292 lines
8.3 KiB
C#
292 lines
8.3 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using System.Linq;
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#if HDRP_IS_INSTALLED_FOR_UTS
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using UnityEngine.Rendering.HighDefinition;
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namespace Unity.Rendering.HighDefinition.Toon
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{
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[ExecuteAlways]
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[DisallowMultipleComponent]
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[RequireComponent(typeof(Light))]
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internal class BoxLightAdjustment : MonoBehaviour
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{
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private bool _initialized = false;
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private bool _srpCallbackInitialized = false;
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[SerializeField]
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private GameObject[] _gameObjects;
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[SerializeField]
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private Renderer[] _renderers;
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[SerializeField]
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internal HDAdditionalLightData targetBoxLight;
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[SerializeField]
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internal bool followGameObjectPosition = false;
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[SerializeField]
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internal bool followGameObjectRotation = false;
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[SerializeField]
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internal Vector3 positionOffset;
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[SerializeField]
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internal Quaternion rotationOffset;
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#if UNITY_EDITOR
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#pragma warning restore CS0414
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private bool _isCompiling = false;
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#endif
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private void Reset()
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{
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OnDisable();
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OnEnable();
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}
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internal void OnValidate()
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{
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Release();
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Initialize();
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}
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private void Awake()
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{
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Initialize();
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}
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// Start is called before the first frame update
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private void Start()
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{
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}
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// Update is called once per frame
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private void Update()
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{
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Initialize();
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#if UNITY_EDITOR
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// handle script recompile
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if (EditorApplication.isCompiling && !_isCompiling)
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{
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// on compile begin
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_isCompiling = true;
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// Release(); no need
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return; //
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}
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else if (!EditorApplication.isCompiling && _isCompiling)
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{
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// on compile end
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_isCompiling = false;
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}
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#endif
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if (_renderers == null)
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{
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return;
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}
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if (targetBoxLight == null)
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{
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return;
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}
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// TODO: Set rendering layer mask when property changed.
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for (var ii = 0; ii < _renderers.Length; ii++)
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{
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_renderers[ii].renderingLayerMask &= 0xffffff00;
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_renderers[ii].renderingLayerMask |= (uint)targetBoxLight.lightlayersMask;
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}
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if (_gameObjects != null && _gameObjects.Length > 0 && _gameObjects[0] != null)
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{
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if (followGameObjectPosition)
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{
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targetBoxLight.transform.position = _gameObjects[0].transform.position + positionOffset;
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}
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if (followGameObjectRotation)
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{
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targetBoxLight.transform.rotation = _gameObjects[0].transform.rotation * rotationOffset;
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}
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}
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}
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private void EnableSrpCallbacks()
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{
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if (!_srpCallbackInitialized)
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{
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_srpCallbackInitialized = true;
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}
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}
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private void DisableSrpCallbacks()
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{
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if (_srpCallbackInitialized)
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{
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_srpCallbackInitialized = false;
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}
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}
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private void OnEnable()
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{
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Initialize();
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EnableSrpCallbacks();
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}
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private void OnDisable()
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{
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DisableSrpCallbacks();
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Release();
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}
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private void UpdateObjectLightLayers()
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{
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Initialize();
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}
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internal static GameObject CreateBoxLight(GameObject[] gameObjects)
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{
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if (gameObjects == null || gameObjects[0] == null)
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{
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Debug.LogError("Please, select a GameObject you want a Box Light to follow.");
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return null;
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}
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var gameObjectName = "Box Light for " + gameObjects[0].name;
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var lightGameObject = new GameObject(gameObjectName);
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#if UNITY_EDITOR
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Undo.RegisterCreatedObjectUndo(lightGameObject, "Created Boxlight adjustment");
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#endif
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var hdLightData = lightGameObject.AddHDLight(LightType.Box);
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// light size
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hdLightData.SetBoxSpotSize(new Vector2(10.0f, 10.0f)); // Size should be culculated with more acculacy?
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var boxLightAdjustment = lightGameObject.GetComponent<BoxLightAdjustment>();
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if (boxLightAdjustment == null)
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{
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#if UNITY_EDITOR
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boxLightAdjustment = Undo.AddComponent<BoxLightAdjustment>(lightGameObject);
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#else
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boxLightAdjustment = lightGameObject.AddComponent<BoxLightAdjustment>();
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#endif
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}
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#if UNITY_EDITOR
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Undo.RecordObject(boxLightAdjustment, "target " + boxLightAdjustment.name);
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#endif
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boxLightAdjustment.targetBoxLight = hdLightData;
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#if UNITY_EDITOR
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Undo.RecordObject(lightGameObject.transform, "Position " + lightGameObject.transform.name);
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#endif
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// position and rotation
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var goPos = lightGameObject.transform.position;
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goPos.y += 10.0f;
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lightGameObject.transform.position = goPos;
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var goRot = lightGameObject.transform.rotation;
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goRot.eulerAngles = new Vector3(90.0f, 0.0f, 0.0f);
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#if UNITY_EDITOR
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Undo.RecordObject(lightGameObject.transform, "Rotation " + lightGameObject.transform.name);
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#endif
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hdLightData.gameObject.transform.rotation = goRot;
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// must be put to gameObject model chain.
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boxLightAdjustment._gameObjects = gameObjects;
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return lightGameObject;
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}
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private void Initialize()
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{
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if (_initialized)
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{
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return;
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}
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#if UNITY_EDITOR
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// initializing renderer can interfere GI baking. so wait until it is completed.
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if (EditorApplication.isCompiling)
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return;
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#endif
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if (_gameObjects == null)
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{
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return;
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}
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var objCount = _gameObjects.Length;
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var rendererCount = 0;
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var rendererList = new List<Renderer>();
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for (var ii = 0; ii < objCount; ii++)
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{
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if (_gameObjects[ii] == null)
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{
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continue;
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}
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var renderer = _gameObjects[ii].GetComponent<Renderer>();
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if (renderer != null)
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{
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rendererCount++;
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rendererList.Add(renderer);
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}
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var childGameObjects = _gameObjects[ii].GetComponentsInChildren<Transform>().Select(t => t.gameObject).ToArray();
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var childCount = childGameObjects.Length;
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for (var jj = 0; jj < childCount; jj++)
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{
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if (_gameObjects[ii] == childGameObjects[jj])
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{
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continue;
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}
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var modelToonEvAdjustment = childGameObjects[jj].GetComponent<BoxLightAdjustment>();
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if (modelToonEvAdjustment != null)
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{
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break;
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}
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renderer = childGameObjects[jj].GetComponent<Renderer>();
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if (renderer == null)
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{
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continue;
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};
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rendererList.Add(renderer);
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rendererCount++;
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}
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if (rendererCount != 0)
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{
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_renderers = rendererList.ToArray();
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}
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}
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if (targetBoxLight != null && objCount > 0)
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{
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positionOffset = targetBoxLight.transform.position - _gameObjects[0].transform.position;
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rotationOffset = Quaternion.Inverse(_gameObjects[0].transform.rotation) * targetBoxLight.transform.rotation;
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}
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_initialized = true;
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}
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private void Release()
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{
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if (_initialized)
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{
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_renderers = null;
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}
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_initialized = false;
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}
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}
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}
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#endif // HDRP_IS_INSTALLED_FOR_UTS |