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
243 行
7.1 KiB
243 行
7.1 KiB
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace HDRPSamples
|
|
{
|
|
[ExecuteInEditMode]
|
|
[RequireComponent(typeof(MeshRenderer))]
|
|
[RequireComponent(typeof(MeshFilter))]
|
|
public class HDRPLensFlare : MonoBehaviour
|
|
{
|
|
[SerializeField, HideInInspector]
|
|
MeshRenderer m_MeshRenderer;
|
|
[SerializeField, HideInInspector]
|
|
MeshFilter m_MeshFilter;
|
|
[SerializeField]
|
|
Light m_Light;
|
|
|
|
[Header("Global Settings")]
|
|
public float OcclusionRadius = 1.0f;
|
|
public float NearFadeStartDistance = 1.0f;
|
|
public float NearFadeEndDistance = 3.0f;
|
|
public float FarFadeStartDistance = 10.0f;
|
|
public float FarFadeEndDistance = 50.0f;
|
|
|
|
[Header("Flare Element Settings")]
|
|
[SerializeField]
|
|
public List<FlareSettings> Flares;
|
|
|
|
void Awake()
|
|
{
|
|
if (m_MeshFilter == null)
|
|
m_MeshFilter = GetComponent<MeshFilter>();
|
|
if (m_MeshRenderer == null)
|
|
m_MeshRenderer = GetComponent<MeshRenderer>();
|
|
|
|
m_Light = GetComponent<Light>();
|
|
|
|
m_MeshFilter.hideFlags = HideFlags.None;
|
|
m_MeshRenderer.hideFlags = HideFlags.None;
|
|
|
|
if (Flares == null)
|
|
Flares = new List<FlareSettings>();
|
|
|
|
m_MeshFilter.mesh = InitMesh();
|
|
}
|
|
|
|
void OnEnable()
|
|
{
|
|
UpdateGeometry();
|
|
}
|
|
|
|
|
|
// Use this for initialization
|
|
void Start ()
|
|
{
|
|
m_Light = GetComponent<Light>();
|
|
}
|
|
|
|
void OnValidate()
|
|
{
|
|
UpdateGeometry();
|
|
UpdateMaterials();
|
|
}
|
|
|
|
// Update is called once per frame
|
|
void Update ()
|
|
{
|
|
// Lazy!
|
|
UpdateVaryingAttributes();
|
|
}
|
|
|
|
Mesh InitMesh()
|
|
{
|
|
Mesh m = new Mesh();
|
|
m.MarkDynamic();
|
|
return m;
|
|
}
|
|
|
|
void UpdateMaterials()
|
|
{
|
|
Material[] mats = new Material[Flares.Count];
|
|
|
|
int i = 0;
|
|
foreach(FlareSettings f in Flares)
|
|
{
|
|
mats[i] = f.Material;
|
|
i++;
|
|
}
|
|
m_MeshRenderer.sharedMaterials = mats;
|
|
}
|
|
|
|
void UpdateGeometry()
|
|
{
|
|
Mesh m = m_MeshFilter.sharedMesh;
|
|
|
|
// Positions
|
|
List<Vector3> vertices = new List<Vector3>();
|
|
foreach (FlareSettings s in Flares)
|
|
{
|
|
vertices.Add(new Vector3(-1, -1, 0));
|
|
vertices.Add(new Vector3(1, -1, 0));
|
|
vertices.Add(new Vector3(1, 1, 0));
|
|
vertices.Add(new Vector3(-1, 1, 0));
|
|
}
|
|
m.SetVertices(vertices);
|
|
|
|
// UVs
|
|
List<Vector2> uvs = new List<Vector2>();
|
|
foreach (FlareSettings s in Flares)
|
|
{
|
|
uvs.Add(new Vector2(0, 1));
|
|
uvs.Add(new Vector2(1, 1));
|
|
uvs.Add(new Vector2(1, 0));
|
|
uvs.Add(new Vector2(0, 0));
|
|
}
|
|
m.SetUVs(0, uvs);
|
|
|
|
// Variable Data
|
|
m.SetColors(GetLensFlareColor());
|
|
m.SetUVs(1, GetLensFlareData());
|
|
m.SetUVs(2, GetWorldPositionAndRadius());
|
|
m.SetUVs(3, GetDistanceFadeData());
|
|
|
|
m.subMeshCount = Flares.Count;
|
|
|
|
// Tris
|
|
for (int i = 0; i < Flares.Count; i++)
|
|
{
|
|
int[] tris = new int[6];
|
|
tris[0] = (i * 4) + 0;
|
|
tris[1] = (i * 4) + 1;
|
|
tris[2] = (i * 4) + 2;
|
|
tris[3] = (i * 4) + 2;
|
|
tris[4] = (i * 4) + 3;
|
|
tris[5] = (i * 4) + 0;
|
|
m.SetTriangles(tris, i);
|
|
}
|
|
|
|
Bounds b = m.bounds;
|
|
b.extents = new Vector3(OcclusionRadius, OcclusionRadius, OcclusionRadius);
|
|
m.bounds = b;
|
|
m.UploadMeshData(false);
|
|
}
|
|
|
|
void UpdateVaryingAttributes()
|
|
{
|
|
Mesh m = m_MeshFilter.sharedMesh;
|
|
|
|
m.SetColors(GetLensFlareColor());
|
|
m.SetUVs(1, GetLensFlareData());
|
|
m.SetUVs(2, GetWorldPositionAndRadius());
|
|
m.SetUVs(3, GetDistanceFadeData());
|
|
|
|
Bounds b = m.bounds;
|
|
b.extents = new Vector3(OcclusionRadius, OcclusionRadius, OcclusionRadius);
|
|
m.bounds = b;
|
|
m.name = "LensFlare (" + gameObject.name + ")";
|
|
}
|
|
|
|
List<Color> GetLensFlareColor()
|
|
{
|
|
List<Color> colors = new List<Color>();
|
|
foreach (FlareSettings s in Flares)
|
|
{
|
|
Color c = (s.MultiplyByLightColor && m_Light != null)? s.Color * m_Light.color * m_Light.intensity : s.Color;
|
|
|
|
colors.Add(c);
|
|
colors.Add(c);
|
|
colors.Add(c);
|
|
colors.Add(c);
|
|
}
|
|
return colors;
|
|
}
|
|
|
|
List<Vector4> GetLensFlareData()
|
|
{
|
|
List<Vector4> lfData = new List<Vector4>();
|
|
|
|
foreach(FlareSettings s in Flares)
|
|
{
|
|
Vector4 data = new Vector4(s.RayPosition, s.AutoRotate? -1 : Mathf.Abs(s.Rotation), s.Size.x, s.Size.y);
|
|
lfData.Add(data); lfData.Add(data); lfData.Add(data); lfData.Add(data);
|
|
}
|
|
return lfData;
|
|
}
|
|
List<Vector4> GetDistanceFadeData()
|
|
{
|
|
List<Vector4> fadeData = new List<Vector4>();
|
|
|
|
foreach (FlareSettings s in Flares)
|
|
{
|
|
Vector4 data = new Vector4(NearFadeStartDistance,NearFadeEndDistance, FarFadeStartDistance, FarFadeEndDistance);
|
|
fadeData.Add(data); fadeData.Add(data); fadeData.Add(data); fadeData.Add(data);
|
|
}
|
|
return fadeData;
|
|
}
|
|
|
|
|
|
List<Vector4> GetWorldPositionAndRadius()
|
|
{
|
|
List<Vector4> worldPos = new List<Vector4>();
|
|
Vector3 pos = transform.position;
|
|
Vector4 value = new Vector4(pos.x,pos.y,pos.z, OcclusionRadius);
|
|
foreach (FlareSettings s in Flares)
|
|
{
|
|
worldPos.Add(value); worldPos.Add(value); worldPos.Add(value); worldPos.Add(value);
|
|
}
|
|
|
|
return worldPos;
|
|
}
|
|
|
|
void OnDrawGizmosSelected()
|
|
{
|
|
Gizmos.color = new Color(1, 0, 0, 0.3f);
|
|
Gizmos.DrawSphere(transform.position, OcclusionRadius);
|
|
Gizmos.color = Color.red;
|
|
Gizmos.DrawWireSphere(transform.position, OcclusionRadius);
|
|
}
|
|
|
|
[System.Serializable]
|
|
public class FlareSettings
|
|
{
|
|
public float RayPosition;
|
|
public Material Material;
|
|
[ColorUsage(true,true)]
|
|
public Color Color;
|
|
public bool MultiplyByLightColor;
|
|
public Vector2 Size;
|
|
public float Rotation;
|
|
public bool AutoRotate;
|
|
|
|
public FlareSettings()
|
|
{
|
|
RayPosition = 0.0f;
|
|
Color = Color.white;
|
|
MultiplyByLightColor = true;
|
|
Size = new Vector2(0.3f, 0.3f);
|
|
Rotation = 0.0f;
|
|
AutoRotate = false;
|
|
}
|
|
}
|
|
}
|
|
}
|