//#define DEBUG_SHOW_APEX
#if UNITY_2019_3_OR_NEWER
#define VLB_LIGHT_TEMPERATURE_SUPPORT
#endif
using UnityEngine;
using UnityEngine.Serialization;
using System.Collections;
namespace VLB
{
[ExecuteInEditMode]
[DisallowMultipleComponent]
[SelectionBase]
[HelpURL(Consts.Help.HD.UrlBeam)]
public partial class VolumetricLightBeamHD : VolumetricLightBeamAbstractBase
{
public new const string ClassName = "VolumetricLightBeamHD";
///
/// Get the color value from the light (when attached to a Spotlight) or not
///
public bool colorFromLight
{
get { return m_ColorFromLight; }
set { if (m_ColorFromLight != value) { m_ColorFromLight = value; ValidateProperties(); } }
}
///
/// Apply a flat/plain/single color, or a gradient
///
public ColorMode colorMode
{
get {
if (Config.Instance.featureEnabledColorGradient == FeatureEnabledColorGradient.Off) return ColorMode.Flat;
return m_ColorMode;
}
set { if (m_ColorMode != value) { m_ColorMode = value; ValidateProperties(); SetPropertyDirty(DirtyProps.ColorMode); } }
}
///
/// RGBA plain color, if colorMode is Flat (takes account of the alpha value).
///
public Color colorFlat
{
get { return m_ColorFlat; }
set { if (m_ColorFlat != value) { m_ColorFlat = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Color); } }
}
///
/// Gradient color applied along the beam, if colorMode is Gradient (takes account of the color and alpha variations).
///
public Gradient colorGradient
{
get { return m_ColorGradient; }
set { if (m_ColorGradient != value) { m_ColorGradient = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Color); } }
}
#if UNITY_EDITOR
public override Color ComputeColorAtDepth(float depthRatio)
{
if (colorMode == ColorMode.Flat) return colorFlat;
else return colorGradient.Evaluate(depthRatio);
}
#endif
bool useColorFromAttachedLightSpot => colorFromLight && lightSpotAttached != null;
#if VLB_LIGHT_TEMPERATURE_SUPPORT
bool useColorTemperatureFromAttachedLightSpot => useColorFromAttachedLightSpot && lightSpotAttached.useColorTemperature && Config.Instance.useLightColorTemperature;
#else
bool useColorTemperatureFromAttachedLightSpot => false;
#endif
///
/// Beam intensity
///
public float intensity
{
get { return m_Intensity; }
set { if (m_Intensity != value) { m_Intensity = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Intensity); } }
}
///
/// Multiplier to modulate the spotlight intensity.
///
public float intensityMultiplier
{
get { return m_IntensityMultiplier; }
set { if (m_IntensityMultiplier != value) { m_IntensityMultiplier = value; ValidateProperties(); } }
}
///
/// Get the intensity value from the light (when attached to a Spotlight) or not
///
public bool useIntensityFromAttachedLightSpot => intensityMultiplier >= 0.0f && lightSpotAttached != null;
///
/// HDRP Only
/// Use this property to set how much effect the camera exposure has on the beam intensity.
///
public float hdrpExposureWeight
{
get { return m_HDRPExposureWeight; }
set { if (m_HDRPExposureWeight != value) { m_HDRPExposureWeight = value; ValidateProperties(); SetPropertyDirty(DirtyProps.HDRPExposureWeight); } }
}
///
/// Change how the light beam colors will be mixed with the scene
///
public BlendingMode blendingMode
{
get { return m_BlendingMode; }
set { if (m_BlendingMode != value) { m_BlendingMode = value; ValidateProperties(); SetPropertyDirty(DirtyProps.BlendingMode); } }
}
///
/// Spot Angle (in degrees). This doesn't take account of the radiusStart, and is not necessarily the same than the cone angle.
///
public float spotAngle
{
get { return m_SpotAngle; }
set { if (m_SpotAngle != value) { m_SpotAngle = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Cone); } }
}
///
/// Multiplier to modulate the spotlight spot angle.
///
public float spotAngleMultiplier
{
get { return m_SpotAngleMultiplier; }
set { if (m_SpotAngleMultiplier != value) { m_SpotAngleMultiplier = value; ValidateProperties(); } }
}
///
/// Get the spotAngle value from the light (when attached to a Spotlight) or not
///
public bool useSpotAngleFromAttachedLightSpot => spotAngleMultiplier >= 0.0f && lightSpotAttached != null;
///
/// Cone Angle (in degrees). This takes account of the radiusStart, and is not necessarily the same than the spot angle.
///
public float coneAngle { get { return Mathf.Atan2(coneRadiusEnd - coneRadiusStart, maxGeometryDistance) * Mathf.Rad2Deg * 2f; } }
///
/// Start radius of the cone geometry.
/// 0 will generate a perfect cone geometry. Higher values will generate truncated cones.
///
public float coneRadiusStart
{
get { return m_ConeRadiusStart; }
set { if (m_ConeRadiusStart != value) { m_ConeRadiusStart = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Cone); } }
}
///
/// End radius of the cone geometry
///
public float coneRadiusEnd {
get { return Utils.ComputeConeRadiusEnd(maxGeometryDistance, spotAngle); }
set { spotAngle = Utils.ComputeSpotAngle(maxGeometryDistance, value); }
}
///
/// Volume (in unit^3) of the cone (from the base to fallOffEnd)
///
public float coneVolume { get { float r1 = coneRadiusStart, r2 = coneRadiusEnd; return (Mathf.PI / 3) * (r1 * r1 + r1 * r2 + r2 * r2) * fallOffEnd; } }
///
/// Apex distance of the truncated radius
/// If coneRadiusStart = 0, the apex is the at the truncated radius, so coneApexOffsetZ = 0
/// Otherwise, coneApexOffsetZ > 0 and represents the local position Z offset
///
public float GetConeApexOffsetZ(bool counterApplyScaleForUnscalableBeam)
{
// simple intercept
float ratioRadius = coneRadiusStart / coneRadiusEnd;
if (ratioRadius == 1f)
return float.MaxValue;
else
{
float value = ((maxGeometryDistance * ratioRadius) / (1 - ratioRadius));
if(counterApplyScaleForUnscalableBeam && !scalable) value /= GetLossyScale().z;
return value;
}
}
///
/// The scaling of the beam's GameObject (or any of its parent in the hierarchy)...
/// - True: ...will be applied to the beam itself and will change its size.
/// - False: ...won't be applied to the beam itself, so the beam won't have its size changed.
/// In short, we recommend to set the Scalable property at:
/// - True when there is no Unity Light attached to the same GameObject, so you will be able to scale your beam easily.
/// - False when there is a Unity Light attached to the same GameObject, because the Unity Light are NOT scalable: this way you beam will always fit the Unity Light size.
///
public bool scalable {
get { return m_Scalable; }
set { if (m_Scalable != value) { m_Scalable = value; SetPropertyDirty(DirtyProps.Attenuation); } }
}
public override bool IsScalable() { return scalable; }
///
/// Light attenuation formula used to compute fading between 'fallOffStart' and 'fallOffEnd'
///
public AttenuationEquationHD attenuationEquation
{
get { return m_AttenuationEquation; }
set { if (m_AttenuationEquation != value) { m_AttenuationEquation = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Attenuation); } }
}
///
/// Distance from the light source (in units) the beam will start to fade out.
///
public float fallOffStart
{
get { return m_FallOffStart; }
set { if (m_FallOffStart != value) { m_FallOffStart = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Cone); } }
}
///
/// Distance from the light source (in units) the beam is entirely faded out.
///
public float fallOffEnd
{
get { return m_FallOffEnd; }
set { if (m_FallOffEnd != value) { m_FallOffEnd = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Cone); } }
}
public float maxGeometryDistance { get { return fallOffEnd; } }
///
/// Distance multiplier to modulate the spotlight range.
///
public float fallOffEndMultiplier
{
get { return m_FallOffEndMultiplier; }
set { if (m_FallOffEndMultiplier != value) { m_FallOffEndMultiplier = value; ValidateProperties(); } }
}
///
/// Get the fallOffEnd value from the light (when attached to a Spotlight) or not
///
public bool useFallOffEndFromAttachedLightSpot { get { return fallOffEndMultiplier >= 0f && lightSpotAttached != null; } }
public float sideSoftness
{
get { return m_SideSoftness; }
set { if (m_SideSoftness != value) { m_SideSoftness = value; ValidateProperties(); SetPropertyDirty(DirtyProps.SideSoftness); } }
}
///
/// When using Shadow or Cookie with a raymarching quality with too low steps count, some banding artifacts can appear.
/// In this case, increase jittering to add noise to smooth raymarching inaccuracy.
///
public float jitteringFactor
{
get { return m_JitteringFactor; }
set { if (m_JitteringFactor != value) { m_JitteringFactor = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Jittering); } }
}
///
/// Animate the jittering noise texture over the time.
///
public int jitteringFrameRate
{
get { return m_JitteringFrameRate; }
set { if (m_JitteringFrameRate != value) { m_JitteringFrameRate = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Jittering); } }
}
///
/// Configure where the jittering will be visible along the beam.
/// This range is specified between 0 (the tip of the beam) and 1 (the end of the beam):
/// - before the range: no jittering
/// - in the range: jittering will lerp from 0 to 'jittering factor' value
/// - after the range: 'jittering factor' value
///
public MinMaxRangeFloat jitteringLerpRange
{
get { return m_JitteringLerpRange; }
set { if (m_JitteringLerpRange != value) { m_JitteringLerpRange = value; ValidateProperties(); SetPropertyDirty(DirtyProps.Jittering); } }
}
///
/// Enable 3D Noise effect and choose the mode
///
public NoiseMode noiseMode
{
get { return m_NoiseMode; }
set { if (m_NoiseMode != value) { m_NoiseMode = value; ValidateProperties(); SetPropertyDirty(DirtyProps.NoiseMode); } }
}
public bool isNoiseEnabled { get { return noiseMode != NoiseMode.Disabled; } }
///
/// Contribution factor of the 3D Noise (when enabled).
/// Higher intensity means the noise contribution is stronger and more visible.
///
public float noiseIntensity
{
get { return m_NoiseIntensity; }
set { if (m_NoiseIntensity != value) { m_NoiseIntensity = value; ValidateProperties(); SetPropertyDirty(DirtyProps.NoiseIntensity); } }
}
///
/// Get the noiseScale value from the Global 3D Noise configuration
///
public bool noiseScaleUseGlobal
{
get { return m_NoiseScaleUseGlobal; }
set { if (m_NoiseScaleUseGlobal != value) { m_NoiseScaleUseGlobal = value; ValidateProperties(); SetPropertyDirty(DirtyProps.NoiseVelocityAndScale); } }
}
///
/// 3D Noise texture scaling: higher scale make the noise more visible, but potentially less realistic.
///
public float noiseScaleLocal
{
get { return m_NoiseScaleLocal; }
set { if (m_NoiseScaleLocal != value) { m_NoiseScaleLocal = value; ValidateProperties(); SetPropertyDirty(DirtyProps.NoiseVelocityAndScale); } }
}
///
/// Get the noiseVelocity value from the Global 3D Noise configuration
///
public bool noiseVelocityUseGlobal
{
get { return m_NoiseVelocityUseGlobal; }
set { if (m_NoiseVelocityUseGlobal != value) { m_NoiseVelocityUseGlobal = value; ValidateProperties(); SetPropertyDirty(DirtyProps.NoiseVelocityAndScale); } }
}
///
/// World Space direction and speed of the 3D Noise scrolling, simulating the fog/smoke movement.
///
public Vector3 noiseVelocityLocal
{
get { return m_NoiseVelocityLocal; }
set { if (m_NoiseVelocityLocal != value) { m_NoiseVelocityLocal = value; ValidateProperties(); SetPropertyDirty(DirtyProps.NoiseVelocityAndScale); } }
}
public int raymarchingQualityID
{
get { return m_RaymarchingQualityID; }
set { if (m_RaymarchingQualityID != value) { m_RaymarchingQualityID = value; ValidateProperties(); SetPropertyDirty(DirtyProps.RaymarchingQuality); } }
}
public int raymarchingQualityIndex
{
get { return Config.Instance.GetRaymarchingQualityIndexForUniqueID(raymarchingQualityID); }
set { raymarchingQualityID = Config.Instance.GetRaymarchingQualityForIndex(raymarchingQualityIndex).uniqueID; }
}
public override BeamGeometryAbstractBase GetBeamGeometry() { return m_BeamGeom; }
protected override void SetBeamGeometryNull() { m_BeamGeom = null; }
public int blendingModeAsInt { get { return Mathf.Clamp((int)blendingMode, 0, System.Enum.GetValues(typeof(BlendingMode)).Length); } }
public Quaternion beamInternalLocalRotation { get { return GetDimensions() == Dimensions.Dim3D ? Quaternion.identity : Quaternion.LookRotation(Vector3.right, Vector3.up); } }
public Vector3 beamLocalForward { get { return GetDimensions() == Dimensions.Dim3D ? Vector3.forward : Vector3.right; } }
public Vector3 beamGlobalForward { get { return transform.TransformDirection(beamLocalForward); } }
public override Vector3 GetLossyScale() { return GetDimensions() == Dimensions.Dim3D ? transform.lossyScale : new Vector3(transform.lossyScale.z, transform.lossyScale.y, transform.lossyScale.x); }
public VolumetricCookieHD GetAdditionalComponentCookie() { return GetComponent(); }
public VolumetricShadowHD GetAdditionalComponentShadow() { return GetComponent(); }
public void SetPropertyDirty(DirtyProps flags)
{
if (m_BeamGeom) m_BeamGeom.SetPropertyDirty(flags);
}
// Overridden in Beam 2D version
public virtual Dimensions GetDimensions() { return Dimensions.Dim3D; }
public virtual bool DoesSupportSorting2D() { return false; }
public virtual int GetSortingLayerID() { return 0; }
public virtual int GetSortingOrder() { return 0; }
// SERIALIZED PROPERTIES
[SerializeField] bool m_ColorFromLight = true;
[SerializeField] ColorMode m_ColorMode = Consts.Beam.ColorModeDefault;
[SerializeField] Color m_ColorFlat = Consts.Beam.FlatColor;
[SerializeField] Gradient m_ColorGradient;
[SerializeField] BlendingMode m_BlendingMode = Consts.Beam.BlendingModeDefault;
[SerializeField] float m_Intensity = Consts.Beam.IntensityDefault;
[SerializeField] float m_IntensityMultiplier = Consts.Beam.MultiplierDefault;
[SerializeField] float m_HDRPExposureWeight = Consts.Beam.HDRPExposureWeightDefault;
[SerializeField] float m_SpotAngle = Consts.Beam.SpotAngleDefault;
[SerializeField] float m_SpotAngleMultiplier = Consts.Beam.MultiplierDefault;
[SerializeField] float m_ConeRadiusStart = Consts.Beam.ConeRadiusStart;
[SerializeField] bool m_Scalable = Consts.Beam.ScalableDefault;
[SerializeField] float m_FallOffStart = Consts.Beam.FallOffStart;
[SerializeField] float m_FallOffEnd = Consts.Beam.FallOffEnd;
[SerializeField] float m_FallOffEndMultiplier = Consts.Beam.MultiplierDefault;
[SerializeField] AttenuationEquationHD m_AttenuationEquation = Consts.Beam.HD.AttenuationEquationDefault;
[SerializeField] float m_SideSoftness = Consts.Beam.HD.SideSoftnessDefault;
[SerializeField] int m_RaymarchingQualityID = -1;
[SerializeField] float m_JitteringFactor = Consts.Beam.HD.JitteringFactorDefault;
[SerializeField] int m_JitteringFrameRate = Consts.Beam.HD.JitteringFrameRateDefault;
[MinMaxRange(0.0f, 1.0f)] [SerializeField] MinMaxRangeFloat m_JitteringLerpRange = Consts.Beam.HD.JitteringLerpRange;
[SerializeField] NoiseMode m_NoiseMode = Consts.Beam.NoiseModeDefault;
[SerializeField] float m_NoiseIntensity = Consts.Beam.NoiseIntensityDefault;
[SerializeField] bool m_NoiseScaleUseGlobal = true;
[SerializeField] float m_NoiseScaleLocal = Consts.Beam.NoiseScaleDefault;
[SerializeField] bool m_NoiseVelocityUseGlobal = true;
[SerializeField] Vector3 m_NoiseVelocityLocal = Consts.Beam.NoiseVelocityDefault;
/// Internal property used for QA testing purpose, do not change
public uint _INTERNAL_InstancedMaterialGroupID { get; protected set; }
protected BeamGeometryHD m_BeamGeom = null;
#if UNITY_EDITOR
public BeamGeometryHD _EDITOR_GetBeamGeometry() { return m_BeamGeom; }
public override int _EDITOR_GetInstancedMaterialID() { return m_BeamGeom ? m_BeamGeom._EDITOR_InstancedMaterialID : int.MinValue; }
static VolumetricLightBeamHD[] _EditorFindAllInstances()
{
return Resources.FindObjectsOfTypeAll();
}
public static void _EditorSetAllMeshesDirty()
{
foreach (var instance in _EditorFindAllInstances())
instance._EditorSetMeshDirty();
}
public static void _EditorSetAllBeamGeomDirty()
{
foreach (var instance in _EditorFindAllInstances())
instance.m_EditorDirtyFlags |= EditorDirtyFlags.FullBeamGeomGAO;
}
#endif // UNITY_EDITOR
///
/// Returns a value indicating if the world position passed in argument is inside the light beam or not.
/// This functions treats the beam like infinite (like the beam had an infinite length and never fell off)
///
/// World position
///
/// < 0 position is out
/// = 0 position is exactly on the beam geometry
/// > 0 position is inside the cone
///
public float GetInsideBeamFactor(Vector3 posWS) { return GetInsideBeamFactorFromObjectSpacePos(transform.InverseTransformPoint(posWS)); }
public float GetInsideBeamFactorFromObjectSpacePos(Vector3 posOS)
{
if(GetDimensions() == Dimensions.Dim2D)
{
posOS = new Vector3(posOS.z, posOS.y, posOS.x);
}
if (posOS.z < 0f) return -1f;
Vector2 posOSXY = posOS.xy();
// Compute a factor to know how far inside the beam cone the camera is
var triangle2D = new Vector2(posOSXY.magnitude, posOS.z + GetConeApexOffsetZ(true)).normalized;
const float maxRadiansDiff = 0.1f;
float slopeRad = (coneAngle * Mathf.Deg2Rad) / 2;
return Mathf.Clamp((Mathf.Abs(Mathf.Sin(slopeRad)) - Mathf.Abs(triangle2D.x)) / maxRadiansDiff, -1, 1);
}
///
/// Regenerate the beam mesh (and also the material).
/// This can be slow (it recreates a mesh from scratch), so don't call this function during playtime.
/// You would need to call this function only if you want to change the properties 'geomSides' and 'geomCap' during playtime.
/// Otherwise, for the other properties, just enable 'trackChangesDuringPlaytime', or manually call 'UpdateAfterManualPropertyChange()'
///
public virtual void GenerateGeometry()
{
if(pluginVersion == -1)
{
// Applied default quality to newly created beams
raymarchingQualityID = Config.Instance.defaultRaymarchingQualityUniqueID;
}
if (!Config.Instance.IsRaymarchingQualityUniqueIDValid(raymarchingQualityID))
{
Debug.LogErrorFormat(gameObject, "HD Beam '{0}': fallback to default quality '{1}'"
, name
, Config.Instance.GetRaymarchingQualityForUniqueID(Config.Instance.defaultRaymarchingQualityUniqueID).name
);
raymarchingQualityID = Config.Instance.defaultRaymarchingQualityUniqueID;
Utils.MarkCurrentSceneDirty();
}
HandleBackwardCompatibility(pluginVersion, Version.Current);
pluginVersion = Version.Current;
ValidateProperties();
if (m_BeamGeom == null)
{
m_BeamGeom = Utils.NewWithComponent("Beam Geometry");
m_BeamGeom.Initialize(this);
}
m_BeamGeom.RegenerateMesh();
m_BeamGeom.visible = enabled;
}
///
/// Update the beam material and its bounds.
/// Calling manually this function is useless if your beam has its property 'trackChangesDuringPlaytime' enabled
/// (because then this function is automatically called each frame).
/// However, if 'trackChangesDuringPlaytime' is disabled, and you change a property via Script for example,
/// you need to call this function to take the property change into account.
/// All properties changes are took into account, expect 'geomSides' and 'geomCap' which require to regenerate the geometry via 'GenerateGeometry()'
///
public virtual void UpdateAfterManualPropertyChange()
{
ValidateProperties();
SetPropertyDirty(DirtyProps.All);
}
#if !UNITY_EDITOR
void Start()
{
InitLightSpotAttachedCached();
// In standalone builds, simply generate the geometry once in Start
GenerateGeometry();
}
#else
void Start()
{
if (Application.isPlaying)
{
InitLightSpotAttachedCached();
GenerateGeometry();
m_EditorDirtyFlags = EditorDirtyFlags.Clean;
}
else
{
// In Editor, creating geometry from Start and/or OnValidate generates warning in Unity 2017.
// So we do it from Update
m_EditorDirtyFlags = EditorDirtyFlags.Everything;
}
}
void OnValidate()
{
m_EditorDirtyFlags |= EditorDirtyFlags.Props; // Props have been modified from Editor
}
void Update() // EDITOR ONLY
{
EditorHandleLightPropertiesUpdate(); // Handle edition of light properties in Editor
if (m_EditorDirtyFlags == EditorDirtyFlags.Clean)
{
if (Application.isPlaying)
{
return;
}
}
else
{
if (m_EditorDirtyFlags.HasFlag(EditorDirtyFlags.Mesh))
{
if (m_EditorDirtyFlags.HasFlag(EditorDirtyFlags.BeamGeomGAO))
DestroyBeam();
GenerateGeometry(); // regenerate everything
}
else if (m_EditorDirtyFlags.HasFlag(EditorDirtyFlags.Props))
{
ValidateProperties();
}
}
// If we modify the attached Spotlight properties, or if we animate the beam via Unity 2017's timeline,
// we are not notified of properties changes. So we update the material anyway.
UpdateAfterManualPropertyChange();
m_EditorDirtyFlags = EditorDirtyFlags.Clean;
}
public virtual void Reset()
{
m_ColorMode = Consts.Beam.ColorModeDefault;
m_ColorFlat = Consts.Beam.FlatColor;
m_ColorFromLight = true;
m_Intensity = Consts.Beam.IntensityDefault;
m_IntensityMultiplier = Consts.Beam.MultiplierDefault;
m_HDRPExposureWeight = Consts.Beam.HDRPExposureWeightDefault;
m_BlendingMode = Consts.Beam.BlendingModeDefault;
m_SpotAngle = Consts.Beam.SpotAngleDefault;
m_SpotAngleMultiplier = Consts.Beam.MultiplierDefault;
m_ConeRadiusStart = Consts.Beam.ConeRadiusStart;
m_Scalable = Consts.Beam.ScalableDefault;
m_AttenuationEquation = Consts.Beam.HD.AttenuationEquationDefault;
m_FallOffStart = Consts.Beam.FallOffStart;
m_FallOffEnd = Consts.Beam.FallOffEnd;
m_FallOffEndMultiplier = Consts.Beam.MultiplierDefault;
m_SideSoftness = Consts.Beam.HD.SideSoftnessDefault;
m_JitteringFactor = Consts.Beam.HD.JitteringFactorDefault;
m_JitteringFrameRate = Consts.Beam.HD.JitteringFrameRateDefault;
m_JitteringLerpRange = Consts.Beam.HD.JitteringLerpRange;
m_NoiseMode = Consts.Beam.NoiseModeDefault;
m_NoiseIntensity = Consts.Beam.NoiseIntensityDefault;
m_NoiseScaleUseGlobal = true;
m_NoiseScaleLocal = Consts.Beam.NoiseScaleDefault;
m_NoiseVelocityUseGlobal = true;
m_NoiseVelocityLocal = Consts.Beam.NoiseVelocityDefault;
m_EditorDirtyFlags = EditorDirtyFlags.Everything;
}
#endif // UNITY_EDITOR
void OnEnable()
{
if (m_BeamGeom) m_BeamGeom.visible = true;
}
void OnDisable()
{
if (m_BeamGeom) m_BeamGeom.visible = false;
}
void OnDidApplyAnimationProperties()
{
AssignPropertiesFromAttachedSpotLight(); // catch changes on UnityLight properties if it exists
UpdateAfterManualPropertyChange();
}
public void AssignPropertiesFromAttachedSpotLight()
{
var lightSpot = lightSpotAttached;
if (lightSpot)
{
Debug.AssertFormat(lightSpot.type == LightType.Spot, "Light attached to {0} '{1}' must be a Spot", ClassName, name);
if (useIntensityFromAttachedLightSpot) intensity = SpotLightHelper.GetIntensity(lightSpot) * intensityMultiplier;
if (useFallOffEndFromAttachedLightSpot) fallOffEnd = SpotLightHelper.GetFallOffEnd(lightSpot) * fallOffEndMultiplier;
if (useSpotAngleFromAttachedLightSpot) spotAngle = Mathf.Clamp(SpotLightHelper.GetSpotAngle(lightSpot) * spotAngleMultiplier, Consts.Beam.SpotAngleMin, Consts.Beam.SpotAngleMax);
if (m_ColorFromLight)
{
colorMode = ColorMode.Flat;
#if VLB_LIGHT_TEMPERATURE_SUPPORT
if (useColorTemperatureFromAttachedLightSpot)
{
Color colorFromTemp = Mathf.CorrelatedColorTemperatureToRGB(lightSpot.colorTemperature);
var finalColor = lightSpot.color.linear * colorFromTemp;
colorFlat = finalColor.gamma;
}
else
#endif
{
colorFlat = lightSpot.color;
}
}
}
}
void ClampProperties()
{
m_Intensity = Mathf.Max(m_Intensity, Consts.Beam.IntensityMin);
m_FallOffEnd = Mathf.Max(Consts.Beam.FallOffDistancesMinThreshold, m_FallOffEnd);
m_FallOffStart = Mathf.Clamp(m_FallOffStart, 0f, m_FallOffEnd - Consts.Beam.FallOffDistancesMinThreshold);
m_SpotAngle = Mathf.Clamp(m_SpotAngle, Consts.Beam.SpotAngleMin, Consts.Beam.SpotAngleMax);
m_ConeRadiusStart = Mathf.Max(m_ConeRadiusStart, 0f);
m_SideSoftness = Mathf.Clamp(m_SideSoftness, Consts.Beam.HD.SideSoftnessMin, Consts.Beam.HD.SideSoftnessMax);
m_JitteringFactor = Mathf.Max(m_JitteringFactor, Consts.Beam.HD.JitteringFactorMin);
m_JitteringFrameRate = Mathf.Clamp(m_JitteringFrameRate, Consts.Beam.HD.JitteringFrameRateMin, Consts.Beam.HD.JitteringFrameRateMax);
m_NoiseIntensity = Mathf.Clamp(m_NoiseIntensity, Consts.Beam.NoiseIntensityMin, Consts.Beam.NoiseIntensityMax);
// do not clamp multipliers properties since negative values means off
}
void ValidateProperties()
{
AssignPropertiesFromAttachedSpotLight();
ClampProperties();
}
void HandleBackwardCompatibility(int serializedVersion, int newVersion)
{
if (serializedVersion == -1) return; // freshly new spawned entity: nothing to do
if (serializedVersion == newVersion) return; // same version: nothing to do
// TODO
Utils.MarkCurrentSceneDirty();
}
#if UNITY_EDITOR && DEBUG_SHOW_APEX
void OnDrawGizmos()
{
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = Color.green;
Gizmos.DrawWireSphere(new Vector3(0, 0, -GetConeApexOffsetZ(true)), 0.25f);
}
#endif // UNITY_EDITOR
}
}