Beispiel #1
0
        /**
         * Update the LOD min/max distances for an object.
         *
         * @param isSpeedTree
         *          If this is set to true, then we will check if we have a billboard renderer to an LOD
         *          and we will skip it in case that we have one
         */
        public static void UpdateDistancesLOD(FoliageTypeLODTree[] treeLods, LOD[] groupLods, float maxDistance, bool isSpeedTree)
        {
            if (groupLods != null && groupLods.Length > 0)
            {
                FoliageLog.Assert(groupLods.Length >= treeLods.Length, "Must have same or more lods than the tree lods!");

                for (int i = 0; i < treeLods.Length; i++)
                {
                    // If we are a speedtree check if we have a billboard renderer
                    if (isSpeedTree && groupLods[i].renderers[0].GetComponent <BillboardRenderer>() != null)
                    {
                        continue;
                    }

                    FoliageTypeLODTree lodTree = treeLods[i];
                    LOD lodGroupCurrent        = groupLods[i];

                    lodTree.m_EndDistance = ((1.0f - lodGroupCurrent.screenRelativeTransitionHeight) * maxDistance);
                }
            }
            else
            {
                treeLods[0].m_EndDistance = maxDistance;
            }
        }
        private void IssueBatchLOD(Matrix4x4[] batch, int count, FoliageTypeLODTree lod, MaterialPropertyBlock mpb, ShadowCastingMode shadow)
        {
            // Set the MPB data
            mpb.SetFloat(m_ShaderIDCritiasFoliageLOD, lod.m_EndDistance);
            mpb.SetFloat(m_ShaderIDCritiasFoliageLODSqr, lod.m_EndDistance * lod.m_EndDistance);

            Mesh mesh = lod.m_Mesh;

            Material[] materials = lod.m_Materials;

            if (m_Settings.m_DrawInstanced)
            {
                for (int sub = 0, subCount = mesh.subMeshCount; sub < subCount; sub++)
                {
                    Graphics.DrawMeshInstanced(mesh, sub, materials[sub], batch, count, mpb, shadow, true, m_CurrentFrameLayer, m_CurrentFrameCameraDraw);
                    m_DrawStats.m_ProcessedDrawCalls++;
                }
            }
            else
            {
                for (int sub = 0, subCount = mesh.subMeshCount; sub < subCount; sub++)
                {
                    for (int i = 0; i < count; i++)
                    {
                        Graphics.DrawMesh(mesh, batch[i], materials[sub], m_CurrentFrameLayer, m_CurrentFrameCameraDraw, sub, mpb, shadow, true, null, m_Settings.m_UseLightProbes);
                        m_DrawStats.m_ProcessedDrawCalls++;
                    }
                }
            }

            m_DrawStats.m_ProcessedInstances += count;
        }
Beispiel #3
0
        /** To be used at edit-time */
        public static void BuildDataPartialEditTime(FoliagePainter painter, FoliageType type)
        {
            GameObject prefab = type.m_Prefab;

            // Update the type
            type.Type = type.Type;

            FoliageLog.Assert(prefab != null, "Null foliage prefab!");

            if (type.m_RuntimeData == null)
            {
                type.m_RuntimeData = new FoliageTypeRuntimeData();
            }

            FoliageTypeRuntimeData runtime = type.m_RuntimeData;

            List <Material> checkMaterials = new List <Material>();

            // Init the SpeedTree data
            if (type.IsSpeedTreeType)
            {
                if (runtime.m_SpeedTreeData == null)
                {
                    runtime.m_SpeedTreeData = new FoliageTypeSpeedTreeData();
                }
            }

            if (type.IsGrassType)
            {
                // Build the data universally for all grass types
                if (runtime.m_LODDataGrass == null)
                {
                    runtime.m_LODDataGrass = new FoliageTypeLODGrass();
                }

                runtime.m_LODDataGrass.m_Mesh     = prefab.GetComponentInChildren <MeshFilter>().sharedMesh;
                runtime.m_LODDataGrass.m_Material = prefab.GetComponentInChildren <MeshRenderer>().sharedMaterial;

                checkMaterials.Add(runtime.m_LODDataGrass.m_Material);

                FoliageLog.Assert(runtime.m_LODDataGrass.m_Mesh != null, "Could not find mesh for type: " + prefab.name + ". Make sure that is has at least one mesh and one material");
                FoliageLog.Assert(runtime.m_LODDataGrass.m_Material != null, "Could not find material for type: " + prefab.name + ". Make sure that is has at least one mesh and one material");
            }
            else
            {
                LODGroup group = prefab.GetComponent <LODGroup>();

                if (group == null)
                {
                    FoliageLog.w("Detected tree: " + prefab.name + " without a lod group. Are you sure that you require a tree for this?");

                    if (runtime.m_LODDataTree == null || runtime.m_LODDataTree.Length == 0)
                    {
                        runtime.m_LODDataTree = new FoliageTypeLODTree[1];
                    }

                    runtime.m_LODDataTree[0]               = new FoliageTypeLODTree();
                    runtime.m_LODDataTree[0].m_Mesh        = prefab.GetComponentInChildren <MeshFilter>().sharedMesh;
                    runtime.m_LODDataTree[0].m_Materials   = prefab.GetComponentInChildren <MeshRenderer>().sharedMaterials;
                    runtime.m_LODDataTree[0].m_EndDistance = type.m_RenderInfo.m_MaxDistance;

                    checkMaterials.AddRange(runtime.m_LODDataTree[0].m_Materials);
                }
                else
                {
                    List <FoliageTypeLODTree> treeLods = new List <FoliageTypeLODTree>(group.lodCount);
                    LOD[] lods = group.GetLODs();

                    for (int i = 0; i < group.lodCount; i++)
                    {
                        if (lods[i].renderers[0].gameObject.GetComponent <BillboardRenderer>() != null)
                        {
                            // Extract the billboard data
                            var speedData = runtime.m_SpeedTreeData;
                            FoliageWindTreeUtilities.ExtractBillboardData(lods[i].renderers[0].gameObject.GetComponent <BillboardRenderer>(), speedData);

                            continue;
                        }

                        FoliageTypeLODTree treeLod = new FoliageTypeLODTree();

                        MeshRenderer rend   = lods[i].renderers[0].gameObject.GetComponent <MeshRenderer>();
                        MeshFilter   filter = lods[i].renderers[0].gameObject.GetComponent <MeshFilter>();

                        treeLod.m_Mesh      = filter.sharedMesh;
                        treeLod.m_Materials = rend.sharedMaterials;

                        checkMaterials.AddRange(rend.sharedMaterials);

                        treeLods.Add(treeLod);
                    }

                    runtime.m_LODDataTree = treeLods.ToArray();

                    // Update the LOD distances
                    UpdateDistancesLOD(runtime.m_LODDataTree, lods, type.m_RenderInfo.m_MaxDistance, type.IsSpeedTreeType);
                }
            }

            if (checkMaterials.Count > 0)
            {
                if (type.IsSpeedTreeType)
                {
                    if (type.m_RenderInfo.m_Hue == new Color(0, 0, 0, 0))
                    {
                        type.m_RenderInfo.m_Hue = checkMaterials[0].GetColor("_HueVariation");
                    }

                    if (type.m_RenderInfo.m_Color == new Color(0, 0, 0, 0))
                    {
                        type.m_RenderInfo.m_Color = checkMaterials[0].GetColor("_Color");
                    }
                }

                for (int i = 0; i < checkMaterials.Count; i++)
                {
                    if (checkMaterials[i].enableInstancing == false)
                    {
                        checkMaterials[i].enableInstancing = true;
                        FoliageLog.w("Material: [" + checkMaterials[i].name + "] did not had instancing enabled! We enabled it!");
                    }
                }
            }

            // Moved the build at partial edit-time
            if (type.Type == EFoliageType.SPEEDTREE_GRASS)
            {
                Shader shader = painter.GetShaderGrass();
                FoliageLog.Assert(shader, "Could not find shader: Critias/SpeedTree_Grass! Make sure that it is added to the project and that it compiled!");

                FoliageTypeLODGrass lodGrass = type.m_RuntimeData.m_LODDataGrass;

                // Override the material at runtime
                lodGrass.m_Material        = new Material(lodGrass.m_Material);
                lodGrass.m_Material.shader = shader;

                // Enable it for instancing
                lodGrass.m_Material.enableInstancing = true;
            }
            else if (type.Type == EFoliageType.SPEEDTREE_TREE || type.Type == EFoliageType.SPEEDTREE_TREE_BILLBOARD)
            {
                Shader shader = painter.GetShaderTreeMaster();
                FoliageLog.Assert(shader, "Could not find shader: Critias/SpeedTree_Master! Make sure that it is added to the project and that it compiled!");

                FoliageTypeLODTree[] lodTree = type.m_RuntimeData.m_LODDataTree;

                for (int i = 0; i < lodTree.Length; i++)
                {
                    FoliageTypeLODTree tree = lodTree[i];

                    Material[] mats = tree.m_Materials;

                    for (int m = 0; m < mats.Length; m++)
                    {
                        // Set the new material
                        mats[m]        = new Material(mats[m]);
                        mats[m].shader = shader;

                        // Enable instancing
                        mats[m].enableInstancing = true;
                    }

                    tree.m_Materials = mats;
                }
            }

            // Set the materials the values for enabling the bend stuff if we have it
            if (type.IsGrassType)
            {
                if (type.m_EnableBend)
                {
                    type.m_RuntimeData.m_LODDataGrass.m_Material.EnableKeyword("CRITIAS_DISTANCE_BEND");
                }
                else
                {
                    type.m_RuntimeData.m_LODDataGrass.m_Material.DisableKeyword("CRITIAS_DISTANCE_BEND");
                }
            }
        }