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212 行
7.4 KiB
212 行
7.4 KiB
using System;
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using System.Collections.Generic;
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namespace UnityEngine.Experimental.Rendering
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{
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[ExecuteInEditMode]
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public class Volume : MonoBehaviour
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{
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[Tooltip("A global volume is applied to the whole scene.")]
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public bool isGlobal = false;
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[Tooltip("Volume priority in the stack. Higher number means higher priority. Negative values are supported.")]
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public float priority = 0f;
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[Tooltip("Outer distance to start blending from. A value of 0 means no blending and the volume overrides will be applied immediatly upon entry.")]
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public float blendDistance = 0f;
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[Range(0f, 1f), Tooltip("Total weight of this volume in the scene. 0 means it won't do anything, 1 means full effect.")]
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public float weight = 1f;
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public List<VolumeComponent> components = new List<VolumeComponent>();
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// Editor-only
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[NonSerialized]
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public bool isDirty;
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// Needed for state tracking (see the comments in Update)
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int m_PreviousLayer;
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float m_PreviousPriority;
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void OnEnable()
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{
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// Make sure every setting is valid. If a profile holds a script that doesn't exist
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// anymore, nuke it to keep the volume clean. Note that if you delete a script that is
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// currently in use in a volume you'll still get a one-time error in the console, it's
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// harmless and happens because Unity does a redraw of the editor (and thus the current
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// frame) before the recompilation step.
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components.RemoveAll(x => x == null);
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m_PreviousLayer = gameObject.layer;
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VolumeManager.instance.Register(this, m_PreviousLayer);
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}
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void OnDisable()
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{
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VolumeManager.instance.Unregister(this, gameObject.layer);
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}
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void Reset()
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{
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isDirty = true;
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}
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void Update()
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{
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// Unfortunately we need to track the current layer to update the volume manager in
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// real-time as the user could change it at any time in the editor or at runtime.
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// Because no event is raised when the layer changes, we have to track it on every
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// frame :/
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int layer = gameObject.layer;
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if (layer != m_PreviousLayer)
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{
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VolumeManager.instance.UpdateVolumeLayer(this, m_PreviousLayer, layer);
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m_PreviousLayer = layer;
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}
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// Same for priority. We could use a property instead, but it doesn't play nice with the
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// serialization system. Using a custom Attribute/PropertyDrawer for a property is
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// possible but it doesn't work with Undo/Redo in the editor, which makes it useless for
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// our case.
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if (priority != m_PreviousPriority)
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{
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VolumeManager.instance.SetLayerDirty(layer);
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m_PreviousPriority = priority;
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}
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}
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public T Add<T>(bool overrides = false)
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where T : VolumeComponent
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{
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if (Has<T>())
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throw new InvalidOperationException("Component already exists in the volume");
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var component = ScriptableObject.CreateInstance<T>();
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component.SetAllOverridesTo(overrides);
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isDirty = true;
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return component;
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}
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public void Remove<T>()
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where T : VolumeComponent
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{
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int toRemove = -1;
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var type = typeof(T);
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for (int i = 0; i < components.Count; i++)
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{
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if (components[i].GetType() == type)
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{
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toRemove = i;
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break;
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}
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}
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if (toRemove >= 0)
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{
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components.RemoveAt(toRemove);
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isDirty = true;
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}
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}
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public bool Has<T>()
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where T : VolumeComponent
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{
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var type = typeof(T);
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foreach (var component in components)
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{
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if (component.GetType() == type)
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return true;
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}
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return false;
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}
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public bool TryGet<T>(out T component)
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where T : VolumeComponent
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{
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var type = typeof(T);
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component = null;
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foreach (var comp in components)
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{
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if (comp.GetType() == type)
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{
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component = (T)comp;
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return true;
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}
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}
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return false;
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}
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#if UNITY_EDITOR
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// TODO: Look into a better volume previsualization system
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List<Collider> m_TempColliders;
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void OnDrawGizmos()
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{
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if (m_TempColliders == null)
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m_TempColliders = new List<Collider>();
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var colliders = m_TempColliders;
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GetComponents(colliders);
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if (isGlobal || colliders == null)
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return;
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var scale = transform.localScale;
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var invScale = new Vector3(1f / scale.x, 1f / scale.y, 1f / scale.z);
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Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, scale);
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Gizmos.color = new Color(0f, 1f, 0.1f, 0.6f);
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// Draw a separate gizmo for each collider
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foreach (var collider in colliders)
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{
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if (!collider.enabled)
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continue;
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// We'll just use scaling as an approximation for volume skin. It's far from being
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// correct (and is completely wrong in some cases). Ultimately we'd use a distance
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// field or at least a tesselate + push modifier on the collider's mesh to get a
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// better approximation, but the current Gizmo system is a bit limited and because
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// everything is dynamic in Unity and can be changed at anytime, it's hard to keep
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// track of changes in an elegant way (which we'd need to implement a nice cache
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// system for generated volume meshes).
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var type = collider.GetType();
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if (type == typeof(BoxCollider))
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{
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var c = (BoxCollider)collider;
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Gizmos.DrawCube(c.center, c.size);
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Gizmos.DrawWireCube(c.center, c.size + invScale * blendDistance * 2f);
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}
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else if (type == typeof(SphereCollider))
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{
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var c = (SphereCollider)collider;
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Gizmos.DrawSphere(c.center, c.radius);
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Gizmos.DrawWireSphere(c.center, c.radius + invScale.x * blendDistance);
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}
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else if (type == typeof(MeshCollider))
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{
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var c = (MeshCollider)collider;
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// Only convex mesh colliders are allowed
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if (!c.convex)
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c.convex = true;
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// Mesh pivot should be centered or this won't work
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Gizmos.DrawMesh(c.sharedMesh);
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Gizmos.DrawWireMesh(c.sharedMesh, Vector3.zero, Quaternion.identity, Vector3.one + invScale * blendDistance * 2f);
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}
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// Nothing for capsule (DrawCapsule isn't exposed in Gizmo), terrain, wheel and
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// other colliders...
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}
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colliders.Clear();
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}
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#endif
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}
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}
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