您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
166 行
6.7 KiB
166 行
6.7 KiB
using System.Collections.Generic;
|
|
|
|
namespace UnityEngine.Rendering
|
|
{
|
|
//Volumes are documented in HDRP for now
|
|
[HelpURL(Documentation.baseURLHDRP + Documentation.version + Documentation.subURL + "Volumes" + Documentation.endURL)]
|
|
[ExecuteAlways]
|
|
public class Volume : MonoBehaviour
|
|
{
|
|
[Tooltip("A global volume is applied to the whole scene.")]
|
|
public bool isGlobal = true;
|
|
|
|
[Tooltip("Volume priority in the stack. Higher number means higher priority. Negative values are supported.")]
|
|
public float priority = 0f;
|
|
|
|
[Tooltip("Outer distance to start blending from. A value of 0 means no blending and the volume overrides will be applied immediately upon entry.")]
|
|
public float blendDistance = 0f;
|
|
|
|
[Range(0f, 1f), Tooltip("Total weight of this volume in the scene. 0 means it won't do anything, 1 means full effect.")]
|
|
public float weight = 1f;
|
|
|
|
// Modifying sharedProfile will change the behavior of all volumes using this profile, and
|
|
// change profile settings that are stored in the project too
|
|
public VolumeProfile sharedProfile = null;
|
|
|
|
// This property automatically instantiates the profile and makes it unique to this volume
|
|
// so you can safely edit it via scripting at runtime without changing the original asset
|
|
// in the project.
|
|
// Note that if you pass in your own profile, it is your responsibility to destroy it once
|
|
// it's not in use anymore.
|
|
public VolumeProfile profile
|
|
{
|
|
get
|
|
{
|
|
if (m_InternalProfile == null)
|
|
{
|
|
m_InternalProfile = ScriptableObject.CreateInstance<VolumeProfile>();
|
|
|
|
if (sharedProfile != null)
|
|
{
|
|
foreach (var item in sharedProfile.components)
|
|
{
|
|
var itemCopy = Instantiate(item);
|
|
m_InternalProfile.components.Add(itemCopy);
|
|
}
|
|
}
|
|
}
|
|
|
|
return m_InternalProfile;
|
|
}
|
|
set => m_InternalProfile = value;
|
|
}
|
|
|
|
internal VolumeProfile profileRef => m_InternalProfile == null ? sharedProfile : m_InternalProfile;
|
|
|
|
public bool HasInstantiatedProfile() => m_InternalProfile != null;
|
|
|
|
// Needed for state tracking (see the comments in Update)
|
|
int m_PreviousLayer;
|
|
float m_PreviousPriority;
|
|
VolumeProfile m_InternalProfile;
|
|
|
|
void OnEnable()
|
|
{
|
|
m_PreviousLayer = gameObject.layer;
|
|
VolumeManager.instance.Register(this, m_PreviousLayer);
|
|
}
|
|
|
|
void OnDisable()
|
|
{
|
|
VolumeManager.instance.Unregister(this, gameObject.layer);
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
// Unfortunately we need to track the current layer to update the volume manager in
|
|
// real-time as the user could change it at any time in the editor or at runtime.
|
|
// Because no event is raised when the layer changes, we have to track it on every
|
|
// frame :/
|
|
int layer = gameObject.layer;
|
|
if (layer != m_PreviousLayer)
|
|
{
|
|
VolumeManager.instance.UpdateVolumeLayer(this, m_PreviousLayer, layer);
|
|
m_PreviousLayer = layer;
|
|
}
|
|
|
|
// Same for priority. We could use a property instead, but it doesn't play nice with the
|
|
// serialization system. Using a custom Attribute/PropertyDrawer for a property is
|
|
// possible but it doesn't work with Undo/Redo in the editor, which makes it useless for
|
|
// our case.
|
|
if (priority != m_PreviousPriority)
|
|
{
|
|
VolumeManager.instance.SetLayerDirty(layer);
|
|
m_PreviousPriority = priority;
|
|
}
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
// TODO: Look into a better volume previsualization system
|
|
List<Collider> m_TempColliders;
|
|
|
|
void OnDrawGizmos()
|
|
{
|
|
if (m_TempColliders == null)
|
|
m_TempColliders = new List<Collider>();
|
|
|
|
var colliders = m_TempColliders;
|
|
GetComponents(colliders);
|
|
|
|
if (isGlobal || colliders == null)
|
|
return;
|
|
|
|
var scale = transform.localScale;
|
|
var invScale = new Vector3(1f / scale.x, 1f / scale.y, 1f / scale.z);
|
|
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, scale);
|
|
Gizmos.color = CoreRenderPipelinePreferences.volumeGizmoColor;
|
|
|
|
// Draw a separate gizmo for each collider
|
|
foreach (var collider in colliders)
|
|
{
|
|
if (!collider.enabled)
|
|
continue;
|
|
|
|
// We'll just use scaling as an approximation for volume skin. It's far from being
|
|
// correct (and is completely wrong in some cases). Ultimately we'd use a distance
|
|
// field or at least a tesselate + push modifier on the collider's mesh to get a
|
|
// better approximation, but the current Gizmo system is a bit limited and because
|
|
// everything is dynamic in Unity and can be changed at anytime, it's hard to keep
|
|
// track of changes in an elegant way (which we'd need to implement a nice cache
|
|
// system for generated volume meshes).
|
|
var type = collider.GetType();
|
|
|
|
if (type == typeof(BoxCollider))
|
|
{
|
|
var c = (BoxCollider)collider;
|
|
Gizmos.DrawCube(c.center, c.size);
|
|
Gizmos.DrawWireCube(c.center, c.size + invScale * blendDistance * 2f);
|
|
}
|
|
else if (type == typeof(SphereCollider))
|
|
{
|
|
var c = (SphereCollider)collider;
|
|
Gizmos.DrawSphere(c.center, c.radius);
|
|
Gizmos.DrawWireSphere(c.center, c.radius + invScale.x * blendDistance);
|
|
}
|
|
else if (type == typeof(MeshCollider))
|
|
{
|
|
var c = (MeshCollider)collider;
|
|
|
|
// Only convex mesh colliders are allowed
|
|
if (!c.convex)
|
|
c.convex = true;
|
|
|
|
// Mesh pivot should be centered or this won't work
|
|
Gizmos.DrawMesh(c.sharedMesh);
|
|
Gizmos.DrawWireMesh(c.sharedMesh, Vector3.zero, Quaternion.identity, Vector3.one + invScale * blendDistance * 2f);
|
|
}
|
|
|
|
// Nothing for capsule (DrawCapsule isn't exposed in Gizmo), terrain, wheel and
|
|
// other colliders...
|
|
}
|
|
|
|
colliders.Clear();
|
|
}
|
|
#endif
|
|
}
|
|
}
|