Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/2D/PixelPerfectCamera.cs
2024-05-06 11:45:45 -07:00

474 lines
17 KiB
C#

using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Experimental.Rendering.Universal
{
/// <summary>
/// The Pixel Perfect Camera component ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.
/// </summary>
[ExecuteInEditMode]
[DisallowMultipleComponent]
[AddComponentMenu("Rendering/2D/Pixel Perfect Camera")]
[RequireComponent(typeof(Camera))]
[MovedFrom("UnityEngine.Experimental.Rendering")]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/2d-pixelperfect.html%23properties")]
public class PixelPerfectCamera : MonoBehaviour, IPixelPerfectCamera, ISerializationCallbackReceiver
{
/// <summary>
/// An enumeration of the types of display cropping.
/// </summary>
public enum CropFrame
{
/// <summary>
/// No cropping.
/// </summary>
None,
/// <summary>
/// Black borders added to the left and right of viewport to match Reference Resolution.
/// </summary>
Pillarbox,
/// <summary>
/// Black borders added to the top and bottom of viewport to match Reference Resolution.
/// </summary>
Letterbox,
/// <summary>
/// Black borders added to all sides of viewport to match Reference Resolution.
/// </summary>
Windowbox,
/// <summary>
/// Expands the viewport to fit the screen resolution while maintaining the viewport's aspect ratio.
/// </summary>
StretchFill
}
/// <summary>
/// Determines how pixels are snapped to the grid.
/// </summary>
public enum GridSnapping
{
/// <summary>
/// No snapping.
/// </summary>
None,
/// <summary>
/// Prevent subpixel movement and make Sprites appear to move in pixel-by-pixel increments.
/// </summary>
PixelSnapping,
/// <summary>
/// The scene is rendered to a temporary texture set as close as possible to the Reference Resolution, while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the full screen.
/// </summary>
UpscaleRenderTexture
}
private enum ComponentVersions
{
Version_Unserialized = 0,
Version_1 = 1
}
#if UNITY_EDITOR
const ComponentVersions k_CurrentComponentVersion = ComponentVersions.Version_1;
[SerializeField] ComponentVersions m_ComponentVersion = ComponentVersions.Version_Unserialized;
#endif
/// <summary>
/// Defines how the output display will be cropped.
/// </summary>
public CropFrame cropFrame { get { return m_CropFrame; } set { m_CropFrame = value; } }
/// <summary>
/// Defines if pixels will be locked to a grid determined by assetsPPU.
/// </summary>
public GridSnapping gridSnapping { get { return m_GridSnapping; } set { m_GridSnapping = value; } }
/// <summary>
/// The target orthographic size of the camera.
/// </summary>
public float orthographicSize { get { return m_Internal.orthoSize; } }
/// <summary>
/// Match this value to to the Pixels Per Unit values of all Sprites within the Scene.
/// </summary>
public int assetsPPU { get { return m_AssetsPPU; } set { m_AssetsPPU = value > 0 ? value : 1; } }
/// <summary>
/// The original horizontal resolution your Assets are designed for.
/// </summary>
public int refResolutionX { get { return m_RefResolutionX; } set { m_RefResolutionX = value > 0 ? value : 1; } }
/// <summary>
/// Original vertical resolution your Assets are designed for.
/// </summary>
public int refResolutionY { get { return m_RefResolutionY; } set { m_RefResolutionY = value > 0 ? value : 1; } }
/// <summary>
/// Set to true to have the Scene rendered to a temporary texture set as close as possible to the Reference Resolution,
/// while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the full screen.
/// </summary>
[System.Obsolete("Use gridSnapping instead", false)]
public bool upscaleRT
{
get
{
return m_GridSnapping == GridSnapping.UpscaleRenderTexture;
}
set
{
m_GridSnapping = value ? GridSnapping.UpscaleRenderTexture : GridSnapping.None;
}
}
/// <summary>
/// Set to true to prevent subpixel movement and make Sprites appear to move in pixel-by-pixel increments.
/// Only applicable when upscaleRT is false.
/// </summary>
[System.Obsolete("Use gridSnapping instead", false)]
public bool pixelSnapping
{
get
{
return m_GridSnapping == GridSnapping.PixelSnapping;
}
set
{
m_GridSnapping = value ? GridSnapping.PixelSnapping : GridSnapping.None;
}
}
/// <summary>
/// Set to true to crop the viewport with black bars to match refResolutionX in the horizontal direction.
/// </summary>
[System.Obsolete("Use cropFrame instead", false)]
public bool cropFrameX
{
get
{
return m_CropFrame == CropFrame.StretchFill || m_CropFrame == CropFrame.Windowbox || m_CropFrame == CropFrame.Pillarbox;
}
set
{
if (value)
{
if (m_CropFrame == CropFrame.None)
m_CropFrame = CropFrame.Pillarbox;
else if (m_CropFrame == CropFrame.Letterbox)
m_CropFrame = CropFrame.Windowbox;
}
else
{
if (m_CropFrame == CropFrame.Pillarbox)
m_CropFrame = CropFrame.None;
else if (m_CropFrame == CropFrame.Windowbox || m_CropFrame == CropFrame.StretchFill)
m_CropFrame = CropFrame.Letterbox;
}
}
}
/// <summary>
/// Set to true to crop the viewport with black bars to match refResolutionY in the vertical direction.
/// </summary>
[System.Obsolete("Use cropFrame instead", false)]
public bool cropFrameY
{
get
{
return m_CropFrame == CropFrame.StretchFill || m_CropFrame == CropFrame.Windowbox || m_CropFrame == CropFrame.Letterbox;
}
set
{
if (value)
{
if (m_CropFrame == CropFrame.None)
m_CropFrame = CropFrame.Letterbox;
else if (m_CropFrame == CropFrame.Pillarbox)
m_CropFrame = CropFrame.Windowbox;
}
else
{
if (m_CropFrame == CropFrame.Letterbox)
m_CropFrame = CropFrame.None;
else if (m_CropFrame == CropFrame.Windowbox || m_CropFrame == CropFrame.StretchFill)
m_CropFrame = CropFrame.Pillarbox;
}
}
}
/// <summary>
/// Set to true to expand the viewport to fit the screen resolution while maintaining the viewport's aspect ratio.
/// Only applicable when both cropFrameX and cropFrameY are true.
/// </summary>
[System.Obsolete("Use cropFrame instead", false)]
public bool stretchFill
{
get
{
return m_CropFrame == CropFrame.StretchFill;
}
set
{
if (value)
m_CropFrame = CropFrame.StretchFill;
else
m_CropFrame = CropFrame.Windowbox;
}
}
/// <summary>
/// Ratio of the rendered Sprites compared to their original size (readonly).
/// </summary>
public int pixelRatio
{
get
{
if (m_CinemachineCompatibilityMode)
{
if (m_GridSnapping == GridSnapping.UpscaleRenderTexture)
return m_Internal.zoom * m_Internal.cinemachineVCamZoom;
else
return m_Internal.cinemachineVCamZoom;
}
else
{
return m_Internal.zoom;
}
}
}
/// <summary>
/// Round a arbitrary position to an integer pixel position. Works in world space.
/// </summary>
/// <param name="position"> The position you want to round.</param>
/// <returns>
/// The rounded pixel position.
/// Depending on the values of upscaleRT and pixelSnapping, it could be a screen pixel position or an art pixel position.
/// </returns>
public Vector3 RoundToPixel(Vector3 position)
{
float unitsPerPixel = m_Internal.unitsPerPixel;
if (unitsPerPixel == 0.0f)
return position;
Vector3 result;
result.x = Mathf.Round(position.x / unitsPerPixel) * unitsPerPixel;
result.y = Mathf.Round(position.y / unitsPerPixel) * unitsPerPixel;
result.z = Mathf.Round(position.z / unitsPerPixel) * unitsPerPixel;
return result;
}
/// <summary>
/// Find a pixel-perfect orthographic size as close to targetOrthoSize as possible. Used by Cinemachine to solve compatibility issues with Pixel Perfect Camera.
/// </summary>
/// <param name="targetOrthoSize">Orthographic size from the live Cinemachine Virtual Camera.</param>
/// <returns>The corrected orthographic size.</returns>
public float CorrectCinemachineOrthoSize(float targetOrthoSize)
{
m_CinemachineCompatibilityMode = true;
if (m_Internal == null)
return targetOrthoSize;
else
return m_Internal.CorrectCinemachineOrthoSize(targetOrthoSize);
}
[SerializeField] int m_AssetsPPU = 100;
[SerializeField] int m_RefResolutionX = 320;
[SerializeField] int m_RefResolutionY = 180;
[SerializeField] CropFrame m_CropFrame;
[SerializeField] GridSnapping m_GridSnapping;
// These are obsolete. They are here only for migration.
#if UNITY_EDITOR
[SerializeField] bool m_UpscaleRT;
[SerializeField] bool m_PixelSnapping;
[SerializeField] bool m_CropFrameX;
[SerializeField] bool m_CropFrameY;
[SerializeField] bool m_StretchFill;
#endif
Camera m_Camera;
PixelPerfectCameraInternal m_Internal;
bool m_CinemachineCompatibilityMode;
internal FilterMode finalBlitFilterMode
{
get
{
return m_Internal.useStretchFill ? FilterMode.Bilinear : FilterMode.Point;
}
}
internal Vector2Int offscreenRTSize
{
get
{
return new Vector2Int(m_Internal.offscreenRTWidth, m_Internal.offscreenRTHeight);
}
}
Vector2Int cameraRTSize
{
get
{
var targetTexture = m_Camera.targetTexture;
return targetTexture == null ? new Vector2Int(Screen.width, Screen.height) : new Vector2Int(targetTexture.width, targetTexture.height);
}
}
// Snap camera position to pixels using Camera.worldToCameraMatrix.
void PixelSnap()
{
Vector3 cameraPosition = m_Camera.transform.position;
Vector3 roundedCameraPosition = RoundToPixel(cameraPosition);
Vector3 offset = roundedCameraPosition - cameraPosition;
offset.z = -offset.z;
Matrix4x4 offsetMatrix = Matrix4x4.TRS(-offset, Quaternion.identity, new Vector3(1.0f, 1.0f, -1.0f));
m_Camera.worldToCameraMatrix = offsetMatrix * m_Camera.transform.worldToLocalMatrix;
}
void Awake()
{
m_Camera = GetComponent<Camera>();
m_Internal = new PixelPerfectCameraInternal(this);
// Case 1249076: Initialize internals immediately after the scene is loaded,
// as the Cinemachine extension may need them before OnBeginContextRendering is called.
UpdateCameraProperties();
}
void UpdateCameraProperties()
{
var rtSize = cameraRTSize;
m_Internal.CalculateCameraProperties(rtSize.x, rtSize.y);
if (m_Internal.useOffscreenRT)
m_Camera.pixelRect = m_Internal.CalculateFinalBlitPixelRect(rtSize.x, rtSize.y);
else
m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
}
void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (camera == m_Camera)
{
UpdateCameraProperties();
PixelSnap();
if (!m_CinemachineCompatibilityMode)
{
m_Camera.orthographicSize = m_Internal.orthoSize;
}
UnityEngine.U2D.PixelPerfectRendering.pixelSnapSpacing = m_Internal.unitsPerPixel;
}
}
void OnEndCameraRendering(ScriptableRenderContext context, Camera camera)
{
if (camera == m_Camera)
UnityEngine.U2D.PixelPerfectRendering.pixelSnapSpacing = 0.0f;
}
void OnEnable()
{
m_CinemachineCompatibilityMode = false;
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
RenderPipelineManager.endCameraRendering += OnEndCameraRendering;
}
internal void OnDisable()
{
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
RenderPipelineManager.endCameraRendering -= OnEndCameraRendering;
m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
m_Camera.ResetWorldToCameraMatrix();
}
#if DEVELOPMENT_BUILD || UNITY_EDITOR
// Show on-screen warning about invalid render resolutions.
void OnGUI()
{
Color oldColor = GUI.color;
GUI.color = Color.red;
Vector2Int renderResolution = Vector2Int.zero;
renderResolution.x = m_Internal.useOffscreenRT ? m_Internal.offscreenRTWidth : m_Camera.pixelWidth;
renderResolution.y = m_Internal.useOffscreenRT ? m_Internal.offscreenRTHeight : m_Camera.pixelHeight;
if (renderResolution.x % 2 != 0 || renderResolution.y % 2 != 0)
{
string warning = string.Format("Rendering at an odd-numbered resolution ({0} * {1}). Pixel Perfect Camera may not work properly in this situation.", renderResolution.x, renderResolution.y);
GUILayout.Box(warning);
}
var targetTexture = m_Camera.targetTexture;
Vector2Int rtSize = targetTexture == null ? new Vector2Int(Screen.width, Screen.height) : new Vector2Int(targetTexture.width, targetTexture.height);
if (rtSize.x < refResolutionX || rtSize.y < refResolutionY)
{
GUILayout.Box("Target resolution is smaller than the reference resolution. Image may appear stretched or cropped.");
}
GUI.color = oldColor;
}
#endif
/// <summary>
/// OnBeforeSerialize implementation.
/// </summary>
public void OnBeforeSerialize()
{
#if UNITY_EDITOR
m_ComponentVersion = k_CurrentComponentVersion;
#endif
}
/// <summary>
/// OnAfterSerialize implementation.
/// </summary>
public void OnAfterDeserialize()
{
#if UNITY_EDITOR
// Upgrade from no serialized version
if (m_ComponentVersion == ComponentVersions.Version_Unserialized)
{
if (m_UpscaleRT)
m_GridSnapping = GridSnapping.UpscaleRenderTexture;
else if (m_PixelSnapping)
m_GridSnapping = GridSnapping.PixelSnapping;
if (m_CropFrameX && m_CropFrameY)
{
if (m_StretchFill)
m_CropFrame = CropFrame.StretchFill;
else
m_CropFrame = CropFrame.Windowbox;
}
else if (m_CropFrameX)
{
m_CropFrame = CropFrame.Pillarbox;
}
else if (m_CropFrameY)
{
m_CropFrame = CropFrame.Letterbox;
}
else
{
m_CropFrame = CropFrame.None;
}
m_ComponentVersion = ComponentVersions.Version_1;
}
#endif
}
}
}