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234 行
7.4 KiB
234 行
7.4 KiB
//#define _SNAPPERS_TEXTURE_ARRAYS
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using UnityEngine;
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using Unity.DemoTeam.Attributes;
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namespace Unity.DemoTeam.DigitalHuman
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{
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[ExecuteAlways]
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[RequireComponent(typeof(SkinnedMeshRenderer))]
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public class SnappersHeadRenderer : MonoBehaviour
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{
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private SkinnedMeshRenderer smr;
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private MaterialPropertyBlock smrProps;
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[Header("Facial Rig")]
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public SnappersHeadDefinition.InstanceData headInstance;
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public SnappersHeadDefinition headDefinition;
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public Transform headController;
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[EnumFlag]
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public SnappersHeadDefinition.Warnings warnings;
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[Header("Activation Masks")]
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public Texture2D mask1;
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public Texture2D mask2;
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public Texture2D mask3;
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public Texture2D mask4;
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public Texture2D mask5;
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public Texture2D mask6;
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public Texture2D mask7;
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public Texture2D mask8;
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public Texture2D mask9;
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public Texture2D mask10;
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public Texture2D mask11;
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public Texture2D mask12;
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[Header("Activation Maps")]
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public Texture2D albedo1;
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public Texture2D albedo2;
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public Texture2D albedo3;
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public Texture2D albedo4;
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[Space]
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public Texture2D normal1;
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public Texture2D normal2;
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public Texture2D normal3;
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public Texture2D normal4;
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[Space]
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public Texture2D cavity1;
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public Texture2D cavity2;
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public Texture2D cavity3;
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public Texture2D cavity4;
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#if _SNAPPERS_TEXTURE_ARRAYS
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public string arrayAssetPath = "Assets/Characters/Gawain/Face/Snappers";
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public Texture2DArray arrayMask;
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public Texture2DArray arrayAlbedo;
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public Texture2DArray arrayNormal;
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public Texture2DArray arrayCavity;
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#endif
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[Header("-> SkinDeformationRenderer (if avail.)")]
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public bool injectFittedWeights;
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[Range(1.0f, 10.0f)]
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public float injectFittedWeightsScale = 1.0f;
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void OnEnable()
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{
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smr = GetComponent<SkinnedMeshRenderer>();
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smrProps = new MaterialPropertyBlock();
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}
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void OnDisable()
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{
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if (smrProps == null)
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smrProps = new MaterialPropertyBlock();
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smr.GetPropertyBlock(smrProps);
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{
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if (headInstance.shaderParamFloats != null)//PACKAGETODO introduce IsCreated() or similar?
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{
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SnappersHeadDefinition.ResetShaderParam(ref headInstance);
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SnappersHeadDefinition.ApplyShaderParam(ref headInstance, smrProps);
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}
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}
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smr.SetPropertyBlock(smrProps);
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}
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void LateUpdate()
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{
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if (smrProps == null)
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smrProps = new MaterialPropertyBlock();
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smr.GetPropertyBlock(smrProps);
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{
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if (headDefinition != null)
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{
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headDefinition.PrepareInstance(ref headInstance, smr, headController, warnings);
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headDefinition.ResolveControllers(ref headInstance);
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headDefinition.ResolveBlendShapes(ref headInstance, smr);
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if (injectFittedWeights)
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{
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var skinDeform = GetComponent<SkinDeformationRenderer>();
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if (skinDeform != null && skinDeform.fittedWeightsAvailable)
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{
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var fittedWeights = skinDeform.fittedWeights;
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var inputIndices = headInstance.blendShapeIndices;
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var inputWeights = headInstance.blendShapeWeights;
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for (int i = 0; i != headInstance.blendShapeIndices.Length; i++)
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{
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inputWeights[i] = Mathf.Clamp01(Mathf.Max(injectFittedWeightsScale * fittedWeights[inputIndices[i]], inputWeights[i]));
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}
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}
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headDefinition.ResolveShaderParam(ref headInstance);
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headDefinition.ResolveBlendShapes(ref headInstance, smr);// done again to avoid factoring in fitted weights
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}
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else
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{
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headDefinition.ResolveShaderParam(ref headInstance);
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}
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SnappersHeadDefinition.ApplyControllers(ref headInstance);
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SnappersHeadDefinition.ApplyBlendShapes(ref headInstance, smr);
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SnappersHeadDefinition.ApplyShaderParam(ref headInstance, smrProps);
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/*
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SnappersHeadDefinition.UpdateInstanceData(ref headData, headDefinition, smr);
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if (injectFittedWeights)
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{
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var skinDeform = GetComponent<SkinDeformationRenderer>();
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if (skinDeform != null && skinDeform.fittedWeightsAvailable)
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{
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var fittedWeights = skinDeform.fittedWeights;
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var inputIndices = headData.blendShapeIndices;
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var inputWeights = headData.blendShapeWeights;
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for (int i = 0; i != headData.blendShapeIndices.Length; i++)
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{
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inputWeights[i] = Mathf.Clamp01(Mathf.Max(injectFittedWeightsScale * fittedWeights[inputIndices[i]], inputWeights[i]));
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}
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}
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}
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SnappersHeadDefinition.UpdateMaskParams(ref headData, headDefinition);
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SnappersHeadDefinition.UpdatePropertyBlock(smrProps, headData);
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*/
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}
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else
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{
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SnappersHeadDefinition.ResetShaderParam(ref headInstance);
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SnappersHeadDefinition.ApplyShaderParam(ref headInstance, smrProps);
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}
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#if _SNAPPERS_TEXTURE_ARRAYS
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SetTextureChecked(smrProps, "_SnappersMask", arrayMask);
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SetTextureChecked(smrProps, "_SnappersAlbedo", arrayAlbedo);
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SetTextureChecked(smrProps, "_SnappersNormal", arrayNormal);
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SetTextureChecked(smrProps, "_SnappersCavity", arrayCavity);
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#else
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SetTextureChecked(smrProps, "_SnappersMask1", mask1);
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SetTextureChecked(smrProps, "_SnappersMask2", mask2);
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SetTextureChecked(smrProps, "_SnappersMask3", mask3);
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SetTextureChecked(smrProps, "_SnappersMask4", mask4);
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SetTextureChecked(smrProps, "_SnappersMask5", mask5);
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SetTextureChecked(smrProps, "_SnappersMask6", mask6);
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SetTextureChecked(smrProps, "_SnappersMask7", mask7);
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SetTextureChecked(smrProps, "_SnappersMask8", mask8);
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SetTextureChecked(smrProps, "_SnappersMask9", mask9);
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SetTextureChecked(smrProps, "_SnappersMask10", mask10);
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SetTextureChecked(smrProps, "_SnappersMask11", mask11);
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SetTextureChecked(smrProps, "_SnappersMask12", mask12);
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SetTextureChecked(smrProps, "_SnappersAlbedo1", albedo1);
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SetTextureChecked(smrProps, "_SnappersAlbedo2", albedo2);
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SetTextureChecked(smrProps, "_SnappersAlbedo3", albedo3);
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SetTextureChecked(smrProps, "_SnappersAlbedo4", albedo4);
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SetTextureChecked(smrProps, "_SnappersNormal1", normal1);
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SetTextureChecked(smrProps, "_SnappersNormal2", normal2);
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SetTextureChecked(smrProps, "_SnappersNormal3", normal3);
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SetTextureChecked(smrProps, "_SnappersNormal4", normal4);
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SetTextureChecked(smrProps, "_SnappersCavity1", cavity1);
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SetTextureChecked(smrProps, "_SnappersCavity2", cavity2);
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SetTextureChecked(smrProps, "_SnappersCavity3", cavity3);
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SetTextureChecked(smrProps, "_SnappersCavity4", cavity4);
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#endif
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}
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smr.SetPropertyBlock(smrProps);
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}
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static void SetTextureChecked(MaterialPropertyBlock props, string textureId, Texture texture)
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{
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if (texture != null)
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props.SetTexture(textureId, texture);
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else
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props.SetTexture(textureId, Texture2D.blackTexture);
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}
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#if _SNAPPERS_TEXTURE_ARRAYS
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static void UpdateTextureArray(ref Texture2DArray array, Texture2D[] slices, bool linear)
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{
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if (array != null && array.depth != slices.Length)
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{
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Texture2DArray.Destroy(array);
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array = null;
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}
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if (array == null)
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{
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array = new Texture2DArray(slices[0].width, slices[0].height, slices.Length, slices[0].format, true, linear);
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array.hideFlags |= HideFlags.HideAndDontSave;
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}
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if (slices.Length > 0 && slices[0] != null)
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{
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array.wrapMode = slices[0].wrapMode;
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array.anisoLevel = slices[0].anisoLevel;
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array.filterMode = slices[0].filterMode;
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}
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for (int i = 0; i != slices.Length; i++)
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{
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if (slices[i] != null)
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{
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int mipCount = slices[i].mipmapCount;
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for (int mip = 0; mip != mipCount; mip++)
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{
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Graphics.CopyTexture(slices[i], 0, mip, array, i, mip);
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}
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}
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}
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}
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#endif
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}
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}
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