first commit
This commit is contained in:
565
Assets/AVProVideo/Runtime/Scripts/Components/ApplyToFarPlane.cs
Normal file
565
Assets/AVProVideo/Runtime/Scripts/Components/ApplyToFarPlane.cs
Normal file
@@ -0,0 +1,565 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.UIElements;
|
||||
using UnityEngine.Video;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Copyright 2015-2024 RenderHeads Ltd. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
namespace RenderHeads.Media.AVProVideo
|
||||
{
|
||||
/// <summary>
|
||||
/// displays the video to the far camera plane
|
||||
/// </summary>
|
||||
// Note:
|
||||
// - This will not work if the camera ClearFlag is set to Skybox because of how it is rendered.
|
||||
// the skybox is rendered at position 2000.5 between the Opaque and Transparent objects
|
||||
// with a unique sphere scaled to the camera far plane, meaning that it will only render where
|
||||
// nothing has been written to the depth bufffer. <- that is where the issue arrises, we are
|
||||
// not writing to the depth buffer when rendering the video so the skybox will think nothing
|
||||
// is their and draw over the top.
|
||||
|
||||
[AddComponentMenu("AVPro Video/Apply To Far Plane", 300)]
|
||||
[HelpURL("https://www.renderheads.com/products/avpro-video/")]
|
||||
public sealed class ApplyToFarPlane : ApplyToBase
|
||||
{
|
||||
[Header("Shader Options")]
|
||||
[Tooltip("The color override to apply to the material")]
|
||||
[SerializeField] Color _mainColor;
|
||||
public Color MainColor
|
||||
{
|
||||
get { return _mainColor; }
|
||||
set { if (!_material) CreateMaterial(); _material.SetColor("_Color", value); _mainColor = value; }
|
||||
}
|
||||
[Tooltip("The Main Texture that is being written to by the Media Player")]
|
||||
[SerializeField] Texture _texture;
|
||||
public Texture Texture
|
||||
{
|
||||
get { return _texture; }
|
||||
set { if (!_material) CreateMaterial(); _material.SetTexture("_MainTex", value); _texture = value; }
|
||||
}
|
||||
[Tooltip("The Chroma Texture to apply to the material")]
|
||||
[SerializeField] Texture _chroma;
|
||||
public Texture Chroma
|
||||
{
|
||||
get { return _chroma; }
|
||||
set { if (!_material) CreateMaterial(); _material.SetTexture("_ChromaTex", value); _chroma = value; }
|
||||
}
|
||||
[Tooltip("Alpha of the far plane that is drawn")]
|
||||
[SerializeField] float _alpha = 1f;
|
||||
public float Alpha
|
||||
{
|
||||
get { return _alpha; }
|
||||
set { if (!_material) CreateMaterial(); _material.SetFloat("_Alpha", value); _alpha = value; }
|
||||
}
|
||||
[Tooltip("The Camera far plane to draw to, if left empty main cam will be selected")]
|
||||
[SerializeField] Camera _camera;
|
||||
public Camera Camera
|
||||
{
|
||||
get { return _camera; }
|
||||
set { _camera = value; if (!_material) CreateMaterial(); _material.SetFloat("_TargetCamID", value.GetInstanceID());
|
||||
}
|
||||
}
|
||||
[Tooltip("The aspect ratio of the video shown, not used when a custom scaling is set")]
|
||||
[SerializeField] VideoAspectRatio _aspectRatio = VideoAspectRatio.Stretch;
|
||||
public VideoAspectRatio VideoAspectRatio
|
||||
{
|
||||
get { return _aspectRatio; }
|
||||
set { if (!_material) CreateMaterial(); _material.SetFloat("_Aspect", (int)value); _aspectRatio = value; }
|
||||
}
|
||||
[Tooltip("How much to offset the image by")]
|
||||
public Vector2 _drawOffset;
|
||||
public Vector2 DrawOffset
|
||||
{
|
||||
get { return _drawOffset; }
|
||||
set { if (!_material) CreateMaterial(); _material.SetVector("_DrawOffset", value); _drawOffset = value; }
|
||||
}
|
||||
[Tooltip("Will replace the Aspect Ratio with custom scaling for the video, when both values are non-zero")]
|
||||
public Vector2 _customScaling;
|
||||
public Vector2 CustomScaling
|
||||
{
|
||||
get { return _customScaling; }
|
||||
set { if (!_material) CreateMaterial(); _material.SetVector("_CustomScale", value); _customScaling = value; }
|
||||
}
|
||||
|
||||
// the object that is active as the holder for the camera far plane
|
||||
private GameObject _renderedObject;
|
||||
private bool _changedSkybox;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
// if the camera was then set the camera to the main camera in the scene
|
||||
if (!_camera)
|
||||
_camera = Camera.main;
|
||||
if (_material)
|
||||
_material.SetFloat("_TargetCamID", _camera.GetInstanceID());
|
||||
}
|
||||
|
||||
protected override void OnDisable()
|
||||
{
|
||||
// need to set background back to skybox if we disabled it
|
||||
if (_changedSkybox && _camera)
|
||||
_camera.clearFlags = CameraClearFlags.Skybox;
|
||||
|
||||
base.OnDisable();
|
||||
if (_renderedObject)
|
||||
_renderedObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// ensure to destroy the created object
|
||||
Destroy(_renderedObject);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// move the rendered object to ensure that it will allways be rendered by the camera,
|
||||
// ensuring that the shader is allways running to display the output on the far plane of the camera
|
||||
_renderedObject.transform.position = new Vector3(0, 0, _camera.nearClipPlane) + _camera.transform.position + _camera.transform.forward;
|
||||
_renderedObject.transform.rotation = _camera.transform.rotation;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Creates a Quad mesh used for basic rendering
|
||||
/// </summary>
|
||||
/// <returns>Quad created</returns>
|
||||
public Mesh CreateQuadMesh()
|
||||
{
|
||||
var width = 1;
|
||||
var height = 1;
|
||||
Mesh mesh = new Mesh();
|
||||
// verts
|
||||
Vector3[] vertices = new Vector3[4]
|
||||
{
|
||||
new Vector3(0, 0, 0),
|
||||
new Vector3(width, 0, 0),
|
||||
new Vector3(0, height, 0),
|
||||
new Vector3(width, height, 0)
|
||||
};
|
||||
mesh.vertices = vertices;
|
||||
// tris
|
||||
int[] tris = new int[6]
|
||||
{
|
||||
0, 2, 1,
|
||||
2, 3, 1
|
||||
};
|
||||
mesh.triangles = tris;
|
||||
// normals
|
||||
Vector3[] normals = new Vector3[4]
|
||||
{
|
||||
-_camera.transform.forward,
|
||||
-_camera.transform.forward,
|
||||
-_camera.transform.forward,
|
||||
-_camera.transform.forward
|
||||
};
|
||||
mesh.normals = normals;
|
||||
// uv's
|
||||
Vector2[] uv = new Vector2[4]
|
||||
{
|
||||
new Vector2(0, 0),
|
||||
new Vector2(1, 0),
|
||||
new Vector2(0, 1),
|
||||
new Vector2(1, 1)
|
||||
};
|
||||
mesh.uv = uv;
|
||||
return mesh;
|
||||
}
|
||||
|
||||
public void CreateMaterial()
|
||||
{
|
||||
_material = new Material(Shader.Find("AVProVideo/Background/AVProVideo-ApplyToFarPlane"));
|
||||
if (_renderedObject)
|
||||
{
|
||||
if (_renderedObject.TryGetComponent(out ApplyToFarPlane_CameraApplier applier))
|
||||
applier.Material = _material;
|
||||
else
|
||||
{
|
||||
var applier2 = _renderedObject.AddComponent<ApplyToFarPlane_CameraApplier>();
|
||||
applier2.Material = _material;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
Below this point is basically the same as ApplyToMaterial, with a few unecessary functions
|
||||
removed.
|
||||
This is because other than the quad with fancy shader, this is just taking the video
|
||||
to a material, then applying it.
|
||||
*/
|
||||
|
||||
[Header("Display")]
|
||||
[Tooltip("Default texture to display when the video texture is preparing")]
|
||||
[SerializeField]
|
||||
Texture2D _defaultTexture = null;
|
||||
public Texture2D DefaultTexture
|
||||
{
|
||||
get { return _defaultTexture; }
|
||||
set
|
||||
{
|
||||
if (_defaultTexture != value)
|
||||
{
|
||||
_defaultTexture = value;
|
||||
_isDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Tooltip("The Material to use when rendering the video, if not set will use internal " +
|
||||
"\n Note: Material must use the AVProVideo/Background/AVProVideo-ApplyToFarPlane shader")]
|
||||
// this material must use the AVProVideo/Background/AVProVideo-ApplyToFarPlane shader
|
||||
// otherwise it will not render correctly
|
||||
[SerializeField] Material _material = null;
|
||||
|
||||
[SerializeField]
|
||||
string _texturePropertyName = Helper.UnityBaseTextureName;
|
||||
public string TexturePropertyName
|
||||
{
|
||||
get { return _texturePropertyName; }
|
||||
set
|
||||
{
|
||||
if (_texturePropertyName != value)
|
||||
{
|
||||
_texturePropertyName = value;
|
||||
_propTexture = new LazyShaderProperty(_texturePropertyName);
|
||||
_propTexture_R = new LazyShaderProperty(_texturePropertyName + "_R");
|
||||
_isDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
Vector2 _offset = Vector2.zero;
|
||||
public Vector2 Offset
|
||||
{
|
||||
get { return _offset; }
|
||||
set
|
||||
{
|
||||
if (_offset != value)
|
||||
{
|
||||
_offset = value;
|
||||
_isDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
Vector2 _scale = Vector2.one;
|
||||
public Vector2 Scale
|
||||
{
|
||||
get { return _scale; }
|
||||
set
|
||||
{
|
||||
if (_scale != value)
|
||||
{
|
||||
_scale = value;
|
||||
_isDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private Texture _lastTextureApplied;
|
||||
private LazyShaderProperty _propTexture;
|
||||
private LazyShaderProperty _propTexture_R;
|
||||
|
||||
private Texture _originalTexture;
|
||||
private Vector2 _originalScale = Vector2.one;
|
||||
private Vector2 _originalOffset = Vector2.zero;
|
||||
|
||||
|
||||
private Vector2 ImageSize
|
||||
{
|
||||
get { return new Vector2(_media.Info.GetVideoWidth(), _media.Info.GetVideoHeight()); }
|
||||
}
|
||||
|
||||
protected override void OnEnable()
|
||||
{
|
||||
base.OnEnable();
|
||||
if (!_material)
|
||||
{
|
||||
CreateMaterial();
|
||||
}
|
||||
// if the rendered object already exists just enable it otherwise
|
||||
// create a new one and set it up to be used correctly
|
||||
if (_renderedObject)
|
||||
_renderedObject.SetActive(true);
|
||||
else
|
||||
{
|
||||
_renderedObject = new GameObject("Display Background Object");
|
||||
//_renderedObject.hideFlags = HideFlags.HideAndDontSave;
|
||||
var rend = _renderedObject.AddComponent<MeshRenderer>();
|
||||
var filt = _renderedObject.AddComponent<MeshFilter>();
|
||||
Mesh mesh = CreateQuadMesh();
|
||||
filt.sharedMesh = mesh;
|
||||
//rend.sharedMaterial = _material;
|
||||
var applier = _renderedObject.AddComponent<ApplyToFarPlane_CameraApplier>();
|
||||
if (_camera)
|
||||
_material.SetFloat("_TargetCamID", _camera.GetInstanceID());
|
||||
applier.Material = _material;
|
||||
rend.sharedMaterial = _material;
|
||||
}
|
||||
|
||||
// ApplyToFarPlane does not work if the background clear mode is set to skybox, so if it is then change it to color
|
||||
if (_camera.clearFlags == CameraClearFlags.Skybox)
|
||||
{
|
||||
Debug.LogWarning("[AVProVideo] Warning: ApplyToFarPlane does not work with the background clear mode set to skybox, automatically changed to color, this will be undone when the object is disabled");
|
||||
_changedSkybox = true;
|
||||
_camera.clearFlags = CameraClearFlags.Color;
|
||||
}
|
||||
}
|
||||
|
||||
// We do a LateUpdate() to allow for any changes in the texture that may have happened in Update()
|
||||
private void LateUpdate()
|
||||
{
|
||||
Apply();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called via the Editor compoenent, this will allow updating of the material
|
||||
/// properties when they are changed rather than updating them each frame
|
||||
/// </summary>
|
||||
/// <param name="target">Which material property was effected</param>
|
||||
public void UpdateMaterialProperties(int target)
|
||||
{
|
||||
if (_material == null)
|
||||
CreateMaterial();
|
||||
switch (target)
|
||||
{
|
||||
case 0:
|
||||
_material.SetColor("_Color", _mainColor);
|
||||
break;
|
||||
case 3:
|
||||
_material.SetTexture("_MainTex", _texture);
|
||||
break;
|
||||
case 4:
|
||||
_material.SetTexture("_ChromaTex", _chroma);
|
||||
break;
|
||||
case 5:
|
||||
_material.SetFloat("_Alpha", _alpha);
|
||||
break;
|
||||
case 7:
|
||||
_material.SetFloat("_Aspect", (int)_aspectRatio);
|
||||
break;
|
||||
case 8:
|
||||
_material.SetVector("_DrawOffset", _drawOffset);
|
||||
break;
|
||||
case 9:
|
||||
_material.SetVector("_CustomScale", _customScaling);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public override void Apply()
|
||||
{
|
||||
bool applied = false;
|
||||
|
||||
if (_media != null && _media.TextureProducer != null)
|
||||
{
|
||||
Texture resamplerTex = _media.FrameResampler == null || _media.FrameResampler.OutputTexture == null ? null : _media.FrameResampler.OutputTexture[0];
|
||||
Texture texture = _media.UseResampler ? resamplerTex : _media.TextureProducer.GetTexture(0);
|
||||
if (texture != null)
|
||||
{
|
||||
// Check for changing texture
|
||||
if (texture != _lastTextureApplied)
|
||||
{
|
||||
_isDirty = true;
|
||||
}
|
||||
|
||||
if (_isDirty)
|
||||
{
|
||||
bool requiresVerticalFlip = _media.TextureProducer.RequiresVerticalFlip();
|
||||
StereoPacking stereoPacking = _media.TextureProducer.GetTextureStereoPacking();
|
||||
bool isMultiview = stereoPacking == StereoPacking.MultiviewLeftPrimary || stereoPacking == StereoPacking.MultiviewRightPrimary;
|
||||
|
||||
int planeCount = 1;
|
||||
if (!_media.UseResampler)
|
||||
{
|
||||
// We're not using the resampler so the number of planes will be the texture count
|
||||
planeCount = _media.TextureProducer.GetTextureCount();
|
||||
if (isMultiview)
|
||||
{
|
||||
// Unless we're using two texture stereo in which case it'll be half the texture count
|
||||
planeCount /= 2;
|
||||
}
|
||||
}
|
||||
|
||||
for (int plane = 0; plane < planeCount; ++plane)
|
||||
{
|
||||
Texture resamplerTexPlane = _media.FrameResampler == null || _media.FrameResampler.OutputTexture == null ? null : _media.FrameResampler.OutputTexture[plane];
|
||||
texture = _media.UseResampler ? resamplerTexPlane : _media.TextureProducer.GetTexture(plane);
|
||||
if (texture != null)
|
||||
{
|
||||
ApplyMapping(texture, requiresVerticalFlip, plane);
|
||||
}
|
||||
}
|
||||
|
||||
// Handle the right eye if we're using two texture stereo packing
|
||||
if (isMultiview)
|
||||
{
|
||||
for (int plane = 0; plane < planeCount; ++plane)
|
||||
{
|
||||
texture = _media.TextureProducer.GetTexture(planeCount + plane);
|
||||
if (texture != null)
|
||||
{
|
||||
ApplyMapping(texture, requiresVerticalFlip, plane, Eye.Right);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
applied = true;
|
||||
}
|
||||
}
|
||||
|
||||
// If the media didn't apply a texture, then try to apply the default texture
|
||||
if (!applied)
|
||||
{
|
||||
if (_defaultTexture != _lastTextureApplied)
|
||||
{
|
||||
_isDirty = true;
|
||||
}
|
||||
if (_isDirty)
|
||||
{
|
||||
#if UNITY_PLATFORM_SUPPORTS_YPCBCR
|
||||
if (_material != null && _material.HasProperty(VideoRender.PropUseYpCbCr.Id))
|
||||
{
|
||||
_material.DisableKeyword(VideoRender.Keyword_UseYpCbCr);
|
||||
}
|
||||
#endif
|
||||
ApplyMapping(_defaultTexture, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
enum Eye
|
||||
{
|
||||
Left,
|
||||
Right
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="texture"></param>
|
||||
/// <param name="requiresYFlip"></param>
|
||||
/// <param name="plane"></param>
|
||||
/// <param name="eye">Which eye we're mapping, defaults to the left eye</param>
|
||||
private void ApplyMapping(Texture texture, bool requiresYFlip, int plane = 0, Eye eye = Eye.Left)
|
||||
{
|
||||
if (_material != null)
|
||||
{
|
||||
_isDirty = false;
|
||||
|
||||
if (plane == 0)
|
||||
{
|
||||
int propTextureId = _propTexture.Id;
|
||||
if (eye == Eye.Left)
|
||||
{
|
||||
VideoRender.SetupMaterialForMedia(_material, _media, propTextureId, texture, texture == _defaultTexture);
|
||||
_lastTextureApplied = texture;
|
||||
#if !UNITY_EDITOR && UNITY_ANDROID
|
||||
if (texture == _defaultTexture)
|
||||
{
|
||||
_material.EnableKeyword("USING_DEFAULT_TEXTURE");
|
||||
}
|
||||
else
|
||||
{
|
||||
_material.DisableKeyword("USING_DEFAULT_TEXTURE");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
propTextureId = _propTexture_R.Id;
|
||||
_material.SetTexture(propTextureId, texture);
|
||||
}
|
||||
|
||||
if (texture != null)
|
||||
{
|
||||
if (requiresYFlip)
|
||||
{
|
||||
if (_material.HasProperty(propTextureId)) // editor error on not being initilised on first run
|
||||
{
|
||||
_material.SetTextureScale(propTextureId, new Vector2(_scale.x, -_scale.y));
|
||||
_material.SetTextureOffset(propTextureId, Vector2.up + _offset);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_material.SetTextureScale(propTextureId, _scale);
|
||||
_material.SetTextureOffset(propTextureId, _offset);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (plane == 1)
|
||||
{
|
||||
if (texture != null)
|
||||
{
|
||||
if (requiresYFlip)
|
||||
{
|
||||
_material.SetTextureScale(VideoRender.PropChromaTex.Id, new Vector2(_scale.x, -_scale.y));
|
||||
_material.SetTextureOffset(VideoRender.PropChromaTex.Id, Vector2.up + _offset);
|
||||
}
|
||||
else
|
||||
{
|
||||
_material.SetTextureScale(VideoRender.PropChromaTex.Id, _scale);
|
||||
_material.SetTextureOffset(VideoRender.PropChromaTex.Id, _offset);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
CreateMaterial();
|
||||
}
|
||||
|
||||
protected override void SaveProperties()
|
||||
{
|
||||
if (_material != null)
|
||||
{
|
||||
if (string.IsNullOrEmpty(_texturePropertyName))
|
||||
{
|
||||
_originalTexture = _material.mainTexture;
|
||||
_originalScale = _material.mainTextureScale;
|
||||
_originalOffset = _material.mainTextureOffset;
|
||||
}
|
||||
else
|
||||
{
|
||||
_originalTexture = _material.GetTexture(_texturePropertyName);
|
||||
_originalScale = _material.GetTextureScale(_texturePropertyName);
|
||||
_originalOffset = _material.GetTextureOffset(_texturePropertyName);
|
||||
}
|
||||
}
|
||||
else
|
||||
CreateMaterial();
|
||||
_propTexture = new LazyShaderProperty(_texturePropertyName);
|
||||
_propTexture_R = new LazyShaderProperty(_texturePropertyName + "_R");
|
||||
}
|
||||
|
||||
protected override void RestoreProperties()
|
||||
{
|
||||
if (_material != null)
|
||||
{
|
||||
if (string.IsNullOrEmpty(_texturePropertyName))
|
||||
{
|
||||
_material.mainTexture = _originalTexture;
|
||||
_material.mainTextureScale = _originalScale;
|
||||
_material.mainTextureOffset = _originalOffset;
|
||||
}
|
||||
else
|
||||
{
|
||||
_material.SetTexture(_texturePropertyName, _originalTexture);
|
||||
_material.SetTextureScale(_texturePropertyName, _originalScale);
|
||||
_material.SetTextureOffset(_texturePropertyName, _originalOffset);
|
||||
}
|
||||
}
|
||||
else
|
||||
CreateMaterial();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user