Files
com.misaki.hdrp-toon/Runtime/ModelToonEvAdjustment.cs
Misaki a7a9ad16b5 Updated namespace;
Added UTSPass;
Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
2025-01-08 22:19:04 +09:00

275 lines
7.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System.Linq;
namespace Misaki.HdrpToon
{
[ExecuteAlways]
[DisallowMultipleComponent]
public class ModelToonEvAdjustment : MonoBehaviour
{
const string kCompensationPorpName = "_ToonEvAdjustmentCompensation";
const string kExposureAdjustmentPropName = "_ToonEvAdjustmentCurve";
const string kExposureArrayPropName = "_ToonEvAdjustmentValueArray";
const string kExposureMinPropName = "_ToonEvAdjustmentValueMin";
const string kExposureMaxPropName = "_ToonEvAdjustmentValueMax";
const string kToonLightFilterPropName = "_ToonLightHiCutFilter";
// flags
bool m_initialized = false;
bool m_srpCallbackInitialized = false;
const int kAdjustmentCurvePrecision = 128;
public bool m_ToonLightHiCutFilter = false;
public bool m_ExposureAdjustmnt = false;
public bool m_IgnorVolumeExposure = false;
public AnimationCurve m_AnimationCurve = DefaultAnimationCurve();
public float[] m_ExposureArray;
public float m_Max, m_Min;
public float m_Compensation;
internal GameObject[] m_Objs;
[SerializeField]
// [HideInInspector]
Renderer[] m_Renderers;
[SerializeField]
// [HideInInspector]
MaterialPropertyBlock[] m_MaterialPropertyBlocks;
#if UNITY_EDITOR
#pragma warning restore CS0414
bool m_isCompiling = false;
#endif
void Reset()
{
OnDisable();
OnEnable();
DefaultAnimationCurve();
}
void OnValidate()
{
Release();
Initialize();
}
static AnimationCurve DefaultAnimationCurve()
{
return AnimationCurve.Linear(-10f, -10f, -1.32f, -1.32f);
}
private void Awake()
{
Initialize();
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (m_Renderers == null || m_Renderers.Length == 0)
{
return;
}
Initialize();
// Fail safe in case the curve is deleted / has 0 point
var curve = m_AnimationCurve;
if (curve == null || curve.length == 0)
{
m_Min = 0f;
m_Max = 0f;
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
m_ExposureArray[i] = 0.0f;
}
else
{
m_Min = curve[0].time;
m_Max = curve[curve.length - 1].time;
var step = (m_Max - m_Min) / (kAdjustmentCurvePrecision - 1f);
for (var i = 0; i < kAdjustmentCurvePrecision; i++)
m_ExposureArray[i] = curve.Evaluate(m_Min + step * i);
}
#if UNITY_EDITOR
// handle script recompile
if (EditorApplication.isCompiling && !m_isCompiling)
{
// on compile begin
m_isCompiling = true;
// Release(); no need
return; //
}
else if (!EditorApplication.isCompiling && m_isCompiling)
{
// on compile end
m_isCompiling = false;
}
#endif
var length = m_Renderers.Length;
for (var ii = 0; ii < length; ii++)
{
m_Renderers[ii].GetPropertyBlock(m_MaterialPropertyBlocks[ii]);
m_MaterialPropertyBlocks[ii].SetFloatArray(kExposureArrayPropName, m_ExposureArray);
m_MaterialPropertyBlocks[ii].SetFloat(kExposureMinPropName, m_Min);
m_MaterialPropertyBlocks[ii].SetFloat(kExposureMaxPropName, m_Max);
m_MaterialPropertyBlocks[ii].SetInt(kExposureAdjustmentPropName, m_ExposureAdjustmnt ? 1 : 0);
m_MaterialPropertyBlocks[ii].SetInt(kToonLightFilterPropName, m_ToonLightHiCutFilter ? 1 : 0);
m_MaterialPropertyBlocks[ii].SetFloat(kCompensationPorpName, m_Compensation);
m_Renderers[ii].SetPropertyBlock(m_MaterialPropertyBlocks[ii]);
}
}
void EnableSrpCallbacks()
{
if (!m_srpCallbackInitialized)
{
m_srpCallbackInitialized = true;
}
}
void DisableSrpCallbacks()
{
if (m_srpCallbackInitialized)
{
m_srpCallbackInitialized = false;
}
}
void OnEnable()
{
Initialize();
EnableSrpCallbacks();
}
void OnDisable()
{
DisableSrpCallbacks();
Release();
}
void Initialize()
{
if (m_initialized)
{
return;
}
#if UNITY_EDITOR
// initializing renderer can interfere GI baking. so wait until it is completed.
if (EditorApplication.isCompiling)
return;
#endif
// must be put to gameObject model chain.
if (m_Objs == null || m_Objs.Length == 0)
{
m_Objs = new GameObject[1];
m_Objs[0] = this.gameObject;
}
var objCount = m_Objs.Length;
var rendererCount = 0;
var rendererList = new List<Renderer>();
for (var ii = 0; ii < objCount; ii++)
{
if (m_Objs[ii] == null)
{
continue;
}
var renderer = m_Objs[ii].GetComponent<Renderer>();
if (renderer != null)
{
rendererCount++;
rendererList.Add(renderer);
}
var childGameObjects = m_Objs[ii].GetComponentsInChildren<Transform>().Select(t => t.gameObject).ToArray();
var childCount = childGameObjects.Length;
for (var jj = 0; jj < childCount; jj++)
{
if (m_Objs[ii] == childGameObjects[jj])
continue;
var modelToonEvAdjustment = childGameObjects[jj].GetComponent<ModelToonEvAdjustment>();
if (modelToonEvAdjustment != null)
{
break;
}
renderer = childGameObjects[jj].GetComponent<Renderer>();
if (renderer != null)
{
rendererList.Add(renderer);
rendererCount++;
}
}
}
if (rendererCount != 0)
{
m_MaterialPropertyBlocks = new MaterialPropertyBlock[rendererCount];
m_Renderers = rendererList.ToArray();
for (var ii = 0; ii < rendererCount; ii++)
{
m_MaterialPropertyBlocks[ii] = new MaterialPropertyBlock();
}
}
if (m_ExposureArray == null || m_ExposureArray.Length != kAdjustmentCurvePrecision)
{
m_ExposureArray = new float[kAdjustmentCurvePrecision];
}
m_initialized = true;
}
void Release()
{
if (m_initialized)
{
m_ExposureArray = null;
if (m_Renderers != null)
{
var length = m_Renderers.Length;
for (var ii = 0; ii < length; ii++)
{
m_Renderers[ii].SetPropertyBlock(null);
}
}
m_Renderers = null;
m_MaterialPropertyBlocks = null;
}
m_initialized = false;
}
}
}