Firstborn/Library/PackageCache/com.unity.cinemachine@2.8.9/Runtime/PostProcessing/CinemachineVolumeSettings.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

352 lines
14 KiB
C#

using UnityEngine;
using UnityEngine.Serialization;
#if CINEMACHINE_HDRP
using System.Collections.Generic;
using UnityEngine.Rendering;
#if CINEMACHINE_HDRP_7_3_1
using UnityEngine.Rendering.HighDefinition;
#else
using UnityEngine.Experimental.Rendering.HDPipeline;
#endif
#elif CINEMACHINE_LWRP_7_3_1
using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
#endif
namespace Cinemachine.PostFX
{
#if !(CINEMACHINE_HDRP || CINEMACHINE_LWRP_7_3_1)
// Workaround for Unity scripting bug
/// <summary>
/// This behaviour is a liaison between Cinemachine with the Post-Processing v3 module.
///
/// As a component on the Virtual Camera, it holds
/// a Post-Processing Profile asset that will be applied to the Unity camera whenever
/// the Virtual camera is live. It also has the optional functionality of animating
/// the Focus Distance and DepthOfField properties of the Camera State, and
/// applying them to the current Post-Processing profile, provided that profile has a
/// DepthOfField effect that is enabled.
/// </summary>
[AddComponentMenu("")] // Hide in menu
public class CinemachineVolumeSettings : MonoBehaviour {}
#else
/// <summary>
/// This behaviour is a liaison between Cinemachine with the Post-Processing v3 module.
///
/// As a component on the Virtual Camera, it holds
/// a Post-Processing Profile asset that will be applied to the Unity camera whenever
/// the Virtual camera is live. It also has the optional functionality of animating
/// the Focus Distance and DepthOfField properties of the Camera State, and
/// applying them to the current Post-Processing profile, provided that profile has a
/// DepthOfField effect that is enabled.
/// </summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[ExecuteAlways]
[AddComponentMenu("")] // Hide in menu
[SaveDuringPlay]
[DisallowMultipleComponent]
[HelpURL(Documentation.BaseURL + "manual/CinemachineVolumeSettings.html")]
public class CinemachineVolumeSettings : CinemachineExtension
{
/// <summary>
/// This is the priority for the vcam's PostProcessing volumes. It's set to a high
/// number in order to ensure that it overrides other volumes for the active vcam.
/// You can change this value if necessary to work with other systems.
/// </summary>
static public float s_VolumePriority = 1000f;
/// <summary>This is obsolete, please use m_FocusTracking</summary>
[HideInInspector]
public bool m_FocusTracksTarget;
/// <summary>The reference object for focus tracking</summary>
public enum FocusTrackingMode
{
/// <summary>No focus tracking</summary>
None,
/// <summary>Focus offset is relative to the LookAt target</summary>
LookAtTarget,
/// <summary>Focus offset is relative to the Follow target</summary>
FollowTarget,
/// <summary>Focus offset is relative to the Custom target set here</summary>
CustomTarget,
/// <summary>Focus offset is relative to the camera</summary>
Camera
};
/// <summary>If the profile has the appropriate overrides, will set the base focus
/// distance to be the distance from the selected target to the camera.
/// The Focus Offset field will then modify that distance</summary>
[Tooltip("If the profile has the appropriate overrides, will set the base focus "
+ "distance to be the distance from the selected target to the camera."
+ "The Focus Offset field will then modify that distance.")]
public FocusTrackingMode m_FocusTracking;
/// <summary>The target to use if Focus Tracks Target is set to Custom Target</summary>
[Tooltip("The target to use if Focus Tracks Target is set to Custom Target")]
public Transform m_FocusTarget;
/// <summary>Offset from target distance, to be used with Focus Tracks Target.
/// Offsets the sharpest point away from the focus target</summary>
[Tooltip("Offset from target distance, to be used with Focus Tracks Target. "
+ "Offsets the sharpest point away from the focus target.")]
public float m_FocusOffset;
/// <summary>
/// This profile will be applied whenever this virtual camera is live
/// </summary>
[Tooltip("This profile will be applied whenever this virtual camera is live")]
public VolumeProfile m_Profile;
class VcamExtraState
{
public VolumeProfile mProfileCopy;
public void CreateProfileCopy(VolumeProfile source)
{
DestroyProfileCopy();
VolumeProfile profile = ScriptableObject.CreateInstance<VolumeProfile>();
if (source != null)
{
foreach (var item in source.components)
{
var itemCopy = Instantiate(item);
profile.components.Add(itemCopy);
profile.isDirty = true;
}
}
mProfileCopy = profile;
}
public void DestroyProfileCopy()
{
if (mProfileCopy != null)
RuntimeUtility.DestroyObject(mProfileCopy);
mProfileCopy = null;
}
}
/// <summary>True if the profile is enabled and nontrivial</summary>
public bool IsValid { get { return m_Profile != null && m_Profile.components.Count > 0; } }
/// <summary>Called by the editor when the shared asset has been edited</summary>
public void InvalidateCachedProfile()
{
var list = GetAllExtraStates<VcamExtraState>();
for (int i = 0; i < list.Count; ++i)
list[i].DestroyProfileCopy();
}
protected override void OnEnable()
{
base.OnEnable();
// Map legacy m_FocusTracksTarget to focus mode
if (m_FocusTracksTarget)
{
m_FocusTracking = VirtualCamera.LookAt != null
? FocusTrackingMode.LookAtTarget : FocusTrackingMode.Camera;
}
m_FocusTracksTarget = false;
}
protected override void OnDestroy()
{
InvalidateCachedProfile();
base.OnDestroy();
}
/// <summary>Apply PostProcessing effects</summary>
/// <param name="vcam">The virtual camera being processed</param>
/// <param name="stage">The current pipeline stage</param>
/// <param name="state">The current virtual camera state</param>
/// <param name="deltaTime">The current applicable deltaTime</param>
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
// Set the focus after the camera has been fully positioned.
if (stage == CinemachineCore.Stage.Finalize)
{
var extra = GetExtraState<VcamExtraState>(vcam);
if (!IsValid)
extra.DestroyProfileCopy();
else
{
var profile = m_Profile;
// Handle Follow Focus
if (m_FocusTracking == FocusTrackingMode.None)
extra.DestroyProfileCopy();
else
{
if (extra.mProfileCopy == null)
extra.CreateProfileCopy(m_Profile);
profile = extra.mProfileCopy;
if (profile.TryGet(out DepthOfField dof))
{
float focusDistance = m_FocusOffset;
if (m_FocusTracking == FocusTrackingMode.LookAtTarget)
focusDistance += (state.FinalPosition - state.ReferenceLookAt).magnitude;
else
{
Transform focusTarget = null;
switch (m_FocusTracking)
{
default: break;
case FocusTrackingMode.FollowTarget: focusTarget = VirtualCamera.Follow; break;
case FocusTrackingMode.CustomTarget: focusTarget = m_FocusTarget; break;
}
if (focusTarget != null)
focusDistance += (state.FinalPosition - focusTarget.position).magnitude;
}
dof.focusDistance.value = Mathf.Max(0, focusDistance);
profile.isDirty = true;
}
}
// Apply the post-processing
state.AddCustomBlendable(new CameraState.CustomBlendable(profile, 1));
}
}
}
static void OnCameraCut(CinemachineBrain brain)
{
//Debug.Log($"Camera cut to {brain.ActiveVirtualCamera.Name}");
#if CINEMACHINE_HDRP_7_3_1
// Reset temporal effects
var cam = brain.OutputCamera;
if (cam != null)
{
HDCamera hdCam = HDCamera.GetOrCreate(cam);
hdCam.volumetricHistoryIsValid = false;
hdCam.colorPyramidHistoryIsValid = false;
hdCam.Reset();
}
#elif CINEMACHINE_LDRP_7_3_1
// Reset temporal effects
var cam = brain.OutputCamera;
if (cam != null)
{
HDCamera hdCam = HDCamera.GetOrCreate(cam);
hdCam.volumetricHistoryIsValid = false;
hdCam.colorPyramidHistoryIsValid = false;
hdCam.Reset();
}
#endif
}
static void ApplyPostFX(CinemachineBrain brain)
{
CameraState state = brain.CurrentCameraState;
int numBlendables = state.NumCustomBlendables;
var volumes = GetDynamicBrainVolumes(brain, numBlendables);
for (int i = 0; i < volumes.Count; ++i)
{
volumes[i].weight = 0;
volumes[i].sharedProfile = null;
volumes[i].profile = null;
}
Volume firstVolume = null;
int numPPblendables = 0;
for (int i = 0; i < numBlendables; ++i)
{
var b = state.GetCustomBlendable(i);
var profile = b.m_Custom as VolumeProfile;
if (!(profile == null)) // in case it was deleted
{
var v = volumes[i];
if (firstVolume == null)
firstVolume = v;
v.sharedProfile = profile;
v.isGlobal = true;
v.priority = s_VolumePriority - (numBlendables - i) - 1;
v.weight = b.m_Weight;
++numPPblendables;
}
#if true // set this to true to force first weight to 1
// If more than one volume, then set the frst one's weight to 1
if (numPPblendables > 1)
firstVolume.weight = 1;
#endif
}
// if (firstVolume != null)
// Debug.Log($"Applied post FX for {numPPblendables} PP blendables in {brain.ActiveVirtualCamera.Name}");
}
static string sVolumeOwnerName = "__CMVolumes";
static List<Volume> sVolumes = new List<Volume>();
static List<Volume> GetDynamicBrainVolumes(CinemachineBrain brain, int minVolumes)
{
// Locate the camera's child object that holds our dynamic volumes
GameObject volumeOwner = null;
Transform t = brain.transform;
int numChildren = t.childCount;
sVolumes.Clear();
for (int i = 0; volumeOwner == null && i < numChildren; ++i)
{
GameObject child = t.GetChild(i).gameObject;
if (child.hideFlags == HideFlags.HideAndDontSave)
{
child.GetComponents(sVolumes);
if (sVolumes.Count > 0)
volumeOwner = child;
}
}
if (minVolumes > 0)
{
if (volumeOwner == null)
{
volumeOwner = new GameObject(sVolumeOwnerName);
volumeOwner.hideFlags = HideFlags.HideAndDontSave;
volumeOwner.transform.parent = t;
}
// Update the volume's layer so it will be seen
#if CINEMACHINE_HDRP
var data = brain.gameObject.GetComponent<HDAdditionalCameraData>();
#elif CINEMACHINE_LWRP_7_3_1
var data = brain.gameObject.GetComponent<UniversalAdditionalCameraData>();
#endif
if (data != null)
{
int mask = data.volumeLayerMask;
for (int i = 0; i < 32; ++i)
{
if ((mask & (1 << i)) != 0)
{
volumeOwner.layer = i;
break;
}
}
}
while (sVolumes.Count < minVolumes)
sVolumes.Add(volumeOwner.gameObject.AddComponent<Volume>());
}
return sVolumes;
}
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoad]
class EditorInitialize { static EditorInitialize() { InitializeModule(); } }
#endif
[RuntimeInitializeOnLoadMethod]
static void InitializeModule()
{
// Afetr the brain pushes the state to the camera, hook in to the PostFX
CinemachineCore.CameraUpdatedEvent.RemoveListener(ApplyPostFX);
CinemachineCore.CameraUpdatedEvent.AddListener(ApplyPostFX);
CinemachineCore.CameraCutEvent.RemoveListener(OnCameraCut);
CinemachineCore.CameraCutEvent.AddListener(OnCameraCut);
}
}
#endif
}