b486678290
Library -Artifacts
474 lines
17 KiB
C#
474 lines
17 KiB
C#
using System.Collections.Generic;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.Experimental.Rendering.Universal
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{
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/// <summary>
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/// The Pixel Perfect Camera component ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.
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/// </summary>
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[ExecuteInEditMode]
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[DisallowMultipleComponent]
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[AddComponentMenu("Rendering/2D/Pixel Perfect Camera")]
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[RequireComponent(typeof(Camera))]
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[MovedFrom("UnityEngine.Experimental.Rendering")]
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[HelpURL("https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/2d-pixelperfect.html%23properties")]
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public class PixelPerfectCamera : MonoBehaviour, IPixelPerfectCamera, ISerializationCallbackReceiver
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{
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/// <summary>
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/// An enumeration of the types of display cropping.
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/// </summary>
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public enum CropFrame
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{
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/// <summary>
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/// No cropping.
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/// </summary>
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None,
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/// <summary>
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/// Black borders added to the left and right of viewport to match Reference Resolution.
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/// </summary>
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Pillarbox,
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/// <summary>
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/// Black borders added to the top and bottom of viewport to match Reference Resolution.
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/// </summary>
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Letterbox,
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/// <summary>
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/// Black borders added to all sides of viewport to match Reference Resolution.
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/// </summary>
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Windowbox,
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/// <summary>
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/// Expands the viewport to fit the screen resolution while maintaining the viewport's aspect ratio.
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/// </summary>
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StretchFill
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}
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/// <summary>
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/// Determines how pixels are snapped to the grid.
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/// </summary>
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public enum GridSnapping
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{
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/// <summary>
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/// No snapping.
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/// </summary>
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None,
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/// <summary>
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/// Prevent subpixel movement and make Sprites appear to move in pixel-by-pixel increments.
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/// </summary>
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PixelSnapping,
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/// <summary>
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/// The scene is rendered to a temporary texture set as close as possible to the Reference Resolution, while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the full screen.
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/// </summary>
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UpscaleRenderTexture
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}
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private enum ComponentVersions
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{
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Version_Unserialized = 0,
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Version_1 = 1
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}
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#if UNITY_EDITOR
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const ComponentVersions k_CurrentComponentVersion = ComponentVersions.Version_1;
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[SerializeField] ComponentVersions m_ComponentVersion = ComponentVersions.Version_Unserialized;
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#endif
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/// <summary>
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/// Defines how the output display will be cropped.
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/// </summary>
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public CropFrame cropFrame { get { return m_CropFrame; } set { m_CropFrame = value; } }
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/// <summary>
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/// Defines if pixels will be locked to a grid determined by assetsPPU.
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/// </summary>
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public GridSnapping gridSnapping { get { return m_GridSnapping; } set { m_GridSnapping = value; } }
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/// <summary>
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/// The target orthographic size of the camera.
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/// </summary>
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public float orthographicSize { get { return m_Internal.orthoSize; } }
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/// <summary>
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/// Match this value to to the Pixels Per Unit values of all Sprites within the Scene.
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/// </summary>
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public int assetsPPU { get { return m_AssetsPPU; } set { m_AssetsPPU = value > 0 ? value : 1; } }
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/// <summary>
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/// The original horizontal resolution your Assets are designed for.
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/// </summary>
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public int refResolutionX { get { return m_RefResolutionX; } set { m_RefResolutionX = value > 0 ? value : 1; } }
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/// <summary>
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/// Original vertical resolution your Assets are designed for.
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/// </summary>
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public int refResolutionY { get { return m_RefResolutionY; } set { m_RefResolutionY = value > 0 ? value : 1; } }
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/// <summary>
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/// Set to true to have the Scene rendered to a temporary texture set as close as possible to the Reference Resolution,
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/// while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the full screen.
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/// </summary>
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[System.Obsolete("Use gridSnapping instead", false)]
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public bool upscaleRT
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{
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get
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{
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return m_GridSnapping == GridSnapping.UpscaleRenderTexture;
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}
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set
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{
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m_GridSnapping = value ? GridSnapping.UpscaleRenderTexture : GridSnapping.None;
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}
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}
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/// <summary>
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/// Set to true to prevent subpixel movement and make Sprites appear to move in pixel-by-pixel increments.
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/// Only applicable when upscaleRT is false.
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/// </summary>
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[System.Obsolete("Use gridSnapping instead", false)]
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public bool pixelSnapping
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{
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get
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{
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return m_GridSnapping == GridSnapping.PixelSnapping;
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}
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set
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{
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m_GridSnapping = value ? GridSnapping.PixelSnapping : GridSnapping.None;
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}
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}
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/// <summary>
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/// Set to true to crop the viewport with black bars to match refResolutionX in the horizontal direction.
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/// </summary>
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[System.Obsolete("Use cropFrame instead", false)]
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public bool cropFrameX
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{
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get
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{
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return m_CropFrame == CropFrame.StretchFill || m_CropFrame == CropFrame.Windowbox || m_CropFrame == CropFrame.Pillarbox;
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}
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set
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{
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if (value)
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{
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if (m_CropFrame == CropFrame.None)
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m_CropFrame = CropFrame.Pillarbox;
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else if (m_CropFrame == CropFrame.Letterbox)
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m_CropFrame = CropFrame.Windowbox;
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}
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else
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{
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if (m_CropFrame == CropFrame.Pillarbox)
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m_CropFrame = CropFrame.None;
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else if (m_CropFrame == CropFrame.Windowbox || m_CropFrame == CropFrame.StretchFill)
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m_CropFrame = CropFrame.Letterbox;
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}
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}
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}
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/// <summary>
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/// Set to true to crop the viewport with black bars to match refResolutionY in the vertical direction.
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/// </summary>
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[System.Obsolete("Use cropFrame instead", false)]
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public bool cropFrameY
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{
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get
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{
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return m_CropFrame == CropFrame.StretchFill || m_CropFrame == CropFrame.Windowbox || m_CropFrame == CropFrame.Letterbox;
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}
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set
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{
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if (value)
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{
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if (m_CropFrame == CropFrame.None)
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m_CropFrame = CropFrame.Letterbox;
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else if (m_CropFrame == CropFrame.Pillarbox)
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m_CropFrame = CropFrame.Windowbox;
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}
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else
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{
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if (m_CropFrame == CropFrame.Letterbox)
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m_CropFrame = CropFrame.None;
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else if (m_CropFrame == CropFrame.Windowbox || m_CropFrame == CropFrame.StretchFill)
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m_CropFrame = CropFrame.Pillarbox;
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}
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}
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}
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/// <summary>
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/// Set to true to expand the viewport to fit the screen resolution while maintaining the viewport's aspect ratio.
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/// Only applicable when both cropFrameX and cropFrameY are true.
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/// </summary>
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[System.Obsolete("Use cropFrame instead", false)]
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public bool stretchFill
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{
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get
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{
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return m_CropFrame == CropFrame.StretchFill;
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}
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set
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{
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if (value)
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m_CropFrame = CropFrame.StretchFill;
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else
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m_CropFrame = CropFrame.Windowbox;
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}
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}
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/// <summary>
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/// Ratio of the rendered Sprites compared to their original size (readonly).
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/// </summary>
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public int pixelRatio
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{
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get
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{
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if (m_CinemachineCompatibilityMode)
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{
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if (m_GridSnapping == GridSnapping.UpscaleRenderTexture)
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return m_Internal.zoom * m_Internal.cinemachineVCamZoom;
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else
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return m_Internal.cinemachineVCamZoom;
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}
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else
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{
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return m_Internal.zoom;
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}
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}
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}
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/// <summary>
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/// Round a arbitrary position to an integer pixel position. Works in world space.
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/// </summary>
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/// <param name="position"> The position you want to round.</param>
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/// <returns>
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/// The rounded pixel position.
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/// Depending on the values of upscaleRT and pixelSnapping, it could be a screen pixel position or an art pixel position.
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/// </returns>
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public Vector3 RoundToPixel(Vector3 position)
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{
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float unitsPerPixel = m_Internal.unitsPerPixel;
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if (unitsPerPixel == 0.0f)
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return position;
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Vector3 result;
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result.x = Mathf.Round(position.x / unitsPerPixel) * unitsPerPixel;
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result.y = Mathf.Round(position.y / unitsPerPixel) * unitsPerPixel;
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result.z = Mathf.Round(position.z / unitsPerPixel) * unitsPerPixel;
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return result;
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}
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/// <summary>
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/// Find a pixel-perfect orthographic size as close to targetOrthoSize as possible. Used by Cinemachine to solve compatibility issues with Pixel Perfect Camera.
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/// </summary>
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/// <param name="targetOrthoSize">Orthographic size from the live Cinemachine Virtual Camera.</param>
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/// <returns>The corrected orthographic size.</returns>
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public float CorrectCinemachineOrthoSize(float targetOrthoSize)
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{
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m_CinemachineCompatibilityMode = true;
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if (m_Internal == null)
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return targetOrthoSize;
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else
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return m_Internal.CorrectCinemachineOrthoSize(targetOrthoSize);
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}
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[SerializeField] int m_AssetsPPU = 100;
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[SerializeField] int m_RefResolutionX = 320;
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[SerializeField] int m_RefResolutionY = 180;
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[SerializeField] CropFrame m_CropFrame;
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[SerializeField] GridSnapping m_GridSnapping;
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// These are obsolete. They are here only for migration.
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#if UNITY_EDITOR
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[SerializeField] bool m_UpscaleRT;
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[SerializeField] bool m_PixelSnapping;
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[SerializeField] bool m_CropFrameX;
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[SerializeField] bool m_CropFrameY;
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[SerializeField] bool m_StretchFill;
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#endif
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Camera m_Camera;
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PixelPerfectCameraInternal m_Internal;
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bool m_CinemachineCompatibilityMode;
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internal FilterMode finalBlitFilterMode
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{
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get
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{
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return m_Internal.useStretchFill ? FilterMode.Bilinear : FilterMode.Point;
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}
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}
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internal Vector2Int offscreenRTSize
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{
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get
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{
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return new Vector2Int(m_Internal.offscreenRTWidth, m_Internal.offscreenRTHeight);
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}
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}
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Vector2Int cameraRTSize
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{
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get
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{
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var targetTexture = m_Camera.targetTexture;
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return targetTexture == null ? new Vector2Int(Screen.width, Screen.height) : new Vector2Int(targetTexture.width, targetTexture.height);
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}
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}
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// Snap camera position to pixels using Camera.worldToCameraMatrix.
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void PixelSnap()
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{
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Vector3 cameraPosition = m_Camera.transform.position;
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Vector3 roundedCameraPosition = RoundToPixel(cameraPosition);
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Vector3 offset = roundedCameraPosition - cameraPosition;
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offset.z = -offset.z;
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Matrix4x4 offsetMatrix = Matrix4x4.TRS(-offset, Quaternion.identity, new Vector3(1.0f, 1.0f, -1.0f));
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m_Camera.worldToCameraMatrix = offsetMatrix * m_Camera.transform.worldToLocalMatrix;
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}
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void Awake()
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{
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m_Camera = GetComponent<Camera>();
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m_Internal = new PixelPerfectCameraInternal(this);
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// Case 1249076: Initialize internals immediately after the scene is loaded,
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// as the Cinemachine extension may need them before OnBeginContextRendering is called.
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UpdateCameraProperties();
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}
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void UpdateCameraProperties()
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{
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var rtSize = cameraRTSize;
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m_Internal.CalculateCameraProperties(rtSize.x, rtSize.y);
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if (m_Internal.useOffscreenRT)
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m_Camera.pixelRect = m_Internal.CalculateFinalBlitPixelRect(rtSize.x, rtSize.y);
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else
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m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
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}
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void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
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{
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if (camera == m_Camera)
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{
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UpdateCameraProperties();
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PixelSnap();
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if (!m_CinemachineCompatibilityMode)
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{
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m_Camera.orthographicSize = m_Internal.orthoSize;
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}
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UnityEngine.U2D.PixelPerfectRendering.pixelSnapSpacing = m_Internal.unitsPerPixel;
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}
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}
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void OnEndCameraRendering(ScriptableRenderContext context, Camera camera)
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{
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if (camera == m_Camera)
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UnityEngine.U2D.PixelPerfectRendering.pixelSnapSpacing = 0.0f;
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}
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void OnEnable()
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{
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m_CinemachineCompatibilityMode = false;
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RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
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RenderPipelineManager.endCameraRendering += OnEndCameraRendering;
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}
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internal void OnDisable()
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{
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RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
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RenderPipelineManager.endCameraRendering -= OnEndCameraRendering;
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m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
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m_Camera.ResetWorldToCameraMatrix();
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}
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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// Show on-screen warning about invalid render resolutions.
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void OnGUI()
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{
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Color oldColor = GUI.color;
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GUI.color = Color.red;
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Vector2Int renderResolution = Vector2Int.zero;
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renderResolution.x = m_Internal.useOffscreenRT ? m_Internal.offscreenRTWidth : m_Camera.pixelWidth;
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renderResolution.y = m_Internal.useOffscreenRT ? m_Internal.offscreenRTHeight : m_Camera.pixelHeight;
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if (renderResolution.x % 2 != 0 || renderResolution.y % 2 != 0)
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{
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string warning = string.Format("Rendering at an odd-numbered resolution ({0} * {1}). Pixel Perfect Camera may not work properly in this situation.", renderResolution.x, renderResolution.y);
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GUILayout.Box(warning);
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}
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var targetTexture = m_Camera.targetTexture;
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Vector2Int rtSize = targetTexture == null ? new Vector2Int(Screen.width, Screen.height) : new Vector2Int(targetTexture.width, targetTexture.height);
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if (rtSize.x < refResolutionX || rtSize.y < refResolutionY)
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{
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GUILayout.Box("Target resolution is smaller than the reference resolution. Image may appear stretched or cropped.");
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}
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GUI.color = oldColor;
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}
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#endif
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/// <summary>
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/// OnBeforeSerialize implementation.
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/// </summary>
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public void OnBeforeSerialize()
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{
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#if UNITY_EDITOR
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m_ComponentVersion = k_CurrentComponentVersion;
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#endif
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}
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/// <summary>
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/// OnAfterSerialize implementation.
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/// </summary>
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public void OnAfterDeserialize()
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{
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#if UNITY_EDITOR
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// Upgrade from no serialized version
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if (m_ComponentVersion == ComponentVersions.Version_Unserialized)
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{
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if (m_UpscaleRT)
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m_GridSnapping = GridSnapping.UpscaleRenderTexture;
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else if (m_PixelSnapping)
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m_GridSnapping = GridSnapping.PixelSnapping;
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if (m_CropFrameX && m_CropFrameY)
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{
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if (m_StretchFill)
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m_CropFrame = CropFrame.StretchFill;
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else
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m_CropFrame = CropFrame.Windowbox;
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}
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else if (m_CropFrameX)
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{
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m_CropFrame = CropFrame.Pillarbox;
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}
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else if (m_CropFrameY)
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{
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m_CropFrame = CropFrame.Letterbox;
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}
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else
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{
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m_CropFrame = CropFrame.None;
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}
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m_ComponentVersion = ComponentVersions.Version_1;
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}
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#endif
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}
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}
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}
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