namespace UnityEngine.Experimental.Rendering { [RequireComponent(typeof(Light))] public class AdditionalShadowData : MonoBehaviour { #pragma warning disable 414 // CS0414 The private field '...' is assigned but its value is never used // We can't rely on Unity for our additional data, we need to version it ourself. [SerializeField] float m_Version = 1.0f; #pragma warning restore 414 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; // 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 }