b486678290
Library -Artifacts
280 lines
12 KiB
C#
280 lines
12 KiB
C#
using System.Collections.Generic;
|
|
|
|
namespace UnityEngine.Rendering.PostProcessing
|
|
{
|
|
//
|
|
// Here's a quick look at the architecture of this framework and how it's integrated into Unity
|
|
// (written between versions 5.6 and 2017.1):
|
|
//
|
|
// Users have to be able to plug in their own effects without having to modify the codebase and
|
|
// these custom effects should work out-of-the-box with all the other features we provide
|
|
// (volume blending etc). This relies on heavy use of polymorphism, but the only way to get
|
|
// the serialization system to work well with polymorphism in Unity is to use ScriptableObjects.
|
|
//
|
|
// Users can push their custom effects at different (hardcoded) injection points.
|
|
//
|
|
// Each effect consists of at least two classes (+ shaders): a POD "Settings" class which only
|
|
// stores parameters, and a "Renderer" class that holds the rendering logic. Settings are linked
|
|
// to renderers using a PostProcessAttribute. These are automatically collected at init time
|
|
// using reflection. Settings in this case are ScriptableObjects, we only need to serialize
|
|
// these.
|
|
//
|
|
// We could store these settings object straight into each volume and call it a day, but
|
|
// unfortunately there's one feature of Unity that doesn't work well with scene-stored assets:
|
|
// prefabs. So we need to store all of these settings in a disk-asset and treat them as
|
|
// sub-assets.
|
|
//
|
|
// Note: We have to use ScriptableObject for everything but these don't work with the Animator
|
|
// tool. It's unfortunate but it's the only way to make it easily extensible. On the other
|
|
// hand, users can animate post-processing effects using Volumes or straight up scripting.
|
|
//
|
|
// Volume blending leverages the physics system for distance checks to the nearest point on
|
|
// volume colliders. Each volume can have several colliders or any type (cube, mesh...), making
|
|
// it quite a powerful feature to use.
|
|
//
|
|
// Volumes & blending are handled by a singleton manager (see PostProcessManager).
|
|
//
|
|
// Rendering is handled by a PostProcessLayer component living on the camera, which mean you
|
|
// can easily toggle post-processing on & off or change the anti-aliasing type per-camera,
|
|
// which is very useful when doing multi-layered camera rendering or any other technique that
|
|
// involves multiple-camera setups. This PostProcessLayer component can also filters volumes
|
|
// by layers (as in Unity layers) so you can easily choose which volumes should affect the
|
|
// camera.
|
|
//
|
|
// All post-processing shaders MUST use the custom Standard Shader Library bundled with the
|
|
// framework. The reason for that is because the codebase is meant to work without any
|
|
// modification on the Classic Render Pipelines (Forward, Deferred...) and the upcoming
|
|
// Scriptable Render Pipelines (HDPipe, LDPipe...). But these don't have compatible shader
|
|
// libraries so instead of writing two code paths we chose to provide a minimalist, generic
|
|
// Standard Library geared toward post-processing use. An added bonus to that if users create
|
|
// their own post-processing effects using this framework, then they'll work without any
|
|
// modification on both Classic and Scriptable Render Pipelines.
|
|
//
|
|
|
|
/// <summary>
|
|
/// A post-process volume component holding a post-process profile.
|
|
/// </summary>
|
|
/// <seealso cref="RuntimeUtilities.DestroyVolume"/>
|
|
#if UNITY_2018_3_OR_NEWER
|
|
[ExecuteAlways]
|
|
#else
|
|
[ExecuteInEditMode]
|
|
#endif
|
|
[AddComponentMenu("Rendering/Post-process Volume", 1001)]
|
|
public sealed class PostProcessVolume : MonoBehaviour
|
|
{
|
|
/// <summary>
|
|
/// The shared profile of this volume.
|
|
/// Modifying <c>sharedProfile</c> will change all volumes using this profile, and change
|
|
/// profile settings that are stored in the project too.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// It is not recommended to modify profiles returned by <c>sharedProfile</c>. If you want
|
|
/// to modify the profile of a volume use <see cref="profile"/> instead.
|
|
/// </remarks>
|
|
/// <seealso cref="profile"/>
|
|
public PostProcessProfile sharedProfile;
|
|
|
|
/// <summary>
|
|
/// Should this volume be applied to the whole scene?
|
|
/// </summary>
|
|
[Tooltip("Check this box to mark this volume as global. This volume's Profile will be applied to the whole Scene.")]
|
|
public bool isGlobal = false;
|
|
|
|
/// <summary>
|
|
/// The outer distance to start blending from. A value of 0 means no blending and the volume
|
|
/// overrides will be applied immediatly upon entry.
|
|
/// </summary>
|
|
[Min(0f), Tooltip("The distance (from the attached Collider) to start blending from. A value of 0 means there will be no blending and the Volume overrides will be applied immediatly upon entry to the attached Collider.")]
|
|
public float blendDistance = 0f;
|
|
|
|
/// <summary>
|
|
/// The total weight of this volume in the scene. 0 means it won't do anything, 1 means full
|
|
/// effect.
|
|
/// </summary>
|
|
[Range(0f, 1f), Tooltip("The total weight of this Volume in the Scene. A value of 0 signifies that it will have no effect, 1 signifies full effect.")]
|
|
public float weight = 1f;
|
|
|
|
/// <summary>
|
|
/// The volume priority in the stack. Higher number means higher priority. Negative values
|
|
/// are supported.
|
|
/// </summary>
|
|
[Tooltip("The volume priority in the stack. A higher value means higher priority. Negative values are supported.")]
|
|
public float priority = 0f;
|
|
|
|
/// <summary>
|
|
/// Returns the first instantiated <see cref="PostProcessProfile"/> assigned to the volume.
|
|
/// Modifying <paramref name="profile"/> will change the profile for this volume only. If
|
|
/// the profile is used by any other volume, this will clone the shared profile and start
|
|
/// using it from now on.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This property automatically instantiates the profile and make it unique to this volume
|
|
/// so you can safely edit it via scripting at runtime without changing the original asset
|
|
/// in the project.
|
|
/// Note that if you pass in your own profile, it is your responsibility to destroy it once
|
|
/// it's not in use anymore.
|
|
/// </remarks>
|
|
/// <seealso cref="sharedProfile"/>
|
|
/// <seealso cref="RuntimeUtilities.DestroyProfile"/>
|
|
public PostProcessProfile profile
|
|
{
|
|
get
|
|
{
|
|
if (m_InternalProfile == null)
|
|
{
|
|
m_InternalProfile = ScriptableObject.CreateInstance<PostProcessProfile>();
|
|
|
|
if (sharedProfile != null)
|
|
{
|
|
foreach (var item in sharedProfile.settings)
|
|
{
|
|
var itemCopy = Instantiate(item);
|
|
m_InternalProfile.settings.Add(itemCopy);
|
|
}
|
|
}
|
|
}
|
|
|
|
return m_InternalProfile;
|
|
}
|
|
set
|
|
{
|
|
m_InternalProfile = value;
|
|
}
|
|
}
|
|
|
|
internal PostProcessProfile profileRef
|
|
{
|
|
get
|
|
{
|
|
return m_InternalProfile == null
|
|
? sharedProfile
|
|
: m_InternalProfile;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks if the volume has an intantiated profile or is using a shared profile.
|
|
/// </summary>
|
|
/// <returns><c>true</c> if the profile has been intantiated</returns>
|
|
/// <seealso cref="profile"/>
|
|
/// <seealso cref="sharedProfile"/>
|
|
public bool HasInstantiatedProfile()
|
|
{
|
|
return m_InternalProfile != null;
|
|
}
|
|
|
|
internal int previousLayer => m_PreviousLayer;
|
|
|
|
int m_PreviousLayer;
|
|
float m_PreviousPriority;
|
|
List<Collider> m_TempColliders;
|
|
PostProcessProfile m_InternalProfile;
|
|
|
|
void OnEnable()
|
|
{
|
|
PostProcessManager.instance.Register(this);
|
|
m_PreviousLayer = gameObject.layer;
|
|
m_TempColliders = new List<Collider>();
|
|
}
|
|
|
|
void OnDisable()
|
|
{
|
|
PostProcessManager.instance.Unregister(this);
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
// Unfortunately we need to track the current layer to update the volume manager in
|
|
// real-time as the user could change it at any time in the editor or at runtime.
|
|
// Because no event is raised when the layer changes, we have to track it on every
|
|
// frame :/
|
|
int layer = gameObject.layer;
|
|
if (layer != m_PreviousLayer)
|
|
{
|
|
PostProcessManager.instance.UpdateVolumeLayer(this, m_PreviousLayer, layer);
|
|
m_PreviousLayer = layer;
|
|
}
|
|
|
|
// Same for `priority`. We could use a property instead, but it doesn't play nice with
|
|
// the serialization system. Using a custom Attribute/PropertyDrawer for a property is
|
|
// possible but it doesn't work with Undo/Redo in the editor, which makes it useless.
|
|
if (priority != m_PreviousPriority)
|
|
{
|
|
PostProcessManager.instance.SetLayerDirty(layer);
|
|
m_PreviousPriority = priority;
|
|
}
|
|
}
|
|
|
|
// TODO: Look into a better volume previsualization system
|
|
void OnDrawGizmos()
|
|
{
|
|
var colliders = m_TempColliders;
|
|
GetComponents(colliders);
|
|
|
|
if (isGlobal || colliders == null)
|
|
return;
|
|
|
|
#if UNITY_EDITOR
|
|
// Can't access the UnityEditor.Rendering.PostProcessing namespace from here, so
|
|
// we'll get the preferred color manually
|
|
unchecked
|
|
{
|
|
int value = UnityEditor.EditorPrefs.GetInt("PostProcessing.Volume.GizmoColor", (int)0x8033cc1a);
|
|
Gizmos.color = ColorUtilities.ToRGBA((uint)value);
|
|
}
|
|
#endif
|
|
|
|
var scale = transform.lossyScale;
|
|
var invScale = new Vector3(1f / scale.x, 1f / scale.y, 1f / scale.z);
|
|
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, scale);
|
|
|
|
// Draw a separate gizmo for each collider
|
|
foreach (var collider in colliders)
|
|
{
|
|
if (!collider.enabled)
|
|
continue;
|
|
|
|
// We'll just use scaling as an approximation for volume skin. It's far from being
|
|
// correct (and is completely wrong in some cases). Ultimately we'd use a distance
|
|
// field or at least a tesselate + push modifier on the collider's mesh to get a
|
|
// better approximation, but the current Gizmo system is a bit limited and because
|
|
// everything is dynamic in Unity and can be changed at anytime, it's hard to keep
|
|
// track of changes in an elegant way (which we'd need to implement a nice cache
|
|
// system for generated volume meshes).
|
|
var type = collider.GetType();
|
|
|
|
if (type == typeof(BoxCollider))
|
|
{
|
|
var c = (BoxCollider)collider;
|
|
Gizmos.DrawCube(c.center, c.size);
|
|
Gizmos.DrawWireCube(c.center, c.size + invScale * blendDistance * 4f);
|
|
}
|
|
else if (type == typeof(SphereCollider))
|
|
{
|
|
var c = (SphereCollider)collider;
|
|
Gizmos.DrawSphere(c.center, c.radius);
|
|
Gizmos.DrawWireSphere(c.center, c.radius + invScale.x * blendDistance * 2f);
|
|
}
|
|
else if (type == typeof(MeshCollider))
|
|
{
|
|
var c = (MeshCollider)collider;
|
|
|
|
// Only convex mesh colliders are allowed
|
|
if (!c.convex)
|
|
c.convex = true;
|
|
|
|
// Mesh pivot should be centered or this won't work
|
|
Gizmos.DrawMesh(c.sharedMesh);
|
|
Gizmos.DrawWireMesh(c.sharedMesh, Vector3.zero, Quaternion.identity, Vector3.one + invScale * blendDistance * 4f);
|
|
}
|
|
|
|
// Nothing for capsule (DrawCapsule isn't exposed in Gizmo), terrain, wheel and
|
|
// other colliders...
|
|
}
|
|
|
|
colliders.Clear();
|
|
}
|
|
}
|
|
}
|