internal void UpdateSettings(PostProcessLayer postProcessLayer) { var volumeTrigger = postProcessLayer.volumeTrigger; if (volumeTrigger == null) { return; } // Reset to base state postProcessLayer.OverrideSettings(m_BaseSettings, 1f); var volumeLayer = postProcessLayer.volumeLayer; int mask = volumeLayer.value; // Optimize me for (int i = 0; i < k_MaxLayerCount; i++) { // Skip layers not in the mask if ((mask & (1 << i)) == 0) { continue; } // Skip empty layers var volumes = m_Volumes[i]; if (volumes == null) { return; } // Sort the volume list if needed if (m_SortNeeded[i]) { SortByPriority(volumes); m_SortNeeded[i] = false; } // Traverse all volumes var triggerPos = volumeTrigger.position; foreach (var volume in volumes) { if (!volume.enabled) { continue; } // Global volume always have influence if (volume.isGlobal) { postProcessLayer.OverrideSettings(volume.settings, 1f); continue; } // If volume isn't global and has no collider, skip it as it's useless //var colliders = volume.colliders; var colliders = m_TempColliders; volume.GetComponents(colliders); if (colliders.Count == 0) { continue; } // Find closest distance to volume, 0 means it's inside it float closestDistanceSqr = float.PositiveInfinity; foreach (var collider in colliders) { if (!collider.enabled) { continue; } var closestPoint = collider.ClosestPoint(triggerPos); // 5.6-only API var d = ((closestPoint - triggerPos) / 2).sqrMagnitude; if (d < closestDistanceSqr) { closestDistanceSqr = d; } } colliders.Clear(); float blendDistSqr = volume.blendDistance * volume.blendDistance; // Volume has no influence, ignore it // Note: Volume doesn't do anything when `closestDistanceSqr = blendDistSqr` but // we can't use a >= comparison as blendDistSqr could be set to 0 in which // case volume would have total influence if (closestDistanceSqr > blendDistSqr) { continue; } // Volume has influence float interpFactor = 1f; if (blendDistSqr > 0f) { interpFactor = 1f - (closestDistanceSqr / blendDistSqr); } // No need to clamp01 the interpolation factor as it'll always be in [0;1[ range postProcessLayer.OverrideSettings(volume.settings, interpFactor); } } }
// Gets a list of all volumes currently affecting the given layer. Results aren't sorted. // Volume with weight of 0 or no profile set will be skipped. Results list won't be cleared. public void GetActiveVolumes(PostProcessLayer layer, List <PostProcessVolume> results) { // If no trigger is set, only global volumes will have influence int mask = layer.volumeLayer.value; var volumeTrigger = layer.volumeTrigger; bool onlyGlobal = volumeTrigger == null; var triggerPos = onlyGlobal ? Vector3.zero : volumeTrigger.position; for (int i = 0; i < k_MaxLayerCount; i++) { // Skip layers not in the mask if ((mask & (1 << i)) == 0) { continue; } // Skip empty layers var volumes = m_Volumes[i]; if (volumes == null) { continue; } // Traverse all volumes foreach (var volume in volumes) { // Skip disabled volumes and volumes without any data or weight if (!volume.enabled || volume.profileRef == null || volume.weight <= 0f) { continue; } // Global volume always have influence if (volume.isGlobal) { results.Add(volume); continue; } if (onlyGlobal) { continue; } // If volume isn't global and has no collider, skip it as it's useless var colliders = m_TempColliders; volume.GetComponents(colliders); if (colliders.Count == 0) { continue; } // Find closest distance to volume, 0 means it's inside it float closestDistanceSqr = float.PositiveInfinity; foreach (var collider in colliders) { if (!collider.enabled) { continue; } var closestPoint = collider.ClosestPoint(triggerPos); // 5.6-only API var d = ((closestPoint - triggerPos) / 2f).sqrMagnitude; if (d < closestDistanceSqr) { closestDistanceSqr = d; } } colliders.Clear(); float blendDistSqr = volume.blendDistance * volume.blendDistance; // Check for influence if (closestDistanceSqr <= blendDistSqr) { results.Add(volume); } } } }