Car/Assets/VolumetricLightBeam/Scripts/SD/BeamGeometrySD.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.SD.UrlBeam)]
public class BeamGeometrySD : BeamGeometryAbstractBase, MaterialModifier.Interface
{
VolumetricLightBeamSD m_Master = null;
MeshType m_CurrentMeshType = MeshType.Shared;
MaterialModifier.Callback m_MaterialModifierCallback = null;
Coroutine m_CoFadeOut = null;
protected override VolumetricLightBeamAbstractBase GetMaster() { return m_Master; }
bool visible
{
get { return meshRenderer.enabled; }
set { meshRenderer.enabled = value; }
}
public int sortingLayerID
{
get { return meshRenderer.sortingLayerID; }
set { meshRenderer.sortingLayerID = value; }
}
public int sortingOrder
{
get { return meshRenderer.sortingOrder; }
set { meshRenderer.sortingOrder = value; }
}
public bool _INTERNAL_IsFadeOutCoroutineRunning { get { return m_CoFadeOut != null; } }
float ComputeFadeOutFactor(Transform camTransform)
{
if (m_Master.isFadeOutEnabled)
{
float distanceCamToBeam = Vector3.SqrMagnitude(meshRenderer.bounds.center - camTransform.position);
return Mathf.InverseLerp(m_Master.fadeOutEnd * m_Master.fadeOutEnd, m_Master.fadeOutBegin * m_Master.fadeOutBegin, distanceCamToBeam);
}
else
{
return 1.0f;
}
}
IEnumerator CoUpdateFadeOut()
{
while (m_Master.isFadeOutEnabled)
{
ComputeFadeOutFactor();
yield return null;
}
SetFadeOutFactorProp(1.0f);
m_CoFadeOut = null;
}
void ComputeFadeOutFactor()
{
var camTransform = Config.Instance.fadeOutCameraTransform;
if (camTransform)
{
float fadeOutFactor = ComputeFadeOutFactor(camTransform);
SetFadeOutFactorProp(fadeOutFactor);
}
else
{
SetFadeOutFactorProp(1.0f);
}
}
void SetFadeOutFactorProp(float value)
{
if (value > 0)
{
meshRenderer.enabled = true;
MaterialChangeStart();
SetMaterialProp(ShaderProperties.SD.FadeOutFactor, value);
MaterialChangeStop();
}
else
{
meshRenderer.enabled = false;
}
}
void StopFadeOutCoroutine()
{
if (m_CoFadeOut != null)
{
StopCoroutine(m_CoFadeOut);
m_CoFadeOut = null;
}
}
public void RestartFadeOutCoroutine()
{
#if UNITY_EDITOR
if (Application.isPlaying)
#endif
{
StopFadeOutCoroutine();
if (m_Master && m_Master.isFadeOutEnabled)
{
m_CoFadeOut = StartCoroutine(CoUpdateFadeOut());
}
}
}
public void OnMasterEnable()
{
visible = true;
RestartFadeOutCoroutine();
}
public void OnMasterDisable()
{
StopFadeOutCoroutine();
visible = false;
}
#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 {
return m_Master._INTERNAL_DynamicOcclusionMode != MaterialManager.SD.DynamicOcclusion.DepthTexture // sampler cannot be passed to shader as instanced property
&& Config.Instance.GetActualRenderingMode(ShaderMode.SD) == RenderingMode.GPUInstancing;
}}
void OnEnable()
{
// When a GAO is disabled, all its coroutines are killed, so renable them on OnEnable.
RestartFadeOutCoroutine();
#if VLB_SRP_SUPPORT
SRPHelper.RegisterOnBeginCameraRendering(OnBeginCameraRenderingSRP);
#endif
}
public void Initialize(VolumetricLightBeamSD 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;
if (!shouldUseGPUInstancedMaterial)
{
m_CustomMaterial = Config.Instance.NewMaterialTransient(ShaderMode.SD, gpuInstanced:false);
ApplyMaterial();
}
if (SortingLayer.IsValid(m_Master.sortingLayerID))
sortingLayerID = m_Master.sortingLayerID;
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.sortingLayerID));
sortingOrder = m_Master.sortingOrder;
meshFilter = gameObject.GetOrAddComponent<MeshFilter>();
meshFilter.hideFlags = customHideFlags;
gameObject.hideFlags = customHideFlags;
#if UNITY_EDITOR
UnityEditor.GameObjectUtility.SetStaticEditorFlags(gameObject, master.GetStaticEditorFlagsForSubObjects());
gameObject.SetSameSceneVisibilityStatesThan(master.gameObject);
#endif
RestartFadeOutCoroutine();
}
/// <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(bool masterEnabled)
{
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;
if (coneMesh && m_CurrentMeshType == MeshType.Custom)
{
DestroyImmediate(coneMesh);
}
m_CurrentMeshType = m_Master.geomMeshType;
switch (m_Master.geomMeshType)
{
case MeshType.Custom:
{
coneMesh = MeshGenerator.GenerateConeZ_Radii(1f, 1f, 1f, m_Master.geomCustomSides, m_Master.geomCustomSegments, m_Master.geomCap, Config.Instance.SD_requiresDoubleSidedMesh);
coneMesh.hideFlags = Consts.Internal.ProceduralObjectsHideFlags;
meshFilter.mesh = coneMesh;
break;
}
case MeshType.Shared:
{
coneMesh = GlobalMeshSD.Get();
meshFilter.sharedMesh = coneMesh;
break;
}
default:
{
Debug.LogError("Unsupported MeshType");
break;
}
}
UpdateMaterialAndBounds();
visible = masterEnabled;
}
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);
transform.localScale = new Vector3(maxRadius, maxRadius, m_Master.maxGeometryDistance);
transform.localRotation = m_Master.beamInternalLocalRotation;
return transform.localScale;
}
bool isNoiseEnabled { get { return m_Master.isNoiseEnabled && m_Master.noiseIntensity > 0f && Noise3D.isSupported; } } // test Noise3D.isSupported the last
#pragma warning disable 0162
bool isDepthBlendEnabled { get { return BatchingHelper.forceEnableDepthBlend || m_Master.depthBlendDistance > 0f; } }
#pragma warning restore 0162
MaterialManager.StaticPropertiesSD 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.StaticPropertiesSD
{
blendingMode = (MaterialManager.BlendingMode)m_Master.blendingMode,
noise3D = isNoiseEnabled ? MaterialManager.Noise3D.On : MaterialManager.Noise3D.Off,
depthBlend = isDepthBlendEnabled ? MaterialManager.SD.DepthBlend.On : MaterialManager.SD.DepthBlend.Off,
colorGradient = colorGradient,
dynamicOcclusion = m_Master._INTERNAL_DynamicOcclusionMode_Runtime,
meshSkewing = m_Master.hasMeshSkewing ? MaterialManager.SD.MeshSkewing.On : MaterialManager.SD.MeshSkewing.Off,
shaderAccuracy = (m_Master.shaderAccuracy == ShaderAccuracy.Fast) ? MaterialManager.SD.ShaderAccuracy.Fast : MaterialManager.SD.ShaderAccuracy.High
};
}
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;
}
public void SetMaterialProp(int nameID, float value)
{
if (m_CustomMaterial)
m_CustomMaterial.SetFloat(nameID, value);
else
MaterialManager.materialPropertyBlock.SetFloat(nameID, value);
}
public void SetMaterialProp(int nameID, Vector4 value)
{
if (m_CustomMaterial)
m_CustomMaterial.SetVector(nameID, value);
else
MaterialManager.materialPropertyBlock.SetVector(nameID, value);
}
public void SetMaterialProp(int nameID, Color value)
{
if (m_CustomMaterial)
m_CustomMaterial.SetColor(nameID, value);
else
MaterialManager.materialPropertyBlock.SetColor(nameID, value);
}
public void SetMaterialProp(int nameID, Matrix4x4 value)
{
if (m_CustomMaterial)
m_CustomMaterial.SetMatrix(nameID, value);
else
MaterialManager.materialPropertyBlock.SetMatrix(nameID, value);
}
public void SetMaterialProp(int nameID, Texture value)
{
if (m_CustomMaterial)
m_CustomMaterial.SetTexture(nameID, value);
else
Debug.LogError("Setting a Texture property to a GPU instanced material is not supported");
}
void MaterialChangeStart()
{
if (m_CustomMaterial == null)
meshRenderer.GetPropertyBlock(MaterialManager.materialPropertyBlock);
}
void MaterialChangeStop()
{
if (m_CustomMaterial == null)
meshRenderer.SetPropertyBlock(MaterialManager.materialPropertyBlock);
}
public void SetDynamicOcclusionCallback(string shaderKeyword, MaterialModifier.Callback cb)
{
m_MaterialModifierCallback = cb;
if (m_CustomMaterial)
{
m_CustomMaterial.SetKeywordEnabled(shaderKeyword, cb != null);
if (cb != null)
cb(this);
}
else
UpdateMaterialAndBounds();
}
public void UpdateMaterialAndBounds()
{
Debug.Assert(m_Master);
if (ApplyMaterial() == false)
{
return;
}
MaterialChangeStart();
{
if (m_CustomMaterial == null)
{
if(m_MaterialModifierCallback != null)
m_MaterialModifierCallback(this);
}
float slopeRad = (m_Master.coneAngle * Mathf.Deg2Rad) / 2; // use coneAngle (instead of spotAngle) which is more correct with the geometry
SetMaterialProp(ShaderProperties.SD.ConeSlopeCosSin, new Vector2(Mathf.Cos(slopeRad), Mathf.Sin(slopeRad)));
// 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 nonNullApex = Mathf.Sign(m_Master.coneApexOffsetZ) * Mathf.Max(Mathf.Abs(m_Master.coneApexOffsetZ), kMinApexOffset);
SetMaterialProp(ShaderProperties.ConeGeomProps, new Vector2(nonNullApex, m_Master.geomSides));
if (m_Master.usedColorMode == ColorMode.Flat)
{
SetMaterialProp(ShaderProperties.ColorFlat, m_Master.color);
}
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
}
}