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Meriem Ghomari 6 年前
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共有 3931 个文件被更改,包括 11306 次插入0 次删除
  1. 9
      .gitattributes
  2. 10
      FontainebleauDemo/Assets/CinemachinePostProcessingV2.meta
  3. 252
      FontainebleauDemo/Assets/CinemachinePostProcessingV2/CinemachinePostProcessing.cs
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  6. 226
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9
.gitattributes


*.psd filter=lfs diff=lfs merge=lfs -text
*.unity filter=lfs diff=lfs merge=lfs -text
*.prefab filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text
*.asset filter=lfs diff=lfs merge=lfs -text
*.fbx filter=lfs diff=lfs merge=lfs -text
*.tiff filter=lfs diff=lfs merge=lfs -text
*.tga filter=lfs diff=lfs merge=lfs -text
*.tif filter=lfs diff=lfs merge=lfs -text

10
FontainebleauDemo/Assets/CinemachinePostProcessingV2.meta


fileFormatVersion: 2
guid: da47b11ddd953884e969d8b804131a56
folderAsset: yes
timeCreated: 1517263093
licenseType: Pro
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252
FontainebleauDemo/Assets/CinemachinePostProcessingV2/CinemachinePostProcessing.cs


// NOTE: If you are getting errors of the sort that say something like:
// "The type or namespace name `PostProcessing' does not exist in the namespace"
// it is because the Post Processing Stack V2 module has not been installed in your project.
//
// To make the errors go away, you can either:
// 1 - Download PostProcessing V2 and install it into your project
// or
// 2 - Delete the CinemachinePostProcessingV2 folder from your project
//
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
namespace Cinemachine.PostFX
{
/// <summary>
/// This behaviour is a liaison between Cinemachine with the Post-Processing v2 module. You must
/// have the Post-Processing V2 stack asset store package installed in order to use this behaviour.
///
/// As a component on the Virtual Camera, it holds
/// a Post-Processing Profile asset that will be applied to the Unity camera whenever
/// the Virtual camera is live. It also has the optional functionality of animating
/// the Focus Distance and DepthOfField properties of the Camera State, and
/// applying them to the current Post-Processing profile, provided that profile has a
/// DepthOfField effect that is enabled.
/// </summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteInEditMode]
[AddComponentMenu("")] // Hide in menu
[SaveDuringPlay]
public class CinemachinePostProcessing : CinemachineExtension
{
[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")]
public bool m_FocusTracksTarget;
[Tooltip("Offset from target distance, to be used with Focus Tracks Target. Offsets the sharpest point away from the LookAt target.")]
public float m_FocusOffset;
[Tooltip("This Post-Processing profile will be applied whenever this virtual camera is live")]
public PostProcessProfile m_Profile;
bool mCachedProfileIsInvalid = true;
PostProcessProfile mProfileCopy;
public PostProcessProfile Profile { get { return mProfileCopy != null ? mProfileCopy : m_Profile; } }
/// <summary>True if the profile is enabled and nontrivial</summary>
public bool IsValid { get { return m_Profile != null && m_Profile.settings.Count > 0; } }
/// <summary>Called by the editor when the shared asset has been edited</summary>
public void InvalidateCachedProfile() { mCachedProfileIsInvalid = true; }
void CreateProfileCopy()
{
DestroyProfileCopy();
PostProcessProfile profile = ScriptableObject.CreateInstance<PostProcessProfile>();
if (m_Profile != null)
{
foreach (var item in m_Profile.settings)
{
var itemCopy = Instantiate(item);
profile.settings.Add(itemCopy);
}
}
mProfileCopy = profile;
mCachedProfileIsInvalid = false;
}
void DestroyProfileCopy()
{
if (mProfileCopy != null)
RuntimeUtility.DestroyObject(mProfileCopy);
mProfileCopy = null;
}
protected override void OnDestroy()
{
base.OnDestroy();
DestroyProfileCopy();
}
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
//UnityEngine.Profiling.Profiler.BeginSample("CinemachinePostProcessing.PostPipelineStageCallback");
// Set the focus after the camera has been fully positioned.
// GML todo: what about collider?
if (stage == CinemachineCore.Stage.Aim)
{
if (!IsValid)
DestroyProfileCopy();
else
{
// Handle Follow Focus
if (!m_FocusTracksTarget)
DestroyProfileCopy();
else
{
if (mProfileCopy == null || mCachedProfileIsInvalid)
CreateProfileCopy();
DepthOfField dof;
if (mProfileCopy.TryGetSettings(out dof))
{
float focusDistance = m_FocusOffset;
if (state.HasLookAt)
focusDistance += (state.FinalPosition - state.ReferenceLookAt).magnitude;
dof.focusDistance.value = Mathf.Max(0, focusDistance);
}
}
// Apply the post-processing
state.AddCustomBlendable(new CameraState.CustomBlendable(this, 1));
}
}
//UnityEngine.Profiling.Profiler.EndSample();
}
static void OnCameraCut(CinemachineBrain brain)
{
// Debug.Log("Camera cut event");
PostProcessLayer postFX = GetPPLayer(brain);
if (postFX != null)
postFX.ResetHistory();
}
static void ApplyPostFX(CinemachineBrain brain)
{
//UnityEngine.Profiling.Profiler.BeginSample("CinemachinePostProcessing.ApplyPostFX");
PostProcessLayer ppLayer = GetPPLayer(brain);
if (ppLayer == null || !ppLayer.enabled || ppLayer.volumeLayer == 0)
return;
CameraState state = brain.CurrentCameraState;
int numBlendables = state.NumCustomBlendables;
List<PostProcessVolume> volumes = GetDynamicBrainVolumes(brain, ppLayer, numBlendables);
for (int i = 0; i < volumes.Count; ++i)
{
volumes[i].weight = 0;
volumes[i].sharedProfile = null;
volumes[i].profile = null;
}
PostProcessVolume firstVolume = null;
int numPPblendables = 0;
for (int i = 0; i < numBlendables; ++i)
{
var b = state.GetCustomBlendable(i);
CinemachinePostProcessing src = b.m_Custom as CinemachinePostProcessing;
if (!(src == null)) // in case it was deleted
{
PostProcessVolume v = volumes[i];
if (firstVolume == null)
firstVolume = v;
v.sharedProfile = src.Profile;
v.isGlobal = true;
v.priority = float.MaxValue-(numBlendables-i)-1;
v.weight = b.m_Weight;
++numPPblendables;
}
#if true // set this to true to force first weight to 1
// If more than one volume, then set the frst one's weight to 1
if (numPPblendables > 1)
firstVolume.weight = 1;
#endif
}
//UnityEngine.Profiling.Profiler.EndSample();
}
static string sVolumeOwnerName = "__CMVolumes";
static List<PostProcessVolume> sVolumes = new List<PostProcessVolume>();
static List<PostProcessVolume> GetDynamicBrainVolumes(
CinemachineBrain brain, PostProcessLayer ppLayer, int minVolumes)
{
//UnityEngine.Profiling.Profiler.BeginSample("CinemachinePostProcessing.GetDynamicBrainVolumes");
// Locate the camera's child object that holds our dynamic volumes
GameObject volumeOwner = null;
Transform t = brain.transform;
int numChildren = t.childCount;
sVolumes.Clear();
for (int i = 0; volumeOwner == null && i < numChildren; ++i)
{
GameObject child = t.GetChild(i).gameObject;
if (child.hideFlags == HideFlags.HideAndDontSave)
{
child.GetComponents(sVolumes);
if (sVolumes.Count > 0)
volumeOwner = child;
}
}
if (minVolumes > 0)
{
if (volumeOwner == null)
{
volumeOwner = new GameObject(sVolumeOwnerName);
volumeOwner.hideFlags = HideFlags.HideAndDontSave;
volumeOwner.transform.parent = t;
}
// Update the volume's layer so it will be seen
int mask = ppLayer.volumeLayer.value;
for (int i = 0; i < 32; ++i)
{
if ((mask & (1 << i)) != 0)
{
volumeOwner.layer = i;
break;
}
}
while (sVolumes.Count < minVolumes)
sVolumes.Add(volumeOwner.gameObject.AddComponent<PostProcessVolume>());
}
//UnityEngine.Profiling.Profiler.EndSample();
return sVolumes;
}
static Dictionary<CinemachineBrain, PostProcessLayer> mBrainToLayer
= new Dictionary<CinemachineBrain, PostProcessLayer>();
static PostProcessLayer GetPPLayer(CinemachineBrain brain)
{
PostProcessLayer layer = null;
if (mBrainToLayer.TryGetValue(brain, out layer))
{
#if UNITY_EDITOR
// Maybe they added it since we last checked
if (layer != null || Application.isPlaying)
#endif
return layer;
}
layer = brain.GetComponent<PostProcessLayer>();
mBrainToLayer[brain] = layer;
if (layer != null)
brain.m_CameraCutEvent.AddListener(OnCameraCut);
else
brain.m_CameraCutEvent.RemoveListener(OnCameraCut);
return layer;
}
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoad]
class EditorInitialize { static EditorInitialize() { InitializeModule(); } }
#endif
[RuntimeInitializeOnLoadMethod]
static void InitializeModule()
{
// Afetr the brain pushes the state to the camera, hook in to the PostFX
CinemachineCore.CameraUpdatedEvent.RemoveListener(ApplyPostFX);
CinemachineCore.CameraUpdatedEvent.AddListener(ApplyPostFX);
}
}
}

12
FontainebleauDemo/Assets/CinemachinePostProcessingV2/CinemachinePostProcessing.cs.meta


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10
FontainebleauDemo/Assets/CinemachinePostProcessingV2/Editor.meta


fileFormatVersion: 2
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226
FontainebleauDemo/Assets/CinemachinePostProcessingV2/Editor/CinemachinePostProcessingEditor.cs


// NOTE: If you are getting errors of the sort that say something like:
// "The type or namespace name `PostProcessing' does not exist in the namespace"
// it is because the PostProcessing v2 module has been removed from your project.
//
// To make the errors go away, you can either:
// 1 - Download PostProcessing V2 and install it into your project
// or
// 2 - Go into PlayerSettings and remove the define for UNITY_POST_PROCESSING_STACK_V2
//
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering.PostProcessing;
using UnityEditor.Rendering.PostProcessing;
using UnityEngine.SceneManagement;
using System.IO;
namespace Cinemachine.PostFX.Editor
{
[CustomEditor(typeof(CinemachinePostProcessing))]
public sealed class CinemachinePostProcessingEditor
: Cinemachine.Editor.BaseEditor<CinemachinePostProcessing>
{
SerializedProperty m_Profile;
SerializedProperty m_FocusTracksTarget;
SerializedProperty m_FocusOffset;
EffectListEditor m_EffectList;
GUIContent m_ProfileLabel;
void OnEnable()
{
Texture textue = Resources.Load("PostProcessLayer") as Texture;
m_ProfileLabel = new GUIContent("Profile", textue, "A reference to a profile asset");
m_FocusTracksTarget = FindProperty(x => x.m_FocusTracksTarget);
m_FocusOffset = FindProperty(x => x.m_FocusOffset);
m_Profile = FindProperty(x => x.m_Profile);
m_EffectList = new EffectListEditor(this);
RefreshEffectListEditor(Target.m_Profile);
}
void OnDisable()
{
if (m_EffectList != null)
m_EffectList.Clear();
}
void RefreshEffectListEditor(PostProcessProfile asset)
{
if (m_EffectList == null)
m_EffectList = new EffectListEditor(this);
m_EffectList.Clear();
if (asset != null)
m_EffectList.Init(asset, new SerializedObject(asset));
}
public override void OnInspectorGUI()
{
serializedObject.Update();
if (m_FocusTracksTarget.boolValue)
{
bool valid = false;
DepthOfField dof;
if (Target.m_Profile != null && Target.m_Profile.TryGetSettings(out dof))
valid = dof.enabled && dof.active && dof.focusDistance.overrideState;
if (!valid)
EditorGUILayout.HelpBox(
"Focus Tracking requires an active DepthOfField/FocusDistance effect in the profile",
MessageType.Warning);
else
{
if (!Target.VirtualCamera.State.HasLookAt)
EditorGUILayout.HelpBox(
"Focus Offset is relative to the Camera position",
MessageType.Info);
else
EditorGUILayout.HelpBox(
"Focus Offset is relative to the Target position",
MessageType.Info);
}
}
var rect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight); rect.y += 2;
float checkboxWidth = rect.height + 5;
rect = EditorGUI.PrefixLabel(rect, new GUIContent(m_FocusTracksTarget.displayName));
EditorGUI.PropertyField(new Rect(rect.x, rect.y, checkboxWidth, rect.height), m_FocusTracksTarget, GUIContent.none);
rect.x += checkboxWidth; rect.width -= checkboxWidth;
if (m_FocusTracksTarget.boolValue)
{
GUIContent offsetText = new GUIContent("Offset ");
var textDimensions = GUI.skin.label.CalcSize(offsetText);
float oldWidth = EditorGUIUtility.labelWidth;
EditorGUIUtility.labelWidth = textDimensions.x;
EditorGUI.PropertyField(rect, m_FocusOffset, offsetText);
EditorGUIUtility.labelWidth = oldWidth;
}
DrawProfileInspectorGUI();
Target.InvalidateCachedProfile();
serializedObject.ApplyModifiedProperties();
}
public static PostProcessProfile CreatePostProcessProfile(Scene scene, string targetName)
{
var path = string.Empty;
if (string.IsNullOrEmpty(scene.path))
{
path = "Assets/";
}
else
{
var scenePath = Path.GetDirectoryName(scene.path);
var extPath = scene.name + "_Profiles";
var profilePath = scenePath + "/" + extPath;
if (!AssetDatabase.IsValidFolder(profilePath))
AssetDatabase.CreateFolder(scenePath, extPath);
path = profilePath + "/";
}
path += targetName + " Profile.asset";
path = AssetDatabase.GenerateUniqueAssetPath(path);
var profile = ScriptableObject.CreateInstance<PostProcessProfile>();
AssetDatabase.CreateAsset(profile, path);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
return profile;
}
void DrawProfileInspectorGUI()
{
EditorGUILayout.Space();
bool assetHasChanged = false;
bool showCopy = m_Profile.objectReferenceValue != null;
// The layout system sort of break alignement when mixing inspector fields with custom
// layouted fields, do the layout manually instead
int buttonWidth = showCopy ? 45 : 60;
float indentOffset = EditorGUI.indentLevel * 15f;
var lineRect = GUILayoutUtility.GetRect(1, EditorGUIUtility.singleLineHeight);
var labelRect = new Rect(lineRect.x, lineRect.y, EditorGUIUtility.labelWidth - indentOffset, lineRect.height);
var fieldRect = new Rect(labelRect.xMax, lineRect.y, lineRect.width - labelRect.width - buttonWidth * (showCopy ? 2 : 1), lineRect.height);
var buttonNewRect = new Rect(fieldRect.xMax, lineRect.y, buttonWidth, lineRect.height);
var buttonCopyRect = new Rect(buttonNewRect.xMax, lineRect.y, buttonWidth, lineRect.height);
EditorGUI.PrefixLabel(labelRect, m_ProfileLabel);
using (var scope = new EditorGUI.ChangeCheckScope())
{
m_Profile.objectReferenceValue
= (PostProcessProfile)EditorGUI.ObjectField(
fieldRect, m_Profile.objectReferenceValue, typeof(PostProcessProfile), false);
assetHasChanged = scope.changed;
}
if (GUI.Button(
buttonNewRect,
EditorUtilities.GetContent("New|Create a new profile."),
showCopy ? EditorStyles.miniButtonLeft : EditorStyles.miniButton))
{
// By default, try to put assets in a folder next to the currently active
// scene file. If the user isn't a scene, put them in root instead.
var targetName = Target.name;
var scene = Target.gameObject.scene;
var asset = CreatePostProcessProfile(scene, targetName);
m_Profile.objectReferenceValue = asset;
assetHasChanged = true;
}
if (showCopy && GUI.Button(
buttonCopyRect,
EditorUtilities.GetContent("Clone|Create a new profile and copy the content of the currently assigned profile."),
EditorStyles.miniButtonRight))
{
// Duplicate the currently assigned profile and save it as a new profile
var origin = (PostProcessProfile)m_Profile.objectReferenceValue;
var path = AssetDatabase.GetAssetPath(origin);
path = AssetDatabase.GenerateUniqueAssetPath(path);
var asset = Instantiate(origin);
asset.settings.Clear();
AssetDatabase.CreateAsset(asset, path);
foreach (var item in origin.settings)
{
var itemCopy = Instantiate(item);
itemCopy.hideFlags = HideFlags.HideInInspector | HideFlags.HideInHierarchy;
itemCopy.name = item.name;
asset.settings.Add(itemCopy);
AssetDatabase.AddObjectToAsset(itemCopy, asset);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
m_Profile.objectReferenceValue = asset;
assetHasChanged = true;
}
if (m_Profile.objectReferenceValue == null)
{
if (assetHasChanged && m_EffectList != null)
m_EffectList.Clear(); // Asset wasn't null before, do some cleanup
EditorGUILayout.HelpBox(
"Assign an existing Post-process Profile by choosing an asset, or create a new one by clicking the \"New\" button.\nNew assets are automatically put in a folder next to your scene file. If your scene hasn't been saved yet they will be created at the root of the Assets folder.",
MessageType.Info);
}
else
{
if (assetHasChanged)
RefreshEffectListEditor((PostProcessProfile)m_Profile.objectReferenceValue);
if (m_EffectList != null)
m_EffectList.OnGUI();
}
}
}
}

12
FontainebleauDemo/Assets/CinemachinePostProcessingV2/Editor/CinemachinePostProcessingEditor.cs.meta


fileFormatVersion: 2
guid: dec69862942cc9744ade63216979cafd
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