Firstborn/Library/PackageCache/com.unity.render-pipelines..../Runtime/2D/Passes/Utility/Light2DLookupTexture.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

97 lines
3.7 KiB
C#

using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal
{
internal static class Light2DLookupTexture
{
private static Texture2D s_PointLightLookupTexture;
public static Texture GetLightLookupTexture()
{
if (s_PointLightLookupTexture == null)
s_PointLightLookupTexture = CreatePointLightLookupTexture();
return s_PointLightLookupTexture;
}
private static Texture2D CreatePointLightLookupTexture()
{
const int WIDTH = 256;
const int HEIGHT = 256;
var textureFormat = GraphicsFormat.R8G8B8A8_UNorm;
if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.SetPixels))
textureFormat = GraphicsFormat.R16G16B16A16_SFloat;
else if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R32G32B32A32_SFloat, FormatUsage.SetPixels))
textureFormat = GraphicsFormat.R32G32B32A32_SFloat;
var texture = new Texture2D(WIDTH, HEIGHT, textureFormat, TextureCreationFlags.None);
texture.filterMode = FilterMode.Bilinear;
texture.wrapMode = TextureWrapMode.Clamp;
var center = new Vector2(WIDTH / 2.0f, HEIGHT / 2.0f);
for (var y = 0; y < HEIGHT; y++)
{
for (var x = 0; x < WIDTH; x++)
{
var pos = new Vector2(x, y);
var distance = Vector2.Distance(pos, center);
var relPos = pos - center;
var direction = center - pos;
direction.Normalize();
// red = 1-0 distance
// green = 1-0 angle
// blue = direction.x
// alpha = direction.y
float red;
if (x == WIDTH - 1 || y == HEIGHT - 1)
red = 0;
else
red = Mathf.Clamp(1 - (2.0f * distance / WIDTH), 0.0f, 1.0f);
var cosAngle = Vector2.Dot(Vector2.down, relPos.normalized);
var angle = Mathf.Acos(cosAngle) / Mathf.PI; // 0-1
var green = Mathf.Clamp(1 - angle, 0.0f, 1.0f);
var blue = direction.x;
var alpha = direction.y;
var color = new Color(red, green, blue, alpha);
texture.SetPixel(x, y, color);
}
}
texture.Apply();
return texture;
}
// private static Texture2D s_FalloffLookupTexture;
//#if UNITY_EDITOR
// [MenuItem("Light2D Debugging/Write Light Texture")]
// static public void WriteLightTexture()
// {
// var path = EditorUtility.SaveFilePanel("Save texture as PNG", "", "LightLookupTexture.exr", "png");
// CreatePointLightLookupTexture();
// byte[] imgData = s_PointLightLookupTexture.EncodeToEXR(Texture2D.EXRFlags.CompressRLE);
// if (imgData != null)
// File.WriteAllBytes(path, imgData);
// }
// [MenuItem("Light2D Debugging/Write Falloff Texture")]
// static public void WriteCurveTexture()
// {
// var path = EditorUtility.SaveFilePanel("Save texture as PNG", "", "FalloffLookupTexture.png", "png");
// CreateFalloffLookupTexture();
// byte[] imgData = s_FalloffLookupTexture.EncodeToPNG();
// if (imgData != null)
// File.WriteAllBytes(path, imgData);
// }
//#endif
}
}