193 lines
7.4 KiB
C#
193 lines
7.4 KiB
C#
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using System;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Data-Driven Lens Flare can be added on any gameobject
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/// </summary>
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[ExecuteAlways]
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[AddComponentMenu("Rendering/Lens Flare (SRP)")]
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public sealed class LensFlareComponentSRP : MonoBehaviour
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{
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[SerializeField]
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private LensFlareDataSRP m_LensFlareData = null;
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/// <summary>
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/// Lens flare asset used on this component
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/// </summary>
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public LensFlareDataSRP lensFlareData
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{
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get
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{
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return m_LensFlareData;
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}
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set
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{
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m_LensFlareData = value;
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OnValidate();
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}
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}
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/// <summary>
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/// Intensity
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/// </summary>
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[Min(0.0f)]
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public float intensity = 1.0f;
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/// <summary>
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/// Distance used to scale the Distance Attenuation Curve
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/// </summary>
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[Min(1e-5f)]
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public float maxAttenuationDistance = 100.0f;
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/// <summary>
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/// Distance used to scale the Scale Attenuation Curve
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/// </summary>
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[Min(1e-5f)]
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public float maxAttenuationScale = 100.0f;
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/// <summary>
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/// Attenuation by distance
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/// </summary>
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public AnimationCurve distanceAttenuationCurve = new AnimationCurve(new Keyframe(0.0f, 1.0f), new Keyframe(1.0f, 0.0f));
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/// <summary>
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/// Scale by distance, use the same distance as distanceAttenuationCurve
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/// </summary>
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public AnimationCurve scaleByDistanceCurve = new AnimationCurve(new Keyframe(0.0f, 1.0f), new Keyframe(1.0f, 0.0f));
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/// <summary>
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/// If component attached to a light, attenuation the lens flare per light type
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/// </summary>
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public bool attenuationByLightShape = true;
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/// <summary>
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/// Attenuation used radially, which allow for instance to enable flare only on the edge of the screen
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/// </summary>
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public AnimationCurve radialScreenAttenuationCurve = new AnimationCurve(new Keyframe(0.0f, 1.0f), new Keyframe(1.0f, 1.0f));
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/// <summary>
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/// Enable Occlusion feature
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/// </summary>
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public bool useOcclusion = false;
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/// <summary>
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/// Radius around the light used to occlude the flare (value in world space)
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/// </summary>
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[Min(0.0f)]
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public float occlusionRadius = 0.1f;
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/// <summary>
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/// Enable Occlusion using Background Cloud (for instance: CloudLayer)
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/// </summary>
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public bool useBackgroundCloudOcclusion = false;
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/// <summary>
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/// Random Samples Count used inside the disk with 'occlusionRadius'
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/// </summary>
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[Range(1, 64)]
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public uint sampleCount = 32;
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/// <summary>
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/// Z Occlusion Offset allow us to offset the plane where the disc of occlusion is place (closer to camera), value on world space.
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/// Useful for instance to sample occlusion outside a light bulb if we place a flare inside the light bulb
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/// </summary>
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public float occlusionOffset = 0.05f;
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/// <summary>
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/// Global Scale
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/// </summary>
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[Min(0.0f)]
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public float scale = 1.0f;
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/// <summary>
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/// If allowOffScreen is true then If the lens flare is outside the screen we still emit the flare on screen
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/// </summary>
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public bool allowOffScreen = false;
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/// <summary>
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/// If volumetricCloudOcclusion is true then use the volumetric cloud (on HDRP only) for the occlusion
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/// </summary>
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public bool volumetricCloudOcclusion = false;
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/// Our default celestial body will have an angular radius of 3.3 degrees. This is an arbitrary number, but must be kept constant
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/// so the occlusion radius for direct lights is consistent regardless of near / far clip plane configuration.
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private static float sCelestialAngularRadius = 3.3f * Mathf.PI / 180.0f;
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/// <summary>
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/// OcclusionRemapCurve allow the occlusion [from 0 to 1] to be remap with any desired shape.
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/// </summary>
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public TextureCurve occlusionRemapCurve = new TextureCurve(AnimationCurve.Linear(0.0f, 0.0f, 1.0f, 1.0f), 1.0f, false, new Vector2(0.0f, 1.0f));
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/// <summary>
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/// Retrieves the projected occlusion radius from a particular celestial in the infinity plane with an angular radius.
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/// This is used for directional lights which require to have consistent occlusion radius regardless of the near/farplane configuration.
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/// </summary>
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/// <param name="mainCam">The camera utilized to calculate the occlusion radius</param>
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/// <returns>The value, in world units, of the occlusion angular radius.</returns>
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public float celestialProjectedOcclusionRadius(Camera mainCam)
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{
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float projectedRadius = (float)Math.Tan(sCelestialAngularRadius) * mainCam.farClipPlane;
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return occlusionRadius * projectedRadius;
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}
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/// <summary>
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/// Add or remove the lens flare to the queue of PostProcess
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/// </summary>
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void OnEnable()
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{
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if (lensFlareData)
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LensFlareCommonSRP.Instance.AddData(this);
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else
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LensFlareCommonSRP.Instance.RemoveData(this);
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}
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/// <summary>
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/// Remove the lens flare from the queue of PostProcess
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/// </summary>
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void OnDisable()
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{
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LensFlareCommonSRP.Instance.RemoveData(this);
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}
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/// <summary>
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/// Add or remove the lens flare from the queue of PostProcess
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/// </summary>
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void OnValidate()
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{
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if (isActiveAndEnabled && lensFlareData != null)
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{
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LensFlareCommonSRP.Instance.AddData(this);
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}
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else
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{
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LensFlareCommonSRP.Instance.RemoveData(this);
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}
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}
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#if UNITY_EDITOR
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private float sDebugClippingSafePercentage = 0.9f; //for debug gizmo, only push 90% further so we avoid clipping of debug lines.
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void OnDrawGizmosSelected()
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{
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Camera mainCam = Camera.current;
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if (mainCam != null && useOcclusion)
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{
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Vector3 positionWS;
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float adjustedOcclusionRadius = occlusionRadius;
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Light light = GetComponent<Light>();
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if (light != null && light.type == LightType.Directional)
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{
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positionWS = -transform.forward * (mainCam.farClipPlane * sDebugClippingSafePercentage) + mainCam.transform.position;
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adjustedOcclusionRadius = celestialProjectedOcclusionRadius(mainCam);
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}
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else
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{
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positionWS = transform.position;
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}
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Color previousH = Handles.color;
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Color previousG = Gizmos.color;
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Handles.color = Color.red;
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Gizmos.color = Color.red;
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Vector3 dir = (mainCam.transform.position - positionWS).normalized;
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Handles.DrawWireDisc(positionWS + dir * occlusionOffset, dir, adjustedOcclusionRadius, 1.0f);
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Gizmos.DrawWireSphere(positionWS, occlusionOffset);
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Gizmos.color = previousG;
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Handles.color = previousH;
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}
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}
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#endif
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}
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}
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