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
265 行
15 KiB
265 行
15 KiB
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
#if UNITY_EDITOR
|
|
using UnityEditor;
|
|
#endif
|
|
using Object = UnityEngine.Object;
|
|
|
|
namespace UnityEngine.Experimental.Rendering.HDPipeline
|
|
{
|
|
#if UNITY_EDITOR
|
|
public static class EditorLightUtilities
|
|
{
|
|
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);
|
|
Gizmos.matrix = arealight.transform.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.shapeLength);
|
|
if (spherelight.shadows != LightShadows.None) Gizmos.DrawWireSphere(spherelight.transform.position, spherelight.shadowNearPlane);
|
|
Gizmos.DrawWireSphere(spherelight.transform.position, spherelight.range);
|
|
}
|
|
|
|
public static void DrawFrustumlightGizmo(Light frustumlight)
|
|
{
|
|
var additionalLightData = frustumlight.GetComponent<HDAdditionalLightData>();
|
|
if (additionalLightData == null) return;
|
|
var frustumSize = new Vector3(additionalLightData.shapeLength / frustumlight.gameObject.transform.localScale.x, additionalLightData.shapeWidth / frustumlight.gameObject.transform.localScale.y, frustumlight.range - frustumlight.shadowNearPlane / frustumlight.gameObject.transform.localScale.z);
|
|
Gizmos.matrix = frustumlight.transform.localToWorldMatrix;
|
|
Gizmos.DrawWireCube(Vector3.forward * (frustumSize.z * 0.5f + frustumlight.shadowNearPlane), 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));
|
|
}
|
|
|
|
public static bool DrawHeader(string title, bool activeField)
|
|
{
|
|
var backgroundRect = GUILayoutUtility.GetRect(1f, 17f);
|
|
|
|
var labelRect = backgroundRect;
|
|
labelRect.xMin += 16f;
|
|
labelRect.xMax -= 20f;
|
|
|
|
var toggleRect = backgroundRect;
|
|
toggleRect.y += 2f;
|
|
toggleRect.width = 13f;
|
|
toggleRect.height = 13f;
|
|
|
|
var menuIcon = EditorGUIUtility.isProSkin
|
|
? (Texture2D)EditorGUIUtility.Load("Builtin Skins/DarkSkin/Images/pane options.png")
|
|
: (Texture2D)EditorGUIUtility.Load("Builtin Skins/LightSkin/Images/pane options.png");
|
|
|
|
var menuRect = new Rect(labelRect.xMax + 4f, labelRect.y + 4f, menuIcon.width, menuIcon.height);
|
|
|
|
// Background rect should be full-width
|
|
backgroundRect.xMin = 0f;
|
|
backgroundRect.width += 4f;
|
|
|
|
// Background
|
|
float backgroundTint = EditorGUIUtility.isProSkin ? 0.1f : 1f;
|
|
EditorGUI.DrawRect(backgroundRect, new Color(backgroundTint, backgroundTint, backgroundTint, 0.2f));
|
|
|
|
// Title
|
|
using (new EditorGUI.DisabledScope(!activeField))
|
|
EditorGUI.LabelField(labelRect, title, EditorStyles.boldLabel);
|
|
|
|
// Active checkbox
|
|
activeField = GUI.Toggle(toggleRect, activeField, GUIContent.none, new GUIStyle("ShurikenCheckMark"));
|
|
|
|
var e = Event.current;
|
|
if (e.type == EventType.MouseDown && backgroundRect.Contains(e.mousePosition) && e.button == 0)
|
|
{
|
|
activeField = !activeField;
|
|
e.Use();
|
|
}
|
|
|
|
EditorGUILayout.Space();
|
|
|
|
return activeField;
|
|
}
|
|
|
|
public static void DrawHeader(string title)
|
|
{
|
|
var backgroundRect = GUILayoutUtility.GetRect(1f, 17f);
|
|
|
|
var labelRect = backgroundRect;
|
|
labelRect.xMin += 16f;
|
|
labelRect.xMax -= 20f;
|
|
|
|
var foldoutRect = backgroundRect;
|
|
foldoutRect.y += 1f;
|
|
foldoutRect.width = 13f;
|
|
foldoutRect.height = 13f;
|
|
|
|
// Background rect should be full-width
|
|
backgroundRect.xMin = 0f;
|
|
backgroundRect.width += 4f;
|
|
|
|
// Background
|
|
float backgroundTint = EditorGUIUtility.isProSkin ? 0.1f : 1f;
|
|
EditorGUI.DrawRect(backgroundRect, new Color(backgroundTint, backgroundTint, backgroundTint, 0.2f));
|
|
|
|
// Title
|
|
EditorGUI.LabelField(labelRect, title, EditorStyles.boldLabel);
|
|
EditorGUILayout.Space();
|
|
}
|
|
|
|
public static void DrawSplitter()
|
|
{
|
|
EditorGUILayout.Space();
|
|
var rect = GUILayoutUtility.GetRect(1f, 1f);
|
|
|
|
// Splitter rect should be full-width
|
|
rect.xMin = 0f;
|
|
rect.width += 4f;
|
|
|
|
if (Event.current.type != EventType.Repaint)
|
|
return;
|
|
|
|
EditorGUI.DrawRect(rect, !EditorGUIUtility.isProSkin
|
|
? new Color(0.6f, 0.6f, 0.6f, 1.333f)
|
|
: new Color(0.12f, 0.12f, 0.12f, 1.333f));
|
|
}
|
|
|
|
public static bool DrawHeaderFoldout(string title, bool state)
|
|
{
|
|
var backgroundRect = GUILayoutUtility.GetRect(1f, 17f);
|
|
|
|
var labelRect = backgroundRect;
|
|
labelRect.xMin += 16f;
|
|
labelRect.xMax -= 20f;
|
|
|
|
var foldoutRect = backgroundRect;
|
|
foldoutRect.y += 1f;
|
|
foldoutRect.width = 13f;
|
|
foldoutRect.height = 13f;
|
|
|
|
// Background rect should be full-width
|
|
backgroundRect.xMin = 0f;
|
|
backgroundRect.width += 4f;
|
|
|
|
// Background
|
|
float backgroundTint = EditorGUIUtility.isProSkin ? 0.1f : 1f;
|
|
EditorGUI.DrawRect(backgroundRect, new Color(backgroundTint, backgroundTint, backgroundTint, 0.2f));
|
|
|
|
// Title
|
|
EditorGUI.LabelField(labelRect, title, EditorStyles.boldLabel);
|
|
|
|
// Active checkbox
|
|
state = GUI.Toggle(foldoutRect, state, GUIContent.none, EditorStyles.foldout);
|
|
|
|
var e = Event.current;
|
|
if (e.type == EventType.MouseDown && backgroundRect.Contains(e.mousePosition) && e.button == 0)
|
|
{
|
|
state = !state;
|
|
e.Use();
|
|
}
|
|
|
|
return state;
|
|
}
|
|
}
|
|
#endif
|
|
}
|