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using System.Collections.Generic;
namespace UnityEngine.Experimental.Rendering
{
[ExecuteInEditMode]
public class Volume : MonoBehaviour
{
[Tooltip("A global volume is applied to the whole scene.")]
public bool isGlobal = false;
[Tooltip("Volume priority in the stack. Higher number means higher priority. Negative values are supported.")]
public float priority = 0f;
[Tooltip("Outer distance to start blending from. A value of 0 means no blending and the volume overrides will be applied immediately upon entry.")]
public float blendDistance = 0f;
[Range(0f, 1f), Tooltip("Total weight of this volume in the scene. 0 means it won't do anything, 1 means full effect.")]
public float weight = 1f;
// Modifying sharedProfile will change the behavior of all volumes using this profile, and
// change profile settings that are stored in the project too
public VolumeProfile sharedProfile;
// This property automatically instantiates the profile and makes it unique to this volume
// so you can safely edit it via scripting at runtime without changing the original asset
// in the project.
// Note that if you pass in your own profile, it is your responsability to destroy it once
// it's not in use anymore.
public VolumeProfile profile
{
get
{
if (m_InternalProfile == null)
{
m_InternalProfile = ScriptableObject.CreateInstance<VolumeProfile>();
if (sharedProfile != null)
{
foreach (var item in sharedProfile.components)
{
var itemCopy = Instantiate(item);
m_InternalProfile.components.Add(itemCopy);
}
}
}
return m_InternalProfile;
}
set
{
m_InternalProfile = value;
}
}
internal VolumeProfile profileRef
{
get
{
return m_InternalProfile == null
? sharedProfile
: m_InternalProfile;
}
}
public bool HasInstantiatedProfile()
{
return m_InternalProfile != null;
}
// Needed for state tracking (see the comments in Update)
int m_PreviousLayer;
float m_PreviousPriority;
VolumeProfile m_InternalProfile;
void OnEnable()
{
m_PreviousLayer = gameObject.layer;
VolumeManager.instance.Register(this, m_PreviousLayer);
}
void OnDisable()
{
VolumeManager.instance.Unregister(this, gameObject.layer);
}
void Update()
{
// Unfortunately we need to track the current layer to update the volume manager in
// real-time as the user could change it at any time in the editor or at runtime.
// Because no event is raised when the layer changes, we have to track it on every
// frame :/
int layer = gameObject.layer;
if (layer != m_PreviousLayer)
{
VolumeManager.instance.UpdateVolumeLayer(this, m_PreviousLayer, layer);
m_PreviousLayer = layer;
}
// Same for priority. We could use a property instead, but it doesn't play nice with the
// serialization system. Using a custom Attribute/PropertyDrawer for a property is
// possible but it doesn't work with Undo/Redo in the editor, which makes it useless for
// our case.
if (priority != m_PreviousPriority)
{
VolumeManager.instance.SetLayerDirty(layer);
m_PreviousPriority = priority;
}
}
#if UNITY_EDITOR
// TODO: Look into a better volume previsualization system
List<Collider> m_TempColliders;
void OnDrawGizmos()
{
if (m_TempColliders == null)
m_TempColliders = new List<Collider>();
var colliders = m_TempColliders;
GetComponents(colliders);
if (isGlobal || colliders == null)
return;
var scale = transform.localScale;
var invScale = new Vector3(1f / scale.x, 1f / scale.y, 1f / scale.z);
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, scale);
Gizmos.color = new Color(0f, 1f, 0.1f, 0.35f);
// Draw a separate gizmo for each collider
foreach (var collider in colliders)
{
if (!collider.enabled)
continue;
// We'll just use scaling as an approximation for volume skin. It's far from being
// correct (and is completely wrong in some cases). Ultimately we'd use a distance
// field or at least a tesselate + push modifier on the collider's mesh to get a
// better approximation, but the current Gizmo system is a bit limited and because
// everything is dynamic in Unity and can be changed at anytime, it's hard to keep
// track of changes in an elegant way (which we'd need to implement a nice cache
// system for generated volume meshes).
var type = collider.GetType();
if (type == typeof(BoxCollider))
{
var c = (BoxCollider)collider;
Gizmos.DrawCube(c.center, c.size);
Gizmos.DrawWireCube(c.center, c.size + invScale * blendDistance * 2f);
}
else if (type == typeof(SphereCollider))
{
var c = (SphereCollider)collider;
Gizmos.DrawSphere(c.center, c.radius);
Gizmos.DrawWireSphere(c.center, c.radius + invScale.x * blendDistance);
}
else if (type == typeof(MeshCollider))
{
var c = (MeshCollider)collider;
// Only convex mesh colliders are allowed
if (!c.convex)
c.convex = true;
// Mesh pivot should be centered or this won't work
Gizmos.DrawMesh(c.sharedMesh);
Gizmos.DrawWireMesh(c.sharedMesh, Vector3.zero, Quaternion.identity, Vector3.one + invScale * blendDistance * 2f);
}
// Nothing for capsule (DrawCapsule isn't exposed in Gizmo), terrain, wheel and
// other colliders...
}
colliders.Clear();
}
#endif
}
}