408 lines
15 KiB
C#
408 lines
15 KiB
C#
using UnityEngine;
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namespace VLB
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{
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[ExecuteInEditMode]
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[DisallowMultipleComponent]
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[RequireComponent(typeof(VolumetricLightBeamAbstractBase))]
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[HelpURL(Consts.Help.UrlDustParticles)]
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public class VolumetricDustParticles : MonoBehaviour
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{
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public const string ClassName = "VolumetricDustParticles";
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/// <summary>
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/// Max alpha of the particles
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/// </summary>
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[Range(0f, 1f)]
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public float alpha = Consts.DustParticles.AlphaDefault;
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/// <summary>
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/// Max size of the particles
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/// </summary>
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[Range(0.0001f, 0.1f)]
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public float size = Consts.DustParticles.SizeDefault;
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/// <summary>
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/// Direction of the particles.
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/// </summary>
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public ParticlesDirection direction = Consts.DustParticles.DirectionDefault;
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/// <summary>
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/// Movement speed of the particles.
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/// </summary>
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public Vector3 velocity = Consts.DustParticles.VelocityDefault;
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[System.Obsolete("Use 'velocity' instead")]
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public float speed = 0.03f;
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/// <summary>
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/// Control how many particles are spawned. The higher the density, the more particles are spawned, the higher the performance cost is.
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/// </summary>
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public float density = Consts.DustParticles.DensityDefault;
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/// <summary>
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/// The distance range (from the light source) where the particles are spawned.
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/// - Min bound: the higher it is, the more the particles are spawned away from the light source.
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/// - Max bound: the lower it is, the more the particles are gathered near the light source.
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/// </summary>
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[MinMaxRange(0.0f, 1.0f)]
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public MinMaxRangeFloat spawnDistanceRange = Consts.DustParticles.SpawnDistanceRangeDefault;
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[System.Obsolete("Use 'spawnDistanceRange' instead")]
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public float spawnMinDistance = 0f;
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[System.Obsolete("Use 'spawnDistanceRange' instead")]
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public float spawnMaxDistance = 0.7f;
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/// <summary>
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/// Enable particles culling based on the distance to the Main Camera.
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/// We highly recommend to enable this feature to keep good runtime performances.
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/// </summary>
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public bool cullingEnabled = Consts.DustParticles.CullingEnabledDefault;
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/// <summary>
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/// If culling is enabled, the particles will not be rendered if they are further than cullingMaxDistance to the Main Camera.
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/// </summary>
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public float cullingMaxDistance = Consts.DustParticles.CullingMaxDistanceDefault;
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/// <summary>
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/// Is the particle system currently culled (no visible) because too far from the main camera?
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/// </summary>
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public bool isCulled { get; private set; }
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[SerializeField] float m_AlphaAdditionalRuntime = 1.0f;
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public float alphaAdditionalRuntime
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{
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get { return m_AlphaAdditionalRuntime; }
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set { if (m_AlphaAdditionalRuntime != value) { m_AlphaAdditionalRuntime = value; m_RuntimePropertiesDirty = true; } }
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}
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public bool particlesAreInstantiated { get { return m_Particles; } }
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public int particlesCurrentCount { get { return m_Particles ? m_Particles.particleCount : 0; } }
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public int particlesMaxCount { get { return m_Particles ? m_Particles.main.maxParticles : 0; } }
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ParticleSystem m_Particles = null;
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ParticleSystemRenderer m_Renderer = null;
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Material m_Material = null;
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Gradient m_GradientCached = new Gradient();
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bool m_RuntimePropertiesDirty = true;
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/// <summary>Cached version of Camera.main, for performance reasons</summary>
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public Camera mainCamera
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{
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get
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{
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if (!ms_MainCamera)
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{
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ms_MainCamera = Camera.main;
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if (!ms_MainCamera && !ms_NoMainCameraLogged)
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{
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Debug.LogErrorFormat(gameObject, "In order to use '" + VolumetricDustParticles.ClassName + "' culling, you must have a MainCamera defined in your scene.");
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ms_NoMainCameraLogged = true;
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}
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}
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return ms_MainCamera;
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}
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}
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// Cache the main camera, because accessing Camera.main at each frame is very bad performance-wise
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static bool ms_NoMainCameraLogged = false;
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static Camera ms_MainCamera = null;
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#if UNITY_EDITOR
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void OnValidate()
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{
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density = Mathf.Clamp(density, Consts.DustParticles.DensityMin, Consts.DustParticles.DensityMax);
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cullingMaxDistance = Mathf.Max(cullingMaxDistance, Consts.DustParticles.CullingMaxDistanceMin);
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Play(); // support instant refresh when modifying properties from inspector
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}
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#endif // UNITY_EDITOR
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VolumetricLightBeamAbstractBase m_Master = null;
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void Start()
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{
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isCulled = false;
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m_Master = GetComponent<VolumetricLightBeamAbstractBase>();
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Debug.Assert(m_Master);
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HandleBackwardCompatibility(m_Master._INTERNAL_pluginVersion, Version.Current);
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InstantiateParticleSystem();
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SetActiveAndPlay();
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}
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void InstantiateParticleSystem()
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{
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// If we duplicate (from Editor and Playmode) the VLB, the children are also duplicated (like the dust particles)
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// we have to make sure to properly destroy them before creating our proper procedural particle instance.
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gameObject.ForeachComponentsInDirectChildrenOnly<ParticleSystem>(ps => DestroyImmediate(ps.gameObject), true);
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m_Particles = Config.Instance.NewVolumetricDustParticles();
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if (m_Particles)
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{
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#if UNITY_EDITOR
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if (m_Master)
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{
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UnityEditor.GameObjectUtility.SetStaticEditorFlags(m_Particles.gameObject, m_Master.GetStaticEditorFlagsForSubObjects());
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m_Particles.gameObject.SetSameSceneVisibilityStatesThan(m_Master.gameObject);
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}
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#endif // UNITY_EDITOR
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m_Particles.transform.SetParent(transform, false);
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m_Renderer = m_Particles.GetComponent<ParticleSystemRenderer>();
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Debug.Assert(m_Renderer);
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m_Material = new Material(m_Renderer.sharedMaterial);
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Debug.Assert(m_Material);
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m_Renderer.material = m_Material;
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}
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}
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void OnEnable()
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{
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SetActiveAndPlay();
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}
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void SetActive(bool active)
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{
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if (m_Particles) m_Particles.gameObject.SetActive(active);
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}
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void SetActiveAndPlay()
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{
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SetActive(true);
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Play();
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}
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void Play()
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{
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if (m_Particles)
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{
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SetParticleProperties();
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m_Particles.Simulate(0f);
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m_Particles.Play(true);
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}
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}
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void OnDisable()
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{
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SetActive(false);
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}
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void OnDestroy()
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{
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if (m_Particles)
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{
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DestroyImmediate(m_Particles.gameObject); // Make sure to delete the GAO
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m_Particles = null;
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}
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if (m_Material)
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{
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DestroyImmediate(m_Material);
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m_Material = null;
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}
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}
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void Update()
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{
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#if UNITY_EDITOR
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if(!Application.isPlaying)
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{
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if (m_Particles == null)
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InstantiateParticleSystem();
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Play();
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}
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else
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#endif // UNITY_EDITOR
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{
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UpdateCulling();
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if (UtilsBeamProps.CanChangeDuringPlaytime(m_Master))
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SetParticleProperties();
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}
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if (m_RuntimePropertiesDirty && m_Material != null)
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{
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m_Material.SetColor(ShaderProperties.ParticlesTintColor, new Color(1.0f, 1.0f, 1.0f, alphaAdditionalRuntime));
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m_RuntimePropertiesDirty = false;
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}
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}
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void SetParticleProperties()
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{
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if (m_Particles && m_Particles.gameObject.activeSelf)
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{
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// set these props here instead of from InstantiateParticleSystem to support dimension change in editor
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m_Particles.transform.localRotation = UtilsBeamProps.GetInternalLocalRotation(m_Master);
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m_Particles.transform.localScale = m_Master.IsScalable() ? Vector3.one : Vector3.one.Divide(m_Master.GetLossyScale());
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var coneLength = UtilsBeamProps.GetFallOffEnd(m_Master) * (spawnDistanceRange.maxValue - spawnDistanceRange.minValue);
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var ratePerSec = coneLength * density;
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int maxParticles = (int)(ratePerSec * 4);
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var main = m_Particles.main;
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var startLifetime = main.startLifetime;
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startLifetime.mode = ParticleSystemCurveMode.TwoConstants;
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startLifetime.constantMin = 4f;
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startLifetime.constantMax = 6f;
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main.startLifetime = startLifetime;
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var startSize = main.startSize;
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startSize.mode = ParticleSystemCurveMode.TwoConstants;
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startSize.constantMin = size * 0.9f;
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startSize.constantMax = size * 1.1f;
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main.startSize = startSize;
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var startColor = main.startColor;
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if (UtilsBeamProps.GetColorMode(m_Master) == ColorMode.Flat)
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{
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startColor.mode = ParticleSystemGradientMode.Color;
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var colorMax = UtilsBeamProps.GetColorFlat(m_Master);
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colorMax.a *= alpha;
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startColor.color = colorMax;
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}
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else
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{
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startColor.mode = ParticleSystemGradientMode.Gradient;
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// Duplicate gradient and apply alpha
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var gradientRef = UtilsBeamProps.GetColorGradient(m_Master);
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Debug.Assert(gradientRef != null);
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var colorKeys = gradientRef.colorKeys;
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var alphaKeys = gradientRef.alphaKeys;
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for(int i=0; i< alphaKeys.Length; ++i)
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alphaKeys[i].alpha *= alpha;
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Debug.Assert(m_GradientCached != null);
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m_GradientCached.SetKeys(colorKeys, alphaKeys);
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startColor.gradient = m_GradientCached;
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}
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main.startColor = startColor;
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{
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var startSpeed = main.startSpeed;
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startSpeed.constant = (direction == ParticlesDirection.Random) ? Mathf.Abs(velocity.z) : 0.0f;
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main.startSpeed = startSpeed;
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}
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{
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var velocityOverLifetime = m_Particles.velocityOverLifetime;
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velocityOverLifetime.enabled = (direction != ParticlesDirection.Random);
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velocityOverLifetime.space = (direction == ParticlesDirection.LocalSpace) ? ParticleSystemSimulationSpace.Local : ParticleSystemSimulationSpace.World;
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velocityOverLifetime.xMultiplier = velocity.x;
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velocityOverLifetime.yMultiplier = velocity.y;
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velocityOverLifetime.zMultiplier = velocity.z;
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}
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main.maxParticles = maxParticles;
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{
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float thickness = UtilsBeamProps.GetThickness(m_Master);
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float fallOffEnd = UtilsBeamProps.GetFallOffEnd(m_Master);
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var shape = m_Particles.shape;
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shape.shapeType = ParticleSystemShapeType.ConeVolume;
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float coneAngle = UtilsBeamProps.GetConeAngle(m_Master) * Mathf.Lerp(0.7f, 1f, thickness);
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shape.angle = coneAngle * 0.5f;
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float radiusStart = UtilsBeamProps.GetConeRadiusStart(m_Master) * Mathf.Lerp(0.3f, 1.0f, thickness);
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float radiusEnd = Utils.ComputeConeRadiusEnd(fallOffEnd, coneAngle);
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shape.radius = Mathf.Lerp(radiusStart, radiusEnd, spawnDistanceRange.minValue);
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shape.length = coneLength;
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var localOffset = fallOffEnd * spawnDistanceRange.minValue;
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#if UNITY_2017_1_OR_NEWER
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shape.position = new Vector3(0f, 0f, localOffset);
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#else
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m_Particles.transform.localPosition = m_Master.beamLocalForward * localOffset;
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#endif
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shape.arc = 360f;
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shape.randomDirectionAmount = (direction == ParticlesDirection.Random) ? 1f : 0f;
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}
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var emission = m_Particles.emission;
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var rate = emission.rateOverTime;
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rate.constant = ratePerSec;
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emission.rateOverTime = rate;
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if(m_Renderer)
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{
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m_Renderer.sortingLayerID = UtilsBeamProps.GetSortingLayerID(m_Master);
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m_Renderer.sortingOrder = UtilsBeamProps.GetSortingOrder(m_Master);
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}
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}
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}
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void HandleBackwardCompatibility(int serializedVersion, int newVersion)
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{
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if (serializedVersion == -1) return; // freshly new spawned entity: nothing to do
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if (serializedVersion == newVersion) return; // same version: nothing to do
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#pragma warning disable 0618
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if (serializedVersion < 1880)
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{
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// Version 1880 changed the order of ParticlesDirection enum and add WorldSpace option
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if ((int)direction == 0) direction = (ParticlesDirection)1;
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else direction = (ParticlesDirection)0;
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// Version 1880 changed from single float speed to 3D velocity vector
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velocity = new Vector3(0.0f, 0.0f, speed);
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}
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if (serializedVersion < 1940)
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{
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spawnDistanceRange = new MinMaxRangeFloat(spawnMinDistance, spawnMaxDistance);
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}
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#pragma warning restore 0618
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Utils.MarkCurrentSceneDirty();
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}
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#region Culling
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void UpdateCulling()
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{
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if (m_Particles)
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{
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bool visible = true;
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bool isFadeOutEnabled = UtilsBeamProps.GetFadeOutEnabled(m_Master);
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if ((cullingEnabled || isFadeOutEnabled) && m_Master.hasGeometry)
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{
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if (mainCamera)
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{
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var maxDist = cullingMaxDistance;
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if(isFadeOutEnabled) maxDist = Mathf.Min(maxDist, UtilsBeamProps.GetFadeOutEnd(m_Master));
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var maxDistSqr = maxDist * maxDist;
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var distSqr = m_Master.bounds.SqrDistance(mainCamera.transform.position);
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visible = distSqr <= maxDistSqr;
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}
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else
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cullingEnabled = false;
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}
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if (m_Particles.gameObject.activeSelf != visible)
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{
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SetActive(visible);
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isCulled = !visible;
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}
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if (visible && !m_Particles.isPlaying)
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m_Particles.Play();
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}
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}
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#endregion
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}
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}
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