#if UNITY_EDITOR using UnityEditor; using UnityEditor.Experimental.Rendering.HDPipeline; #endif using UnityEngine.Serialization; namespace UnityEngine.Experimental.Rendering.HDPipeline { // This enum extent the original LightType enum with new light type from HD public enum LightTypeExtent { Punctual, // Fallback on LightShape type Rectangle, Line, // Sphere, // Disc, }; public enum SpotLightShape { Cone, Pyramid, Box }; //@TODO: We should continuously move these values // into the engine when we can see them being generally useful [RequireComponent(typeof(Light))] public class HDAdditionalLightData : MonoBehaviour { [HideInInspector] public float version = 1.0f; // To be able to have correct default values for our lights and to also control the conversion of intensity from the light editor (so it is compatible with GI) // we add intensity (for each type of light we want to manage). public float directionalIntensity = Mathf.PI; // In Lux public float punctualIntensity = 600.0f; // Light default to 600 lumen, i.e ~48 candela public float areaIntensity = 200.0f; // Light default to 200 lumen to better match point light // Only for Spotlight, should be hide for other light public bool enableSpotReflector = false; [Range(0.0f, 100.0f)] public float m_InnerSpotPercent = 0.0f; // To display this field in the UI this need to be public public float GetInnerSpotPercent01() { return Mathf.Clamp(m_InnerSpotPercent, 0.0f, 100.0f) / 100.0f; } [Range(0.0f, 1.0f)] public float lightDimmer = 1.0f; [Range(0.0f, 1.0f)] public float volumetricDimmer = 1.0f; // Not used for directional lights. public float fadeDistance = 10000.0f; public bool affectDiffuse = true; public bool affectSpecular = true; // This property work only with shadow mask and allow to say we don't render any lightMapped object in the shadow map public bool nonLightmappedOnly = false; public LightTypeExtent lightTypeExtent = LightTypeExtent.Punctual; // Only for Spotlight, should be hide for other light public SpotLightShape spotLightShape = SpotLightShape.Cone; // Only for Rectangle/Line/box projector lights public float shapeWidth = 0.5f; // Only for Rectangle/box projector lights public float shapeHeight = 0.5f; // Only for pyramid projector public float aspectRatio = 1.0f; // Only for Sphere/Disc public float shapeRadius = 0.0f; // Only for Spot/Point - use to cheaply fake specular spherical area light [Range(0.0f, 1.0f)] public float maxSmoothness = 1.0f; // If true, we apply the smooth attenuation factor on the range attenuation to get 0 value, else the attenuation is just inverse square and never reach 0 public bool applyRangeAttenuation = true; // This is specific for the LightEditor GUI and not use at runtime public bool useOldInspector = false; public bool featuresFoldout = true; public bool showAdditionalSettings = false; #if UNITY_EDITOR private void DrawGizmos(bool selected) { var light = gameObject.GetComponent(); var gizmoColor = light.color; gizmoColor.a = selected ? 1.0f : 0.3f; // Fade for the gizmo Gizmos.color = Handles.color = gizmoColor; if (lightTypeExtent == LightTypeExtent.Punctual) { switch (light.type) { case LightType.Directional: HDLightEditorUtilities.DrawDirectionalLightGizmo(light); break; case LightType.Point: HDLightEditorUtilities.DrawPointlightGizmo(light, selected); break; case LightType.Spot: if (spotLightShape == SpotLightShape.Cone) HDLightEditorUtilities.DrawSpotlightGizmo(light, selected); else if (spotLightShape == SpotLightShape.Pyramid) HDLightEditorUtilities.DrawFrustumlightGizmo(light); else if (spotLightShape == SpotLightShape.Box) HDLightEditorUtilities.DrawFrustumlightGizmo(light); break; } } else { switch (lightTypeExtent) { case LightTypeExtent.Rectangle: HDLightEditorUtilities.DrawArealightGizmo(light); break; case LightTypeExtent.Line: HDLightEditorUtilities.DrawArealightGizmo(light); break; } } if (selected) { DrawVerticalRay(); } } // Trace a ray down to better locate the light location private void DrawVerticalRay() { Ray ray = new Ray(transform.position, Vector3.down); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { Handles.color = Color.green; Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual; Handles.DrawLine(transform.position, hit.point); Handles.DrawWireDisc(hit.point, hit.normal, 0.5f); Handles.color = Color.red; Handles.zTest = UnityEngine.Rendering.CompareFunction.Greater; Handles.DrawLine(transform.position, hit.point); Handles.DrawWireDisc(hit.point, hit.normal, 0.5f); } } private void OnDrawGizmos() { // DrawGizmos(false); } private void OnDrawGizmosSelected() { DrawGizmos(true); } #endif // Caution: this function must match the one in HDLightEditor.UpdateLightIntensity - any change need to be replicated public void ConvertPhysicalLightIntensityToLightIntensity() { var light = gameObject.GetComponent(); if (lightTypeExtent == LightTypeExtent.Punctual) { switch (light.type) { case LightType.Directional: light.intensity = Mathf.Max(0, directionalIntensity); break; case LightType.Point: light.intensity = LightUtils.ConvertPointLightIntensity(Mathf.Max(0, punctualIntensity)); break; case LightType.Spot: if (enableSpotReflector) { if (spotLightShape == SpotLightShape.Cone) { light.intensity = LightUtils.ConvertSpotLightIntensity(Mathf.Max(0, punctualIntensity), light.spotAngle * Mathf.Deg2Rad, true); } else if (spotLightShape == SpotLightShape.Pyramid) { float angleA, angleB; LightUtils.CalculateAnglesForPyramid(aspectRatio, light.spotAngle, out angleA, out angleB); light.intensity = LightUtils.ConvertFrustrumLightIntensity(Mathf.Max(0, punctualIntensity), angleA, angleB); } else // Box shape, fallback to punctual light. { light.intensity = LightUtils.ConvertPointLightIntensity(Mathf.Max(0, punctualIntensity)); } } else { // Spot should used conversion which take into account the angle, and thus the intensity vary with angle. // This is not easy to manipulate for lighter, so we simply consider any spot light as just occluded point light. So reuse the same code. light.intensity = LightUtils.ConvertPointLightIntensity(Mathf.Max(0, punctualIntensity)); // TODO: What to do with box shape ? // var spotLightShape = (SpotLightShape)m_AdditionalspotLightShape.enumValueIndex; } break; } } else if (lightTypeExtent == LightTypeExtent.Rectangle) { light.intensity = LightUtils.ConvertRectLightIntensity(Mathf.Max(0, areaIntensity), shapeWidth, shapeHeight); } else if (lightTypeExtent == LightTypeExtent.Line) { light.intensity = LightUtils.CalculateLineLightIntensity(Mathf.Max(0, areaIntensity), shapeWidth); } } // As we have our own default value, we need to initialize the light intensity correctly public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightData) { // Special treatment for Unity built-in area light. Change it to our rectangle light var light = lightData.gameObject.GetComponent(); // Sanity check: lightData.lightTypeExtent is init to LightTypeExtent.Punctual (in case for unknow reasons we recreate additional data on an existing line) if (light.type == LightType.Area && lightData.lightTypeExtent == LightTypeExtent.Punctual) { lightData.lightTypeExtent = LightTypeExtent.Rectangle; light.type = LightType.Point; // Same as in HDLightEditor #if UNITY_EDITOR light.lightmapBakeType = LightmapBakeType.Realtime; #endif } // We don't use the global settings of shadow mask by default light.lightShadowCasterMode = LightShadowCasterMode.Everything; // At first init we need to initialize correctly the default value lightData.ConvertPhysicalLightIntensityToLightIntensity(); } } }