namespace UnityEngine.Experimental.Rendering { [RequireComponent(typeof(Light))] public class AdditionalShadowData : MonoBehaviour { [HideInInspector] public float version = 1.0f; public const int DefaultShadowResolution = 512; public int shadowResolution = DefaultShadowResolution; public static int GetShadowResolution(AdditionalShadowData shadowData) { if (shadowData != null) return shadowData.shadowResolution; else return DefaultShadowResolution; } [Range(0.0f, 1.0f)] public float shadowDimmer = 1.0f; public float shadowFadeDistance = 10000.0f; public bool contactShadows = false; // bias control public float viewBiasMin = 0.5f; public float viewBiasMax = 10.0f; [Range(0.0F, 15.0F)] public float viewBiasScale = 1.0f; public float normalBiasMin = 0.2f; public float normalBiasMax = 4.0f; [Range(0.0F, 10.0F)] public float normalBiasScale = 1.0f; public bool sampleBiasScale = true; public bool edgeLeakFixup = true; public bool edgeToleranceNormal = true; [Range(0.0F, 1.0F)] public float edgeTolerance = 1.0f; // shadow related parameters [System.Serializable] public struct ShadowData { public int format; public int[] data; }; [HideInInspector, SerializeField] private int shadowCascadeCount = 4; [HideInInspector, SerializeField] private float[] shadowCascadeRatios = new float[3] { 0.05f, 0.2f, 0.3f }; [HideInInspector, SerializeField] private float[] shadowCascadeBorders = new float[4] { 0.2f, 0.2f, 0.2f, 0.2f }; [HideInInspector, SerializeField] private int shadowAlgorithm; [HideInInspector, SerializeField] private int shadowVariant; [HideInInspector, SerializeField] private int shadowPrecision; [HideInInspector, SerializeField] private ShadowData shadowData; [HideInInspector, SerializeField] private ShadowData[] shadowDatas = new ShadowData[0]; public int cascadeCount { get { return shadowCascadeCount; } } public void GetShadowCascades(out int cascadeCount, out float[] cascadeRatios, out float[] cascadeBorders) { cascadeCount = shadowCascadeCount; cascadeRatios = shadowCascadeRatios; cascadeBorders = shadowCascadeBorders; } public void SetShadowCascades(int cascadeCount, float[] cascadeRatios, float[] cascadeBorders) { shadowCascadeCount = cascadeCount; shadowCascadeRatios = cascadeRatios; shadowCascadeBorders = cascadeBorders; } public void GetShadowAlgorithm(out int algorithm, out int variant, out int precision) { algorithm = shadowAlgorithm; variant = shadowVariant; precision = shadowPrecision; } public void SetShadowAlgorithm(int algorithm, int variant, int precision, int format, int[] data) { shadowAlgorithm = algorithm; shadowVariant = variant; shadowPrecision = precision; shadowData.format = format; shadowData.data = data; int idx = FindShadowData(format); if (idx < 0) { idx = shadowDatas.Length; ShadowData[] tmp = new ShadowData[idx + 1]; for (int i = 0; i < idx; ++i) tmp[i] = shadowDatas[i]; shadowDatas = tmp; } shadowDatas[idx].format = format; shadowDatas[idx].data = data != null ? data : new int[0]; } // Load a specific shadow data. Returns null if requested data is not present. public int[] GetShadowData(int shadowDataFormat) { if (shadowData.format == shadowDataFormat) return shadowData.data; int idx = FindShadowData(shadowDataFormat); return idx >= 0 ? shadowDatas[idx].data : null; } // Returns the currently set shadow data and format. Can return null. public int[] GetShadowData(out int shadowDataFormat) { shadowDataFormat = shadowData.format; return shadowData.data; } #if UNITY_EDITOR public void CompactShadowData() { shadowDatas = new ShadowData[0]; UnityEditor.EditorUtility.SetDirty(this); } #endif private int FindShadowData(int shadowDataFormat) { for (int i = 0; i < shadowDatas.Length; ++i) { if (shadowDatas[i].format == shadowDataFormat) return i; } return -1; } } #if UNITY_EDITOR [UnityEditor.CustomEditor(typeof(AdditionalShadowData))] [UnityEditor.CanEditMultipleObjects] public class AdditionalShadowDataEditor : UnityEditor.Editor { static ShadowRegistry m_ShadowRegistry; #pragma warning disable 414 // CS0414 The private field '...' is assigned but its value is never used UnityEditor.SerializedProperty m_ShadowAlgorithm; UnityEditor.SerializedProperty m_ShadowVariant; UnityEditor.SerializedProperty m_ShadowData; UnityEditor.SerializedProperty m_ShadowDatas; #pragma warning restore 414 UnityEditor.SerializedProperty m_ShadowCascadeCount; UnityEditor.SerializedProperty m_ShadowCascadeRatios; UnityEditor.SerializedProperty m_ShadowCascadeBorders; public static void SetRegistry(ShadowRegistry registry) { m_ShadowRegistry = registry; } void OnEnable() { m_ShadowAlgorithm = serializedObject.FindProperty("shadowAlgorithm"); m_ShadowVariant = serializedObject.FindProperty("shadowVariant"); m_ShadowData = serializedObject.FindProperty("shadowData"); m_ShadowDatas = serializedObject.FindProperty("shadowDatas"); m_ShadowCascadeCount = serializedObject.FindProperty("shadowCascadeCount"); m_ShadowCascadeRatios = serializedObject.FindProperty("shadowCascadeRatios"); m_ShadowCascadeBorders = serializedObject.FindProperty("shadowCascadeBorders"); } public override void OnInspectorGUI() { base.OnInspectorGUI(); if (m_ShadowRegistry == null) return; AdditionalShadowData asd = (AdditionalShadowData)target; if (asd == null) return; UnityEditor.EditorGUI.BeginChangeCheck(); m_ShadowRegistry.Draw(asd.gameObject.GetComponent()); serializedObject.Update(); // cascade code if (asd.gameObject.GetComponent().type == LightType.Directional) { UnityEditor.EditorGUI.BeginChangeCheck(); UnityEditor.EditorGUILayout.PropertyField(m_ShadowCascadeCount); if (UnityEditor.EditorGUI.EndChangeCheck()) { const int kMaxCascades = (int)ShadowAtlas.k_MaxCascadesInShader; // depending on where you look this is either 32 or 4, so we're limiting it to 4 for now int newcnt = m_ShadowCascadeCount.intValue <= 0 ? 1 : (m_ShadowCascadeCount.intValue > kMaxCascades ? kMaxCascades : m_ShadowCascadeCount.intValue); m_ShadowCascadeCount.intValue = newcnt; m_ShadowCascadeRatios.arraySize = newcnt - 1; m_ShadowCascadeBorders.arraySize = newcnt; } UnityEditor.EditorGUI.indentLevel++; for (int i = 0; i < m_ShadowCascadeRatios.arraySize; i++) { UnityEditor.EditorGUILayout.Slider(m_ShadowCascadeRatios.GetArrayElementAtIndex(i), 0.0f, 1.0f, new GUIContent("Cascade " + i)); } for (int i = 0; i < m_ShadowCascadeBorders.arraySize; i++) { UnityEditor.EditorGUILayout.Slider(m_ShadowCascadeBorders.GetArrayElementAtIndex(i), 0.0f, 1.0f, new GUIContent("Transition " + i)); } UnityEditor.EditorGUI.indentLevel--; } if (UnityEditor.EditorGUI.EndChangeCheck()) { UnityEditor.EditorUtility.SetDirty(asd); UnityEditor.SceneManagement.EditorSceneManager.MarkAllScenesDirty(); UnityEditor.SceneView.RepaintAll(); } serializedObject.ApplyModifiedProperties(); } } #endif }