ECM2
This commit is contained in:
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
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user