320 lines
11 KiB
C#
320 lines
11 KiB
C#
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using UnityEngine.Serialization;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// SRPLensFlareBlendMode defined the available blend mode for each LensFlareElement
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/// </summary>
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[System.Serializable]
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public enum SRPLensFlareBlendMode
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{
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/// <summary>
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/// Additive: Blend One One
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/// </summary>
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Additive,
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/// <summary>
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/// Screen:
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/// Blend One OneMinusSrcColor
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/// </summary>
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Screen,
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/// <summary>
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/// Premultiply:
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/// Blend One OneMinusSrcAlpha
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/// ColorMask RGB
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/// </summary>
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Premultiply,
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/// <summary>
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/// Lerp: Blend SrcAlpha OneMinusSrcAlpha
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/// </summary>
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Lerp
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}
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/// <summary>
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/// SRPLensFlareDistribution defined how we spread the flare element when count > 1
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/// </summary>
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[System.Serializable]
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public enum SRPLensFlareDistribution
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{
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/// <summary>
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/// Uniformly spread
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/// </summary>
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Uniform,
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/// <summary>
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/// Controlled with curved
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/// </summary>
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Curve,
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/// <summary>
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/// Random distribution
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/// </summary>
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Random
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}
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/// <summary>
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/// SRPLensFlareType which can be an image of a procedural shape
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/// If change order or add new member, need to update preview
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/// shader: LensFlareDataDrivenPreview.shader
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/// </summary>
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[System.Serializable]
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public enum SRPLensFlareType
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{
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/// <summary>
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/// Image from a file or a RenderTexture
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/// </summary>
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Image,
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/// <summary>
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/// Procedural Circle
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/// </summary>
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Circle,
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/// <summary>
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/// Polygon
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/// </summary>
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Polygon
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}
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/// <summary>
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/// LensFlareDataElementSRP defines collection of parameters describing the behavior a Lens Flare Element.
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/// </summary>
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[System.Serializable]
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public sealed class LensFlareDataElementSRP
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{
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/// <summary> Initialize default values </summary>
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public LensFlareDataElementSRP()
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{
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visible = true;
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localIntensity = 1.0f;
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position = 0.0f;
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positionOffset = new Vector2(0.0f, 0.0f);
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angularOffset = 0.0f;
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translationScale = new Vector2(1.0f, 1.0f);
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lensFlareTexture = null;
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uniformScale = 1.0f;
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sizeXY = Vector2.one;
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allowMultipleElement = false;
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count = 5;
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rotation = 0.0f;
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tint = new Color(1.0f, 1.0f, 1.0f, 0.5f);
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blendMode = SRPLensFlareBlendMode.Additive;
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autoRotate = false;
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isFoldOpened = true;
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flareType = SRPLensFlareType.Circle;
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distribution = SRPLensFlareDistribution.Uniform;
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lengthSpread = 1f;
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colorGradient = new Gradient();
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colorGradient.SetKeys(new GradientColorKey[] { new GradientColorKey(Color.white, 0.0f), new GradientColorKey(Color.white, 1.0f) },
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new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) });
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positionCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f, 1.0f, 1.0f), new Keyframe(1.0f, 1.0f, 1.0f, -1.0f));
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scaleCurve = new AnimationCurve(new Keyframe(0.0f, 1.0f), new Keyframe(1.0f, 1.0f));
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uniformAngleCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f), new Keyframe(1.0f, 0.0f));
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// Random
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seed = 0;
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intensityVariation = 0.75f;
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positionVariation = new Vector2(1.0f, 0.0f);
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scaleVariation = 1.0f;
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rotationVariation = 180.0f;
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// Distortion
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enableRadialDistortion = false;
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targetSizeDistortion = Vector2.one;
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distortionCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f, 1.0f, 1.0f), new Keyframe(1.0f, 1.0f, 1.0f, -1.0f));
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distortionRelativeToCenter = false;
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// Parameters for Procedural
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fallOff = 1.0f;
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edgeOffset = 0.1f;
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sdfRoundness = 0.0f;
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sideCount = 6;
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inverseSDF = false;
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}
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/// <summary> Visibility checker for current element </summary>
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public bool visible;
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/// <summary> Position </summary>
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public float position;
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/// <summary> Position offset </summary>
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public Vector2 positionOffset;
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/// <summary> Angular offset </summary>
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public float angularOffset;
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/// <summary> Translation Scale </summary>
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public Vector2 translationScale;
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[Min(0), SerializeField, FormerlySerializedAs("localIntensity")]
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float m_LocalIntensity;
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/// <summary> Intensity of this element </summary>
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public float localIntensity
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{
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get => m_LocalIntensity;
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set => m_LocalIntensity = Mathf.Max(0, value);
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}
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/// <summary> Texture used to for this Lens Flare Element </summary>
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public Texture lensFlareTexture;
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/// <summary> Uniform scale applied </summary>
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public float uniformScale;
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/// <summary> Scale size on each dimension </summary>
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public Vector2 sizeXY;
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/// <summary> Enable multiple elements </summary>
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public bool allowMultipleElement;
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[Min(1), SerializeField, FormerlySerializedAs("count")]
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int m_Count;
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/// <summary> Element can be repeated 'count' times </summary>
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public int count
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{
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get => m_Count;
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set => m_Count = Mathf.Max(1, value);
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}
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/// <summary> Preserve Aspect Ratio </summary>
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public bool preserveAspectRatio;
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/// <summary> Local rotation of the texture </summary>
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public float rotation;
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/// <summary> Tint of the texture can be modulated by the light we are attached to </summary>
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public Color tint;
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/// <summary> Blend mode used </summary>
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public SRPLensFlareBlendMode blendMode;
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/// <summary> Rotate the texture relative to the angle on the screen (the rotation will be added to the parameter 'rotation') </summary>
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public bool autoRotate;
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/// <summary> FlareType used </summary>
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public SRPLensFlareType flareType;
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/// <summary> Modulate by light color if the asset is used in a 'SRP Lens Flare Source Override' </summary>
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public bool modulateByLightColor;
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#pragma warning disable 0414 // never used (editor state)
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/// <summary> Internal value use to store the state of minimized or maximized LensFlareElement </summary>
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[SerializeField]
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bool isFoldOpened;
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#pragma warning restore 0414
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/// <summary> SRPLensFlareDistribution defined how we spread the flare element when count > 1 </summary>
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public SRPLensFlareDistribution distribution;
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/// <summary> Length to spread the distribution of flares, spread start at 'starting position' </summary>
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public float lengthSpread;
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/// <summary> Curve describing how to place flares distribution (Used only for Uniform and Curve 'distribution') </summary>
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public AnimationCurve positionCurve;
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/// <summary> Curve describing how to scale flares distribution (Used only for Uniform and Curve 'distribution') </summary>
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public AnimationCurve scaleCurve;
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/// <summary> Seed used to seed randomness </summary>
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public int seed;
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/// <summary> Colors used uniformly for Uniform or Curve Distribution and Random when the distribution is 'Random'. </summary>
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public Gradient colorGradient;
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[Range(0, 1), SerializeField, FormerlySerializedAs("intensityVariation")]
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float m_IntensityVariation;
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/// <summary> Scale factor applied on the variation of the intensities. </summary>
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public float intensityVariation
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{
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get => m_IntensityVariation;
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set => m_IntensityVariation = Mathf.Max(0, value);
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}
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/// <summary> Scale factor applied on the variation of the positions. </summary>
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public Vector2 positionVariation;
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/// <summary> Coefficient applied on the variation of the scale (relative to the current scale). </summary>
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public float scaleVariation;
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/// <summary> Scale factor applied on the variation of the rotation (relative to the current rotation or auto-rotate). </summary>
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public float rotationVariation;
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/// <summary> True to use or not the radial distortion. </summary>
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public bool enableRadialDistortion;
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/// <summary> Target size used on the edge of the screen. </summary>
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public Vector2 targetSizeDistortion;
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/// <summary> Curve blending from screen center to the edges of the screen. </summary>
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public AnimationCurve distortionCurve;
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/// <summary> If true the distortion is relative to center of the screen otherwise relative to lensFlare source screen position. </summary>
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public bool distortionRelativeToCenter;
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[Range(0, 1), SerializeField, FormerlySerializedAs("fallOff")]
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float m_FallOff;
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/// <summary> Fall of the gradient used for the Procedural Flare. </summary>
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public float fallOff
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{
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get => m_FallOff;
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set => m_FallOff = Mathf.Clamp01(value);
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}
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[Range(0, 1), SerializeField, FormerlySerializedAs("edgeOffset")]
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float m_EdgeOffset;
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/// <summary> Gradient Offset used for the Procedural Flare. </summary>
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public float edgeOffset
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{
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get => m_EdgeOffset;
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set => m_EdgeOffset = Mathf.Clamp01(value);
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}
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[Min(3), SerializeField, FormerlySerializedAs("sideCount")]
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int m_SideCount;
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/// <summary> Side count of the regular polygon generated. </summary>
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public int sideCount
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{
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get => m_SideCount;
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set => m_SideCount = Mathf.Max(3, value);
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}
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[Range(0, 1), SerializeField, FormerlySerializedAs("sdfRoundness")]
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float m_SdfRoundness;
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/// <summary> Roundness of the polygon flare (0: Sharp Polygon, 1: Circle). </summary>
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public float sdfRoundness
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{
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get => m_SdfRoundness;
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set => m_SdfRoundness = Mathf.Clamp01(value);
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}
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/// <summary> Inverse the gradient direction. </summary>
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public bool inverseSDF;
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/// <summary> Uniform angle (in degrees) used with multiple element enabled with Uniform distribution. </summary>
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public float uniformAngle;
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/// <summary> Uniform angle (remap from -180.0f to 180.0f) used with multiple element enabled with Curve distribution. </summary>
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public AnimationCurve uniformAngleCurve;
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}
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/// <summary> LensFlareDataSRP defines a Lens Flare with a set of LensFlareDataElementSRP </summary>
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[System.Serializable]
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public sealed class LensFlareDataSRP : ScriptableObject
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{
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/// <summary> Initialize default value </summary>
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public LensFlareDataSRP()
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{
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elements = null;
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}
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/// <summary> List of LensFlareDataElementSRP </summary>
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public LensFlareDataElementSRP[] elements;
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}
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}
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