Esempio n. 1
0
        protected override void OnEnable()
        {
            base.OnEnable();

            geometryOverrideLayer = FindProperty((Config x) => x.geometryOverrideLayer);
            geometryLayerID       = FindProperty((Config x) => x.geometryLayerID);
            geometryTag           = FindProperty((Config x) => x.geometryTag);

            geometryRenderQueue = FindProperty((Config x) => x.geometryRenderQueue);
            renderPipeline      = FindProperty((Config x) => x.renderPipeline);
            renderingMode       = FindProperty((Config x) => x.renderingMode);

            beamShader1Pass = serializedObject.FindProperty("beamShader1Pass");
            beamShader2Pass = serializedObject.FindProperty("beamShader2Pass");

            sharedMeshSides    = FindProperty((Config x) => x.sharedMeshSides);
            sharedMeshSegments = FindProperty((Config x) => x.sharedMeshSegments);

            globalNoiseScale    = FindProperty((Config x) => x.globalNoiseScale);
            globalNoiseVelocity = FindProperty((Config x) => x.globalNoiseVelocity);

            noise3DData = FindProperty((Config x) => x.noise3DData);
            noise3DSize = FindProperty((Config x) => x.noise3DSize);

            dustParticlesPrefab = FindProperty((Config x) => x.dustParticlesPrefab);

            RenderQueueGUIInit();

            Noise3D.LoadIfNeeded(); // Try to load Noise3D, maybe for the 1st time
        }
Esempio n. 2
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 protected override void OnEnable()
 {
     base.OnEnable();
     geometryLayerID = FindProperty((Config x) => x.geometryLayerID);
     geometryTag = FindProperty((Config x) => x.geometryTag);
     beamShader = FindProperty((Config x) => x.beamShader);
     globalNoiseScale = FindProperty((Config x) => x.globalNoiseScale);
     globalNoiseVelocity = FindProperty((Config x) => x.globalNoiseVelocity);
     noise3DData = FindProperty((Config x) => x.noise3DData);
     noise3DSize = FindProperty((Config x) => x.noise3DSize);
     dustParticlesPrefab = FindProperty((Config x) => x.dustParticlesPrefab);
     Noise3D.LoadIfNeeded(); // Try to load Noise3D, maybe for the 1st time
 }
Esempio n. 3
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        protected override void OnEnable()
        {
            base.OnEnable();

            geometryOverrideLayer = FindProperty((Config x) => x.geometryOverrideLayer);
            geometryLayerID       = FindProperty((Config x) => x.geometryLayerID);
            geometryTag           = FindProperty((Config x) => x.geometryTag);

            geometryRenderQueue = FindProperty((Config x) => x.geometryRenderQueue);
            renderPipeline      = serializedObject.FindProperty("_RenderPipeline");
            renderingMode       = serializedObject.FindProperty("_RenderingMode");

            sharedMeshSides    = FindProperty((Config x) => x.sharedMeshSides);
            sharedMeshSegments = FindProperty((Config x) => x.sharedMeshSegments);

            globalNoiseScale    = FindProperty((Config x) => x.globalNoiseScale);
            globalNoiseVelocity = FindProperty((Config x) => x.globalNoiseVelocity);

            fadeOutCameraTag = FindProperty((Config x) => x.fadeOutCameraTag);

            noise3DData = FindProperty((Config x) => x.noise3DData);
            noise3DSize = FindProperty((Config x) => x.noise3DSize);

            dustParticlesPrefab = FindProperty((Config x) => x.dustParticlesPrefab);

            ditheringFactor       = FindProperty((Config x) => x.ditheringFactor);
            ditheringNoiseTexture = FindProperty((Config x) => x.ditheringNoiseTexture);

            featureEnabledColorGradient      = FindProperty((Config x) => x.featureEnabledColorGradient);
            featureEnabledDepthBlend         = FindProperty((Config x) => x.featureEnabledDepthBlend);
            featureEnabledNoise3D            = FindProperty((Config x) => x.featureEnabledNoise3D);
            featureEnabledDynamicOcclusion   = FindProperty((Config x) => x.featureEnabledDynamicOcclusion);
            featureEnabledMeshSkewing        = FindProperty((Config x) => x.featureEnabledMeshSkewing);
            featureEnabledShaderAccuracyHigh = FindProperty((Config x) => x.featureEnabledShaderAccuracyHigh);

            RenderQueueGUIInit();

            Noise3D.LoadIfNeeded(); // Try to load Noise3D, maybe for the 1st time

            m_TargetConfig = this.target as Config;
        }
Esempio n. 4
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        protected override void OnEnable()
        {
            base.OnEnable();

            geometryLayerID = FindProperty((Config x) => x.geometryLayerID);
            beamShader      = FindProperty((Config x) => x.beamShader);

            globalNoiseScale    = FindProperty((Config x) => x.globalNoiseScale);
            globalNoiseVelocity = FindProperty((Config x) => x.globalNoiseVelocity);

            noise3DData = FindProperty((Config x) => x.noise3DData);
            noise3DSize = FindProperty((Config x) => x.noise3DSize);

            dustParticlesPrefab = FindProperty((Config x) => x.dustParticlesPrefab);
            SharedMesh          = FindProperty((Config x) => x.SharedMeshConeZ);

            Noise3D.LoadIfNeeded(); // Try to load Noise3D, maybe for the 1st time
            L1_Texture    = FindProperty((Config x) => x.L1_LightTexture);
            L1_Noise      = FindProperty((Config x) => x.L1_LightNoise);
            L1_beamShader = FindProperty((Config x) => x.L1_beamShader);
        }
Esempio n. 5
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        public void UpdateMaterialAndBounds()
        {
            Debug.Assert(m_Master);

            if (ApplyMaterial() == false)
            {
                return;
            }

            MaterialChangeStart();
            {
                if (m_CustomMaterial == null)
                {
                    if (m_MaterialModifierCallback != null)
                    {
                        m_MaterialModifierCallback(this);
                    }
                }

                float slopeRad = (m_Master.coneAngle * Mathf.Deg2Rad) / 2; // use coneAngle (instead of spotAngle) which is more correct with the geometry
                SetMaterialProp(ShaderProperties.ConeSlopeCosSin, new Vector2(Mathf.Cos(slopeRad), Mathf.Sin(slopeRad)));

                // kMinRadius and kMinApexOffset prevents artifacts when fresnel computation is done in the vertex shader
                const float kMinRadius = 0.0001f;
                var         coneRadius = new Vector2(Mathf.Max(m_Master.coneRadiusStart, kMinRadius), Mathf.Max(m_Master.coneRadiusEnd, kMinRadius));
                SetMaterialProp(ShaderProperties.ConeRadius, coneRadius);

                const float kMinApexOffset = 0.0001f;
                float       nonNullApex    = Mathf.Sign(m_Master.coneApexOffsetZ) * Mathf.Max(Mathf.Abs(m_Master.coneApexOffsetZ), kMinApexOffset);
                SetMaterialProp(ShaderProperties.ConeApexOffsetZ, nonNullApex);

                if (m_Master.colorMode == ColorMode.Flat)
                {
                    SetMaterialProp(ShaderProperties.ColorFlat, m_Master.color);
                }
                else
                {
                    var precision = Utils.GetFloatPackingPrecision();
                    m_ColorGradientMatrix = m_Master.colorGradient.SampleInMatrix((int)precision);
                    // pass the gradient matrix in OnWillRenderObject()
                }

                SetMaterialProp(ShaderProperties.AlphaInside, m_Master.intensityInside);
                SetMaterialProp(ShaderProperties.AlphaOutside, m_Master.intensityOutside);
                SetMaterialProp(ShaderProperties.AttenuationLerpLinearQuad, m_Master.attenuationLerpLinearQuad);
                SetMaterialProp(ShaderProperties.DistanceFadeStart, m_Master.fallOffStart);
                SetMaterialProp(ShaderProperties.DistanceFadeEnd, m_Master.fallOffEnd);
                SetMaterialProp(ShaderProperties.DistanceCamClipping, m_Master.cameraClippingDistance);
                SetMaterialProp(ShaderProperties.FresnelPow, Mathf.Max(0.001f, m_Master.fresnelPow)); // no pow 0, otherwise will generate inf fresnel and issues on iOS
                SetMaterialProp(ShaderProperties.GlareBehind, m_Master.glareBehind);
                SetMaterialProp(ShaderProperties.GlareFrontal, m_Master.glareFrontal);
                SetMaterialProp(ShaderProperties.DrawCap, m_Master.geomCap ? 1 : 0);

                if (isDepthBlendEnabled)
                {
                    SetMaterialProp(ShaderProperties.DepthBlendDistance, m_Master.depthBlendDistance);
                }

                if (isNoiseEnabled)
                {
                    Noise3D.LoadIfNeeded();
                    SetMaterialProp(ShaderProperties.NoiseLocal, new Vector4(
                                        m_Master.noiseVelocityLocal.x,
                                        m_Master.noiseVelocityLocal.y,
                                        m_Master.noiseVelocityLocal.z,
                                        m_Master.noiseScaleLocal));

                    SetMaterialProp(ShaderProperties.NoiseParam, new Vector4(
                                        m_Master.noiseIntensity,
                                        m_Master.noiseVelocityUseGlobal ? 1f : 0f,
                                        m_Master.noiseScaleUseGlobal ? 1f : 0f,
                                        m_Master.noiseMode == NoiseMode.WorldSpace ? 0f : 1f));
                }

                ComputeLocalMatrix(); // compute matrix before sending it to the shader

#if VLB_SRP_SUPPORT
                // This update is to make QA test 'ReflectionObliqueProjection' pass
                UpdateMatricesPropertiesForGPUInstancingSRP();
#endif
            }
            MaterialChangeStop();

#if DEBUG_SHOW_MESH_NORMALS
            for (int vertexInd = 0; vertexInd < coneMesh.vertexCount; vertexInd++)
            {
                var vertex = coneMesh.vertices[vertexInd];

                // apply modification done inside VS
                vertex.x *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
                vertex.y *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
                vertex.z *= m_Master.fallOffEnd;

                var cosSinFlat = new Vector2(vertex.x, vertex.y).normalized;
                var normal     = new Vector3(cosSinFlat.x * Mathf.Cos(slopeRad), cosSinFlat.y * Mathf.Cos(slopeRad), -Mathf.Sin(slopeRad)).normalized;

                vertex = transform.TransformPoint(vertex);
                normal = transform.TransformDirection(normal);
                Debug.DrawRay(vertex, normal * 0.25f);
            }
#endif
        }
Esempio n. 6
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        public void UpdateMaterialAndBounds()
        {
            Debug.Assert(m_Master);

            float slopeRad   = (m_Master.coneAngle * Mathf.Deg2Rad) / 2; // use coneAngle (instead of spotAngle) which is more correct with the geometry
            var   coneRadius = new Vector2(m_Master.coneRadiusStart, m_Master.coneRadiusEnd);

            material.SetVector("_ConeSlopeCosSin", new Vector2(Mathf.Cos(slopeRad), Mathf.Sin(slopeRad)));
            material.SetVector("_ConeRadius", coneRadius);
            material.SetFloat("_ConeApexOffsetZ", m_Master.coneApexOffsetZ);

            if (m_Master.colorMode == ColorMode.Gradient)
            {
                var precision = Utils.GetFloatPackingPrecision();
                material.EnableKeyword(precision == Utils.FloatPackingPrecision.High ? "VLB_COLOR_GRADIENT_MATRIX_HIGH" : "VLB_COLOR_GRADIENT_MATRIX_LOW");
                m_ColorGradientMatrix = m_Master.colorGradient.SampleInMatrix((int)precision);
                // pass the gradient matrix in OnWillRenderObject()
            }
            else
            {
                material.DisableKeyword("VLB_COLOR_GRADIENT_MATRIX_HIGH");
                material.DisableKeyword("VLB_COLOR_GRADIENT_MATRIX_LOW");
                material.SetColor("_ColorFlat", m_Master.color);
            }

            // Blending Mode
            if (Consts.BlendingMode_AlphaAsBlack[m_Master.blendingModeAsInt])
            {
                material.EnableKeyword("ALPHA_AS_BLACK");
            }
            else
            {
                material.DisableKeyword("ALPHA_AS_BLACK");
            }

            material.SetInt("_BlendSrcFactor", (int)Consts.BlendingMode_SrcFactor[m_Master.blendingModeAsInt]);
            material.SetInt("_BlendDstFactor", (int)Consts.BlendingMode_DstFactor[m_Master.blendingModeAsInt]);

            material.SetFloat("_AlphaInside", m_Master.alphaInside);
            material.SetFloat("_AlphaOutside", m_Master.alphaOutside);
            material.SetFloat("_AttenuationLerpLinearQuad", m_Master.attenuationLerpLinearQuad);
            material.SetFloat("_DistanceFadeStart", m_Master.fadeStart);
            material.SetFloat("_DistanceFadeEnd", m_Master.fadeEnd);
            material.SetFloat("_DistanceCamClipping", m_Master.cameraClippingDistance);
            material.SetFloat("_FresnelPow", Mathf.Max(0.001f, m_Master.fresnelPow)); // no pow 0, otherwise will generate inf fresnel and issues on iOS
            material.SetFloat("_GlareBehind", m_Master.glareBehind);
            material.SetFloat("_GlareFrontal", m_Master.glareFrontal);

            if (m_Master.depthBlendDistance > 0f)
            {
                material.EnableKeyword("VLB_DEPTH_BLEND");
                material.SetFloat("_DepthBlendDistance", m_Master.depthBlendDistance);
            }
            else
            {
                material.DisableKeyword("VLB_DEPTH_BLEND");
            }

            if (m_Master.noiseEnabled && m_Master.noiseIntensity > 0f && Noise3D.isSupported) // test Noise3D.isSupported the last
            {
                Noise3D.LoadIfNeeded();
                material.EnableKeyword("VLB_NOISE_3D");
                material.SetVector("_NoiseLocal", new Vector4(m_Master.noiseVelocityLocal.x, m_Master.noiseVelocityLocal.y, m_Master.noiseVelocityLocal.z, m_Master.noiseScaleLocal));
                material.SetVector("_NoiseParam", new Vector3(m_Master.noiseIntensity, m_Master.noiseVelocityUseGlobal ? 1f : 0f, m_Master.noiseScaleUseGlobal ? 1f : 0f));
            }
            else
            {
                material.DisableKeyword("VLB_NOISE_3D");
            }

            // Need to manually compute mesh bounds since the shape of the cone is generated in the Vertex Shader
            ComputeBounds();

#if DEBUG_SHOW_MESH_NORMALS
            for (int vertexInd = 0; vertexInd < coneMesh.vertexCount; vertexInd++)
            {
                var vertex = coneMesh.vertices[vertexInd];

                // apply modification done inside VS
                vertex.x *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
                vertex.y *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
                vertex.z *= m_Master.fadeEnd;

                var cosSinFlat = new Vector2(vertex.x, vertex.y).normalized;
                var normal     = new Vector3(cosSinFlat.x * Mathf.Cos(slopeRad), cosSinFlat.y * Mathf.Cos(slopeRad), -Mathf.Sin(slopeRad)).normalized;

                vertex = transform.TransformPoint(vertex);
                normal = transform.TransformDirection(normal);
                Debug.DrawRay(vertex, normal * 0.25f);
            }
#endif
        }
Esempio n. 7
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 private static void OnStartUp()
 {
     Noise3D.LoadIfNeeded();
 }
Esempio n. 8
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        public void UpdateMaterialAndBounds()
        {
            Debug.Assert(m_Master);

            if (ApplyMaterial() == false)
            {
                return;
            }

            if (isClippingPlaneEnabled && m_CustomMaterial == null)
            {
                SendMaterialClippingPlaneProp();
            }

            float slopeRad = (m_Master.coneAngle * Mathf.Deg2Rad) / 2; // use coneAngle (instead of spotAngle) which is more correct with the geometry

            SetMaterialProp("_ConeSlopeCosSin", new Vector2(Mathf.Cos(slopeRad), Mathf.Sin(slopeRad)));

            // kMinRadius and kMinApexOffset prevents artifacts when fresnel computation is done in the vertex shader
            const float kMinRadius = 0.0001f;
            var         coneRadius = new Vector2(Mathf.Max(m_Master.coneRadiusStart, kMinRadius), Mathf.Max(m_Master.coneRadiusEnd, kMinRadius));

            SetMaterialProp("_ConeRadius", coneRadius);

            const float kMinApexOffset = 0.0001f;
            float       nonNullApex    = Mathf.Sign(m_Master.coneApexOffsetZ) * Mathf.Max(Mathf.Abs(m_Master.coneApexOffsetZ), kMinApexOffset);

            SetMaterialProp("_ConeApexOffsetZ", nonNullApex);

            if (m_Master.colorMode == ColorMode.Flat)
            {
                SetMaterialProp("_ColorFlat", m_Master.color);
            }
            else
            {
                var precision = Utils.GetFloatPackingPrecision();
                m_ColorGradientMatrix = m_Master.colorGradient.SampleInMatrix((int)precision);
                // pass the gradient matrix in OnWillRenderObject()
            }

            SetMaterialProp("_AlphaInside", m_Master.alphaInside);
            SetMaterialProp("_AlphaOutside", m_Master.alphaOutside);
            SetMaterialProp("_AttenuationLerpLinearQuad", m_Master.attenuationLerpLinearQuad);
            SetMaterialProp("_DistanceFadeStart", m_Master.fadeStart);
            SetMaterialProp("_DistanceFadeEnd", m_Master.fadeEnd);
            SetMaterialProp("_DistanceCamClipping", m_Master.cameraClippingDistance);
            SetMaterialProp("_FresnelPow", Mathf.Max(0.001f, m_Master.fresnelPow)); // no pow 0, otherwise will generate inf fresnel and issues on iOS
            SetMaterialProp("_GlareBehind", m_Master.glareBehind);
            SetMaterialProp("_GlareFrontal", m_Master.glareFrontal);
            SetMaterialProp("_DrawCap", m_Master.geomCap ? 1 : 0);

            if (isDepthBlendEnabled)
            {
                SetMaterialProp("_DepthBlendDistance", m_Master.depthBlendDistance);
            }

            if (isNoiseEnabled)
            {
                Noise3D.LoadIfNeeded();
                SetMaterialProp("_NoiseLocal", new Vector4(m_Master.noiseVelocityLocal.x, m_Master.noiseVelocityLocal.y, m_Master.noiseVelocityLocal.z, m_Master.noiseScaleLocal));
                SetMaterialProp("_NoiseParam", new Vector3(m_Master.noiseIntensity, m_Master.noiseVelocityUseGlobal ? 1f : 0f, m_Master.noiseScaleUseGlobal ? 1f : 0f));
            }

            if (m_CustomMaterial == null)
            {
                meshRenderer.SetPropertyBlock(MaterialManager.materialPropertyBlock);
            }

            ComputeLocalMatrix();

#if DEBUG_SHOW_MESH_NORMALS
            for (int vertexInd = 0; vertexInd < coneMesh.vertexCount; vertexInd++)
            {
                var vertex = coneMesh.vertices[vertexInd];

                // apply modification done inside VS
                vertex.x *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
                vertex.y *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
                vertex.z *= m_Master.fadeEnd;

                var cosSinFlat = new Vector2(vertex.x, vertex.y).normalized;
                var normal     = new Vector3(cosSinFlat.x * Mathf.Cos(slopeRad), cosSinFlat.y * Mathf.Cos(slopeRad), -Mathf.Sin(slopeRad)).normalized;

                vertex = transform.TransformPoint(vertex);
                normal = transform.TransformDirection(normal);
                Debug.DrawRay(vertex, normal * 0.25f);
            }
#endif
        }
Esempio n. 9
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        public void UpdateMaterialAndBounds()
        {
            bool change        = false;
            bool noise         = material.IsKeywordEnabled("VLB_NOISE_3D");
            bool depthBlend    = material.IsKeywordEnabled("VLB_DEPTH_BLEND");
            bool ClippingPlane = material.IsKeywordEnabled("VLB_CLIPPING_PLANE");

            Debug.Assert(m_Master);

            if (m_Master.lod != Lod)
            {
                change = true;
            }
            if (m_Master.OverrideTexture != overrideTexture)
            {
                change = true;
            }
            float slopeRad   = (m_Master.coneAngle * Mathf.Deg2Rad) / 2; // use coneAngle (instead of spotAngle) which is more correct with the geometry
            var   coneRadius = new Vector2(m_Master.coneRadiusStart, m_Master.coneRadiusEnd);
            var   block      = meshRenderer.GetPropertyBlock();

            block.SetVector("_ConeSlopeCosSin", new Vector2(Mathf.Cos(slopeRad), Mathf.Sin(slopeRad)));
            block.SetVector("_ConeRadius", coneRadius);
            block.SetFloat("_ConeApexOffsetZ", m_Master.coneApexOffsetZ);
            block.SetFloat("_Intensity", m_Master.Intensity);
            block.SetColor("_Color", m_Master.color);
            block.SetFloat("_AlphaInside", m_Master.alphaInside);
            block.SetFloat("_AlphaOutside", m_Master.alphaOutside);
            block.SetFloat("_AttenuationLerpLinearQuad", m_Master.attenuationLerpLinearQuad);
            block.SetFloat("_DistanceFadeStart", m_Master.fadeStart);
            block.SetFloat("_DistanceFadeEnd", m_Master.fadeEnd);
            block.SetFloat("_DistanceCamClipping", m_Master.cameraClippingDistance);
            block.SetFloat("_FresnelPow", m_Master.fresnelPow);
            block.SetFloat("_GlareBehind", m_Master.glareBehind);
            block.SetFloat("_GlareFrontal", m_Master.glareFrontal);

            if (m_Master.depthBlendDistance > 0f)
            {
                if (depthBlend == false)
                {
                    depthBlend = true;
                    change     = true;
                }
                // material.EnableKeyword("VLB_DEPTH_BLEND");
                block.SetFloat("_DepthBlendDistance", m_Master.depthBlendDistance);
            }
            else
            {
                if (depthBlend)
                {
                    depthBlend = false;
                    change     = true;
                }
            }
            /*   material.DisableKeyword("VLB_DEPTH_BLEND");*/

            if (m_Master.noiseEnabled && m_Master.noiseIntensity > 0f && Noise3D.isSupported) // test Noise3D.isSupported the last
            {
                Noise3D.LoadIfNeeded();
                if (noise == false)
                {
                    noise  = true;
                    change = true;
                }
                /* material.EnableKeyword("VLB_NOISE_3D");*/
                block.SetVector("_NoiseLocal", new Vector4(m_Master.noiseVelocityLocal.x, m_Master.noiseVelocityLocal.y, m_Master.noiseVelocityLocal.z, m_Master.noiseScaleLocal));
                block.SetVector("_NoiseParam", new Vector3(m_Master.noiseIntensity, m_Master.noiseVelocityUseGlobal ? 1f : 0f, m_Master.noiseScaleUseGlobal ? 1f : 0f));
            }
            else
            {
                if (noise)
                {
                    noise  = false;
                    change = true;
                }
            }
            /*   material.DisableKeyword("VLB_NOISE_3D");*/
            if (change)
            {
                ChangeMat(noise, depthBlend, ClippingPlane);
            }
            meshRenderer.SetPropertyBlock(block);
            // Need to manually compute mesh bounds since the shape of the cone is generated in the Vertex Shader
            ComputeBounds();

#if DEBUG_SHOW_MESH_NORMALS
            for (int vertexInd = 0; vertexInd < coneMesh.vertexCount; vertexInd++)
            {
                var vertex = coneMesh.vertices[vertexInd];

                // apply modification done inside VS
                vertex.x *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
                vertex.y *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
                vertex.z *= m_Master.fadeEnd;

                var cosSinFlat = new Vector2(vertex.x, vertex.y).normalized;
                var normal     = new Vector3(cosSinFlat.x * Mathf.Cos(slopeRad), cosSinFlat.y * Mathf.Cos(slopeRad), -Mathf.Sin(slopeRad)).normalized;

                vertex = transform.TransformPoint(vertex);
                normal = transform.TransformDirection(normal);
                Debug.DrawRay(vertex, normal * 0.25f);
            }
#endif
        }
        public void UpdateMaterialAndBounds()
        {
            object obj;

            Debug.Assert(this.m_Master);
            this.material.renderQueue = Config.Instance.geometryRenderQueue;
            float mMaster = this.m_Master.coneAngle * 0.0174532924f / 2f;

            this.material.SetVector("_ConeSlopeCosSin", new Vector2(Mathf.Cos(mMaster), Mathf.Sin(mMaster)));
            Vector2 vector2 = new Vector2(Mathf.Max(this.m_Master.coneRadiusStart, 0.0001f), Mathf.Max(this.m_Master.coneRadiusEnd, 0.0001f));

            this.material.SetVector("_ConeRadius", vector2);
            float single = Mathf.Sign(this.m_Master.coneApexOffsetZ) * Mathf.Max(Mathf.Abs(this.m_Master.coneApexOffsetZ), 0.0001f);

            this.material.SetFloat("_ConeApexOffsetZ", single);
            if (this.m_Master.colorMode != ColorMode.Gradient)
            {
                this.material.DisableKeyword("VLB_COLOR_GRADIENT_MATRIX_HIGH");
                this.material.DisableKeyword("VLB_COLOR_GRADIENT_MATRIX_LOW");
                this.material.SetColor("_ColorFlat", this.m_Master.color);
            }
            else
            {
                Utils.FloatPackingPrecision floatPackingPrecision = Utils.GetFloatPackingPrecision();
                this.material.EnableKeyword((floatPackingPrecision == Utils.FloatPackingPrecision.High ? "VLB_COLOR_GRADIENT_MATRIX_HIGH" : "VLB_COLOR_GRADIENT_MATRIX_LOW"));
                this.m_ColorGradientMatrix = this.m_Master.colorGradient.SampleInMatrix((int)floatPackingPrecision);
            }
            if (!Consts.BlendingMode_AlphaAsBlack[this.m_Master.blendingModeAsInt])
            {
                this.material.DisableKeyword("ALPHA_AS_BLACK");
            }
            else
            {
                this.material.EnableKeyword("ALPHA_AS_BLACK");
            }
            this.material.SetInt("_BlendSrcFactor", (int)Consts.BlendingMode_SrcFactor[this.m_Master.blendingModeAsInt]);
            this.material.SetInt("_BlendDstFactor", (int)Consts.BlendingMode_DstFactor[this.m_Master.blendingModeAsInt]);
            this.material.SetFloat("_AlphaInside", this.m_Master.alphaInside);
            this.material.SetFloat("_AlphaOutside", this.m_Master.alphaOutside);
            this.material.SetFloat("_AttenuationLerpLinearQuad", this.m_Master.attenuationLerpLinearQuad);
            this.material.SetFloat("_DistanceFadeStart", this.m_Master.fadeStart);
            this.material.SetFloat("_DistanceFadeEnd", this.m_Master.fadeEnd);
            this.material.SetFloat("_DistanceCamClipping", this.m_Master.cameraClippingDistance);
            this.material.SetFloat("_FresnelPow", Mathf.Max(0.001f, this.m_Master.fresnelPow));
            this.material.SetFloat("_GlareBehind", this.m_Master.glareBehind);
            this.material.SetFloat("_GlareFrontal", this.m_Master.glareFrontal);
            Material material = this.material;

            if (this.m_Master.geomCap)
            {
                obj = 1;
            }
            else
            {
                obj = null;
            }
            material.SetFloat("_DrawCap", (float)obj);
            if (this.m_Master.depthBlendDistance <= 0f)
            {
                this.material.DisableKeyword("VLB_DEPTH_BLEND");
            }
            else
            {
                this.material.EnableKeyword("VLB_DEPTH_BLEND");
                this.material.SetFloat("_DepthBlendDistance", this.m_Master.depthBlendDistance);
            }
            if (!this.m_Master.noiseEnabled || this.m_Master.noiseIntensity <= 0f || !Noise3D.isSupported)
            {
                this.material.DisableKeyword("VLB_NOISE_3D");
            }
            else
            {
                Noise3D.LoadIfNeeded();
                this.material.EnableKeyword("VLB_NOISE_3D");
                this.material.SetVector("_NoiseLocal", new Vector4(this.m_Master.noiseVelocityLocal.x, this.m_Master.noiseVelocityLocal.y, this.m_Master.noiseVelocityLocal.z, this.m_Master.noiseScaleLocal));
                this.material.SetVector("_NoiseParam", new Vector3(this.m_Master.noiseIntensity, (this.m_Master.noiseVelocityUseGlobal ? 1f : 0f), (this.m_Master.noiseScaleUseGlobal ? 1f : 0f)));
            }
            this.ComputeLocalMatrix();
        }
Esempio n. 11
0
        public void UpdateMaterialAndBounds()
        {
            Debug.Assert(m_Master);

            if (ApplyMaterial() == false)
            {
                return;
            }

            MaterialChangeStart();
            {
                if (m_CustomMaterial == null)
                {
                    if (m_MaterialModifierCallback != null)
                    {
                        m_MaterialModifierCallback(this);
                    }
                }

                float slopeRad = (m_Master.coneAngle * Mathf.Deg2Rad) / 2; // use coneAngle (instead of spotAngle) which is more correct with the geometry
                SetMaterialProp(ShaderProperties.ConeSlopeCosSin, new Vector2(Mathf.Cos(slopeRad), Mathf.Sin(slopeRad)));

                // kMinRadius and kMinApexOffset prevents artifacts when fresnel computation is done in the vertex shader
                const float kMinRadius = 0.0001f;
                var         coneRadius = new Vector2(Mathf.Max(m_Master.coneRadiusStart, kMinRadius), Mathf.Max(m_Master.coneRadiusEnd, kMinRadius));
                SetMaterialProp(ShaderProperties.ConeRadius, coneRadius);

                const float kMinApexOffset = 0.0001f;
                float       nonNullApex    = Mathf.Sign(m_Master.coneApexOffsetZ) * Mathf.Max(Mathf.Abs(m_Master.coneApexOffsetZ), kMinApexOffset);
                SetMaterialProp(ShaderProperties.ConeApexOffsetZ, nonNullApex);

                if (m_Master.usedColorMode == ColorMode.Flat)
                {
                    SetMaterialProp(ShaderProperties.ColorFlat, m_Master.color);
                }
                else
                {
                    var precision = Utils.GetFloatPackingPrecision();
                    m_ColorGradientMatrix = m_Master.colorGradient.SampleInMatrix((int)precision);
                    // pass the gradient matrix in OnWillRenderObject()
                }

                float intensityInside, intensityOutside;
                m_Master.GetInsideAndOutsideIntensity(out intensityInside, out intensityOutside);
                SetMaterialProp(ShaderProperties.AlphaInside, intensityInside);
                SetMaterialProp(ShaderProperties.AlphaOutside, intensityOutside);
                SetMaterialProp(ShaderProperties.AttenuationLerpLinearQuad, m_Master.attenuationLerpLinearQuad);
                SetMaterialProp(ShaderProperties.DistanceFallOff, new Vector3(m_Master.fallOffStart, m_Master.fallOffEnd, m_Master.maxGeometryDistance));
                SetMaterialProp(ShaderProperties.DistanceCamClipping, m_Master.cameraClippingDistance);
                SetMaterialProp(ShaderProperties.FresnelPow, Mathf.Max(0.001f, m_Master.fresnelPow)); // no pow 0, otherwise will generate inf fresnel and issues on iOS
                SetMaterialProp(ShaderProperties.GlareBehind, m_Master.glareBehind);
                SetMaterialProp(ShaderProperties.GlareFrontal, m_Master.glareFrontal);
                SetMaterialProp(ShaderProperties.DrawCap, m_Master.geomCap ? 1 : 0);
                SetMaterialProp(ShaderProperties.TiltVector, m_Master.tiltFactor);
                SetMaterialProp(ShaderProperties.AdditionalClippingPlaneWS, m_Master.additionalClippingPlane);

                if (isDepthBlendEnabled)
                {
                    SetMaterialProp(ShaderProperties.DepthBlendDistance, m_Master.depthBlendDistance);
                }

                if (isNoiseEnabled)
                {
                    Noise3D.LoadIfNeeded();

                    var noiseVelocity = m_Master.noiseVelocityUseGlobal ? Config.Instance.globalNoiseVelocity : m_Master.noiseVelocityLocal;
                    var noiseScale    = m_Master.noiseScaleUseGlobal ? Config.Instance.globalNoiseScale : m_Master.noiseScaleLocal;

                    SetMaterialProp(ShaderProperties.NoiseVelocityAndScale, new Vector4(
                                        noiseVelocity.x,
                                        noiseVelocity.y,
                                        noiseVelocity.z,
                                        noiseScale));

                    SetMaterialProp(ShaderProperties.NoiseParam, new Vector2(
                                        m_Master.noiseIntensity,
                                        m_Master.noiseMode == NoiseMode.WorldSpace ? 0f : 1f));
                }

                var localScale = ComputeLocalMatrix(); // compute matrix before sending it to the shader

                if (m_Master.hasMeshSkewing)
                {
                    var localForwardDirectionNormalized = m_Master.skewingLocalForwardDirectionNormalized;
                    SetMaterialProp(ShaderProperties.LocalForwardDirection, localForwardDirectionNormalized);

                    if (coneMesh != null) // coneMesh can be null few frames with Dynamic Occlusion & GPU Instancing
                    {
                        var localForwardDirectionN = localForwardDirectionNormalized;
                        localForwardDirectionN   /= localForwardDirectionN.z;
                        localForwardDirectionN   *= m_Master.fallOffEnd;
                        localForwardDirectionN.x /= localScale.x;
                        localForwardDirectionN.y /= localScale.y;

                        var bounds = MeshGenerator.ComputeBounds(1f, 1f, 1f);
                        var min    = bounds.min;
                        var max    = bounds.max;

                        if (localForwardDirectionN.x > 0.0f)
                        {
                            max.x += localForwardDirectionN.x;
                        }
                        else
                        {
                            min.x += localForwardDirectionN.x;
                        }

                        if (localForwardDirectionN.y > 0.0f)
                        {
                            max.y += localForwardDirectionN.y;
                        }
                        else
                        {
                            min.y += localForwardDirectionN.y;
                        }

                        bounds.min      = min;
                        bounds.max      = max;
                        coneMesh.bounds = bounds;
                    }
                }

#if VLB_SRP_SUPPORT
                // This update is to make QA test 'ReflectionObliqueProjection' pass
                UpdateMatricesPropertiesForGPUInstancingSRP();
#endif
            }
            MaterialChangeStop();

#if DEBUG_SHOW_MESH_NORMALS
            for (int vertexInd = 0; vertexInd < coneMesh.vertexCount; vertexInd++)
            {
                var vertex = coneMesh.vertices[vertexInd];

                // apply modification done inside VS
                vertex.x *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
                vertex.y *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
                vertex.z *= m_Master.fallOffEnd;

                var cosSinFlat = new Vector2(vertex.x, vertex.y).normalized;
                var normal     = new Vector3(cosSinFlat.x * Mathf.Cos(slopeRad), cosSinFlat.y * Mathf.Cos(slopeRad), -Mathf.Sin(slopeRad)).normalized;

                vertex = transform.TransformPoint(vertex);
                normal = transform.TransformDirection(normal);
                Debug.DrawRay(vertex, normal * 0.25f);
            }
#endif
        }
Esempio n. 12
0
        public void UpdateMaterialAndBounds()
        {
            Debug.Assert(m_Master);

            float slopeRad   = (m_Master.coneAngle * Mathf.Deg2Rad) / 2; // use coneAngle (instead of spotAngle) which is more correct with the geometry
            var   coneRadius = new Vector2(m_Master.coneRadiusStart, m_Master.coneRadiusEnd);

            material.SetVector("_ConeSlopeCosSin", new Vector2(Mathf.Cos(slopeRad), Mathf.Sin(slopeRad)));
            material.SetVector("_ConeRadius", coneRadius);
            material.SetColor("_Color", m_Master.color);
            material.SetFloat("_AlphaInside", m_Master.alphaInside);
            material.SetFloat("_AlphaOutside", m_Master.alphaOutside);
            material.SetFloat("_AttenuationLerpLinearQuad", m_Master.attenuationLerpLinearQuad);
            material.SetFloat("_DistanceFadeStart", m_Master.fadeStart);
            material.SetFloat("_DistanceFadeEnd", m_Master.fadeEnd);
            material.SetFloat("_DistanceCamClipping", m_Master.cameraClippingDistance);
            material.SetFloat("_FresnelPow", m_Master.fresnelPow);
            material.SetFloat("_GlareBehind", m_Master.glareBehind);
            material.SetFloat("_GlareFrontal", m_Master.glareFrontal);

            if (m_Master.depthBlendDistance > 0f)
            {
                material.EnableKeyword("VLB_DEPTH_BLEND");
                material.SetFloat("_DepthBlendDistance", m_Master.depthBlendDistance);
                material.SetFloat("_DepthBlendStart", kDepthBlendStart);
            }
            else
            {
                material.DisableKeyword("VLB_DEPTH_BLEND");
            }

            if (Noise3D.isSupported && m_Master.noiseEnabled && m_Master.noiseIntensity > 0f)
            {
                Noise3D.LoadIfNeeded();
                material.EnableKeyword("VLB_NOISE_3D");
                material.SetVector("_NoiseLocal", new Vector4(m_Master.noiseVelocityLocal.x, m_Master.noiseVelocityLocal.y, m_Master.noiseVelocityLocal.z, m_Master.noiseScaleLocal));
                material.SetVector("_NoiseParam", new Vector3(m_Master.noiseIntensity, m_Master.noiseVelocityUseGlobal ? 1f : 0f, m_Master.noiseScaleUseGlobal ? 1f : 0f));
            }
            else
            {
                material.DisableKeyword("VLB_NOISE_3D");
            }

            // Need to manually compute mesh bounds since the shape of the cone is generated in the Vertex Shader
            ComputeBounds();

#if DEBUG_SHOW_MESH_NORMALS
            for (int vertexInd = 0; vertexInd < coneMesh.vertexCount; vertexInd++)
            {
                var vertex = coneMesh.vertices[vertexInd];

                // apply modification done inside VS
                vertex.x *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
                vertex.y *= Mathf.Lerp(coneRadius.x, coneRadius.y, vertex.z);
                vertex.z *= m_Master.fadeEnd;

                var cosSinFlat = new Vector2(vertex.x, vertex.y).normalized;
                var normal     = new Vector3(cosSinFlat.x * Mathf.Cos(slopeRad), cosSinFlat.y * Mathf.Cos(slopeRad), -Mathf.Sin(slopeRad)).normalized;

                vertex = transform.TransformPoint(vertex);
                normal = transform.TransformDirection(normal);
                Debug.DrawRay(vertex, normal * 0.25f);
            }
#endif
        }
Esempio n. 13
0
        public void UpdateMaterialAndBounds()
        {
            Debug.Assert(Object.op_Implicit((Object)this.m_Master));
            this.material.set_renderQueue(Config.Instance.geometryRenderQueue);
            float num = (float)((double)this.m_Master.coneAngle * (Math.PI / 180.0) / 2.0);

            this.material.SetVector("_ConeSlopeCosSin", Vector4.op_Implicit(new Vector2(Mathf.Cos(num), Mathf.Sin(num))));
            Vector2 vector2;

            ((Vector2) ref vector2).\u002Ector(Mathf.Max(this.m_Master.coneRadiusStart, 0.0001f), Mathf.Max(this.m_Master.coneRadiusEnd, 0.0001f));
            this.material.SetVector("_ConeRadius", Vector4.op_Implicit(vector2));
            this.material.SetFloat("_ConeApexOffsetZ", Mathf.Sign(this.m_Master.coneApexOffsetZ) * Mathf.Max(Mathf.Abs(this.m_Master.coneApexOffsetZ), 0.0001f));
            if (this.m_Master.colorMode == ColorMode.Gradient)
            {
                Utils.FloatPackingPrecision packingPrecision = Utils.GetFloatPackingPrecision();
                this.material.EnableKeyword(packingPrecision == Utils.FloatPackingPrecision.High ? "VLB_COLOR_GRADIENT_MATRIX_HIGH" : "VLB_COLOR_GRADIENT_MATRIX_LOW");
                this.m_ColorGradientMatrix = this.m_Master.colorGradient.SampleInMatrix((int)packingPrecision);
            }
            else
            {
                this.material.DisableKeyword("VLB_COLOR_GRADIENT_MATRIX_HIGH");
                this.material.DisableKeyword("VLB_COLOR_GRADIENT_MATRIX_LOW");
                this.material.SetColor("_ColorFlat", this.m_Master.color);
            }
            if (Consts.BlendingMode_AlphaAsBlack[this.m_Master.blendingModeAsInt])
            {
                this.material.EnableKeyword("ALPHA_AS_BLACK");
            }
            else
            {
                this.material.DisableKeyword("ALPHA_AS_BLACK");
            }
            this.material.SetInt("_BlendSrcFactor", (int)Consts.BlendingMode_SrcFactor[this.m_Master.blendingModeAsInt]);
            this.material.SetInt("_BlendDstFactor", (int)Consts.BlendingMode_DstFactor[this.m_Master.blendingModeAsInt]);
            this.material.SetFloat("_AlphaInside", this.m_Master.alphaInside);
            this.material.SetFloat("_AlphaOutside", this.m_Master.alphaOutside);
            this.material.SetFloat("_AttenuationLerpLinearQuad", this.m_Master.attenuationLerpLinearQuad);
            this.material.SetFloat("_DistanceFadeStart", this.m_Master.fadeStart);
            this.material.SetFloat("_DistanceFadeEnd", this.m_Master.fadeEnd);
            this.material.SetFloat("_DistanceCamClipping", this.m_Master.cameraClippingDistance);
            this.material.SetFloat("_FresnelPow", Mathf.Max(1f / 1000f, this.m_Master.fresnelPow));
            this.material.SetFloat("_GlareBehind", this.m_Master.glareBehind);
            this.material.SetFloat("_GlareFrontal", this.m_Master.glareFrontal);
            this.material.SetFloat("_DrawCap", this.m_Master.geomCap ? 1f : 0.0f);
            if ((double)this.m_Master.depthBlendDistance > 0.0)
            {
                this.material.EnableKeyword("VLB_DEPTH_BLEND");
                this.material.SetFloat("_DepthBlendDistance", this.m_Master.depthBlendDistance);
            }
            else
            {
                this.material.DisableKeyword("VLB_DEPTH_BLEND");
            }
            if (this.m_Master.noiseEnabled && (double)this.m_Master.noiseIntensity > 0.0 && Noise3D.isSupported)
            {
                Noise3D.LoadIfNeeded();
                this.material.EnableKeyword("VLB_NOISE_3D");
                this.material.SetVector("_NoiseLocal", new Vector4((float)this.m_Master.noiseVelocityLocal.x, (float)this.m_Master.noiseVelocityLocal.y, (float)this.m_Master.noiseVelocityLocal.z, this.m_Master.noiseScaleLocal));
                this.material.SetVector("_NoiseParam", Vector4.op_Implicit(new Vector3(this.m_Master.noiseIntensity, this.m_Master.noiseVelocityUseGlobal ? 1f : 0.0f, this.m_Master.noiseScaleUseGlobal ? 1f : 0.0f)));
            }
            else
            {
                this.material.DisableKeyword("VLB_NOISE_3D");
            }
            this.ComputeLocalMatrix();
        }