Files
com.misaki.hdrp-toon/Runtime/SceneToonEvAdjustment.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

206 lines
5.5 KiB
C#

using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Misaki.HdrpToon
{
[ExecuteAlways]
[DisallowMultipleComponent]
[UTSHelpURL("ToonEVAdjustment")]
public class SceneToonEvAdjustment : MonoBehaviour
{
// flags
bool m_initialized = false;
bool m_srpCallbackInitialized = false;
const int kAdjustmentCurvePrecision = 128;
const string kCompensationPorpName = "_ToonEvAdjustmentCompensation";
const string kExposureAdjustmentPropName = "_ToonEvAdjustmentCurve";
const string kExposureArrayPropName = "_ToonEvAdjustmentValueArray";
const string kExposureMinPropName = "_ToonEvAdjustmentValueMin";
const string kExposureMaxPropName = "_ToonEvAdjustmentValueMax";
const string kToonLightFilterPropName = "_ToonLightHiCutFilter";
const string kIgonoreVolumeExposurePropName = "_ToonIgnoreExposureMultiplier";
internal bool m_ToonLightHiCutFilter = false;
internal bool m_ExposureAdjustmnt = false;
internal bool m_IgnorVolumeExposure = false;
internal AnimationCurve m_AnimationCurve = DefaultAnimationCurve();
internal float[] m_ExposureArray;
internal float m_Max, m_Min;
internal float m_Compensation;
private static SceneToonEvAdjustment instance;
#if UNITY_EDITOR
#pragma warning restore CS0414
bool m_isCompiling = false;
#endif
void Awake()
{
if (instance == null)
{
instance = this as SceneToonEvAdjustment;
return;
}
else if (instance == this)
{
return;
}
Debug.LogError("There is ToonEvAdjustmentCurve instance in hierarchy.");
#if UNITY_EDITOR
DestroyImmediate(this);
Selection.activeGameObject = instance.gameObject;
#else
Destroy(this);
#endif
}
void Reset()
{
OnDisable();
OnEnable();
DefaultAnimationCurve();
}
public static AnimationCurve DefaultAnimationCurve()
{
return AnimationCurve.Linear(-10f, -10f, -1.32f, -1.32f);
}
void Update()
{
Initialize();
GetValues();
// 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
Shader.SetGlobalFloatArray(kExposureArrayPropName, m_ExposureArray);
Shader.SetGlobalFloat(kExposureMinPropName, m_Min);
Shader.SetGlobalFloat(kExposureMaxPropName, m_Max);
Shader.SetGlobalInt(kExposureAdjustmentPropName, m_ExposureAdjustmnt ? 1 : 0);
Shader.SetGlobalInt(kToonLightFilterPropName, m_ToonLightHiCutFilter ? 1 : 0);
Shader.SetGlobalInt(kIgonoreVolumeExposurePropName, m_IgnorVolumeExposure ? 1 : 0);
Shader.SetGlobalFloat(kCompensationPorpName, m_Compensation);
}
private void GetValues()
{
}
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
if (m_ExposureArray == null || m_ExposureArray.Length != kAdjustmentCurvePrecision)
{
m_ExposureArray = new float[kAdjustmentCurvePrecision];
}
m_initialized = true;
}
void Release()
{
if (m_initialized)
{
m_ExposureArray = null;
Shader.SetGlobalInt(kExposureAdjustmentPropName, 0);
Shader.SetGlobalInt(kToonLightFilterPropName, 0);
}
m_initialized = false;
}
}
}