Project_WL/Assets/ThirdParty/Unity Chan Toon Shader - SD.../Runtime/HDRP/BoxLightAdjustment.cs

245 lines
6.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using UnityObject = UnityEngine.Object;
using System.Linq;
#if HDRP_IS_INSTALLED_FOR_UTS
using UnityEngine.Rendering.HighDefinition;
namespace Unity.Rendering.HighDefinition.Toon
{
[ExecuteAlways]
[DisallowMultipleComponent]
[RequireComponent(typeof(Light))]
internal class BoxLightAdjustment : MonoBehaviour
{
// flags
bool m_initialized = false;
bool m_srpCallbackInitialized = false;
[SerializeField]
GameObject[] m_GameObjects;
[SerializeField]
Renderer[] m_Renderers;
[SerializeField]
internal HDAdditionalLightData m_targetBoxLight;
[SerializeField]
internal bool m_FollowGameObjectPosition = false;
[SerializeField]
internal bool m_FollowGameObjectRotation = false;
[SerializeField]
internal Vector3 m_PositionOffset;
[SerializeField]
internal Quaternion m_RotationOffset;
#if UNITY_EDITOR
#pragma warning restore CS0414
bool m_isCompiling = false;
#endif
void Reset()
{
OnDisable();
OnEnable();
}
internal void OnValidate()
{
Release();
Initialize();
}
private void Awake()
{
Initialize();
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
Initialize();
#if UNITY_EDITOR
// handle script recompile
if (EditorApplication.isCompiling && !m_isCompiling)
{
// on compile begin
m_isCompiling = true;
// Release(); no need
return; //
}
else if (!EditorApplication.isCompiling && m_isCompiling)
{
// on compile end
m_isCompiling = false;
}
#endif
if (m_Renderers == null)
{
return;
}
if (m_targetBoxLight == null)
{
return;
}
for (int ii = 0; ii < m_Renderers.Length; ii++)
{
m_Renderers[ii].renderingLayerMask &= 0xffffff00;
m_Renderers[ii].renderingLayerMask |= (uint)m_targetBoxLight.lightlayersMask;
}
if ( /* m_targetBoxLight != null && */ m_GameObjects != null && m_GameObjects.Length > 0 && m_GameObjects[0] != null )
{
if (m_FollowGameObjectPosition )
{
m_targetBoxLight.transform.position = m_GameObjects[0].transform.position + m_PositionOffset;
}
if (m_FollowGameObjectRotation )
{
m_targetBoxLight.transform.rotation = m_GameObjects[0].transform.rotation * m_RotationOffset;
}
}
}
void EnableSrpCallbacks()
{
if (!m_srpCallbackInitialized)
{
m_srpCallbackInitialized = true;
}
}
void DisableSrpCallbacks()
{
if (m_srpCallbackInitialized)
{
m_srpCallbackInitialized = false;
}
}
void OnEnable()
{
Initialize();
EnableSrpCallbacks();
}
void OnDisable()
{
DisableSrpCallbacks();
Release();
}
void Initialize()
{
if (m_initialized)
{
return;
}
#if UNITY_EDITOR
// initializing renderer can interfere GI baking. so wait until it is completed.
if (EditorApplication.isCompiling)
return;
#endif
if (m_GameObjects == null )
{
return;
}
int objCount = m_GameObjects.Length;
int rendererCount = 0;
List<Renderer> rendererList = new List<Renderer>();
for (int ii = 0; ii < objCount; ii++)
{
if (m_GameObjects[ii] == null )
{
continue;
}
var renderer = m_GameObjects[ii].GetComponent<Renderer>();
if (renderer != null)
{
rendererCount++;
rendererList.Add(renderer);
}
GameObject[] childGameObjects = m_GameObjects[ii].GetComponentsInChildren<Transform>().Select(t => t.gameObject).ToArray();
int childCount = childGameObjects.Length;
for (int jj = 0; jj < childCount; jj++)
{
if (m_GameObjects[ii] == childGameObjects[jj])
continue;
var modelToonEvAdjustment = childGameObjects[jj].GetComponent<BoxLightAdjustment>();
if ( modelToonEvAdjustment != null )
{
break;
}
renderer = childGameObjects[jj].GetComponent<Renderer>();
if ( renderer != null )
{
rendererList.Add(renderer);
rendererCount++;
}
}
if (rendererCount != 0)
{
m_Renderers = rendererList.ToArray();
}
}
if (m_targetBoxLight != null && objCount > 0 )
{
m_PositionOffset = m_targetBoxLight.transform.position - m_GameObjects[0].transform.position;
m_RotationOffset = Quaternion.Inverse(m_GameObjects[0].transform.rotation) * m_targetBoxLight.transform.rotation;
}
m_initialized = true;
}
void Release()
{
if (m_initialized)
{
m_Renderers = null;
}
m_initialized = false;
}
}
}
#endif // HDRP_IS_INSTALLED_FOR_UTS