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231 行
9.6 KiB
231 行
9.6 KiB
#if UNITY_POST_PROCESSING_STACK_V2
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// NOTE: If you are getting errors of the sort that say something like:
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// "The type or namespace name `PostProcessing' does not exist in the namespace"
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// it is because the PostProcessing v2 module has been removed from your project.
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//
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// To make the errors go away, you can either:
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// 1 - Download PostProcessing V2 and install it into your project
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// or
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// 2 - Go into PlayerSettings/OtherSettings and remove the Scripting Define for UNITY_POST_PROCESSING_STACK_V2
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//
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering.PostProcessing;
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namespace Cinemachine.PostFX
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{
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/// <summary>
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/// This behaviour is a liaison between Cinemachine with the Post-Processing v2 module. You must
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/// have the Post-Processing V2 stack asset store package installed in order to use this behaviour.
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///
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/// As a component on the Virtual Camera, it holds
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/// a Post-Processing Profile asset that will be applied to the Unity camera whenever
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/// the Virtual camera is live. It also has the optional functionality of animating
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/// the Focus Distance and DepthOfField properties of the Camera State, and
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/// applying them to the current Post-Processing profile, provided that profile has a
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/// DepthOfField effect that is enabled.
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/// </summary>
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[DocumentationSorting(101, DocumentationSortingAttribute.Level.UserRef)]
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[ExecuteInEditMode]
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[AddComponentMenu("")] // Hide in menu
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[SaveDuringPlay]
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public class CinemachinePostProcessing : CinemachineExtension
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{
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[Tooltip("If checked, then the Focus Distance will be set to the distance between the camera and the LookAt target. Requires DepthOfField effect in the Profile")]
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public bool m_FocusTracksTarget;
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[Tooltip("Offset from target distance, to be used with Focus Tracks Target. Offsets the sharpest point away from the LookAt target.")]
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public float m_FocusOffset;
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[Tooltip("This Post-Processing profile will be applied whenever this virtual camera is live")]
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public PostProcessProfile m_Profile;
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bool mCachedProfileIsInvalid = true;
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PostProcessProfile mProfileCopy;
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public PostProcessProfile Profile { get { return mProfileCopy != null ? mProfileCopy : m_Profile; } }
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/// <summary>True if the profile is enabled and nontrivial</summary>
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public bool IsValid { get { return m_Profile != null && m_Profile.settings.Count > 0; } }
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/// <summary>Called by the editor when the shared asset has been edited</summary>
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public void InvalidateCachedProfile() { mCachedProfileIsInvalid = true; }
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void CreateProfileCopy()
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{
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DestroyProfileCopy();
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PostProcessProfile profile = ScriptableObject.CreateInstance<PostProcessProfile>();
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if (m_Profile != null)
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{
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foreach (var item in m_Profile.settings)
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{
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var itemCopy = Instantiate(item);
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profile.settings.Add(itemCopy);
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}
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}
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mProfileCopy = profile;
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mCachedProfileIsInvalid = false;
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}
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void DestroyProfileCopy()
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{
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if (mProfileCopy != null)
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DestroyImmediate(mProfileCopy);
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mProfileCopy = null;
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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DestroyProfileCopy();
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}
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protected override void PostPipelineStageCallback(
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CinemachineVirtualCameraBase vcam,
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CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
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{
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//UnityEngine.Profiling.Profiler.BeginSample("CinemachinePostProcessing.PostPipelineStageCallback");
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// Set the focus after the camera has been fully positioned.
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// GML todo: what about collider?
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if (stage == CinemachineCore.Stage.Aim)
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{
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if (!IsValid)
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DestroyProfileCopy();
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else
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{
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// Handle Follow Focus
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if (!m_FocusTracksTarget || !state.HasLookAt)
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DestroyProfileCopy();
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else
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{
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if (mProfileCopy == null || mCachedProfileIsInvalid)
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CreateProfileCopy();
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DepthOfField dof;
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if (mProfileCopy.TryGetSettings(out dof))
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dof.focusDistance.value
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= (state.FinalPosition - state.ReferenceLookAt).magnitude + m_FocusOffset;
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}
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// Apply the post-processing
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state.AddCustomBlendable(new CameraState.CustomBlendable(this, 1));
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}
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}
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//UnityEngine.Profiling.Profiler.EndSample();
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}
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static void OnCameraCut(CinemachineBrain brain)
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{
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// Debug.Log("Camera cut event");
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PostProcessLayer postFX = brain.PostProcessingComponent as PostProcessLayer;
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if (postFX == null)
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brain.PostProcessingComponent = null; // object deleted
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else
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postFX.ResetHistory();
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}
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static void ApplyPostFX(CinemachineBrain brain)
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{
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//UnityEngine.Profiling.Profiler.BeginSample("CinemachinePostProcessing.ApplyPostFX");
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PostProcessLayer ppLayer = brain.GetComponent<PostProcessLayer>();
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if (ppLayer == null || !ppLayer.enabled || ppLayer.volumeLayer == 0)
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return;
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CameraState state = brain.CurrentCameraState;
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int numBlendables = state.NumCustomBlendables;
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List<PostProcessVolume> volumes = GetDynamicBrainVolumes(brain, ppLayer, numBlendables);
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for (int i = 0; i < volumes.Count; ++i)
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{
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volumes[i].weight = 0;
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volumes[i].sharedProfile = null;
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volumes[i].profile = null;
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}
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for (int i = 0; i < numBlendables; ++i)
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{
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var b = state.GetCustomBlendable(i);
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CinemachinePostProcessing src = b.m_Custom as CinemachinePostProcessing;
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if (!(src == null)) // in case it was deleted
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{
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PostProcessVolume v = volumes[i];
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v.sharedProfile = src.Profile;
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v.isGlobal = true;
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v.priority = float.MaxValue-1;
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v.weight = b.m_Weight;
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}
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}
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//UnityEngine.Profiling.Profiler.EndSample();
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}
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static string sVolumeOwnerName = "__CMVolumes";
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static List<PostProcessVolume> sVolumes = new List<PostProcessVolume>();
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static List<PostProcessVolume> GetDynamicBrainVolumes(
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CinemachineBrain brain, PostProcessLayer ppLayer, int minVolumes)
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{
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//UnityEngine.Profiling.Profiler.BeginSample("CinemachinePostProcessing.GetDynamicBrainVolumes");
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// Locate the camera's child object that holds our dynamic volumes
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GameObject volumeOwner = null;
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Transform t = brain.transform;
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int numChildren = t.childCount;
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sVolumes.Clear();
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for (int i = 0; volumeOwner == null && i < numChildren; ++i)
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{
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GameObject child = t.GetChild(i).gameObject;
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if (child.hideFlags == HideFlags.HideAndDontSave)
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{
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child.GetComponents(sVolumes);
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if (sVolumes.Count > 0)
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volumeOwner = child;
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}
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}
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if (minVolumes > 0)
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{
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if (volumeOwner == null)
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{
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volumeOwner = new GameObject(sVolumeOwnerName);
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volumeOwner.hideFlags = HideFlags.HideAndDontSave;
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volumeOwner.transform.parent = t;
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}
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// Update the volume's layer so it will be seen
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int mask = ppLayer.volumeLayer.value;
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for (int i = 0; i < 32; ++i)
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{
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if ((mask & (1 << i)) != 0)
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{
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volumeOwner.layer = i;
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break;
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}
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}
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while (sVolumes.Count < minVolumes)
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sVolumes.Add(volumeOwner.gameObject.AddComponent<PostProcessVolume>());
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}
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//UnityEngine.Profiling.Profiler.EndSample();
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return sVolumes;
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}
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/// <summary>Internal method called by editor module</summary>
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[RuntimeInitializeOnLoadMethod]
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public static void InitializeModule()
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{
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// When the brain pushes the state to the camera, hook in to the PostFX
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CinemachineBrain.sPostProcessingHandler.RemoveListener(StaticPostFXHandler);
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CinemachineBrain.sPostProcessingHandler.AddListener(StaticPostFXHandler);
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}
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static void StaticPostFXHandler(CinemachineBrain brain)
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{
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PostProcessLayer postFX = brain.PostProcessingComponent as PostProcessLayer;
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if (postFX == null)
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{
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brain.PostProcessingComponent = brain.GetComponent<PostProcessLayer>();
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postFX = brain.PostProcessingComponent as PostProcessLayer;
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if (postFX != null)
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brain.m_CameraCutEvent.AddListener(CinemachinePostProcessing.OnCameraCut);
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}
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if (postFX != null)
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CinemachinePostProcessing.ApplyPostFX(brain);
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}
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}
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}
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#endif
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