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153 行
5.3 KiB
153 行
5.3 KiB
#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine.Serialization;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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// This enum extent the original LightType enum with new light type from HD
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public enum LightTypeExtent
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{
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Punctual, // Fallback on LightShape type
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Rectangle,
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Line,
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// Sphere,
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// Disc,
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};
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public enum SpotLightShape { Cone, Pyramid, Box };
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//@TODO: We should continuously move these values
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// into the engine when we can see them being generally useful
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[RequireComponent(typeof(Light))]
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public class HDAdditionalLightData : MonoBehaviour
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{
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[Range(0.0f, 100.0f)]
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[FormerlySerializedAs("m_innerSpotPercent")]
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public float m_InnerSpotPercent = 0.0f; // To display this field in the UI this need to be public
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public float GetInnerSpotPercent01()
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{
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return Mathf.Clamp(m_InnerSpotPercent, 0.0f, 100.0f) / 100.0f;
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}
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[Range(0.0f, 1.0f)]
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public float lightDimmer = 1.0f;
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// Not used for directional lights.
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public float fadeDistance = 10000.0f;
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public bool affectDiffuse = true;
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public bool affectSpecular = true;
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[FormerlySerializedAs("archetype")]
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public LightTypeExtent lightTypeExtent = LightTypeExtent.Punctual;
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// Only for Spotlight, should be hide for other light
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public SpotLightShape spotLightShape = SpotLightShape.Cone;
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// Only for Rectangle/Line/projector lights
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[Range(0.0f, 20.0f)]
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[FormerlySerializedAs("lightLength")]
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public float shapeLength = 0.5f;
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// Only for Rectangle/projector lights
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[Range(0.0f, 20.0f)]
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[FormerlySerializedAs("lightWidth")]
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public float shapeWidth = 0.5f;
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// Only for Sphere/Disc
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public float shapeRadius = 0.0f;
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// Only for Spot/Point - use to cheaply fake specular spherical area light
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[Range(0.0f, 1.0f)]
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public float maxSmoothness = 1.0f;
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// If true, we apply the smooth attenuation factor on the range attenuation to get 0 value, else the attenuation is just inverse square and never reach 0
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public bool applyRangeAttenuation = true;
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// This is specific for the LightEditor GUI and not use at runtime
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public bool useOldInspector = false;
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public bool featuresFoldout = true;
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public bool showAdditionalSettings = true; // TODO: Maybe we can remove if if we decide to always show additional settings
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#if UNITY_EDITOR
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private void DrawGizmos(bool selected)
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{
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var light = gameObject.GetComponent<Light>();
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var gizmoColor = light.color;
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gizmoColor.a = selected ? 1.0f : 0.3f; // Fade for the gizmo
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Gizmos.color = Handles.color = gizmoColor;
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if (lightTypeExtent == LightTypeExtent.Punctual)
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{
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switch (light.type)
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{
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case LightType.Directional:
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EditorLightUtilities.DrawDirectionalLightGizmo(light);
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break;
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case LightType.Point:
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EditorLightUtilities.DrawPointlightGizmo(light, selected);
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break;
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case LightType.Spot:
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if (spotLightShape == SpotLightShape.Cone)
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EditorLightUtilities.DrawSpotlightGizmo(light, selected);
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else if (spotLightShape == SpotLightShape.Pyramid)
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EditorLightUtilities.DrawFrustumlightGizmo(light);
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else if (spotLightShape == SpotLightShape.Box) // TODO
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EditorLightUtilities.DrawFrustumlightGizmo(light);
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break;
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}
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}
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else
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{
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switch (lightTypeExtent)
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{
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case LightTypeExtent.Rectangle:
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EditorLightUtilities.DrawArealightGizmo(light);
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break;
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case LightTypeExtent.Line:
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EditorLightUtilities.DrawArealightGizmo(light);
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break;
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}
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}
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if (selected)
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{
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DrawVerticalRay();
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}
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}
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// Trace a ray down to better locate the light location
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private void DrawVerticalRay()
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{
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Ray ray = new Ray(transform.position, Vector3.down);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit))
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{
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Handles.color = Color.green;
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Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual;
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Handles.DrawLine(transform.position, hit.point);
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Handles.DrawWireDisc(hit.point, hit.normal, 0.5f);
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Handles.color = Color.red;
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Handles.zTest = UnityEngine.Rendering.CompareFunction.Greater;
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Handles.DrawLine(transform.position, hit.point);
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Handles.DrawWireDisc(hit.point, hit.normal, 0.5f);
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}
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}
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private void OnDrawGizmos()
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{
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// DrawGizmos(false);
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}
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private void OnDrawGizmosSelected()
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{
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DrawGizmos(true);
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}
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#endif
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}
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}
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