void SetDirty(DirtyFlags flags) { if (m_IsUsedInstance) { if (flags.HasFlag(DirtyFlags.Target)) { EditorUtility.SetDirty(target); } if (flags.HasFlag(DirtyFlags.Shader)) { m_NeedToRefreshShader = true; } if (flags.HasFlag(DirtyFlags.Noise)) { m_NeedToReloadNoise = true; } if (flags.HasFlag(DirtyFlags.GlobalMesh)) { GlobalMesh.Destroy(); } if (flags.HasFlag(DirtyFlags.AllBeamGeom)) { VolumetricLightBeam._EditorSetAllBeamGeomDirty(); } if (flags.HasFlag(DirtyFlags.AllMeshes)) { VolumetricLightBeam._EditorSetAllMeshesDirty(); } } }
public void Reset() { geometryOverrideLayer = Consts.ConfigGeometryOverrideLayerDefault; geometryLayerID = Consts.ConfigGeometryLayerIDDefault; geometryTag = Consts.ConfigGeometryTagDefault; geometryRenderQueue = (int)Consts.ConfigGeometryRenderQueueDefault; beamShader1Pass = Shader.Find("Hidden/VolumetricLightBeam1Pass"); beamShader2Pass = Shader.Find("Hidden/VolumetricLightBeam2Pass"); sharedMeshSides = Consts.ConfigSharedMeshSides; sharedMeshSegments = Consts.ConfigSharedMeshSegments; globalNoiseScale = Consts.NoiseScaleDefault; globalNoiseVelocity = Consts.NoiseVelocityDefault; noise3DData = Resources.Load("Noise3D_64x64x64") as TextAsset; noise3DSize = Consts.ConfigNoise3DSizeDefault; dustParticlesPrefab = Resources.Load("DustParticles", typeof(ParticleSystem)) as ParticleSystem; renderPipeline = Consts.ConfigGeometryRenderPipelineDefault; renderingMode = Consts.ConfigGeometryRenderingModeDefault; #if UNITY_EDITOR GlobalMesh.Destroy(); VolumetricLightBeam._EditorSetAllMeshesDirty(); OnRenderPipelineChanged(renderPipeline); #endif }
public void Reset() { geometryOverrideLayer = Consts.ConfigGeometryOverrideLayerDefault; geometryLayerID = Consts.ConfigGeometryLayerIDDefault; geometryTag = Consts.ConfigGeometryTagDefault; geometryRenderQueue = (int)Consts.ConfigGeometryRenderQueueDefault; sharedMeshSides = Consts.ConfigSharedMeshSides; sharedMeshSegments = Consts.ConfigSharedMeshSegments; globalNoiseScale = Consts.NoiseScaleDefault; globalNoiseVelocity = Consts.NoiseVelocityDefault; renderPipeline = Consts.ConfigGeometryRenderPipelineDefault; renderingMode = Consts.ConfigGeometryRenderingModeDefault; ditheringFactor = Consts.ConfigDitheringFactor; fadeOutCameraTag = Consts.ConfigFadeOutCameraTagDefault; featureEnabledColorGradient = Consts.ConfigFeatureEnabledColorGradientDefault; featureEnabledDepthBlend = Consts.ConfigFeatureEnabledDefault; featureEnabledNoise3D = Consts.ConfigFeatureEnabledDefault; featureEnabledDynamicOcclusion = Consts.ConfigFeatureEnabledDefault; featureEnabledMeshSkewing = Consts.ConfigFeatureEnabledDefault; featureEnabledShaderAccuracyHigh = Consts.ConfigFeatureEnabledDefault; ResetInternalData(); #if UNITY_EDITOR GlobalMesh.Destroy(); VolumetricLightBeam._EditorSetAllMeshesDirty(); #endif }
/// <summary> /// Generate the cone mesh and calls UpdateMaterialAndBounds. /// Since this process involves recreating a new mesh, make sure to not call it at every frame during playtime. /// </summary> public void RegenerateMesh() { Debug.Assert(m_Master); if (Config.Instance.geometryOverrideLayer) { gameObject.layer = Config.Instance.geometryLayerID; } else { gameObject.layer = m_Master.gameObject.layer; } gameObject.tag = Config.Instance.geometryTag; if (coneMesh && m_CurrentMeshType == MeshType.Custom) { DestroyImmediate(coneMesh); } m_CurrentMeshType = m_Master.geomMeshType; switch (m_Master.geomMeshType) { case MeshType.Custom: { coneMesh = MeshGenerator.GenerateConeZ_Radius(1f, 1f, 1f, m_Master.geomCustomSides, m_Master.geomCustomSegments, m_Master.geomCap, Config.Instance.useSinglePassShader); coneMesh.hideFlags = Consts.ProceduralObjectsHideFlags; meshFilter.mesh = coneMesh; break; } case MeshType.Shared: { coneMesh = GlobalMesh.Get(); meshFilter.sharedMesh = coneMesh; break; } default: { Debug.LogError("Unsupported MeshType"); break; } } UpdateMaterialAndBounds(); }
public void Reset() { ResetInternalData(); geometryOverrideLayer = Consts.ConfigGeometryOverrideLayerDefault; geometryLayerID = Consts.ConfigGeometryLayerIDDefault; geometryTag = Consts.ConfigGeometryTagDefault; geometryRenderQueue = (int)Consts.ConfigGeometryRenderQueueDefault; sharedMeshSides = Consts.ConfigSharedMeshSides; sharedMeshSegments = Consts.ConfigSharedMeshSegments; globalNoiseScale = Consts.NoiseScaleDefault; globalNoiseVelocity = Consts.NoiseVelocityDefault; renderPipeline = Consts.ConfigGeometryRenderPipelineDefault; renderingMode = Consts.ConfigGeometryRenderingModeDefault; #if UNITY_EDITOR GlobalMesh.Destroy(); VolumetricLightBeam._EditorSetAllMeshesDirty(); OnRenderPipelineChanged(renderPipeline); #endif }
public override void OnInspectorGUI() { base.OnInspectorGUI(); bool reloadNoise = false; if ((Object)Config.Instance != this.target) { EditorGUILayout.HelpBox(EditorStrings.ConfigMultipleAssets, MessageType.Error); EditorGUILayout.Separator(); ButtonOpenConfig(); } else { EditorGUI.BeginChangeCheck(); { if (HeaderFoldable("Beam Geometry")) { using (new EditorGUILayout.HorizontalScope()) { geometryOverrideLayer.boolValue = EditorGUILayout.Toggle(EditorStrings.ConfigGeometryOverrideLayer, geometryOverrideLayer.boolValue); using (new EditorGUI.DisabledGroupScope(!geometryOverrideLayer.boolValue)) { geometryLayerID.intValue = EditorGUILayout.LayerField(geometryLayerID.intValue); } } geometryTag.stringValue = EditorGUILayout.TagField(EditorStrings.ConfigGeometryTag, geometryTag.stringValue); } DrawLineSeparator(); if (HeaderFoldable("Rendering")) { RenderQueueGUIDraw(); if (BeamGeometry.isCustomRenderPipelineSupported) { EditorGUI.BeginChangeCheck(); { renderPipeline.CustomEnum <RenderPipeline>(EditorStrings.ConfigGeometryRenderPipeline, EditorStrings.ConfigGeometryRenderPipelineEnumDescriptions); } if (EditorGUI.EndChangeCheck()) { Config.OnRenderPipelineChanged((RenderPipeline)renderPipeline.enumValueIndex); VolumetricLightBeam._EditorSetAllBeamGeomDirty(); // need to fully reset the BeamGeom to update the shader ReimportShaders(); } } EditorGUI.BeginChangeCheck(); { EditorGUILayout.PropertyField(renderingMode, EditorStrings.ConfigGeometryRenderingMode); if (renderPipeline.enumValueIndex == (int)RenderPipeline.SRP_4_0_0_or_higher && renderingMode.enumValueIndex == (int)RenderingMode.MultiPass) { EditorGUILayout.HelpBox(EditorStrings.ConfigSrpAndMultiPassNoCompatible, MessageType.Error); } #pragma warning disable 0162 // warning CS0162: Unreachable code detected if (renderingMode.enumValueIndex == (int)RenderingMode.GPUInstancing && !GpuInstancing.isSupported) { EditorGUILayout.HelpBox(EditorStrings.ConfigGeometryGpuInstancingNotSupported, MessageType.Warning); } #pragma warning restore 0162 } if (EditorGUI.EndChangeCheck()) { VolumetricLightBeam._EditorSetAllBeamGeomDirty(); // need to fully reset the BeamGeom to update the shader GlobalMesh.Destroy(); ReimportShaders(); } } } if (EditorGUI.EndChangeCheck()) { VolumetricLightBeam._EditorSetAllMeshesDirty(); } DrawLineSeparator(); if (HeaderFoldable("Shared Mesh")) { EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(sharedMeshSides, EditorStrings.ConfigSharedMeshSides); EditorGUILayout.PropertyField(sharedMeshSegments, EditorStrings.ConfigSharedMeshSegments); if (EditorGUI.EndChangeCheck()) { GlobalMesh.Destroy(); VolumetricLightBeam._EditorSetAllMeshesDirty(); } var meshInfo = "These properties will change the mesh tessellation of each Volumetric Light Beam with 'Shared' MeshType.\nAdjust them carefully since they could impact performance."; meshInfo += string.Format("\nShared Mesh stats: {0} vertices, {1} triangles", MeshGenerator.GetSharedMeshVertexCount(), MeshGenerator.GetSharedMeshIndicesCount() / 3); EditorGUILayout.HelpBox(meshInfo, MessageType.Info); } DrawLineSeparator(); if (HeaderFoldable("Global 3D Noise")) { EditorGUILayout.PropertyField(globalNoiseScale, EditorStrings.ConfigGlobalNoiseScale); EditorGUILayout.PropertyField(globalNoiseVelocity, EditorStrings.ConfigGlobalNoiseVelocity); } DrawLineSeparator(); if (HeaderFoldable("Internal Data (do not change)")) { EditorGUILayout.PropertyField(beamShader1Pass, EditorStrings.ConfigBeamShader1Pass); EditorGUILayout.PropertyField(beamShader2Pass, EditorStrings.ConfigBeamShader2Pass); EditorGUILayout.PropertyField(dustParticlesPrefab, EditorStrings.ConfigDustParticlesPrefab); EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(noise3DData, EditorStrings.ConfigNoise3DData); EditorGUILayout.PropertyField(noise3DSize, EditorStrings.ConfigNoise3DSize); if (EditorGUI.EndChangeCheck()) { reloadNoise = true; } if (Noise3D.isSupported && !Noise3D.isProperlyLoaded) { EditorGUILayout.HelpBox(EditorStrings.HelpNoiseLoadingFailed, MessageType.Error); } } DrawLineSeparator(); using (new EditorGUILayout.HorizontalScope()) { if (GUILayout.Button(EditorStrings.ConfigOpenDocumentation, EditorStyles.miniButton)) { UnityEditor.Help.BrowseURL(Consts.HelpUrlConfig); } if (GUILayout.Button(EditorStrings.ConfigResetToDefaultButton, EditorStyles.miniButton)) { UnityEditor.Undo.RecordObject(target, "Reset Config Properties"); (target as Config).Reset(); } } } serializedObject.ApplyModifiedProperties(); if (reloadNoise) { Noise3D._EditorForceReloadData(); // Should be called AFTER ApplyModifiedProperties so the Config instance has the proper values when reloading data } }
public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) { Config.Instance.RefreshShader(Config.RefreshShaderFlags.All); GlobalMesh.Destroy(); VolumetricLightBeam._EditorSetAllMeshesDirty(); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); Header("Beam Geometry"); EditorGUI.BeginChangeCheck(); { using (new EditorGUILayout.HorizontalScope()) { geometryOverrideLayer.boolValue = EditorGUILayout.Toggle(EditorStrings.ConfigGeometryOverrideLayer, geometryOverrideLayer.boolValue); using (new EditorGUI.DisabledGroupScope(!geometryOverrideLayer.boolValue)) { geometryLayerID.intValue = EditorGUILayout.LayerField(geometryLayerID.intValue); } } geometryTag.stringValue = EditorGUILayout.TagField(EditorStrings.ConfigGeometryTag, geometryTag.stringValue); } Header("Rendering"); { RenderQueueGUIDraw(); EditorGUI.BeginChangeCheck(); { forceSinglePass.boolValue = EditorGUILayout.Toggle(EditorStrings.ConfigGeometryForceSinglePass, forceSinglePass.boolValue); } if (EditorGUI.EndChangeCheck()) { VolumetricLightBeam._EditorSetAllBeamGeomDirty(); // need to fully reset the BeamGeom to update the shader GlobalMesh.Destroy(); } } if (EditorGUI.EndChangeCheck()) { VolumetricLightBeam._EditorSetAllMeshesDirty(); } EditorGUILayout.PropertyField(beamShader1Pass, EditorStrings.ConfigBeamShader1Pass); EditorGUILayout.PropertyField(beamShader2Pass, EditorStrings.ConfigBeamShader2Pass); Header("Shared Mesh"); EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(sharedMeshSides, EditorStrings.ConfigSharedMeshSides); EditorGUILayout.PropertyField(sharedMeshSegments, EditorStrings.ConfigSharedMeshSegments); if (EditorGUI.EndChangeCheck()) { GlobalMesh.Destroy(); VolumetricLightBeam._EditorSetAllMeshesDirty(); } var meshInfo = "These properties will change the mesh tessellation of each Volumetric Light Beam with 'Shared' MeshType.\nAdjust them carefully since they could impact performance."; meshInfo += string.Format("\nShared Mesh stats: {0} vertices, {1} triangles", MeshGenerator.GetSharedMeshVertexCount(), MeshGenerator.GetSharedMeshIndicesCount() / 3); EditorGUILayout.HelpBox(meshInfo, MessageType.Info); Header("Global 3D Noise"); EditorGUILayout.PropertyField(globalNoiseScale, EditorStrings.ConfigGlobalNoiseScale); EditorGUILayout.PropertyField(globalNoiseVelocity, EditorStrings.ConfigGlobalNoiseVelocity); Header("3D Noise Texture Data"); bool reloadNoise = false; EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(noise3DData, EditorStrings.ConfigNoise3DData); EditorGUILayout.PropertyField(noise3DSize, EditorStrings.ConfigNoise3DSize); if (EditorGUI.EndChangeCheck()) { reloadNoise = true; } if (Noise3D.isSupported && !Noise3D.isProperlyLoaded) { EditorGUILayout.HelpBox(EditorStrings.HelpNoiseLoadingFailed, MessageType.Error); } Header("Volumetric Dust Particles"); EditorGUILayout.PropertyField(dustParticlesPrefab, EditorStrings.ConfigDustParticlesPrefab); EditorGUILayout.Separator(); EditorExtensions.HorizontalLineSeparator(); EditorGUILayout.Separator(); if (GUILayout.Button(EditorStrings.ConfigResetToDefaultButton, EditorStyles.miniButton)) { UnityEditor.Undo.RecordObject(target, "Reset Config Properties"); (target as Config).Reset(); } serializedObject.ApplyModifiedProperties(); if (reloadNoise) { Noise3D._EditorForceReloadData(); // Should be called AFTER ApplyModifiedProperties so the Config instance has the proper values when reloading data } }