b486678290
Library -Artifacts
97 lines
3.7 KiB
C#
97 lines
3.7 KiB
C#
using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.Universal
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{
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internal static class Light2DLookupTexture
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{
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private static Texture2D s_PointLightLookupTexture;
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public static Texture GetLightLookupTexture()
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{
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if (s_PointLightLookupTexture == null)
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s_PointLightLookupTexture = CreatePointLightLookupTexture();
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return s_PointLightLookupTexture;
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}
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private static Texture2D CreatePointLightLookupTexture()
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{
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const int WIDTH = 256;
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const int HEIGHT = 256;
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var textureFormat = GraphicsFormat.R8G8B8A8_UNorm;
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if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.SetPixels))
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textureFormat = GraphicsFormat.R16G16B16A16_SFloat;
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else if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R32G32B32A32_SFloat, FormatUsage.SetPixels))
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textureFormat = GraphicsFormat.R32G32B32A32_SFloat;
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var texture = new Texture2D(WIDTH, HEIGHT, textureFormat, TextureCreationFlags.None);
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texture.filterMode = FilterMode.Bilinear;
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texture.wrapMode = TextureWrapMode.Clamp;
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var center = new Vector2(WIDTH / 2.0f, HEIGHT / 2.0f);
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for (var y = 0; y < HEIGHT; y++)
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{
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for (var x = 0; x < WIDTH; x++)
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{
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var pos = new Vector2(x, y);
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var distance = Vector2.Distance(pos, center);
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var relPos = pos - center;
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var direction = center - pos;
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direction.Normalize();
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// red = 1-0 distance
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// green = 1-0 angle
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// blue = direction.x
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// alpha = direction.y
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float red;
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if (x == WIDTH - 1 || y == HEIGHT - 1)
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red = 0;
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else
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red = Mathf.Clamp(1 - (2.0f * distance / WIDTH), 0.0f, 1.0f);
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var cosAngle = Vector2.Dot(Vector2.down, relPos.normalized);
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var angle = Mathf.Acos(cosAngle) / Mathf.PI; // 0-1
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var green = Mathf.Clamp(1 - angle, 0.0f, 1.0f);
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var blue = direction.x;
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var alpha = direction.y;
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var color = new Color(red, green, blue, alpha);
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texture.SetPixel(x, y, color);
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}
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}
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texture.Apply();
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return texture;
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}
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// private static Texture2D s_FalloffLookupTexture;
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//#if UNITY_EDITOR
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// [MenuItem("Light2D Debugging/Write Light Texture")]
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// static public void WriteLightTexture()
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// {
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// var path = EditorUtility.SaveFilePanel("Save texture as PNG", "", "LightLookupTexture.exr", "png");
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// CreatePointLightLookupTexture();
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// byte[] imgData = s_PointLightLookupTexture.EncodeToEXR(Texture2D.EXRFlags.CompressRLE);
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// if (imgData != null)
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// File.WriteAllBytes(path, imgData);
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// }
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// [MenuItem("Light2D Debugging/Write Falloff Texture")]
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// static public void WriteCurveTexture()
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// {
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// var path = EditorUtility.SaveFilePanel("Save texture as PNG", "", "FalloffLookupTexture.png", "png");
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// CreateFalloffLookupTexture();
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// byte[] imgData = s_FalloffLookupTexture.EncodeToPNG();
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// if (imgData != null)
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// File.WriteAllBytes(path, imgData);
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// }
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//#endif
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}
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}
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