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
272 行
8.3 KiB
272 行
8.3 KiB
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine;
|
|
|
|
public class SkyboxHelper
|
|
{
|
|
public SkyboxHelper()
|
|
{
|
|
}
|
|
|
|
const int NumFullSubdivisions = 3; // 3 subdivs == 2048 triangles
|
|
const int NumHorizonSubdivisions = 2;
|
|
|
|
public void CreateMesh()
|
|
{
|
|
Vector3[] vertData = new Vector3[8 * 3];
|
|
for (int i = 0; i < 8 * 3; i++)
|
|
{
|
|
vertData[i] = octaVerts[i];
|
|
}
|
|
|
|
// Regular subdivisions
|
|
for (int i = 0; i < NumFullSubdivisions; i++)
|
|
{
|
|
Vector3[] srcData = vertData.Clone() as Vector3[];
|
|
List<Vector3> verts = new List<Vector3>();
|
|
|
|
for (int k = 0; k < srcData.Length; k += 3)
|
|
{
|
|
Subdivide(verts, srcData[k], srcData[k + 1], srcData[k + 2]);
|
|
}
|
|
vertData = verts.ToArray();
|
|
}
|
|
|
|
// Horizon subdivisions
|
|
float horizonLimit = 1.0f;
|
|
for (int i = 0; i < NumHorizonSubdivisions; i++)
|
|
{
|
|
Vector3[] srcData = vertData.Clone() as Vector3[];
|
|
List<Vector3> verts = new List<Vector3>();
|
|
|
|
horizonLimit *= 0.5f; // First iteration limit to y < +-0.5, next one 0.25 etc.
|
|
for (int k = 0; k < srcData.Length; k += 3)
|
|
{
|
|
float maxAbsY = Mathf.Max(Mathf.Abs(srcData[k].y), Mathf.Abs(srcData[k + 1].y), Mathf.Abs(srcData[k + 2].y));
|
|
if (maxAbsY > horizonLimit)
|
|
{
|
|
// Pass through existing triangle
|
|
verts.Add(srcData[k]);
|
|
verts.Add(srcData[k + 1]);
|
|
verts.Add(srcData[k + 2]);
|
|
}
|
|
else
|
|
{
|
|
SubdivideYOnly(verts, srcData[k], srcData[k + 1], srcData[k + 2]);
|
|
}
|
|
}
|
|
vertData = verts.ToArray();
|
|
}
|
|
|
|
// Write out the mesh
|
|
int vertexCount = vertData.Length;
|
|
var triangles = new int[vertexCount];
|
|
for (int i = 0; i < vertexCount; i++)
|
|
{
|
|
triangles[i] = i;
|
|
}
|
|
|
|
_mesh = new Mesh();
|
|
_mesh.vertices = vertData;
|
|
_mesh.triangles = triangles;
|
|
}
|
|
|
|
public UnityEngine.Mesh mesh
|
|
{
|
|
get { return _mesh; }
|
|
}
|
|
|
|
public void Draw(RenderLoop loop, Camera camera)
|
|
{
|
|
if (camera.clearFlags != CameraClearFlags.Skybox)
|
|
{
|
|
return;
|
|
}
|
|
|
|
Material mat = RenderSettings.skybox;
|
|
|
|
if (mat == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
CommandBuffer cmd = new CommandBuffer();
|
|
cmd.name = "Skybox";
|
|
|
|
bool looksLikeSixSidedShader = true;
|
|
looksLikeSixSidedShader &= (mat.passCount == 6); // should have six passes
|
|
//looksLikeSixSidedShader &= !mat.GetShader()->GetShaderLabShader()->HasLightingPasses();
|
|
|
|
if (looksLikeSixSidedShader)
|
|
{
|
|
Debug.LogWarning("Six sided skybox not yet supported.");
|
|
}
|
|
else
|
|
{
|
|
if (mesh == null)
|
|
{
|
|
CreateMesh();
|
|
}
|
|
|
|
float dist = camera.farClipPlane * 10.0f;
|
|
|
|
Matrix4x4 world = Matrix4x4.TRS(camera.transform.position, Quaternion.identity, new Vector3(dist, dist, dist));
|
|
|
|
Matrix4x4 skyboxProj = SkyboxHelper.GetProjectionMatrix(camera);
|
|
cmd.SetProjectionAndViewMatrices(skyboxProj, camera.worldToCameraMatrix);
|
|
cmd.DrawMesh(mesh, world, mat);
|
|
|
|
cmd.SetProjectionAndViewMatrices(camera.projectionMatrix, camera.worldToCameraMatrix);
|
|
}
|
|
|
|
loop.ExecuteCommandBuffer(cmd);
|
|
cmd.Dispose();
|
|
}
|
|
|
|
static public Matrix4x4 GetProjectionMatrix(Camera camera)
|
|
{
|
|
Matrix4x4 skyboxProj = Matrix4x4.Perspective(camera.fieldOfView, camera.aspect, camera.nearClipPlane, camera.farClipPlane);
|
|
|
|
float nearPlane = camera.nearClipPlane * 0.01f;
|
|
skyboxProj = AdjustDepthRange(skyboxProj, camera.nearClipPlane, nearPlane, camera.farClipPlane);
|
|
return MakeProjectionInfinite(skyboxProj, nearPlane);
|
|
}
|
|
|
|
static Matrix4x4 MakeProjectionInfinite(Matrix4x4 m, float nearPlane)
|
|
{
|
|
const float epsilon = 1e-6f;
|
|
|
|
Matrix4x4 r = m;
|
|
r[2, 2] = -1.0f + epsilon;
|
|
r[2, 3] = (-2.0f + epsilon) * nearPlane;
|
|
r[3, 2] = -1.0f;
|
|
return r;
|
|
}
|
|
|
|
static Matrix4x4 AdjustDepthRange(Matrix4x4 mat, float origNear, float newNear, float newFar)
|
|
{
|
|
float x = mat[0, 0];
|
|
float y = mat[1, 1];
|
|
float w = mat[0, 2];
|
|
float z = mat[1, 2];
|
|
|
|
float r = ((2.0f * origNear) / x) * ((w + 1) * 0.5f);
|
|
float t = ((2.0f * origNear) / y) * ((z + 1) * 0.5f);
|
|
float l = ((2.0f * origNear) / x) * (((w + 1) * 0.5f) - 1);
|
|
float b = ((2.0f * origNear) / y) * (((z + 1) * 0.5f) - 1);
|
|
|
|
float ratio = (newNear / origNear);
|
|
|
|
r *= ratio;
|
|
t *= ratio;
|
|
l *= ratio;
|
|
b *= ratio;
|
|
|
|
Matrix4x4 ret = new Matrix4x4();
|
|
|
|
ret[0, 0] = (2.0f * newNear) / (r - l); ret[0, 1] = 0; ret[0, 2] = (r + l) / (r - l); ret[0, 3] = 0;
|
|
ret[1, 0] = 0; ret[1, 1] = (2.0f * newNear) / (t - b); ret[1, 2] = (t + b) / (t - b); ret[1, 3] = 0;
|
|
ret[2, 0] = 0; ret[2, 1] = 0; ret[2, 2] = -(newFar + newNear) / (newFar - newNear); ret[2, 3] = -(2.0f * newFar * newNear) / (newFar - newNear);
|
|
ret[3, 0] = 0; ret[3, 1] = 0; ret[3, 2] = -1.0f; ret[3, 3] = 0;
|
|
|
|
return ret;
|
|
}
|
|
|
|
// Octahedron vertices
|
|
Vector3[] octaVerts =
|
|
{
|
|
new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), new Vector3(1.0f, 0.0f, 0.0f),
|
|
new Vector3(0.0f, 1.0f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f),
|
|
new Vector3(0.0f, 1.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(-1.0f, 0.0f, 0.0f),
|
|
new Vector3(0.0f, 1.0f, 0.0f), new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f),
|
|
new Vector3(0.0f, -1.0f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f),
|
|
new Vector3(0.0f, -1.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f), new Vector3(1.0f, 0.0f, 0.0f),
|
|
new Vector3(0.0f, -1.0f, 0.0f), new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 1.0f),
|
|
new Vector3(0.0f, -1.0f, 0.0f), new Vector3(0.0f, 0.0f, -1.0f), new Vector3(-1.0f, 0.0f, 0.0f),
|
|
};
|
|
|
|
Vector3 SubDivVert(Vector3 v1, Vector3 v2)
|
|
{
|
|
return Vector3.Normalize(v1 + v2);
|
|
}
|
|
|
|
void Subdivide(List<Vector3> dest, Vector3 v1, Vector3 v2, Vector3 v3)
|
|
{
|
|
Vector3 v12 = SubDivVert(v1, v2);
|
|
Vector3 v23 = SubDivVert(v2, v3);
|
|
Vector3 v13 = SubDivVert(v1, v3);
|
|
|
|
dest.Add(v1);
|
|
dest.Add(v12);
|
|
dest.Add(v13);
|
|
dest.Add(v12);
|
|
dest.Add(v2);
|
|
dest.Add(v23);
|
|
dest.Add(v23);
|
|
dest.Add(v13);
|
|
dest.Add(v12);
|
|
dest.Add(v3);
|
|
dest.Add(v13);
|
|
dest.Add(v23);
|
|
}
|
|
|
|
void SubdivideYOnly(List<Vector3> dest, Vector3 v1, Vector3 v2, Vector3 v3)
|
|
{
|
|
// Find out which vertex is furthest out from the others on the y axis
|
|
|
|
float d12 = Mathf.Abs(v2.y - v1.y);
|
|
float d23 = Mathf.Abs(v2.y - v3.y);
|
|
float d31 = Mathf.Abs(v3.y - v1.y);
|
|
|
|
Vector3 top, va, vb;
|
|
|
|
if (d12 < d23 && d12 < d31)
|
|
{
|
|
top = v3;
|
|
va = v1;
|
|
vb = v2;
|
|
}
|
|
else if (d23 < d12 && d23 < d31)
|
|
{
|
|
top = v1;
|
|
va = v2;
|
|
vb = v3;
|
|
}
|
|
else
|
|
{
|
|
top = v2;
|
|
va = v3;
|
|
vb = v1;
|
|
}
|
|
|
|
Vector3 v12 = SubDivVert(top, va);
|
|
Vector3 v13 = SubDivVert(top, vb);
|
|
|
|
dest.Add(top);
|
|
dest.Add(v12);
|
|
dest.Add(v13);
|
|
|
|
// A bit of extra logic to prevent triangle slivers: choose the shorter of (13->va), (12->vb) as triangle base
|
|
if ((v13 - va).sqrMagnitude > (v12 - vb).sqrMagnitude)
|
|
{
|
|
dest.Add(v12);
|
|
dest.Add(va);
|
|
dest.Add(vb);
|
|
dest.Add(v13);
|
|
dest.Add(v12);
|
|
dest.Add(vb);
|
|
}
|
|
else
|
|
{
|
|
dest.Add(v13);
|
|
dest.Add(v12);
|
|
dest.Add(va);
|
|
dest.Add(v13);
|
|
dest.Add(va);
|
|
dest.Add(vb);
|
|
}
|
|
}
|
|
|
|
Mesh _mesh;
|
|
}
|