if (m_FallOffEndMultiplier != value) { m_FallOffEndMultiplier = value; ValidateProperties(); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the fallOffEnd value from the light (when attached to a Spotlight) or not
|
||||
/// </summary>
|
||||
public bool useFallOffEndFromAttachedLightSpot
|
||||
{
|
||||
get { return fallOffEndMultiplier >= 0f && lightSpotAttached != null; }
|
||||
set { fallOffEndMultiplier = (value ? 1.0f : -1.0f) * Mathf.Abs(fallOffEndMultiplier); }
|
||||
}
|
||||
|
||||
public float sideSoftness
|
||||
{
|
||||
get { return m_SideSoftness; }
|
||||
set { if (m_SideSoftness != value) { m_SideSoftness = value; ValidateProperties(); SetPropertyDirty(DirtyProps.SideSoftness); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When using Shadow or Cookie with a raymarching quality with too low steps count, some banding artifacts can appear.
|
||||
/// In this case, increase jittering to add noise to smooth raymarching inaccuracy.
|
||||
/// </summary>
|
||||
public float jitteringFactor
|
||||
{
|
||||
get { return m_JitteringFactor; }
|
||||
set { if (m_JitteringFactor != value) { m_JitteringFactor = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Jittering); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Animate the jittering noise texture over the time.
|
||||
/// </summary>
|
||||
public int jitteringFrameRate
|
||||
{
|
||||
get { return m_JitteringFrameRate; }
|
||||
set { if (m_JitteringFrameRate != value) { m_JitteringFrameRate = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Jittering); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Configure where the jittering will be visible along the beam.
|
||||
/// This range is specified between 0 (the tip of the beam) and 1 (the end of the beam):
|
||||
/// - before the range: no jittering
|
||||
/// - in the range: jittering will lerp from 0 to 'jittering factor' value
|
||||
/// - after the range: 'jittering factor' value
|
||||
/// </summary>
|
||||
public MinMaxRangeFloat jitteringLerpRange
|
||||
{
|
||||
get { return m_JitteringLerpRange; }
|
||||
set { if (m_JitteringLerpRange != value) { m_JitteringLerpRange = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Jittering); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Enable 3D Noise effect and choose the mode
|
||||
/// </summary>
|
||||
public NoiseMode noiseMode
|
||||
{
|
||||
get { return m_NoiseMode; }
|
||||
set { if (m_NoiseMode != value) { m_NoiseMode = value; ValidateProperties(); SetPropertyDirty(DirtyProps.NoiseMode); } }
|
||||
}
|
||||
|
||||
public bool isNoiseEnabled { get { return noiseMode != NoiseMode.Disabled; } }
|
||||
|
||||
/// <summary>
|
||||
/// Contribution factor of the 3D Noise (when enabled).
|
||||
/// Higher intensity means the noise contribution is stronger and more visible.
|
||||
/// </summary>
|
||||
public float noiseIntensity
|
||||
{
|
||||
get { return m_NoiseIntensity; }
|
||||
set { if (m_NoiseIntensity != value) { m_NoiseIntensity = value; ValidateProperties(); SetPropertyDirty(DirtyProps.NoiseIntensity); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the noiseScale value from the Global 3D Noise configuration
|
||||
/// </summary>
|
||||
public bool noiseScaleUseGlobal
|
||||
{
|
||||
get { return m_NoiseScaleUseGlobal; }
|
||||
set { if (m_NoiseScaleUseGlobal != value) { m_NoiseScaleUseGlobal = value; ValidateProperties(); SetPropertyDirty(DirtyProps.NoiseVelocityAndScale); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 3D Noise texture scaling: higher scale make the noise more visible, but potentially less realistic.
|
||||
/// </summary>
|
||||
public float noiseScaleLocal
|
||||
{
|
||||
get { return m_NoiseScaleLocal; }
|
||||
set { if (m_NoiseScaleLocal != value) { m_NoiseScaleLocal = value; ValidateProperties(); SetPropertyDirty(DirtyProps.NoiseVelocityAndScale); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the noiseVelocity value from the Global 3D Noise configuration
|
||||
/// </summary>
|
||||
public bool noiseVelocityUseGlobal
|
||||
{
|
||||
get { return m_NoiseVelocityUseGlobal; }
|
||||
set { if (m_NoiseVelocityUseGlobal != value) { m_NoiseVelocityUseGlobal = value; ValidateProperties(); SetPropertyDirty(DirtyProps.NoiseVelocityAndScale); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// World Space direction and speed of the 3D Noise scrolling, simulating the fog/smoke movement.
|
||||
/// </summary>
|
||||
public Vector3 noiseVelocityLocal
|
||||
{
|
||||
get { return m_NoiseVelocityLocal; }
|
||||
set { if (m_NoiseVelocityLocal != value) { m_NoiseVelocityLocal = value; ValidateProperties(); SetPropertyDirty(DirtyProps.NoiseVelocityAndScale); } }
|
||||
}
|
||||
|
||||
public int raymarchingQualityID
|
||||
{
|
||||
get { return m_RaymarchingQualityID; }
|
||||
set { if (m_RaymarchingQualityID != value) { m_RaymarchingQualityID = value; ValidateProperties(); SetPropertyDirty(DirtyProps.RaymarchingQuality); } }
|
||||
}
|
||||
|
||||
public int raymarchingQualityIndex
|
||||
{
|
||||
get { return Config.Instance.GetRaymarchingQualityIndexForUniqueID(raymarchingQualityID); }
|
||||
set { raymarchingQualityID = Config.Instance.GetRaymarchingQualityForIndex(raymarchingQualityIndex).uniqueID; }
|
||||
}
|
||||
|
||||
public override BeamGeometryAbstractBase GetBeamGeometry() { return m_BeamGeom; }
|
||||
protected override void SetBeamGeometryNull() { m_BeamGeom = null; }
|
||||
|
||||
public int blendingModeAsInt { get { return Mathf.Clamp((int)blendingMode, 0, System.Enum.GetValues(typeof(BlendingMode)).Length); } }
|
||||
|
||||
public Quaternion beamInternalLocalRotation { get { return GetDimensions() == Dimensions.Dim3D ? Quaternion.identity : Quaternion.LookRotation(Vector3.right, Vector3.up); } }
|
||||
public Vector3 beamLocalForward { get { return GetDimensions() == Dimensions.Dim3D ? Vector3.forward : Vector3.right; } }
|
||||
public Vector3 beamGlobalForward { get { return transform.TransformDirection(beamLocalForward); } }
|
||||
public override Vector3 GetLossyScale() { return GetDimensions() == Dimensions.Dim3D ? transform.lossyScale : new Vector3(transform.lossyScale.z, transform.lossyScale.y, transform.lossyScale.x); }
|
||||
|
||||
public VolumetricCookieHD GetAdditionalComponentCookie() { return GetComponent<VolumetricCookieHD>(); }
|
||||
public VolumetricShadowHD GetAdditionalComponentShadow() { return GetComponent<VolumetricShadowHD>(); }
|
||||
|
||||
public void SetPropertyDirty(DirtyProps flags)
|
||||
{
|
||||
if (m_BeamGeom) m_BeamGeom.SetPropertyDirty(flags);
|
||||
}
|
||||
|
||||
// Overridden in Beam 2D version
|
||||
public virtual Dimensions GetDimensions() { return Dimensions.Dim3D; }
|
||||
public virtual bool DoesSupportSorting2D() { return false; }
|
||||
public virtual int GetSortingLayerID() { return 0; }
|
||||
public virtual int GetSortingOrder() { return 0; }
|
||||
|
||||
// SERIALIZED PROPERTIES
|
||||
[SerializeField] bool m_ColorFromLight = true;
|
||||
[SerializeField] ColorMode m_ColorMode = Consts.Beam.ColorModeDefault;
|
||||
[SerializeField] Color m_ColorFlat = Consts.Beam.FlatColor;
|
||||
[SerializeField] Gradient m_ColorGradient;
|
||||
[SerializeField] BlendingMode m_BlendingMode = Consts.Beam.BlendingModeDefault;
|
||||
[SerializeField] float m_Intensity = Consts.Beam.IntensityDefault;
|
||||
[SerializeField] float m_IntensityMultiplier = Consts.Beam.MultiplierDefault;
|
||||
[SerializeField] float m_HDRPExposureWeight = Consts.Beam.HDRPExposureWeightDefault;
|
||||
[SerializeField] float m_SpotAngle = Consts.Beam.SpotAngleDefault;
|
||||
[SerializeField] float m_SpotAngleMultiplier = Consts.Beam.MultiplierDefault;
|
||||
[SerializeField] float m_ConeRadiusStart = Consts.Beam.ConeRadiusStart;
|
||||
[SerializeField] bool m_Scalable = Consts.Beam.ScalableDefault;
|
||||
[SerializeField] float m_FallOffStart = Consts.Beam.FallOffStart;
|
||||
[SerializeField] float m_FallOffEnd = Consts.Beam.FallOffEnd;
|
||||
[SerializeField] float m_FallOffEndMultiplier = Consts.Beam.MultiplierDefault;
|
||||
[SerializeField] AttenuationEquationHD m_AttenuationEquation = Consts.Beam.HD.AttenuationEquationDefault;
|
||||
[SerializeField] float m_SideSoftness = Consts.Beam.HD.SideSoftnessDefault;
|
||||
[SerializeField] int m_RaymarchingQualityID = -1;
|
||||
[SerializeField] float m_JitteringFactor = Consts.Beam.HD.JitteringFactorDefault;
|
||||
[SerializeField] int m_JitteringFrameRate = Consts.Beam.HD.JitteringFrameRateDefault;
|
||||
[MinMaxRange(0.0f, 1.0f)] [SerializeField] MinMaxRangeFloat m_JitteringLerpRange = Consts.Beam.HD.JitteringLerpRange;
|
||||
[SerializeField] NoiseMode m_NoiseMode = Consts.Beam.NoiseModeDefault;
|
||||
[SerializeField] float m_NoiseIntensity = Consts.Beam.NoiseIntensityDefault;
|
||||
[SerializeField] bool m_NoiseScaleUseGlobal = true;
|
||||
[SerializeField] float m_NoiseScaleLocal = Consts.Beam.NoiseScaleDefault;
|
||||
[SerializeField] bool m_NoiseVelocityUseGlobal = true;
|
||||
[SerializeField] Vector3 m_NoiseVelocityLocal = Consts.Beam.NoiseVelocityDefault;
|
||||
|
||||
|
||||
/// Internal property used for QA testing purpose, do not change
|
||||
public uint _INTERNAL_InstancedMaterialGroupID { get; protected set; }
|
||||
|
||||
protected BeamGeometryHD m_BeamGeom = null;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public BeamGeometryHD _EDITOR_GetBeamGeometry() { return m_BeamGeom; }
|
||||
public override int _EDITOR_GetInstancedMaterialID() { return m_BeamGeom ? m_BeamGeom._EDITOR_InstancedMaterialID : int.MinValue; }
|
||||
|
||||
static VolumetricLightBeamHD[] _EditorFindAllInstances()
|
||||
{
|
||||
return Resources.FindObjectsOfTypeAll<VolumetricLightBeamHD>();
|
||||
}
|
||||
|
||||
public static void _EditorSetAllMeshesDirty()
|
||||
{
|
||||
foreach (var instance in _EditorFindAllInstances())
|
||||
instance._EditorSetMeshDirty();
|
||||
}
|
||||
|
||||
public static void _EditorSetAllBeamGeomDirty()
|
||||
{
|
||||
foreach (var instance in _EditorFindAllInstances())
|
||||
instance.m_EditorDirtyFlags |= EditorDirtyFlags.FullBeamGeomGAO;
|
||||
}
|
||||
#endif // UNITY_EDITOR
|
||||
|
||||
/// <summary>
|
||||
/// Returns a value indicating if the world position passed in argument is inside the light beam or not.
|
||||
/// This functions treats the beam like infinite (like the beam had an infinite length and never fell off)
|
||||
/// </summary>
|
||||
/// <param name="posWS">World position</param>
|
||||
/// <returns>
|
||||
/// < 0 position is out
|
||||
/// = 0 position is exactly on the beam geometry
|
||||
/// > 0 position is inside the cone
|
||||
/// </returns>
|
||||
public float GetInsideBeamFactor(Vector3 posWS) { return GetInsideBeamFactorFromObjectSpacePos(transform.InverseTransformPoint(posWS)); }
|
||||
|
||||
public float GetInsideBeamFactorFromObjectSpacePos(Vector3 posOS)
|
||||
{
|
||||
if(GetDimensions() == Dimensions.Dim2D)
|
||||
{
|
||||
posOS = new Vector3(posOS.z, posOS.y, posOS.x);
|
||||
}
|
||||
|
||||
if (posOS.z < 0f) return -1f;
|
||||
|
||||
Vector2 posOSXY = posOS.xy();
|
||||
|
||||
// Compute a factor to know how far inside the beam cone the camera is
|
||||
var triangle2D = new Vector2(posOSXY.magnitude, posOS.z + GetConeApexOffsetZ(true)).normalized;
|
||||
const float maxRadiansDiff = 0.1f;
|
||||
float slopeRad = (coneAngle * Mathf.Deg2Rad) / 2;
|
||||
|
||||
return Mathf.Clamp((Mathf.Abs(Mathf.Sin(slopeRad)) - Mathf.Abs(triangle2D.x)) / maxRadiansDiff, -1, 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Regenerate the beam mesh (and also the material).
|
||||
/// This can be slow (it recreates a mesh from scratch), so don't call this function during playtime.
|
||||
/// You would need to call this function only if you want to change the properties 'geomSides' and 'geomCap' during playtime.
|
||||
/// Otherwise, for the other properties, just enable 'trackChangesDuringPlaytime', or manually call 'UpdateAfterManualPropertyChange()'
|
||||
/// </summary>
|
||||
public override void GenerateGeometry()
|
||||
{
|
||||
if(pluginVersion == -1)
|
||||
{
|
||||
// Applied default quality to newly created beams
|
||||
raymarchingQualityID = Config.Instance.defaultRaymarchingQualityUniqueID;
|
||||
}
|
||||
|
||||
if (!Config.Instance.IsRaymarchingQualityUniqueIDValid(raymarchingQualityID))
|
||||
{
|
||||
Debug.LogErrorFormat(gameObject, "HD Beam '{0}': fallback to default quality '{1}'"
|
||||
, name
|
||||
, Config.Instance.GetRaymarchingQualityForUniqueID(Config.Instance.defaultRaymarchingQualityUniqueID).name
|
||||
);
|
||||
raymarchingQualityID = Config.Instance.defaultRaymarchingQualityUniqueID;
|
||||
Utils.MarkCurrentSceneDirty();
|
||||
}
|
||||
|
||||
HandleBackwardCompatibility(pluginVersion, Version.Current);
|
||||
pluginVersion = Version.Current;
|
||||
|
||||
ValidateProperties();
|
||||
|
||||
if (m_BeamGeom == null)
|
||||
{
|
||||
m_BeamGeom = Utils.NewWithComponent<BeamGeometryHD>("Beam Geometry");
|
||||
m_BeamGeom.Initialize(this);
|
||||
}
|
||||
|
||||
m_BeamGeom.RegenerateMesh();
|
||||
m_BeamGeom.visible = enabled;
|
||||
|
||||
base.GenerateGeometry();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update the beam material and its bounds.
|
||||
/// Calling manually this function is useless if your beam has its property 'trackChangesDuringPlaytime' enabled
|
||||
/// (because then this function is automatically called each frame).
|
||||
/// However, if 'trackChangesDuringPlaytime' is disabled, and you change a property via Script for example,
|
||||
/// you need to call this function to take the property change into account.
|
||||
/// All properties changes are took into account, expect 'geomSides' and 'geomCap' which require to regenerate the geometry via 'GenerateGeometry()'
|
||||
/// </summary>
|
||||
public virtual void UpdateAfterManualPropertyChange()
|
||||
{
|
||||
ValidateProperties();
|
||||
SetPropertyDirty(DirtyProps.All);
|
||||
}
|
||||
|
||||
#if !UNITY_EDITOR
|
||||
void Start()
|
||||
{
|
||||
InitLightSpotAttachedCached();
|
||||
|
||||
// In standalone builds, simply generate the geometry once in Start
|
||||
GenerateGeometry();
|
||||
}
|
||||
#else
|
||||
void Start()
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
InitLightSpotAttachedCached();
|
||||
GenerateGeometry();
|
||||
m_EditorDirtyFlags = EditorDirtyFlags.Clean;
|
||||
}
|
||||
else
|
||||
{
|
||||
// In Editor, creating geometry from Start and/or OnValidate generates warning in Unity 2017.
|
||||
// So we do it from Update
|
||||
m_EditorDirtyFlags = EditorDirtyFlags.Everything;
|
||||
}
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
m_EditorDirtyFlags |= EditorDirtyFlags.Props; // Props have been modified from Editor
|
||||
}
|
||||
|
||||
void Update() // EDITOR ONLY
|
||||
{
|
||||
EditorHandleLightPropertiesUpdate(); // Handle edition of light properties in Editor
|
||||
|
||||
if (m_EditorDirtyFlags == EditorDirtyFlags.Clean)
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_EditorDirtyFlags.HasFlag(EditorDirtyFlags.Mesh))
|
||||
{
|
||||
if (m_EditorDirtyFlags.HasFlag(EditorDirtyFlags.BeamGeomGAO))
|
||||
DestroyBeam();
|
||||
|
||||
GenerateGeometry(); // regenerate everything
|
||||
}
|
||||
else if (m_EditorDirtyFlags.HasFlag(EditorDirtyFlags.Props))
|
||||
{
|
||||
ValidateProperties();
|
||||
}
|
||||
}
|
||||
|
||||
// If we modify the attached Spotlight properties, or if we animate the beam via Unity 2017's timeline,
|
||||
// we are not notified of properties changes. So we update the material anyway.
|
||||
UpdateAfterManualPropertyChange();
|
||||
|
||||
m_EditorDirtyFlags = EditorDirtyFlags.Clean;
|
||||
}
|
||||
|
||||
public override void CopyPropsFrom(VolumetricLightBeamAbstractBase beamSrc, BeamProps beamProps)
|
||||
{
|
||||
base.CopyPropsFrom(beamSrc, beamProps);
|
||||
|
||||
if (beamSrc is VolumetricLightBeamSD)
|
||||
{
|
||||
var beamSD = beamSrc as VolumetricLightBeamSD;
|
||||
if (beamProps.HasFlag(BeamProps.Color)) { colorMode = beamSD.colorMode; colorFlat = beamSD.color; colorGradient = beamSD.colorGradient; }
|
||||
if (beamProps.HasFlag(BeamProps.BlendingMode)) { blendingMode = beamSD.blendingMode; }
|
||||
if (beamProps.HasFlag(BeamProps.Intensity)) { intensity = beamSD.intensityGlobal; intensityMultiplier = beamSD.intensityMultiplier; }
|
||||
if (beamProps.HasFlag(BeamProps.FallOffAttenuation))
|
||||
{
|
||||
attenuationEquation = UtilsBeamProps.ConvertAttenuation(beamSD.attenuationEquation);
|
||||
fallOffStart = beamSD.fallOffStart;
|
||||
}
|
||||
if (beamProps.HasFlag(BeamProps.SpotShape))
|
||||
{
|
||||
spotAngle = beamSD.spotAngle; spotAngleMultiplier = beamSD.spotAngleMultiplier;
|
||||
coneRadiusStart = beamSD.coneRadiusStart;
|
||||
fallOffEnd = beamSD.fallOffEnd; fallOffEndMultiplier = beamSD.fallOffEndMultiplier;
|
||||
}
|
||||
if (beamProps.HasFlag(BeamProps.Noise3D))
|
||||
{
|
||||
noiseMode = beamSD.noiseMode; noiseIntensity = beamSD.noiseIntensity;
|
||||
noiseScaleUseGlobal = beamSD.noiseScaleUseGlobal; noiseScaleLocal = beamSD.noiseScaleLocal;
|
||||
noiseVelocityUseGlobal = beamSD.noiseVelocityUseGlobal; noiseVelocityLocal = beamSD.noiseVelocityLocal;
|
||||
}
|
||||
}
|
||||
else if (beamSrc is VolumetricLightBeamHD)
|
||||
{
|
||||
var beamHD = beamSrc as VolumetricLightBeamHD;
|
||||
if (beamProps.HasFlag(BeamProps.Color)) { colorMode = beamHD.colorMode; colorFlat = beamHD.colorFlat; colorGradient = beamHD.colorGradient; }
|
||||
if (beamProps.HasFlag(BeamProps.BlendingMode)) { blendingMode = beamHD.blendingMode; }
|
||||
if (beamProps.HasFlag(BeamProps.Intensity)) { intensity = beamHD.intensity; intensityMultiplier = beamHD.intensityMultiplier; }
|
||||
if (beamProps.HasFlag(BeamProps.FallOffAttenuation))
|
||||
{
|
||||
attenuationEquation = beamHD.attenuationEquation;
|
||||
fallOffStart = beamHD.fallOffStart;
|
||||
}
|
||||
if (beamProps.HasFlag(BeamProps.SpotShape))
|
||||
{
|
||||
spotAngle = beamHD.spotAngle; spotAngleMultiplier = beamHD.spotAngleMultiplier;
|
||||
coneRadiusStart = beamHD.coneRadiusStart;
|
||||
fallOffEnd = beamHD.fallOffEnd; fallOffEndMultiplier = beamHD.fallOffEndMultiplier;
|
||||
scalable = beamHD.scalable;
|
||||
}
|
||||
if (beamProps.HasFlag(BeamProps.Noise3D))
|
||||
{
|
||||
noiseMode = beamHD.noiseMode; noiseIntensity = beamHD.noiseIntensity;
|
||||
noiseScaleUseGlobal = beamHD.noiseScaleUseGlobal; noiseScaleLocal = beamHD.noiseScaleLocal;
|
||||
noiseVelocityUseGlobal = beamHD.noiseVelocityUseGlobal; noiseVelocityLocal = beamHD.noiseVelocityLocal;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void Reset()
|
||||
{
|
||||
m_ColorMode = Consts.Beam.ColorModeDefault;
|
||||
m_ColorFlat = Consts.Beam.FlatColor;
|
||||
m_ColorFromLight = true;
|
||||
|
||||
m_Intensity = Consts.Beam.IntensityDefault;
|
||||
m_IntensityMultiplier = Consts.Beam.MultiplierDefault;
|
||||
|
||||
m_HDRPExposureWeight = Consts.Beam.HDRPExposureWeightDefault;
|
||||
|
||||
m_BlendingMode = Consts.Beam.BlendingModeDefault;
|
||||
|
||||
m_SpotAngle = Consts.Beam.SpotAngleDefault;
|
||||
m_SpotAngleMultiplier = Consts.Beam.MultiplierDefault;
|
||||
|
||||
m_ConeRadiusStart = Consts.Beam.ConeRadiusStart;
|
||||
m_Scalable = Consts.Beam.ScalableDefault;
|
||||
|
||||
m_AttenuationEquation = Consts.Beam.HD.AttenuationEquationDefault;
|
||||
|
||||
m_FallOffStart = Consts.Beam.FallOffStart;
|
||||
m_FallOffEnd = Consts.Beam.FallOffEnd;
|
||||
m_FallOffEndMultiplier = Consts.Beam.MultiplierDefault;
|
||||
|
||||
m_SideSoftness = Consts.Beam.HD.SideSoftnessDefault;
|
||||
m_JitteringFactor = Consts.Beam.HD.JitteringFactorDefault;
|
||||
m_JitteringFrameRate = Consts.Beam.HD.JitteringFrameRateDefault;
|
||||
m_JitteringLerpRange = Consts.Beam.HD.JitteringLerpRange;
|
||||
|
||||
m_NoiseMode = Consts.Beam.NoiseModeDefault;
|
||||
m_NoiseIntensity = Consts.Beam.NoiseIntensityDefault;
|
||||
m_NoiseScaleUseGlobal = true;
|
||||
m_NoiseScaleLocal = Consts.Beam.NoiseScaleDefault;
|
||||
m_NoiseVelocityUseGlobal = true;
|
||||
m_NoiseVelocityLocal = Consts.Beam.NoiseVelocityDefault;
|
||||
|
||||
m_EditorDirtyFlags = EditorDirtyFlags.Everything;
|
||||
}
|
||||
#endif // UNITY_EDITOR
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
if (m_BeamGeom) m_BeamGeom.visible = true;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (m_BeamGeom) m_BeamGeom.visible = false;
|
||||
}
|
||||
|
||||
void OnDidApplyAnimationProperties()
|
||||
{
|
||||
AssignPropertiesFromAttachedSpotLight(); // catch changes on UnityLight properties if it exists
|
||||
UpdateAfterManualPropertyChange();
|
||||
}
|
||||
|
||||
public void AssignPropertiesFromAttachedSpotLight()
|
||||
{
|
||||
var lightSpot = lightSpotAttached;
|
||||
if (lightSpot)
|
||||
{
|
||||
Debug.AssertFormat(lightSpot.type == LightType.Spot, "Light attached to {0} '{1}' must be a Spot", ClassName, name);
|
||||
if (useIntensityFromAttachedLightSpot) intensity = SpotLightHelper.GetIntensity(lightSpot) * intensityMultiplier;
|
||||
if (useFallOffEndFromAttachedLightSpot) fallOffEnd = SpotLightHelper.GetFallOffEnd(lightSpot) * fallOffEndMultiplier;
|
||||
if (useSpotAngleFromAttachedLightSpot) spotAngle = Mathf.Clamp(SpotLightHelper.GetSpotAngle(lightSpot) * spotAngleMultiplier, Consts.Beam.SpotAngleMin, Consts.Beam.SpotAngleMax);
|
||||
if (m_ColorFromLight)
|
||||
{
|
||||
colorMode = ColorMode.Flat;
|
||||
|
||||
#if VLB_LIGHT_TEMPERATURE_SUPPORT
|
||||
if (useColorTemperatureFromAttachedLightSpot)
|
||||
{
|
||||
Color colorFromTemp = Mathf.CorrelatedColorTemperatureToRGB(lightSpot.colorTemperature);
|
||||
var finalColor = lightSpot.color.linear * colorFromTemp;
|
||||
colorFlat = finalColor.gamma;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
colorFlat = lightSpot.color;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ClampProperties()
|
||||
{
|
||||
m_Intensity = Mathf.Max(m_Intensity, Consts.Beam.IntensityMin);
|
||||
|
||||
m_FallOffEnd = Mathf.Max(Consts.Beam.FallOffDistancesMinThreshold, m_FallOffEnd);
|
||||
m_FallOffStart = Mathf.Clamp(m_FallOffStart, 0f, m_FallOffEnd - Consts.Beam.FallOffDistancesMinThreshold);
|
||||
|
||||
m_SpotAngle = Mathf.Clamp(m_SpotAngle, Consts.Beam.SpotAngleMin, Consts.Beam.SpotAngleMax);
|
||||
m_ConeRadiusStart = Mathf.Max(m_ConeRadiusStart, 0f);
|
||||
|
||||
m_SideSoftness = Mathf.Clamp(m_SideSoftness, Consts.Beam.HD.SideSoftnessMin, Consts.Beam.HD.SideSoftnessMax);
|
||||
m_JitteringFactor = Mathf.Max(m_JitteringFactor, Consts.Beam.HD.JitteringFactorMin);
|
||||
m_JitteringFrameRate = Mathf.Clamp(m_JitteringFrameRate, Consts.Beam.HD.JitteringFrameRateMin, Consts.Beam.HD.JitteringFrameRateMax);
|
||||
|
||||
m_NoiseIntensity = Mathf.Clamp(m_NoiseIntensity, Consts.Beam.NoiseIntensityMin, Consts.Beam.NoiseIntensityMax);
|
||||
|
||||
// do not clamp multipliers properties since negative values means off
|
||||
}
|
||||
|
||||
void ValidateProperties()
|
||||
{
|
||||
AssignPropertiesFromAttachedSpotLight();
|
||||
ClampProperties();
|
||||
}
|
||||
|
||||
void HandleBackwardCompatibility(int serializedVersion, int newVersion)
|
||||
{
|
||||
if (serializedVersion == -1) return; // freshly new spawned entity: nothing to do
|
||||
if (serializedVersion == newVersion) return; // same version: nothing to do
|
||||
|
||||
// TODO
|
||||
|
||||
Utils.MarkCurrentSceneDirty();
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR && DEBUG_SHOW_APEX
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.matrix = transform.localToWorldMatrix;
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawWireSphere(new Vector3(0, 0, -GetConeApexOffsetZ(true)), 0.25f);
|
||||
}
|
||||
#endif // UNITY_EDITOR
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,28 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 92b0a6142b2b0b449a62558873544363
|
||||
labels:
|
||||
- volumetric
|
||||
- light
|
||||
- lighting
|
||||
- ray
|
||||
- shaft
|
||||
- beam
|
||||
- density
|
||||
- vr
|
||||
- dynamic
|
||||
- spot
|
||||
- spotlight
|
||||
- fog
|
||||
- noise
|
||||
- occlusion
|
||||
- procedural
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- m_Shader: {fileID: 4800000, guid: 936bd00b0f168d949b0c27d2be40615a, type: 3}
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 837747a8b63291a48838c340da834873, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,84 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using System.Collections;
|
||||
|
||||
namespace VLB
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[DisallowMultipleComponent]
|
||||
[SelectionBase]
|
||||
[HelpURL(Consts.Help.HD.UrlBeam)]
|
||||
[AddComponentMenu(Consts.Help.HD.AddComponentMenuBeam2D)]
|
||||
public partial class VolumetricLightBeamHD2D : VolumetricLightBeamHD
|
||||
{
|
||||
/// <summary>
|
||||
/// Unique ID of the beam's sorting layer.
|
||||
/// </summary>
|
||||
public int sortingLayerID
|
||||
{
|
||||
get { return m_SortingLayerID; }
|
||||
set {
|
||||
m_SortingLayerID = value;
|
||||
if (m_BeamGeom) m_BeamGeom.sortingLayerID = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Name of the beam's sorting layer.
|
||||
/// </summary>
|
||||
public string sortingLayerName
|
||||
{
|
||||
get { return SortingLayer.IDToName(sortingLayerID); }
|
||||
set { sortingLayerID = SortingLayer.NameToID(value); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The overlay priority within its layer.
|
||||
/// Lower numbers are rendered first and subsequent numbers overlay those below.
|
||||
/// </summary>
|
||||
public int sortingOrder
|
||||
{
|
||||
get { return m_SortingOrder; }
|
||||
set
|
||||
{
|
||||
m_SortingOrder = value;
|
||||
if (m_BeamGeom) m_BeamGeom.sortingOrder = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override Dimensions GetDimensions() { return Dimensions.Dim2D; }
|
||||
public override bool DoesSupportSorting2D() { return true; }
|
||||
public override int GetSortingLayerID() { return sortingLayerID; }
|
||||
public override int GetSortingOrder() { return sortingOrder; }
|
||||
|
||||
[SerializeField] int m_SortingLayerID = 0;
|
||||
[SerializeField] int m_SortingOrder = 0;
|
||||
|
||||
public override void CopyPropsFrom(VolumetricLightBeamAbstractBase beamSrc, BeamProps beamProps)
|
||||
{
|
||||
base.CopyPropsFrom(beamSrc, beamProps);
|
||||
|
||||
if (beamSrc is VolumetricLightBeamSD)
|
||||
{
|
||||
var beamSD = beamSrc as VolumetricLightBeamSD;
|
||||
if (beamProps.HasFlag(BeamProps.Props2D)) { sortingLayerID = beamSD.sortingLayerID; sortingOrder = beamSD.sortingOrder; }
|
||||
|
||||
}
|
||||
else if (beamSrc is VolumetricLightBeamHD2D)
|
||||
{
|
||||
var beamHD2D = beamSrc as VolumetricLightBeamHD2D;
|
||||
if (beamProps.HasFlag(BeamProps.Props2D)) { sortingLayerID = beamHD2D.sortingLayerID; sortingOrder = beamHD2D.sortingOrder; }
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public override void Reset()
|
||||
{
|
||||
base.Reset();
|
||||
|
||||
sortingLayerID = 0;
|
||||
sortingOrder = 0;
|
||||
}
|
||||
#endif // UNITY_EDITOR
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,29 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 979040b6cddec5e4e8261012ed1f2e84
|
||||
labels:
|
||||
- volumetric
|
||||
- light
|
||||
- lighting
|
||||
- ray
|
||||
- shaft
|
||||
- beam
|
||||
- density
|
||||
- vr
|
||||
- dynamic
|
||||
- spot
|
||||
- spotlight
|
||||
- fog
|
||||
- noise
|
||||
- occlusion
|
||||
- procedural
|
||||
timeCreated: 1507404056
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- m_Shader: {fileID: 4800000, guid: 936bd00b0f168d949b0c27d2be40615a, type: 3}
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: 837747a8b63291a48838c340da834873, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
420
Assets/VolumetricLightBeam/Scripts/HD/VolumetricShadowHD.cs
Normal file
420
Assets/VolumetricLightBeam/Scripts/HD/VolumetricShadowHD.cs
Normal file
@@ -0,0 +1,420 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace VLB
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[DisallowMultipleComponent]
|
||||
[RequireComponent(typeof(VolumetricLightBeamHD))]
|
||||
[HelpURL(Consts.Help.HD.UrlShadow)]
|
||||
[AddComponentMenu(Consts.Help.HD.AddComponentMenuShadow)]
|
||||
public class VolumetricShadowHD : MonoBehaviour
|
||||
{
|
||||
public const string ClassName = "VolumetricShadowHD";
|
||||
|
||||
/// <summary>
|
||||
/// Controls how dark the shadow cast by this Light Beam will be.
|
||||
/// The bigger the value, the more the shadow will affect the visual.
|
||||
/// </summary>
|
||||
public float strength
|
||||
{
|
||||
get { return m_Strength; }
|
||||
set { if (m_Strength != value) { m_Strength = value; SetDirty(); } }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// How often will the occlusion be processed?
|
||||
/// Try to update the occlusion as rarely as possible to keep good performance.
|
||||
/// </summary>
|
||||
public ShadowUpdateRate updateRate
|
||||
{
|
||||
get { return m_UpdateRate; }
|
||||
set { m_UpdateRate = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// How many frames we wait between 2 occlusion tests?
|
||||
/// If you want your beam to be super responsive to the changes of your environment, update it every frame by setting 1.
|
||||
/// If you want to save on performance, we recommend to wait few frames between each update by setting a higher value.
|
||||
/// </summary>
|
||||
public int waitXFrames
|
||||
{
|
||||
get { return m_WaitXFrames; }
|
||||
set { m_WaitXFrames = value; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The beam can only be occluded by objects located on the layers matching this mask.
|
||||
/// It's very important to set it as restrictive as possible (checking only the layers which are necessary)
|
||||
/// to perform a more efficient process in order to increase the performance.
|
||||
/// It should NOT include the layer on which the beams are generated.
|
||||
/// </summary>
|
||||
public LayerMask layerMask
|
||||
{
|
||||
get { return m_LayerMask; }
|
||||
set
|
||||
{
|
||||
m_LayerMask = value;
|
||||
UpdateDepthCameraProperties();
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Whether or not the virtual camera will use occlusion culling during rendering from the beam's POV.
|
||||
/// </summary>
|
||||
public bool useOcclusionCulling
|
||||
{
|
||||
get { return m_UseOcclusionCulling; }
|
||||
set
|
||||
{
|
||||
m_UseOcclusionCulling = value;
|
||||
UpdateDepthCameraProperties();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls how large the depth texture captured by the virtual camera is.
|
||||
/// The lower the resolution, the better the performance, but the less accurate the rendering.
|
||||
/// </summary>
|
||||
public int depthMapResolution
|
||||
{
|
||||
get { return m_DepthMapResolution; }
|
||||
set
|
||||
{
|
||||
if(m_DepthCamera != null && Application.isPlaying) { Debug.LogErrorFormat(Consts.Shadow.GetErrorChangeRuntimeDepthMapResolution(this)); }
|
||||
m_DepthMapResolution = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Controls how large the depth texture captured by the virtual camera is.
|
||||
/// The lower the resolution, the better the performance, but the less accurate the rendering.
|
||||
/// </summary>
|
||||
public int depthMapDepth
|
||||
{
|
||||
get { return m_DepthMapDepth; }
|
||||
set
|
||||
{
|
||||
if (m_DepthCamera != null && Application.isPlaying) { Debug.LogErrorFormat(Consts.Shadow.GetErrorChangeRuntimeDepthMapDepth(this)); }
|
||||
m_DepthMapDepth = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Manually process the occlusion.
|
||||
/// You have to call this function in order to update the occlusion when using ShadowUpdateRate.Never.
|
||||
/// </summary>
|
||||
public void ProcessOcclusionManually() { ProcessOcclusion(ProcessOcclusionSource.User); }
|
||||
|
||||
[SerializeField] float m_Strength = Consts.Shadow.StrengthDefault;
|
||||
[SerializeField] ShadowUpdateRate m_UpdateRate = Consts.Shadow.UpdateRateDefault;
|
||||
[SerializeField] int m_WaitXFrames = Consts.Shadow.WaitFramesCountDefault;
|
||||
[SerializeField] LayerMask m_LayerMask = Consts.Shadow.LayerMaskDefault;
|
||||
[SerializeField] bool m_UseOcclusionCulling = Consts.Shadow.OcclusionCullingDefault;
|
||||
[SerializeField] int m_DepthMapResolution = Consts.Shadow.DepthMapResolutionDefault;
|
||||
[SerializeField] int m_DepthMapDepth = Consts.Shadow.DepthMapDepthDefault;
|
||||
|
||||
public void UpdateDepthCameraProperties()
|
||||
{
|
||||
if (m_DepthCamera)
|
||||
{
|
||||
m_DepthCamera.cullingMask = layerMask;
|
||||
m_DepthCamera.useOcclusionCulling = useOcclusionCulling;
|
||||
}
|
||||
}
|
||||
|
||||
enum ProcessOcclusionSource
|
||||
{
|
||||
RenderLoop,
|
||||
OnEnable,
|
||||
EditorUpdate,
|
||||
User,
|
||||
}
|
||||
|
||||
void ProcessOcclusion(ProcessOcclusionSource source)
|
||||
{
|
||||
if (!Config.Instance.featureEnabledShadow)
|
||||
return;
|
||||
|
||||
if(m_LastFrameRendered == Time.frameCount && Application.isPlaying && source == ProcessOcclusionSource.OnEnable)
|
||||
return; // allow to call ProcessOcclusion from OnEnable (when disabling/enabling multiple a beam on the same frame) without generating an error
|
||||
|
||||
Debug.Assert(!Application.isPlaying || m_LastFrameRendered != Time.frameCount, "ProcessOcclusion has been called twice on the same frame, which is forbidden");
|
||||
Debug.Assert(m_Master && m_DepthCamera);
|
||||
|
||||
if (SRPHelper.IsUsingCustomRenderPipeline()) // Recursive rendering is not supported on SRP
|
||||
m_NeedToUpdateOcclusionNextFrame = true;
|
||||
else
|
||||
ProcessOcclusionInternal();
|
||||
|
||||
SetDirty(); // refresh material
|
||||
|
||||
if (updateRate.HasFlag(ShadowUpdateRate.OnBeamMove))
|
||||
m_TransformPacked = transform.GetWorldPacked();
|
||||
|
||||
bool firstTime = m_LastFrameRendered < 0;
|
||||
m_LastFrameRendered = Time.frameCount;
|
||||
|
||||
if (firstTime && _INTERNAL_ApplyRandomFrameOffset)
|
||||
{
|
||||
m_LastFrameRendered += Random.Range(0, waitXFrames); // add a random offset to prevent from updating texture for all beams having the same wait value
|
||||
}
|
||||
}
|
||||
|
||||
public static void ApplyMaterialProperties(VolumetricShadowHD instance, BeamGeometryHD geom)
|
||||
{
|
||||
Debug.Assert(geom != null);
|
||||
|
||||
if (instance && instance.enabled)
|
||||
{
|
||||
Debug.Assert(instance.m_DepthCamera);
|
||||
geom.SetMaterialProp(ShaderProperties.HD.ShadowDepthTexture, instance.m_DepthCamera.targetTexture);
|
||||
|
||||
var scale = instance.m_Master.scalable ? instance.m_Master.GetLossyScale() : Vector3.one;
|
||||
geom.SetMaterialProp(ShaderProperties.HD.ShadowProps, new Vector4(Mathf.Sign(scale.x) * Mathf.Sign(scale.z), Mathf.Sign(scale.y), instance.m_Strength, instance.m_DepthCamera.orthographic ? 0f : 1f));
|
||||
}
|
||||
else
|
||||
{
|
||||
geom.SetMaterialProp(ShaderProperties.HD.ShadowDepthTexture, BeamGeometryHD.InvalidTexture.NoDepth);
|
||||
}
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
m_Master = GetComponent<VolumetricLightBeamHD>();
|
||||
Debug.Assert(m_Master);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
MarkMaterialAsDirty();
|
||||
#endif
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
OnValidateProperties();
|
||||
InstantiateOrActivateDepthCamera();
|
||||
OnBeamEnabled();
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
if (m_DepthCamera) m_DepthCamera.gameObject.SetActive(false);
|
||||
SetDirty(); // refresh material with empty depth texture
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
DestroyDepthCamera();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
MarkMaterialAsDirty();
|
||||
#endif
|
||||
}
|
||||
|
||||
void ProcessOcclusionInternal()
|
||||
{
|
||||
UpdateDepthCameraPropertiesAccordingToBeam();
|
||||
m_DepthCamera.Render();
|
||||
}
|
||||
|
||||
void OnBeamEnabled()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying) { return; }
|
||||
#endif
|
||||
if (!enabled) { return; }
|
||||
|
||||
if (!updateRate.HasFlag(ShadowUpdateRate.Never))
|
||||
ProcessOcclusion(ProcessOcclusionSource.OnEnable);
|
||||
}
|
||||
|
||||
public void OnWillCameraRenderThisBeam(Camera cam, BeamGeometryHD beamGeom)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying) { return; }
|
||||
#endif
|
||||
if (!enabled) { return; }
|
||||
|
||||
if(cam != null
|
||||
&& cam.enabled
|
||||
&& Time.frameCount != m_LastFrameRendered // prevent from updating multiple times if there are more than 1 camera
|
||||
&& updateRate != ShadowUpdateRate.Never)
|
||||
{
|
||||
bool shouldUpdate = false;
|
||||
|
||||
if (!shouldUpdate && updateRate.HasFlag(ShadowUpdateRate.OnBeamMove))
|
||||
{
|
||||
if (!m_TransformPacked.IsSame(transform))
|
||||
shouldUpdate = true;
|
||||
}
|
||||
|
||||
if (!shouldUpdate && updateRate.HasFlag(ShadowUpdateRate.EveryXFrames))
|
||||
{
|
||||
if (Time.frameCount >= m_LastFrameRendered + waitXFrames)
|
||||
shouldUpdate = true;
|
||||
}
|
||||
|
||||
if (shouldUpdate)
|
||||
ProcessOcclusion(ProcessOcclusionSource.RenderLoop);
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
if (m_NeedToReinstantiateDepthCamera)
|
||||
{
|
||||
DestroyDepthCamera();
|
||||
InstantiateOrActivateDepthCamera();
|
||||
m_NeedToReinstantiateDepthCamera = false;
|
||||
}
|
||||
|
||||
if (m_Master && m_Master.enabled)
|
||||
ProcessOcclusion(ProcessOcclusionSource.EditorUpdate);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (m_NeedToUpdateOcclusionNextFrame && m_Master && m_DepthCamera
|
||||
&& Time.frameCount > 1) // fix NullReferenceException in UnityEngine.Rendering.Universal.Internal.CopyDepthPass.Execute when using SRP
|
||||
{
|
||||
ProcessOcclusionInternal();
|
||||
m_NeedToUpdateOcclusionNextFrame = false;
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateDepthCameraPropertiesAccordingToBeam()
|
||||
{
|
||||
Debug.Assert(m_Master);
|
||||
|
||||
Utils.SetupDepthCamera(m_DepthCamera
|
||||
, m_Master.GetConeApexOffsetZ(true), m_Master.maxGeometryDistance, m_Master.coneRadiusStart, m_Master.coneRadiusEnd
|
||||
, m_Master.beamLocalForward, m_Master.GetLossyScale(), m_Master.scalable, m_Master.beamInternalLocalRotation
|
||||
, false);
|
||||
}
|
||||
|
||||
void InstantiateOrActivateDepthCamera()
|
||||
{
|
||||
if (m_DepthCamera != null)
|
||||
{
|
||||
m_DepthCamera.gameObject.SetActive(true); // active it in case it has been disabled by OnDisable()
|
||||
}
|
||||
else
|
||||
{
|
||||
// delete old depth cameras when duplicating the GAO
|
||||
gameObject.ForeachComponentsInDirectChildrenOnly<Camera>(cam => DestroyImmediate(cam.gameObject), true);
|
||||
|
||||
m_DepthCamera = Utils.NewWithComponent<Camera>("Depth Camera");
|
||||
|
||||
if (m_DepthCamera && m_Master)
|
||||
{
|
||||
m_DepthCamera.enabled = false;
|
||||
|
||||
UpdateDepthCameraProperties(); // set layerMask & useOcclusionCulling
|
||||
m_DepthCamera.clearFlags = CameraClearFlags.Depth;
|
||||
m_DepthCamera.depthTextureMode = DepthTextureMode.Depth;
|
||||
m_DepthCamera.renderingPath = RenderingPath.Forward; // RenderingPath.VertexLit is faster, but RenderingPath.Forward allows to catch alpha cutout
|
||||
m_DepthCamera.gameObject.hideFlags = Consts.Internal.ProceduralObjectsHideFlags;
|
||||
m_DepthCamera.transform.SetParent(transform, false);
|
||||
Config.Instance.SetURPScriptableRendererIndexToDepthCamera(m_DepthCamera);
|
||||
|
||||
var rt = new RenderTexture(depthMapResolution, depthMapResolution, depthMapDepth, RenderTextureFormat.Depth);
|
||||
m_DepthCamera.targetTexture = rt;
|
||||
|
||||
UpdateDepthCameraPropertiesAccordingToBeam();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
UnityEditor.GameObjectUtility.SetStaticEditorFlags(m_DepthCamera.gameObject, m_Master.GetStaticEditorFlagsForSubObjects());
|
||||
m_DepthCamera.gameObject.SetSameSceneVisibilityStatesThan(m_Master.gameObject);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DestroyDepthCamera()
|
||||
{
|
||||
if (m_DepthCamera)
|
||||
{
|
||||
if (m_DepthCamera.targetTexture)
|
||||
{
|
||||
m_DepthCamera.targetTexture.Release();
|
||||
DestroyImmediate(m_DepthCamera.targetTexture);
|
||||
m_DepthCamera.targetTexture = null;
|
||||
}
|
||||
|
||||
DestroyImmediate(m_DepthCamera.gameObject); // Make sure to delete the GAO
|
||||
m_DepthCamera = null;
|
||||
}
|
||||
}
|
||||
|
||||
void OnValidateProperties()
|
||||
{
|
||||
m_WaitXFrames = Mathf.Clamp(m_WaitXFrames, 1, 60);
|
||||
m_DepthMapResolution = Mathf.Clamp(Mathf.NextPowerOfTwo(m_DepthMapResolution), 8, 2048);
|
||||
m_DepthMapDepth = (Mathf.Clamp(m_DepthMapDepth, 16, 32) / 8) * 8;
|
||||
}
|
||||
|
||||
void SetDirty()
|
||||
{
|
||||
if (m_Master)
|
||||
m_Master.SetPropertyDirty(DirtyProps.ShadowProps);
|
||||
}
|
||||
|
||||
VolumetricLightBeamHD m_Master = null;
|
||||
TransformUtils.Packed m_TransformPacked;
|
||||
int m_LastFrameRendered = int.MinValue;
|
||||
public int _INTERNAL_LastFrameRendered { get { return m_LastFrameRendered; } } // for unit tests
|
||||
|
||||
Camera m_DepthCamera = null;
|
||||
bool m_NeedToUpdateOcclusionNextFrame = false;
|
||||
|
||||
// Internal stuff for QA tests
|
||||
static bool _INTERNAL_ApplyRandomFrameOffset = true;
|
||||
|
||||
public static bool INTERNAL_GetApplyRandomFrameOffset() { return _INTERNAL_ApplyRandomFrameOffset; }
|
||||
|
||||
public static void INTERNAL_EnableApplyRandomFrameOffset()
|
||||
{
|
||||
_INTERNAL_ApplyRandomFrameOffset = true;
|
||||
}
|
||||
|
||||
public void INTERNAL_DisableApplyRandomFrameOffset()
|
||||
{
|
||||
_INTERNAL_ApplyRandomFrameOffset = false;
|
||||
m_LastFrameRendered = int.MinValue; // we need to do that for HD Shadows since they start before QATest in OnEnable
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
bool m_NeedToReinstantiateDepthCamera = false;
|
||||
|
||||
public void ForceReinstantiateDepthCamera()
|
||||
{
|
||||
m_NeedToReinstantiateDepthCamera = true;
|
||||
}
|
||||
|
||||
void MarkMaterialAsDirty()
|
||||
{
|
||||
// when adding/removing this component in editor, we might need to switch from a GPU Instanced material to a custom one,
|
||||
// since this feature doesn't support GPU Instancing
|
||||
if (!Application.isPlaying)
|
||||
m_Master._EditorSetBeamGeomDirty();
|
||||
}
|
||||
|
||||
void OnValidate()
|
||||
{
|
||||
OnValidateProperties();
|
||||
m_NeedToReinstantiateDepthCamera = true;
|
||||
}
|
||||
|
||||
public bool HasLayerMaskIssues()
|
||||
{
|
||||
if (Config.Instance.geometryOverrideLayer)
|
||||
{
|
||||
int layerBit = 1 << Config.Instance.geometryLayerID;
|
||||
return ((layerMask.value & layerBit) == layerBit);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
#endif // UNITY_EDITOR
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 51e172702b541584f96980fe85c79969
|
||||
timeCreated: 1614355336
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {fileID: 2800000, guid: f4140fedf3f72d7448a4e55ea9db44ab, type: 3}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user