您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
261 行
15 KiB
261 行
15 KiB
#if UNITY_EDITOR
|
|
using System;
|
|
using System.Reflection;
|
|
using UnityEditor;
|
|
using UnityEngine;
|
|
using UnityEngine.Experimental.Rendering.HDPipeline;
|
|
#endif
|
|
|
|
namespace UnityEditor.Experimental.Rendering.HDPipeline
|
|
{
|
|
#if UNITY_EDITOR
|
|
public static class HDLightEditorUtilities
|
|
{
|
|
public static void DrawSpotlightGizmo(Light spotlight, bool selected)
|
|
{
|
|
var flatRadiusAtRange = spotlight.range * Mathf.Tan(spotlight.spotAngle * Mathf.Deg2Rad * 0.5f);
|
|
|
|
var vectorLineUp = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.up * flatRadiusAtRange - spotlight.gameObject.transform.position);
|
|
var vectorLineDown = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.up * -flatRadiusAtRange - spotlight.gameObject.transform.position);
|
|
var vectorLineRight = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.right * flatRadiusAtRange - spotlight.gameObject.transform.position);
|
|
var vectorLineLeft = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.right * -flatRadiusAtRange - spotlight.gameObject.transform.position);
|
|
|
|
var rangeDiscDistance = Mathf.Cos(Mathf.Deg2Rad * spotlight.spotAngle / 2) * spotlight.range;
|
|
var rangeDiscRadius = spotlight.range * Mathf.Sin(spotlight.spotAngle * Mathf.Deg2Rad * 0.5f);
|
|
var nearDiscDistance = Mathf.Cos(Mathf.Deg2Rad * spotlight.spotAngle / 2) * spotlight.shadowNearPlane;
|
|
var nearDiscRadius = spotlight.shadowNearPlane * Mathf.Sin(spotlight.spotAngle * Mathf.Deg2Rad * 0.5f);
|
|
|
|
|
|
//Draw Range disc
|
|
Handles.Disc(spotlight.gameObject.transform.rotation, spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * rangeDiscDistance, spotlight.gameObject.transform.forward, rangeDiscRadius, false, 1);
|
|
//Draw Lines
|
|
|
|
Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineUp * spotlight.range);
|
|
Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineDown * spotlight.range);
|
|
Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineRight * spotlight.range);
|
|
Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineLeft * spotlight.range);
|
|
|
|
if (selected)
|
|
{
|
|
//Draw Range Arcs
|
|
Handles.DrawWireArc(spotlight.gameObject.transform.position, spotlight.gameObject.transform.right, vectorLineUp, spotlight.spotAngle, spotlight.range);
|
|
Handles.DrawWireArc(spotlight.gameObject.transform.position, spotlight.gameObject.transform.up, vectorLineLeft, spotlight.spotAngle, spotlight.range);
|
|
//Draw Near Plane Disc
|
|
if (spotlight.shadows != LightShadows.None) Handles.Disc(spotlight.gameObject.transform.rotation, spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * nearDiscDistance, spotlight.gameObject.transform.forward, nearDiscRadius, false, 1);
|
|
|
|
//Inner Cone
|
|
var additionalLightData = spotlight.GetComponent<HDAdditionalLightData>();
|
|
DrawInnerCone(spotlight,additionalLightData);
|
|
}
|
|
}
|
|
|
|
public static void DrawInnerCone(Light spotlight, HDAdditionalLightData additionalLightData)
|
|
{
|
|
if (additionalLightData == null) return;
|
|
|
|
var flatRadiusAtRange = spotlight.range * Mathf.Tan(spotlight.spotAngle * additionalLightData.m_InnerSpotPercent * 0.01f * Mathf.Deg2Rad * 0.5f);
|
|
|
|
var vectorLineUp = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.up * flatRadiusAtRange - spotlight.gameObject.transform.position);
|
|
var vectorLineDown = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.up * -flatRadiusAtRange - spotlight.gameObject.transform.position);
|
|
var vectorLineRight = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.right * flatRadiusAtRange - spotlight.gameObject.transform.position);
|
|
var vectorLineLeft = Vector3.Normalize(spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * spotlight.range + spotlight.gameObject.transform.right * -flatRadiusAtRange - spotlight.gameObject.transform.position);
|
|
|
|
//Draw Lines
|
|
|
|
Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineUp * spotlight.range);
|
|
Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineDown * spotlight.range);
|
|
Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineRight * spotlight.range);
|
|
Gizmos.DrawLine(spotlight.gameObject.transform.position, spotlight.gameObject.transform.position + vectorLineLeft * spotlight.range);
|
|
|
|
var innerAngle = spotlight.spotAngle * additionalLightData.GetInnerSpotPercent01();
|
|
if (innerAngle > 0)
|
|
{
|
|
var innerDiscDistance = Mathf.Cos(Mathf.Deg2Rad * innerAngle * 0.5f) * spotlight.range;
|
|
var innerDiscRadius = spotlight.range * Mathf.Sin(innerAngle * Mathf.Deg2Rad * 0.5f);
|
|
//Draw Range disc
|
|
Handles.Disc(spotlight.gameObject.transform.rotation, spotlight.gameObject.transform.position + spotlight.gameObject.transform.forward * innerDiscDistance, spotlight.gameObject.transform.forward, innerDiscRadius, false, 1);
|
|
}
|
|
}
|
|
|
|
public static void DrawArealightGizmo(Light arealight)
|
|
{
|
|
|
|
var RectangleSize = new Vector3(arealight.areaSize.x, arealight.areaSize.y, 0);
|
|
// Remove scale for light, not take into account
|
|
var localToWorldMatrix = Matrix4x4.TRS(arealight.transform.position, arealight.transform.rotation, Vector3.one);
|
|
Gizmos.matrix = localToWorldMatrix;
|
|
Gizmos.DrawWireCube(Vector3.zero, RectangleSize);
|
|
Gizmos.matrix = Matrix4x4.identity;
|
|
Gizmos.DrawWireSphere(arealight.transform.position, arealight.range);
|
|
}
|
|
|
|
public static void DrawPointlightGizmo(Light pointlight, bool selected)
|
|
{
|
|
if (pointlight.shadows != LightShadows.None && selected) Gizmos.DrawWireSphere(pointlight.transform.position, pointlight.shadowNearPlane);
|
|
Gizmos.DrawWireSphere(pointlight.transform.position, pointlight.range);
|
|
}
|
|
|
|
public static void DrawSpherelightGizmo(Light spherelight)
|
|
{
|
|
var additionalLightData = spherelight.GetComponent<HDAdditionalLightData>();
|
|
if (additionalLightData == null) return;
|
|
Gizmos.DrawSphere(spherelight.transform.position, additionalLightData.shapeWidth);
|
|
if (spherelight.shadows != LightShadows.None) Gizmos.DrawWireSphere(spherelight.transform.position, spherelight.shadowNearPlane);
|
|
Gizmos.DrawWireSphere(spherelight.transform.position, spherelight.range);
|
|
}
|
|
|
|
// Same as Gizmo.DrawFrustum except that when aspect is below one, fov represent fovX instead of fovY
|
|
// Use to match our light frustum pyramid behavior
|
|
public static void DrawLightPyramidFrustum(Vector3 center, float fov, float maxRange, float minRange, float aspect)
|
|
{
|
|
fov = Mathf.Deg2Rad * fov * 0.5f;
|
|
float tanfov = Mathf.Tan(fov);
|
|
Vector3 farEnd = new Vector3(0, 0, maxRange);
|
|
Vector3 endSizeX;
|
|
Vector3 endSizeY;
|
|
|
|
if (aspect >= 1.0f)
|
|
{
|
|
endSizeX = new Vector3(maxRange * tanfov * aspect, 0, 0);
|
|
endSizeY = new Vector3(0, maxRange * tanfov, 0);
|
|
}
|
|
else
|
|
{
|
|
endSizeX = new Vector3(maxRange * tanfov, 0, 0);
|
|
endSizeY = new Vector3(0, maxRange * tanfov / aspect, 0);
|
|
}
|
|
|
|
Vector3 s1, s2, s3, s4;
|
|
Vector3 e1 = farEnd + endSizeX + endSizeY;
|
|
Vector3 e2 = farEnd - endSizeX + endSizeY;
|
|
Vector3 e3 = farEnd - endSizeX - endSizeY;
|
|
Vector3 e4 = farEnd + endSizeX - endSizeY;
|
|
if (minRange <= 0.0f)
|
|
{
|
|
s1 = s2 = s3 = s4 = center;
|
|
}
|
|
else
|
|
{
|
|
Vector3 startSizeX;
|
|
Vector3 startSizeY;
|
|
if (aspect >= 1.0f)
|
|
{
|
|
startSizeX = new Vector3(minRange * tanfov * aspect, 0, 0);
|
|
startSizeY = new Vector3(0, minRange * tanfov, 0);
|
|
}
|
|
else
|
|
{
|
|
startSizeY = new Vector3(minRange * tanfov / aspect, 0, 0);
|
|
startSizeX = new Vector3(0, minRange * tanfov, 0);
|
|
}
|
|
Vector3 startPoint = center;
|
|
s1 = startPoint + startSizeX + startSizeY;
|
|
s2 = startPoint - startSizeX + startSizeY;
|
|
s3 = startPoint - startSizeX - startSizeY;
|
|
s4 = startPoint + startSizeX - startSizeY;
|
|
Gizmos.DrawLine(s1, s2);
|
|
Gizmos.DrawLine(s2, s3);
|
|
Gizmos.DrawLine(s3, s4);
|
|
Gizmos.DrawLine(s4, s1);
|
|
}
|
|
|
|
Gizmos.DrawLine(e1, e2);
|
|
Gizmos.DrawLine(e2, e3);
|
|
Gizmos.DrawLine(e3, e4);
|
|
Gizmos.DrawLine(e4, e1);
|
|
|
|
Gizmos.DrawLine(s1, e1);
|
|
Gizmos.DrawLine(s2, e2);
|
|
Gizmos.DrawLine(s3, e3);
|
|
Gizmos.DrawLine(s4, e4);
|
|
}
|
|
|
|
public static void DrawLightOrthoFrustum(Vector3 center, float width, float height, float maxRange, float minRange)
|
|
{
|
|
Vector3 farEnd = new Vector3(0, 0, maxRange);
|
|
Vector3 endSizeX = new Vector3(width, 0, 0);
|
|
Vector3 endSizeY = new Vector3(0, height, 0);
|
|
|
|
Vector3 s1, s2, s3, s4;
|
|
Vector3 e1 = farEnd + endSizeX + endSizeY;
|
|
Vector3 e2 = farEnd - endSizeX + endSizeY;
|
|
Vector3 e3 = farEnd - endSizeX - endSizeY;
|
|
Vector3 e4 = farEnd + endSizeX - endSizeY;
|
|
if (minRange <= 0.0f)
|
|
{
|
|
s1 = s2 = s3 = s4 = center;
|
|
}
|
|
else
|
|
{
|
|
Vector3 startSizeX = new Vector3(width, 0, 0);
|
|
Vector3 startSizeY = new Vector3(0, height, 0);
|
|
|
|
Vector3 startPoint = center;
|
|
s1 = startPoint + startSizeX + startSizeY;
|
|
s2 = startPoint - startSizeX + startSizeY;
|
|
s3 = startPoint - startSizeX - startSizeY;
|
|
s4 = startPoint + startSizeX - startSizeY;
|
|
Gizmos.DrawLine(s1, s2);
|
|
Gizmos.DrawLine(s2, s3);
|
|
Gizmos.DrawLine(s3, s4);
|
|
Gizmos.DrawLine(s4, s1);
|
|
}
|
|
|
|
Gizmos.DrawLine(e1, e2);
|
|
Gizmos.DrawLine(e2, e3);
|
|
Gizmos.DrawLine(e3, e4);
|
|
Gizmos.DrawLine(e4, e1);
|
|
|
|
Gizmos.DrawLine(s1, e1);
|
|
Gizmos.DrawLine(s2, e2);
|
|
Gizmos.DrawLine(s3, e3);
|
|
Gizmos.DrawLine(s4, e4);
|
|
}
|
|
|
|
|
|
public static void DrawFrustumlightGizmo(Light frustumlight)
|
|
{
|
|
var additionalLightData = frustumlight.GetComponent<HDAdditionalLightData>();
|
|
if (additionalLightData == null) return;
|
|
|
|
Matrix4x4 matrix = new Matrix4x4(frustumlight.transform.right, frustumlight.transform.up, frustumlight.transform.forward, frustumlight.transform.position);
|
|
Gizmos.matrix = matrix;
|
|
if (additionalLightData.spotLightShape == SpotLightShape.Pyramid)
|
|
{
|
|
DrawLightPyramidFrustum(Vector3.zero, frustumlight.spotAngle, frustumlight.range, 0.0f, additionalLightData.aspectRatio);
|
|
}
|
|
else // Ortho frustum
|
|
{
|
|
//DrawLightOrthoFrustum(Vector3.zero, additionalLightData.shapeWidth, additionalLightData.shapeHeight, frustumlight.range, 0.0f);
|
|
|
|
Vector3 frustumCenter = new Vector3(0.0f, 0.0f, 0.5f * frustumlight.range);
|
|
Vector3 frustumsize = new Vector3(additionalLightData.shapeWidth, additionalLightData.shapeHeight, frustumlight.range);
|
|
Gizmos.DrawWireCube(frustumCenter, frustumsize);
|
|
}
|
|
Gizmos.matrix = Matrix4x4.identity;
|
|
}
|
|
|
|
public static void DrawDirectionalLightGizmo(Light directionalLight)
|
|
{
|
|
var gizmoSize = 0.2f;
|
|
Handles.Disc(directionalLight.transform.rotation, directionalLight.transform.position, directionalLight.gameObject.transform.forward, gizmoSize, false, 1);
|
|
Gizmos.DrawLine(directionalLight.transform.position, directionalLight.transform.position + directionalLight.transform.forward);
|
|
Gizmos.DrawLine(directionalLight.transform.position + directionalLight.transform.up * gizmoSize, directionalLight.transform.position + directionalLight.transform.up * gizmoSize + directionalLight.transform.forward);
|
|
Gizmos.DrawLine(directionalLight.transform.position + directionalLight.transform.up * -gizmoSize, directionalLight.transform.position + directionalLight.transform.up * -gizmoSize + directionalLight.transform.forward);
|
|
Gizmos.DrawLine(directionalLight.transform.position + directionalLight.transform.right * gizmoSize, directionalLight.transform.position + directionalLight.transform.right * gizmoSize + directionalLight.transform.forward);
|
|
Gizmos.DrawLine(directionalLight.transform.position + directionalLight.transform.right * -gizmoSize, directionalLight.transform.position + directionalLight.transform.right * -gizmoSize + directionalLight.transform.forward);
|
|
}
|
|
|
|
public static void DrawCross(Transform m_transform)
|
|
{
|
|
var gizmoSize = 0.25f;
|
|
Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.forward * gizmoSize / m_transform.localScale.z));
|
|
Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.forward * -gizmoSize / m_transform.localScale.z));
|
|
Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.up * gizmoSize / m_transform.localScale.y));
|
|
Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.up * -gizmoSize / m_transform.localScale.y));
|
|
Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.right * gizmoSize / m_transform.localScale.x));
|
|
Gizmos.DrawLine(m_transform.position, m_transform.position + m_transform.TransformVector(m_transform.root.right * -gizmoSize / m_transform.localScale.x));
|
|
}
|
|
}
|
|
#endif
|
|
}
|