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