#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.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.hideFlags = customHideFlags; gameObject.hideFlags = customHideFlags; #if UNITY_EDITOR UnityEditor.GameObjectUtility.SetStaticEditorFlags(gameObject, master.GetStaticEditorFlagsForSubObjects()); gameObject.SetSameSceneVisibilityStatesThan(master.gameObject); #endif } /// /// 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. /// 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() == 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 } }