459 lines
17 KiB
C#
459 lines
17 KiB
C#
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using System;
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using UnityEngine.Serialization;
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using UnityEngine.Scripting.APIUpdating;
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using UnityEngine.U2D;
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#if UNITY_EDITOR
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using UnityEditor.Experimental.SceneManagement;
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#endif
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Class <c>Light2D</c> is a 2D light which can be used with the 2D Renderer.
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/// </summary>
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///
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[ExecuteAlways, DisallowMultipleComponent]
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[MovedFrom("UnityEngine.Experimental.Rendering.Universal")]
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[AddComponentMenu("Rendering/2D/Light 2D")]
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[HelpURL("https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/2DLightProperties.html")]
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public sealed partial class Light2D : Light2DBase, ISerializationCallbackReceiver
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{
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/// <summary>
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/// Deprecated Light types that are no supported. Please migrate to either Freeform or Point lights.
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/// </summary>
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public enum DeprecatedLightType
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{
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/// <summary>
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/// N-gon shaped lights.
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/// </summary>
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Parametric = 0,
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}
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/// <summary>
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/// An enumeration of the types of light
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/// </summary>
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public enum LightType
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{
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/// <summary>
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/// N-gon shaped lights. Deprecated.
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/// </summary>
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Parametric = 0,
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/// <summary>
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/// The shape of the light is based on a user defined closed shape with multiple points.
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/// </summary>
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Freeform = 1,
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/// <summary>
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/// The shape of the light is based on a Sprite.
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/// </summary>
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Sprite = 2,
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/// <summary>
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/// The shape of light is circular and can also be configured into a pizza shape.
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/// </summary>
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Point = 3,
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/// <summary>
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/// Shapeless light that affects the entire screen.
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/// </summary>
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Global = 4
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}
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/// <summary>
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/// The accuracy of how the normal map calculation.
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/// </summary>
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public enum NormalMapQuality
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{
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/// <summary>
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/// Normal map not used.
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/// </summary>
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Disabled = 2,
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/// <summary>
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/// Faster calculation with less accuracy suited for small shapes on screen.
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/// </summary>
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Fast = 0,
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/// <summary>
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/// Accurate calculation useful for better output on bigger shapes on screen.
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/// </summary>
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Accurate = 1
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}
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/// <summary>
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/// Determines how the final color is calculated when multiple lights overlap each other
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/// </summary>
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public enum OverlapOperation
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{
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/// <summary>
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/// Colors are added together
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/// </summary>
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Additive,
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/// <summary>
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/// Colors are blended using standard blending (alpha, 1-alpha)
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/// </summary>
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AlphaBlend
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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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const ComponentVersions k_CurrentComponentVersion = ComponentVersions.Version_1;
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[SerializeField] ComponentVersions m_ComponentVersion = ComponentVersions.Version_Unserialized;
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#if USING_ANIMATION_MODULE
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[UnityEngine.Animations.NotKeyable]
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#endif
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[SerializeField] LightType m_LightType = LightType.Point;
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[SerializeField, FormerlySerializedAs("m_LightOperationIndex")]
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int m_BlendStyleIndex = 0;
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[SerializeField] float m_FalloffIntensity = 0.5f;
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[ColorUsage(true)]
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[SerializeField] Color m_Color = Color.white;
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[SerializeField] float m_Intensity = 1;
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[FormerlySerializedAs("m_LightVolumeOpacity")]
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[SerializeField] float m_LightVolumeIntensity = 1.0f;
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[SerializeField] bool m_LightVolumeIntensityEnabled = false;
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[SerializeField] int[] m_ApplyToSortingLayers = new int[1]; // These are sorting layer IDs. If we need to update this at runtime make sure we add code to update global lights
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[Reload("Textures/2D/Sparkle.png")]
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[SerializeField] Sprite m_LightCookieSprite;
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[FormerlySerializedAs("m_LightCookieSprite")]
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[SerializeField] Sprite m_DeprecatedPointLightCookieSprite;
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[SerializeField] int m_LightOrder = 0;
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[SerializeField] bool m_AlphaBlendOnOverlap = false; // This is now deprecated. Keep it here for backwards compatibility.
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[SerializeField] OverlapOperation m_OverlapOperation = OverlapOperation.Additive;
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[FormerlySerializedAs("m_PointLightDistance")]
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[SerializeField] float m_NormalMapDistance = 3.0f;
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#if USING_ANIMATION_MODULE
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[UnityEngine.Animations.NotKeyable]
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#endif
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[FormerlySerializedAs("m_PointLightQuality")]
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[SerializeField] NormalMapQuality m_NormalMapQuality = NormalMapQuality.Disabled;
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[SerializeField] bool m_UseNormalMap = false; // This is now deprecated. Keep it here for backwards compatibility.
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[SerializeField] bool m_ShadowIntensityEnabled = false;
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[Range(0, 1)]
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[SerializeField] float m_ShadowIntensity = 0.75f;
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[SerializeField] bool m_ShadowVolumeIntensityEnabled = false;
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[Range(0, 1)]
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[SerializeField] float m_ShadowVolumeIntensity = 0.75f;
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Mesh m_Mesh;
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[SerializeField]
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private LightUtility.LightMeshVertex[] m_Vertices = new LightUtility.LightMeshVertex[1];
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[SerializeField]
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private ushort[] m_Triangles = new ushort[1];
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internal LightUtility.LightMeshVertex[] vertices { get { return m_Vertices; } set { m_Vertices = value; } }
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internal ushort[] indices { get { return m_Triangles; } set { m_Triangles = value; } }
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// Transients
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int m_PreviousLightCookieSprite;
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internal Vector3 m_CachedPosition;
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internal int[] affectedSortingLayers => m_ApplyToSortingLayers;
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private int lightCookieSpriteInstanceID => m_LightCookieSprite?.GetInstanceID() ?? 0;
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[SerializeField]
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Bounds m_LocalBounds;
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internal BoundingSphere boundingSphere { get; private set; }
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internal Mesh lightMesh
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{
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get
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{
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if (null == m_Mesh)
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m_Mesh = new Mesh();
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return m_Mesh;
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}
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}
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internal bool hasCachedMesh => (vertices.Length > 1 && indices.Length > 1);
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internal bool forceUpdate = false;
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/// <summary>
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/// The light's current type
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/// </summary>
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public LightType lightType
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{
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get => m_LightType;
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set
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{
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if (m_LightType != value)
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UpdateMesh();
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m_LightType = value;
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Light2DManager.ErrorIfDuplicateGlobalLight(this);
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}
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}
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/// <summary>
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/// The lights current operation index
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/// </summary>
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public int blendStyleIndex { get => m_BlendStyleIndex; set => m_BlendStyleIndex = value; }
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/// <summary>
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/// Specifies the darkness of the shadow
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/// </summary>
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public float shadowIntensity { get => m_ShadowIntensity; set => m_ShadowIntensity = Mathf.Clamp01(value); }
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/// <summary>
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/// Specifies that the shadows are enabled
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/// </summary>
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public bool shadowsEnabled { get => m_ShadowIntensityEnabled; set => m_ShadowIntensityEnabled = value; }
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/// <summary>
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/// Specifies the darkness of the shadow
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/// </summary>
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public float shadowVolumeIntensity { get => m_ShadowVolumeIntensity; set => m_ShadowVolumeIntensity = Mathf.Clamp01(value); }
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/// <summary>
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/// Specifies that the volumetric shadows are enabled
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/// </summary>
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public bool volumetricShadowsEnabled { get => m_ShadowVolumeIntensityEnabled; set => m_ShadowVolumeIntensityEnabled = value; }
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/// <summary>
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/// The lights current color
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/// </summary>
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public Color color { get => m_Color; set => m_Color = value; }
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/// <summary>
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/// The lights current intensity
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/// </summary>
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public float intensity { get => m_Intensity; set => m_Intensity = value; }
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/// <summary>
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/// The lights current intensity
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/// </summary>
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///
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[Obsolete]
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public float volumeOpacity => m_LightVolumeIntensity;
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/// <summary>
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/// Controls the visibility of the light's volume
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/// </summary>
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public float volumeIntensity => m_LightVolumeIntensity;
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/// <summary>
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/// Enables or disables the light's volume
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/// </summary>
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public bool volumeIntensityEnabled { get => m_LightVolumeIntensityEnabled; set => m_LightVolumeIntensityEnabled = value; }
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/// <summary>
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/// The Sprite that's used by the Sprite Light type to control the shape light
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/// </summary>
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public Sprite lightCookieSprite { get { return m_LightType != LightType.Point ? m_LightCookieSprite : m_DeprecatedPointLightCookieSprite; } set => m_LightCookieSprite = value; }
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/// <summary>
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/// Controls the brightness and distance of the fall off (edge) of the light
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/// </summary>
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public float falloffIntensity { get => m_FalloffIntensity; set => m_FalloffIntensity = Mathf.Clamp(value, 0, 1); }
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[Obsolete]
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public bool alphaBlendOnOverlap { get { return m_OverlapOperation == OverlapOperation.AlphaBlend; } }
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/// <summary>
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/// Controls the overlap operation mode.
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/// </summary>
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public OverlapOperation overlapOperation { get => m_OverlapOperation; set => m_OverlapOperation = value; }
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/// <summary>
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/// Gets or sets the light order. The lightOrder determines the order in which the lights are rendered onto the light textures.
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/// </summary>
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public int lightOrder { get => m_LightOrder; set => m_LightOrder = value; }
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/// <summary>
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/// The simulated z distance of the light from the surface used in normal map calculation.
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/// </summary>
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public float normalMapDistance => m_NormalMapDistance;
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/// <summary>
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/// Returns the calculation quality for the normal map rendering. Please refer to NormalMapQuality.
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/// </summary>
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public NormalMapQuality normalMapQuality => m_NormalMapQuality;
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/// <summary>
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/// Returns if volumetric shadows should be rendered.
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/// </summary>
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public bool renderVolumetricShadows => volumetricShadowsEnabled && shadowVolumeIntensity > 0;
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internal void MarkForUpdate()
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{
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forceUpdate = true;
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}
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internal void CacheValues()
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{
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m_CachedPosition = transform.position;
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}
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internal int GetTopMostLitLayer()
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{
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var largestIndex = Int32.MinValue;
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var largestLayer = 0;
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var layers = Light2DManager.GetCachedSortingLayer();
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for (var i = 0; i < m_ApplyToSortingLayers.Length; ++i)
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{
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for (var layer = layers.Length - 1; layer >= largestLayer; --layer)
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{
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if (layers[layer].id == m_ApplyToSortingLayers[i])
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{
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largestIndex = layers[layer].value;
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largestLayer = layer;
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}
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}
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}
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return largestIndex;
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}
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internal Bounds UpdateSpriteMesh()
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{
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if (m_LightCookieSprite == null && (m_Vertices.Length != 1 || m_Triangles.Length != 1))
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{
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m_Vertices = new LightUtility.LightMeshVertex[1];
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m_Triangles = new ushort[1];
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}
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return LightUtility.GenerateSpriteMesh(this, m_LightCookieSprite);
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}
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internal void UpdateMesh(bool forceUpdate = false)
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{
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var shapePathHash = LightUtility.GetShapePathHash(shapePath);
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var fallOffSizeChanged = LightUtility.CheckForChange(m_ShapeLightFalloffSize, ref m_PreviousShapeLightFalloffSize);
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var parametricRadiusChanged = LightUtility.CheckForChange(m_ShapeLightParametricRadius, ref m_PreviousShapeLightParametricRadius);
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var parametricSidesChanged = LightUtility.CheckForChange(m_ShapeLightParametricSides, ref m_PreviousShapeLightParametricSides);
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var parametricAngleOffsetChanged = LightUtility.CheckForChange(m_ShapeLightParametricAngleOffset, ref m_PreviousShapeLightParametricAngleOffset);
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var spriteInstanceChanged = LightUtility.CheckForChange(lightCookieSpriteInstanceID, ref m_PreviousLightCookieSprite);
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var shapePathHashChanged = LightUtility.CheckForChange(shapePathHash, ref m_PreviousShapePathHash);
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var lightTypeChanged = LightUtility.CheckForChange(m_LightType, ref m_PreviousLightType);
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var hashChanged = fallOffSizeChanged || parametricRadiusChanged || parametricSidesChanged ||
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parametricAngleOffsetChanged || spriteInstanceChanged || shapePathHashChanged || lightTypeChanged;
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// Mesh Rebuilding
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if (hashChanged || forceUpdate)
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{
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switch (m_LightType)
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{
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case LightType.Freeform:
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m_LocalBounds = LightUtility.GenerateShapeMesh(this, m_ShapePath, m_ShapeLightFalloffSize);
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break;
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case LightType.Parametric:
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m_LocalBounds = LightUtility.GenerateParametricMesh(this, m_ShapeLightParametricRadius, m_ShapeLightFalloffSize, m_ShapeLightParametricAngleOffset, m_ShapeLightParametricSides);
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break;
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case LightType.Sprite:
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m_LocalBounds = UpdateSpriteMesh();
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break;
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case LightType.Point:
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m_LocalBounds = LightUtility.GenerateParametricMesh(this, 1.412135f, 0, 0, 4);
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break;
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}
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}
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}
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internal void UpdateBoundingSphere()
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{
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if (isPointLight)
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{
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boundingSphere = new BoundingSphere(transform.position, m_PointLightOuterRadius);
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return;
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}
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var maxBound = transform.TransformPoint(Vector3.Max(m_LocalBounds.max, m_LocalBounds.max + (Vector3)m_ShapeLightFalloffOffset));
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var minBound = transform.TransformPoint(Vector3.Min(m_LocalBounds.min, m_LocalBounds.min + (Vector3)m_ShapeLightFalloffOffset));
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var center = 0.5f * (maxBound + minBound);
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var radius = Vector3.Magnitude(maxBound - center);
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boundingSphere = new BoundingSphere(center, radius);
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}
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internal bool IsLitLayer(int layer)
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{
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if (m_ApplyToSortingLayers == null)
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return false;
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for (var i = 0; i < m_ApplyToSortingLayers.Length; i++)
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if (m_ApplyToSortingLayers[i] == layer)
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return true;
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return false;
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}
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private void Awake()
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{
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if (m_LightCookieSprite != null)
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{
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bool updateMesh = !hasCachedMesh || (m_LightType == LightType.Sprite && m_LightCookieSprite.packed);
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UpdateMesh(updateMesh);
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if (hasCachedMesh)
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{
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lightMesh.SetVertexBufferParams(vertices.Length, LightUtility.LightMeshVertex.VertexLayout);
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lightMesh.SetVertexBufferData(vertices, 0, 0, vertices.Length);
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lightMesh.SetIndices(indices, MeshTopology.Triangles, 0, false);
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}
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}
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}
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void OnEnable()
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{
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m_PreviousLightCookieSprite = lightCookieSpriteInstanceID;
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Light2DManager.RegisterLight(this);
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}
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private void OnDisable()
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{
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Light2DManager.DeregisterLight(this);
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}
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private void LateUpdate()
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{
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if (m_LightType == LightType.Global)
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return;
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UpdateMesh(forceUpdate);
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UpdateBoundingSphere();
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forceUpdate = false;
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}
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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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m_ComponentVersion = k_CurrentComponentVersion;
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}
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/// <summary>
|
||
|
/// OnAfterSerialize implementation.
|
||
|
/// </summary>
|
||
|
public void OnAfterDeserialize()
|
||
|
{
|
||
|
// Upgrade from no serialized version
|
||
|
if (m_ComponentVersion == ComponentVersions.Version_Unserialized)
|
||
|
{
|
||
|
m_ShadowVolumeIntensityEnabled = m_ShadowVolumeIntensity > 0;
|
||
|
m_ShadowIntensityEnabled = m_ShadowIntensity > 0;
|
||
|
m_LightVolumeIntensityEnabled = m_LightVolumeIntensity > 0;
|
||
|
m_NormalMapQuality = !m_UseNormalMap ? NormalMapQuality.Disabled : m_NormalMapQuality;
|
||
|
m_OverlapOperation = m_AlphaBlendOnOverlap ? OverlapOperation.AlphaBlend : m_OverlapOperation;
|
||
|
m_ComponentVersion = ComponentVersions.Version_1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|