622 lines
24 KiB
C#
622 lines
24 KiB
C#
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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.SD.UrlBeam)]
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public class BeamGeometrySD : BeamGeometryAbstractBase, MaterialModifier.Interface
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{
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VolumetricLightBeamSD m_Master = null;
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MeshType m_CurrentMeshType = MeshType.Shared;
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MaterialModifier.Callback m_MaterialModifierCallback = null;
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Coroutine m_CoFadeOut = null;
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protected override VolumetricLightBeamAbstractBase GetMaster() { return m_Master; }
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bool visible
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{
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get { return meshRenderer.enabled; }
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set { meshRenderer.enabled = value; }
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}
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public int sortingLayerID
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{
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get { return meshRenderer.sortingLayerID; }
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set { meshRenderer.sortingLayerID = value; }
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}
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public int sortingOrder
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{
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get { return meshRenderer.sortingOrder; }
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set { meshRenderer.sortingOrder = value; }
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}
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public bool _INTERNAL_IsFadeOutCoroutineRunning { get { return m_CoFadeOut != null; } }
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float ComputeFadeOutFactor(Transform camTransform)
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{
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if (m_Master.isFadeOutEnabled)
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{
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float distanceCamToBeam = Vector3.SqrMagnitude(meshRenderer.bounds.center - camTransform.position);
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return Mathf.InverseLerp(m_Master.fadeOutEnd * m_Master.fadeOutEnd, m_Master.fadeOutBegin * m_Master.fadeOutBegin, distanceCamToBeam);
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}
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else
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{
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return 1.0f;
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}
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}
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IEnumerator CoUpdateFadeOut()
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{
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while (m_Master.isFadeOutEnabled)
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{
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ComputeFadeOutFactor();
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yield return null;
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}
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SetFadeOutFactorProp(1.0f);
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m_CoFadeOut = null;
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}
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void ComputeFadeOutFactor()
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{
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var camTransform = Config.Instance.fadeOutCameraTransform;
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if (camTransform)
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{
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float fadeOutFactor = ComputeFadeOutFactor(camTransform);
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SetFadeOutFactorProp(fadeOutFactor);
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}
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else
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{
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SetFadeOutFactorProp(1.0f);
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}
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}
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void SetFadeOutFactorProp(float value)
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{
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if (value > 0)
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{
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meshRenderer.enabled = true;
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MaterialChangeStart();
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SetMaterialProp(ShaderProperties.SD.FadeOutFactor, value);
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MaterialChangeStop();
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}
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else
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{
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meshRenderer.enabled = false;
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}
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}
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void StopFadeOutCoroutine()
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{
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if (m_CoFadeOut != null)
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{
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StopCoroutine(m_CoFadeOut);
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m_CoFadeOut = null;
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}
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}
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public void RestartFadeOutCoroutine()
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{
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#if UNITY_EDITOR
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if (Application.isPlaying)
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#endif
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{
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StopFadeOutCoroutine();
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if (m_Master && m_Master.isFadeOutEnabled)
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{
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m_CoFadeOut = StartCoroutine(CoUpdateFadeOut());
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}
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}
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}
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public void OnMasterEnable()
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{
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visible = true;
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RestartFadeOutCoroutine();
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}
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public void OnMasterDisable()
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{
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StopFadeOutCoroutine();
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visible = false;
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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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{ get {
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return m_Master._INTERNAL_DynamicOcclusionMode != MaterialManager.SD.DynamicOcclusion.DepthTexture // sampler cannot be passed to shader as instanced property
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&& Config.Instance.GetActualRenderingMode(ShaderMode.SD) == RenderingMode.GPUInstancing;
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}}
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void OnEnable()
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{
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// When a GAO is disabled, all its coroutines are killed, so renable them on OnEnable.
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RestartFadeOutCoroutine();
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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(VolumetricLightBeamSD 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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if (!shouldUseGPUInstancedMaterial)
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{
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m_CustomMaterial = Config.Instance.NewMaterialTransient(ShaderMode.SD, gpuInstanced:false);
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ApplyMaterial();
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}
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if (SortingLayer.IsValid(m_Master.sortingLayerID))
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sortingLayerID = m_Master.sortingLayerID;
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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.sortingLayerID));
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sortingOrder = m_Master.sortingOrder;
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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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RestartFadeOutCoroutine();
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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(bool masterEnabled)
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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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if (coneMesh && m_CurrentMeshType == MeshType.Custom)
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{
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DestroyImmediate(coneMesh);
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}
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m_CurrentMeshType = m_Master.geomMeshType;
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switch (m_Master.geomMeshType)
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{
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case MeshType.Custom:
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{
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coneMesh = MeshGenerator.GenerateConeZ_Radii(1f, 1f, 1f, m_Master.geomCustomSides, m_Master.geomCustomSegments, m_Master.geomCap, Config.Instance.SD_requiresDoubleSidedMesh);
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coneMesh.hideFlags = Consts.Internal.ProceduralObjectsHideFlags;
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meshFilter.mesh = coneMesh;
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break;
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}
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case MeshType.Shared:
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{
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coneMesh = GlobalMeshSD.Get();
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meshFilter.sharedMesh = coneMesh;
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break;
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}
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default:
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{
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Debug.LogError("Unsupported MeshType");
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break;
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}
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}
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UpdateMaterialAndBounds();
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visible = masterEnabled;
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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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transform.localScale = new Vector3(maxRadius, maxRadius, m_Master.maxGeometryDistance);
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transform.localRotation = m_Master.beamInternalLocalRotation;
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return transform.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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#pragma warning disable 0162
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bool isDepthBlendEnabled { get { return BatchingHelper.forceEnableDepthBlend || m_Master.depthBlendDistance > 0f; } }
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#pragma warning restore 0162
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MaterialManager.StaticPropertiesSD 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.StaticPropertiesSD
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{
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blendingMode = (MaterialManager.BlendingMode)m_Master.blendingMode,
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noise3D = isNoiseEnabled ? MaterialManager.Noise3D.On : MaterialManager.Noise3D.Off,
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depthBlend = isDepthBlendEnabled ? MaterialManager.SD.DepthBlend.On : MaterialManager.SD.DepthBlend.Off,
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colorGradient = colorGradient,
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dynamicOcclusion = m_Master._INTERNAL_DynamicOcclusionMode_Runtime,
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meshSkewing = m_Master.hasMeshSkewing ? MaterialManager.SD.MeshSkewing.On : MaterialManager.SD.MeshSkewing.Off,
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shaderAccuracy = (m_Master.shaderAccuracy == ShaderAccuracy.Fast) ? MaterialManager.SD.ShaderAccuracy.Fast : MaterialManager.SD.ShaderAccuracy.High
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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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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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MaterialManager.materialPropertyBlock.SetFloat(nameID, value);
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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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MaterialManager.materialPropertyBlock.SetVector(nameID, value);
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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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MaterialManager.materialPropertyBlock.SetColor(nameID, value);
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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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MaterialManager.materialPropertyBlock.SetMatrix(nameID, value);
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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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else
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Debug.LogError("Setting a Texture property to a GPU instanced material is not supported");
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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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}
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void MaterialChangeStop()
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{
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if (m_CustomMaterial == null)
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meshRenderer.SetPropertyBlock(MaterialManager.materialPropertyBlock);
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}
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public void SetDynamicOcclusionCallback(string shaderKeyword, MaterialModifier.Callback cb)
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{
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m_MaterialModifierCallback = cb;
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if (m_CustomMaterial)
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{
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m_CustomMaterial.SetKeywordEnabled(shaderKeyword, cb != null);
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if (cb != null)
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cb(this);
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}
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else
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UpdateMaterialAndBounds();
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}
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public 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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if (m_CustomMaterial == null)
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{
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if(m_MaterialModifierCallback != null)
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m_MaterialModifierCallback(this);
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}
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float slopeRad = (m_Master.coneAngle * Mathf.Deg2Rad) / 2; // use coneAngle (instead of spotAngle) which is more correct with the geometry
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SetMaterialProp(ShaderProperties.SD.ConeSlopeCosSin, new Vector2(Mathf.Cos(slopeRad), Mathf.Sin(slopeRad)));
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// kMinRadius and kMinApexOffset prevents artifacts when fresnel computation is done in the vertex shader
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const float kMinRadius = 0.0001f;
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var coneRadius = new Vector2(Mathf.Max(m_Master.coneRadiusStart, kMinRadius), Mathf.Max(m_Master.coneRadiusEnd, kMinRadius));
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SetMaterialProp(ShaderProperties.ConeRadius, coneRadius);
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const float kMinApexOffset = 0.0001f;
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float nonNullApex = Mathf.Sign(m_Master.coneApexOffsetZ) * Mathf.Max(Mathf.Abs(m_Master.coneApexOffsetZ), kMinApexOffset);
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SetMaterialProp(ShaderProperties.ConeGeomProps, new Vector2(nonNullApex, m_Master.geomSides));
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if (m_Master.usedColorMode == ColorMode.Flat)
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{
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SetMaterialProp(ShaderProperties.ColorFlat, m_Master.color);
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}
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else
|
|||
|
{
|
|||
|
var precision = Utils.GetFloatPackingPrecision();
|
|||
|
m_ColorGradientMatrix = m_Master.colorGradient.SampleInMatrix((int)precision);
|
|||
|
// pass the gradient matrix in OnWillRenderObject()
|
|||
|
}
|
|||
|
|
|||
|
float intensityInside, intensityOutside;
|
|||
|
m_Master.GetInsideAndOutsideIntensity(out intensityInside, out intensityOutside);
|
|||
|
SetMaterialProp(ShaderProperties.SD.AlphaInside, intensityInside);
|
|||
|
SetMaterialProp(ShaderProperties.SD.AlphaOutside, intensityOutside);
|
|||
|
SetMaterialProp(ShaderProperties.SD.AttenuationLerpLinearQuad, m_Master.attenuationLerpLinearQuad);
|
|||
|
SetMaterialProp(ShaderProperties.DistanceFallOff, new Vector3(m_Master.fallOffStart, m_Master.fallOffEnd, m_Master.maxGeometryDistance));
|
|||
|
SetMaterialProp(ShaderProperties.SD.DistanceCamClipping, m_Master.cameraClippingDistance);
|
|||
|
SetMaterialProp(ShaderProperties.SD.FresnelPow, Mathf.Max(0.001f, m_Master.fresnelPow)); // no pow 0, otherwise will generate inf fresnel and issues on iOS
|
|||
|
SetMaterialProp(ShaderProperties.SD.GlareBehind, m_Master.glareBehind);
|
|||
|
SetMaterialProp(ShaderProperties.SD.GlareFrontal, m_Master.glareFrontal);
|
|||
|
SetMaterialProp(ShaderProperties.SD.DrawCap, m_Master.geomCap ? 1 : 0);
|
|||
|
SetMaterialProp(ShaderProperties.SD.TiltVector, m_Master.tiltFactor);
|
|||
|
SetMaterialProp(ShaderProperties.SD.AdditionalClippingPlaneWS, m_Master.additionalClippingPlane);
|
|||
|
|
|||
|
if (Config.Instance.isHDRPExposureWeightSupported)
|
|||
|
{
|
|||
|
SetMaterialProp(ShaderProperties.HDRPExposureWeight, m_Master.hdrpExposureWeight);
|
|||
|
}
|
|||
|
|
|||
|
if (isDepthBlendEnabled)
|
|||
|
{
|
|||
|
SetMaterialProp(ShaderProperties.SD.DepthBlendDistance, m_Master.depthBlendDistance);
|
|||
|
}
|
|||
|
|
|||
|
if (isNoiseEnabled)
|
|||
|
{
|
|||
|
Noise3D.LoadIfNeeded();
|
|||
|
|
|||
|
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));
|
|||
|
|
|||
|
SetMaterialProp(ShaderProperties.NoiseParam, new Vector2(
|
|||
|
m_Master.noiseIntensity,
|
|||
|
m_Master.noiseMode == NoiseMode.WorldSpace ? 0f : 1f));
|
|||
|
}
|
|||
|
|
|||
|
var localScale = ComputeLocalMatrix(); // compute matrix before sending it to the shader
|
|||
|
|
|||
|
if (m_Master.hasMeshSkewing)
|
|||
|
{
|
|||
|
var localForwardDirectionNormalized = m_Master.skewingLocalForwardDirectionNormalized;
|
|||
|
SetMaterialProp(ShaderProperties.SD.LocalForwardDirection, localForwardDirectionNormalized);
|
|||
|
|
|||
|
if (coneMesh != null) // coneMesh can be null few frames with Dynamic Occlusion & GPU Instancing
|
|||
|
{
|
|||
|
var localForwardDirectionN = localForwardDirectionNormalized;
|
|||
|
localForwardDirectionN /= localForwardDirectionN.z;
|
|||
|
localForwardDirectionN *= m_Master.fallOffEnd;
|
|||
|
localForwardDirectionN.x /= localScale.x;
|
|||
|
localForwardDirectionN.y /= localScale.y;
|
|||
|
|
|||
|
var bounds = MeshGenerator.ComputeBounds(1f, 1f, 1f);
|
|||
|
var min = bounds.min;
|
|||
|
var max = bounds.max;
|
|||
|
|
|||
|
if (localForwardDirectionN.x > 0.0f) max.x += localForwardDirectionN.x;
|
|||
|
else min.x += localForwardDirectionN.x;
|
|||
|
|
|||
|
if (localForwardDirectionN.y > 0.0f) max.y += localForwardDirectionN.y;
|
|||
|
else min.y += localForwardDirectionN.y;
|
|||
|
|
|||
|
bounds.min = min;
|
|||
|
bounds.max = max;
|
|||
|
coneMesh.bounds = bounds;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#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.SD) == 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
|
|||
|
{
|
|||
|
UpdateCameraRelatedProperties(cam);
|
|||
|
m_Master._INTERNAL_OnWillCameraRenderThisBeam(cam);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void UpdateCameraRelatedProperties(Camera cam)
|
|||
|
{
|
|||
|
if (cam && m_Master)
|
|||
|
{
|
|||
|
MaterialChangeStart();
|
|||
|
{
|
|||
|
var camPosOS = m_Master.transform.InverseTransformPoint(cam.transform.position);
|
|||
|
|
|||
|
var camForwardVectorOSN = transform.InverseTransformDirection(cam.transform.forward).normalized;
|
|||
|
float camIsInsideBeamFactor = cam.orthographic ? -1f : m_Master.GetInsideBeamFactorFromObjectSpacePos(camPosOS);
|
|||
|
SetMaterialProp(ShaderProperties.SD.CameraParams, new Vector4(camForwardVectorOSN.x, camForwardVectorOSN.y, camForwardVectorOSN.z, camIsInsideBeamFactor));
|
|||
|
|
|||
|
#if VLB_SRP_SUPPORT
|
|||
|
// This update is to be able to move beams without trackChangesDuringPlaytime enabled with SRP & GPU Instancing
|
|||
|
UpdateMatricesPropertiesForGPUInstancingSRP();
|
|||
|
#endif
|
|||
|
|
|||
|
if (m_Master.usedColorMode == ColorMode.Gradient)
|
|||
|
{
|
|||
|
// Send the gradient matrix every frame since it's not a shader's property
|
|||
|
SetMaterialProp(ShaderProperties.ColorGradientMatrix, m_ColorGradientMatrix);
|
|||
|
}
|
|||
|
}
|
|||
|
MaterialChangeStop();
|
|||
|
|
|||
|
#if FORCE_CURRENT_CAMERA_DEPTH_TEXTURE_MODE
|
|||
|
if (m_Master.depthBlendDistance > 0f)
|
|||
|
cam.depthTextureMode |= DepthTextureMode.Depth;
|
|||
|
#endif
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
public int _EDITOR_InstancedMaterialID { get { return ComputeMaterialStaticProperties().GetMaterialID(); } }
|
|||
|
#endif
|
|||
|
}
|
|||
|
}
|