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129 行
4.9 KiB
129 行
4.9 KiB
using UnityEditor;
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using System.IO;
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namespace UnityEngine.Experimental.Rendering.Universal
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{
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internal static class Light2DLookupTexture
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{
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static Texture2D s_PointLightLookupTexture;
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static Texture2D s_FalloffLookupTexture;
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static public Texture2D CreatePointLightLookupTexture()
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{
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const float WIDTH = 256;
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const float HEIGHT = 256;
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TextureFormat textureFormat = TextureFormat.ARGB32;
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if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAHalf))
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textureFormat = TextureFormat.RGBAHalf;
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else if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAFloat))
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textureFormat = TextureFormat.RGBAFloat;
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s_PointLightLookupTexture = new Texture2D((int)WIDTH, (int)HEIGHT, textureFormat, false);
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s_PointLightLookupTexture.filterMode = FilterMode.Bilinear;
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s_PointLightLookupTexture.wrapMode = TextureWrapMode.Clamp;
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if (s_PointLightLookupTexture != null)
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{
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Vector2 center = new Vector2(WIDTH / 2, HEIGHT / 2);
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for (int y = 0; y < HEIGHT; y++)
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{
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for (int x = 0; x < WIDTH; x++)
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{
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Vector2 pos = new Vector2(x, y);
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float distance = Vector2.Distance(pos, center);
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Vector2 relPos = pos - center;
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Vector2 direction = center - pos;
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direction.Normalize();
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// red = 1-0 distance
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// green = 1-0 angle
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// blue = direction.x
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// alpha = direction.y
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float red;
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if (x == WIDTH - 1 || y == HEIGHT - 1)
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red = 0;
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else
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red = Mathf.Clamp(1 - (2.0f * distance / WIDTH), 0.0f, 1.0f);
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float cosAngle = Vector2.Dot(Vector2.down, relPos.normalized);
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float angle = Mathf.Acos(cosAngle) / Mathf.PI; // 0-1
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float green = Mathf.Clamp(1 - angle, 0.0f, 1.0f);
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float blue = direction.x;
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float alpha = direction.y;
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Color color = new Color(red, green, blue, alpha);
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s_PointLightLookupTexture.SetPixel(x, y, color);
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}
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}
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}
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s_PointLightLookupTexture.Apply();
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return s_PointLightLookupTexture;
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}
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static public Texture2D CreateFalloffLookupTexture()
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{
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const float WIDTH = 2048;
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const float HEIGHT = 192;
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TextureFormat textureFormat = TextureFormat.ARGB32;
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s_FalloffLookupTexture = new Texture2D((int)WIDTH, (int)HEIGHT-64, textureFormat, false);
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s_FalloffLookupTexture.filterMode = FilterMode.Bilinear;
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s_FalloffLookupTexture.wrapMode = TextureWrapMode.Clamp;
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if (s_FalloffLookupTexture != null)
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{
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for(int y=0;y<HEIGHT;y++)
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{
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float baseValue = (float)(y+32) / (float)(HEIGHT+64);
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float lineValue = -baseValue + 1;
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float exponent = Mathf.Log(lineValue) / Mathf.Log(baseValue);
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if (y == HEIGHT - 1)
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textureFormat = TextureFormat.ARGB32;
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for (int x=0;x<WIDTH;x++)
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{
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float t = (float)x / (float)WIDTH;
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float red = Mathf.Pow(t, exponent);
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Color color = new Color(red, 0, 0, 1);
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if(y >= 32 && y < 160)
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s_FalloffLookupTexture.SetPixel(x, y-32, color);
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}
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}
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}
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s_FalloffLookupTexture.Apply();
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return s_FalloffLookupTexture;
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}
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//#if UNITY_EDITOR
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// [MenuItem("Light2D Debugging/Write Light Texture")]
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// static public void WriteLightTexture()
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// {
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// var path = EditorUtility.SaveFilePanel("Save texture as PNG", "", "LightLookupTexture.exr", "png");
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// CreatePointLightLookupTexture();
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// byte[] imgData = s_PointLightLookupTexture.EncodeToEXR(Texture2D.EXRFlags.CompressRLE);
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// if (imgData != null)
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// File.WriteAllBytes(path, imgData);
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// }
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// [MenuItem("Light2D Debugging/Write Falloff Texture")]
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// static public void WriteCurveTexture()
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// {
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// var path = EditorUtility.SaveFilePanel("Save texture as PNG", "", "FalloffLookupTexture.png", "png");
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// CreateFalloffLookupTexture();
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// byte[] imgData = s_FalloffLookupTexture.EncodeToPNG();
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// if (imgData != null)
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// File.WriteAllBytes(path, imgData);
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// }
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//#endif
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}
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}
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