Added UTSPass; Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
272 lines
7.7 KiB
C#
272 lines
7.7 KiB
C#
using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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#if HDRP_IS_INSTALLED_FOR_UTS
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using UnityEngine.Rendering.HighDefinition;
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using Unity.Properties;
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namespace Misaki.HdrpToon
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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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public 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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private HDAdditionalLightData _bindingSourceLightData;
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private HDAdditionalLightData _targetBoxLightData;
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private uint _layerMask;
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private Light _bindingSourceLight;
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private Light _targetBoxLight;
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public Transform trackedTransform;
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public bool followGameObjectPosition = false;
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public bool followGameObjectRotation = false;
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public Vector3 positionOffset;
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public Quaternion rotationOffset;
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[CreateProperty]
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public Light BindingSourceLight
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{
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get => _bindingSourceLight;
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set
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{
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_bindingSourceLight = value;
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_bindingSourceLightData = _bindingSourceLight.GetComponent<HDAdditionalLightData>();
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}
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}
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[CreateProperty]
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public Light TargetBoxLight
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{
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get => _targetBoxLight;
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set
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{
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_targetBoxLight = value;
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_targetBoxLightData = _targetBoxLight.GetComponent<HDAdditionalLightData>();
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}
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}
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[CreateProperty]
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public uint LayerMask
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{
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get => _layerMask;
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set
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{
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if (_targetBoxLight == null || _bindingSourceLight == null)
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{
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return;
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}
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UpdateShadowLayer(_bindingSourceLightData, _layerMask, value);
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UpdateShadowLayer(_targetBoxLightData, _layerMask, value);
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_layerMask = value;
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}
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}
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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 LateUpdate()
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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 (_targetBoxLight == null || _bindingSourceLight == null)
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{
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return;
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}
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_targetBoxLight.enabled = _bindingSourceLight.enabled;
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_targetBoxLight.intensity = _bindingSourceLight.intensity;
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if (trackedTransform != null)
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{
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if (followGameObjectPosition)
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{
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_targetBoxLight.transform.position = trackedTransform.transform.position + positionOffset;
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}
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if (followGameObjectRotation)
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{
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_targetBoxLight.transform.rotation = trackedTransform.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(Transform transform)
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{
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if (transform == 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 " + transform.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.GetComponent<Light>();
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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.trackedTransform = transform;
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return lightGameObject;
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}
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private void UpdateShadowLayer(HDAdditionalLightData lightData, uint oldValue, uint newValue)
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{
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lightData.linkShadowLayers = false;
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var oldShadowLayer = lightData.GetShadowLayers();
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oldShadowLayer &= ~oldValue;
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var newShadowLayer = oldShadowLayer | newValue;
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lightData.SetShadowLightLayer((UnityEngine.Rendering.HighDefinition.RenderingLayerMask)newShadowLayer);
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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 (trackedTransform == 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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positionOffset = _targetBoxLight.transform.position - trackedTransform.transform.position;
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rotationOffset = Quaternion.Inverse(trackedTransform.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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_initialized = false;
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}
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}
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}
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#endif // HDRP_IS_INSTALLED_FOR_UTS |