Added UTSPass; Chnaged the RTHanlde _HairShadowMap to not reallocate when screen resolution decreased;
206 lines
5.5 KiB
C#
206 lines
5.5 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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namespace Misaki.HdrpToon
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{
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[ExecuteAlways]
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[DisallowMultipleComponent]
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[UTSHelpURL("ToonEVAdjustment")]
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public class SceneToonEvAdjustment : MonoBehaviour
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{
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// flags
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bool m_initialized = false;
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bool m_srpCallbackInitialized = false;
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const int kAdjustmentCurvePrecision = 128;
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const string kCompensationPorpName = "_ToonEvAdjustmentCompensation";
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const string kExposureAdjustmentPropName = "_ToonEvAdjustmentCurve";
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const string kExposureArrayPropName = "_ToonEvAdjustmentValueArray";
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const string kExposureMinPropName = "_ToonEvAdjustmentValueMin";
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const string kExposureMaxPropName = "_ToonEvAdjustmentValueMax";
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const string kToonLightFilterPropName = "_ToonLightHiCutFilter";
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const string kIgonoreVolumeExposurePropName = "_ToonIgnoreExposureMultiplier";
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internal bool m_ToonLightHiCutFilter = false;
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internal bool m_ExposureAdjustmnt = false;
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internal bool m_IgnorVolumeExposure = false;
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internal AnimationCurve m_AnimationCurve = DefaultAnimationCurve();
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internal float[] m_ExposureArray;
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internal float m_Max, m_Min;
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internal float m_Compensation;
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private static SceneToonEvAdjustment instance;
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#if UNITY_EDITOR
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#pragma warning restore CS0414
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bool m_isCompiling = false;
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#endif
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void Awake()
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{
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if (instance == null)
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{
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instance = this as SceneToonEvAdjustment;
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return;
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}
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else if (instance == this)
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{
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return;
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}
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Debug.LogError("There is ToonEvAdjustmentCurve instance in hierarchy.");
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#if UNITY_EDITOR
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DestroyImmediate(this);
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Selection.activeGameObject = instance.gameObject;
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#else
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Destroy(this);
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#endif
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}
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void Reset()
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{
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OnDisable();
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OnEnable();
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DefaultAnimationCurve();
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}
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public static AnimationCurve DefaultAnimationCurve()
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{
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return AnimationCurve.Linear(-10f, -10f, -1.32f, -1.32f);
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}
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void Update()
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{
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Initialize();
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GetValues();
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// Fail safe in case the curve is deleted / has 0 point
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var curve = m_AnimationCurve;
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if (curve == null || curve.length == 0)
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{
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m_Min = 0f;
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m_Max = 0f;
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for (var i = 0; i < kAdjustmentCurvePrecision; i++)
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m_ExposureArray[i] = 0.0f;
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}
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else
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{
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m_Min = curve[0].time;
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m_Max = curve[curve.length - 1].time;
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var step = (m_Max - m_Min) / (kAdjustmentCurvePrecision - 1f);
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for (var i = 0; i < kAdjustmentCurvePrecision; i++)
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m_ExposureArray[i] = curve.Evaluate(m_Min + step * i);
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}
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#if UNITY_EDITOR
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// handle script recompile
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if (EditorApplication.isCompiling && !m_isCompiling)
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{
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// on compile begin
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m_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 && m_isCompiling)
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{
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// on compile end
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m_isCompiling = false;
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}
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#endif
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Shader.SetGlobalFloatArray(kExposureArrayPropName, m_ExposureArray);
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Shader.SetGlobalFloat(kExposureMinPropName, m_Min);
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Shader.SetGlobalFloat(kExposureMaxPropName, m_Max);
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Shader.SetGlobalInt(kExposureAdjustmentPropName, m_ExposureAdjustmnt ? 1 : 0);
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Shader.SetGlobalInt(kToonLightFilterPropName, m_ToonLightHiCutFilter ? 1 : 0);
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Shader.SetGlobalInt(kIgonoreVolumeExposurePropName, m_IgnorVolumeExposure ? 1 : 0);
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Shader.SetGlobalFloat(kCompensationPorpName, m_Compensation);
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}
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private void GetValues()
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{
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}
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void EnableSrpCallbacks()
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{
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if (!m_srpCallbackInitialized)
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{
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m_srpCallbackInitialized = true;
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}
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}
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void DisableSrpCallbacks()
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{
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if (m_srpCallbackInitialized)
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{
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m_srpCallbackInitialized = false;
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}
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}
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void OnEnable()
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{
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Initialize();
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EnableSrpCallbacks();
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}
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void OnDisable()
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{
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DisableSrpCallbacks();
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Release();
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}
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void Initialize()
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{
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if (m_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 (m_ExposureArray == null || m_ExposureArray.Length != kAdjustmentCurvePrecision)
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{
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m_ExposureArray = new float[kAdjustmentCurvePrecision];
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}
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m_initialized = true;
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}
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void Release()
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{
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if (m_initialized)
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{
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m_ExposureArray = null;
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Shader.SetGlobalInt(kExposureAdjustmentPropName, 0);
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Shader.SetGlobalInt(kToonLightFilterPropName, 0);
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}
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m_initialized = false;
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}
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}
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}
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