Car/Assets/VolumetricLightBeam/Scripts/HD/BeamGeometryHD.cs

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#if DEBUG
//#define DEBUG_SHOW_MESH_NORMALS
#endif
#define FORCE_CURRENT_CAMERA_DEPTH_TEXTURE_MODE
#if UNITY_2018_1_OR_NEWER
#define VLB_SRP_SUPPORT // Comment this to disable SRP support
#endif
using UnityEngine;
using System.Collections;
#pragma warning disable 0429, 0162 // Unreachable expression code detected (because of Noise3D.isSupported on mobile)
namespace VLB
{
[AddComponentMenu("")] // hide it from Component search
[ExecuteInEditMode]
[HelpURL(Consts.Help.HD.UrlBeam)]
public class BeamGeometryHD : BeamGeometryAbstractBase
{
VolumetricLightBeamHD m_Master = null;
VolumetricCookieHD m_Cookie = null;
VolumetricShadowHD m_Shadow = null;
protected override VolumetricLightBeamAbstractBase GetMaster() { return m_Master; }
public bool visible
{
set { if (meshRenderer) meshRenderer.enabled = value; }
}
public int sortingLayerID
{
set { if (meshRenderer) meshRenderer.sortingLayerID = value; }
}
public int sortingOrder
{
set { if(meshRenderer) meshRenderer.sortingOrder = value; }
}
#if VLB_SRP_SUPPORT
Camera m_CurrentCameraRenderingSRP = null;
void OnDisable()
{
SRPHelper.UnregisterOnBeginCameraRendering(OnBeginCameraRenderingSRP);
m_CurrentCameraRenderingSRP = null;
}
public static bool isCustomRenderPipelineSupported { get { return true; } }
#else
public static bool isCustomRenderPipelineSupported { get { return false; } }
#endif
bool shouldUseGPUInstancedMaterial
{
get
{
if (Config.Instance.GetActualRenderingMode(ShaderMode.HD) == RenderingMode.GPUInstancing)
{
return m_Cookie == null && m_Shadow == null; // sampler cannot be passed to shader as instanced property
}
return false;
}
}
void OnEnable()
{
#if VLB_SRP_SUPPORT
SRPHelper.RegisterOnBeginCameraRendering(OnBeginCameraRenderingSRP);
#endif
}
public void Initialize(VolumetricLightBeamHD master)
{
Debug.Assert(master != null);
var customHideFlags = Consts.Internal.ProceduralObjectsHideFlags;
m_Master = master;
transform.SetParent(master.transform, false);
meshRenderer = gameObject.GetOrAddComponent<MeshRenderer>();
meshRenderer.hideFlags = customHideFlags;
meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
meshRenderer.receiveShadows = false;
meshRenderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off; // different reflection probes could break batching with GPU Instancing
meshRenderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
m_Cookie = m_Master.GetAdditionalComponentCookie();
m_Shadow = m_Master.GetAdditionalComponentShadow();
if (!shouldUseGPUInstancedMaterial)
{
m_CustomMaterial = Config.Instance.NewMaterialTransient(ShaderMode.HD, gpuInstanced:false);
ApplyMaterial();
}
if (m_Master.DoesSupportSorting2D())
{
if (SortingLayer.IsValid(m_Master.GetSortingLayerID()))
sortingLayerID = m_Master.GetSortingLayerID();
else
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()));
sortingOrder = m_Master.GetSortingOrder();
}
meshFilter = gameObject.GetOrAddComponent<MeshFilter>();
meshFilter.hideFlags = customHideFlags;
gameObject.hideFlags = customHideFlags;
#if UNITY_EDITOR
UnityEditor.GameObjectUtility.SetStaticEditorFlags(gameObject, master.GetStaticEditorFlagsForSubObjects());
gameObject.SetSameSceneVisibilityStatesThan(master.gameObject);
#endif
}
/// <summary>
/// Generate the cone mesh and calls UpdateMaterialAndBounds.
/// Since this process involves recreating a new mesh, make sure to not call it at every frame during playtime.
/// </summary>
public void RegenerateMesh()
{
Debug.Assert(m_Master);
if (Config.Instance.geometryOverrideLayer)
gameObject.layer = Config.Instance.geometryLayerID;
else
gameObject.layer = m_Master.gameObject.layer;
gameObject.tag = Config.Instance.geometryTag;
coneMesh = GlobalMeshHD.Get();
meshFilter.sharedMesh = coneMesh;
UpdateMaterialAndBounds();
}
Vector3 ComputeLocalMatrix()
{
// In the VS, we compute the vertices so the whole beam fits into a fixed 2x2x1 box.
// We have to apply some scaling to get the proper beam size.
// This way we have the proper bounds without having to recompute specific bounds foreach beam.
var maxRadius = Mathf.Max(m_Master.coneRadiusStart, m_Master.coneRadiusEnd);
var localScale = new Vector3(maxRadius, maxRadius, m_Master.maxGeometryDistance);
if (!m_Master.scalable)
localScale = localScale.Divide(m_Master.GetLossyScale());
transform.localScale = localScale;
transform.localRotation = m_Master.beamInternalLocalRotation;
return localScale;
}
bool isNoiseEnabled { get { return m_Master.isNoiseEnabled && m_Master.noiseIntensity > 0f && Noise3D.isSupported; } } // test Noise3D.isSupported the last
MaterialManager.StaticPropertiesHD ComputeMaterialStaticProperties()
{
var colorGradient = MaterialManager.ColorGradient.Off;
if (m_Master.colorMode == ColorMode.Gradient)
{
var precision = Utils.GetFloatPackingPrecision();
colorGradient = precision == Utils.FloatPackingPrecision.High ? MaterialManager.ColorGradient.MatrixHigh : MaterialManager.ColorGradient.MatrixLow;
}
Debug.Assert((int)BlendingMode.Additive == (int)MaterialManager.BlendingMode.Additive);
Debug.Assert((int)BlendingMode.SoftAdditive == (int)MaterialManager.BlendingMode.SoftAdditive);
Debug.Assert((int)BlendingMode.TraditionalTransparency == (int)MaterialManager.BlendingMode.TraditionalTransparency);
return new MaterialManager.StaticPropertiesHD
{
blendingMode = (MaterialManager.BlendingMode)m_Master.blendingMode,
attenuation = m_Master.attenuationEquation == AttenuationEquationHD.Linear ? MaterialManager.HD.Attenuation.Linear : MaterialManager.HD.Attenuation.Quadratic,
noise3D = isNoiseEnabled ? MaterialManager.Noise3D.On : MaterialManager.Noise3D.Off,
colorGradient = colorGradient,
shadow = m_Shadow != null ? MaterialManager.HD.Shadow.On : MaterialManager.HD.Shadow.Off,
cookie = (m_Cookie != null ? (m_Cookie.channel == CookieChannel.RGBA ? MaterialManager.HD.Cookie.RGBA : MaterialManager.HD.Cookie.SingleChannel) : MaterialManager.HD.Cookie.Off),
raymarchingQualityIndex = m_Master.raymarchingQualityIndex
};
}
bool ApplyMaterial()
{
var staticProps = ComputeMaterialStaticProperties();
Material mat = null;
if (!shouldUseGPUInstancedMaterial)
{
mat = m_CustomMaterial;
if(mat)
staticProps.ApplyToMaterial(mat);
}
else
{
mat = MaterialManager.GetInstancedMaterial(m_Master._INTERNAL_InstancedMaterialGroupID, ref staticProps);
}
meshRenderer.material = mat;
return mat != null;
}
#if DEBUG
bool m_CanChangePropertyBlock = false;
#endif
public void SetMaterialProp(int nameID, float value)
{
if (m_CustomMaterial)
m_CustomMaterial.SetFloat(nameID, value);
else
{
#if DEBUG
Debug.Assert(m_CanChangePropertyBlock == true);
#endif
MaterialManager.materialPropertyBlock.SetFloat(nameID, value);
}
}
public void SetMaterialProp(int nameID, Vector4 value)
{
if (m_CustomMaterial)
m_CustomMaterial.SetVector(nameID, value);
else
{
#if DEBUG
Debug.Assert(m_CanChangePropertyBlock == true);
#endif
MaterialManager.materialPropertyBlock.SetVector(nameID, value);
}
}
public void SetMaterialProp(int nameID, Color value)
{
if (m_CustomMaterial)
m_CustomMaterial.SetColor(nameID, value);
else
{
#if DEBUG
Debug.Assert(m_CanChangePropertyBlock == true);
#endif
MaterialManager.materialPropertyBlock.SetColor(nameID, value);
}
}
public void SetMaterialProp(int nameID, Matrix4x4 value)
{
if (m_CustomMaterial)
m_CustomMaterial.SetMatrix(nameID, value);
else
{
#if DEBUG
Debug.Assert(m_CanChangePropertyBlock == true);
#endif
MaterialManager.materialPropertyBlock.SetMatrix(nameID, value);
}
}
public void SetMaterialProp(int nameID, Texture value)
{
if (m_CustomMaterial)
m_CustomMaterial.SetTexture(nameID, value);
#if DEBUG
else
{
Debug.Assert(m_CanChangePropertyBlock == true);
Debug.LogErrorFormat(m_Master, "Setting a Texture property to a GPU instanced material is not supported: '{0}'", m_Master);
}
#endif
}
public enum InvalidTexture
{
Null,
NoDepth
}
public void SetMaterialProp(int nameID, InvalidTexture invalidTexture)
{
if (m_CustomMaterial)
{
Texture tex = null;
if (invalidTexture == InvalidTexture.NoDepth)
tex = SystemInfo.usesReversedZBuffer? Texture2D.blackTexture: Texture2D.whiteTexture;
m_CustomMaterial.SetTexture(nameID, tex);
}
}
void MaterialChangeStart()
{
if (m_CustomMaterial == null)
meshRenderer.GetPropertyBlock(MaterialManager.materialPropertyBlock);
#if DEBUG
m_CanChangePropertyBlock = true;
#endif
}
void MaterialChangeStop()
{
#if DEBUG
m_CanChangePropertyBlock = false;
#endif
if (m_CustomMaterial == null)
meshRenderer.SetPropertyBlock(MaterialManager.materialPropertyBlock);
}
////////////////////////
/// DIRTY PROPERTIES
////////////////////////
DirtyProps m_DirtyProps = DirtyProps.None;
public void SetPropertyDirty(DirtyProps prop)
{
m_DirtyProps |= prop;
if(prop.HasAtLeastOneFlag(DirtyProps.OnlyMaterialChangeOnly))
{
UpdateMaterialAndBounds(); // need to change material variant
}
}
void UpdateMaterialAndBounds()
{
Debug.Assert(m_Master);
if (ApplyMaterial() == false)
{
return;
}
MaterialChangeStart();
{
m_DirtyProps = DirtyProps.All; // make sure all props will be updated on next camera render
if (isNoiseEnabled)
{
Noise3D.LoadIfNeeded();
}
// make sure the bounds are good from the startup
ComputeLocalMatrix(); // compute matrix before sending it to the shader
#if VLB_SRP_SUPPORT
// This update is to make QA test 'ReflectionObliqueProjection' pass
UpdateMatricesPropertiesForGPUInstancingSRP();
#endif
}
MaterialChangeStop();
#if DEBUG_SHOW_MESH_NORMALS
for (int vertexInd = 0; vertexInd < coneMesh.vertexCount; vertexInd++)
{
var vertex = coneMesh.vertices[vertexInd];
// apply modification done inside VS
vertex.x *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
vertex.y *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
vertex.z *= m_Master.fallOffEnd;
var cosSinFlat = new Vector2(vertex.x, vertex.y).normalized;
var normal = new Vector3(cosSinFlat.x * Mathf.Cos(slopeRad), cosSinFlat.y * Mathf.Cos(slopeRad), -Mathf.Sin(slopeRad)).normalized;
vertex = transform.TransformPoint(vertex);
normal = transform.TransformDirection(normal);
Debug.DrawRay(vertex, normal * 0.25f);
}
#endif
}
#if VLB_SRP_SUPPORT
void UpdateMatricesPropertiesForGPUInstancingSRP()
{
if (SRPHelper.IsUsingCustomRenderPipeline() && Config.Instance.GetActualRenderingMode(ShaderMode.HD) == RenderingMode.GPUInstancing)
{
SetMaterialProp(ShaderProperties.LocalToWorldMatrix, transform.localToWorldMatrix);
SetMaterialProp(ShaderProperties.WorldToLocalMatrix, transform.worldToLocalMatrix);
}
}
#if UNITY_2019_1_OR_NEWER
void OnBeginCameraRenderingSRP(UnityEngine.Rendering.ScriptableRenderContext context, Camera cam)
#else
void OnBeginCameraRenderingSRP(Camera cam)
#endif
{
m_CurrentCameraRenderingSRP = cam;
}
#endif
void OnWillRenderObject()
{
Camera currentCam = null;
#if VLB_SRP_SUPPORT
if (SRPHelper.IsUsingCustomRenderPipeline())
{
currentCam = m_CurrentCameraRenderingSRP;
}
else
#endif
{
currentCam = Camera.current;
}
OnWillCameraRenderThisBeam(currentCam);
}
void OnWillCameraRenderThisBeam(Camera cam)
{
if (m_Master && cam)
{
if (
#if UNITY_EDITOR
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
{
Debug.Assert(cam.GetComponentInParent<VolumetricLightBeamHD>() == null);
UpdateMaterialPropertiesForCamera(cam);
if (m_Shadow)
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
}
}