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Added sync for light intesity, color and size for emissive mesh

/main
Antoine Lelievre 6 年前
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ebe055af
共有 7 个文件被更改,包括 570 次插入7 次删除
  1. 69
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs
  2. 116
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Disc.FBX
  3. 94
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Disc.FBX.meta
  4. 28
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Quad.FBX
  5. 94
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Quad.FBX.meta
  6. 82
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Sphere.FBX
  7. 94
      com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Sphere.FBX.meta

69
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs


using System;
using System.Linq;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Experimental.Rendering;

CoreEditorUtils.DrawSplitter();
EditorGUILayout.Space();
UpdateEmissiveMeshSize();
m_SerializedAdditionalShadowData.ApplyModifiedProperties();
m_SerializedAdditionalLightData.ApplyModifiedProperties();
settings.ApplyModifiedProperties();

if (EditorGUI.EndChangeCheck())
{
UpdateEmissiveMesh();
UpdateEmissiveMesh();
bool IsAreaLightShape(LightShape shape)
{
return shape == LightShape.Rectangle || shape == LightShape.Line;
}
Debug.Log("heavy operation");
bool showEmissiveMesh = IsAreaLightShape(m_LightShape) && m_LightShape != LightShape.Line && m_AdditionalLightData.showEmissiveMesh.boolValue;
if (lightData.showEmissiveMesh)
if (showEmissiveMesh)
{
if (emissiveMeshRenderer == null)
emissiveMeshRenderer = lightGameObject.AddComponent<MeshRenderer>();

DestroyImmediate(emissiveMeshRenderer);
if (emissiveMeshFilter != null)
DestroyImmediate(emissiveMeshFilter);
// Skip to the next light
continue;
if (lightData.showEmissiveMesh)
float areaLightIntensity = 0;
// Update Mesh emissive value
switch (m_LightShape)
// Update Mesh emissive value
case LightShape.Rectangle:
emissiveMeshFilter.mesh = AssetDatabase.LoadAssetAtPath< Mesh >(HDEditorUtils.GetHDRenderPipelinePath() + "RenderPipelineResources/Quad.FBX");
lightGameObject.transform.localScale = new Vector3(m_AdditionalLightData.shapeWidth.floatValue, m_AdditionalLightData.shapeHeight.floatValue, 0);
areaLightIntensity = LightUtils.ConvertRectLightIntensity(
settings.intensity.floatValue,
m_AdditionalLightData.shapeWidth.floatValue,
m_AdditionalLightData.shapeHeight.floatValue);
break;
default:
break;
if (emissiveMeshRenderer.sharedMaterial == null)
emissiveMeshRenderer.material = new Material(Shader.Find("HDRenderPipeline/Unlit"));
emissiveMeshRenderer.sharedMaterial.SetColor("_UnlitColor", Color.black);
emissiveMeshRenderer.sharedMaterial.SetColor("_EmissiveColor", settings.color.colorValue * areaLightIntensity);
}
}
// This function updates the area light size when the local scale of the gameobject changes
void UpdateEmissiveMeshSize()
{
// Early exit if the light type is not an area
if (!IsAreaLightShape(m_LightShape) || target == null)
return ;
Vector3 lightSize = ((Light)target).transform.localScale;
lightSize = Vector3.Max(Vector3.one * k_MinAreaWidth, lightSize);
switch (m_LightShape)
{
case LightShape.Rectangle:
m_AdditionalLightData.shapeWidth.floatValue = lightSize.x;
m_AdditionalLightData.shapeHeight.floatValue = lightSize.y;
break;
default:
break;
}
}

void DrawLightSettings()
{
EditorGUI.BeginChangeCheck();
if (EditorGUI.EndChangeCheck())
UpdateEmissiveMesh();
EditorGUI.BeginChangeCheck();

if (EditorGUI.EndChangeCheck())
{
UpdateLightIntensity();
UpdateEmissiveMesh();
}
settings.DrawBounceIntensity();

EditorGUI.BeginChangeCheck(); // For GI we need to detect any change on additional data and call SetLightDirty
// No cookie with area light (maybe in future textured area light ?)
if (m_LightShape != LightShape.Rectangle && m_LightShape != LightShape.Line)
if (!IsAreaLightShape(m_LightShape))
{
settings.DrawCookie();

}
// Emissive mesh for area light only
if (m_LightShape == LightShape.Rectangle)
if (IsAreaLightShape(m_LightShape))
{
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(m_AdditionalLightData.showEmissiveMesh);

116
com.unity.render-pipelines.high-definition/HDRP/RenderPipelineResources/Disc.FBX


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文件差异内容过多而无法显示
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