166 lines
6.6 KiB
C#
166 lines
6.6 KiB
C#
using System.Collections.Generic;
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using UnityEngine.Serialization;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// A generic Volume component holding a <see cref="VolumeProfile"/>.
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/// </summary>
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[CoreRPHelpURL("Volumes", "com.unity.render-pipelines.high-definition")]
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[ExecuteAlways]
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[AddComponentMenu("Miscellaneous/Volume")]
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public class Volume : MonoBehaviour, IVolume
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{
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[SerializeField, FormerlySerializedAs("isGlobal")]
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private bool m_IsGlobal = true;
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/// <summary>
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/// Specifies whether to apply the Volume to the entire Scene or not.
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/// </summary>
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[Tooltip("When enabled, the Volume is applied to the entire Scene.")]
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public bool isGlobal
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{
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get => m_IsGlobal;
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set => m_IsGlobal = value;
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}
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/// <summary>
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/// A value which determines which Volume is being used when Volumes have an equal amount of influence on the Scene. Volumes with a higher priority will override lower ones.
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/// </summary>
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[Tooltip("A value which determines which Volume is being used when Volumes have an equal amount of influence on the Scene. Volumes with a higher priority will override lower ones.")]
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[Delayed]
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public float priority = 0f;
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/// <summary>
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/// The outer distance to start blending from. A value of 0 means no blending and Unity applies
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/// the Volume overrides immediately upon entry.
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/// </summary>
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[Tooltip("Sets the outer distance to start blending from. A value of 0 means no blending and Unity applies the Volume overrides immediately upon entry.")]
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public float blendDistance = 0f;
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/// <summary>
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/// The total weight of this volume in the Scene. 0 means no effect and 1 means full effect.
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/// </summary>
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[Range(0f, 1f), Tooltip("Sets the total weight of this Volume in the Scene. 0 means no effect and 1 means full effect.")]
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public float weight = 1f;
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/// <summary>
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/// The shared Profile that this Volume uses.
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/// Modifying <c>sharedProfile</c> changes every Volumes that uses this Profile and also changes
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/// the Profile settings stored in the Project.
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/// </summary>
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/// <remarks>
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/// You should not modify Profiles that <c>sharedProfile</c> returns. If you want
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/// to modify the Profile of a Volume, use <see cref="profile"/> instead.
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/// </remarks>
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/// <seealso cref="profile"/>
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public VolumeProfile sharedProfile = null;
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/// <summary>
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/// Gets the first instantiated <see cref="VolumeProfile"/> assigned to the Volume.
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/// Modifying <c>profile</c> changes the Profile for this Volume only. If another Volume
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/// uses the same Profile, this clones the shared Profile and starts using it from now on.
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/// </summary>
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/// <remarks>
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/// This property automatically instantiates the Profile and make it unique to this Volume
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/// so you can safely edit it via scripting at runtime without changing the original Asset
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/// in the Project.
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/// Note that if you pass your own Profile, you must destroy it when you finish using it.
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/// </remarks>
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/// <seealso cref="sharedProfile"/>
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public VolumeProfile profile
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{
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get
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{
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if (m_InternalProfile == null)
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{
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m_InternalProfile = ScriptableObject.CreateInstance<VolumeProfile>();
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if (sharedProfile != null)
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{
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m_InternalProfile.name = sharedProfile.name;
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foreach (var item in sharedProfile.components)
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{
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var itemCopy = Instantiate(item);
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m_InternalProfile.components.Add(itemCopy);
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}
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}
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}
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return m_InternalProfile;
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}
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set => m_InternalProfile = value;
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}
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internal List<Collider> m_Colliders = new List<Collider>();
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/// <summary>
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/// The colliders of the volume if <see cref="isGlobal"/> is false
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/// </summary>
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public List<Collider> colliders => m_Colliders;
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internal VolumeProfile profileRef => m_InternalProfile == null ? sharedProfile : m_InternalProfile;
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/// <summary>
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/// Checks if the Volume has an instantiated Profile or if it uses a shared Profile.
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/// </summary>
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/// <returns><c>true</c> if the profile has been instantiated.</returns>
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/// <seealso cref="profile"/>
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/// <seealso cref="sharedProfile"/>
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public bool HasInstantiatedProfile() => m_InternalProfile != null;
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// Needed for state tracking (see the comments in Update)
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int m_PreviousLayer;
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float m_PreviousPriority;
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VolumeProfile m_InternalProfile;
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void OnEnable()
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{
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m_PreviousLayer = gameObject.layer;
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VolumeManager.instance.Register(this, m_PreviousLayer);
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GetComponents(m_Colliders);
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}
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void OnDisable()
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{
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VolumeManager.instance.Unregister(this, gameObject.layer);
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}
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void Update()
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{
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// Unfortunately we need to track the current layer to update the volume manager in
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// real-time as the user could change it at any time in the editor or at runtime.
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// Because no event is raised when the layer changes, we have to track it on every
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// frame :/
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UpdateLayer();
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// Same for priority. We could use a property instead, but it doesn't play nice with the
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// serialization system. Using a custom Attribute/PropertyDrawer for a property is
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// possible but it doesn't work with Undo/Redo in the editor, which makes it useless for
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// our case.
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if (priority != m_PreviousPriority)
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{
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VolumeManager.instance.SetLayerDirty(gameObject.layer);
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m_PreviousPriority = priority;
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}
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#if UNITY_EDITOR
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// In the editor, we refresh the list of colliders at every frame because it's frequent to add/remove them
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GetComponents(m_Colliders);
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#endif
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}
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internal void UpdateLayer()
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{
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int layer = gameObject.layer;
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if (layer != m_PreviousLayer)
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{
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VolumeManager.instance.UpdateVolumeLayer(this, m_PreviousLayer, layer);
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m_PreviousLayer = layer;
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}
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}
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}
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}
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