Folder clean up;

Added Emissive;
This commit is contained in:
Misaki
2025-01-29 12:27:09 +09:00
parent 1a82022a6f
commit 018300e046
81 changed files with 120 additions and 399 deletions

View File

@@ -0,0 +1,259 @@
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
#if HDRP_IS_INSTALLED_FOR_UTS
using UnityEngine.Rendering.HighDefinition;
using Unity.Properties;
namespace Misaki.HdrpToon
{
[ExecuteAlways]
[DisallowMultipleComponent]
[RequireComponent(typeof(Light))]
public class BoxLightAdjustment : MonoBehaviour
{
private bool _initialized = false;
private bool _srpCallbackInitialized = false;
[SerializeField]
private HDAdditionalLightData _bindingSourceLightData;
[SerializeField]
private HDAdditionalLightData _targetBoxLightData;
[SerializeField]
private uint _layerMask;
[SerializeField]
private Light _bindingSourceLight;
[SerializeField]
private Light _targetBoxLight;
public Transform trackedTransform;
public bool followGameObjectPosition = false;
public float distanceOffset = 20.0f;
[CreateProperty]
public Light BindingSourceLight
{
get => _bindingSourceLight;
set
{
_bindingSourceLight = value;
_bindingSourceLightData = _bindingSourceLight.GetComponent<HDAdditionalLightData>();
}
}
[CreateProperty]
public Light TargetBoxLight
{
get => _targetBoxLight;
set
{
_targetBoxLight = value;
_targetBoxLightData = _targetBoxLight.GetComponent<HDAdditionalLightData>();
}
}
[CreateProperty]
public uint LayerMask
{
get => _layerMask;
set
{
if (_targetBoxLight == null || _bindingSourceLight == null)
{
return;
}
UpdateShadowLayer(_bindingSourceLightData, value);
UpdateShadowLayer(_targetBoxLightData, value);
_layerMask = value;
}
}
#if UNITY_EDITOR
#pragma warning restore CS0414
private bool _isCompiling = false;
#endif
private void Reset()
{
OnDisable();
OnEnable();
}
internal void OnValidate()
{
Release();
Initialize();
}
private void Awake()
{
Initialize();
}
// Update is called once per frame
private void Update()
{
Initialize();
#if UNITY_EDITOR
// handle script recompile
if (EditorApplication.isCompiling && !_isCompiling)
{
// on compile begin
_isCompiling = true;
// Release(); no need
return; //
}
else if (!EditorApplication.isCompiling && _isCompiling)
{
// on compile end
_isCompiling = false;
}
#endif
if (_targetBoxLight == null || _bindingSourceLight == null)
{
return;
}
_targetBoxLight.enabled = _bindingSourceLight.enabled;
_targetBoxLight.intensity = _bindingSourceLight.intensity;
if (trackedTransform != null && followGameObjectPosition)
{
var desiredPosition = trackedTransform.position - _bindingSourceLight.transform.forward * distanceOffset;
_targetBoxLight.transform.position = desiredPosition;
_targetBoxLight.transform.rotation = _bindingSourceLight.transform.rotation;
}
}
private void EnableSrpCallbacks()
{
if (!_srpCallbackInitialized)
{
_srpCallbackInitialized = true;
}
}
private void DisableSrpCallbacks()
{
if (_srpCallbackInitialized)
{
_srpCallbackInitialized = false;
}
}
private void OnEnable()
{
Initialize();
EnableSrpCallbacks();
}
private void OnDisable()
{
DisableSrpCallbacks();
Release();
}
internal static GameObject CreateBoxLight(Transform transform)
{
if (transform == null)
{
Debug.LogError("Please, select a GameObject you want a Box Light to follow.");
return null;
}
var gameObjectName = "Box Light for " + transform.name;
var lightGameObject = new GameObject(gameObjectName);
#if UNITY_EDITOR
Undo.RegisterCreatedObjectUndo(lightGameObject, "Created Boxlight adjustment");
#endif
var hdLightData = lightGameObject.AddHDLight(UnityEngine.LightType.Box);
// light size
hdLightData.SetBoxSpotSize(new Vector2(10.0f, 10.0f)); // Size should be culculated with more acculacy?
var boxLightAdjustment = lightGameObject.GetComponent<BoxLightAdjustment>();
if (boxLightAdjustment == null)
{
#if UNITY_EDITOR
boxLightAdjustment = Undo.AddComponent<BoxLightAdjustment>(lightGameObject);
#else
boxLightAdjustment = lightGameObject.AddComponent<BoxLightAdjustment>();
#endif
}
#if UNITY_EDITOR
Undo.RecordObject(boxLightAdjustment, "target " + boxLightAdjustment.name);
#endif
boxLightAdjustment._targetBoxLight = hdLightData.GetComponent<Light>();
#if UNITY_EDITOR
Undo.RecordObject(lightGameObject.transform, "Position " + lightGameObject.transform.name);
#endif
// position and rotation
var goPos = lightGameObject.transform.position;
goPos.y += 10.0f;
lightGameObject.transform.position = goPos;
var goRot = lightGameObject.transform.rotation;
goRot.eulerAngles = new Vector3(90.0f, 0.0f, 0.0f);
#if UNITY_EDITOR
Undo.RecordObject(lightGameObject.transform, "Rotation " + lightGameObject.transform.name);
#endif
hdLightData.gameObject.transform.rotation = goRot;
// must be put to gameObject model chain.
boxLightAdjustment.trackedTransform = transform;
return lightGameObject;
}
private void UpdateShadowLayer(HDAdditionalLightData lightData, uint newValue)
{
lightData.linkShadowLayers = false;
var lightLayer = lightData.GetLightLayers();
var newShadowLayer = lightLayer | newValue | UnityEngine.RenderingLayerMask.defaultRenderingLayerMask;
lightData.SetShadowLightLayer((UnityEngine.Rendering.HighDefinition.RenderingLayerMask)newShadowLayer);
}
private void Initialize()
{
if (_initialized)
{
return;
}
#if UNITY_EDITOR
// initializing renderer can interfere GI baking. so wait until it is completed.
if (EditorApplication.isCompiling)
return;
#endif
if (trackedTransform == null)
{
return;
}
if (_targetBoxLight != null)
{
distanceOffset = Mathf.Abs(Vector3.Distance(_targetBoxLight.transform.position, trackedTransform.transform.position));
}
_initialized = true;
}
private void Release()
{
_initialized = false;
}
}
}
#endif // HDRP_IS_INSTALLED_FOR_UTS