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241 行
10 KiB
241 行
10 KiB
namespace UnityEngine.Experimental.Rendering
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{
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[RequireComponent(typeof(Light))]
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public class AdditionalShadowData : MonoBehaviour
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{
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// Currently m_Version is not used and produce a warning, remove these pragmas at the next version incrementation
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#pragma warning disable 414
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[SerializeField]
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[UnityEngine.Serialization.FormerlySerializedAs("version")]
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private int m_Version = 1;
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#pragma warning restore 414
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public const int DefaultShadowResolution = 512;
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public int shadowResolution = DefaultShadowResolution;
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public static int GetShadowResolution(AdditionalShadowData shadowData)
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{
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if (shadowData != null)
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return shadowData.shadowResolution;
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else
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return DefaultShadowResolution;
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}
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[Range(0.0f, 1.0f)]
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public float shadowDimmer = 1.0f;
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public float shadowFadeDistance = 10000.0f;
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public bool contactShadows = false;
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// bias control
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public float viewBiasMin = 0.5f;
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public float viewBiasMax = 10f;
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[Range(0.0F, 15.0F)]
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public float viewBiasScale = 1.0f;
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public float normalBiasMin = 0.2f;
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public float normalBiasMax = 4.0f;
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[Range(0.0F, 10.0F)]
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public float normalBiasScale = 1.0f;
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public bool sampleBiasScale = true;
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public bool edgeLeakFixup = false; // Causes large banding artifacts
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public bool edgeToleranceNormal = true;
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[Range(0.0F, 1.0F)]
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public float edgeTolerance = 1.0f;
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// shadow related parameters
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[System.Serializable]
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public struct ShadowData
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{
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public int format;
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public int[] data;
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};
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[HideInInspector, SerializeField]
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private int shadowCascadeCount = 4;
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[HideInInspector, SerializeField]
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private float[] shadowCascadeRatios = new float[3] { 0.05f, 0.2f, 0.3f };
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[HideInInspector, SerializeField]
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private float[] shadowCascadeBorders = new float[4] { 0.2f, 0.2f, 0.2f, 0.2f };
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[HideInInspector, SerializeField]
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private int shadowAlgorithm = 0;
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[HideInInspector, SerializeField]
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private int shadowVariant = 0;
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[HideInInspector, SerializeField]
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private int shadowPrecision = 0;
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[HideInInspector, SerializeField]
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private ShadowData shadowData = new ShadowData();
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[HideInInspector, SerializeField]
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private ShadowData[] shadowDatas = new ShadowData[0];
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public int cascadeCount { get { return shadowCascadeCount; } }
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public void GetShadowCascades(out int cascadeCount, out float[] cascadeRatios, out float[] cascadeBorders) { cascadeCount = shadowCascadeCount; cascadeRatios = shadowCascadeRatios; cascadeBorders = shadowCascadeBorders; }
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public void SetShadowCascades(int cascadeCount, float[] cascadeRatios, float[] cascadeBorders) { shadowCascadeCount = cascadeCount; shadowCascadeRatios = cascadeRatios; shadowCascadeBorders = cascadeBorders; }
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public void GetShadowAlgorithm(out int algorithm, out int variant, out int precision) { algorithm = shadowAlgorithm; variant = shadowVariant; precision = shadowPrecision; }
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public void SetShadowAlgorithm(int algorithm, int variant, int precision, int format, int[] data)
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{
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shadowAlgorithm = algorithm;
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shadowVariant = variant;
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shadowPrecision = precision;
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shadowData.format = format;
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shadowData.data = data;
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int idx = FindShadowData(format);
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if (idx < 0)
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{
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idx = shadowDatas.Length;
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ShadowData[] tmp = new ShadowData[idx + 1];
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for (int i = 0; i < idx; ++i)
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tmp[i] = shadowDatas[i];
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shadowDatas = tmp;
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}
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shadowDatas[idx].format = format;
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shadowDatas[idx].data = data != null ? data : new int[0];
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}
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// Load a specific shadow data. Returns null if requested data is not present.
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public int[] GetShadowData(int shadowDataFormat)
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{
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if (shadowData.format == shadowDataFormat)
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return shadowData.data;
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int idx = FindShadowData(shadowDataFormat);
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return idx >= 0 ? shadowDatas[idx].data : null;
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}
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// Returns the currently set shadow data and format. Can return null.
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public int[] GetShadowData(out int shadowDataFormat)
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{
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shadowDataFormat = shadowData.format;
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return shadowData.data;
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}
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#if UNITY_EDITOR
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public void CompactShadowData()
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{
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shadowDatas = new ShadowData[0];
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UnityEditor.EditorUtility.SetDirty(this);
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}
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#endif
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private int FindShadowData(int shadowDataFormat)
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{
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for (int i = 0; i < shadowDatas.Length; ++i)
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{
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if (shadowDatas[i].format == shadowDataFormat)
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return i;
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}
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return -1;
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}
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public void CopyTo(AdditionalShadowData data)
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{
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data.shadowResolution = shadowResolution;
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data.shadowDimmer = shadowDimmer;
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data.shadowFadeDistance = shadowFadeDistance;
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data.contactShadows = contactShadows;
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data.viewBiasMin = viewBiasMin;
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data.viewBiasMax = viewBiasMax;
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data.viewBiasScale = viewBiasScale;
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data.normalBiasMin = normalBiasMin;
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data.normalBiasMax = normalBiasMax;
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data.normalBiasScale = normalBiasScale;
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data.sampleBiasScale = sampleBiasScale;
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data.edgeLeakFixup = edgeLeakFixup;
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data.edgeToleranceNormal = edgeToleranceNormal;
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data.edgeTolerance = edgeTolerance;
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data.shadowCascadeCount = shadowCascadeCount;
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data.shadowCascadeRatios = new float[shadowCascadeRatios.Length];
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shadowCascadeRatios.CopyTo(data.shadowCascadeRatios, 0);
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data.shadowCascadeBorders = new float[shadowCascadeBorders.Length];
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shadowCascadeBorders.CopyTo(data.shadowCascadeBorders, 0);
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data.shadowAlgorithm = shadowAlgorithm;
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data.shadowVariant = shadowVariant;
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data.shadowPrecision = shadowPrecision;
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data.shadowData = shadowData;
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data.shadowDatas = new ShadowData[shadowDatas.Length];
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shadowDatas.CopyTo(data.shadowDatas, 0);
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}
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}
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#if UNITY_EDITOR
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[UnityEditor.CustomEditor(typeof(AdditionalShadowData))]
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[UnityEditor.CanEditMultipleObjects]
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public class AdditionalShadowDataEditor : UnityEditor.Editor
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{
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static ShadowRegistry m_ShadowRegistry;
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#pragma warning disable 414 // CS0414 The private field '...' is assigned but its value is never used
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UnityEditor.SerializedProperty m_ShadowAlgorithm;
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UnityEditor.SerializedProperty m_ShadowVariant;
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UnityEditor.SerializedProperty m_ShadowData;
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UnityEditor.SerializedProperty m_ShadowDatas;
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#pragma warning restore 414
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UnityEditor.SerializedProperty m_ShadowCascadeCount;
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UnityEditor.SerializedProperty m_ShadowCascadeRatios;
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UnityEditor.SerializedProperty m_ShadowCascadeBorders;
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public static void SetRegistry(ShadowRegistry registry) { m_ShadowRegistry = registry; }
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void OnEnable()
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{
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m_ShadowAlgorithm = serializedObject.FindProperty("shadowAlgorithm");
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m_ShadowVariant = serializedObject.FindProperty("shadowVariant");
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m_ShadowData = serializedObject.FindProperty("shadowData");
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m_ShadowDatas = serializedObject.FindProperty("shadowDatas");
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m_ShadowCascadeCount = serializedObject.FindProperty("shadowCascadeCount");
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m_ShadowCascadeRatios = serializedObject.FindProperty("shadowCascadeRatios");
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m_ShadowCascadeBorders = serializedObject.FindProperty("shadowCascadeBorders");
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}
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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if (m_ShadowRegistry == null)
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return;
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AdditionalShadowData asd = (AdditionalShadowData)target;
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if (asd == null)
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return;
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UnityEditor.EditorGUI.BeginChangeCheck();
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m_ShadowRegistry.Draw(asd.gameObject.GetComponent<Light>());
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serializedObject.Update();
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// cascade code
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if (asd.gameObject.GetComponent<Light>().type == LightType.Directional)
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{
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UnityEditor.EditorGUI.BeginChangeCheck();
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UnityEditor.EditorGUILayout.PropertyField(m_ShadowCascadeCount);
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if (UnityEditor.EditorGUI.EndChangeCheck())
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{
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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
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int newcnt = m_ShadowCascadeCount.intValue <= 0 ? 1 : (m_ShadowCascadeCount.intValue > kMaxCascades ? kMaxCascades : m_ShadowCascadeCount.intValue);
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m_ShadowCascadeCount.intValue = newcnt;
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m_ShadowCascadeRatios.arraySize = newcnt - 1;
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m_ShadowCascadeBorders.arraySize = newcnt;
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}
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UnityEditor.EditorGUI.indentLevel++;
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for (int i = 0; i < m_ShadowCascadeRatios.arraySize; i++)
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{
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UnityEditor.EditorGUILayout.Slider(m_ShadowCascadeRatios.GetArrayElementAtIndex(i), 0.0f, 1.0f, new GUIContent("Cascade " + i));
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}
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for (int i = 0; i < m_ShadowCascadeBorders.arraySize; i++)
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{
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UnityEditor.EditorGUILayout.Slider(m_ShadowCascadeBorders.GetArrayElementAtIndex(i), 0.0f, 1.0f, new GUIContent("Transition " + i));
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}
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UnityEditor.EditorGUI.indentLevel--;
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}
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if (UnityEditor.EditorGUI.EndChangeCheck())
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{
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UnityEditor.EditorUtility.SetDirty(asd);
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UnityEditor.SceneManagement.EditorSceneManager.MarkAllScenesDirty();
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UnityEditor.SceneView.RepaintAll();
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}
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serializedObject.ApplyModifiedProperties();
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}
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}
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#endif
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}
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