623 lines
23 KiB
C#
623 lines
23 KiB
C#
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
using System.Diagnostics;
|
||
|
using System.Linq;
|
||
|
using UnityEngine.Assertions;
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
using UnityEditor;
|
||
|
#endif
|
||
|
|
||
|
namespace UnityEngine.Rendering
|
||
|
{
|
||
|
using UnityObject = UnityEngine.Object;
|
||
|
|
||
|
/// <summary>
|
||
|
/// A global manager that tracks all the Volumes in the currently loaded Scenes and does all the
|
||
|
/// interpolation work.
|
||
|
/// </summary>
|
||
|
public sealed class VolumeManager
|
||
|
{
|
||
|
static readonly Lazy<VolumeManager> s_Instance = new Lazy<VolumeManager>(() => new VolumeManager());
|
||
|
|
||
|
/// <summary>
|
||
|
/// The current singleton instance of <see cref="VolumeManager"/>.
|
||
|
/// </summary>
|
||
|
public static VolumeManager instance => s_Instance.Value;
|
||
|
|
||
|
/// <summary>
|
||
|
/// A reference to the main <see cref="VolumeStack"/>.
|
||
|
/// </summary>
|
||
|
/// <seealso cref="VolumeStack"/>
|
||
|
public VolumeStack stack { get; set; }
|
||
|
|
||
|
/// <summary>
|
||
|
/// The current list of all available types that derive from <see cref="VolumeComponent"/>.
|
||
|
/// </summary>
|
||
|
[Obsolete("Please use baseComponentTypeArray instead.")]
|
||
|
public IEnumerable<Type> baseComponentTypes
|
||
|
{
|
||
|
get => baseComponentTypeArray;
|
||
|
private set => baseComponentTypeArray = value.ToArray();
|
||
|
}
|
||
|
|
||
|
static readonly Dictionary<Type, List<(string, Type)>> s_SupportedVolumeComponentsForRenderPipeline = new();
|
||
|
|
||
|
internal static List<(string, Type)> GetSupportedVolumeComponents(Type currentPipelineType)
|
||
|
{
|
||
|
if (s_SupportedVolumeComponentsForRenderPipeline.TryGetValue(currentPipelineType,
|
||
|
out var supportedVolumeComponents))
|
||
|
return supportedVolumeComponents;
|
||
|
|
||
|
supportedVolumeComponents = FilterVolumeComponentTypes(
|
||
|
VolumeManager.instance.baseComponentTypeArray, currentPipelineType);
|
||
|
s_SupportedVolumeComponentsForRenderPipeline[currentPipelineType] = supportedVolumeComponents;
|
||
|
|
||
|
return supportedVolumeComponents;
|
||
|
}
|
||
|
|
||
|
static List<(string, Type)> FilterVolumeComponentTypes(Type[] types, Type currentPipelineType)
|
||
|
{
|
||
|
var volumes = new List<(string, Type)>();
|
||
|
foreach (var t in types)
|
||
|
{
|
||
|
string path = string.Empty;
|
||
|
|
||
|
var attrs = t.GetCustomAttributes(false);
|
||
|
|
||
|
bool skipComponent = false;
|
||
|
|
||
|
// Look for the attributes of this volume component and decide how is added and if it needs to be skipped
|
||
|
foreach (var attr in attrs)
|
||
|
{
|
||
|
switch (attr)
|
||
|
{
|
||
|
case VolumeComponentMenu attrMenu:
|
||
|
{
|
||
|
path = attrMenu.menu;
|
||
|
if (attrMenu is VolumeComponentMenuForRenderPipeline supportedOn)
|
||
|
skipComponent |= !supportedOn.pipelineTypes.Contains(currentPipelineType);
|
||
|
break;
|
||
|
}
|
||
|
case HideInInspector attrHide:
|
||
|
case ObsoleteAttribute attrDeprecated:
|
||
|
skipComponent = true;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (skipComponent)
|
||
|
continue;
|
||
|
|
||
|
// If no attribute or in case something went wrong when grabbing it, fallback to a
|
||
|
// beautified class name
|
||
|
if (string.IsNullOrEmpty(path))
|
||
|
{
|
||
|
#if UNITY_EDITOR
|
||
|
path = ObjectNames.NicifyVariableName(t.Name);
|
||
|
#else
|
||
|
path = t.Name;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
volumes.Add((path, t));
|
||
|
}
|
||
|
|
||
|
return volumes
|
||
|
.OrderBy(i => i.Item1)
|
||
|
.ToList();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// The current list of all available types that derive from <see cref="VolumeComponent"/>.
|
||
|
/// </summary>
|
||
|
public Type[] baseComponentTypeArray { get; private set; }
|
||
|
|
||
|
// Max amount of layers available in Unity
|
||
|
const int k_MaxLayerCount = 32;
|
||
|
|
||
|
// Cached lists of all volumes (sorted by priority) by layer mask
|
||
|
readonly Dictionary<int, List<Volume>> m_SortedVolumes;
|
||
|
|
||
|
// Holds all the registered volumes
|
||
|
readonly List<Volume> m_Volumes;
|
||
|
|
||
|
// Keep track of sorting states for layer masks
|
||
|
readonly Dictionary<int, bool> m_SortNeeded;
|
||
|
|
||
|
// Internal list of default state for each component type - this is used to reset component
|
||
|
// states on update instead of having to implement a Reset method on all components (which
|
||
|
// would be error-prone)
|
||
|
readonly List<VolumeComponent> m_ComponentsDefaultState;
|
||
|
|
||
|
internal VolumeComponent GetDefaultVolumeComponent(Type volumeComponentType)
|
||
|
{
|
||
|
foreach (VolumeComponent component in m_ComponentsDefaultState)
|
||
|
{
|
||
|
if (component.GetType() == volumeComponentType)
|
||
|
return component;
|
||
|
}
|
||
|
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
// Recycled list used for volume traversal
|
||
|
readonly List<Collider> m_TempColliders;
|
||
|
|
||
|
// The default stack the volume manager uses.
|
||
|
// We cache this as users able to change the stack through code and
|
||
|
// we want to be able to switch to the default one through the ResetMainStack() function.
|
||
|
VolumeStack m_DefaultStack = null;
|
||
|
|
||
|
VolumeManager()
|
||
|
{
|
||
|
m_SortedVolumes = new Dictionary<int, List<Volume>>();
|
||
|
m_Volumes = new List<Volume>();
|
||
|
m_SortNeeded = new Dictionary<int, bool>();
|
||
|
m_TempColliders = new List<Collider>(8);
|
||
|
m_ComponentsDefaultState = new List<VolumeComponent>();
|
||
|
|
||
|
ReloadBaseTypes();
|
||
|
|
||
|
m_DefaultStack = CreateStack();
|
||
|
stack = m_DefaultStack;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Creates and returns a new <see cref="VolumeStack"/> to use when you need to store
|
||
|
/// the result of the Volume blending pass in a separate stack.
|
||
|
/// </summary>
|
||
|
/// <returns></returns>
|
||
|
/// <seealso cref="VolumeStack"/>
|
||
|
/// <seealso cref="Update(VolumeStack,Transform,LayerMask)"/>
|
||
|
public VolumeStack CreateStack()
|
||
|
{
|
||
|
var stack = new VolumeStack();
|
||
|
stack.Reload(m_ComponentsDefaultState);
|
||
|
return stack;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Resets the main stack to be the default one.
|
||
|
/// Call this function if you've assigned the main stack to something other than the default one.
|
||
|
/// </summary>
|
||
|
public void ResetMainStack()
|
||
|
{
|
||
|
stack = m_DefaultStack;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Destroy a Volume Stack
|
||
|
/// </summary>
|
||
|
/// <param name="stack">Volume Stack that needs to be destroyed.</param>
|
||
|
public void DestroyStack(VolumeStack stack)
|
||
|
{
|
||
|
stack.Dispose();
|
||
|
}
|
||
|
|
||
|
// This will be called only once at runtime and everytime script reload kicks-in in the
|
||
|
// editor as we need to keep track of any compatible component in the project
|
||
|
void ReloadBaseTypes()
|
||
|
{
|
||
|
m_ComponentsDefaultState.Clear();
|
||
|
|
||
|
// Grab all the component types we can find
|
||
|
baseComponentTypeArray = CoreUtils.GetAllTypesDerivedFrom<VolumeComponent>()
|
||
|
.Where(t => !t.IsAbstract).ToArray();
|
||
|
|
||
|
var flags = System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic;
|
||
|
// Keep an instance of each type to be used in a virtual lowest priority global volume
|
||
|
// so that we have a default state to fallback to when exiting volumes
|
||
|
foreach (var type in baseComponentTypeArray)
|
||
|
{
|
||
|
type.GetMethod("Init", flags)?.Invoke(null, null);
|
||
|
var inst = (VolumeComponent)ScriptableObject.CreateInstance(type);
|
||
|
m_ComponentsDefaultState.Add(inst);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Registers a new Volume in the manager. Unity does this automatically when a new Volume is
|
||
|
/// enabled, or its layer changes, but you can use this function to force-register a Volume
|
||
|
/// that is currently disabled.
|
||
|
/// </summary>
|
||
|
/// <param name="volume">The volume to register.</param>
|
||
|
/// <param name="layer">The LayerMask that this volume is in.</param>
|
||
|
/// <seealso cref="Unregister"/>
|
||
|
public void Register(Volume volume, int layer)
|
||
|
{
|
||
|
m_Volumes.Add(volume);
|
||
|
|
||
|
// Look for existing cached layer masks and add it there if needed
|
||
|
foreach (var kvp in m_SortedVolumes)
|
||
|
{
|
||
|
// We add the volume to sorted lists only if the layer match and if it doesn't contain the volume already.
|
||
|
if ((kvp.Key & (1 << layer)) != 0 && !kvp.Value.Contains(volume))
|
||
|
kvp.Value.Add(volume);
|
||
|
}
|
||
|
|
||
|
SetLayerDirty(layer);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Unregisters a Volume from the manager. Unity does this automatically when a Volume is
|
||
|
/// disabled or goes out of scope, but you can use this function to force-unregister a Volume
|
||
|
/// that you added manually while it was disabled.
|
||
|
/// </summary>
|
||
|
/// <param name="volume">The Volume to unregister.</param>
|
||
|
/// <param name="layer">The LayerMask that this Volume is in.</param>
|
||
|
/// <seealso cref="Register"/>
|
||
|
public void Unregister(Volume volume, int layer)
|
||
|
{
|
||
|
m_Volumes.Remove(volume);
|
||
|
|
||
|
foreach (var kvp in m_SortedVolumes)
|
||
|
{
|
||
|
// Skip layer masks this volume doesn't belong to
|
||
|
if ((kvp.Key & (1 << layer)) == 0)
|
||
|
continue;
|
||
|
|
||
|
kvp.Value.Remove(volume);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Checks if a <see cref="VolumeComponent"/> is active in a given LayerMask.
|
||
|
/// </summary>
|
||
|
/// <typeparam name="T">A type derived from <see cref="VolumeComponent"/></typeparam>
|
||
|
/// <param name="layerMask">The LayerMask to check against</param>
|
||
|
/// <returns><c>true</c> if the component is active in the LayerMask, <c>false</c>
|
||
|
/// otherwise.</returns>
|
||
|
public bool IsComponentActiveInMask<T>(LayerMask layerMask)
|
||
|
where T : VolumeComponent
|
||
|
{
|
||
|
int mask = layerMask.value;
|
||
|
|
||
|
foreach (var kvp in m_SortedVolumes)
|
||
|
{
|
||
|
if (kvp.Key != mask)
|
||
|
continue;
|
||
|
|
||
|
foreach (var volume in kvp.Value)
|
||
|
{
|
||
|
if (!volume.enabled || volume.profileRef == null)
|
||
|
continue;
|
||
|
|
||
|
if (volume.profileRef.TryGet(out T component) && component.active)
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
internal void SetLayerDirty(int layer)
|
||
|
{
|
||
|
Assert.IsTrue(layer >= 0 && layer <= k_MaxLayerCount, "Invalid layer bit");
|
||
|
|
||
|
foreach (var kvp in m_SortedVolumes)
|
||
|
{
|
||
|
var mask = kvp.Key;
|
||
|
|
||
|
if ((mask & (1 << layer)) != 0)
|
||
|
m_SortNeeded[mask] = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
internal void UpdateVolumeLayer(Volume volume, int prevLayer, int newLayer)
|
||
|
{
|
||
|
Assert.IsTrue(prevLayer >= 0 && prevLayer <= k_MaxLayerCount, "Invalid layer bit");
|
||
|
Unregister(volume, prevLayer);
|
||
|
Register(volume, newLayer);
|
||
|
}
|
||
|
|
||
|
// Go through all listed components and lerp overridden values in the global state
|
||
|
void OverrideData(VolumeStack stack, List<VolumeComponent> components, float interpFactor)
|
||
|
{
|
||
|
var numComponents = components.Count;
|
||
|
for (int i = 0; i < numComponents; i++)
|
||
|
{
|
||
|
var component = components[i];
|
||
|
if (!component.active)
|
||
|
continue;
|
||
|
|
||
|
var state = stack.GetComponent(component.GetType());
|
||
|
component.Override(state, interpFactor);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Faster version of OverrideData to force replace values in the global state
|
||
|
internal void ReplaceData(VolumeStack stack)
|
||
|
{
|
||
|
var resetParameters = stack.defaultParameters;
|
||
|
var resetParametersCount = resetParameters.Length;
|
||
|
for (int i = 0; i < resetParametersCount; i++)
|
||
|
{
|
||
|
var resetParam = resetParameters[i];
|
||
|
var targetParam = resetParam.parameter;
|
||
|
targetParam.overrideState = false;
|
||
|
targetParam.SetValue(resetParam.defaultValue);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Checks the state of the base type library. This is only used in the editor to handle
|
||
|
/// entering and exiting of play mode and domain reload.
|
||
|
/// </summary>
|
||
|
[Conditional("UNITY_EDITOR")]
|
||
|
public void CheckBaseTypes()
|
||
|
{
|
||
|
// Editor specific hack to work around serialization doing funky things when exiting
|
||
|
if (m_ComponentsDefaultState == null || (m_ComponentsDefaultState.Count > 0 && m_ComponentsDefaultState[0] == null))
|
||
|
ReloadBaseTypes();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Checks the state of a given stack. This is only used in the editor to handle entering
|
||
|
/// and exiting of play mode and domain reload.
|
||
|
/// </summary>
|
||
|
/// <param name="stack">The stack to check.</param>
|
||
|
[Conditional("UNITY_EDITOR")]
|
||
|
public void CheckStack(VolumeStack stack)
|
||
|
{
|
||
|
// The editor doesn't reload the domain when exiting play mode but still kills every
|
||
|
// object created while in play mode, like stacks' component states
|
||
|
var components = stack.components;
|
||
|
|
||
|
if (components == null)
|
||
|
{
|
||
|
stack.Reload(m_ComponentsDefaultState);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
foreach (var kvp in components)
|
||
|
{
|
||
|
if (kvp.Key == null || kvp.Value == null)
|
||
|
{
|
||
|
stack.Reload(m_ComponentsDefaultState);
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Returns true if must execute Update() in full, and false if we can early exit.
|
||
|
bool CheckUpdateRequired(VolumeStack stack)
|
||
|
{
|
||
|
if (m_Volumes.Count == 0)
|
||
|
{
|
||
|
if (stack.requiresReset)
|
||
|
{
|
||
|
// Update the stack one more time in case there was a volume that just ceased to exist. This ensures
|
||
|
// the stack will return to default values correctly.
|
||
|
stack.requiresReset = false;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// There were no volumes last frame either, and stack has been returned to defaults, so no update is
|
||
|
// needed and we can early exit from Update().
|
||
|
return false;
|
||
|
}
|
||
|
stack.requiresReset = true; // Stack must be reset every frame whenever there are volumes present
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Updates the global state of the Volume manager. Unity usually calls this once per Camera
|
||
|
/// in the Update loop before rendering happens.
|
||
|
/// </summary>
|
||
|
/// <param name="trigger">A reference Transform to consider for positional Volume blending
|
||
|
/// </param>
|
||
|
/// <param name="layerMask">The LayerMask that the Volume manager uses to filter Volumes that it should consider
|
||
|
/// for blending.</param>
|
||
|
public void Update(Transform trigger, LayerMask layerMask)
|
||
|
{
|
||
|
Update(stack, trigger, layerMask);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Updates the Volume manager and stores the result in a custom <see cref="VolumeStack"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="stack">The stack to store the blending result into.</param>
|
||
|
/// <param name="trigger">A reference Transform to consider for positional Volume blending.
|
||
|
/// </param>
|
||
|
/// <param name="layerMask">The LayerMask that Unity uses to filter Volumes that it should consider
|
||
|
/// for blending.</param>
|
||
|
/// <seealso cref="VolumeStack"/>
|
||
|
public void Update(VolumeStack stack, Transform trigger, LayerMask layerMask)
|
||
|
{
|
||
|
Assert.IsNotNull(stack);
|
||
|
|
||
|
CheckBaseTypes();
|
||
|
CheckStack(stack);
|
||
|
|
||
|
if (!CheckUpdateRequired(stack))
|
||
|
return;
|
||
|
|
||
|
// Start by resetting the global state to default values
|
||
|
ReplaceData(stack);
|
||
|
|
||
|
bool onlyGlobal = trigger == null;
|
||
|
var triggerPos = onlyGlobal ? Vector3.zero : trigger.position;
|
||
|
|
||
|
// Sort the cached volume list(s) for the given layer mask if needed and return it
|
||
|
var volumes = GrabVolumes(layerMask);
|
||
|
|
||
|
Camera camera = null;
|
||
|
// Behavior should be fine even if camera is null
|
||
|
if (!onlyGlobal)
|
||
|
trigger.TryGetComponent<Camera>(out camera);
|
||
|
|
||
|
// Traverse all volumes
|
||
|
int numVolumes = volumes.Count;
|
||
|
for (int i = 0; i < numVolumes; i++)
|
||
|
{
|
||
|
Volume volume = volumes[i];
|
||
|
if (volume == null)
|
||
|
continue;
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
// Skip volumes that aren't in the scene currently displayed in the scene view
|
||
|
if (!IsVolumeRenderedByCamera(volume, camera))
|
||
|
continue;
|
||
|
#endif
|
||
|
|
||
|
// Skip disabled volumes and volumes without any data or weight
|
||
|
if (!volume.enabled || volume.profileRef == null || volume.weight <= 0f)
|
||
|
continue;
|
||
|
|
||
|
// Global volumes always have influence
|
||
|
if (volume.isGlobal)
|
||
|
{
|
||
|
OverrideData(stack, volume.profileRef.components, Mathf.Clamp01(volume.weight));
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
if (onlyGlobal)
|
||
|
continue;
|
||
|
|
||
|
// If volume isn't global and has no collider, skip it as it's useless
|
||
|
var colliders = m_TempColliders;
|
||
|
volume.GetComponents(colliders);
|
||
|
if (colliders.Count == 0)
|
||
|
continue;
|
||
|
|
||
|
// Find closest distance to volume, 0 means it's inside it
|
||
|
float closestDistanceSqr = float.PositiveInfinity;
|
||
|
|
||
|
int numColliders = colliders.Count;
|
||
|
for (int c = 0; c < numColliders; c++)
|
||
|
{
|
||
|
var collider = colliders[c];
|
||
|
if (!collider.enabled)
|
||
|
continue;
|
||
|
|
||
|
var closestPoint = collider.ClosestPoint(triggerPos);
|
||
|
var d = (closestPoint - triggerPos).sqrMagnitude;
|
||
|
|
||
|
if (d < closestDistanceSqr)
|
||
|
closestDistanceSqr = d;
|
||
|
}
|
||
|
|
||
|
colliders.Clear();
|
||
|
float blendDistSqr = volume.blendDistance * volume.blendDistance;
|
||
|
|
||
|
// Volume has no influence, ignore it
|
||
|
// Note: Volume doesn't do anything when `closestDistanceSqr = blendDistSqr` but we
|
||
|
// can't use a >= comparison as blendDistSqr could be set to 0 in which case
|
||
|
// volume would have total influence
|
||
|
if (closestDistanceSqr > blendDistSqr)
|
||
|
continue;
|
||
|
|
||
|
// Volume has influence
|
||
|
float interpFactor = 1f;
|
||
|
|
||
|
if (blendDistSqr > 0f)
|
||
|
interpFactor = 1f - (closestDistanceSqr / blendDistSqr);
|
||
|
|
||
|
// No need to clamp01 the interpolation factor as it'll always be in [0;1[ range
|
||
|
OverrideData(stack, volume.profileRef.components, interpFactor * Mathf.Clamp01(volume.weight));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get all volumes on a given layer mask sorted by influence.
|
||
|
/// </summary>
|
||
|
/// <param name="layerMask">The LayerMask that Unity uses to filter Volumes that it should consider.</param>
|
||
|
/// <returns>An array of volume.</returns>
|
||
|
public Volume[] GetVolumes(LayerMask layerMask)
|
||
|
{
|
||
|
var volumes = GrabVolumes(layerMask);
|
||
|
volumes.RemoveAll(v => v == null);
|
||
|
return volumes.ToArray();
|
||
|
}
|
||
|
|
||
|
List<Volume> GrabVolumes(LayerMask mask)
|
||
|
{
|
||
|
List<Volume> list;
|
||
|
|
||
|
if (!m_SortedVolumes.TryGetValue(mask, out list))
|
||
|
{
|
||
|
// New layer mask detected, create a new list and cache all the volumes that belong
|
||
|
// to this mask in it
|
||
|
list = new List<Volume>();
|
||
|
|
||
|
var numVolumes = m_Volumes.Count;
|
||
|
for (int i = 0; i < numVolumes; i++)
|
||
|
{
|
||
|
var volume = m_Volumes[i];
|
||
|
if ((mask & (1 << volume.gameObject.layer)) == 0)
|
||
|
continue;
|
||
|
|
||
|
list.Add(volume);
|
||
|
m_SortNeeded[mask] = true;
|
||
|
}
|
||
|
|
||
|
m_SortedVolumes.Add(mask, list);
|
||
|
}
|
||
|
|
||
|
// Check sorting state
|
||
|
bool sortNeeded;
|
||
|
if (m_SortNeeded.TryGetValue(mask, out sortNeeded) && sortNeeded)
|
||
|
{
|
||
|
m_SortNeeded[mask] = false;
|
||
|
SortByPriority(list);
|
||
|
}
|
||
|
|
||
|
return list;
|
||
|
}
|
||
|
|
||
|
// Stable insertion sort. Faster than List<T>.Sort() for our needs.
|
||
|
static void SortByPriority(List<Volume> volumes)
|
||
|
{
|
||
|
Assert.IsNotNull(volumes, "Trying to sort volumes of non-initialized layer");
|
||
|
|
||
|
for (int i = 1; i < volumes.Count; i++)
|
||
|
{
|
||
|
var temp = volumes[i];
|
||
|
int j = i - 1;
|
||
|
|
||
|
// Sort order is ascending
|
||
|
while (j >= 0 && volumes[j].priority > temp.priority)
|
||
|
{
|
||
|
volumes[j + 1] = volumes[j];
|
||
|
j--;
|
||
|
}
|
||
|
|
||
|
volumes[j + 1] = temp;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static bool IsVolumeRenderedByCamera(Volume volume, Camera camera)
|
||
|
{
|
||
|
#if UNITY_2018_3_OR_NEWER && UNITY_EDITOR
|
||
|
// GameObject for default global volume may not belong to any scene, following check prevents it from being culled
|
||
|
if (!volume.gameObject.scene.IsValid())
|
||
|
return true;
|
||
|
// IsGameObjectRenderedByCamera does not behave correctly when camera is null so we have to catch it here.
|
||
|
return camera == null ? true : UnityEditor.SceneManagement.StageUtility.IsGameObjectRenderedByCamera(volume.gameObject, camera);
|
||
|
#else
|
||
|
return true;
|
||
|
#endif
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// A scope in which a Camera filters a Volume.
|
||
|
/// </summary>
|
||
|
[Obsolete("VolumeIsolationScope is deprecated, it does not have any effect anymore.")]
|
||
|
public struct VolumeIsolationScope : IDisposable
|
||
|
{
|
||
|
/// <summary>
|
||
|
/// Constructs a scope in which a Camera filters a Volume.
|
||
|
/// </summary>
|
||
|
/// <param name="unused">Unused parameter.</param>
|
||
|
public VolumeIsolationScope(bool unused) { }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Stops the Camera from filtering a Volume.
|
||
|
/// </summary>
|
||
|
void IDisposable.Dispose() { }
|
||
|
}
|
||
|
}
|