using System.Collections; using System.Collections.Generic; using UnityEngine; using System; using System.Linq; using System.Reflection; namespace UnityEngine.Experimental.Rendering.HDPipeline { [ExecuteInEditMode] [DisallowMultipleComponent] public class CommonSettings : MonoBehaviour { [SerializeField] private string m_SkyRendererTypeName = ""; // Serialize a string because serialize a Type. [SerializeField] float m_ShadowMaxDistance = ShadowSettings.Default.maxShadowDistance; [SerializeField] int m_ShadowCascadeCount = ShadowSettings.Default.directionalLightCascadeCount; [SerializeField] float m_ShadowCascadeSplit0 = ShadowSettings.Default.directionalLightCascades.x; [SerializeField] float m_ShadowCascadeSplit1 = ShadowSettings.Default.directionalLightCascades.y; [SerializeField] float m_ShadowCascadeSplit2 = ShadowSettings.Default.directionalLightCascades.z; public Type skyRendererType { set { m_SkyRendererTypeName = value != null ? value.FullName : ""; OnSkyRendererChanged(); } get { return m_SkyRendererTypeName == "" ? null : Assembly.GetAssembly(typeof(CommonSettings)).GetType(m_SkyRendererTypeName); } } public float shadowMaxDistance { set { m_ShadowMaxDistance = value; OnValidate(); } get { return m_ShadowMaxDistance; } } public int shadowCascadeCount { set { m_ShadowCascadeCount = value; OnValidate(); } get { return m_ShadowCascadeCount; } } public float shadowCascadeSplit0 { set { m_ShadowCascadeSplit0 = value; OnValidate(); } get { return m_ShadowCascadeSplit0; } } public float shadowCascadeSplit1 { set { m_ShadowCascadeSplit1 = value; OnValidate(); } get { return m_ShadowCascadeSplit1; } } public float shadowCascadeSplit2 { set { m_ShadowCascadeSplit2 = value; OnValidate(); } get { return m_ShadowCascadeSplit2; } } void OnEnable() { HDRenderPipeline renderPipeline = Utilities.GetHDRenderPipeline(); if (renderPipeline == null) { return; } if (renderPipeline.commonSettings == null) renderPipeline.commonSettings = this; else if (renderPipeline.commonSettings != this) Debug.LogWarning("Only one CommonSettings can be setup at a time."); OnSkyRendererChanged(); } void OnDisable() { HDRenderPipeline renderPipeline = Utilities.GetHDRenderPipeline(); if (renderPipeline == null) { return; } if (renderPipeline.commonSettings == this) renderPipeline.commonSettings = null; } void OnValidate() { m_ShadowMaxDistance = Mathf.Max(0.0f, m_ShadowMaxDistance); m_ShadowCascadeCount = Math.Min(4, Math.Max(1, m_ShadowCascadeCount)); m_ShadowCascadeSplit0 = Mathf.Min(1.0f, Mathf.Max(0.0f, m_ShadowCascadeSplit0)); m_ShadowCascadeSplit1 = Mathf.Min(1.0f, Mathf.Max(0.0f, m_ShadowCascadeSplit1)); m_ShadowCascadeSplit2 = Mathf.Min(1.0f, Mathf.Max(0.0f, m_ShadowCascadeSplit2)); OnSkyRendererChanged(); } void OnSkyRendererChanged() { HDRenderPipeline renderPipeline = Utilities.GetHDRenderPipeline(); if (renderPipeline == null) { return; } renderPipeline.InstantiateSkyRenderer(skyRendererType); List result = new List(); gameObject.GetComponents(result); Type skyParamType = renderPipeline.skyManager.GetSkyParameterType(); // Disable all incompatible sky parameters and enable the compatible one bool found = false; foreach (SkyParameters param in result) { if (param.GetType() == skyParamType) { // This is a workaround the fact that we can't control the order in which components are initialized. // So it can happen that a given SkyParameter is OnEnabled before the CommonSettings and so fail the setup because the SkyRenderer is not yet initialized. // So we disable it to for OnEnable to be called again. param.enabled = false; param.enabled = true; found = true; } else { param.enabled = false; } } // If it does not exist, create the parameters if (!found && skyParamType != null) { gameObject.AddComponent(skyParamType); } } } }