/// <summary>
    /// Update the scene environment reflections
    /// </summary>
    public void UpdateReflections()
    {
        if (!probeGameObject || !probeComponent)
        {
            UpdateReflectionProbe();
        }

        // The Update function refreshes the Reflection Probe and copies the result to the default specular reflection Cubemap.

        // The texture associated with the real-time Reflection Probe is a render target and RenderSettings.customReflection is a Cubemap. We have to check the support if copying from render targets to Textures is supported.
        if ((SystemInfo.copyTextureSupport & CopyTextureSupport.RTToTexture) != 0)
        {
            // Wait until previous RenderProbe is finished before we refresh the Reflection Probe again.
            // renderId is a token used to figure out when the refresh of a Reflection Probe is finished. The refresh of a Reflection Probe can take mutiple frames when time-slicing is used.
            if (renderId == -1 || probeComponent.IsFinishedRendering(renderId))
            {
                if (probeComponent.IsFinishedRendering(renderId))
                {
                    //Debug.Log("probeComponent.texture.width = " + probeComponent.texture.width + " blendedCubemap.width = "+ blendedCubemap.width);
                    //Debug.Log("probeComponent.texture.height = " + probeComponent.texture.height + " blendedCubemap.height = " + blendedCubemap.height);
                    //Debug.Log("probeComponent.resolution = " + probeComponent.resolution);
                    // After the previous RenderProbe is finished, we copy the probe's texture to the cubemap and set it as a custom reflection in RenderSettings.
                    if (probeComponent.texture.width == blendedCubemap.width && probeComponent.texture.height == blendedCubemap.height)
                    {
                        Graphics.CopyTexture(probeComponent.texture, blendedCubemap as Texture);
                        //Debug.Log("Copying");
                    }

                    RenderSettings.customReflection = blendedCubemap;
                }

                renderId = probeComponent.RenderProbe();
            }
        }
    }
Esempio n. 2
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 private void Update()
 {
     if (rf.IsFinishedRendering(RenderId))
     {
         rf.RenderProbe(targetTexture = null);
     }
 }
Esempio n. 3
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 IEnumerator RenderReflection()
 {
     while (true)
     {
         int i = reflectionProbe.RenderProbe();
         yield return(new WaitWhile(() => reflectionProbe.IsFinishedRendering(i)));
     }
 }
    public void Convert()
    {
        if (targetProbe != null)
        {
            if (texture != null)
            {
                DestroyImmediate(texture);
            }

            texture = new Texture2D(targetProbe.resolution * 4, targetProbe.resolution * 3)
            {
                wrapMode = TextureWrapMode.Clamp
            };

            if (blitMat != null)
            {
                DestroyImmediate(blitMat);
            }
            blitMat = new Material(Shader.Find("Hiddent/HDRP/Tests/TexCubeToTex2D"));
            blitMat.SetFloat("_CorrectGamma", correctGamma ? 1 : 0);
            blitMat.SetFloat("_BoxLayout", boxLayout ? 1 : 0);

            RenderTexture dest = new RenderTexture(texture.width, texture.height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);

            while (!targetProbe.IsFinishedRendering(renderID))
            {
            }
            ;

            probeTexture = targetProbe.texture;

            Graphics.Blit(probeTexture, dest, blitMat);

            // Readback the rendered texture
            var oldActive = RenderTexture.active;
            RenderTexture.active = dest;
            texture.ReadPixels(new Rect(0, 0, texture.width, texture.height), 0, 0);
            RenderTexture.active = oldActive;
            texture.Apply();

            GetComponent <RawImage>().texture = texture;
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (probe == null)
        {
            return;
        }

        if (probe.IsFinishedRendering(0))
        {
            probe.RenderProbe();
        }
    }
 // Update is called once per frame
 void Update()
 {
     if (isReflesh)
     {
         renderID = probeComponent.RenderProbe();
         //isButtonActive = false;
         isReflesh = false;
     }
     if (probeComponent.IsFinishedRendering(renderID))
     {
         isButtonActive = true;
     }
 }
Esempio n. 7
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    private IEnumerator ReflectionProbeUpdate()
    {
        var waiter       = new WaitForEndOfFrame();
        var currentSlice = -1;

        for (;;)
        {
            for (int i = 0; i < 2; i++)
            {
                yield return(waiter);
            }

            currentSlice = reflectionProbe.RenderProbe();

            while (!reflectionProbe.IsFinishedRendering(currentSlice))
            {
                yield return(waiter);
            }
        }
    }
Esempio n. 8
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        void Update()
        {
            // if PlayTOD instance does not exist, switch refresh mode to every frame, then disable it-self
            if (playTOD == null)
            {
                TheProbe.refreshMode = UnityEngine.Rendering.ReflectionProbeRefreshMode.EveryFrame;
                enabled = false;
            }
            else
            {
                if (playTOD.UpdateProbes)
                {
                    StartCoroutine(ProcessProbesCoroutine());
                }

                if (TheProbe.IsFinishedRendering(RenderId))
                {
                    StopCoroutine(ProcessProbesCoroutine());
                    playTOD.UpdateProbes = false;
                }
            }
        }
Esempio n. 9
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        /// <summary>
        /// Sets the probe settings
        /// </summary>
        public void SetProbeSettings()
        {
            ReflectionProbe reflectionProbe = gameObject.GetComponent <ReflectionProbe>();

            reflectionProbe.timeSlicingMode = ReflectionProbeTimeSlicingMode.AllFacesAtOnce;
            reflectionProbe.boxProjection   = m_boxProjection;
            reflectionProbe.hdr             = m_useHDR;
            reflectionProbe.intensity       = 1f;
            reflectionProbe.importance      = 1;
            reflectionProbe.clearFlags      = ReflectionProbeClearFlags.Skybox;
            reflectionProbe.center          = new Vector3(0f, 0f, 0f);
            if (GameObject.Find("Ambient Water Sample"))
            {
                reflectionProbe.size        = new Vector3(125f, 10000f, 125f);
                reflectionProbe.mode        = ReflectionProbeMode.Realtime;
                reflectionProbe.refreshMode = ReflectionProbeRefreshMode.ViaScripting;
            }

            switch (m_probeResolution)
            {
            case ReflectionQuality.VeryLow:
                reflectionProbe.resolution     = 32;
                reflectionProbe.shadowDistance = 5f;
                break;

            case ReflectionQuality.Low:
                reflectionProbe.resolution     = 64;
                reflectionProbe.shadowDistance = 10f;
                break;

            case ReflectionQuality.Medium:
                reflectionProbe.resolution     = 128;
                reflectionProbe.shadowDistance = 25f;
                break;

            case ReflectionQuality.High:
                reflectionProbe.resolution     = 256;
                reflectionProbe.shadowDistance = 75f;
                break;

            case ReflectionQuality.VeryHigh:
                reflectionProbe.resolution     = 512;
                reflectionProbe.shadowDistance = 100f;
                break;

            case ReflectionQuality.Ultra:
                reflectionProbe.resolution     = 1024;
                reflectionProbe.shadowDistance = 150f;
                break;
            }

            switch (m_probeRenderDistance)
            {
            case RenderDistanceQuality.Close:
                reflectionProbe.farClipPlane = 250f;
                break;

            case RenderDistanceQuality.Near:
                reflectionProbe.farClipPlane = 500f;
                break;

            case RenderDistanceQuality.Far:
                reflectionProbe.farClipPlane = 1000f;
                break;

            case RenderDistanceQuality.VeryFar:
                reflectionProbe.farClipPlane = 2000f;
                break;

            case RenderDistanceQuality.ExtremelyFar:
                reflectionProbe.farClipPlane = 4000f;
                break;
            }

            if (reflectionProbe.IsFinishedRendering(m_renderID))
            {
                m_renderID = reflectionProbe.RenderProbe();
            }
        }
Esempio n. 10
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    //--------------------------------------------------------------------------
    public void Update()
    {
#if UNITY_EDITOR
        if (Application.isPlaying == false && lastNightDuration == nightDuration && lastHour == hour && lastLongitude == longitude)
        {
            return;
        }

        if (lastNightDuration != nightDuration)
        {
            lastNightDuration = nightDuration;
            UpdateGradients();
        }
#endif
        lastHour      = hour;
        lastLongitude = longitude;
        dt            = Time.deltaTime;

        if (animate && Application.isPlaying)
        {
            hour += dt * 24.0f / (60 * dayMinutesDuration);
        }

        if (hour > 24)
        {
            hour -= 24;
        }

        isNight = hour < nightDuration / 2 || hour > 24 - (nightDuration / 2);

        hourEval = lightAngleCurve.Evaluate(hour);

        myLight.transform.position         = mainCamera.position;
        myLight.transform.localEulerAngles = new Vector3(hourEval, 0, 0);
        myLight.transform.Rotate(Vector3.up, longitude);

        if (hour > 12)
        {
            myLight.transform.localEulerAngles = new Vector3(myLight.transform.localEulerAngles.x, myLight.transform.localEulerAngles.y + 180, 0);
            myLight.transform.localEulerAngles = new Vector3(myLight.transform.localEulerAngles.x, -myLight.transform.localEulerAngles.y, 0);
        }

        lightColor    = gradientColor.Evaluate(hour / 24.0f);
        myLight.color = lightColor;

        gray = lightColor.grayscale;

        RenderSettings.ambientIntensity = gray;
        skyMaterial.SetFloat("_Exposure", gray * 1.3f);
        skyMaterial.SetColor("_SkyTint", lightColor);
        skyMaterial.SetColor("_GroundColor", lightColor * 0.5f);


        myLight.shadowStrength = gray;

        RenderSettings.ambientSkyColor     = lightColor * 0.85f;
        RenderSettings.ambientEquatorColor = lightColor * 0.5f;
        RenderSettings.ambientGroundColor  = lightColor * 0.015f;

        intensity = isNight ? 0 : gray;

        //always update probe when dawn
        t = intensity > 0 && intensity < 1 ? 1 : t + dt;

        if (probe.IsFinishedRendering(probeRenderID) && t >= 1)
        {
            t = 0;
            Graphics.CopyTexture(probe.texture, RenderSettings.customReflection as Cubemap);
            probeRenderID = probe.RenderProbe();
        }
    }