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@@ +using UnityEngine; + +namespace VolumetricLightsDemo { + + public class PlayerController : MonoBehaviour { + // Cached vars + CharacterController thisCharacterController; + Transform cameraTransform; + + // Internal vars + float InpVer; + float InpHor; + float jumpTimer = 0; + float yRotate; + Vector3 direction; + float sprint = 1; + // Adjustable vars + [SerializeField] float speed = 10; + [SerializeField] float sprintMax = 2; + [SerializeField] float jumpTime = 0.25f; + [SerializeField] float jumpSpeed = 8; + [SerializeField] float gravity = 6; + [SerializeField] float mouseSpeed = 6; + + // Start is called before the first frame update + void Start() { + // Setup character controller + thisCharacterController = gameObject.AddComponent(); + thisCharacterController.height = 2; + thisCharacterController.center = Vector3.up; + thisCharacterController.stepOffset = 0.8f; + // Setup camera + cameraTransform = Camera.main.transform; + cameraTransform.position = transform.position + Vector3.up * 2f; + cameraTransform.transform.parent = transform; + // Lock and hide cursor + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; + } + + // Update is called once per frame + void Update() { + // Get Input + InpHor = Input.GetAxis("Horizontal"); + InpVer = Input.GetAxis("Vertical"); + + if (Input.GetKey(KeyCode.LeftShift)) { + if (sprint < sprintMax) sprint += Time.deltaTime * 5; + } else { + if (sprint > 1) sprint -= Time.deltaTime * 5; + } + + // Get Jump + if (Input.GetButtonDown("Jump") && thisCharacterController.isGrounded == true) { + // Make jump timer = to jump time + jumpTimer = jumpTime; + } + + // Rotate + transform.Rotate(0, Input.GetAxis("Mouse X") * mouseSpeed, 0); + + // Construct input vector + direction = (transform.forward * InpVer) + (transform.right * InpHor); + direction *= speed * sprint; + + // If we are above zero move up, Jump + if (jumpTimer > 0) { + // decrease jumpTimer + jumpTimer -= Time.deltaTime; + direction.y += jumpSpeed * jumpTimer; + } else { + direction.y -= gravity; + } + + // Move controller + thisCharacterController.Move(direction * Time.deltaTime); + + // Camera rotate up down + yRotate += -Input.GetAxis("Mouse Y") * mouseSpeed; + // Clamp rotation + yRotate = Mathf.Clamp(yRotate, -85, 89); + // Apply rotation + cameraTransform.localEulerAngles = new Vector3(yRotate, 0, 0); + } + } + +} \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Demos/Temple/Scripts/PlayerController.cs.meta b/Assets/External/VolumetricLights/Demos/Temple/Scripts/PlayerController.cs.meta new file mode 100644 index 00000000..effd939c --- /dev/null +++ b/Assets/External/VolumetricLights/Demos/Temple/Scripts/PlayerController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4c8795bbf9defb24ca8791142a36ab32 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git 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b/Assets/External/VolumetricLights/Documentation.meta new file mode 100644 index 00000000..3f4d1c05 --- /dev/null +++ b/Assets/External/VolumetricLights/Documentation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6ebef9a3dd75346f5a097cd105c081fe +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Documentation/Documentation Online.url b/Assets/External/VolumetricLights/Documentation/Documentation Online.url new file mode 100644 index 00000000..11dfb253 --- /dev/null +++ b/Assets/External/VolumetricLights/Documentation/Documentation Online.url @@ -0,0 +1,2 @@ +[InternetShortcut] +URL=https://kronnect.com/guides-category/volumetric-lights-2-urp/ \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Documentation/Documentation Online.url.meta b/Assets/External/VolumetricLights/Documentation/Documentation Online.url.meta new file mode 100644 index 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+DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Editor.meta b/Assets/External/VolumetricLights/Editor.meta new file mode 100644 index 00000000..fab0ed92 --- /dev/null +++ b/Assets/External/VolumetricLights/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a9c8f8666c7ed480ba94560c0dd315d7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Editor/MenuIntegration.cs b/Assets/External/VolumetricLights/Editor/MenuIntegration.cs new file mode 100644 index 00000000..112824da --- /dev/null +++ b/Assets/External/VolumetricLights/Editor/MenuIntegration.cs @@ -0,0 +1,76 @@ +using UnityEditor; +using UnityEngine; + +namespace VolumetricLights { + + public static class MenuIntegration { + + [MenuItem("GameObject/Light/Volumetric Point Light", false, 100)] + public static void AddVolumetricPointLight(MenuCommand menuCommand) { + GameObject go = new GameObject("Volumetric Point Light", typeof(Light)); + GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject); + PlaceInFrontOfCamera(go); + Light light = go.GetComponent(); + light.type = LightType.Point; + VolumetricLight vl = go.AddComponent(); + vl.useNoise = false; + vl.density = 0.1f; + vl.brightness = 1f; + vl.attenuationMode = AttenuationMode.Quadratic; + vl.rangeFallOff = 10f; + Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); + Selection.activeObject = go; + } + + + [MenuItem("GameObject/Light/Volumetric Spot Light", false, 100)] + public static void AddVolumetricSpotLight(MenuCommand menuCommand) { + GameObject go = new GameObject("Volumetric Spot Light", typeof(Light)); + GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject); + PlaceInFrontOfCamera(go); + Light light = go.GetComponent(); + light.type = LightType.Spot; + go.AddComponent(); + Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); + Selection.activeObject = go; + } + + [MenuItem("GameObject/Light/Volumetric Rect Area Light", false, 100)] + public static void AddVolumetricRectAreaLight(MenuCommand menuCommand) { + GameObject go = new GameObject("Volumetric Rect Area Light", typeof(Light)); + GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject); + PlaceInFrontOfCamera(go); + Light light = go.GetComponent(); + light.type = LightType.Rectangle; + light.areaSize = new Vector2(5f, 2f); + go.AddComponent(); + Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); + Selection.activeObject = go; + } + + [MenuItem("GameObject/Light/Volumetric Disc Area Light", false, 100)] + public static void AddVolumetricDiscAreaLight(MenuCommand menuCommand) { + GameObject go = new GameObject("Volumetric Disc Area Light", typeof(Light)); + GameObjectUtility.SetParentAndAlign(go, menuCommand.context as GameObject); + PlaceInFrontOfCamera(go); + Light light = go.GetComponent(); + light.type = LightType.Disc; + light.areaSize = new Vector2(2f, 2f); + go.AddComponent(); + Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); + Selection.activeObject = go; + } + + static void PlaceInFrontOfCamera(GameObject go) { + Transform t = go.transform.parent; + if (t != null) return; + Camera sceneCamera = SceneView.lastActiveSceneView?.camera; + if (sceneCamera != null) { + go.transform.position = sceneCamera.transform.TransformPoint(Vector3.forward * 50f); + } + + } + + } + +} \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Editor/MenuIntegration.cs.meta b/Assets/External/VolumetricLights/Editor/MenuIntegration.cs.meta new file mode 100644 index 00000000..013e0d1e --- /dev/null +++ b/Assets/External/VolumetricLights/Editor/MenuIntegration.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ba492a5f22be54688a6bc6b11a3103e7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Editor/VolumetricLightEditor.cs b/Assets/External/VolumetricLights/Editor/VolumetricLightEditor.cs new file mode 100644 index 00000000..71a96c4b --- /dev/null +++ b/Assets/External/VolumetricLights/Editor/VolumetricLightEditor.cs @@ -0,0 +1,606 @@ +using UnityEngine; +using UnityEditor; +using UnityEditor.IMGUI.Controls; +using System.IO; +using UnityEditor.SceneManagement; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +namespace VolumetricLights { + + [CustomEditor(typeof(VolumetricLight))] + public partial class VolumetricLightEditor : Editor { + + SerializedProperty profile, profileSync; + + SerializedProperty blendMode, raymarchPreset, raymarchQuality, raymarchMinStep, raymarchMaxSteps, dithering, jittering, useBlueNoise, animatedBlueNoise, renderQueue, sortingLayerID, sortingOrder, flipDepthTexture, alwaysOn; + SerializedProperty castDirectLight, directLightMultiplier, directLightSmoothSamples, directLightSmoothRadius, directLightBlendMode; + SerializedProperty autoToggle, distanceStartDimming, distanceDeactivation, autoToggleCheckInterval; + SerializedProperty useNoise, noiseTexture, noiseStrength, noiseScale, noiseFinalMultiplier, density, mediumAlbedo, brightness; + SerializedProperty attenuationMode, attenCoefConstant, attenCoefLinear, attenCoefQuadratic, rangeFallOff, diffusionIntensity, penumbra; + SerializedProperty tipRadius, nearClipDistance, cookieTexture, cookieScale, cookieOffset, cookieSpeed, frustumAngle, windDirection; + SerializedProperty enableDustParticles, dustBrightness, dustMinSize, dustMaxSize, dustDistanceAttenuation, dustWindSpeed, dustAutoToggle, dustDistanceDeactivation, dustPrewarm; + SerializedProperty enableShadows, shadowIntensity, shadowColor, shadowTranslucency, shadowTranslucencyIntensity, shadowTranslucencyBlend, shadowResolution, shadowCullingMask, shadowBakeInterval, shadowNearDistance, shadowAutoToggle, shadowDistanceDeactivation; + SerializedProperty shadowBakeMode, shadowBakeIgnoreRotationChange, shadowOrientation, shadowDirection; + + SerializedProperty useCustomBounds, bounds, boundsInLocalSpace; + SerializedProperty areaWidth, areaHeight; + SerializedProperty customRange, useCustomSize; + SerializedProperty targetCamera; + + static GUIStyle boxStyle; + bool profileChanged, enableProfileApply; + VolumetricLight vl; + public static VolumetricLight lastEditingLight; + bool canUseTranslucency; + + void OnEnable () { + + vl = (VolumetricLight)target; + if (vl.lightComp == null) { + vl.Init(); + } + + lastEditingLight = vl; + profile = serializedObject.FindProperty("profile"); + profileSync = serializedObject.FindProperty("profileSync"); + + blendMode = serializedObject.FindProperty("blendMode"); + raymarchPreset = serializedObject.FindProperty("raymarchPreset"); + raymarchQuality = serializedObject.FindProperty("raymarchQuality"); + raymarchMinStep = serializedObject.FindProperty("raymarchMinStep"); + raymarchMaxSteps = serializedObject.FindProperty("raymarchMaxSteps"); + dithering = serializedObject.FindProperty("dithering"); + jittering = serializedObject.FindProperty("jittering"); + useBlueNoise = serializedObject.FindProperty("useBlueNoise"); + animatedBlueNoise = serializedObject.FindProperty("animatedBlueNoise"); + renderQueue = serializedObject.FindProperty("renderQueue"); + sortingLayerID = serializedObject.FindProperty("sortingLayerID"); + sortingOrder = serializedObject.FindProperty("sortingOrder"); + flipDepthTexture = serializedObject.FindProperty("flipDepthTexture"); + alwaysOn = serializedObject.FindProperty("alwaysOn"); + castDirectLight = serializedObject.FindProperty("castDirectLight"); + directLightMultiplier = serializedObject.FindProperty("directLightMultiplier"); + directLightSmoothSamples = serializedObject.FindProperty("directLightSmoothSamples"); + directLightSmoothRadius = serializedObject.FindProperty("directLightSmoothRadius"); + directLightBlendMode = serializedObject.FindProperty("directLightBlendMode"); + useNoise = serializedObject.FindProperty("useNoise"); + noiseTexture = serializedObject.FindProperty("noiseTexture"); + noiseStrength = serializedObject.FindProperty("noiseStrength"); + noiseScale = serializedObject.FindProperty("noiseScale"); + noiseFinalMultiplier = serializedObject.FindProperty("noiseFinalMultiplier"); + density = serializedObject.FindProperty("density"); + mediumAlbedo = serializedObject.FindProperty("mediumAlbedo"); + brightness = serializedObject.FindProperty("brightness"); + attenuationMode = serializedObject.FindProperty("attenuationMode"); + attenCoefConstant = serializedObject.FindProperty("attenCoefConstant"); + attenCoefLinear = serializedObject.FindProperty("attenCoefLinear"); + attenCoefQuadratic = serializedObject.FindProperty("attenCoefQuadratic"); + rangeFallOff = serializedObject.FindProperty("rangeFallOff"); + diffusionIntensity = serializedObject.FindProperty("diffusionIntensity"); + penumbra = serializedObject.FindProperty("penumbra"); + tipRadius = serializedObject.FindProperty("tipRadius"); + nearClipDistance = serializedObject.FindProperty("nearClipDistance"); + cookieTexture = serializedObject.FindProperty("cookieTexture"); + cookieScale = serializedObject.FindProperty("cookieScale"); + cookieOffset = serializedObject.FindProperty("cookieOffset"); + cookieSpeed = serializedObject.FindProperty("cookieSpeed"); + frustumAngle = serializedObject.FindProperty("frustumAngle"); + windDirection = serializedObject.FindProperty("windDirection"); + enableDustParticles = serializedObject.FindProperty("enableDustParticles"); + dustBrightness = serializedObject.FindProperty("dustBrightness"); + dustMinSize = serializedObject.FindProperty("dustMinSize"); + dustMaxSize = serializedObject.FindProperty("dustMaxSize"); + dustWindSpeed = serializedObject.FindProperty("dustWindSpeed"); + dustDistanceAttenuation = serializedObject.FindProperty("dustDistanceAttenuation"); + dustAutoToggle = serializedObject.FindProperty("dustAutoToggle"); + dustDistanceDeactivation = serializedObject.FindProperty("dustDistanceDeactivation"); + dustPrewarm = serializedObject.FindProperty("dustPrewarm"); + enableShadows = serializedObject.FindProperty("enableShadows"); + shadowIntensity = serializedObject.FindProperty("shadowIntensity"); + shadowColor = serializedObject.FindProperty("shadowColor"); + shadowTranslucency = serializedObject.FindProperty("shadowTranslucency"); + shadowTranslucencyIntensity = serializedObject.FindProperty("shadowTranslucencyIntensity"); + shadowTranslucencyBlend = serializedObject.FindProperty("shadowTranslucencyBlend"); + shadowResolution = serializedObject.FindProperty("shadowResolution"); + shadowCullingMask = serializedObject.FindProperty("shadowCullingMask"); + shadowBakeInterval = serializedObject.FindProperty("shadowBakeInterval"); + shadowNearDistance = serializedObject.FindProperty("shadowNearDistance"); + shadowAutoToggle = serializedObject.FindProperty("shadowAutoToggle"); + shadowDistanceDeactivation = serializedObject.FindProperty("shadowDistanceDeactivation"); + shadowBakeMode = serializedObject.FindProperty("shadowBakeMode"); + shadowBakeIgnoreRotationChange = serializedObject.FindProperty("shadowBakeIgnoreRotationChange"); + shadowOrientation = serializedObject.FindProperty("shadowOrientation"); + shadowDirection = serializedObject.FindProperty("shadowDirection"); + autoToggle = serializedObject.FindProperty("autoToggle"); + distanceDeactivation = serializedObject.FindProperty("distanceDeactivation"); + distanceStartDimming = serializedObject.FindProperty("distanceStartDimming"); + autoToggleCheckInterval = serializedObject.FindProperty("autoToggleCheckInterval"); + + useCustomBounds = serializedObject.FindProperty("useCustomBounds"); + bounds = serializedObject.FindProperty("bounds"); + boundsInLocalSpace = serializedObject.FindProperty("boundsInLocalSpace"); + useCustomSize = serializedObject.FindProperty("useCustomSize"); + areaWidth = serializedObject.FindProperty("areaWidth"); + areaHeight = serializedObject.FindProperty("areaHeight"); + customRange = serializedObject.FindProperty("customRange"); + targetCamera = serializedObject.FindProperty("targetCamera"); + + canUseTranslucency = vl.CheckCompatiblePipelineArchitecture(); + } + + public override void OnInspectorGUI() { + + if (vl.lightComp != null && vl.lightComp.type == LightType.Directional) { + EditorGUILayout.HelpBox("Volumetric Lights works with Point, Spot and Area lights only.\nPress the button below to place a volumetric area light in the scene synced with the directional light orientation and color.\nAlternatively you can use Volumetric Fog & Mist which has native support for directional light.", MessageType.Info); + if (GUILayout.Button("Create a Volumetric Area Light")) { + CreateVolumetricAreaLight(vl.lightComp); + } + if (GUILayout.Button("Volumetric Fog & Mist information")) { + Application.OpenURL("https://assetstore.unity.com/packages/slug/162694?aid=1101lGsd"); + } + return; + } + + var pipe = GraphicsSettings.currentRenderPipeline as UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset; + if (pipe == null) { + EditorGUILayout.HelpBox("Universal Rendering Pipeline asset is not set in Project Settings / Graphics !", MessageType.Error); + return; + } + + if (!pipe.supportsCameraDepthTexture) { + EditorGUILayout.HelpBox("Depth Texture option is required in Universal Rendering Pipeline asset!", MessageType.Error); + if (GUILayout.Button("Go to Universal Rendering Pipeline Asset")) { + Selection.activeObject = pipe; + } + EditorGUILayout.Separator(); + GUI.enabled = false; + } else if (!pipe.supportsHDR && pipe.msaaSampleCount == 1 && pipe.renderScale == 1f && vl.profile != null && !vl.profile.flipDepthTexture) { + EditorGUILayout.HelpBox("Depth Texture might be inverted due to current pipeline setup. To fix depth texture orientation, enable Flip Depth Texture option in the Volumetric Light profile or enable HDR or MSAA in Universal Rendering Pipeline asset.", MessageType.Error); + if (GUILayout.Button("Go to Universal Rendering Pipeline Asset")) { + Selection.activeObject = pipe; + } + EditorGUILayout.Separator(); + } + + + EditorGUILayout.BeginVertical(GUI.skin.box); + + if (raymarchPreset.intValue >= 30 && !VolumetricLightsRenderFeature.installed) { + EditorGUILayout.HelpBox("Consider adding the Volumetric Lights Render Feature to URP assets to improve performance or reduce noise appearance. Click 'Global Settings' button to add it.", MessageType.Info); + } + + + EditorGUILayout.BeginHorizontal(); + + if (pipe != null) { + if (GUILayout.Button("Global Settings")) { + if (VolumetricLightsRenderFeature.installed) { + var so = new SerializedObject(pipe); + var prop = so.FindProperty("m_RendererDataList"); + if (prop != null && prop.arraySize > 0) { + var o = prop.GetArrayElementAtIndex(0); + if (o != null) { + Selection.SetActiveObjectWithContext(o.objectReferenceValue, null); + GUIUtility.ExitGUI(); + } + } + + } else { + if (EditorUtility.DisplayDialog("Volumetric Lights Global Settings", "The global settings can be found in the Volumetric Lights Render Feature which can't be found in the URP default renderer asset. Click Ok to select the current URP asset so you can add the render feature now.", "Ok", "Cancel")) { + Selection.activeObject = pipe; + } + } + } + } + if (GUILayout.Button("Help & Tips")) { + Application.OpenURL("https://kronnect.com/guides/volumetric-lights-2-urp-performance-tips/"); + } + if (GUILayout.Button("Contact Us", EditorStyles.miniButton)) { + Application.OpenURL("https://kronnect.com"); + } + + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.EndVertical(); + + + if (boxStyle == null) { + boxStyle = new GUIStyle(GUI.skin.box); + boxStyle.padding = new RectOffset(15, 10, 5, 5); + } + + serializedObject.Update(); + + EditorGUILayout.BeginHorizontal(); + VolumetricLightProfile prevProfile = (VolumetricLightProfile)profile.objectReferenceValue; + EditorGUILayout.PropertyField(profile, new GUIContent("Profile", "Create or load stored presets.")); + + if (profile.objectReferenceValue != null) { + + if (prevProfile != profile.objectReferenceValue) { + profileChanged = true; + } + + EditorGUILayout.EndHorizontal(); + EditorGUILayout.BeginHorizontal(); + GUILayout.Label("", GUILayout.Width(EditorGUIUtility.labelWidth)); + if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current values."), GUILayout.Width(60))) { + CreateProfile(); + profileChanged = false; + enableProfileApply = false; + GUIUtility.ExitGUI(); + return; + } + if (GUILayout.Button(new GUIContent("Load", "Updates volumetric light settings with the profile values."), GUILayout.Width(60))) { + vl.profile.ApplyTo(vl); + EditorUtility.SetDirty(vl); + serializedObject.Update(); + profileChanged = true; + } + if (!enableProfileApply) + GUI.enabled = false; + if (GUILayout.Button(new GUIContent("Save", "Updates profile values with changes in this inspector."), GUILayout.Width(60))) { + enableProfileApply = false; + profileChanged = false; + vl.profile.LoadFrom(vl); + EditorUtility.SetDirty(vl.profile); + GUIUtility.ExitGUI(); + return; + } + GUI.enabled = true; + EditorGUILayout.EndHorizontal(); + EditorGUILayout.PropertyField(profileSync, new GUIContent("Sync With Profile", "If disabled, profile settings will only be loaded when clicking 'Load' which allows you to customize settings after loading a profile and keep those changes.")); + if (profileSync.boolValue) GUI.enabled = false; + EditorGUILayout.BeginHorizontal(); + } else { + if (GUILayout.Button(new GUIContent("Create", "Creates a new profile which is a copy of the current settings."), GUILayout.Width(60))) { + CreateProfile(); + GUIUtility.ExitGUI(); + return; + } + } + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.PropertyField(blendMode); + EditorGUILayout.PropertyField(raymarchPreset); + EditorGUI.indentLevel++; + EditorGUI.BeginChangeCheck(); + EditorGUILayout.PropertyField(raymarchQuality); + EditorGUILayout.PropertyField(raymarchMinStep, new GUIContent("Min Step Size")); + EditorGUILayout.PropertyField(raymarchMaxSteps, new GUIContent("Max Steps")); + EditorGUILayout.PropertyField(jittering); + if (EditorGUI.EndChangeCheck()) { + raymarchPreset.intValue = (int)RaymarchPresets.UserDefined; + } + EditorGUI.indentLevel--; + EditorGUILayout.PropertyField(dithering); + EditorGUILayout.PropertyField(useBlueNoise); + if (useBlueNoise.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(animatedBlueNoise, new GUIContent("Animated")); + EditorGUI.indentLevel--; + } + EditorGUILayout.PropertyField(renderQueue); + EditorGUILayout.PropertyField(sortingLayerID); + EditorGUILayout.PropertyField(sortingOrder); + EditorGUILayout.PropertyField(flipDepthTexture); + EditorGUILayout.PropertyField(alwaysOn); + EditorGUILayout.PropertyField(castDirectLight); + if (castDirectLight.boolValue) { + if (!VolumetricLightsRenderFeature.installed) { + EditorGUILayout.HelpBox("When using RenderGraph, this option requires the Volumetric Lights Render Feature added to the URP asset. Click 'Global Settings' button to add it.", MessageType.Warning); + } + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(directLightMultiplier, new GUIContent("Intensity")); + EditorGUILayout.PropertyField(directLightSmoothSamples, new GUIContent("Softness Samples")); + EditorGUILayout.PropertyField(directLightSmoothRadius, new GUIContent("Softness Radius")); + EditorGUILayout.PropertyField(directLightBlendMode, new GUIContent("Blend Mode")); + EditorGUI.indentLevel--; + } + EditorGUILayout.PropertyField(autoToggle, new GUIContent("Auto Toggle")); + if (autoToggle.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(distanceStartDimming, new GUIContent("Distance Start Dimming")); + EditorGUILayout.PropertyField(distanceDeactivation, new GUIContent("Distance Deactivation")); + EditorGUILayout.PropertyField(autoToggleCheckInterval, new GUIContent("Check Time Interval")); + EditorGUI.indentLevel--; + } + + EditorGUILayout.PropertyField(useNoise); + if (useNoise.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(noiseTexture); + EditorGUILayout.PropertyField(noiseStrength, new GUIContent("Strength")); + EditorGUILayout.PropertyField(noiseScale, new GUIContent("Scale")); + EditorGUILayout.PropertyField(noiseFinalMultiplier, new GUIContent("Final Multiplier")); + EditorGUI.indentLevel--; + } + EditorGUILayout.PropertyField(density); + EditorGUILayout.PropertyField(mediumAlbedo); + EditorGUILayout.PropertyField(brightness); + + EditorGUILayout.PropertyField(attenuationMode); + if (attenuationMode.intValue == (int)AttenuationMode.Quadratic) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(attenCoefConstant, new GUIContent("Constant Coef")); + EditorGUILayout.PropertyField(attenCoefLinear, new GUIContent("Linear Coef")); + EditorGUILayout.PropertyField(attenCoefQuadratic, new GUIContent("Quadratic Coef")); + EditorGUI.indentLevel--; + } + EditorGUILayout.PropertyField(rangeFallOff); + EditorGUILayout.PropertyField(diffusionIntensity); + EditorGUILayout.PropertyField(penumbra); + + switch (vl.lightComp.type) { + case LightType.Spot: + EditorGUILayout.PropertyField(tipRadius); + EditorGUILayout.PropertyField(nearClipDistance); + EditorGUILayout.PropertyField(cookieTexture, new GUIContent("Cookie Texture (RGB)", "Assign any colored or grayscale texture. RGB values drive the color tint.")); + if (cookieTexture.objectReferenceValue != null) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(cookieScale, new GUIContent("Scale")); + EditorGUILayout.PropertyField(cookieOffset, new GUIContent("Offset")); + EditorGUILayout.PropertyField(cookieSpeed, new GUIContent("Scroll Speed")); + EditorGUI.indentLevel--; + } + break; + case LightType.Rectangle: + case LightType.Disc: + EditorGUILayout.PropertyField(frustumAngle); + break; + } + + if (useNoise.boolValue) { + EditorGUILayout.PropertyField(windDirection); + } + + EditorGUILayout.PropertyField(enableShadows); + if (enableShadows.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(shadowIntensity, new GUIContent("Intensity")); + EditorGUILayout.PropertyField(shadowColor, new GUIContent("Color")); +#if UNITY_2021_3_OR_NEWER + EditorGUILayout.PropertyField(shadowTranslucency, new GUIContent("Translucency")); + if (shadowTranslucency.boolValue) { + if (!canUseTranslucency) { + EditorGUILayout.HelpBox("Translucent shadow maps are not supported in DX12 with Foreward+/Deferred+. Switch to DX11 or change rendering path.", MessageType.Warning); + } else + if (vl.lightComp.type != LightType.Spot && vl.lightComp.type != LightType.Rectangle && vl.lightComp.type != LightType.Disc) { + EditorGUILayout.HelpBox("Translucent shadow maps are not supported for this light type.", MessageType.Info); + } else { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(shadowTranslucencyIntensity, new GUIContent("Intensity")); + EditorGUILayout.PropertyField(shadowTranslucencyBlend, new GUIContent("Blending")); + EditorGUI.indentLevel--; + } + } +#endif + EditorGUILayout.PropertyField(shadowResolution, new GUIContent("Resolution")); + EditorGUILayout.PropertyField(shadowCullingMask, new GUIContent("Culling Mask")); + EditorGUILayout.PropertyField(shadowBakeInterval, new GUIContent("Bake Interval")); + if (shadowBakeInterval.intValue == (int)ShadowBakeInterval.OnStart) { + EditorGUI.indentLevel++; + EditorGUILayout.BeginHorizontal(); + if (!vl.usesCubemap) { + EditorGUILayout.PropertyField(shadowBakeIgnoreRotationChange, new GUIContent("Ignore Rotation")); + if (GUILayout.Button("Update Shadows", GUILayout.Width(120))) { + vl.ScheduleShadowCapture(); + } + } + EditorGUILayout.EndHorizontal(); + EditorGUI.indentLevel--; + } + if (vl.lightComp != null && vl.lightComp.type == LightType.Point) { + EditorGUILayout.PropertyField(shadowBakeMode, new GUIContent("Bake Mode")); + if (shadowBakeMode.intValue == (int)ShadowBakeMode.HalfSphere) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(shadowOrientation, new GUIContent("Orientation", "Only for point lights: specify the direction for the baked shadows (shadows are captured in a half sphere or 180º). You can choose a fixed direction or make the shadows be aligned with the direction to the player camera.")); + if (shadowOrientation.intValue == (int)ShadowOrientation.FixedDirection) { + EditorGUILayout.PropertyField(shadowDirection, new GUIContent("Direction")); + } + EditorGUI.indentLevel--; + } + } + EditorGUILayout.PropertyField(shadowNearDistance, new GUIContent("Near Clip Distance")); + EditorGUILayout.PropertyField(shadowAutoToggle, new GUIContent("Auto Toggle")); + if (shadowAutoToggle.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(shadowDistanceDeactivation, new GUIContent("Distance")); + EditorGUI.indentLevel--; + } + EditorGUI.indentLevel--; + } + + EditorGUILayout.PropertyField(enableDustParticles); + if (enableDustParticles.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(dustBrightness, new GUIContent("Brightness")); + EditorGUILayout.PropertyField(dustMinSize, new GUIContent("Min Size")); + EditorGUILayout.PropertyField(dustMaxSize, new GUIContent("Max Size")); + EditorGUILayout.PropertyField(dustWindSpeed, new GUIContent("Wind Speed")); + EditorGUILayout.PropertyField(dustDistanceAttenuation, new GUIContent("Distance Attenuation")); + EditorGUILayout.PropertyField(dustAutoToggle, new GUIContent("Auto Toggle")); + if (dustAutoToggle.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(dustDistanceDeactivation, new GUIContent("Distance")); + EditorGUI.indentLevel--; + } + EditorGUILayout.PropertyField(dustPrewarm, new GUIContent("Prewarm")); + EditorGUI.indentLevel--; + } + + EditorGUILayout.Separator(); + + GUI.enabled = true; + + // Additional options + EditorGUILayout.PropertyField(targetCamera); + + if (vl.lightComp != null) { + EditorGUILayout.PropertyField(useCustomSize); + if (useCustomSize.boolValue) { + EditorGUI.indentLevel++; + switch (vl.lightComp.type) { + case LightType.Rectangle: + EditorGUILayout.PropertyField(areaWidth, new GUIContent("Width")); + EditorGUILayout.PropertyField(areaHeight, new GUIContent("Height")); + break; + case LightType.Disc: + EditorGUILayout.PropertyField(areaWidth, new GUIContent("Radius")); + break; + case LightType.Spot: + case LightType.Point: + break; + } + EditorGUILayout.PropertyField(customRange, new GUIContent("Range")); + EditorGUI.indentLevel--; + } + } + + if (vl.ps != null) { + if (GUILayout.Button("Select Particle System")) { + Selection.activeGameObject = vl.ps.gameObject; + } + } + + EditorGUILayout.PropertyField(useCustomBounds); + if (useCustomBounds.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(bounds); + EditorGUI.BeginChangeCheck(); + EditorGUILayout.PropertyField(boundsInLocalSpace, new GUIContent("Local Space")); + if (EditorGUI.EndChangeCheck()) { + Bounds b = bounds.boundsValue; + if (boundsInLocalSpace.boolValue) { + b.center = vl.meshRenderer.bounds.center - vl.transform.position; + } else { + b.center = vl.meshRenderer.bounds.center; + + } + bounds.boundsValue = b; + } + EditorGUI.indentLevel--; + } + + if (serializedObject.ApplyModifiedProperties()) { + if (vl.profile != null) { + if (profileChanged) { + vl.profile.ApplyTo(vl); + profileChanged = false; + enableProfileApply = false; + } else { + enableProfileApply = true; + } + } + } + } + + void CreateProfile () { + string path = "Assets"; + var prefabStage = PrefabStageUtility.GetCurrentPrefabStage(); + if (prefabStage != null) { +#if UNITY_2020_3_OR_NEWER + var prefabPath = PrefabStageUtility.GetCurrentPrefabStage().assetPath; +#else + var prefabPath = PrefabStageUtility.GetCurrentPrefabStage().prefabAssetPath; +#endif + if (!string.IsNullOrEmpty(prefabPath)) { + path = Path.GetDirectoryName(prefabPath); + } + } else { + foreach (Object obj in Selection.GetFiltered(typeof(Object), SelectionMode.Assets)) { + path = AssetDatabase.GetAssetPath(obj); + if (File.Exists(path)) { + path = Path.GetDirectoryName(path); + } + break; + } + } + VolumetricLightProfile fp = CreateInstance(); + fp.LoadFrom(vl); + fp.name = "New Volumetric Light Profile"; + string fullPath; + int counter = 0; + do { + fullPath = path + "/" + fp.name; + if (counter > 0) fullPath += " " + counter; + fullPath += ".asset"; + counter++; + } while (File.Exists(fullPath)); + AssetDatabase.CreateAsset(fp, fullPath); + AssetDatabase.SaveAssets(); + + serializedObject.Update(); + profile.objectReferenceValue = fp; + serializedObject.ApplyModifiedProperties(); + + EditorGUIUtility.PingObject(fp); + } + + private readonly BoxBoundsHandle m_BoundsHandle = new BoxBoundsHandle(); + + protected virtual void OnSceneGUI () { + VolumetricLight vl = (VolumetricLight)target; + if (!vl.useCustomBounds) return; + + Bounds bounds = vl.GetBounds(); + m_BoundsHandle.center = bounds.center; + m_BoundsHandle.size = bounds.size; + + // draw the handle + EditorGUI.BeginChangeCheck(); + m_BoundsHandle.DrawHandle(); + if (EditorGUI.EndChangeCheck()) { + // record the target object before setting new values so changes can be undone/redone + Undo.RecordObject(vl, "Change Bounds"); + + // copy the handle's updated data back to the target object + Bounds newBounds = new Bounds(); + newBounds.center = m_BoundsHandle.center; + newBounds.size = m_BoundsHandle.size; + vl.SetBounds(newBounds); + } + } + + void CreateVolumetricAreaLight (Light directionalLight) { + GameObject go = new GameObject("Volumetric Area Light (Directional Light)", typeof(Light)); + Camera sceneCamera = SceneView.lastActiveSceneView?.camera; + if (sceneCamera != null) { + go.transform.position = sceneCamera.transform.TransformPoint(Vector3.forward * 50f); + } + float range = 1000; + Camera cam = Camera.main; + if (cam != null) { + range = cam.farClipPlane; + } + Light light = go.GetComponent(); + light.type = LightType.Disc; + light.areaSize = new Vector2(50, 20); + light.range = range; + light.enabled = false; + VolumetricLight vl = go.AddComponent(); + vl.raymarchMinStep = 1f; + vl.jittering = 1.5f; + vl.brightness = 0.5f; + vl.density = 0.1f; + vl.useNoise = false; + vl.useBlueNoise = true; + vl.animatedBlueNoise = false; + vl.alwaysOn = true; + vl.enableShadows = true; + vl.shadowResolution = ShadowResolution._1024; + vl.shadowIntensity = 1f; + vl.Refresh(); + + VolumetricLightDirectionalSync dirSync = go.AddComponent(); + dirSync.directionalLight = directionalLight; + VolumetricLight current = (VolumetricLight)target; + DestroyImmediate(current); + Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); + Selection.activeObject = go; + GUIUtility.ExitGUI(); + } + } + +} \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Editor/VolumetricLightEditor.cs.meta b/Assets/External/VolumetricLights/Editor/VolumetricLightEditor.cs.meta new file mode 100644 index 00000000..e35a7b3a --- /dev/null +++ b/Assets/External/VolumetricLights/Editor/VolumetricLightEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 59f2628c08a5a4706b183d6ac94bfcb5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Editor/VolumetricLightProfileEditor.cs b/Assets/External/VolumetricLights/Editor/VolumetricLightProfileEditor.cs new file mode 100644 index 00000000..4f938ae5 --- /dev/null +++ b/Assets/External/VolumetricLights/Editor/VolumetricLightProfileEditor.cs @@ -0,0 +1,252 @@ +using UnityEngine; +using UnityEditor; + +namespace VolumetricLights { + + [CustomEditor(typeof(VolumetricLightProfile))] + public partial class VolumetricLightProfileEditor : Editor { + + SerializedProperty blendMode, raymarchPreset, raymarchQuality, raymarchMinStep, raymarchMaxSteps, dithering, jittering, useBlueNoise, animatedBlueNoise, renderQueue, sortingLayerID, sortingOrder, flipDepthTexture, alwaysOn; + SerializedProperty castDirectLight, directLightMultiplier, directLightSmoothSamples, directLightSmoothRadius, directLightBlendMode; + SerializedProperty autoToggle, distanceStartDimming, distanceDeactivation, autoToggleCheckInterval; + SerializedProperty useNoise, noiseTexture, noiseStrength, noiseScale, noiseFinalMultiplier, density, mediumAlbedo, brightness; + SerializedProperty attenuationMode, attenCoefConstant, attenCoefLinear, attenCoefQuadratic, rangeFallOff, diffusionIntensity, penumbra; + SerializedProperty tipRadius, nearClipDistance, cookieTexture, cookieScale, cookieOffset, cookieSpeed, frustumAngle, windDirection; + SerializedProperty enableDustParticles, dustBrightness, dustMinSize, dustMaxSize, dustDistanceAttenuation, dustWindSpeed, dustAutoToggle, dustDistanceDeactivation, dustPrewarm; + SerializedProperty enableShadows, shadowIntensity, shadowColor, shadowTranslucency, shadowTranslucencyIntensity, shadowTranslucencyBlend, shadowResolution, shadowCullingMask, shadowBakeInterval, shadowNearDistance, shadowAutoToggle, shadowDistanceDeactivation; + SerializedProperty shadowBakeMode, shadowBakeIgnoreRotationChange, shadowOrientation, shadowDirection; + + void OnEnable() { + + if (target == null) return; + + blendMode = serializedObject.FindProperty("blendMode"); + raymarchPreset = serializedObject.FindProperty("raymarchPreset"); + raymarchQuality = serializedObject.FindProperty("raymarchQuality"); + raymarchMinStep = serializedObject.FindProperty("raymarchMinStep"); + raymarchMaxSteps = serializedObject.FindProperty("raymarchMaxSteps"); + dithering = serializedObject.FindProperty("dithering"); + jittering = serializedObject.FindProperty("jittering"); + useBlueNoise = serializedObject.FindProperty("useBlueNoise"); + animatedBlueNoise = serializedObject.FindProperty("animatedBlueNoise"); + renderQueue = serializedObject.FindProperty("renderQueue"); + sortingLayerID = serializedObject.FindProperty("sortingLayerID"); + sortingOrder = serializedObject.FindProperty("sortingOrder"); + flipDepthTexture = serializedObject.FindProperty("flipDepthTexture"); + alwaysOn = serializedObject.FindProperty("alwaysOn"); + castDirectLight = serializedObject.FindProperty("castDirectLight"); + directLightMultiplier = serializedObject.FindProperty("directLightMultiplier"); + directLightSmoothSamples = serializedObject.FindProperty("directLightSmoothSamples"); + directLightSmoothRadius = serializedObject.FindProperty("directLightSmoothRadius"); + directLightBlendMode = serializedObject.FindProperty("directLightBlendMode"); + useNoise = serializedObject.FindProperty("useNoise"); + noiseTexture = serializedObject.FindProperty("noiseTexture"); + noiseStrength = serializedObject.FindProperty("noiseStrength"); + noiseScale = serializedObject.FindProperty("noiseScale"); + noiseFinalMultiplier = serializedObject.FindProperty("noiseFinalMultiplier"); + density = serializedObject.FindProperty("density"); + mediumAlbedo = serializedObject.FindProperty("mediumAlbedo"); + brightness = serializedObject.FindProperty("brightness"); + attenuationMode = serializedObject.FindProperty("attenuationMode"); + attenCoefConstant = serializedObject.FindProperty("attenCoefConstant"); + attenCoefLinear = serializedObject.FindProperty("attenCoefLinear"); + attenCoefQuadratic = serializedObject.FindProperty("attenCoefQuadratic"); + rangeFallOff = serializedObject.FindProperty("rangeFallOff"); + diffusionIntensity = serializedObject.FindProperty("diffusionIntensity"); + penumbra = serializedObject.FindProperty("penumbra"); + tipRadius = serializedObject.FindProperty("tipRadius"); + nearClipDistance = serializedObject.FindProperty("nearClipDistance"); + cookieTexture = serializedObject.FindProperty("cookieTexture"); + cookieScale = serializedObject.FindProperty("cookieScale"); + cookieOffset = serializedObject.FindProperty("cookieOffset"); + cookieSpeed = serializedObject.FindProperty("cookieSpeed"); + frustumAngle = serializedObject.FindProperty("frustumAngle"); + windDirection = serializedObject.FindProperty("windDirection"); + enableDustParticles = serializedObject.FindProperty("enableDustParticles"); + dustBrightness = serializedObject.FindProperty("dustBrightness"); + dustMinSize = serializedObject.FindProperty("dustMinSize"); + dustMaxSize = serializedObject.FindProperty("dustMaxSize"); + dustWindSpeed = serializedObject.FindProperty("dustWindSpeed"); + dustDistanceAttenuation = serializedObject.FindProperty("dustDistanceAttenuation"); + dustAutoToggle = serializedObject.FindProperty("dustAutoToggle"); + dustDistanceDeactivation = serializedObject.FindProperty("dustDistanceDeactivation"); + dustPrewarm = serializedObject.FindProperty("dustPrewarm"); + enableShadows = serializedObject.FindProperty("enableShadows"); + shadowIntensity = serializedObject.FindProperty("shadowIntensity"); + shadowColor = serializedObject.FindProperty("shadowColor"); + shadowTranslucency = serializedObject.FindProperty("shadowTranslucency"); + shadowTranslucencyIntensity = serializedObject.FindProperty("shadowTranslucencyIntensity"); + shadowTranslucencyBlend = serializedObject.FindProperty("shadowTranslucencyBlend"); + shadowResolution = serializedObject.FindProperty("shadowResolution"); + shadowCullingMask = serializedObject.FindProperty("shadowCullingMask"); + shadowBakeInterval = serializedObject.FindProperty("shadowBakeInterval"); + shadowNearDistance = serializedObject.FindProperty("shadowNearDistance"); + shadowAutoToggle = serializedObject.FindProperty("shadowAutoToggle"); + shadowDistanceDeactivation = serializedObject.FindProperty("shadowDistanceDeactivation"); + shadowBakeMode = serializedObject.FindProperty("shadowBakeMode"); + shadowBakeIgnoreRotationChange = serializedObject.FindProperty("shadowBakeIgnoreRotationChange"); + shadowOrientation = serializedObject.FindProperty("shadowOrientation"); + shadowDirection = serializedObject.FindProperty("shadowDirection"); + autoToggle = serializedObject.FindProperty("autoToggle"); + distanceDeactivation = serializedObject.FindProperty("distanceDeactivation"); + distanceStartDimming = serializedObject.FindProperty("distanceStartDimming"); + autoToggleCheckInterval = serializedObject.FindProperty("autoToggleCheckInterval"); + } + + + public override void OnInspectorGUI() { + + serializedObject.Update(); + + EditorGUILayout.PropertyField(blendMode); + EditorGUILayout.PropertyField(raymarchPreset); + if (raymarchPreset.intValue != (int)RaymarchPresets.UserDefined) { + EditorGUI.indentLevel++; + } + EditorGUI.BeginChangeCheck(); + EditorGUILayout.PropertyField(raymarchQuality); + EditorGUILayout.PropertyField(raymarchMinStep, new GUIContent("Min Step Size")); + EditorGUILayout.PropertyField(raymarchMaxSteps, new GUIContent("Max Steps")); + EditorGUILayout.PropertyField(jittering); + if (EditorGUI.EndChangeCheck()) { + raymarchPreset.intValue = (int)RaymarchPresets.UserDefined; + } + if (raymarchPreset.intValue != (int)RaymarchPresets.UserDefined) { + EditorGUI.indentLevel--; + } + EditorGUILayout.PropertyField(dithering); + EditorGUILayout.PropertyField(useBlueNoise); + if (useBlueNoise.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(animatedBlueNoise, new GUIContent("Animated")); + EditorGUI.indentLevel--; + } + EditorGUILayout.PropertyField(renderQueue); + EditorGUILayout.PropertyField(sortingLayerID); + EditorGUILayout.PropertyField(sortingOrder); + EditorGUILayout.PropertyField(flipDepthTexture); + EditorGUILayout.PropertyField(alwaysOn); + EditorGUILayout.PropertyField(castDirectLight); + if (castDirectLight.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(directLightMultiplier, new GUIContent("Intensity")); + EditorGUILayout.PropertyField(directLightSmoothSamples, new GUIContent("Softness Samples")); + EditorGUILayout.PropertyField(directLightSmoothRadius, new GUIContent("Softness Radius")); + EditorGUILayout.PropertyField(directLightBlendMode, new GUIContent("Blend Mode")); + EditorGUI.indentLevel--; + } + EditorGUILayout.PropertyField(autoToggle, new GUIContent("Auto Toggle")); + if (autoToggle.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(distanceStartDimming, new GUIContent("Distance Start Dimming")); + EditorGUILayout.PropertyField(distanceDeactivation, new GUIContent("Distance Deactivation")); + EditorGUILayout.PropertyField(autoToggleCheckInterval, new GUIContent("Check Time Interval")); + EditorGUI.indentLevel--; + } + + EditorGUILayout.PropertyField(useNoise); + if (useNoise.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(noiseTexture); + EditorGUILayout.PropertyField(noiseStrength, new GUIContent("Strength")); + EditorGUILayout.PropertyField(noiseScale, new GUIContent("Scale")); + EditorGUILayout.PropertyField(noiseFinalMultiplier, new GUIContent("Final Multiplier")); + EditorGUI.indentLevel--; + } + EditorGUILayout.PropertyField(density); + EditorGUILayout.PropertyField(mediumAlbedo); + EditorGUILayout.PropertyField(brightness); + + EditorGUILayout.PropertyField(attenuationMode); + if (attenuationMode.intValue == (int)AttenuationMode.Quadratic) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(attenCoefConstant, new GUIContent("Constant Coef")); + EditorGUILayout.PropertyField(attenCoefLinear, new GUIContent("Linear Coef")); + EditorGUILayout.PropertyField(attenCoefQuadratic, new GUIContent("Quadratic Coef")); + EditorGUI.indentLevel--; + } + EditorGUILayout.PropertyField(rangeFallOff); + EditorGUILayout.PropertyField(diffusionIntensity); + EditorGUILayout.PropertyField(penumbra); + + EditorGUILayout.PropertyField(tipRadius); + EditorGUILayout.PropertyField(nearClipDistance); + EditorGUILayout.PropertyField(cookieTexture, new GUIContent("Cookie Texture (RGB)", "Assign any colored or grayscale texture. RGB values drive the color tint.")); + if (cookieTexture.objectReferenceValue != null) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(cookieScale, new GUIContent("Scale")); + EditorGUILayout.PropertyField(cookieOffset, new GUIContent("Offset")); + EditorGUILayout.PropertyField(cookieSpeed, new GUIContent("Scroll Speed")); + EditorGUI.indentLevel--; + } + EditorGUILayout.PropertyField(frustumAngle); + + if (useNoise.boolValue) { + EditorGUILayout.PropertyField(windDirection); + } + + EditorGUILayout.PropertyField(enableShadows); + if (enableShadows.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(shadowIntensity, new GUIContent("Intensity")); + EditorGUILayout.PropertyField(shadowColor, new GUIContent("Color")); + EditorGUILayout.PropertyField(shadowTranslucency, new GUIContent("Translucency")); + if (shadowTranslucency.boolValue) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(shadowTranslucencyIntensity, new GUIContent("Intensity")); + 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serializedObject.FindProperty("brightness"); + downscaling = serializedObject.FindProperty("downscaling"); + blurPasses = serializedObject.FindProperty("blurPasses"); + blurDownscaling = serializedObject.FindProperty("blurDownscaling"); + blurSpread = serializedObject.FindProperty("blurSpread"); + blurHDR = serializedObject.FindProperty("blurHDR"); + blurEdgePreserve = serializedObject.FindProperty("blurEdgePreserve"); + blurEdgeDepthThreshold = serializedObject.FindProperty("blurEdgeDepthThreshold"); + ditherStrength = serializedObject.FindProperty("ditherStrength"); + ignoreOverlayCamera = serializedObject.FindProperty("ignoreOverlayCamera"); + } + + public override void OnInspectorGUI() { + + if (VolumetricLightEditor.lastEditingLight != null) { + if (GUILayout.Button("<< Back To Last Volumetric Light")) { + Selection.SetActiveObjectWithContext(VolumetricLightEditor.lastEditingLight, null); + GUIUtility.ExitGUI(); + } + } + + serializedObject.Update(); + EditorGUILayout.PropertyField(renderPassEvent); + EditorGUILayout.PropertyField(ignoreOverlayCamera); + EditorGUILayout.PropertyField(downscaling); + EditorGUILayout.PropertyField(blurPasses); + if (blurPasses.intValue > 0) { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(blurDownscaling); + EditorGUILayout.PropertyField(blurSpread); + EditorGUILayout.PropertyField(blurHDR, new GUIContent("HDR")); + EditorGUILayout.PropertyField(blurEdgePreserve, new GUIContent("Preserve Edges")); + if (blurEdgePreserve.boolValue) { + EditorGUILayout.PropertyField(blurEdgeDepthThreshold, new GUIContent("Edge Threshold")); + } + EditorGUI.indentLevel--; + } + if (blurPasses.intValue == 0 && downscaling.floatValue <= 1f) + { + EditorGUILayout.HelpBox("No composition in effect (no downscaling and no blur applied).", MessageType.Info); + GUI.enabled = false; + } + EditorGUILayout.PropertyField(blendMode); + EditorGUILayout.PropertyField(brightness); + 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b/Assets/External/VolumetricLights/Editor/VolumetricLightsTranslucencyEditor.cs @@ -0,0 +1,35 @@ +using UnityEditor; + +namespace VolumetricLights { + + [CustomEditor(typeof(VolumetricLightsTranslucency))] + public class VolumetricLightsTranslucencyEditor : Editor { + + SerializedProperty preserveOriginalShader; + SerializedProperty intensityMultiplier; + SerializedProperty baseTexturePropertyName; + SerializedProperty baseColorPropertyName; + + private void OnEnable () { + preserveOriginalShader = serializedObject.FindProperty("preserveOriginalShader"); + intensityMultiplier = serializedObject.FindProperty("intensityMultiplier"); + baseTexturePropertyName = serializedObject.FindProperty("baseTexturePropertyName"); + baseColorPropertyName = serializedObject.FindProperty("baseColorPropertyName"); + } + + public override void OnInspectorGUI () { + + serializedObject.Update(); + EditorGUILayout.PropertyField(preserveOriginalShader); + + if (!preserveOriginalShader.boolValue) { + 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a/Assets/External/VolumetricLights/Resources/Shaders.meta b/Assets/External/VolumetricLights/Resources/Shaders.meta new file mode 100644 index 00000000..3e807ff5 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9d5328507bc2e4f03bd2a00a5aeb52dc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Blur.hlsl b/Assets/External/VolumetricLights/Resources/Shaders/Blur.hlsl new file mode 100644 index 00000000..4b4c2b47 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Blur.hlsl @@ -0,0 +1,233 @@ +#ifndef VOLUMETRIC_LIGHTS_BLUR +#define VOLUMETRIC_LIGHTS_BLUR + +#include "CommonsURP.hlsl" + +TEXTURE2D_X(_MainTex); +TEXTURE2D_X(_LightBuffer); +TEXTURE2D_X(_DownsampledDepth); +TEXTURE2D(_BlueNoise); +float4 _BlueNoise_TexelSize; +float4 _MainTex_TexelSize; +float4 _MainTex_ST; +float4 _DownsampledDepth_TexelSize; +float3 _MiscData; +float _BlurScale; +#define DITHER_STRENGTH _MiscData.x +#define BRIGHTNESS _MiscData.y +#define EDGE_THRESHOLD _MiscData.z +#define BLUR_SCALE _BlurScale + +// Optimization for SSPR +#define uvN uv1 +#define uvE uv2 +#define uvW uv3 +#define uvS uv4 + + +#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(SINGLE_PASS_STEREO) + #define VERTEX_CROSS_UV_DATA + #define VERTEX_OUTPUT_GAUSSIAN_UV(o) + + #if defined(BLUR_HORIZ) + #define FRAG_SETUP_GAUSSIAN_UV(i) float2 inc = float2(_MainTex_TexelSize.x * 1.3846153846 * BLUR_SCALE, 0); float2 uv1 = i.uv - inc; float2 uv2 = i.uv + inc; float2 inc2 = float2(_MainTex_TexelSize.x * 3.2307692308 * BLUR_SCALE, 0); float2 uv3 = i.uv - inc2; float2 uv4 = i.uv + inc2; + #else + #define FRAG_SETUP_GAUSSIAN_UV(i) float2 inc = float2(0, _MainTex_TexelSize.y * 1.3846153846 * BLUR_SCALE); float2 uv1 = i.uv - inc; float2 uv2 = i.uv + inc; float2 inc2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * BLUR_SCALE); float2 uv3 = i.uv - inc2; float2 uv4 = i.uv + inc2; + #endif + +#else + #define VERTEX_CROSS_UV_DATA float2 uvN : TEXCOORD1; float2 uvW: TEXCOORD2; float2 uvE: TEXCOORD3; float2 uvS: TEXCOORD4; + + #if defined(BLUR_HORIZ) + #define VERTEX_OUTPUT_GAUSSIAN_UV(o) float2 inc = float2(_MainTex_TexelSize.x * 1.3846153846 * BLUR_SCALE, 0); o.uv1 = o.uv - inc; o.uv2 = o.uv + inc; float2 inc2 = float2(_MainTex_TexelSize.x * 3.2307692308 * BLUR_SCALE, 0); o.uv3 = o.uv - inc2; o.uv4 = o.uv + inc2; + #else + #define VERTEX_OUTPUT_GAUSSIAN_UV(o) float2 inc = float2(0, _MainTex_TexelSize.y * 1.3846153846 * BLUR_SCALE); o.uv1 = o.uv - inc; o.uv2 = o.uv + inc; float2 inc2 = float2(0, _MainTex_TexelSize.y * 3.2307692308 * BLUR_SCALE); o.uv3 = o.uv - inc2; o.uv4 = o.uv + inc2; + #endif + #define FRAG_SETUP_GAUSSIAN_UV(i) float2 uv1 = i.uv1; float2 uv2 = i.uv2; float2 uv3 = i.uv3; float2 uv4 = i.uv4; + +#endif + +struct AttributesSimple +{ + float4 positionOS : POSITION; + float2 uv : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + + struct VaryingsCross { + float4 positionCS : SV_POSITION; + float2 uv: TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + VERTEX_CROSS_UV_DATA + UNITY_VERTEX_OUTPUT_STEREO + }; + + + VaryingsCross VertBlur(AttributesSimple v) { + VaryingsCross o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.positionCS = v.positionOS; + o.positionCS.y *= _ProjectionParams.x; + o.uv = v.uv; + VERTEX_OUTPUT_GAUSSIAN_UV(o) + + return o; + } + + inline float getLuma(float4 rgb) { + const float3 lum = float3(0.299, 0.587, 0.114); + return dot(rgb.xyz, lum); + } + + inline void ApplyDither(inout float4 pixel, float2 uv) { + // screen space dithering + //const float3 magic = float3( 0.06711056, 0.00583715, 52.9829189 ); + //float jitter = frac( magic.z * frac( dot( uv * _MainTex_TexelSize.zw, magic.xy ) ) ); + //pixel = max(0, pixel - jitter * DITHER_STRENGTH); + + // blue noise based dithering + float2 noiseUV = uv * _MainTex_TexelSize.zw * _BlueNoise_TexelSize.xy; + jitter = SAMPLE_TEXTURE2D(_BlueNoise, sampler_PointRepeat, noiseUV).r; + pixel = max(0, pixel - jitter * DITHER_STRENGTH); + } + +#if EDGE_PRESERVE_UPSCALING + + inline float GetDownsampledLinearEyeDepth(float2 uv) { + float rawDepth = SAMPLE_TEXTURE2D_X(_DownsampledDepth, sampler_LinearClamp, uv).r; + float sceneLinearDepth = LinearEyeDepth(rawDepth, _ZBufferParams); + #if defined(ORTHO_SUPPORT) + #if UNITY_REVERSED_Z + rawDepth = 1.0 - rawDepth; + #endif + float orthoDepth = lerp(_ProjectionParams.y, _ProjectionParams.z, rawDepth); + sceneLinearDepth = lerp(sceneLinearDepth, orthoDepth, unity_OrthoParams.w); + #endif + return sceneLinearDepth; + } + +#else + + #define GetDownsampledLinearEyeDepth(uv) GetLinearEyeDepth(uv) + +#endif + + + float4 FragBlur (VaryingsCross i): SV_Target { + UNITY_SETUP_INSTANCE_ID(i); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + i.uv = UnityStereoTransformScreenSpaceTex(i.uv); + FRAG_SETUP_GAUSSIAN_UV(i) + + float4 pixel0 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, i.uv); + float4 pixel1 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv1); + float4 pixel2 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv2); + float4 pixel3 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv3); + float4 pixel4 = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, uv4); + + float w0 = 0.2270270270; + float4 wn = float4(0.3162162162.xx, 0.0702702703.xx); + #if EDGE_PRESERVE_UPSCALING || EDGE_PRESERVE + float depthFull = GetDownsampledLinearEyeDepth(i.uv); + float4 depths; + depths.x = GetDownsampledLinearEyeDepth(uv1); + depths.y = GetDownsampledLinearEyeDepth(uv2); + depths.z = GetDownsampledLinearEyeDepth(uv3); + depths.w = GetDownsampledLinearEyeDepth(uv4); + float4 depthDiffs = 1.0 + abs(depths - depthFull) * EDGE_THRESHOLD; + wn *= saturate(1.0 / depthDiffs); + float w = w0 + dot(wn, 1.0); + float4 pixel = pixel0 * w0 + pixel1 * wn.x + pixel2 * wn.y + pixel3 * wn.z + pixel4 * wn.w; + pixel /= w; + #else + float4 pixel = pixel0 * w0 + pixel1 * wn.x + pixel2 * wn.y + pixel3 * wn.z + pixel4 * wn.w; + #endif + + #if defined(FINAL_BLEND) + pixel.rgb *= BRIGHTNESS; + #endif + + #if DITHER + ApplyDither(pixel, i.uv); + #endif + + return pixel; + } + + + + struct VaryingsSimple { + float4 positionCS : SV_POSITION; + float2 uv: TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + + VaryingsSimple VertSimple(AttributesSimple v) { + VaryingsSimple o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.positionCS = v.positionOS; + o.positionCS.y *= _ProjectionParams.x; + o.uv = v.uv; + + return o; + } + + float4 FragSeparatedBlend (VaryingsSimple i): SV_Target { + UNITY_SETUP_INSTANCE_ID(i); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + + float depthFull = GetRawDepth(i.uv); + + const float threshold = 0.0005; + const float t = 0.5; + float2 uv00 = UnityStereoTransformScreenSpaceTex(i.uv + _DownsampledDepth_TexelSize.xy * float2(-t, -t)); + float2 uv10 = UnityStereoTransformScreenSpaceTex(i.uv + _DownsampledDepth_TexelSize.xy * float2(t, -t)); + float2 uv01 = UnityStereoTransformScreenSpaceTex(i.uv + _DownsampledDepth_TexelSize.xy * float2(-t, t)); + float2 uv11 = UnityStereoTransformScreenSpaceTex(i.uv + _DownsampledDepth_TexelSize.xy * float2(t, t)); + float4 depths; + depths.x = SAMPLE_TEXTURE2D_X(_DownsampledDepth, sampler_LinearClamp, uv00).r; + depths.y = SAMPLE_TEXTURE2D_X(_DownsampledDepth, sampler_LinearClamp, uv10).r; + depths.z = SAMPLE_TEXTURE2D_X(_DownsampledDepth, sampler_LinearClamp, uv01).r; + depths.w = SAMPLE_TEXTURE2D_X(_DownsampledDepth, sampler_LinearClamp, uv11).r; + float4 diffs = abs(depthFull.xxxx - depths); + + float2 minUV = UnityStereoTransformScreenSpaceTex(i.uv); + if (any(diffs > threshold)) { + // Check 10 vs 00 + float minDiff = lerp(diffs.x, diffs.y, diffs.y < diffs.x); + minUV = lerp(uv00, uv10, diffs.y < diffs.x); + // Check against 01 + minUV = lerp(minUV, uv01, diffs.z < minDiff); + minDiff = lerp(minDiff, diffs.z, diffs.z < minDiff); + // Check against 11 + minUV = lerp(minUV, uv11, diffs.w < minDiff); + } + + float4 pixel = SAMPLE_TEXTURE2D_X(_MainTex, sampler_LinearClamp, minUV); + + pixel.rgb *= BRIGHTNESS; + + #if DITHER + ApplyDither(pixel, i.uv); + #endif + + return pixel; + } + + + float4 FragOnlyDepth (VaryingsSimple i): SV_Target { + UNITY_SETUP_INSTANCE_ID(i); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + return GetRawDepth(i.uv); + } + + +#endif // VOLUMETRIC_LIGHTS_BLUR \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Blur.hlsl.meta b/Assets/External/VolumetricLights/Resources/Shaders/Blur.hlsl.meta new file mode 100644 index 00000000..e7e1c0a5 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Blur.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c57e4e06d87bf498280c78cd3498dbe9 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Blur.shader b/Assets/External/VolumetricLights/Resources/Shaders/Blur.shader new file mode 100644 index 00000000..d2a007a2 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Blur.shader @@ -0,0 +1,96 @@ +Shader "Hidden/VolumetricLights/Blur" +{ +Properties +{ + _BlueNoise("BlueNoise Tex", 2D) = "black" {} + [HideInInspector] _BlendOp("Blend Op", Int) = 0 + [HideInInspector] _BlendSrc("Blend Src", Int) = 1 + [HideInInspector] _BlendDest("Blend Dest", Int) = 1 +} +SubShader +{ + ZWrite Off ZTest Always Blend Off Cull Off + + HLSLINCLUDE + #pragma target 3.0 + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" + ENDHLSL + + Pass { // 0 + Name "Blur horizontally" + HLSLPROGRAM + #pragma vertex VertBlur + #pragma fragment FragBlur + #pragma multi_compile_local _ EDGE_PRESERVE EDGE_PRESERVE_UPSCALING + #define BLUR_HORIZ + #include "Blur.hlsl" + ENDHLSL + } + + Pass { // 1 + Name "Blur vertically" + HLSLPROGRAM + #pragma vertex VertBlur + #pragma fragment FragBlur + #pragma multi_compile_local _ EDGE_PRESERVE EDGE_PRESERVE_UPSCALING + #define BLUR_VERT + #include "Blur.hlsl" + ENDHLSL + } + + Pass { // 2 + Name "Final vertical blur and blend" + BlendOp [_BlendOp] + Blend [_BlendSrc] [_BlendDest] + HLSLPROGRAM + #pragma vertex VertBlur + #pragma fragment FragBlur + #pragma multi_compile_local _ EDGE_PRESERVE EDGE_PRESERVE_UPSCALING + #pragma multi_compile_local _ DITHER + #define BLUR_VERT + #define FINAL_BLEND + #include "Blur.hlsl" + ENDHLSL + } + + Pass { // 3 + Name "Separated Blend (used with upscaling)" + BlendOp [_BlendOp] + Blend[_BlendSrc][_BlendDest] + HLSLPROGRAM + #pragma vertex VertSimple + #pragma fragment FragSeparatedBlend + #pragma multi_compile_local _ DITHER + #include "Blur.hlsl" + ENDHLSL + } + + Pass { // 4 + Name "Downscale depth" + HLSLPROGRAM + #pragma vertex VertSimple + #pragma fragment FragOnlyDepth + #include "Blur.hlsl" + ENDHLSL + } + + Pass { // 5 + Name "Blur vertically final (used with downscaling)" + HLSLPROGRAM + #pragma vertex VertBlur + #pragma fragment FragBlur + #define BLUR_VERT + #define FINAL_BLEND + #pragma multi_compile_local _ EDGE_PRESERVE EDGE_PRESERVE_UPSCALING + #include "Blur.hlsl" + ENDHLSL + } + +} +} diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Blur.shader.meta b/Assets/External/VolumetricLights/Resources/Shaders/Blur.shader.meta new file mode 100644 index 00000000..038686db --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Blur.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 6b7e6acc194204408b3294f5c220fc1e +ShaderImporter: + externalObjects: {} + defaultTextures: + - _BlueNoise: {instanceID: 0} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/CommonsURP.hlsl b/Assets/External/VolumetricLights/Resources/Shaders/CommonsURP.hlsl new file mode 100644 index 00000000..018337b1 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/CommonsURP.hlsl @@ -0,0 +1,175 @@ +#ifndef VOLUMETRIC_LIGHTS_COMMONS_URP +#define VOLUMETRIC_LIGHTS_COMMONS_URP + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" +#include "Options.hlsl" + +#ifndef SHADER_API_PS4 +CBUFFER_START(UnityPerMaterial) +#endif + +float4 _ConeTipData, _ConeAxis; +half4 _ExtraGeoData; +float3 _BoundsCenter, _BoundsExtents; +float3 _MeshBoundsCenter, _MeshBoundsExtents; +half4 _ToLightDir; + +float jitter; +float _NoiseScale; +half _NoiseStrength, _NoiseFinalMultiplier; + +float3 _FallOff; +half4 _Color; +float4 _AreaExtents; + +float4 _RayMarchSettings; +int _RayMarchMaxSteps; +float4 _WindDirection; +half4 _LightColor; +half _Density; +half _Border, _DistanceFallOff; +float _NearClipDistance; +half3 _DirectLightData; +int _FlipDepthTexture; +float _Downscaling; + +#ifndef SHADER_API_PS4 +CBUFFER_END +#endif + +sampler3D _NoiseTex; + +#define FOG_STEPPING _RayMarchSettings.x +#define DITHERING _RayMarchSettings.y +#define JITTERING _RayMarchSettings.z +#define MIN_STEPPING _RayMarchSettings.w + +#define DIRECT_LIGHT_MULTIPLIER _DirectLightData.x +#define DIRECT_LIGHT_SMOOTH_SAMPLES _DirectLightData.y +#define DIRECT_LIGHT_SMOOTH_RADIUS _DirectLightData.z + +#if VL_CAST_DIRECT_LIGHT_ADDITIVE || VL_CAST_DIRECT_LIGHT_BLEND + #define VL_CAST_DIRECT_LIGHT 1 +#else + #define VL_CAST_DIRECT_LIGHT 0 +#endif + +// Common URP code +//#define VR_ENABLED defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) || defined(SINGLE_PASS_STEREO) + +#if defined(USE_ALTERNATE_RECONSTRUCT_API) //|| VR_ENABLED + #define CLAMP_RAY_DEPTH(rayStart, uv, t1) ClampRayDepthAlt(rayStart, uv, t1) +#else + #define CLAMP_RAY_DEPTH(rayStart, uv, t1) ClampRayDepth(rayStart, uv, t1) +#endif + +TEXTURE2D(_CustomDepthTexture); +SAMPLER(sampler_CustomDepthTexture); + +inline float GetRawDepth(float2 uv) { + float sceneDepth = SampleSceneDepth(_FlipDepthTexture ? float2(uv.x, 1.0 - uv.y) : uv); + #if VF2_DEPTH_PREPASS && !(VL_CAST_DIRECT_LIGHT_ADDITIVE || VL_CAST_DIRECT_LIGHT_BLEND) + float customDepth = SAMPLE_DEPTH_TEXTURE(_CustomDepthTexture, sampler_CustomDepthTexture, uv ); + #if UNITY_REVERSED_Z + sceneDepth = max(sceneDepth, customDepth); + #else + sceneDepth = min(sceneDepth, customDepth); + #endif + #endif + return sceneDepth; +} + + +inline void ClampRayDepth(float3 rayStart, float2 uv, inout float t1) { + + #if UNITY_REVERSED_Z + float depth = GetRawDepth(uv); + #else + float depth = GetRawDepth(uv); + depth = depth * 2.0 - 1.0; + #endif + + float3 wpos = ComputeWorldSpacePosition(uv, depth, unity_MatrixInvVP); + + // World position reconstruction (old code) +/* + float depth = GetRawDepth(uv); + float4 raw = mul(UNITY_MATRIX_I_VP, float4(uv * 2 - 1, depth, 1)); + float3 wpos = raw.xyz / raw.w; +*/ + float z = distance(rayStart, wpos); + t1 = min(t1, z); +} + + +// Alternate reconstruct API; URP 7.4 doesn't set UNITY_MATRIX_I_VP correctly in VR, so we need to use this alternate method + +inline float GetLinearEyeDepth(float2 uv) { + float rawDepth = GetRawDepth(uv); // SampleSceneDepth(_FlipDepthTexture ? float2(uv.x, 1.0 - uv.y) : uv); + float sceneLinearDepth = LinearEyeDepth(rawDepth, _ZBufferParams); + #if defined(ORTHO_SUPPORT) + #if UNITY_REVERSED_Z + rawDepth = 1.0 - rawDepth; + #endif + float orthoDepth = lerp(_ProjectionParams.y, _ProjectionParams.z, rawDepth); + sceneLinearDepth = lerp(sceneLinearDepth, orthoDepth, unity_OrthoParams.w); + #endif + return sceneLinearDepth; +} + + +void ClampRayDepthAlt(float3 rayStart, float2 uv, inout float t1) { + float vz = GetLinearEyeDepth(uv); + #if defined(ORTHO_SUPPORT) + if (unity_OrthoParams.w) { + t1 = min(t1, vz); + return; + } + #endif + float2 p11_22 = float2(unity_CameraProjection._11, unity_CameraProjection._22); + float2 suv = uv; + #if UNITY_SINGLE_PASS_STEREO + // If Single-Pass Stereo mode is active, transform the + // coordinates to get the correct output UV for the current eye. + float4 scaleOffset = unity_StereoScaleOffset[unity_StereoEyeIndex]; + suv = (suv - scaleOffset.zw) / scaleOffset.xy; + #endif + float3 vpos = float3((suv * 2 - 1) / p11_22, -1) * vz; + float4 wpos = mul(unity_CameraToWorld, float4(vpos, 1)); + float z = distance(rayStart, wpos.xyz); + t1 = min(t1, z); +} + +#if VL_CAST_DIRECT_LIGHT + +TEXTURE2D_X(_GBuffer0); +TEXTURE2D_X(_GBuffer1); + +struct VolumetricGBufferData { + half3 albedo, specular, normal; +}; + +void GetGBufferData(float2 uv, out VolumetricGBufferData gbuffer) { + + half4 pixelGBuffer0 = SAMPLE_TEXTURE2D_X_LOD(_GBuffer0, sampler_PointClamp, uv, 0); + gbuffer.albedo = pixelGBuffer0.rgb; + + half3 pixelSpecular = SAMPLE_TEXTURE2D_X_LOD(_GBuffer1, sampler_PointClamp, uv, 0).rgb; + + uint materialFlags = UnpackMaterialFlags(pixelGBuffer0.a); + if ((materialFlags & kMaterialFlagSpecularSetup) != 0) { + gbuffer.specular = pixelSpecular; + } else { + gbuffer.specular = 0; + } + + gbuffer.normal = SampleSceneNormals(uv); + } + +#endif + +#endif // VOLUMETRIC_LIGHTS_COMMONS_URP + diff --git a/Assets/External/VolumetricLights/Resources/Shaders/CommonsURP.hlsl.meta b/Assets/External/VolumetricLights/Resources/Shaders/CommonsURP.hlsl.meta new file mode 100644 index 00000000..e89af96b --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/CommonsURP.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d9a6e8e4b7fbf42cc9a8d8e02a8f5861 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/CopyDepthIntoCubemap.shader b/Assets/External/VolumetricLights/Resources/Shaders/CopyDepthIntoCubemap.shader new file mode 100644 index 00000000..ae44e89e --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/CopyDepthIntoCubemap.shader @@ -0,0 +1,63 @@ +Shader "Hidden/VolumetricLights/CopyDepthIntoCubemap" +{ + Properties + { + } + SubShader + { + ZWrite Off ZTest Always Blend Off Cull Off + + Pass + { + + HLSLPROGRAM + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 3.0 + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + TEXTURE2D(_ShadowTexture); + SAMPLER(sampler_ShadowTexture); + float3 _LightPos; + float4x4 _I_VP_Matrix; + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float4 pos : SV_POSITION; + float2 uv : TEXCOORD0; + }; + + v2f vert (appdata v) + { + v2f o; + o.pos = TransformObjectToHClip(v.vertex.xyz); + o.uv = v.uv; + o.uv.y = 1.0 - o.uv.y; + return o; + } + + #define dot2(x) dot(x,x) + + float4 frag (v2f i) : SV_Target + { + float rawDepth = SAMPLE_DEPTH_TEXTURE(_ShadowTexture, sampler_ShadowTexture, i.uv); + float4 positionCS = ComputeClipSpacePosition(i.uv, rawDepth); + float4 hpositionWS = mul(_I_VP_Matrix, positionCS); + float3 wpos = hpositionWS.xyz / hpositionWS.w; + + return dot2(wpos - _LightPos); + } + ENDHLSL + } + } +} diff --git a/Assets/External/VolumetricLights/Resources/Shaders/CopyDepthIntoCubemap.shader.meta b/Assets/External/VolumetricLights/Resources/Shaders/CopyDepthIntoCubemap.shader.meta new file mode 100644 index 00000000..cb874bbf --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/CopyDepthIntoCubemap.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e7302fe51dd7f472c8c62234473d109a +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/DepthOnly.shader b/Assets/External/VolumetricLights/Resources/Shaders/DepthOnly.shader new file mode 100644 index 00000000..7ea85045 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/DepthOnly.shader @@ -0,0 +1,79 @@ +Shader "Hidden/VolumetricLights/DepthOnly" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + _AlphaCutOff("Alpha CutOff", Float) = 0 + } + SubShader + { + ColorMask 0 + ZWrite On + + Pass + { + Name "Volumetric Lights DepthOnly Pass" + HLSLPROGRAM + #pragma target 4.5 + #pragma vertex UnlitPassVertex + #pragma fragment UnlitPassFragment + #pragma multi_compile_local _ DEPTH_PREPASS_ALPHA_TEST + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma multi_compile_instancing + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + TEXTURE2D(_BaseMap); + SAMPLER(sampler_BaseMap); + + #if DEPTH_PREPASS_ALPHA_TEST + CBUFFER_START(UnityPerMaterial) + half _AlphaCutOff; + float4 _BaseMap_ST; + CBUFFER_END + + #ifdef UNITY_DOTS_INSTANCING_ENABLED + UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata) + UNITY_DOTS_INSTANCED_PROP(float, _AlphaCutOff) + UNITY_DOTS_INSTANCED_PROP(float4, _BaseMap_ST) + UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata) + #define _AlphaCutOff UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float, _AlphaCutOff) + #define _BaseMap_ST UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, _BaseMap_ST) + #endif + #endif + + #include "DepthOnly_Include.hlsl" + + ENDHLSL + } + + + Pass + { + Name "Volumetric Lights DepthOnly Pass" // for older GPUs with no DOTs instancing + HLSLPROGRAM + #pragma target 2.0 + #pragma vertex UnlitPassVertex + #pragma fragment UnlitPassFragment + #pragma multi_compile_local _ DEPTH_PREPASS_ALPHA_TEST + #pragma multi_compile_instancing + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" + + TEXTURE2D(_BaseMap); + SAMPLER(sampler_BaseMap); + + #if DEPTH_PREPASS_ALPHA_TEST + CBUFFER_START(UnityPerMaterial) + half _AlphaCutOff; + float4 _BaseMap_ST; + CBUFFER_END + #endif + + #include "DepthOnly_Include.hlsl" + + ENDHLSL + } + + } +} diff --git a/Assets/External/VolumetricLights/Resources/Shaders/DepthOnly.shader.meta b/Assets/External/VolumetricLights/Resources/Shaders/DepthOnly.shader.meta new file mode 100644 index 00000000..94389131 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/DepthOnly.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1239a0d4a4f7d48518e68f3be63bafb9 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/DepthOnly_Include.hlsl b/Assets/External/VolumetricLights/Resources/Shaders/DepthOnly_Include.hlsl new file mode 100644 index 00000000..96ab6231 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/DepthOnly_Include.hlsl @@ -0,0 +1,58 @@ + +struct Attributes +{ + float4 positionOS : POSITION; + #if DEPTH_PREPASS_ALPHA_TEST + float2 uv : TEXCOORD0; + #endif + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct Varyings +{ + float4 positionCS : SV_POSITION; + + #if DEPTH_PREPASS_ALPHA_TEST + float2 uv : TEXCOORD0; + #endif + + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO +}; + +Varyings UnlitPassVertex(Attributes input) +{ + Varyings output = (Varyings)0; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); + + output.positionCS = vertexInput.positionCS; + #if DEPTH_PREPASS_ALPHA_TEST + output.uv = TRANSFORM_TEX(input.uv, _BaseMap); + #endif + + return output; +} + +void UnlitPassFragment( + Varyings input + , out half4 outColor : SV_Target0 +) +{ + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + #if DEPTH_PREPASS_ALPHA_TEST + half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, input.uv); + clip(color.a - _AlphaCutOff); + #endif + + outColor = 0; + +} + + \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Resources/Shaders/DepthOnly_Include.hlsl.meta b/Assets/External/VolumetricLights/Resources/Shaders/DepthOnly_Include.hlsl.meta new file mode 100644 index 00000000..f553f2b0 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/DepthOnly_Include.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 35b7a06b2bf0c42e4aba0306832f14dc +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Empty.shader b/Assets/External/VolumetricLights/Resources/Shaders/Empty.shader new file mode 100644 index 00000000..69063f9b --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Empty.shader @@ -0,0 +1,55 @@ +Shader "VolumetricLights/Empty" +{ + Properties + { + [HideInInspector] _MainTex ("Texture", 2D) = "white" {} + _Color("Color", Color) = (0.9,0.9,0.9,0.3) + } + SubShader + { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent+100" } + Blend SrcAlpha OneMinusSrcAlpha + ZTest Always + Cull Front + ZWrite Off + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #include "UnityCG.cginc" + + half4 _Color; + + struct appdata + { + float4 vertex : POSITION; + }; + + struct v2f + { + float4 pos : SV_POSITION; + }; + + v2f vert(appdata v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.vertex.xyz); + #if defined(UNITY_REVERSED_Z) + o.pos.z = 1.0e-9f; + #else + o.pos.z = o.pos.w - 1.0e-6f; + #endif + return o; + } + + half4 frag(v2f i) : SV_Target + { + return _Color; + } + ENDCG + } + + } +} \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Empty.shader.meta b/Assets/External/VolumetricLights/Resources/Shaders/Empty.shader.meta new file mode 100644 index 00000000..c6f8a7b4 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Empty.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a31c48616360a49a0a98078f92211ddb +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Invisible.shader b/Assets/External/VolumetricLights/Resources/Shaders/Invisible.shader new file mode 100644 index 00000000..f3ff388e --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Invisible.shader @@ -0,0 +1,45 @@ +Shader "VolumetricLights/Invisible" +{ + Properties + { + [HideInInspector] _MainTex ("Texture", 2D) = "white" {} + [HideInInspector] _Color("Color", Color) = (0.9,0.9,0.9,0.3) + } + SubShader + { + Tags { "RenderType" = "Opaque" "Queue" = "Geometry-100" } + ZTest Always + ZWrite Off + ColorMask 0 + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + struct appdata + { + float4 vertex : POSITION; + }; + + struct v2f + { + float4 pos : SV_POSITION; + }; + + v2f vert(appdata v) + { + v2f o; + o.pos = -1000; + return o; + } + + half4 frag(v2f i) : SV_Target + { + return 0; + } + ENDCG + } + + } +} \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Invisible.shader.meta b/Assets/External/VolumetricLights/Resources/Shaders/Invisible.shader.meta new file mode 100644 index 00000000..2b147ef8 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Invisible.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8a09688109aaa4029b247d3c79148b40 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Lighting.hlsl b/Assets/External/VolumetricLights/Resources/Shaders/Lighting.hlsl new file mode 100644 index 00000000..b34c78cd --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Lighting.hlsl @@ -0,0 +1,19 @@ +#if VL_CAST_DIRECT_LIGHT + +void AddDirectLighting(float3 wpos, float2 uv, inout half4 sum) { + #if VL_CAST_DIRECT_LIGHT_BLEND + VolumetricGBufferData gbuffer; + GetGBufferData(uv, gbuffer); + half3 color = (gbuffer.albedo + gbuffer.specular) * _LightColor.rgb; + half3 normal = gbuffer.normal; + #else + half3 color = _LightColor.rgb; + half3 normal = SampleSceneNormals(uv); + #endif + half3 atten = GetShadowAttenWS_Soft(wpos) * DistanceAttenuation(wpos); + half3 lambert = LightingLambert(color, _ToLightDir.xyz, normal); + half3 directLight = lambert * atten * DIRECT_LIGHT_MULTIPLIER; + sum.rgb += directLight * (1.0 - sum.a); +} + +#endif \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Lighting.hlsl.meta b/Assets/External/VolumetricLights/Resources/Shaders/Lighting.hlsl.meta new file mode 100644 index 00000000..e9f153ef --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Lighting.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 26987cdca1f174a3a8a28b92b54cd35b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Options.hlsl b/Assets/External/VolumetricLights/Resources/Shaders/Options.hlsl new file mode 100644 index 00000000..0b809831 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Options.hlsl @@ -0,0 +1,12 @@ +#ifndef VOLUMETRIC_LIGHTS_OPTIONS +#define VOLUMETRIC_LIGHTS_OPTIONS + +/* Uncomment this line to fully support orthographic camera */ +//#define ORTHO_SUPPORT + +/* Uncomment this line to force use the old world reconstruction method (should be used for VR modes) */ +//#define USE_ALTERNATE_RECONSTRUCT_API + + +#endif // VOLUMETRIC_LIGHTS_OPTIONS + diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Options.hlsl.meta b/Assets/External/VolumetricLights/Resources/Shaders/Options.hlsl.meta new file mode 100644 index 00000000..18202723 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Options.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c96c3964ffa6f4d0186683e5eda965ab +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Particles.meta b/Assets/External/VolumetricLights/Resources/Shaders/Particles.meta new file mode 100644 index 00000000..63d79efa --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Particles.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d210947d86cab492b8ae9ae9534e7ee5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticles.shader b/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticles.shader new file mode 100644 index 00000000..709e2493 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticles.shader @@ -0,0 +1,122 @@ +Shader "VolumetricLights/DustParticles" +{ + Properties + { + _BaseMap("Base Map", 2D) = "white" {} + _BaseColor("Base Color", Color) = (1,1,1,1) + + _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + _BumpMap("Normal Map", 2D) = "bump" {} + + _EmissionColor("Color", Color) = (0,0,0) + _EmissionMap("Emission", 2D) = "white" {} + + // ------------------------------------- + // Particle specific + _SoftParticlesNearFadeDistance("Soft Particles Near Fade", Float) = 0.0 + _SoftParticlesFarFadeDistance("Soft Particles Far Fade", Float) = 1.0 + _CameraNearFadeDistance("Camera Near Fade", Float) = 1.0 + _CameraFarFadeDistance("Camera Far Fade", Float) = 2.0 + _DistortionBlend("Distortion Blend", Float) = 0.5 + _DistortionStrength("Distortion Strength", Float) = 1.0 + + // ------------------------------------- + // Hidden properties - Generic + [HideInInspector] _Surface("__surface", Float) = 0.0 + [HideInInspector] _Blend("__mode", Float) = 0.0 + [HideInInspector] _AlphaClip("__clip", Float) = 0.0 + [HideInInspector] _BlendOp("__blendop", Float) = 0.0 + [HideInInspector] _SrcBlend("__src", Float) = 1.0 + [HideInInspector] _DstBlend("__dst", Float) = 0.0 + [HideInInspector] _ZWrite("__zw", Float) = 1.0 + [HideInInspector] _Cull("__cull", Float) = 2.0 + // Particle specific + [HideInInspector] _ColorMode("_ColorMode", Float) = 0.0 + [HideInInspector] _BaseColorAddSubDiff("_ColorMode", Vector) = (0,0,0,0) + [ToggleOff] _FlipbookBlending("__flipbookblending", Float) = 0.0 + [HideInInspector] _SoftParticlesEnabled("__softparticlesenabled", Float) = 0.0 + [HideInInspector] _CameraFadingEnabled("__camerafadingenabled", Float) = 0.0 + [HideInInspector] _SoftParticleFadeParams("__softparticlefadeparams", Vector) = (0,0,0,0) + [HideInInspector] _CameraFadeParams("__camerafadeparams", Vector) = (0,0,0,0) + [HideInInspector] _DistortionEnabled("__distortionenabled", Float) = 0.0 + [HideInInspector] _DistortionStrengthScaled("Distortion Strength Scaled", Float) = 0.1 + [HideInInspector] _ParticleDistanceAtten ("Distance Atten", Float) = 10 + + // Editmode props + [HideInInspector] _QueueOffset("Queue offset", Float) = 0.0 + + // ObsoleteProperties + [HideInInspector] _FlipbookMode("flipbook", Float) = 0 + [HideInInspector] _Mode("mode", Float) = 0 + [HideInInspector] _Color("color", Color) = (1,1,1,1) + + [HideInInspector] _BoundsCenter("Bounds Center", Vector) = (0,0,0) + [HideInInspector] _BoundsExtents("Bounds Size", Vector) = (0,0,0) + [HideInInspector] _ConeTipData("Cone Tip Data", Vector) = (0,0,0,0.1) + [HideInInspector] _ExtraGeoData("Extra Geo Data", Vector) = (1.0, 0, 0) + [HideInInspector] _Border("Border", Float) = 0.1 + [HideInInspector] _DistanceFallOff("Length Falloff", Float) = 0 + [HideInInspector] _NearClipDistance("Near Clip Distance", Float) = 0 + [HideInInspector] _FallOff("FallOff Physical", Vector) = (1.0, 2.0, 1.0) + [HideInInspector] _ConeAxis("Cone Axis", Vector) = (0,0,0,0.5) + [HideInInspector] _AreaExtents("Area Extents", Vector) = (0,0,0,1) + [HideInInspector] _ParticleLightColor("Particle Light Color", Color) = (1,1,1,1) + [HideInInspector] _ShadowIntensity("Shadow Intensity", Vector) = (0,1,0,0) + [HideInInspector] _Cookie2D("Cookie (2D)", 2D) = "black" {} + [HideInInspector] _Cookie2D_SS("Cookie (Scale and Speed)", Vector) = (1,1,0,0) + [HideInInspector] _Cookie2D_Offset("Cookie (Offset)", Vector) = (0,0,0,0) + } + + SubShader + { + Tags{"RenderType" = "Transparent" "Queue"="Transparent+1" "IgnoreProjector" = "True" "PreviewType" = "Plane" "PerformanceChecks" = "False" "RenderPipeline" = "UniversalPipeline"} + + // ------------------------------------------------------------------ + // Forward pass. + Pass + { + // Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with + // no LightMode tag are also rendered by Universal Render Pipeline + Name "ForwardLit" + + Blend SrcAlpha One + ZWrite Off + Cull Off + ColorMask RGB + + HLSLPROGRAM + // Required to compile gles 2.0 with standard SRP library + // All shaders must be compiled with HLSLcc and currently only gles is not using HLSLcc by default + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 2.0 + + // ------------------------------------- + // Particle Keywords +// #pragma shader_feature _SOFTPARTICLES_ON +// #pragma shader_feature _FADING_ON +// #pragma shader_feature _DISTORTION_ON + + #pragma multi_compile_local_fragment VL_SPOT VL_SPOT_COOKIE VL_POINT VL_AREA_RECT VL_AREA_DISC + #pragma multi_compile_local_fragment _ VL_SHADOWS VL_SHADOWS_CUBEMAP VL_SHADOWS_TRANSLUCENCY + #pragma multi_compile_local_fragment _ VL_PHYSICAL_ATTEN + #pragma shader_feature_local_fragment _ VL_CUSTOM_BOUNDS + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile_fog + + #pragma vertex vertParticleUnlit + #pragma fragment fragParticleUnlit + + #undef unity_WorldToObject + #define unity_WorldToObject _WorldToLocal + + #include_with_pragmas "DustParticlesInput.hlsl" + #include_with_pragmas "DustParticlesForwardPass.hlsl" + + ENDHLSL + } + } +} diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticles.shader.meta b/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticles.shader.meta new file mode 100644 index 00000000..b888dbe6 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticles.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fc2655527708b470d9b23bfe28ede3e9 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticlesForwardPass.hlsl b/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticlesForwardPass.hlsl new file mode 100644 index 00000000..a101b102 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticlesForwardPass.hlsl @@ -0,0 +1,91 @@ +#ifndef UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED +#define UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" +#include "../Primitives.hlsl" +#include "../ShadowOcclusion.hlsl" + + +void InitializeInputData(VaryingsParticle input, half3 normalTS, out InputData output) +{ + output = (InputData)0; + + output.positionWS = input.positionWS.xyz; + + output.normalWS = NormalizeNormalPerPixel(output.normalWS); + + output.fogCoord = (half)input.positionWS.w; + output.vertexLighting = half3(0.0h, 0.0h, 0.0h); + output.bakedGI = SampleSHPixel(input.vertexSH, output.normalWS); +} + +/////////////////////////////////////////////////////////////////////////////// +// Vertex and Fragment functions // +/////////////////////////////////////////////////////////////////////////////// + +VaryingsParticle vertParticleUnlit(AttributesParticle input) +{ + VaryingsParticle output = (VaryingsParticle)0; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + VertexPositionInputs vertexInput = GetVertexPositionInputs(input.vertex.xyz); + + // position ws is used to compute eye depth in vertFading + output.positionWS.xyz = vertexInput.positionWS; + output.positionWS.w = ComputeFogFactor(vertexInput.positionCS.z); + output.clipPos = vertexInput.positionCS; + output.color = input.color; + + float3 deltaPos = (float3)(output.positionWS.xyz - _WorldSpaceCameraPos.xyz); + float distSqr = dot(deltaPos, deltaPos); + float distAtten = saturate(_ParticleDistanceAtten / distSqr); + output.color.a *= distAtten; + + output.texcoord = input.texcoords.xy; + +#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON) + output.projectedPosition = ComputeScreenPos(vertexInput.positionCS); +#endif + + return output; +} + +half4 fragParticleUnlit(VaryingsParticle input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + #if VL_CUSTOM_BOUNDS + if (!TestBounds(input.positionWS.xyz)) return 0; + #endif + + float2 uv = input.texcoord; + float3 blendUv = float3(0, 0, 0); + + float4 projectedPosition = float4(0,0,0,0); +#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON) + projectedPosition = input.projectedPosition; +#endif + + half4 albedo = SampleAlbedo(uv, blendUv, _BaseColor, input.color, projectedPosition, TEXTURE2D_ARGS(_BaseMap, sampler_BaseMap)); + + albedo *= _ParticleLightColor; + + albedo.a *= DistanceAttenuation(input.positionWS.xyz); + + albedo.a = saturate(albedo.a); + + #if VL_SHADOWS || VL_SPOT_COOKIE || VL_SHADOWS_CUBEMAP || VL_SHADOWS_TRANSLUCENCY + albedo.rgb *= GetShadowAttenParticlesWS(input.positionWS.xyz); + #endif + + half3 result = albedo.rgb; + half fogFactor = input.positionWS.w; + result = MixFogColor(result, half3(0, 0, 0), fogFactor); + return half4(result, albedo.a); +} + +#endif // UNIVERSAL_PARTICLES_UNLIT_FORWARD_PASS_INCLUDED diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticlesForwardPass.hlsl.meta b/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticlesForwardPass.hlsl.meta new file mode 100644 index 00000000..1a7b35ce --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticlesForwardPass.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 319d96faa44954d87998ebe2615e505c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticlesInput.hlsl b/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticlesInput.hlsl new file mode 100644 index 00000000..e6da180b --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticlesInput.hlsl @@ -0,0 +1,92 @@ +#ifndef UNIVERSAL_PARTICLES_UNLIT_INPUT_INCLUDED +#define UNIVERSAL_PARTICLES_UNLIT_INPUT_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + +#if !defined(SHADER_API_PS5) && !defined(SHADER_API_PS4) +CBUFFER_START(UnityPerMaterial) +#endif + +float4 _SoftParticleFadeParams; +float4 _CameraFadeParams; +float4 _BaseMap_ST; +half4 _BaseColor; +half4 _BaseColorAddSubDiff; +half _DistortionStrengthScaled; +half _DistortionBlend; + +float4 _ConeTipData, _ConeAxis; +float4 _ExtraGeoData; +float3 _BoundsCenter, _BoundsExtents; +float3 _MeshBoundsCenter, _MeshBoundsExtents; +float _Border, _DistanceFallOff; +float3 _FallOff; + +half4 _Color; +float4 _AreaExtents; +half4 _ParticleLightColor; +float _ParticleDistanceAtten; +float _NearClipDistance; + +#if !defined(SHADER_API_PS5) && !defined(SHADER_API_PS4) +CBUFFER_END +#endif + + +struct AttributesParticle +{ + float4 vertex : POSITION; + half4 color : COLOR; + float2 texcoords : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct VaryingsParticle +{ + half4 color : COLOR; + float2 texcoord : TEXCOORD0; + + float4 positionWS : TEXCOORD1; +#if defined(_SOFTPARTICLES_ON) || defined(_FADING_ON) || defined(_DISTORTION_ON) + float4 projectedPosition : TEXCOORD6; +#endif + + float3 vertexSH : TEXCOORD8; // SH + float4 clipPos : SV_POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO +}; + +#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl" + +#define SOFT_PARTICLE_NEAR_FADE _SoftParticleFadeParams.x +#define SOFT_PARTICLE_INV_FADE_DISTANCE _SoftParticleFadeParams.y + +#define CAMERA_NEAR_FADE _CameraFadeParams.x +#define CAMERA_INV_FADE_DISTANCE _CameraFadeParams.y + +half4 SampleAlbedo(float2 uv, float3 blendUv, half4 color, float4 particleColor, float4 projectedPosition, TEXTURE2D_PARAM(albedoMap, sampler_albedoMap)) +{ + half4 albedo = BlendTexture(TEXTURE2D_ARGS(albedoMap, sampler_albedoMap), uv, blendUv) * color; + + // No distortion Support + half4 colorAddSubDiff = half4(0, 0, 0, 0); +#if defined (_COLORADDSUBDIFF_ON) + colorAddSubDiff = _BaseColorAddSubDiff; +#endif + albedo = MixParticleColor(albedo, particleColor, colorAddSubDiff); + + albedo.rgb = AlphaModulate(albedo.rgb, albedo.a); + +#if defined(_SOFTPARTICLES_ON) + albedo = SOFT_PARTICLE_MUL_ALBEDO(albedo, SoftParticles(SOFT_PARTICLE_NEAR_FADE, SOFT_PARTICLE_INV_FADE_DISTANCE, projectedPosition)); +#endif + + #if defined(_FADING_ON) + ALBEDO_MUL *= CameraFade(CAMERA_NEAR_FADE, CAMERA_INV_FADE_DISTANCE, projectedPosition); + #endif + + return albedo; +} + +#endif // UNIVERSAL_PARTICLES_PBR_INCLUDED diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticlesInput.hlsl.meta b/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticlesInput.hlsl.meta new file mode 100644 index 00000000..2a9c8c55 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Particles/DustParticlesInput.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 640e42f3d65c24428bea8b52945402e0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Primitives.hlsl b/Assets/External/VolumetricLights/Resources/Shaders/Primitives.hlsl new file mode 100644 index 00000000..f66b678b --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Primitives.hlsl @@ -0,0 +1,212 @@ +#ifndef VOLUMETRIC_LIGHTS_PRIMITIVES +#define VOLUMETRIC_LIGHTS_PRIMITIVES + +#define LIGHT_POS _ConeTipData.xyz +#define CONE_TIP_RADIUS _ConeTipData.w +#define CONE_BASE_RADIUS _ExtraGeoData.x +#define RANGE_SQR _ConeAxis.w +#define RANGE _ExtraGeoData.w + +float BoxIntersection(float3 origin, float3 viewDir) { + origin = mul(unity_WorldToObject, float4(origin, 1.0)).xyz; + viewDir = mul((float3x3)unity_WorldToObject, viewDir); + float3 ro = origin - _MeshBoundsCenter; + float3 invR = 1.0.xxx / viewDir; + float3 tbot = invR * (-_MeshBoundsExtents - ro); + float3 ttop = invR * (_MeshBoundsExtents - ro); + float3 tmin = min (ttop, tbot); + float2 tt0 = max (tmin.xx, tmin.yz); + float t = max(tt0.x, tt0.y); + return t; +} + +float SphereIntersection(float3 origin, float3 viewDir) { + float3 oc = origin - LIGHT_POS; + float b = dot(viewDir, oc); + float c = dot(oc,oc) - RANGE_SQR; + float t = b*b - c; + t = sqrt(abs(t)); + return -b-t; +} + +#define dot2(v) dot(v,v) + +// from: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm +float ConeIntersection(float3 origin, float3 viewDir) { + float3 pb = LIGHT_POS + _ConeAxis.xyz; + + float3 ba = pb - LIGHT_POS; + float3 oa = origin - LIGHT_POS; + float3 ob = origin - pb; + float m0 = dot(ba,ba); + float m1 = dot(oa,ba); + float m2 = dot(viewDir,ba); + float m3 = dot(viewDir,oa); + float m5 = dot(oa,oa); + float m9 = dot(ob,ba); + + //caps + if( m1<0.0 ) { + if( dot2(oa*m2-viewDir*m1) < CONE_TIP_RADIUS*CONE_TIP_RADIUS*m2*m2 ) + return -m1/m2; + } + else if( m9>0.0 ) { + float t = -m9/m2; + if( dot2(ob+viewDir*t)< CONE_BASE_RADIUS*CONE_BASE_RADIUS ) + return t; + } + + // body + float rr = CONE_TIP_RADIUS - CONE_BASE_RADIUS; + float hy = m0 + rr*rr; + float k2 = m0*m0 - m2*m2*hy; + float k1 = m0*m0*m3 - m1*m2*hy + m0*CONE_TIP_RADIUS*(rr*m2*1.0 ); + float k0 = m0*m0*m5 - m1*m1*hy + m0*CONE_TIP_RADIUS*(rr*m1*2.0 - m0*CONE_TIP_RADIUS); + float h = k1*k1 - k2*k0; + if( h<0.0 ) return -1; //no intersection + float t = (-k1-sqrt(abs(h)))/k2; + float y = m1 + t*m2; + if( y<0.0 || y>m0 ) return -1; //no intersection + return t; +} + + +float ComputeIntersection(float3 origin, float3 viewDir) { + #if VL_POINT + float t = SphereIntersection(origin, viewDir); + #elif VL_SPOT || VL_SPOT_COOKIE + float t = ConeIntersection(origin, viewDir); + #else + float t = BoxIntersection(origin, viewDir); + #endif + t = max(t, 0); + return t; +} + + +void BoundsIntersection(float3 origin, float3 viewDir, inout float t0, inout float t1) { + float3 ro = origin - _BoundsCenter; + float3 invR = 1.0.xxx / viewDir; + float3 tbot = invR * (-_BoundsExtents - ro); + float3 ttop = invR * (_BoundsExtents - ro); + float3 tmin = min (ttop, tbot); + float2 tt0 = max (tmin.xx, tmin.yz); + t0 = max(tt0.x, tt0.y); + t0 = max(t0, 0); + float3 tmax = max (ttop, tbot); + tt0 = min (tmax.xx, tmax.yz); + t1 = min(tt0.x, tt0.y); + t1 = max(t1, t0); +} + +bool TestBounds(float3 wpos) { + return all ( abs(wpos - _BoundsCenter) <= _BoundsExtents ); +} + + +float ConeAttenuation(float3 wpos) { + + float3 p = wpos - LIGHT_POS; + float t = dot(p, _ConeAxis.xyz) / RANGE_SQR; + t = saturate(t); + + float3 projection = t * _ConeAxis.xyz; + float distSqr = dot2(p - projection); + + float maxDist = lerp(CONE_TIP_RADIUS, CONE_BASE_RADIUS, t); + float maxDistSqr = maxDist * maxDist; + float cone = (maxDistSqr - distSqr ) / (maxDistSqr * _Border); + cone = saturate(cone); + + float t0 = dot2(p) / RANGE_SQR; // ensure light doesn't extend beyound spherical range + +#if VL_PHYSICAL_ATTEN + float t1 = t0 * _DistanceFallOff; + float atten = (1.0 - t0) / dot(_FallOff, float3(1.0, t1, t1*t1)); +#else + float atten = 1.0 - (t0 * _DistanceFallOff); +#endif + + atten *= step(_NearClipDistance, t); + + cone *= saturate(atten); + return cone; +} + + +float SphereAttenuation(float3 wpos) { + float3 v = wpos - LIGHT_POS; + float distSqr = dot2(v); + +#if VL_PHYSICAL_ATTEN + float t = distSqr / RANGE_SQR; + float t1 = t * _DistanceFallOff; + float atten = (1.0 - t) / dot(_FallOff, float3(1.0, t1, t1*t1)); +#else + float atten = distSqr * _ExtraGeoData.y + _ExtraGeoData.z; +#endif + return atten; +} + + +float AreaRectAttenuation(float3 wpos) { + float3 v = mul(unity_WorldToObject, float4(wpos, 1)).xyz; + v = abs(v); + float3 extents = _AreaExtents.xyz; + float baseMultiplier = 1.0 + _AreaExtents.w * v.z; + extents.xy *= baseMultiplier; + float3 dd = extents - v; + dd.xy = saturate(dd.xy / (extents.xy * _Border)); + float rect = min(dd.x, dd.y); + +#if VL_PHYSICAL_ATTEN + float t = v.z / _AreaExtents.z; + float t1 = t * _DistanceFallOff; + float atten = (1.0 - t) / dot(_FallOff, float3(1.0, t1, t1*t1)); +#else + float atten = 1.0 - (v.z / _AreaExtents.z) * _DistanceFallOff; +#endif + rect *= saturate(atten); + return rect; +} + + +float AreaDiscAttenuation(float3 wpos) { + float3 v = mul(unity_WorldToObject, float4(wpos, 1)).xyz; + //v.z = max(v.z, 0); // abs(v); + float distSqr = dot2(v.xy); + + float maxDistSqr = _AreaExtents.x; + float baseMultiplier = 1.0 + _AreaExtents.w * v.z; + maxDistSqr *= baseMultiplier * baseMultiplier; + + float disc = saturate ((maxDistSqr - distSqr) / (maxDistSqr * _Border)); + +#if VL_PHYSICAL_ATTEN + float t = v.z / _AreaExtents.z; + float t1 = t * _DistanceFallOff; + float atten = (1.0 - t) / dot(_FallOff, float3(1.0, t1, t1*t1)); +#else + float atten = 1.0 - (v.z / _AreaExtents.z) * _DistanceFallOff; +#endif + disc *= saturate(atten); + return disc; +} + + +float DistanceAttenuation(float3 wpos) { + + #if VL_SPOT || VL_SPOT_COOKIE + return ConeAttenuation(wpos); + #elif VL_POINT + return SphereAttenuation(wpos); + #elif VL_AREA_RECT + return AreaRectAttenuation(wpos); + #elif VL_AREA_DISC + return AreaDiscAttenuation(wpos); + #else + return 1; + #endif +} + +#endif // VOLUMETRIC_LIGHTS_PRIMITIVES \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Primitives.hlsl.meta b/Assets/External/VolumetricLights/Resources/Shaders/Primitives.hlsl.meta new file mode 100644 index 00000000..c3770e5c --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Primitives.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 33dbe8d610f55449ab5ebaea94200282 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Raymarch.hlsl b/Assets/External/VolumetricLights/Resources/Shaders/Raymarch.hlsl new file mode 100644 index 00000000..4aaf4aad --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Raymarch.hlsl @@ -0,0 +1,105 @@ + +TEXTURE2D(_BlueNoise); +float4 _BlueNoise_TexelSize; + +void SetJitter(float2 uv) { + uv *= _ScreenParams.xy / (_Downscaling + 1); +#if VL_BLUENOISE + float2 noiseUV = uv * _BlueNoise_TexelSize.xy + _WindDirection.ww; + jitter = SAMPLE_TEXTURE2D_LOD(_BlueNoise, sampler_PointRepeat, noiseUV, 0).r; +#else + const float3 magic = float3( 0.06711056, 0.00583715, 52.9829189 ); + jitter = frac( magic.z * frac( dot( uv, magic.xy ) ) ); +#endif +} + + +inline float3 ProjectOnPlane(float3 v, float3 planeNormal) { + float sqrMag = dot(planeNormal, planeNormal); + float dt = dot(v, planeNormal); + return v - planeNormal * dt / sqrMag; +} + +inline float3 GetRayStart(float3 wpos) { + float3 cameraPosition = GetCameraPositionWS(); + #if defined(ORTHO_SUPPORT) + float3 cameraForward = UNITY_MATRIX_V[2].xyz; + float3 rayStart = ProjectOnPlane(wpos - cameraPosition, cameraForward) + cameraPosition; + return lerp(cameraPosition, rayStart, unity_OrthoParams.w); + #else + return cameraPosition; + #endif +} + + +half SampleDensity(float3 wpos) { + +#if VL_NOISE + half density = tex3Dlod(_NoiseTex, float4(wpos * _NoiseScale - _WindDirection.xyz, 0)).r; + density = saturate( (1.0 - density * _NoiseStrength) * _NoiseFinalMultiplier); +#else + half density = 1.0; +#endif + + return density * DistanceAttenuation(wpos); +} + +void AddFog(float3 wpos, float energyStep, half4 baseColor, inout half4 sum) { + + half density = SampleDensity(wpos); + + half4 fgCol = half4(baseColor.rgb, baseColor.a * density); + fgCol.rgb *= fgCol.aaa; + fgCol.a = min(1.0, fgCol.a); + + fgCol *= energyStep; + sum += fgCol * (1.0 - sum.a); +} + + + +half4 Raymarch(float3 rayStart, float3 rayDir, float t0, float t1) { + + // diffusion + #if VL_POINT + half spec = dot(rayDir, normalize(_ConeTipData.xyz - _WorldSpaceCameraPos)); + #else + half spec = dot(rayDir, _ToLightDir.xyz); + #endif + half diffusion = 1.0 + spec * spec * _ToLightDir.w; + half4 lightColor = half4(_LightColor.rgb * diffusion, _LightColor.a); + + // compute raymarch step + float rs = MIN_STEPPING + max(0, log(t1-t0)) / FOG_STEPPING; + half4 sum = half4(0,0,0,0); + + // raymarch + float3 wpos = rayStart + rayDir * t0; + rayDir *= rs; + half energyStep = min(1.0, _Density * half(rs)); + float t = 0; + t1 -= t0; + for (int k=0;k<_RayMarchMaxSteps;k++) { + if (t >= t1) break; + #if VL_SHADOWS_CUBEMAP + half atten = GetShadowCubemapAtten(wpos); + half4 baseColor = lerp(_ShadowColor, lightColor, atten); + AddFog(wpos, energyStep, baseColor, sum); + #elif VL_SHADOWS || VL_SPOT_COOKIE || VL_SHADOWS_TRANSLUCENCY + half3 atten = GetShadowAtten(t / t1); + #if VL_SHADOWS + half4 baseColor = lerp(_ShadowColor, lightColor, atten.r); + #else + half4 baseColor = half4(lightColor.rgb * atten, lightColor.a); + #endif + AddFog(wpos, energyStep, baseColor, sum); + #else + AddFog(wpos, energyStep, lightColor, sum); + #endif + if (sum.a > 0.99) break; + t += rs; + wpos += rayDir; + } + + return sum; +} diff --git a/Assets/External/VolumetricLights/Resources/Shaders/Raymarch.hlsl.meta b/Assets/External/VolumetricLights/Resources/Shaders/Raymarch.hlsl.meta new file mode 100644 index 00000000..7d9f9464 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/Raymarch.hlsl.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6f44a8d3d82d441d7938de9d4eed117e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Resources/Shaders/ShadowOcclusion.hlsl b/Assets/External/VolumetricLights/Resources/Shaders/ShadowOcclusion.hlsl new file mode 100644 index 00000000..0e82a065 --- /dev/null +++ b/Assets/External/VolumetricLights/Resources/Shaders/ShadowOcclusion.hlsl @@ -0,0 +1,204 @@ +#ifndef VOLUMETRIC_LIGHTS_CUSTOM_SHADOW +#define VOLUMETRIC_LIGHTS_CUSTOM_SHADOW + +#define USE_NATIVE_SHADOWMAP_TEST 0 + +#if USE_NATIVE_SHADOWMAP_TEST + TEXTURE2D_SHADOW(_ShadowTexture); + SAMPLER_CMP(sampler_ShadowTexture); +#else + TEXTURE2D(_ShadowTexture); + SAMPLER(sampler_ShadowTexture); +#endif + +float4 _ShadowTexture_TexelSize; + +float4x4 _ShadowMatrix; + +TEXTURECUBE(_ShadowCubemap); +SAMPLER(sampler_ShadowCubemap); + +TEXTURE2D(_TranslucencyTexture); +SAMPLER(sampler_TranslucencyTexture); +float4 _TranslucencyTexture_TexelSize; + +float4 shadowTextureStart; +float4 shadowTextureEnd; +half3 _ShadowIntensity; +half4 _ShadowColor; + +TEXTURE2D(_Cookie2D); +SAMPLER(sampler_Cookie2D); +float4 _Cookie2D_SS; +float2 _Cookie2D_Offset; + +inline void ComputeShadowTextureCoords(float3 rayStart, float3 rayDir, float t0, float t1) { + #if !VL_SHADOWS_CUBEMAP + shadowTextureStart = mul(_ShadowMatrix, float4(rayStart + rayDir * t0, 1.0)); + shadowTextureEnd = mul(_ShadowMatrix, float4(rayStart + rayDir * t1, 1.0)); + #endif +} + +half TestShadowMap(float4 shadowCoords) { + +#if USE_NATIVE_SHADOWMAP_TEST + shadowCoords.z += 0.003; + return SAMPLE_TEXTURE2D_SHADOW(_ShadowTexture, sampler_ShadowTexture, shadowCoords.xyz); +#else + float shadowDepth = SAMPLE_TEXTURE2D_LOD(_ShadowTexture, sampler_ShadowTexture, shadowCoords.xy, 1).r; + #if UNITY_REVERSED_Z + shadowCoords.z = shadowCoords.w - shadowCoords.z; + shadowDepth = shadowCoords.w - shadowDepth; + #endif + #if VL_POINT + shadowCoords.z = clamp(shadowCoords.z, -shadowCoords.w, shadowCoords.w); + #endif + half shadowTest = shadowCoords.z<0 || shadowDepth > shadowCoords.z; + return shadowTest; + #endif + +} + +half3 UnitySpotCookie(float4 lightCoord) { + half4 cookie = SAMPLE_TEXTURE2D_LOD(_Cookie2D, sampler_Cookie2D, lightCoord.xy * _Cookie2D_SS.xy + _Cookie2D_Offset + _Time.yy * _Cookie2D_SS.zw, 0); + return cookie.rgb; +} + + +half3 SampleTranslucency(float4 shadowCoords) { + float4 translucencyData = SAMPLE_TEXTURE2D_LOD(_TranslucencyTexture, sampler_TranslucencyTexture, shadowCoords.xy, 0); + float transpDepth = translucencyData.w; + #if UNITY_REVERSED_Z + shadowCoords.z = shadowCoords.w - shadowCoords.z; + transpDepth = shadowCoords.w - transpDepth; + #endif + return transpDepth > shadowCoords.z ? 1.0.xxx : translucencyData.rgb; +} + +half3 GetShadowTerm(float4 shadowCoords) { + + #if VL_SHADOWS_TRANSLUCENCY + half3 s = SampleTranslucency(shadowCoords); + #elif VL_SPOT_COOKIE + half3 s = UnitySpotCookie(shadowCoords); + #else + half3 s = 1.0.xxx; + #endif + + #if VL_SHADOWS || VL_SHADOWS_TRANSLUCENCY + half sm = TestShadowMap(shadowCoords); + sm = sm * _ShadowIntensity.x + _ShadowIntensity.y; + s *= sm; + #endif + + return s; +} + +half3 GetShadowAtten(float x) { + float4 shadowCoords = lerp(shadowTextureStart, shadowTextureEnd, x); + shadowCoords.xyz /= shadowCoords.w; + return GetShadowTerm(shadowCoords); +} + +half3 GetShadowAttenWS(float3 wpos) { + float4 shadowCoords = mul(_ShadowMatrix, float4(wpos, 1.0)); + shadowCoords.xyz /= shadowCoords.w; + return GetShadowTerm(shadowCoords); +} + +#if VL_CAST_DIRECT_LIGHT + +static const float2 PoissonOffsets[32] = { + float2(0.06407013, 0.05409927), + float2(0.7366577, 0.5789394), + float2(-0.6270542, -0.5320278), + float2(-0.4096107, 0.8411095), + float2(0.6849564, -0.4990818), + float2(-0.874181, -0.04579735), + float2(0.9989998, 0.0009880066), + float2(-0.004920578, -0.9151649), + float2(0.1805763, 0.9747483), + float2(-0.2138451, 0.2635818), + float2(0.109845, 0.3884785), + float2(0.06876755, -0.3581074), + float2(0.374073, -0.7661266), + float2(0.3079132, -0.1216763), + float2(-0.3794335, -0.8271583), + float2(-0.203878, -0.07715034), + float2(0.5912697, 0.1469799), + float2(-0.88069, 0.3031784), + float2(0.5040108, 0.8283722), + float2(-0.5844124, 0.5494877), + float2(0.6017799, -0.1726654), + float2(-0.5554981, 0.1559997), + float2(-0.3016369, -0.3900928), + float2(-0.5550632, -0.1723762), + float2(0.925029, 0.2995041), + float2(-0.2473137, 0.5538505), + float2(0.9183037, -0.2862392), + float2(0.2469421, 0.6718712), + float2(0.3916397, -0.4328209), + float2(-0.03576927, -0.6220032), + float2(-0.04661255, 0.7995201), + float2(0.4402924, 0.3640312), +}; + +float4 GetShadowCoordsWithOffset(float4 shadowCoords, float2 offset) { + shadowCoords.xy += offset * _ShadowTexture_TexelSize.xy; + return shadowCoords; +} + +half3 GetShadowAttenWS_Soft(float3 wpos) { + + float4 shadowCoords = mul(_ShadowMatrix, float4(wpos, 1.0)); + shadowCoords.xyz /= shadowCoords.w; + + #if VL_SHADOWS_TRANSLUCENCY + half3 s = SampleTranslucency(shadowCoords); + #elif VL_SPOT_COOKIE + half3 s = UnitySpotCookie(shadowCoords); + #else + half3 s = 1.0.xxx; + #endif + + half3 sum = 0; + + #if VL_CAST_DIRECT_LIGHT + shadowCoords.z += 0.003; + #endif + + + for (int k=0;k=t1) return 0; + + SetJitter(uv); + + t0 = clamp(t0 + jitter * JITTERING, t0, t1 * 0.99); + + #if VL_SHADOWS || VL_SPOT_COOKIE || VL_SHADOWS_TRANSLUCENCY + ComputeShadowTextureCoords(rayStart, rayDir, t0, t1); + #endif + + half4 color = Raymarch(rayStart, rayDir, t0, t1); + + #if VL_CAST_DIRECT_LIGHT + if (t1 < tfar) { + AddDirectLighting(rayStart + t1 * rayDir, uv, color); + } + #endif + + // Apply dither + color = max(0, color - (half)(jitter * DITHERING)); + + return color; + } + ENDHLSL + } + + } +} diff --git a/Assets/External/VolumetricLights/Resources/Shaders/VolumetricLightURP.shader.meta b/Assets/External/VolumetricLights/Resources/Shaders/VolumetricLightURP.shader.meta new file mode 100644 index 00000000..1434cf3b --- 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a/Assets/External/VolumetricLights/Scripts.meta b/Assets/External/VolumetricLights/Scripts.meta new file mode 100644 index 00000000..73fb1ace --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6f5f5662ba57f4a03a9e74a876febfbb +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/Misc.cs b/Assets/External/VolumetricLights/Scripts/Misc.cs new file mode 100644 index 00000000..e7b1fdcf --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/Misc.cs @@ -0,0 +1,33 @@ +using UnityEngine; +using System; + +namespace VolumetricLights { + + public static class Misc { + public static T FindObjectOfType(bool includeInactive = false) where T : UnityEngine.Object { +#if UNITY_2023_1_OR_NEWER + return UnityEngine.Object.FindAnyObjectByType(includeInactive ? FindObjectsInactive.Include : FindObjectsInactive.Exclude); +#else + return UnityEngine.Object.FindObjectOfType(includeInactive); +#endif + } + + public static UnityEngine.Object[] FindObjectsOfType(Type type, bool includeInactive = false) { +#if UNITY_2023_1_OR_NEWER + return UnityEngine.Object.FindObjectsByType(type, includeInactive ? FindObjectsInactive.Include : FindObjectsInactive.Exclude, FindObjectsSortMode.None); +#else + return UnityEngine.Object.FindObjectsOfType(type, includeInactive); +#endif + } + + + public static T[] FindObjectsOfType(bool includeInactive = false) where T : UnityEngine.Object { +#if UNITY_2023_1_OR_NEWER + return UnityEngine.Object.FindObjectsByType(includeInactive ? FindObjectsInactive.Include : FindObjectsInactive.Exclude, FindObjectsSortMode.None); +#else + return UnityEngine.Object.FindObjectsOfType(includeInactive); +#endif + } + } + +} \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Scripts/Misc.cs.meta b/Assets/External/VolumetricLights/Scripts/Misc.cs.meta new file mode 100644 index 00000000..d6eefcaf --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/Misc.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e969ab46abf3646cab6cd97653938c24 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLight.Mesh.cs b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Mesh.cs new file mode 100644 index 00000000..79706dc1 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Mesh.cs @@ -0,0 +1,432 @@ +//------------------------------------------------------------------------------------------------------------------ +// Volumetric Lights +// Created by Kronnect +//------------------------------------------------------------------------------------------------------------------ + +using System; +using UnityEngine; +using System.Collections.Generic; + +namespace VolumetricLights { + + public partial class VolumetricLight : MonoBehaviour { + + const int SIDES = 32; + readonly List vertices = new List(32); + readonly List indices = new List(32); + + public float generatedRange = -1; + public float generatedTipRadius = -1; + public float generatedSpotAngle = -1; + public float generatedBaseRadius; + public float generatedAreaWidth, generatedAreaHeight, generatedAreaFrustumAngle, generatedAreaFrustumMultiplier; + public LightType generatedType; + + bool CheckMesh() { + + if (meshRenderer != null && !autoToggle) { + bool isEnabled = lightComp.enabled || alwaysOn; + meshRenderer.enabled = isEnabled; + } + + if (!useCustomSize) { +#if UNITY_EDITOR + areaWidth = lightComp.areaSize.x; + areaHeight = lightComp.areaSize.y; +#endif + customRange = lightComp.range; + } + + bool needMesh = false; + if (mf == null) { + mf = GetComponent(); + } + if (mf == null || mf.sharedMesh == null) { + needMesh = true; + } + + switch (lightComp.type) { + case LightType.Spot: + if (needMesh || generatedType != LightType.Spot || customRange != generatedRange || lightComp.spotAngle != generatedSpotAngle || tipRadius != generatedTipRadius) { + GenerateConeMesh(); + return true; + } + break; + case LightType.Point: + if (needMesh || generatedType != LightType.Point || customRange != generatedRange) { + GenerateSphereMesh(); + return true; + } + break; + case LightType.Rectangle: + if (needMesh || generatedType != LightType.Rectangle || customRange != generatedRange || areaWidth != generatedAreaWidth || areaHeight != generatedAreaHeight || frustumAngle != generatedAreaFrustumAngle) { + GenerateCubeMesh(); + return true; + } + break; + case LightType.Disc: + if (needMesh || generatedType != LightType.Disc || customRange != generatedRange || areaWidth != generatedAreaWidth || frustumAngle != generatedAreaFrustumAngle) { + GenerateCylinderMesh(); + return true; + } + break; + default: + if (meshRenderer != null) { + meshRenderer.enabled = false; + } + break; + } + return false; + } + + void UpdateMesh(string name) { + mf = GetComponent(); + if (mf == null) { + mf = gameObject.AddComponent(); + } + + Mesh mesh = mf.sharedMesh; + if (mesh == null) { + mesh = new Mesh(); + } else { + mesh.Clear(); + } + mesh.name = name; + mesh.SetVertices(vertices); + mesh.SetIndices(indices, MeshTopology.Triangles, 0); + mf.mesh = mesh; + + meshRenderer = GetComponent(); + if (meshRenderer == null) { + meshRenderer = gameObject.AddComponent(); + meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; + meshRenderer.receiveShadows = false; + } else if (!autoToggle) { + meshRenderer.enabled = true; + } + } + + void NormalizeScale() { + Transform parent = transform.parent; + if (parent == null) return; + Vector3 lossyScale = parent.lossyScale; + if ((lossyScale.x != 1 || lossyScale.y != 1 || lossyScale.z != 1) && lossyScale.x != 0 && lossyScale.y != 0 && lossyScale.z != 0) { + lossyScale.x = 1f / lossyScale.x; + lossyScale.y = 1f / lossyScale.y; + lossyScale.z = 1f / lossyScale.z; + if (transform.localScale != lossyScale) { + transform.localScale = lossyScale; + } + } + } + + +#region Cone mesh generation + + void GenerateConeMesh() { + + NormalizeScale(); + + vertices.Clear(); + indices.Clear(); + + generatedType = LightType.Spot; + generatedTipRadius = tipRadius; + generatedSpotAngle = lightComp.spotAngle; + generatedRange = customRange; + generatedBaseRadius = Mathf.Tan(lightComp.spotAngle * Mathf.Deg2Rad * 0.5f) * customRange; + + Vector3 p = Vector3.zero; + + // Top & Bottom vertices + for (int k = 0; k < SIDES; k++) { + float r = 2f * Mathf.PI * k / SIDES; + float cos = Mathf.Cos(r); + float sin = Mathf.Sin(r); + p.x = cos * generatedTipRadius; + p.y = sin * generatedTipRadius; + p.z = 0; + vertices.Add(p); + p.x = cos * generatedBaseRadius; + p.y = sin * generatedBaseRadius; + p.z = customRange; + vertices.Add(p); + } + + // Build faces + int vertexCount = SIDES * 2; + for (int k = 0; k < vertexCount; k += 2) { + int tl = k; + int bl = k + 1; + int tr = (k + 2) % vertexCount; + int br = (k + 3) % vertexCount; + // First tri + indices.Add(tl); + indices.Add(tr); + indices.Add(bl); + // Second tri + indices.Add(tr); + indices.Add(br); + indices.Add(bl); + } + + // Build top cap + vertices.Add(Vector3.zero); + int topCapCenterIndex = vertexCount; + for (int k = 0; k < vertexCount; k += 2) { + // First tri + indices.Add(k); + indices.Add(topCapCenterIndex); + indices.Add((k + 2) % vertexCount); + } + + // Build bottom cap + vertices.Add(new Vector3(0, 0, customRange)); + int bottomCapCenterIndex = vertexCount + 1; + for (int k = 0; k < vertexCount; k += 2) { + // First tri + indices.Add(bottomCapCenterIndex); + indices.Add(k + 1); + indices.Add((k + 3) % vertexCount); + } + + UpdateMesh("Capped Cone"); + } + +#endregion + +#region Cube mesh generation + + static readonly Vector3[] faceVerticesForward = { + new Vector3 (0.5f, -0.5f, 1f), + new Vector3 (0.5f, 0.5f, 1f), + new Vector3 (-0.5f, -0.5f, 1f), + new Vector3 (-0.5f, 0.5f, 1f) + }; + static readonly Vector3[] faceVerticesBack = { + new Vector3 (-0.5f, -0.5f, 0f), + new Vector3 (-0.5f, 0.5f, 0f), + new Vector3 (0.5f, -0.5f, 0f), + new Vector3 (0.5f, 0.5f, 0f) + }; + static readonly Vector3[] faceVerticesLeft = { + new Vector3 (-0.5f, -0.5f, 1f), + new Vector3 (-0.5f, 0.5f, 1f), + new Vector3 (-0.5f, -0.5f, 0f), + new Vector3 (-0.5f, 0.5f, 0f) + }; + static readonly Vector3[] faceVerticesRight = { + new Vector3 (0.5f, -0.5f, 0f), + new Vector3 (0.5f, 0.5f, 0f), + new Vector3 (0.5f, -0.5f, 1f), + new Vector3 (0.5f, 0.5f, 1f) + }; + static readonly Vector3[] faceVerticesTop = { + new Vector3 (-0.5f, 0.5f, 0f), + new Vector3 (-0.5f, 0.5f, 1f), + new Vector3 (0.5f, 0.5f, 0f), + new Vector3 (0.5f, 0.5f, 1f) + }; + static readonly Vector3[] faceVerticesBottom = { + new Vector3 (0.5f, -0.5f, 0f), + new Vector3 (0.5f, -0.5f, 1f), + new Vector3 (-0.5f, -0.5f, 0f), + new Vector3 (-0.5f, -0.5f, 1f) + }; + + void GenerateCubeMesh() { + + NormalizeScale(); + + generatedType = LightType.Rectangle; + generatedRange = customRange; + generatedAreaWidth = areaWidth; + generatedAreaHeight = areaHeight; + + generatedAreaFrustumAngle = frustumAngle; + generatedAreaFrustumMultiplier = 1f + Mathf.Tan(frustumAngle * Mathf.Deg2Rad); + + vertices.Clear(); + indices.Clear(); + + AddFace(faceVerticesBack); + AddFace(faceVerticesForward); + AddFace(faceVerticesLeft); + AddFace(faceVerticesRight); + AddFace(faceVerticesTop); + AddFace(faceVerticesBottom); + + UpdateMesh("Box"); + } + + void AddFace(Vector3[] faceVertices) { + int index = vertices.Count; + for (int k = 0; k < faceVertices.Length; k++) { + Vector3 v = faceVertices[k]; + v.x *= generatedAreaWidth; + v.y *= generatedAreaHeight; + if (v.z > 0) { + v.x *= generatedAreaFrustumMultiplier; + v.y *= generatedAreaFrustumMultiplier; + } + v.z *= generatedRange; + vertices.Add(v); + } + indices.Add(index); + indices.Add(index + 1); + indices.Add(index + 3); + indices.Add(index + 3); + indices.Add(index + 2); + indices.Add(index); + } + +#endregion + +#region Sphere mesh generation + + void GenerateSphereMesh() { + + NormalizeScale(); + + generatedRange = customRange; + generatedType = LightType.Point; + + vertices.Clear(); + indices.Clear(); + + const int nbLong = 24; + const int nbLat = 16; + + const float _2pi = Mathf.PI * 2f; + + vertices.Add(Vector3.up * generatedRange); + for (int lat = 0; lat < nbLat; lat++) { + float a1 = Mathf.PI * (float)(lat + 1) / (nbLat + 1); + float sin1 = Mathf.Sin(a1); + float cos1 = Mathf.Cos(a1); + + for (int lon = 0; lon <= nbLong; lon++) { + float a2 = _2pi * (float)(lon == nbLong ? 0 : lon) / nbLong; + float sin2 = Mathf.Sin(a2); + float cos2 = Mathf.Cos(a2); + + vertices.Add(new Vector3(sin1 * cos2, cos1, sin1 * sin2) * generatedRange); + } + } + vertices.Add(Vector3.down * generatedRange); + + //Top Cap + for (int lon = 0; lon < nbLong; lon++) { + indices.Add(lon + 2); + indices.Add(lon + 1); + indices.Add(0); + } + + //Middle + for (int lat = 0; lat < nbLat - 1; lat++) { + for (int lon = 0; lon < nbLong; lon++) { + int current = lon + lat * (nbLong + 1) + 1; + int next = current + nbLong + 1; + + indices.Add(current); + indices.Add(current + 1); + indices.Add(next + 1); + + indices.Add(current); + indices.Add(next + 1); + indices.Add(next); + } + } + + //Bottom Cap + int vertexCount = vertices.Count; + for (int lon = 0; lon < nbLong; lon++) { + indices.Add(vertexCount - 1); + indices.Add(vertexCount - (lon + 2) - 1); + indices.Add(vertexCount - (lon + 1) - 1); + } + + UpdateMesh("Sphere"); + + } + +#endregion + +#region Cylinder mesh generation + + void GenerateCylinderMesh() { + + NormalizeScale(); + + generatedType = LightType.Disc; + generatedRange = customRange; + generatedAreaWidth = generatedAreaHeight = areaWidth; + generatedAreaFrustumAngle = frustumAngle; + generatedAreaFrustumMultiplier = 1f + Mathf.Tan(frustumAngle * Mathf.Deg2Rad); + + vertices.Clear(); + indices.Clear(); + + Vector3 p = Vector3.zero; + + // Top & Bottom vertices + for (int k = 0; k < SIDES; k++) { + float r = 2f * Mathf.PI * k / SIDES; + float cos = Mathf.Cos(r); + float sin = Mathf.Sin(r); + p.x = cos * generatedAreaWidth; + p.y = sin * generatedAreaWidth; + p.z = 0; + vertices.Add(p); + p.x *= generatedAreaFrustumMultiplier; + p.y *= generatedAreaFrustumMultiplier; + p.z = generatedRange; + vertices.Add(p); + } + + // Build faces + int vertexCount = SIDES * 2; + for (int k = 0; k < vertexCount; k += 2) { + int tl = k; + int bl = k + 1; + int tr = (k + 2) % vertexCount; + int br = (k + 3) % vertexCount; + // First tri + indices.Add(tl); + indices.Add(tr); + indices.Add(bl); + // Second tri + indices.Add(tr); + indices.Add(br); + indices.Add(bl); + } + + // Build top cap + vertices.Add(Vector3.zero); + int topCapCenterIndex = vertexCount; + for (int k = 0; k < vertexCount; k += 2) { + // First tri + indices.Add(k); + indices.Add(topCapCenterIndex); + indices.Add((k + 2) % vertexCount); + } + + // Build bottom cap + vertices.Add(new Vector3(0, 0, generatedRange)); + int bottomCapCenterIndex = vertexCount + 1; + for (int k = 0; k < vertexCount; k += 2) { + // First tri + indices.Add(bottomCapCenterIndex); + indices.Add(k + 1); + indices.Add((k + 3) % vertexCount); + } + + UpdateMesh("Cylinder"); + } + +#endregion + + } + + +} diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLight.Mesh.cs.meta b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Mesh.cs.meta new file mode 100644 index 00000000..3d8901d7 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Mesh.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d0b6c99b6a07547dbbf8a5a57bdbbd66 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLight.Particles.cs b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Particles.cs new file mode 100644 index 00000000..f897d5a0 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Particles.cs @@ -0,0 +1,242 @@ +//------------------------------------------------------------------------------------------------------------------ +// Volumetric Lights +// Created by Kronnect +//------------------------------------------------------------------------------------------------------------------ + +using UnityEngine; +using System; +using System.Collections.Generic; + +namespace VolumetricLights { + + public partial class VolumetricLight : MonoBehaviour { + + #region Particle support + + const string PARTICLE_SYSTEM_NAME = "DustParticles"; + + Material particleMaterial; + + [NonSerialized] + public ParticleSystem ps; + + ParticleSystemRenderer psRenderer; + Vector3 psLastPos; + Quaternion psLastRot; + + void ParticlesDisable() { + if (Application.isPlaying) { + if (psRenderer != null) { + psRenderer.enabled = false; + } + } else { + if (ps != null) { + ps.gameObject.SetActive(false); + } + } + } + + void ParticlesResetIfTransformChanged() { + if (ps != null && (ps.transform.position != psLastPos || ps.transform.rotation != psLastRot)) { + ParticlesPopulate(); + } + } + + void ParticlesPopulate() { + if (dustPrewarm) { + ps.Clear(); + ps.Simulate(100); + } + psLastPos = ps.transform.position; + psLastRot = ps.transform.rotation; + } + + void ParticlesCheckSupport() { + if (!enableDustParticles) { + ParticlesDisable(); + return; + } + + bool psNew = false; + if (ps == null) { + Transform childPS = transform.Find(PARTICLE_SYSTEM_NAME); + if (childPS != null) { + ps = childPS.GetComponent(); + if (ps == null) { + DestroyImmediate(childPS.gameObject); + } + } + if (ps == null) { + GameObject psObj = Resources.Load("Prefabs/DustParticles") as GameObject; + if (psObj == null) return; + psObj = Instantiate(psObj); + psObj.name = PARTICLE_SYSTEM_NAME; + psObj.transform.SetParent(transform, false); + ps = psObj.GetComponent(); + } + ps.gameObject.layer = 1; + psNew = true; + } + + if (particleMaterial == null) { + particleMaterial = Instantiate(Resources.Load("Materials/DustParticle")) as Material; + } + + if (keywords == null) { + keywords = new List(); + } else { + keywords.Clear(); + } + + // Configure particle material + if (useCustomBounds) { + keywords.Add(ShaderParams.SKW_CUSTOM_BOUNDS); + } + + switch (generatedType) { + case LightType.Spot: + if (cookieTexture != null) { + keywords.Add(ShaderParams.SKW_SPOT_COOKIE); + particleMaterial.SetTexture(ShaderParams.CookieTexture, cookieTexture); + particleMaterial.SetVector(ShaderParams.CookieTexture_ScaleAndSpeed, new Vector4(cookieScale.x, cookieScale.y, cookieSpeed.x, cookieSpeed.y)); + particleMaterial.SetVector(ShaderParams.CookieTexture_Offset, new Vector4(cookieOffset.x, cookieOffset.y, 0, 0)); + particleMaterial.SetFloat(ShaderParams.NearClipDistance, nearClipDistance); + } else { + keywords.Add(ShaderParams.SKW_SPOT); + } + break; + case LightType.Point: + keywords.Add(ShaderParams.SKW_POINT); + break; + case LightType.Rectangle: + keywords.Add(ShaderParams.SKW_AREA_RECT); + break; + case LightType.Disc: + keywords.Add(ShaderParams.SKW_AREA_DISC); + break; + } + if (attenuationMode == AttenuationMode.Quadratic) { + keywords.Add(ShaderParams.SKW_PHYSICAL_ATTEN); + } + if (enableShadows) { + if (usesCubemap) { + keywords.Add(ShaderParams.SKW_SHADOWS_CUBEMAP); + } else if (usesTranslucency) { + keywords.Add(ShaderParams.SKW_SHADOWS_TRANSLUCENCY); + } else { + keywords.Add(ShaderParams.SKW_SHADOWS); + } + } + particleMaterial.shaderKeywords = keywords.ToArray(); + + particleMaterial.renderQueue = renderQueue + 1; + particleMaterial.SetFloat(ShaderParams.Penumbra, penumbra); + particleMaterial.SetFloat(ShaderParams.RangeFallOff, rangeFallOff); + particleMaterial.SetVector(ShaderParams.FallOff, new Vector3(attenCoefConstant, attenCoefLinear, attenCoefQuadratic)); + UpdateParticleColor(); + particleMaterial.SetFloat(ShaderParams.ParticleDistanceAtten, dustDistanceAttenuation * dustDistanceAttenuation); + if (psRenderer == null) { + psRenderer = ps.GetComponent(); + } + psRenderer.material = particleMaterial; + + // Main properties + ParticleSystem.MainModule main = ps.main; + main.simulationSpace = ParticleSystemSimulationSpace.World; + ParticleSystem.MinMaxCurve startSize = main.startSize; + startSize.mode = ParticleSystemCurveMode.TwoConstants; + startSize.constantMin = dustMinSize; + startSize.constantMax = dustMaxSize; + main.startSize = startSize; + + // Set emission bounds + ParticleSystem.ShapeModule shape = ps.shape; + switch (generatedType) { + case LightType.Spot: + shape.shapeType = ParticleSystemShapeType.ConeVolume; + shape.angle = generatedSpotAngle * 0.5f; + shape.position = Vector3.zero; + shape.radius = tipRadius; + shape.length = generatedRange; + shape.scale = Vector3.one; + break; + case LightType.Point: + shape.shapeType = ParticleSystemShapeType.Sphere; + shape.position = Vector3.zero; + shape.scale = Vector3.one; + shape.radius = generatedRange; + break; + case LightType.Rectangle: + case LightType.Disc: + shape.shapeType = ParticleSystemShapeType.Box; + shape.position = new Vector3(0, 0, generatedRange * 0.5f); + shape.scale = GetComponent().sharedMesh.bounds.size; + break; + } + + // Set wind speed + ParticleSystem.VelocityOverLifetimeModule velocity = ps.velocityOverLifetime; + Vector3 windDirection = transform.InverseTransformDirection(this.windDirection); + ParticleSystem.MinMaxCurve velx = velocity.x; + velx.constantMin = (-0.1f + windDirection.x) * dustWindSpeed; + velx.constantMax = (0.1f + windDirection.x) * dustWindSpeed; + velocity.x = velx; + ParticleSystem.MinMaxCurve vely = velocity.y; + vely.constantMin = (-0.1f + windDirection.y) * dustWindSpeed; + vely.constantMax = (0.1f + windDirection.y) * dustWindSpeed; + velocity.y = vely; + ParticleSystem.MinMaxCurve velz = velocity.z; + velz.constantMin = (-0.1f + windDirection.z) * dustWindSpeed; + velz.constantMax = (0.1f + windDirection.z) * dustWindSpeed; + velocity.z = velz; + + if (!ps.gameObject.activeSelf) { + ps.gameObject.SetActive(true); + } + + UpdateParticlesVisibility(); + + if (psNew || ps.particleCount == 0) { + ParticlesPopulate(); + } + + if (!ps.isPlaying) { + ps.Play(); + } + } + + + void UpdateParticlesVisibility() { + UpdateParticleColor(); + + if (!Application.isPlaying || psRenderer == null) return; + + bool visible = meshRenderer.isVisible; + if (visible && dustAutoToggle) { + float maxDistSqr = dustDistanceDeactivation * dustDistanceDeactivation; + visible = distanceToCameraSqr <= maxDistSqr; + } + if (visible) { + if (!psRenderer.enabled) { + psRenderer.enabled = true; + } + } else { + if (psRenderer.enabled) { + psRenderer.enabled = false; + } + } + } + + void UpdateParticleColor() { + if (particleMaterial != null) { + particleMaterial.SetColor(ShaderParams.ParticleLightColor, lightComp.color * mediumAlbedo * (lightComp.intensity * dustBrightness)); + } + } + + + #endregion + + } + + +} diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLight.Particles.cs.meta b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Particles.cs.meta new file mode 100644 index 00000000..83c93011 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Particles.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 50db77701880846e89b7045c8e7a74e4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLight.Settings.cs b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Settings.cs new file mode 100644 index 00000000..5fc14834 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Settings.cs @@ -0,0 +1,241 @@ +//------------------------------------------------------------------------------------------------------------------ +// Volumetric Lights +// Created by Kronnect +//------------------------------------------------------------------------------------------------------------------ + +using UnityEngine; +using UnityEngine.Serialization; + +namespace VolumetricLights { + + public partial class VolumetricLight : MonoBehaviour { + + #region Settings + + [Header("Rendering")] + public BlendMode blendMode = BlendMode.Additive; + + public RaymarchPresets raymarchPreset = RaymarchPresets.UserDefined; + + [Tooltip("Determines the general accuracy of the effect. The greater this value, the more accurate effect (shadow occlusion as well). Try to keep this value as low as possible while maintainig a good visual result. If you need better performance increase the 'Raymarch Min Step' and then 'Jittering' amount to improve quality.")] + [Range(1, 256)] public int raymarchQuality = 8; + + [Tooltip("Determines the minimum step size. Increase to improve performance / decrease to improve accuracy. When increasing this value, you can also increase 'Jittering' amount to improve quality.")] + public float raymarchMinStep = 0.1f; + + [Tooltip("Maximum number of raymarch steps. This value represents a hard maximum, usually each ray uses less samples but it can be topped by lowering this value.")] + public int raymarchMaxSteps = 200; + + [Tooltip("Increase to reduce inaccuracy due to low number of samples (due to a high raymarch step size).")] + public float jittering = 0.5f; + + [Tooltip("Increase to reduce banding artifacts. Usually jittering has a bigger impact in reducing artifacts.")] + public float dithering = 1f; + + [Tooltip("Uses blue noise for jittering computation reducing moiré pattern of normal jitter. Usually not needed unless you use shadow occlusion. It adds an additional texture fetch so use only if it provides you a clear visual improvement.")] + public bool useBlueNoise; + + public bool animatedBlueNoise = true; + + [Tooltip("The render queue for this renderer. By default, all transparent objects use a render queue of 3000. Use a lower value to render before all transparent objects.")] + public int renderQueue = 3101; + + [Tooltip("Optional sorting layer Id (number) for this renderer. By default 0. Usually used to control the order with other transparent renderers, like Sprite Renderer.")] + public int sortingLayerID; + + [Tooltip("Optional sorting order for this renderer. Used to control the order with other transparent renderers, like Sprite Renderer.")] + public int sortingOrder; + + [Tooltip("Use only if depth texture is inverted. Alternatively you can enable MSAA, HDR or change the render scale in the pipeline asset.")] + public bool flipDepthTexture; + + [Tooltip("Ignores light enable state. Always show volumetric fog. This option is useful to produce fake volumetric lights.")] + public bool alwaysOn; + + [Tooltip("If the volumetric light effect may illuminate the objects. Only available in deferred rendering path.")] + public bool castDirectLight; + + [Tooltip("Multiplier for the direct light")] + public float directLightMultiplier = 1f; + + [Tooltip("Number of samples to creates smooth shadows")] + [Range(1, 32)] + public int directLightSmoothSamples = 8; + + [Tooltip("Radius for the smooth shadow")] + [Range(0, 8)] + public float directLightSmoothRadius = 4; + + [Tooltip("Blending mode for the direct light effect. Blend mode requires deferred rendering mode and is slower.")] + public DirectLightBlendMode directLightBlendMode = DirectLightBlendMode.Additive; + + [Tooltip("Fully enable/disable volumetric effect when far from main camera in order to optimize performance")] + public bool autoToggle; + [Tooltip("Distance to the light source at which the volumetric effect starts to dim. Note that the distance is to the light position regardless of its light range or volume so you should consider the light area or range into this distance as well.")] + public float distanceStartDimming = 70f; + [Tooltip("Distance to the light source at which the volumetric effect is fully deactivated. Note that the distance is to the light position regardless of its light range or volume so you should consider the light area or range into this distance as well.")] + public float distanceDeactivation = 100f; + [Tooltip("Minimum time between distance checks")] + public float autoToggleCheckInterval = 1f; + + [Header("Appearance")] + public bool useNoise = true; + public Texture3D noiseTexture; + [Range(0, 3)] public float noiseStrength = 1f; + public float noiseScale = 5f; + public float noiseFinalMultiplier = 1f; + + public float density = 0.2f; + + public Color mediumAlbedo = Color.white; + + [Tooltip("Overall brightness multiplier.")] + public float brightness = 1f; + + [Tooltip("Attenuation Mode")] + public AttenuationMode attenuationMode = AttenuationMode.Simple; + + [Tooltip("Constant coefficient (a) of the attenuation formula. By modulating these coefficients, you can tweak the attenuation quadratic curve 1/(a + b*x + c*x*x).")] + public float attenCoefConstant = 1f; + + [Tooltip("Linear coefficient (b) of the attenuation formula. By modulating these coefficients, you can tweak the attenuation quadratic curve 1/(a + b*x + c*x*x).")] + public float attenCoefLinear = 2f; + + [Tooltip("Quadratic coefficient (c) of the attenuation formula. By modulating these coefficients, you can tweak the attenuation quadratic curve 1/(a + b*x + c*x*x).")] + public float attenCoefQuadratic = 1f; + + [Tooltip("Attenuation of light intensity based on square of distance. Plays with brightness to achieve a more linear or realistic (quadratic attenuation effect).")] + [FormerlySerializedAs("distanceFallOff")] + public float rangeFallOff = 1f; + + [Tooltip("Brightiness increase when looking against light source.")] + public float diffusionIntensity; + + [Range(0, 1), Tooltip("Smooth edges")] + [FormerlySerializedAs("border")] + public float penumbra = 0.5f; + + [Tooltip("Radius of the tip of the cone. Only applies to spot lights.")] public float tipRadius; + public float nearClipDistance; + [Tooltip("Custom cookie texture (RGB).")] public Texture2D cookieTexture; + + public Vector2 cookieScale = Vector2.one; + public Vector2 cookieOffset; + public Vector2 cookieSpeed; + + [Range(0f, 80f)] public float frustumAngle; + + [Header("Animation")] + [Tooltip("Noise animation direction and speed.")] + public Vector3 windDirection = new Vector3(0.03f, 0.02f, 0); + + [Header("Dust Particles")] + public bool enableDustParticles; + public float dustBrightness = 0.6f; + public float dustMinSize = 0.01f; + public float dustMaxSize = 0.02f; + public float dustWindSpeed = 1f; + [Tooltip("Dims particle intensity beyond this distance to camera")] + public float dustDistanceAttenuation = 10f; + [Tooltip("Fully enable/disable particle system renderer when far from main camera in order to optimize performance")] + public bool dustAutoToggle; + [Tooltip("Distance to the light source at which the particule system is fully deactivated. Note that the distance is to the light position regardless of its light range or volume so you should consider the light area or range into this distance as well.")] + public float dustDistanceDeactivation = 70f; + [Tooltip("Prewarms/populates dust when the volumetric light is enabled to ensure there're enough visible particles from start. Disabling this option can improve performance when many lights are activated at the same time.")] + public bool dustPrewarm = true; + + [Header("Shadow Occlusion")] + public bool enableShadows; + public float shadowIntensity = 0.7f; + public Color shadowColor = new Color(0, 0, 0, 1); + [Tooltip("Enable translucent shadow map")] + public bool shadowTranslucency; + [Tooltip("Customizable intensity for the translucent map sampling")] + public float shadowTranslucencyIntensity = 1f; + [Tooltip("Amount of colorization")] + [Range(0, 1)] public float shadowTranslucencyBlend = 0.5f; + public ShadowResolution shadowResolution = ShadowResolution._256; + public LayerMask shadowCullingMask = ~2; + public ShadowBakeInterval shadowBakeInterval = ShadowBakeInterval.OnStart; + [Tooltip("When enabled, baked shadows won't be updated when light rotates, only when position changes. This produces that baked shadows can also rotate when the light does, improving performance. This option only works in play mode.")] + public bool shadowBakeIgnoreRotationChange; + public float shadowNearDistance = 0.1f; + [Tooltip("Fully enable/disable shadows when far from main camera in order to optimize performance")] + public bool shadowAutoToggle; + [Tooltip("Max distance to main camera to render shadows for this volumetric light.")] + public float shadowDistanceDeactivation = 250f; + + [Tooltip("Compute shadows in a half-sphere oriented to camera (faster) or in a cubemap but render one face per frame (slower) or all 6 faces per frame (slowest).")] + public ShadowBakeMode shadowBakeMode = ShadowBakeMode.HalfSphere; + [Tooltip("Only for point lights: specify the direction for the baked shadows (shadows are captured in a half sphere or 180º). You can choose a fixed direction or make the shadows be aligned with the direction to the player camera.")] + public ShadowOrientation shadowOrientation = ShadowOrientation.ToCamera; + [Tooltip("For performance reasons, point light shadows are captured on half a sphere (180º). By default, the shadows are captured in the direction to the user camera but you can specify a fixed direction using this option.")] + public Vector3 shadowDirection = Vector3.down; + + private void SettingsInit() { + if (noiseTexture == null) { + noiseTexture = Resources.Load("Textures/NoiseTex3D1"); + } + } + + private void SettingsValidate() { + + switch (raymarchPreset) { + case RaymarchPresets.Default: + raymarchQuality = 8; + raymarchMinStep = 0.1f; + jittering = 0.5f; + break; + case RaymarchPresets.Faster: + raymarchQuality = 4; + raymarchMinStep = 0.2f; + jittering = 1f; + break; + case RaymarchPresets.EvenFaster: + raymarchQuality = 2; + raymarchMinStep = 1f; + jittering = 4f; + break; + case RaymarchPresets.LightSpeed: + raymarchQuality = 1; + raymarchMinStep = 8f; + jittering = 4f; + break; + } + + tipRadius = Mathf.Max(0, tipRadius); + density = Mathf.Max(0, density); + noiseScale = Mathf.Max(0.1f, noiseScale); + diffusionIntensity = Mathf.Max(0, diffusionIntensity); + dustMaxSize = Mathf.Max(dustMaxSize, dustMinSize); + rangeFallOff = Mathf.Max(rangeFallOff, 0); + brightness = Mathf.Max(brightness, 0); + penumbra = Mathf.Max(0.002f, penumbra); + attenCoefConstant = Mathf.Max(0.0001f, attenCoefConstant); + attenCoefLinear = Mathf.Max(0, attenCoefLinear); + attenCoefQuadratic = Mathf.Max(0, attenCoefQuadratic); + dustBrightness = Mathf.Max(0, dustBrightness); + dustMinSize = Mathf.Max(0, dustMinSize); + dustMaxSize = Mathf.Max(0, dustMaxSize); + shadowNearDistance = Mathf.Max(0, shadowNearDistance); + dustDistanceAttenuation = Mathf.Max(0, dustDistanceAttenuation); + raymarchMinStep = Mathf.Max(0.1f, raymarchMinStep); + raymarchMaxSteps = Mathf.Max(1, raymarchMaxSteps); + jittering = Mathf.Max(0, jittering); + dithering = Mathf.Max(0, dithering); + distanceStartDimming = Mathf.Max(0, distanceStartDimming); + distanceDeactivation = Mathf.Max(0, distanceDeactivation); + distanceStartDimming = Mathf.Min(distanceStartDimming, distanceDeactivation); + shadowIntensity = Mathf.Max(0, shadowIntensity); + if (shadowDirection == Vector3.zero) shadowDirection = Vector3.down; else shadowDirection.Normalize(); + shadowTranslucencyIntensity = Mathf.Max(0, shadowTranslucencyIntensity); + directLightMultiplier = Mathf.Max(0, directLightMultiplier); + nearClipDistance = Mathf.Max(0, nearClipDistance); + + #endregion + + } + + + } +} diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLight.Settings.cs.meta b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Settings.cs.meta new file mode 100644 index 00000000..bf217e89 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Settings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 08b52f59e05a1415fae8f1e2a5210944 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLight.ShaderParams.cs b/Assets/External/VolumetricLights/Scripts/VolumetricLight.ShaderParams.cs new file mode 100644 index 00000000..00454f28 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLight.ShaderParams.cs @@ -0,0 +1,68 @@ +using UnityEngine; + +namespace VolumetricLights { + + public partial class VolumetricLight : MonoBehaviour { + + static class ShaderParams { + public static int RayMarchSettings = Shader.PropertyToID("_RayMarchSettings"); + public static int RayMarchMaxSteps = Shader.PropertyToID("_RayMarchMaxSteps"); + public static int Density = Shader.PropertyToID("_Density"); + public static int FallOff = Shader.PropertyToID("_FallOff"); + public static int RangeFallOff = Shader.PropertyToID("_DistanceFallOff"); + public static int Penumbra = Shader.PropertyToID("_Border"); + public static int DirectLightData = Shader.PropertyToID("_DirectLightData"); + public static int NoiseFinalMultiplier = Shader.PropertyToID("_NoiseFinalMultiplier"); + public static int NoiseScale = Shader.PropertyToID("_NoiseScale"); + public static int NoiseStrength = Shader.PropertyToID("_NoiseStrength"); + public static int NoiseTex = Shader.PropertyToID("_NoiseTex"); + public static int BlendDest = Shader.PropertyToID("_BlendDest"); + public static int BlendSrc = Shader.PropertyToID("_BlendSrc"); + public static int BlendOp = Shader.PropertyToID("_BlendOp"); + public static int FlipDepthTexture = Shader.PropertyToID("_FlipDepthTexture"); + public static int AreaExtents = Shader.PropertyToID("_AreaExtents"); + public static int BoundsExtents = Shader.PropertyToID("_BoundsExtents"); + public static int BoundsCenter = Shader.PropertyToID("_BoundsCenter"); + public static int MeshBoundsExtents = Shader.PropertyToID("_MeshBoundsExtents"); + public static int MeshBoundsCenter = Shader.PropertyToID("_MeshBoundsCenter"); + public static int ExtraGeoData = Shader.PropertyToID("_ExtraGeoData"); + public static int ConeAxis = Shader.PropertyToID("_ConeAxis"); + public static int ConeTipData = Shader.PropertyToID("_ConeTipData"); + public static int WorldToLocalMatrix = Shader.PropertyToID("_WorldToLocal"); + public static int ToLightDir = Shader.PropertyToID("_ToLightDir"); + public static int WindDirection = Shader.PropertyToID("_WindDirection"); + public static int LightColor = Shader.PropertyToID("_LightColor"); + public static int ParticleLightColor = Shader.PropertyToID("_ParticleLightColor"); + public static int ParticleDistanceAtten = Shader.PropertyToID("_ParticleDistanceAtten"); + public static int CookieTexture = Shader.PropertyToID("_Cookie2D"); + public static int CookieTexture_ScaleAndSpeed = Shader.PropertyToID("_Cookie2D_SS"); + public static int CookieTexture_Offset = Shader.PropertyToID("_Cookie2D_Offset"); + public static int BlueNoiseTexture = Shader.PropertyToID("_BlueNoise"); + public static int ShadowTexture = Shader.PropertyToID("_ShadowTexture"); + public static int ShadowCubemap = Shader.PropertyToID("_ShadowCubemap"); + public static int ShadowIntensity = Shader.PropertyToID("_ShadowIntensity"); + public static int ShadowColor = Shader.PropertyToID("_ShadowColor"); + public static int TranslucencyTexture = Shader.PropertyToID("_TranslucencyTexture"); + public static int ShadowMatrix = Shader.PropertyToID("_ShadowMatrix"); + public static int LightPos = Shader.PropertyToID("_LightPos"); + public static int InvVPMatrix = Shader.PropertyToID("_I_VP_Matrix"); + public static int NearClipDistance = Shader.PropertyToID("_NearClipDistance"); + + // shader keywords + public const string SKW_NOISE = "VL_NOISE"; + public const string SKW_BLUENOISE = "VL_BLUENOISE"; + public const string SKW_SPOT = "VL_SPOT"; + public const string SKW_SPOT_COOKIE = "VL_SPOT_COOKIE"; + public const string SKW_POINT = "VL_POINT"; + public const string SKW_AREA_RECT = "VL_AREA_RECT"; + public const string SKW_AREA_DISC = "VL_AREA_DISC"; + public const string SKW_SHADOWS = "VL_SHADOWS"; + public const string SKW_SHADOWS_TRANSLUCENCY = "VL_SHADOWS_TRANSLUCENCY"; + public const string SKW_SHADOWS_CUBEMAP = "VL_SHADOWS_CUBEMAP"; + public const string SKW_CAST_DIRECT_LIGHT_ADDITIVE = "VL_CAST_DIRECT_LIGHT_ADDITIVE"; + public const string SKW_CAST_DIRECT_LIGHT_BLEND = "VL_CAST_DIRECT_LIGHT_BLEND"; + public const string SKW_PHYSICAL_ATTEN = "VL_PHYSICAL_ATTEN"; + public const string SKW_CUSTOM_BOUNDS = "VL_CUSTOM_BOUNDS"; + } + } +} diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLight.ShaderParams.cs.meta b/Assets/External/VolumetricLights/Scripts/VolumetricLight.ShaderParams.cs.meta new file mode 100644 index 00000000..a1d4acae --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLight.ShaderParams.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0d638fd5b4a5d448893c4c12281155a5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLight.Shadows.cs b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Shadows.cs new file mode 100644 index 00000000..e7dbfcb8 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Shadows.cs @@ -0,0 +1,463 @@ +//------------------------------------------------------------------------------------------------------------------ +// Volumetric Lights +// Created by Kronnect +//------------------------------------------------------------------------------------------------------------------ + +using System; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +namespace VolumetricLights { + + public partial class VolumetricLight : MonoBehaviour { + + #region Shadow support + + const string SHADOW_CAM_NAME = "OcclusionCam"; + + Camera cam; + RenderTexture rt; + int camStartFrameCount; + Vector3 lastCamPos; + Quaternion lastCamRot; + bool usesReversedZBuffer; + static Matrix4x4 textureScaleAndBias; + Matrix4x4 shadowMatrix; + bool camTransformChanged; + bool shouldOrientToCamera; + RenderTexture shadowCubemap; + readonly static Vector3[] camFaceDirections = { Vector3.right, Vector3.left, Vector3.up, Vector3.down, Vector3.forward, Vector3.back }; + Material copyDepthIntoCubemap; + int currentCubemapFace; + + [NonSerialized] + public RenderTexture translucentMap; + [NonSerialized] + public RTHandle translucencyMapHandle; + + public bool usesCubemap { get { return shadowBakeMode != ShadowBakeMode.HalfSphere && generatedType == LightType.Point; } } + bool usesTranslucency { get { return shadowTranslucency && (generatedType == LightType.Spot || generatedType == LightType.Rectangle || generatedType == LightType.Disc); } } + + void CheckShadows () { // called during initialization to grab a reference of existing cam + if (cam == null) { + Transform childCam = transform.Find(SHADOW_CAM_NAME); + if (childCam != null) { + cam = childCam.GetComponent(); + if (cam == null) { + // corrupted cam object? + DestroyImmediate(childCam.gameObject); + } + } + } + } + + void ShadowsDisable () { // called from OnDisable + if (cam != null) { + cam.enabled = false; + } + } + + void ShadowsDispose () { // called from OnDestroy + if (cam != null) { + cam.targetTexture = null; + cam.enabled = false; + } + DisposeRTs(); + } + + void DisposeRTs () { + if (rt != null) { + rt.Release(); + DestroyImmediate(rt); + } + if (shadowCubemap != null) { + shadowCubemap.Release(); + DestroyImmediate(shadowCubemap); + } + if (translucentMap != null) { + translucentMap.Release(); + DestroyImmediate(translucentMap); + } + } + + void ShadowsSupportCheck () { // called from UpdateMaterials + + bool usesCookie = cookieTexture != null && lightComp.type == LightType.Spot; + if (!enableShadows && !usesCookie) { + ShadowsDispose(); + return; + } + + usesReversedZBuffer = SystemInfo.usesReversedZBuffer; + + // Setup texture scale and bias matrix + textureScaleAndBias = Matrix4x4.identity; + textureScaleAndBias.m00 = 0.5f; + textureScaleAndBias.m11 = 0.5f; + textureScaleAndBias.m22 = 0.5f; + textureScaleAndBias.m03 = 0.5f; + textureScaleAndBias.m13 = 0.5f; + textureScaleAndBias.m23 = 0.5f; + + if (cam == null) { + Transform childCam = transform.Find(SHADOW_CAM_NAME); + if (childCam != null) { + cam = childCam.GetComponent(); + if (cam == null) { + DestroyImmediate(childCam.gameObject); + } + } + if (cam == null) { + GameObject camObj = new GameObject(SHADOW_CAM_NAME, typeof(Camera)); + camObj.transform.SetParent(transform, false); + cam = camObj.GetComponent(); + cam.depthTextureMode = DepthTextureMode.None; + cam.clearFlags = CameraClearFlags.Depth; + cam.allowHDR = false; + cam.allowMSAA = false; + } + } + + UniversalAdditionalCameraData camData = cam.GetComponent(); + if (camData == null) { + camData = cam.gameObject.AddComponent(); + } + if (camData != null) { + camData.dithering = false; + camData.renderPostProcessing = false; + camData.renderShadows = false; + camData.requiresColorTexture = false; + camData.requiresDepthTexture = false; + camData.stopNaN = false; + camData.volumeLayerMask = 0; + camData.allowXRRendering = false; +#if UNITY_2021_3_OR_NEWER + CheckAndAssignDepthRenderer(camData); +#endif + } + + cam.depth = -100; + cam.nearClipPlane = shadowNearDistance; + cam.orthographicSize = Mathf.Max(generatedAreaWidth, generatedAreaHeight); + + // custom properties per light type + switch (generatedType) { + case LightType.Spot: + cam.transform.localRotation = Quaternion.identity; + cam.orthographic = false; + cam.fieldOfView = generatedSpotAngle; + break; + + case LightType.Point: + cam.orthographic = false; + if (shadowBakeMode != ShadowBakeMode.HalfSphere) { + cam.fieldOfView = 90f; + } else { + cam.fieldOfView = 160f; + } + break; + + case LightType.Rectangle: + case LightType.Disc: + cam.transform.localRotation = Quaternion.identity; + cam.orthographic = true; + cam.orthographicSize *= generatedAreaFrustumMultiplier; + break; + } + + + if (rt != null && rt.width != (int)shadowResolution) { + if (cam.targetTexture == rt) { + cam.targetTexture = null; + } + DisposeRTs(); + } + + if (rt == null) { + rt = new RenderTexture((int)shadowResolution, (int)shadowResolution, 16, RenderTextureFormat.Depth, RenderTextureReadWrite.Linear); + rt.antiAliasing = 1; + rt.useMipMap = false; + rt.filterMode = FilterMode.Bilinear; + rt.wrapMode = TextureWrapMode.Clamp; + } + + if (usesTranslucency && translucentMap == null) { + translucentMap = new RenderTexture((int)shadowResolution, (int)shadowResolution, 0, RenderTextureFormat.ARGBHalf); + translucentMap.antiAliasing = 1; + translucentMap.useMipMap = false; + translucentMap.wrapMode = TextureWrapMode.Clamp; + } + + if (usesCubemap && shadowCubemap == null) { + shadowCubemap = new RenderTexture((int)shadowResolution, (int)shadowResolution, 0, RenderTextureFormat.RHalf, RenderTextureReadWrite.Linear); + shadowCubemap.dimension = TextureDimension.Cube; + shadowCubemap.antiAliasing = 1; + shadowCubemap.useMipMap = false; + } + + fogMat.SetVector(ShaderParams.ShadowIntensity, new Vector4(shadowIntensity, 1f - shadowIntensity, 0, 0)); + fogMat.SetVector(ShaderParams.ShadowColor, shadowColor); + + if ((shadowCullingMask & 2) != 0) { + shadowCullingMask &= ~2; // exclude transparent FX layer + } + + cam.cullingMask = shadowCullingMask; + cam.targetTexture = rt; + + if (enableShadows) { + shouldOrientToCamera = true; + ScheduleShadowCapture(); + } else { + cam.enabled = false; + } + } + + + public bool CheckCompatiblePipelineArchitecture () { + UniversalRenderPipelineAsset pipe = (UniversalRenderPipelineAsset)GraphicsSettings.currentRenderPipeline; + if (pipe == null) return false; + + // Skip custom depth renderer for Forward+/Deferred+ rendering path as it's incompatible + bool isCompatible = true; +#if UNITY_2022_2_OR_NEWER + if (SystemInfo.graphicsDeviceType == UnityEngine.Rendering.GraphicsDeviceType.Direct3D12) + { + for (int i = 0; i < pipe.m_RendererDataList.Length; i++) + { + UniversalRendererData rendererData = pipe.m_RendererDataList[i] as UniversalRendererData; + if (rendererData != null) + { + if (rendererData.renderingMode == RenderingMode.ForwardPlus) + { + isCompatible = false; + break; + } +#if UNITY_6000_1_OR_NEWER + else if (rendererData.renderingMode == RenderingMode.DeferredPlus) + { + isCompatible = false; + break; + } +#endif + } + } + } +#endif + return isCompatible; + } + + +#if UNITY_2021_3_OR_NEWER + UniversalRendererData depthRendererData; + void CheckAndAssignDepthRenderer (UniversalAdditionalCameraData camData) { + UniversalRenderPipelineAsset pipe = (UniversalRenderPipelineAsset)GraphicsSettings.currentRenderPipeline; + if (pipe == null) return; + + // Skip custom depth renderer for Forward+/Deferred+ on DX12 rendering path as it's incompatible + bool skipCustomRenderer = !CheckCompatiblePipelineArchitecture(); + if (skipCustomRenderer) { + // Use default renderer for Forward+ to avoid shadow issues + camData.SetRenderer(-1); // -1 uses the default renderer + return; + } + + if (depthRendererData == null) { + depthRendererData = Resources.Load("Shaders/VolumetricLightsDepthRenderer"); + if (depthRendererData == null) { + Debug.LogError("Volumetric Lights Depth Renderer asset not found."); + return; + } + depthRendererData.postProcessData = null; + } + int depthRendererIndex = -1; + for (int k = 0; k < pipe.m_RendererDataList.Length; k++) { + if (pipe.m_RendererDataList[k] == depthRendererData) { + depthRendererIndex = k; + break; + } + } + if (depthRendererIndex < 0) { + depthRendererIndex = pipe.m_RendererDataList.Length; + System.Array.Resize(ref pipe.m_RendererDataList, depthRendererIndex + 1); + pipe.m_RendererDataList[depthRendererIndex] = depthRendererData; +#if UNITY_EDITOR + UnityEditor.EditorUtility.SetDirty(pipe); +#endif + } + camData.SetRenderer(depthRendererIndex); + } +#endif + /// + /// Updates shadows on this volumetric light + /// + public void ScheduleShadowCapture () { + if (cam == null) return; + + if (usesCubemap) { + if (copyDepthIntoCubemap == null) { + copyDepthIntoCubemap = new Material(Shader.Find("Hidden/VolumetricLights/CopyDepthIntoCubemap")); + } + copyDepthIntoCubemap.SetVector(ShaderParams.LightPos, cam.transform.position); + RenderTexture active = RenderTexture.active; + + int renderFaceCount = shadowBakeMode == ShadowBakeMode.CubemapOneFacePerFrame && shadowBakeInterval == ShadowBakeInterval.EveryFrame ? 1 : 6; + for (int k = 0; k < renderFaceCount; k++) { + int cubemapFace = currentCubemapFace % 6; + cam.transform.forward = camFaceDirections[cubemapFace]; + cam.Render(); + copyDepthIntoCubemap.SetMatrix(ShaderParams.InvVPMatrix, cam.cameraToWorldMatrix * GL.GetGPUProjectionMatrix(cam.projectionMatrix, false).inverse); + copyDepthIntoCubemap.SetTexture(ShaderParams.ShadowTexture, rt, RenderTextureSubElement.Depth); + Graphics.SetRenderTarget(shadowCubemap, 0, (CubemapFace)cubemapFace); + Graphics.Blit(rt, copyDepthIntoCubemap); + + currentCubemapFace++; + } + cam.enabled = false; + RenderTexture.active = active; + + fogMat.SetTexture(ShaderParams.ShadowCubemap, shadowCubemap); + if (enableDustParticles && particleMaterial != null) { + particleMaterial.SetTexture(ShaderParams.ShadowCubemap, shadowCubemap); + } + if (!fogMat.IsKeywordEnabled(ShaderParams.SKW_SHADOWS_CUBEMAP)) { + fogMat.EnableKeyword(ShaderParams.SKW_SHADOWS_CUBEMAP); + } + } else { + cam.enabled = true; + camStartFrameCount = Time.frameCount; + string shadowKeyword = usesTranslucency ? ShaderParams.SKW_SHADOWS_TRANSLUCENCY : ShaderParams.SKW_SHADOWS; + if (!fogMat.IsKeywordEnabled(shadowKeyword)) { + fogMat.EnableKeyword(shadowKeyword); + } + } + } + + void SetupShadowMatrix () { + + if (usesCubemap) return; + + ComputeShadowTransform(cam.projectionMatrix, cam.worldToCameraMatrix); + + fogMat.SetMatrix(ShaderParams.ShadowMatrix, shadowMatrix); + fogMat.SetTexture(ShaderParams.ShadowTexture, cam.targetTexture, RenderTextureSubElement.Depth); + fogMat.SetTexture(ShaderParams.TranslucencyTexture, translucentMap); + + if (enableDustParticles && particleMaterial != null) { + particleMaterial.SetMatrix(ShaderParams.ShadowMatrix, shadowMatrix); + particleMaterial.SetTexture(ShaderParams.ShadowTexture, cam.targetTexture, RenderTextureSubElement.Depth); + particleMaterial.SetVector(ShaderParams.ShadowIntensity, new Vector4(shadowIntensity, 1f - shadowIntensity, 0, 0)); + particleMaterial.SetTexture(ShaderParams.TranslucencyTexture, translucentMap); + } + } + + + void ShadowsUpdate () { // called from Update + + bool usesCookie = cookieTexture != null && lightComp.type == LightType.Spot; + if (!enableShadows && !usesCookie) return; + + if (cam == null) return; + + int frameCount = Time.frameCount; + if (!meshRenderer.isVisible && frameCount - camStartFrameCount > 5) { + if (cam.enabled) { + ShadowsDisable(); + } + return; + } + + Transform camTransform = cam.transform; + cam.farClipPlane = generatedRange; + if (generatedType == LightType.Point) { + if (shadowBakeMode != ShadowBakeMode.HalfSphere) { + } else if (shadowOrientation == ShadowOrientation.ToCamera) { + if (enableShadows && mainCamera != null) { + // if it's a point light, check if the orientation is target camera and if the angle has changed too much force a shadow update + if (shadowBakeInterval != ShadowBakeInterval.EveryFrame) { + if (Vector3.Angle(camTransform.forward, mainCamera.position - lastCamPos) > 45) { + shouldOrientToCamera = true; + ScheduleShadowCapture(); + } + } + if (shouldOrientToCamera || shadowBakeInterval == ShadowBakeInterval.EveryFrame) { + shouldOrientToCamera = false; + camTransform.LookAt(mainCamera.position); + } + } + } else { + camTransform.forward = shadowDirection; + } + } + + camTransformChanged = false; + bool rotationChanged = lastCamRot != camTransform.rotation; + if (lastCamPos != camTransform.position || (rotationChanged && !shadowBakeIgnoreRotationChange)) { + camTransformChanged = true; + lastCamPos = camTransform.position; + lastCamRot = camTransform.rotation; + } + + if (enableShadows) { + ShadowCamUpdate(); + } + + if (camTransformChanged || rotationChanged || usesCookie || cam.enabled) { + SetupShadowMatrix(); + } + } + + void ShadowCamUpdate () { + if (shadowAutoToggle) { + float maxDistSqr = shadowDistanceDeactivation * shadowDistanceDeactivation; + if (distanceToCameraSqr > maxDistSqr) { + if (cam.enabled) { + ShadowsDisable(); + if (fogMat.IsKeywordEnabled(ShaderParams.SKW_SHADOWS)) { + fogMat.DisableKeyword(ShaderParams.SKW_SHADOWS); + } + if (fogMat.IsKeywordEnabled(ShaderParams.SKW_SHADOWS_TRANSLUCENCY)) { + fogMat.DisableKeyword(ShaderParams.SKW_SHADOWS_TRANSLUCENCY); + } + if (fogMat.IsKeywordEnabled(ShaderParams.SKW_SHADOWS_CUBEMAP)) { + fogMat.DisableKeyword(ShaderParams.SKW_SHADOWS_CUBEMAP); + } + } + return; + } + } + + if (shadowBakeInterval == ShadowBakeInterval.OnStart) { + if (!cam.enabled && camTransformChanged) { + ScheduleShadowCapture(); + } else if (Time.frameCount > camStartFrameCount + 1) { + cam.enabled = false; + } + } else if (!cam.enabled) { + ScheduleShadowCapture(); + } + } + + void ComputeShadowTransform (Matrix4x4 proj, Matrix4x4 view) { + // Currently CullResults ComputeDirectionalShadowMatricesAndCullingPrimitives doesn't + // apply z reversal to projection matrix. We need to do it manually here. + if (usesReversedZBuffer) { + proj.m20 = -proj.m20; + proj.m21 = -proj.m21; + proj.m22 = -proj.m22; + proj.m23 = -proj.m23; + } + + Matrix4x4 worldToShadow = proj * view; + + // Apply texture scale and offset to save a MAD in shader. + shadowMatrix = textureScaleAndBias * worldToShadow; + } + + #endregion + + } + + +} diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLight.Shadows.cs.meta b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Shadows.cs.meta new file mode 100644 index 00000000..05a3a07d --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLight.Shadows.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ac04ee2ac48c34d0eb561c7c35630d20 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLight.cs b/Assets/External/VolumetricLights/Scripts/VolumetricLight.cs new file mode 100644 index 00000000..37221ebf --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLight.cs @@ -0,0 +1,536 @@ +//------------------------------------------------------------------------------------------------------------------ +// Volumetric Lights +// Created by Kronnect +//------------------------------------------------------------------------------------------------------------------ + +using System; +using UnityEngine; +using System.Collections.Generic; +#if UNITY_EDITOR +using UnityEditor.SceneManagement; +#endif + +namespace VolumetricLights { + + public delegate void PropertiesChangedEvent(VolumetricLight volumetricLight); + + [ExecuteAlways, RequireComponent(typeof(Light)), AddComponentMenu("Effects/Volumetric Light", 1000)] + [HelpURL("https://kronnect.com/guides/volumetric-lights-2-urp-volumetric-light-parameters/")] + [DefaultExecutionOrder(100)] + public partial class VolumetricLight : MonoBehaviour { + + // Events + public event PropertiesChangedEvent OnPropertiesChanged; + + // Common + public bool profileSync = true; + public bool useCustomBounds; + public Bounds bounds; + [Tooltip("In enabled, bounds coordinates are relative to the light position")] + public bool boundsInLocalSpace; + public VolumetricLightProfile profile; + public float customRange = 1f; + [Tooltip("Used for point light occlusion orientation and checking camera distance when autoToggle options are enabled. If not assigned, it will try to use the main camera.")] + public Transform targetCamera; + + // Area + public bool useCustomSize; + public float areaWidth = 1f, areaHeight = 1f; + + [NonSerialized] + public Light lightComp; + + const float GOLDEN_RATIO = 0.618033989f; + + MeshFilter mf; + [NonSerialized] + public MeshRenderer meshRenderer; + Material fogMat, fogMatLight, fogMatInvisible; + Shader fogMatShader, fogMatInvisibleShader; + Vector4 windDirectionAcum; + bool requireUpdateMaterial; + List keywords; + static Texture2D blueNoiseTex; + float distanceToCameraSqr; + + [NonSerialized] + public static Transform mainCamera; + float lastDistanceCheckTime; +#if UNITY_EDITOR + float lastMaterialUpdateTime; +#endif + + enum Tribool { + Unknown = 0, + True = 1, + False = -1 + } + Tribool wasInRange = Tribool.Unknown; + + + public static List volumetricLights = new List(); + + + void OnEnable() { + Init(); +#if UNITY_EDITOR + // workaround for volumetric effect disappearing when saving the scene + EditorSceneManager.sceneSaving += OnSceneSaving; +#endif + } + + void OnSceneSaving (UnityEngine.SceneManagement.Scene scene, string path) { + requireUpdateMaterial = true; + } + + + public void Init() { + fogMatShader = Shader.Find("VolumetricLights/VolumetricLightURP"); + fogMatInvisibleShader = Shader.Find("VolumetricLights/Invisible"); + + if (!volumetricLights.Contains(this)) { + volumetricLights.Add(this); + } + lightComp = GetComponent(); + if (gameObject.layer == 0) { // if object is in default layer, move it to transparent fx layer + gameObject.layer = 1; + } + SettingsInit(); + Refresh(); + } + + public void Refresh() { + if (!enabled) return; + CheckProfile(); + + generatedRange = generatedTipRadius = generatedSpotAngle = generatedBaseRadius = -1; + generatedAreaWidth = generatedAreaHeight = generatedAreaFrustumAngle = generatedAreaFrustumMultiplier = 0; + CheckMesh(); + CheckShadows(); + UpdateMaterialPropertiesNow(); + } + + private void OnValidate() { + SettingsValidate(); + requireUpdateMaterial = true; + } + + public void OnDidApplyAnimationProperties() { + requireUpdateMaterial = true; + } + + private void OnDisable () { +#if UNITY_EDITOR + EditorSceneManager.sceneSaving -= OnSceneSaving; + +#endif + + if (volumetricLights.Contains(this)) { + volumetricLights.Remove(this); + } + TurnOff(); + } + + void TurnOff() { + if (meshRenderer != null) { + meshRenderer.enabled = false; + } + ShadowsDisable(); + ParticlesDisable(); + } + + private void OnDestroy() { + if (fogMatInvisible != null) { + DestroyImmediate(fogMatInvisible); + fogMatInvisible = null; + } + if (meshRenderer != null) { + meshRenderer.enabled = false; + } + ShadowsDispose(); + } + + void LateUpdate() { + + bool isActiveAndEnabled = lightComp.isActiveAndEnabled || alwaysOn; + if (isActiveAndEnabled) { + if (!autoToggle && meshRenderer != null && !meshRenderer.enabled) { + requireUpdateMaterial = true; + } + } else { + if (meshRenderer != null && meshRenderer.enabled) { + TurnOff(); + } + return; + } + + if (CheckMesh()) { + if (!Application.isPlaying) { + ParticlesDisable(); + } + ScheduleShadowCapture(); + requireUpdateMaterial = true; + } + +#if UNITY_EDITOR + // In editor, check if we need to refresh materials (matrices get lost during domain reloads) + if (!Application.isPlaying && fogMat != null && (enableShadows || enableDustParticles)) { + float currentTime = Time.realtimeSinceStartup; + // If it's been more than 0.5 seconds since last update, force a refresh + // This handles domain reloads and other Unity operations that clear matrices + if (currentTime - lastMaterialUpdateTime > 0.5f) { + requireUpdateMaterial = true; + lastMaterialUpdateTime = currentTime; + } + } +#endif + + if (requireUpdateMaterial) { + requireUpdateMaterial = false; + UpdateMaterialPropertiesNow(); +#if UNITY_EDITOR + lastMaterialUpdateTime = Time.realtimeSinceStartup; +#endif + } + + if (fogMat == null || meshRenderer == null) return; + + UpdateVolumeGeometry(); + + float now = Time.time; + if ((dustAutoToggle || shadowAutoToggle || autoToggle) && (!Application.isPlaying || (now - lastDistanceCheckTime) >= autoToggleCheckInterval)) { + lastDistanceCheckTime = now; + ComputeDistanceToCamera(); + } + + float brightness = this.brightness; + + if (autoToggle) { + float maxDistSqr = distanceDeactivation * distanceDeactivation; + float minDistSqr = distanceStartDimming * distanceStartDimming; + if (minDistSqr > maxDistSqr) minDistSqr = maxDistSqr - 0.00001f; + float dim = 1f - Mathf.Clamp01((distanceToCameraSqr - minDistSqr) / (maxDistSqr - minDistSqr)); + brightness *= dim; + Tribool isInRange = dim > 0.0f ? Tribool.True : Tribool.False; + if (isInRange != wasInRange) { + wasInRange = isInRange; + if (isInRange == Tribool.True && !meshRenderer.enabled) requireUpdateMaterial = true; + meshRenderer.enabled = isInRange == Tribool.True; + } + } + + UpdateDiffusionTerm(); + + if (enableDustParticles) { + if (!Application.isPlaying) { + ParticlesResetIfTransformChanged(); + } + UpdateParticlesVisibility(); + } + + fogMat.SetColor(ShaderParams.LightColor, lightComp.color * mediumAlbedo * (lightComp.intensity * brightness)); + float deltaTime = Time.deltaTime; + windDirectionAcum.x += windDirection.x * deltaTime; + windDirectionAcum.y += windDirection.y * deltaTime; + windDirectionAcum.z += windDirection.z * deltaTime; + windDirectionAcum.w = animatedBlueNoise ? GOLDEN_RATIO * (Time.frameCount % 480) : 0; + fogMat.SetVector(ShaderParams.WindDirection, windDirectionAcum); + + ShadowsUpdate(); + } + + + void ComputeDistanceToCamera() { + if (mainCamera == null) { + mainCamera = targetCamera; + if (mainCamera == null && Camera.main != null) { + mainCamera = Camera.main.transform; + } + if (mainCamera == null) return; + } + Vector3 camPos = mainCamera.position; + Vector3 pos = bounds.center; + distanceToCameraSqr = (camPos - pos).sqrMagnitude; + } + + void UpdateDiffusionTerm() { + Vector4 toLightDir = -transform.forward; + toLightDir.w = diffusionIntensity; + fogMat.SetVector(ShaderParams.ToLightDir, toLightDir); + } + + + public void UpdateVolumeGeometry() { + NormalizeScale(); + UpdateVolumeGeometryMaterial(fogMat); + if (enableDustParticles && particleMaterial != null) { + UpdateVolumeGeometryMaterial(particleMaterial); + particleMaterial.SetMatrix(ShaderParams.WorldToLocalMatrix, transform.worldToLocalMatrix); + } + } + + void UpdateVolumeGeometryMaterial(Material mat) { + if (mat == null) return; + + Transform t = transform; + + Vector3 pos = t.position; + Vector4 tipData; + tipData.x = pos.x; + tipData.y = pos.y; + tipData.z = pos.z; + tipData.w = tipRadius; + mat.SetVector(ShaderParams.ConeTipData, tipData); + + Vector3 forward = t.forward; + Vector4 coneAxis; + coneAxis.x = forward.x * generatedRange; + coneAxis.y = forward.y * generatedRange; + coneAxis.z = forward.z * generatedRange; + float maxDistSqr = generatedRange * generatedRange; + coneAxis.w = maxDistSqr; + mat.SetVector(ShaderParams.ConeAxis, coneAxis); + + float falloff = Mathf.Max(0.0001f, rangeFallOff); + float pointAttenX = -1f / (maxDistSqr * falloff); + float pointAttenY = maxDistSqr / (maxDistSqr * falloff); + mat.SetVector(ShaderParams.ExtraGeoData, new Vector4(generatedBaseRadius, pointAttenX, pointAttenY, generatedRange)); + + if (!useCustomBounds) { + bounds = meshRenderer.bounds; + } + + Bounds adjustedBounds = bounds; + if (useCustomBounds && boundsInLocalSpace) { + adjustedBounds.center += pos; + } + mat.SetVector(ShaderParams.BoundsCenter, adjustedBounds.center); + mat.SetVector(ShaderParams.BoundsExtents, adjustedBounds.extents); + if (generatedType == LightType.Rectangle || generatedType == LightType.Disc) { + if (mf != null && mf.sharedMesh != null) { + Bounds meshBounds = mf.sharedMesh.bounds; // non transformed real bounds + mat.SetVector(ShaderParams.MeshBoundsCenter, meshBounds.center); + mat.SetVector(ShaderParams.MeshBoundsExtents, meshBounds.extents); + } + float baseMultiplierComputed = (generatedAreaFrustumMultiplier - 1f) / generatedRange; + if (generatedType == LightType.Rectangle) { + mat.SetVector(ShaderParams.AreaExtents, new Vector4(areaWidth * 0.5f, areaHeight * 0.5f, generatedRange, baseMultiplierComputed)); + } else { + mat.SetVector(ShaderParams.AreaExtents, new Vector4(areaWidth * areaWidth, areaHeight, generatedRange, baseMultiplierComputed)); + } + } + } + + + public void UpdateMaterialProperties() { + requireUpdateMaterial = true; + } + + void UpdateMaterialPropertiesNow() { + + wasInRange = Tribool.Unknown; + lastDistanceCheckTime = -999; + + mainCamera = null; + ComputeDistanceToCamera(); + + if (this == null || !isActiveAndEnabled || lightComp == null || (!lightComp.isActiveAndEnabled && !alwaysOn)) { + ShadowsDisable(); + return; + } + + SettingsValidate(); + + if (meshRenderer == null) { + meshRenderer = GetComponent(); + } + + if (fogMatLight == null) { + if (meshRenderer != null) { + fogMatLight = meshRenderer.sharedMaterial; + if (fogMatLight != null) { + // ensure this is the correct shader + if (fogMatLight.shader != fogMatShader && fogMatLight.shader != fogMatInvisibleShader) { + fogMatLight = null; + } + if (fogMatLight != null) { + // ensure this material is not used by other lights (can happen if user duplicates another light gameobject in scene) + foreach (VolumetricLight light in volumetricLights) { + if (light != null && light != this && light.meshRenderer != null && light.meshRenderer.sharedMaterial == fogMatLight) { + fogMatLight = null; + if (mf != null) mf.sharedMesh = null; + break; + } + } + } + } + } + if (fogMatLight == null) { + fogMatLight = new Material(fogMatShader); + } + } + fogMat = fogMatLight; + + + if (fogMat == null) return; + + SetFogMaterial(); + + if (customRange < 0.001f) customRange = 0.001f; + + if (meshRenderer != null) { + meshRenderer.sortingLayerID = sortingLayerID; + meshRenderer.sortingOrder = sortingOrder; + } + fogMat.renderQueue = renderQueue; + + switch (blendMode) { + case BlendMode.Additive: + fogMat.SetInt(ShaderParams.BlendOp, (int)UnityEngine.Rendering.BlendOp.Add); + fogMat.SetInt(ShaderParams.BlendSrc, (int)UnityEngine.Rendering.BlendMode.One); + fogMat.SetInt(ShaderParams.BlendDest, (int)UnityEngine.Rendering.BlendMode.One); + break; + case BlendMode.Blend: + fogMat.SetInt(ShaderParams.BlendOp, (int)UnityEngine.Rendering.BlendOp.Add); + fogMat.SetInt(ShaderParams.BlendSrc, (int)UnityEngine.Rendering.BlendMode.One); + fogMat.SetInt(ShaderParams.BlendDest, (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + break; + case BlendMode.PreMultiply: + fogMat.SetInt(ShaderParams.BlendOp, (int)UnityEngine.Rendering.BlendOp.Add); + fogMat.SetInt(ShaderParams.BlendSrc, (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + fogMat.SetInt(ShaderParams.BlendDest, (int)UnityEngine.Rendering.BlendMode.One); + break; + case BlendMode.Substractive: + fogMat.SetInt(ShaderParams.BlendOp, (int)UnityEngine.Rendering.BlendOp.ReverseSubtract); + fogMat.SetInt(ShaderParams.BlendSrc, (int)UnityEngine.Rendering.BlendMode.One); + fogMat.SetInt(ShaderParams.BlendDest, (int)UnityEngine.Rendering.BlendMode.One); + break; + } + fogMat.SetTexture(ShaderParams.NoiseTex, noiseTexture); + fogMat.SetFloat(ShaderParams.NoiseStrength, noiseStrength); + fogMat.SetFloat(ShaderParams.NoiseScale, 0.1f / noiseScale); + fogMat.SetFloat(ShaderParams.NoiseFinalMultiplier, noiseFinalMultiplier); + fogMat.SetFloat(ShaderParams.Penumbra, penumbra); + fogMat.SetFloat(ShaderParams.RangeFallOff, rangeFallOff); + fogMat.SetFloat(ShaderParams.Density, density); + fogMat.SetFloat(ShaderParams.NearClipDistance, nearClipDistance); + fogMat.SetVector(ShaderParams.DirectLightData, new Vector4(directLightMultiplier, directLightSmoothSamples, directLightSmoothRadius, 0)); + fogMat.SetVector(ShaderParams.FallOff, new Vector4(attenCoefConstant, attenCoefLinear, attenCoefQuadratic, 0)); + fogMat.SetVector(ShaderParams.RayMarchSettings, new Vector4(raymarchQuality, dithering * 0.001f, jittering, raymarchMinStep)); + fogMat.SetInt(ShaderParams.RayMarchMaxSteps, raymarchMaxSteps); + if (jittering > 0) { + if (blueNoiseTex == null) blueNoiseTex = Resources.Load("Textures/blueNoiseVL128"); + fogMat.SetTexture(ShaderParams.BlueNoiseTexture, blueNoiseTex); + } + fogMat.SetInt(ShaderParams.FlipDepthTexture, flipDepthTexture ? 1 : 0); + + if (keywords == null) { + keywords = new List(); + } else { + keywords.Clear(); + } + + if (useBlueNoise) { + keywords.Add(ShaderParams.SKW_BLUENOISE); + } + if (useNoise) { + keywords.Add(ShaderParams.SKW_NOISE); + } + switch (lightComp.type) { + case LightType.Spot: + if (cookieTexture != null) { + keywords.Add(ShaderParams.SKW_SPOT_COOKIE); + fogMat.SetTexture(ShaderParams.CookieTexture, cookieTexture); + fogMat.SetVector(ShaderParams.CookieTexture_ScaleAndSpeed, new Vector4(cookieScale.x, cookieScale.y, cookieSpeed.x, cookieSpeed.y)); + fogMat.SetVector(ShaderParams.CookieTexture_Offset, new Vector4(cookieOffset.x, cookieOffset.y, 0, 0)); + } else { + keywords.Add(ShaderParams.SKW_SPOT); + } + break; + case LightType.Point: keywords.Add(ShaderParams.SKW_POINT); break; + case LightType.Rectangle: keywords.Add(ShaderParams.SKW_AREA_RECT); break; + case LightType.Disc: keywords.Add(ShaderParams.SKW_AREA_DISC); break; + } + if (attenuationMode == AttenuationMode.Quadratic) { + keywords.Add(ShaderParams.SKW_PHYSICAL_ATTEN); + } + if (castDirectLight) { + keywords.Add(directLightBlendMode == DirectLightBlendMode.Additive ? ShaderParams.SKW_CAST_DIRECT_LIGHT_ADDITIVE : ShaderParams.SKW_CAST_DIRECT_LIGHT_BLEND); + } + if (useCustomBounds) { + keywords.Add(ShaderParams.SKW_CUSTOM_BOUNDS); + } + + ShadowsSupportCheck(); + if (enableShadows) { + if (usesCubemap) { + keywords.Add(ShaderParams.SKW_SHADOWS_CUBEMAP); + } else if (usesTranslucency) { + keywords.Add(ShaderParams.SKW_SHADOWS_TRANSLUCENCY); + } else { + keywords.Add(ShaderParams.SKW_SHADOWS); + } + } +#if UNITY_2021_3_OR_NEWER + fogMat.enabledKeywords = null; +#endif + fogMat.shaderKeywords = keywords.ToArray(); + + ParticlesCheckSupport(); + + if (OnPropertiesChanged != null) { + OnPropertiesChanged(this); + } + } + + void SetFogMaterial() { + if (meshRenderer != null) { + if (density <= 0 || mediumAlbedo.a == 0) { + if (fogMatInvisible == null) { + fogMatInvisible = new Material(fogMatInvisibleShader); + fogMatInvisible.hideFlags = HideFlags.DontSave; + } + meshRenderer.sharedMaterial = fogMatInvisible; + } else { + meshRenderer.sharedMaterial = fogMat; + } + } + } + + /// + /// Creates an automatic profile if profile is not set + public void CheckProfile() { + if (profile != null) { + if ("Auto".Equals(profile.name)) { + profile.ApplyTo(this); + profile = null; + } else if (profileSync) { + profile.ApplyTo(this); + } + } + } + + /// + /// Gets bounds in world space + /// + public Bounds GetBounds() { + Bounds bounds = this.bounds; + if (useCustomBounds && boundsInLocalSpace) { + bounds.center += transform.position; + } + return bounds; + } + + + /// + /// Sets bounds in world space + /// + public void SetBounds(Bounds bounds) { + if (useCustomBounds && boundsInLocalSpace) { + bounds.center -= transform.position; + } + this.bounds = bounds; + UpdateVolumeGeometry(); + } + } +} diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLight.cs.meta b/Assets/External/VolumetricLights/Scripts/VolumetricLight.cs.meta new file mode 100644 index 00000000..de047855 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLight.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f2d25995c984d4f869d603b12fb4e28e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLightDirectionalSync.cs b/Assets/External/VolumetricLights/Scripts/VolumetricLightDirectionalSync.cs new file mode 100644 index 00000000..cdee6942 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLightDirectionalSync.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace VolumetricLights { + [ExecuteInEditMode] + [AddComponentMenu("")] + [RequireComponent(typeof(VolumetricLight))] + public class VolumetricLightDirectionalSync : MonoBehaviour { + + [Tooltip("The directional light that is synced with this volumetric area light.")] + public Light directionalLight; + [Tooltip("Makes this area light position follow the desired target. Usually this is the main camera.")] + public Transform follow; + [Tooltip("Move volumetric light to 'follow' gameobject position if distance is greater than this value. Updating the position of this volumetric light area every frame is not recommended.")] + public float distanceUpdate = 1f; + + VolumetricLight vl; + Light fakeLight; + Vector3 lastFollowPos; + + private void Start() { + vl = GetComponent(); + fakeLight = GetComponent(); + if (follow == null && Camera.main != null) follow = Camera.main.transform; + } + + + void LateUpdate() { + if (directionalLight != null) { + if (follow != null) { + Vector3 followPos = follow.position; + if (Vector3.Distance(lastFollowPos, followPos) > distanceUpdate) { + lastFollowPos = followPos; + transform.position = follow.position; + transform.position -= directionalLight.transform.forward * vl.generatedRange * 0.5f; + } + } + transform.forward = directionalLight.transform.forward; + if (fakeLight != null) { + fakeLight.enabled = false; + fakeLight.color = directionalLight.color; + fakeLight.intensity = directionalLight.intensity; + } + } + + } + } + +} \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLightDirectionalSync.cs.meta b/Assets/External/VolumetricLights/Scripts/VolumetricLightDirectionalSync.cs.meta new file mode 100644 index 00000000..e2cd6629 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLightDirectionalSync.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 78a0755a1ff424b3ea4a0e64f7b85c1e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLightProfile.cs b/Assets/External/VolumetricLights/Scripts/VolumetricLightProfile.cs new file mode 100644 index 00000000..87cdddd4 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLightProfile.cs @@ -0,0 +1,440 @@ +using UnityEngine; +using UnityEngine.Serialization; + +namespace VolumetricLights { + + public enum ShadowResolution { + _32 = 32, + _64 = 64, + _128 = 128, + _256 = 256, + _512 = 512, + _1024 = 1024, + _2048 = 2048, + _4096 = 4096 + } + + public enum ShadowBakeInterval { + OnStart, + EveryFrame + } + + public enum AttenuationMode { + Simple, + Quadratic + } + + public enum RaymarchPresets { + UserDefined = 0, + Default = 10, + Faster = 20, + EvenFaster = 30, + LightSpeed = 40 + } + + public enum BlendMode { + Additive = 0, + Blend = 1, + PreMultiply = 2, + Substractive = 3 + } + + public enum ShadowOrientation { + ToCamera, + FixedDirection + } + + public enum ShadowBakeMode { + HalfSphere, + CubemapOneFacePerFrame, + CubemapAll6FacesPerFrame + } + + public enum DirectLightBlendMode { + Additive = 0, + Blend = 1 + } + + + [CreateAssetMenu(menuName = "Volumetric Light Profile", fileName = "VolumetricLightProfile", order = 335)] + public class VolumetricLightProfile : ScriptableObject { + + [Header("Rendering")] + public BlendMode blendMode = BlendMode.Additive; + + public RaymarchPresets raymarchPreset = RaymarchPresets.UserDefined; + + [Tooltip("Determines the general accuracy of the effect. The greater this value, the more accurate effect (shadow occlusion as well). Try to keep this value as low as possible while maintainig a good visual result. If you need better performance increase the 'Raymarch Min Step' and then 'Jittering' amount to improve quality.")] + [Range(1, 256)] public int raymarchQuality = 8; + + [Tooltip("Determines the minimum step size. Increase to improve performance / decrease to improve accuracy. When increasing this value, you can also increase 'Jittering' amount to improve quality.")] + public float raymarchMinStep = 0.1f; + + [Tooltip("Maximum number of raymarch steps. This value represents a hard maximum, usually each ray uses less samples but it can be topped by lowering this value.")] + public int raymarchMaxSteps = 200; + + [Tooltip("Increase to reduce inaccuracy due to low number of samples (due to a high raymarch step size).")] + public float jittering = 0.5f; + + [Tooltip("Increase to reduce banding artifacts. Usually jittering has a bigger impact in reducing artifacts.")] + [Range(0, 2)] public float dithering = 1f; + + [Tooltip("Uses blue noise for jittering computation reducing moiré pattern of normal jitter. Usually not needed unless you use shadow occlusion. It adds an additional texture fetch so use only if it provides you a clear visual improvement.")] + public bool useBlueNoise; + + public bool animatedBlueNoise = true; + + [Tooltip("The render queue for this renderer. By default, all transparent objects use a render queue of 3000. Use a lower value to render before all transparent objects.")] + public int renderQueue = 3101; + + [Tooltip("Optional sorting layer Id (number) for this renderer. By default 0. Usually used to control the order with other transparent renderers, like Sprite Renderer.")] + public int sortingLayerID; + + [Tooltip("Optional sorting order for this renderer. Used to control the order with other transparent renderers, like Sprite Renderer.")] + public int sortingOrder; + + [Tooltip("Use only if depth texture is inverted. Alternatively you can enable MSAA, HDR or change the render scale in the pipeline asset.")] + public bool flipDepthTexture; + + [Tooltip("Ignores light enable state. Always show volumetric fog. This option is useful to produce fake volumetric lights.")] + public bool alwaysOn; + + [Tooltip("If the volumetric light effect may illuminate the objects. Only available in deferred rendering path.")] + public bool castDirectLight; + + [Tooltip("Multiplier for the direct light")] + public float directLightMultiplier = 1f; + + [Tooltip("Number of samples to creates smooth shadows")] + [Range(1, 32)] + public int directLightSmoothSamples = 8; + + [Tooltip("Radius for the smooth shadow")] + [Range(0, 8)] + public float directLightSmoothRadius = 4; + + [Tooltip("Blending mode for the direct light effect. Blend mode requires deferred rendering mode and is slower.")] + public DirectLightBlendMode directLightBlendMode = DirectLightBlendMode.Additive; + + [Tooltip("Fully enable/disable volumetric effect when far from main camera in order to optimize performance")] + public bool autoToggle; + [Tooltip("Distance to the light source at which the volumetric effect starts to dim. Note that the distance is to the light position regardless of its light range or volume so you should consider the light area or range into this distance as well.")] + public float distanceStartDimming = 70f; + [Tooltip("Distance to the light source at which the volumetric effect is fully deactivated. Note that the distance is to the light position regardless of its light range or volume so you should consider the light area or range into this distance as well.")] + public float distanceDeactivation = 100f; + [Tooltip("Minimum time between distance checks")] + public float autoToggleCheckInterval = 1f; + + [Header("Appearance")] + public bool useNoise = true; + public Texture3D noiseTexture; + [Range(0, 3)] public float noiseStrength = 1f; + public float noiseScale = 5f; + public float noiseFinalMultiplier = 1f; + + public float density = 0.2f; + + public Color mediumAlbedo = Color.white; + + [Tooltip("Overall brightness multiplier.")] + public float brightness = 1f; + + [Tooltip("Attenuation Mode")] + public AttenuationMode attenuationMode = AttenuationMode.Simple; + + [Tooltip("Constant coefficient (a) of the attenuation formula. By modulating these coefficients, you can tweak the attenuation quadratic curve 1/(a + b*x + c*x*x).")] + public float attenCoefConstant = 1f; + + [Tooltip("Linear coefficient (b) of the attenuation formula. By modulating these coefficients, you can tweak the attenuation quadratic curve 1/(a + b*x + c*x*x).")] + public float attenCoefLinear = 2f; + + [Tooltip("Quadratic coefficient (c) of the attenuation formula. By modulating these coefficients, you can tweak the attenuation quadratic curve 1/(a + b*x + c*x*x).")] + public float attenCoefQuadratic = 1f; + + [Tooltip("Attenuation of light intensity based on square of distance. Plays with brightness to achieve a more linear or realistic (quadratic attenuation effect).")] + [FormerlySerializedAs("distanceFallOff")] + public float rangeFallOff = 1f; + + [Tooltip("Brightiness increase when looking against light source.")] + public float diffusionIntensity; + + [Range(0, 1), Tooltip("Smooth edges")] + [FormerlySerializedAs("border")] + public float penumbra = 0.5f; + + [Header("Spot Light")] + [Tooltip("Radius of the tip of the cone. Only applies to spot lights.")] public float tipRadius; + public float nearClipDistance; + [Tooltip("Custom cookie texture (RGB).")] public Texture2D cookieTexture; + + public Vector2 cookieScale = Vector2.one; + public Vector2 cookieOffset; + public Vector2 cookieSpeed; + + [Header("Area Light")] + [Range(0f, 80f)] public float frustumAngle; + + [Header("Animation")] + [Tooltip("Noise animation direction and speed.")] + public Vector3 windDirection = new Vector3(0.03f, 0.02f, 0); + + [Header("Dust Particles")] + public bool enableDustParticles; + public float dustBrightness = 1f; + public float dustMinSize = 0.01f; + public float dustMaxSize = 0.02f; + public float dustWindSpeed = 1f; + [Tooltip("Dims particle intensity beyond this distance to camera")] + public float dustDistanceAttenuation = 10f; + [Tooltip("Fully enable/disable particle system renderer when far from main camera in order to optimize performance")] + public bool dustAutoToggle; + [Tooltip("Distance to the light source at which the particule system is fully deactivated. Note that the distance is to the light position regardless of its light range or volume so you should consider the light area or range into this distance as well.")] + public float dustDistanceDeactivation = 70f; + [Tooltip("Prewarms/populates dust when the volumetric light is enabled to ensure there're enough visible particles from start. Disabling this option can improve performance when many lights are activated at the same time.")] + public bool dustPrewarm = true; + + [Header("Shadow Occlusion")] + public bool enableShadows; + public float shadowIntensity = 0.7f; + public Color shadowColor = new Color(0, 0, 0, 1); + [Tooltip("Enable translucent shadow map")] + public bool shadowTranslucency; + [Tooltip("Customizable intensity for the translucent map sampling")] + public float shadowTranslucencyIntensity = 1f; + [Tooltip("Amount of colorization")] + [Range(0, 1)] public float shadowTranslucencyBlend = 0.5f; + public ShadowResolution shadowResolution = ShadowResolution._256; + public LayerMask shadowCullingMask = ~2; + public ShadowBakeInterval shadowBakeInterval = ShadowBakeInterval.OnStart; + [Tooltip("When enabled, baked shadows won't be updated when light rotates, only when position changes. This produces that baked shadows can also rotate when the light does, improving performance. This option only works in play mode.")] + public bool shadowBakeIgnoreRotationChange; + public float shadowNearDistance = 0.1f; + [Tooltip("Fully enable/disable shadows when far from main camera in order to optimize performance")] + public bool shadowAutoToggle; + [Tooltip("Max distance to main camera to render shadows for this volumetric light.")] + public float shadowDistanceDeactivation = 250f; + [Tooltip("Compute shadows in a half-sphere oriented to camera (faster) or in a cubemap but render one face per frame (slower) or all 6 faces per frame (slowest).")] + public ShadowBakeMode shadowBakeMode = ShadowBakeMode.HalfSphere; + public ShadowOrientation shadowOrientation = ShadowOrientation.ToCamera; + public Vector3 shadowDirection = Vector3.down; + + private void OnEnable() { + if (noiseTexture == null) { + noiseTexture = Resources.Load("Textures/NoiseTex3D1"); + } + } + + private void OnValidate() { + + switch (raymarchPreset) { + case RaymarchPresets.Default: + raymarchQuality = 8; + raymarchMinStep = 0.1f; + jittering = 0.5f; + break; + case RaymarchPresets.Faster: + raymarchQuality = 4; + raymarchMinStep = 0.2f; + jittering = 1f; + break; + case RaymarchPresets.EvenFaster: + raymarchQuality = 2; + raymarchMinStep = 1f; + jittering = 4f; + break; + case RaymarchPresets.LightSpeed: + raymarchQuality = 1; + raymarchMinStep = 8f; + jittering = 4f; + break; + } + + tipRadius = Mathf.Max(0, tipRadius); + nearClipDistance = Mathf.Max(0, nearClipDistance); + density = Mathf.Max(0, density); + noiseScale = Mathf.Max(0.1f, noiseScale); + diffusionIntensity = Mathf.Max(0, diffusionIntensity); + dustMaxSize = Mathf.Max(dustMaxSize, dustMinSize); + rangeFallOff = Mathf.Max(rangeFallOff, 0); + brightness = Mathf.Max(brightness, 0); + penumbra = Mathf.Max(0.002f, penumbra); + attenCoefConstant = Mathf.Max(0.0001f, attenCoefConstant); + attenCoefLinear = Mathf.Max(0, attenCoefLinear); + attenCoefQuadratic = Mathf.Max(0, attenCoefQuadratic); + dustBrightness = Mathf.Max(0, dustBrightness); + dustMinSize = Mathf.Max(0, dustMinSize); + dustMaxSize = Mathf.Max(0, dustMaxSize); + shadowNearDistance = Mathf.Max(0, shadowNearDistance); + dustDistanceAttenuation = Mathf.Max(0, dustDistanceAttenuation); + raymarchMinStep = Mathf.Max(0.1f, raymarchMinStep); + jittering = Mathf.Max(0, jittering); + dithering = Mathf.Max(0, dithering); + distanceStartDimming = Mathf.Max(0, distanceStartDimming); + distanceDeactivation = Mathf.Max(0, distanceDeactivation); + distanceStartDimming = Mathf.Min(distanceStartDimming, distanceDeactivation); + shadowIntensity = Mathf.Max(0, shadowIntensity); + raymarchMaxSteps = Mathf.Max(1, raymarchMaxSteps); + shadowTranslucencyIntensity = Mathf.Max(0, shadowTranslucencyIntensity); + + // Update all lights using this profile + VolumetricLight[] vls = FindObjectsOfType(); + for (int k = 0; k < vls.Length; k++) { + VolumetricLight vl = vls[k]; + if (vl != null && vl.profileSync && vl.profile == this) { + ApplyTo(vl); + } + } + } + + public void ApplyTo(VolumetricLight vl) { + vl.blendMode = blendMode; + vl.flipDepthTexture = flipDepthTexture; + vl.raymarchPreset = raymarchPreset; + vl.raymarchMinStep = raymarchMinStep; + vl.raymarchQuality = raymarchQuality; + vl.raymarchMaxSteps = raymarchMaxSteps; + vl.jittering = jittering; + vl.dithering = dithering; + vl.useBlueNoise = useBlueNoise; + vl.animatedBlueNoise = animatedBlueNoise; + vl.renderQueue = renderQueue; + vl.sortingLayerID = sortingLayerID; + vl.sortingOrder = sortingOrder; + vl.alwaysOn = alwaysOn; + vl.castDirectLight = castDirectLight; + vl.directLightMultiplier = directLightMultiplier; + vl.directLightSmoothSamples = directLightSmoothSamples; + vl.directLightSmoothRadius = directLightSmoothRadius; + vl.directLightBlendMode = directLightBlendMode; + vl.autoToggle = autoToggle; + vl.distanceStartDimming = distanceStartDimming; + vl.distanceDeactivation = distanceDeactivation; + vl.autoToggleCheckInterval = autoToggleCheckInterval; + vl.useNoise = useNoise; + vl.noiseTexture = noiseTexture; + vl.noiseStrength = noiseStrength; + vl.noiseScale = noiseScale; + vl.noiseFinalMultiplier = noiseFinalMultiplier; + vl.density = density; + vl.mediumAlbedo = mediumAlbedo; + vl.brightness = brightness; + vl.attenuationMode = attenuationMode; + vl.attenCoefConstant = attenCoefConstant; + vl.attenCoefLinear = attenCoefLinear; + vl.attenCoefQuadratic = attenCoefQuadratic; + vl.rangeFallOff = rangeFallOff; + vl.diffusionIntensity = diffusionIntensity; + vl.penumbra = penumbra; + vl.tipRadius = tipRadius; + vl.nearClipDistance = nearClipDistance; + vl.cookieTexture = cookieTexture; + vl.cookieScale = cookieScale; + vl.cookieSpeed = cookieSpeed; + vl.cookieOffset = cookieOffset; + vl.frustumAngle = frustumAngle; + vl.windDirection = windDirection; + vl.enableDustParticles = enableDustParticles; + vl.dustBrightness = dustBrightness; + vl.dustMinSize = dustMinSize; + vl.dustMaxSize = dustMaxSize; + vl.dustWindSpeed = dustWindSpeed; + vl.dustDistanceAttenuation = dustDistanceAttenuation; + vl.dustAutoToggle = dustAutoToggle; + vl.dustDistanceDeactivation = dustDistanceDeactivation; + vl.dustPrewarm = dustPrewarm; + vl.enableShadows = enableShadows; + vl.shadowIntensity = shadowIntensity; + vl.shadowColor = shadowColor; + vl.shadowTranslucency = shadowTranslucency; + vl.shadowTranslucencyIntensity = shadowTranslucencyIntensity; + vl.shadowTranslucencyBlend = shadowTranslucencyBlend; + vl.shadowResolution = shadowResolution; + vl.shadowCullingMask = shadowCullingMask; + vl.shadowBakeInterval = shadowBakeInterval; + vl.shadowNearDistance = shadowNearDistance; + vl.shadowBakeIgnoreRotationChange = shadowBakeIgnoreRotationChange; + vl.shadowAutoToggle = shadowAutoToggle; + vl.shadowDistanceDeactivation = shadowDistanceDeactivation; + vl.shadowBakeMode = shadowBakeMode; + vl.shadowOrientation = shadowOrientation; + vl.shadowDirection = shadowDirection; + vl.UpdateMaterialProperties(); + } + + + public void LoadFrom(VolumetricLight vl) { + blendMode = vl.blendMode; + flipDepthTexture = vl.flipDepthTexture; + raymarchPreset = vl.raymarchPreset; + raymarchMinStep = vl.raymarchMinStep; + raymarchQuality = vl.raymarchQuality; + raymarchMaxSteps = vl.raymarchMaxSteps; + jittering = vl.jittering; + dithering = vl.dithering; + useBlueNoise = vl.useBlueNoise; + animatedBlueNoise = vl.animatedBlueNoise; + renderQueue = vl.renderQueue; + sortingLayerID = vl.sortingLayerID; + sortingOrder = vl.sortingOrder; + alwaysOn = vl.alwaysOn; + castDirectLight = vl.castDirectLight; + directLightMultiplier = vl.directLightMultiplier; + directLightSmoothSamples = vl.directLightSmoothSamples; + directLightSmoothRadius = vl.directLightSmoothRadius; + directLightBlendMode = vl.directLightBlendMode; + autoToggle = vl.autoToggle; + distanceStartDimming = vl.distanceStartDimming; + distanceDeactivation = vl.distanceDeactivation; + autoToggleCheckInterval = vl.autoToggleCheckInterval; + useNoise = vl.useNoise; + noiseTexture = vl.noiseTexture; + noiseStrength = vl.noiseStrength; + noiseScale = vl.noiseScale; + noiseFinalMultiplier = vl.noiseFinalMultiplier; + density = vl.density; + mediumAlbedo = vl.mediumAlbedo; + brightness = vl.brightness; + attenuationMode = vl.attenuationMode; + attenCoefConstant = vl.attenCoefConstant; + attenCoefLinear = vl.attenCoefLinear; + attenCoefQuadratic = vl.attenCoefQuadratic; + rangeFallOff = vl.rangeFallOff; + diffusionIntensity = vl.diffusionIntensity; + penumbra = vl.penumbra; + tipRadius = vl.tipRadius; + nearClipDistance = vl.nearClipDistance; + cookieTexture = vl.cookieTexture; + cookieScale = vl.cookieScale; + cookieOffset = vl.cookieOffset; + cookieSpeed = vl.cookieSpeed; + frustumAngle = vl.frustumAngle; + windDirection = vl.windDirection; + enableDustParticles = vl.enableDustParticles; + dustBrightness = vl.dustBrightness; + dustMinSize = vl.dustMinSize; + dustMaxSize = vl.dustMaxSize; + dustWindSpeed = vl.dustWindSpeed; + dustDistanceAttenuation = vl.dustDistanceAttenuation; + dustPrewarm = vl.dustPrewarm; + dustAutoToggle = vl.dustAutoToggle; + dustDistanceDeactivation = vl.dustDistanceDeactivation; + enableShadows = vl.enableShadows; + shadowIntensity = vl.shadowIntensity; + shadowColor = vl.shadowColor; + shadowTranslucency = vl.shadowTranslucency; + shadowTranslucencyIntensity = vl.shadowTranslucencyIntensity; + shadowTranslucencyBlend = vl.shadowTranslucencyBlend; + shadowResolution = vl.shadowResolution; + shadowCullingMask = vl.shadowCullingMask; + shadowBakeInterval = vl.shadowBakeInterval; + shadowNearDistance = vl.shadowNearDistance; + shadowBakeIgnoreRotationChange = vl.shadowBakeIgnoreRotationChange; + shadowAutoToggle = vl.shadowAutoToggle; + shadowDistanceDeactivation = vl.shadowDistanceDeactivation; + shadowBakeMode = vl.shadowBakeMode; + shadowOrientation = vl.shadowOrientation; + shadowDirection = vl.shadowDirection; + } + + } +} \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLightProfile.cs.meta b/Assets/External/VolumetricLights/Scripts/VolumetricLightProfile.cs.meta new file mode 100644 index 00000000..203e81a3 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLightProfile.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a05f7c97fe68a4843b94f7e58995c5ac +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLights.asmref b/Assets/External/VolumetricLights/Scripts/VolumetricLights.asmref new file mode 100644 index 00000000..cb3b0b05 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLights.asmref @@ -0,0 +1,3 @@ +{ + "reference": "GUID:15fc0a57446b3144c949da3e2b9737a9" +} \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLights.asmref.meta b/Assets/External/VolumetricLights/Scripts/VolumetricLights.asmref.meta new file mode 100644 index 00000000..83bc428b --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLights.asmref.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 992177932d5874edd8d77b4923e809e3 +AssemblyDefinitionReferenceImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLightsDepthPrePassFeature.cs b/Assets/External/VolumetricLights/Scripts/VolumetricLightsDepthPrePassFeature.cs new file mode 100644 index 00000000..264a44bf --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLightsDepthPrePassFeature.cs @@ -0,0 +1,314 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; +using System.Collections.Generic; +using System; +#if UNITY_2023_3_OR_NEWER +using UnityEngine.Rendering.RenderGraphModule; +#endif + +namespace VolumetricLights { + + public class VolumetricLightsDepthPrePassFeature : ScriptableRendererFeature { + + static class ShaderParams { + public static int MainTex = Shader.PropertyToID("_MainTex"); + public static int CustomDepthTexture = Shader.PropertyToID("_CustomDepthTexture"); + public static int CustomDepthAlphaCutoff = Shader.PropertyToID("_AlphaCutOff"); + public static int CustomDepthBaseMap = Shader.PropertyToID("_BaseMap"); + + public const string SKW_DEPTH_PREPASS = "VF2_DEPTH_PREPASS"; + public const string SKW_CUSTOM_DEPTH_ALPHA_TEST = "DEPTH_PREPASS_ALPHA_TEST"; + } + + + public class DepthRenderPass : ScriptableRenderPass { + + public VolumetricLightsDepthPrePassFeature settings; + + const string m_ProfilerTag = "CustomDepthPrePass"; + const string m_DepthOnlyShader = "Hidden/VolumetricLights/DepthOnly"; + const string m_CustomDepthTextureName = "_CustomDepthTexture"; + + static FilteringSettings filterSettings; + int currentCutoutLayerMask; + static readonly List shaderTagIdList = new List(); + readonly List cutOutRenderers = new List(); + + RTHandle m_Depth; + Material depthOnlyMaterial, depthOnlyMaterialCutOff; + Material[] depthOverrideMaterials; + + public DepthRenderPass(VolumetricLightsDepthPrePassFeature settings) { + this.settings = settings; + renderPassEvent = RenderPassEvent.AfterRenderingOpaques; + + //m_Depth.Init("_CustomDepthTexture"); + m_Depth = RTHandles.Alloc(ShaderParams.CustomDepthTexture, name: m_CustomDepthTextureName); + shaderTagIdList.Clear(); + shaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit")); + shaderTagIdList.Add(new ShaderTagId("UniversalForward")); + shaderTagIdList.Add(new ShaderTagId("LightweightForward")); + filterSettings = new FilteringSettings(RenderQueueRange.transparent, 0); + SetupKeywords(); + FindAlphaClippingRenderers(); + } + + void SetupKeywords() { + if (settings.transparentLayerMask != 0 || settings.alphaCutoutLayerMask != 0) { + Shader.EnableKeyword(ShaderParams.SKW_DEPTH_PREPASS); + } else { + Shader.DisableKeyword(ShaderParams.SKW_DEPTH_PREPASS); + } + } + + void FindAlphaClippingRenderers() { + cutOutRenderers.Clear(); + if (settings.alphaCutoutLayerMask == 0) return; + Renderer[] rr = Misc.FindObjectsOfType(); + for (int r = 0; r < rr.Length; r++) { + if (((1 << rr[r].gameObject.layer) & settings.alphaCutoutLayerMask) != 0) { + cutOutRenderers.Add(rr[r]); + } + } + } + +#if UNITY_2023_3_OR_NEWER + [Obsolete] +#endif + public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { + if (settings.transparentLayerMask != filterSettings.layerMask || settings.alphaCutoutLayerMask != currentCutoutLayerMask) { + filterSettings = new FilteringSettings(RenderQueueRange.transparent, settings.transparentLayerMask); + if (settings.alphaCutoutLayerMask != currentCutoutLayerMask) { + FindAlphaClippingRenderers(); + } + currentCutoutLayerMask = settings.alphaCutoutLayerMask; + SetupKeywords(); + } + RenderTextureDescriptor depthDesc = cameraTextureDescriptor; + depthDesc.colorFormat = RenderTextureFormat.Depth; + depthDesc.depthBufferBits = 24; + depthDesc.msaaSamples = 1; + + cmd.GetTemporaryRT(ShaderParams.CustomDepthTexture, depthDesc, FilterMode.Point); + cmd.SetGlobalTexture(ShaderParams.CustomDepthTexture, m_Depth); + ConfigureTarget(m_Depth); + ConfigureClear(ClearFlag.All, Color.black); + } + +#if UNITY_2023_3_OR_NEWER + [Obsolete] +#endif + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { + + if (settings.transparentLayerMask == 0 && settings.alphaCutoutLayerMask == 0) return; + + CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); + context.ExecuteCommandBuffer(cmd); + cmd.Clear(); + + if (settings.alphaCutoutLayerMask != 0) { + if (depthOnlyMaterialCutOff == null) { + Shader depthOnlyCutOff = Shader.Find(m_DepthOnlyShader); + depthOnlyMaterialCutOff = new Material(depthOnlyCutOff); + } + int renderersCount = cutOutRenderers.Count; + if (depthOverrideMaterials == null || depthOverrideMaterials.Length < renderersCount) { + depthOverrideMaterials = new Material[renderersCount]; + } + for (int k = 0; k < renderersCount; k++) { + Renderer renderer = cutOutRenderers[k]; + if (renderer != null && renderer.isVisible) { + Material mat = renderer.sharedMaterial; + if (mat != null) { + if (depthOverrideMaterials[k] == null) { + depthOverrideMaterials[k] = Instantiate(depthOnlyMaterialCutOff); + depthOverrideMaterials[k].EnableKeyword(ShaderParams.SKW_CUSTOM_DEPTH_ALPHA_TEST); + } + Material overrideMaterial = depthOverrideMaterials[k]; + overrideMaterial.SetFloat(ShaderParams.CustomDepthAlphaCutoff, settings.alphaCutOff); + if (mat.HasProperty(ShaderParams.CustomDepthBaseMap)) { + overrideMaterial.SetTexture(ShaderParams.MainTex, mat.GetTexture(ShaderParams.CustomDepthBaseMap)); + } else if (mat.HasProperty(ShaderParams.MainTex)) { + overrideMaterial.SetTexture(ShaderParams.MainTex, mat.GetTexture(ShaderParams.MainTex)); + } + cmd.DrawRenderer(renderer, overrideMaterial); + } + } + } + + } + + if (settings.transparentLayerMask != 0) { + SortingCriteria sortingCriteria = SortingCriteria.CommonTransparent; + var drawSettings = CreateDrawingSettings(shaderTagIdList, ref renderingData, sortingCriteria); + drawSettings.perObjectData = PerObjectData.None; + if (depthOnlyMaterial == null) { + Shader depthOnly = Shader.Find(m_DepthOnlyShader); + depthOnlyMaterial = new Material(depthOnly); + } + drawSettings.overrideMaterial = depthOnlyMaterial; + context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings); + } + + context.ExecuteCommandBuffer(cmd); + + CommandBufferPool.Release(cmd); + } + +#if UNITY_2023_3_OR_NEWER + + class PassData { + public RendererListHandle rendererListHandle; + public UniversalCameraData cameraData; + } + + public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { + + if (settings.transparentLayerMask == 0 && settings.alphaCutoutLayerMask == 0) { + SetupKeywords(); + return; + } + + using (var builder = renderGraph.AddUnsafePass(m_ProfilerTag, out var passData)) { + + builder.AllowPassCulling(false); + + UniversalResourceData resourceData = frameData.Get(); + UniversalRenderingData renderingData = frameData.Get(); + UniversalLightData lightData = frameData.Get(); + UniversalCameraData cameraData = frameData.Get(); + passData.cameraData = cameraData; + + SortingCriteria sortingCriteria = SortingCriteria.CommonTransparent; + var drawingSettings = CreateDrawingSettings(shaderTagIdList, renderingData, cameraData, lightData, sortingCriteria); + drawingSettings.perObjectData = PerObjectData.None; + if (depthOnlyMaterial == null) { + Shader depthOnly = Shader.Find(m_DepthOnlyShader); + depthOnlyMaterial = new Material(depthOnly); + } + drawingSettings.overrideMaterial = depthOnlyMaterial; + RendererListParams listParams = new RendererListParams(renderingData.cullResults, drawingSettings, filterSettings); + passData.rendererListHandle = renderGraph.CreateRendererList(listParams); + builder.UseRendererList(passData.rendererListHandle); + + builder.SetRenderFunc((PassData passData, UnsafeGraphContext context) => { + + CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd); + + if (settings.transparentLayerMask != filterSettings.layerMask || settings.alphaCutoutLayerMask != currentCutoutLayerMask) { + filterSettings = new FilteringSettings(RenderQueueRange.transparent, settings.transparentLayerMask); + if (settings.alphaCutoutLayerMask != currentCutoutLayerMask) { + FindAlphaClippingRenderers(); + } + currentCutoutLayerMask = settings.alphaCutoutLayerMask; + SetupKeywords(); + } + RenderTextureDescriptor depthDesc = passData.cameraData.cameraTargetDescriptor; + depthDesc.colorFormat = RenderTextureFormat.Depth; + depthDesc.depthBufferBits = 24; + depthDesc.msaaSamples = 1; + + cmd.GetTemporaryRT(ShaderParams.CustomDepthTexture, depthDesc, FilterMode.Point); + cmd.SetGlobalTexture(ShaderParams.CustomDepthTexture, m_Depth); + RenderTargetIdentifier rti = new RenderTargetIdentifier(ShaderParams.CustomDepthTexture, 0, CubemapFace.Unknown, -1); + cmd.SetRenderTarget(rti); + cmd.ClearRenderTarget(true, true, Color.black); + + if (settings.alphaCutoutLayerMask != 0) { + if (depthOnlyMaterialCutOff == null) { + Shader depthOnlyCutOff = Shader.Find(m_DepthOnlyShader); + depthOnlyMaterialCutOff = new Material(depthOnlyCutOff); + } + int renderersCount = cutOutRenderers.Count; + if (depthOverrideMaterials == null || depthOverrideMaterials.Length < renderersCount) { + depthOverrideMaterials = new Material[renderersCount]; + } + for (int k = 0; k < renderersCount; k++) { + Renderer renderer = cutOutRenderers[k]; + if (renderer != null && renderer.isVisible) { + Material mat = renderer.sharedMaterial; + if (mat != null) { + if (depthOverrideMaterials[k] == null) { + depthOverrideMaterials[k] = Instantiate(depthOnlyMaterialCutOff); + depthOverrideMaterials[k].EnableKeyword(ShaderParams.SKW_CUSTOM_DEPTH_ALPHA_TEST); + } + Material overrideMaterial = depthOverrideMaterials[k]; + overrideMaterial.SetFloat(ShaderParams.CustomDepthAlphaCutoff, settings.alphaCutOff); + if (mat.HasProperty(ShaderParams.CustomDepthBaseMap)) { + overrideMaterial.SetTexture(ShaderParams.MainTex, mat.GetTexture(ShaderParams.CustomDepthBaseMap)); + } else if (mat.HasProperty(ShaderParams.MainTex)) { + overrideMaterial.SetTexture(ShaderParams.MainTex, mat.GetTexture(ShaderParams.MainTex)); + } + cmd.DrawRenderer(renderer, overrideMaterial); + } + } + } + } + + if (settings.transparentLayerMask != 0) { + cmd.DrawRendererList(passData.rendererListHandle); + } + }); + } + } + +#endif + + /// Cleanup any allocated resources that were created during the execution of this render pass. + public override void FrameCleanup(CommandBuffer cmd) { + if (cmd == null) return; + cmd.ReleaseTemporaryRT(ShaderParams.CustomDepthTexture); + } + + public void CleanUp() { + RTHandles.Release(m_Depth); + } + } + + [Tooltip("Optionally specify which transparent layers must be included in the depth prepass. Use only to avoid fog clipping with certain transparent objects.")] + public LayerMask transparentLayerMask; + [Tooltip("Optionally specify which semi-transparent (materials using alpha clipping or cut-off) must be included in the depth prepass. Use only to avoid fog clipping with certain transparent objects.")] + public LayerMask alphaCutoutLayerMask; + [Tooltip("Optionally determines the alpha cut off for semitransparent objects.")] + [Range(0, 1)] + public float alphaCutOff; + + [Tooltip("If this depth pre-pass render feature can execute on reflection probes.")] + public bool ignoreReflectionProbes = true; + + [Tooltip("If this depth pre-pass render feature can execute on overlay cameras.")] + public bool ignoreOverlayCamera = true; + + DepthRenderPass m_ScriptablePass; + public static bool installed; + + public override void Create() { + m_ScriptablePass = new DepthRenderPass(this); + } + + void OnDestroy() { + installed = false; + if (m_ScriptablePass != null) { + m_ScriptablePass.CleanUp(); + } + Shader.DisableKeyword(ShaderParams.SKW_DEPTH_PREPASS); + } + + // Here you can inject one or multiple render passes in the renderer. + // This method is called when setting up the renderer once per-camera. + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { + if (ignoreOverlayCamera && renderingData.cameraData.renderType == CameraRenderType.Overlay) return; + Camera cam = renderingData.cameraData.camera; + if (cam.targetTexture != null && cam.targetTexture.format == RenderTextureFormat.Depth) return; // ignore occlusion cams! + if (ignoreReflectionProbes && cam.cameraType == CameraType.Reflection) return; + + installed = true; + renderer.EnqueuePass(m_ScriptablePass); + } + + } + + + +} \ No newline at end of file diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLightsDepthPrePassFeature.cs.meta b/Assets/External/VolumetricLights/Scripts/VolumetricLightsDepthPrePassFeature.cs.meta new file mode 100644 index 00000000..b92ee947 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLightsDepthPrePassFeature.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2e6a73f16fc15400aa1bbb77dd779b76 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLightsRenderFeature.cs b/Assets/External/VolumetricLights/Scripts/VolumetricLightsRenderFeature.cs new file mode 100644 index 00000000..70fb43df --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLightsRenderFeature.cs @@ -0,0 +1,554 @@ +//------------------------------------------------------------------------------------------------------------------ +// Volumetric Lights +// Created by Kronnect +//------------------------------------------------------------------------------------------------------------------ + +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; +#if UNITY_2023_3_OR_NEWER +using UnityEngine.Rendering.RenderGraphModule; +#endif + +namespace VolumetricLights { + + public class VolumetricLightsRenderFeature : ScriptableRendererFeature { + + static class ShaderParams { + public static int LightBuffer = Shader.PropertyToID("_LightBuffer"); + public static int MainTex = Shader.PropertyToID("_MainTex"); + public static int BlurRT = Shader.PropertyToID("_BlurTex"); + public static int BlurRT2 = Shader.PropertyToID("_BlurTex2"); + public static int BlendDest = Shader.PropertyToID("_BlendDest"); + public static int BlendSrc = Shader.PropertyToID("_BlendSrc"); + public static int BlendOp = Shader.PropertyToID("_BlendOp"); + public static int MiscData = Shader.PropertyToID("_MiscData"); + public static int ForcedInvisible = Shader.PropertyToID("_ForcedLightInvisible"); + public static int DownsampledDepth = Shader.PropertyToID("_DownsampledDepth"); + public static int BlueNoiseTexture = Shader.PropertyToID("_BlueNoise"); + public static int BlurScale = Shader.PropertyToID("_BlurScale"); + public static int Downscaling = Shader.PropertyToID("_Downscaling"); + + public static int CameraNormalsTexture = Shader.PropertyToID("_CameraNormalsTexture"); + public static int CameraGBuffer0 = Shader.PropertyToID("_GBuffer0"); + public static int CameraGBuffer1 = Shader.PropertyToID("_GBuffer1"); + + public const string SKW_DITHER = "DITHER"; + public const string SKW_EDGE_PRESERVE = "EDGE_PRESERVE"; + public const string SKW_EDGE_PRESERVE_UPSCALING = "EDGE_PRESERVE_UPSCALING"; + } + + static int GetScaledSize (int size, float factor) { + size = (int)(size / factor); + size /= 2; + if (size < 1) + size = 1; + return size * 2; + } + + class VolumetricLightsRenderPass : ScriptableRenderPass { + + const int renderingLayer = 1 << 50; + const string m_ProfilerTag = "Volumetric Lights Buffer Rendering"; + const string m_LightBufferName = "_LightBuffer"; + + FilteringSettings filteringSettings = new FilteringSettings(RenderQueueRange.transparent, -1); + readonly List shaderTagIdList = new List(); + static VolumetricLightsRenderFeature settings; + RTHandle m_LightBuffer; + + public VolumetricLightsRenderPass () { + shaderTagIdList.Clear(); + shaderTagIdList.Add(new ShaderTagId("UniversalForward")); + RenderTargetIdentifier lightBuffer = new RenderTargetIdentifier(ShaderParams.LightBuffer, 0, CubemapFace.Unknown, -1); + m_LightBuffer = RTHandles.Alloc(lightBuffer, name: m_LightBufferName); + } + + public void CleanUp () { + RTHandles.Release(m_LightBuffer); + } + + public void Setup (VolumetricLightsRenderFeature settings) { + VolumetricLightsRenderPass.settings = settings; + renderPassEvent = settings.renderPassEvent; + } + + +#if UNITY_2023_3_OR_NEWER + [Obsolete] +#endif + public override void Configure (CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { + RenderTextureDescriptor lightBufferDesc = cameraTextureDescriptor; + if (settings.blendMode != BlendMode.Additive) { + lightBufferDesc.colorFormat = RenderTextureFormat.ARGBHalf; + } + lightBufferDesc.width = GetScaledSize(cameraTextureDescriptor.width, settings.downscaling); + lightBufferDesc.height = GetScaledSize(cameraTextureDescriptor.height, settings.downscaling); + lightBufferDesc.depthBufferBits = 0; + lightBufferDesc.useMipMap = false; + lightBufferDesc.msaaSamples = 1; + cmd.GetTemporaryRT(ShaderParams.LightBuffer, lightBufferDesc, FilterMode.Bilinear); + ConfigureTarget(m_LightBuffer); + ConfigureClear(ClearFlag.Color, new Color(0, 0, 0, 0)); + ConfigureInput(ScriptableRenderPassInput.Depth); + } + +#if UNITY_2023_3_OR_NEWER + [Obsolete] +#endif + public override void Execute (ScriptableRenderContext context, ref RenderingData renderingData) { + + CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); + cmd.SetGlobalInt(ShaderParams.ForcedInvisible, 0); + context.ExecuteCommandBuffer(cmd); + + if ((settings.downscaling <= 1f && settings.blurPasses < 1) || VolumetricLight.volumetricLights.Count == 0) { + CommandBufferPool.Release(cmd); + return; + } + + foreach (VolumetricLight vl in VolumetricLight.volumetricLights) { + if (vl != null && vl.meshRenderer != null) { + vl.meshRenderer.renderingLayerMask = renderingLayer; + } + } + + cmd.Clear(); + + var sortFlags = SortingCriteria.CommonTransparent; + var drawSettings = CreateDrawingSettings(shaderTagIdList, ref renderingData, sortFlags); + var filterSettings = filteringSettings; + filterSettings.renderingLayerMask = renderingLayer; + + context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings); + + RenderTargetIdentifier lightBuffer = new RenderTargetIdentifier(ShaderParams.LightBuffer, 0, CubemapFace.Unknown, -1); + cmd.SetGlobalTexture(ShaderParams.LightBuffer, lightBuffer); + + CommandBufferPool.Release(cmd); + + } + +#if UNITY_2023_3_OR_NEWER + + class PassData { + public RendererListHandle rendererListHandle; + public UniversalCameraData cameraData; + public TextureHandle cameraNormalsTexture, gBuffer0, gBuffer1, gBuffer2; + } + + public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { + + using (var builder = renderGraph.AddUnsafePass(m_ProfilerTag, out var passData)) { + + builder.AllowPassCulling(false); + + UniversalResourceData resourceData = frameData.Get(); + UniversalRenderingData renderingData = frameData.Get(); + UniversalLightData lightData = frameData.Get(); + UniversalCameraData cameraData = frameData.Get(); + passData.cameraData = cameraData; + + builder.UseTexture(resourceData.activeDepthTexture, AccessFlags.Read); + ConfigureInput(ScriptableRenderPassInput.Depth); + +if (resourceData.cameraNormalsTexture.IsValid()) { + builder.UseTexture(resourceData.cameraNormalsTexture); + passData.cameraNormalsTexture = resourceData.cameraNormalsTexture; +} + if (resourceData.gBuffer[0].IsValid()) { + builder.UseTexture(resourceData.gBuffer[0]); + passData.gBuffer0 = resourceData.gBuffer[0]; + } + if (resourceData.gBuffer[1].IsValid()) { + builder.UseTexture(resourceData.gBuffer[1]); + passData.gBuffer1 = resourceData.gBuffer[1]; + } + if (resourceData.gBuffer[2].IsValid()) { + builder.UseTexture(resourceData.gBuffer[2]); + passData.gBuffer2 = resourceData.gBuffer[2]; + } + + var sortingCriteria = SortingCriteria.CommonTransparent; + var drawingSettings = CreateDrawingSettings(shaderTagIdList, renderingData, cameraData, lightData, sortingCriteria); + var filterSettings = filteringSettings; + filterSettings.renderingLayerMask = renderingLayer; + RendererListParams listParams = new RendererListParams(renderingData.cullResults, drawingSettings, filterSettings); + passData.rendererListHandle = renderGraph.CreateRendererList(listParams); + + builder.UseRendererList(passData.rendererListHandle); + + builder.SetRenderFunc((PassData passData, UnsafeGraphContext context) => { + + CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd); + + RenderTextureDescriptor lightBufferDesc = passData.cameraData.cameraTargetDescriptor; + if (settings.blendMode != BlendMode.Additive) { + lightBufferDesc.colorFormat = RenderTextureFormat.ARGBHalf; + } + lightBufferDesc.width = GetScaledSize(lightBufferDesc.width, settings.downscaling); + lightBufferDesc.height = GetScaledSize(lightBufferDesc.height, settings.downscaling); + lightBufferDesc.depthBufferBits = 0; + lightBufferDesc.useMipMap = false; + lightBufferDesc.msaaSamples = 1; + + cmd.GetTemporaryRT(ShaderParams.LightBuffer, lightBufferDesc, FilterMode.Bilinear); + RenderTargetIdentifier rti = new RenderTargetIdentifier(ShaderParams.LightBuffer, 0, CubemapFace.Unknown, -1); + cmd.SetRenderTarget(rti); + cmd.ClearRenderTarget(false, true, new Color(0, 0, 0, 0)); + + cmd.SetGlobalInt(ShaderParams.ForcedInvisible, 0); + if ((settings.downscaling <= 1f && settings.blurPasses < 1) || VolumetricLight.volumetricLights.Count == 0) { + return; + } + + if (passData.gBuffer0.IsValid()) { + cmd.SetGlobalTexture(ShaderParams.CameraGBuffer0, passData.gBuffer0); + } + if (passData.gBuffer1.IsValid()) { + cmd.SetGlobalTexture(ShaderParams.CameraGBuffer1, passData.gBuffer1); + } + if (passData.gBuffer2.IsValid()) { + cmd.SetGlobalTexture(ShaderParams.CameraNormalsTexture, passData.gBuffer2); + } else if (passData.cameraNormalsTexture.IsValid()) { + cmd.SetGlobalTexture(ShaderParams.CameraNormalsTexture, passData.cameraNormalsTexture); + } + + + foreach (VolumetricLight vl in VolumetricLight.volumetricLights) { + if (vl != null && vl.meshRenderer != null) { + vl.meshRenderer.renderingLayerMask = renderingLayer; + } + } + + cmd.DrawRendererList(passData.rendererListHandle); + cmd.SetGlobalTexture(ShaderParams.LightBuffer, rti); + }); + } + } +#endif + + } + + + + class BlurRenderPass : ScriptableRenderPass { + + const string m_strProfilerTag = "Volumetric Lights Render Feature"; + + enum Pass { + BlurHorizontal = 0, + BlurVertical = 1, + BlurVerticalAndBlend = 2, + Blend = 3, + DownscaleDepth = 4, + BlurVerticalFinal = 5 + } + + class PassData { +#if UNITY_2022_3_OR_NEWER + public RTHandle source; +#else + public RenderTargetIdentifier source; +#endif +#if UNITY_2023_3_OR_NEWER + public TextureHandle colorTexture; +#endif + } + + + ScriptableRenderer renderer; + static Material mat; + static RenderTextureDescriptor sourceDesc; + static VolumetricLightsRenderFeature settings; + readonly PassData passData = new PassData(); + + public void Setup (Shader shader, ScriptableRenderer renderer, VolumetricLightsRenderFeature settings) { + BlurRenderPass.settings = settings; + this.renderPassEvent = settings.renderPassEvent; + this.renderer = renderer; + if (mat == null) { + mat = CoreUtils.CreateEngineMaterial(shader); + Texture2D noiseTex = Resources.Load("Textures/blueNoiseVL128"); + mat.SetTexture(ShaderParams.BlueNoiseTexture, noiseTex); + } + + switch (settings.blendMode) { + case BlendMode.Additive: + mat.SetInt(ShaderParams.BlendOp, (int)UnityEngine.Rendering.BlendOp.Add); + mat.SetInt(ShaderParams.BlendSrc, (int)UnityEngine.Rendering.BlendMode.One); + mat.SetInt(ShaderParams.BlendDest, (int)UnityEngine.Rendering.BlendMode.One); + break; + case BlendMode.Blend: + mat.SetInt(ShaderParams.BlendOp, (int)UnityEngine.Rendering.BlendOp.Add); + mat.SetInt(ShaderParams.BlendSrc, (int)UnityEngine.Rendering.BlendMode.One); + mat.SetInt(ShaderParams.BlendDest, (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + break; + case BlendMode.PreMultiply: + mat.SetInt(ShaderParams.BlendOp, (int)UnityEngine.Rendering.BlendOp.Add); + mat.SetInt(ShaderParams.BlendSrc, (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + mat.SetInt(ShaderParams.BlendDest, (int)UnityEngine.Rendering.BlendMode.One); + break; + case BlendMode.Substractive: + mat.SetInt(ShaderParams.BlendOp, (int)UnityEngine.Rendering.BlendOp.ReverseSubtract); + mat.SetInt(ShaderParams.BlendSrc, (int)UnityEngine.Rendering.BlendMode.One); + mat.SetInt(ShaderParams.BlendDest, (int)UnityEngine.Rendering.BlendMode.One); + break; + } + mat.SetVector(ShaderParams.MiscData, new Vector4(settings.ditherStrength * 0.1f, settings.brightness, settings.blurEdgeDepthThreshold, 0)); + if (settings.ditherStrength > 0) { + mat.EnableKeyword(ShaderParams.SKW_DITHER); + } else { + mat.DisableKeyword(ShaderParams.SKW_DITHER); + } + mat.DisableKeyword(ShaderParams.SKW_EDGE_PRESERVE); + mat.DisableKeyword(ShaderParams.SKW_EDGE_PRESERVE_UPSCALING); + if (settings.blurPasses > 0 && settings.blurEdgePreserve) { + mat.EnableKeyword(settings.downscaling > 1f ? ShaderParams.SKW_EDGE_PRESERVE_UPSCALING : ShaderParams.SKW_EDGE_PRESERVE); + } + } + +#if UNITY_2023_3_OR_NEWER + [Obsolete] +#endif + public override void Configure (CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { + sourceDesc = cameraTextureDescriptor; + ConfigureInput(ScriptableRenderPassInput.Depth); + } + +#if UNITY_2023_3_OR_NEWER + [Obsolete] +#endif + public override void Execute (ScriptableRenderContext context, ref RenderingData renderingData) { + +#if UNITY_2022_1_OR_NEWER + passData.source = renderer.cameraColorTargetHandle; +#else + passData.source = renderer.cameraColorTarget; +#endif + CommandBuffer cmd = CommandBufferPool.Get(m_strProfilerTag); + ExecutePass(passData, cmd); + context.ExecuteCommandBuffer(cmd); + + CommandBufferPool.Release(cmd); + } + +#if UNITY_2023_3_OR_NEWER + + public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { + + using (var builder = renderGraph.AddUnsafePass(m_strProfilerTag, out var passData)) { + + builder.AllowPassCulling(false); + + UniversalResourceData resourceData = frameData.Get(); + UniversalRenderingData renderingData = frameData.Get(); + UniversalLightData lightData = frameData.Get(); + UniversalCameraData cameraData = frameData.Get(); + passData.colorTexture = resourceData.activeColorTexture; + + builder.UseTexture(resourceData.activeColorTexture, AccessFlags.ReadWrite); + + builder.UseTexture(resourceData.activeDepthTexture, AccessFlags.Read); + ConfigureInput(ScriptableRenderPassInput.Depth); + + sourceDesc = cameraData.cameraTargetDescriptor; + + builder.SetRenderFunc((PassData passData, UnsafeGraphContext context) => { + CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd); + passData.source = passData.colorTexture; + ExecutePass(passData, cmd); + }); + } + } +#endif + + static void ExecutePass (PassData passData, CommandBuffer cmd) { + + if (settings.downscaling <= 1f && settings.blurPasses < 1) { + Cleanup(); + return; + } + +#if UNITY_2022_1_OR_NEWER + RTHandle source = passData.source; +#else + RenderTargetIdentifier source = passData.source; +#endif + + cmd.SetGlobalInt(ShaderParams.ForcedInvisible, 1); + + RenderTextureDescriptor rtBlurDesc = sourceDesc; + rtBlurDesc.width = GetScaledSize(sourceDesc.width, settings.downscaling); + rtBlurDesc.height = GetScaledSize(sourceDesc.height, settings.downscaling); + rtBlurDesc.useMipMap = false; + rtBlurDesc.colorFormat = settings.blurHDR ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32; + rtBlurDesc.msaaSamples = 1; + rtBlurDesc.depthBufferBits = 0; + + bool usingDownscaling = settings.downscaling > 1f; + if (usingDownscaling) { + RenderTextureDescriptor rtDownscaledDepth = rtBlurDesc; + rtDownscaledDepth.colorFormat = RenderTextureFormat.RHalf; + cmd.GetTemporaryRT(ShaderParams.DownsampledDepth, rtDownscaledDepth, FilterMode.Bilinear); + FullScreenBlit(cmd, source, ShaderParams.DownsampledDepth, mat, (int)Pass.DownscaleDepth); + } + + if (settings.blurPasses < 1) { + cmd.SetGlobalFloat(ShaderParams.BlurScale, settings.blurSpread); + FullScreenBlit(cmd, ShaderParams.LightBuffer, source, mat, (int)Pass.Blend); + } else { + rtBlurDesc.width = GetScaledSize(rtBlurDesc.width, settings.blurDownscaling); + rtBlurDesc.height = GetScaledSize(rtBlurDesc.height, settings.blurDownscaling); + cmd.GetTemporaryRT(ShaderParams.BlurRT, rtBlurDesc, FilterMode.Bilinear); + cmd.GetTemporaryRT(ShaderParams.BlurRT2, rtBlurDesc, FilterMode.Bilinear); + cmd.SetGlobalFloat(ShaderParams.BlurScale, settings.blurSpread * settings.blurDownscaling); + FullScreenBlit(cmd, ShaderParams.LightBuffer, ShaderParams.BlurRT, mat, (int)Pass.BlurHorizontal); + cmd.SetGlobalFloat(ShaderParams.BlurScale, settings.blurSpread); + for (int k = 0; k < settings.blurPasses - 1; k++) { + FullScreenBlit(cmd, ShaderParams.BlurRT, ShaderParams.BlurRT2, mat, (int)Pass.BlurVertical); + FullScreenBlit(cmd, ShaderParams.BlurRT2, ShaderParams.BlurRT, mat, (int)Pass.BlurHorizontal); + } + if (usingDownscaling) { + FullScreenBlit(cmd, ShaderParams.BlurRT, ShaderParams.BlurRT2, mat, (int)Pass.BlurVerticalFinal); + FullScreenBlit(cmd, ShaderParams.BlurRT2, source, mat, (int)Pass.Blend); + } else { + FullScreenBlit(cmd, ShaderParams.BlurRT, source, mat, (int)Pass.BlurVerticalAndBlend); + } + + cmd.ReleaseTemporaryRT(ShaderParams.BlurRT2); + cmd.ReleaseTemporaryRT(ShaderParams.BlurRT); + } + cmd.ReleaseTemporaryRT(ShaderParams.LightBuffer); + if (usingDownscaling) { + cmd.ReleaseTemporaryRT(ShaderParams.DownsampledDepth); + } + } + + static Mesh _fullScreenMesh; + + static Mesh fullscreenMesh { + get { + if (_fullScreenMesh != null) { + return _fullScreenMesh; + } + float num = 1f; + float num2 = 0f; + Mesh val = new Mesh(); + _fullScreenMesh = val; + _fullScreenMesh.SetVertices(new List { + new Vector3 (-1f, -1f, 0f), + new Vector3 (-1f, 1f, 0f), + new Vector3 (1f, -1f, 0f), + new Vector3 (1f, 1f, 0f) + }); + _fullScreenMesh.SetUVs(0, new List { + new Vector2 (0f, num2), + new Vector2 (0f, num), + new Vector2 (1f, num2), + new Vector2 (1f, num) + }); + _fullScreenMesh.SetIndices(new int[6] { 0, 1, 2, 2, 1, 3 }, (MeshTopology)0, 0, false); + _fullScreenMesh.UploadMeshData(true); + return _fullScreenMesh; + } + } + + static void FullScreenBlit (CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int passIndex) { + destination = new RenderTargetIdentifier(destination, 0, CubemapFace.Unknown, -1); + cmd.SetRenderTarget(destination); + cmd.SetGlobalTexture(ShaderParams.MainTex, source); + cmd.DrawMesh(fullscreenMesh, Matrix4x4.identity, material, 0, passIndex); + } + + public static void Cleanup () { + CoreUtils.Destroy(mat); + Shader.SetGlobalInt(ShaderParams.ForcedInvisible, 0); + } + } + + [SerializeField, HideInInspector] + Shader shader; + VolumetricLightsRenderPass vlRenderPass; + BlurRenderPass blurRenderPass; + public static bool installed; + + public BlendMode blendMode = BlendMode.Additive; + public RenderPassEvent renderPassEvent = RenderPassEvent.BeforeRenderingTransparents; + + [Range(1, 4)] + public float downscaling = 1; + [Range(0, 4)] + public int blurPasses = 1; + [Range(1, 4)] + public float blurDownscaling = 1; + [Range(0.1f, 4)] + public float blurSpread = 1f; + [Tooltip("Uses 32 bit floating point pixel format for rendering & blur fog volumes.")] + public bool blurHDR = true; + [Tooltip("Enable to use an edge-aware blur.")] + public bool blurEdgePreserve; + [Tooltip("Bilateral filter edge detection threshold.")] + public float blurEdgeDepthThreshold = 0.001f; + public float brightness = 1f; + + [Range(0, 0.2f)] + public float ditherStrength; + + [Tooltip("If this depth pre-pass render feature can execute on overlay cameras.")] + public bool ignoreOverlayCamera = true; + + void OnDisable () { + installed = false; + if (blurRenderPass != null) { + BlurRenderPass.Cleanup(); + } + Shader.SetGlobalFloat(ShaderParams.Downscaling, 0); + } + + private void OnValidate () { + brightness = Mathf.Max(0, brightness); + ditherStrength = Mathf.Clamp(ditherStrength, 0, 0.2f); + blurEdgeDepthThreshold = Mathf.Max(0.0001f, blurEdgeDepthThreshold); + if (!isActive) { + OnDisable(); + } + } + + private void OnDestroy () { + if (vlRenderPass != null) { + vlRenderPass.CleanUp(); + } + } + + public override void Create () { + name = "Volumetric Lights"; + vlRenderPass = new VolumetricLightsRenderPass(); + blurRenderPass = new BlurRenderPass(); + shader = Shader.Find("Hidden/VolumetricLights/Blur"); + if (shader == null) { + return; + } + } + + // This method is called when setting up the renderer once per-camera. + public override void AddRenderPasses (ScriptableRenderer renderer, ref RenderingData renderingData) { + if (ignoreOverlayCamera && renderingData.cameraData.renderType == CameraRenderType.Overlay) return; + + Camera cam = renderingData.cameraData.camera; + if (cam.targetTexture != null && cam.targetTexture.format == RenderTextureFormat.Depth) return; // ignore occlusion cams! + + bool isActive = downscaling > 1f || blurPasses > 0; + Shader.SetGlobalInt(ShaderParams.ForcedInvisible, isActive ? 1 : 0); + Shader.SetGlobalFloat(ShaderParams.Downscaling, downscaling - 1f); + + vlRenderPass.Setup(this); + blurRenderPass.Setup(shader, renderer, this); + renderer.EnqueuePass(vlRenderPass); + renderer.EnqueuePass(blurRenderPass); + installed = true; + } + } +} diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLightsRenderFeature.cs.meta b/Assets/External/VolumetricLights/Scripts/VolumetricLightsRenderFeature.cs.meta new file mode 100644 index 00000000..6aa005ab --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLightsRenderFeature.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3a9a4847a92104072b352fe44da35cbb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLightsTranslucency.cs b/Assets/External/VolumetricLights/Scripts/VolumetricLightsTranslucency.cs new file mode 100644 index 00000000..c42cf477 --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLightsTranslucency.cs @@ -0,0 +1,51 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace VolumetricLights { + + [ExecuteAlways] + [RequireComponent(typeof(Renderer))] + [HelpURL("https://kronnect.com/guides-category/volumetric-lights-2-urp/")] + public class VolumetricLightsTranslucency : MonoBehaviour { + + [Tooltip("Uses the same shader assigned to the transparent material to compute translucency colors instead of using an internal simple (but a bit faster) shader.")] + public bool preserveOriginalShader; + + [Tooltip("Custom translucency intensity multiplier that only applies to this object")] + public float intensityMultiplier = 1f; + + [Tooltip("The name of the texture property to use for the base texture.")] + public string baseTexturePropertyName = "_BaseMap"; + + [Tooltip("The name of the color property to use for the base color.")] + public string baseColorPropertyName = "_BaseColor"; + + public static readonly List objects = new List(); + + [NonSerialized] + public Renderer theRenderer; + + private void OnEnable () { + theRenderer = GetComponent(); + if (!objects.Contains(this)) { + objects.Add(this); + } + } + + private void OnDisable () { + if (objects.Contains(this)) { + objects.Remove(this); + } + } + + private void OnValidate () { + intensityMultiplier = Mathf.Max(intensityMultiplier, 0); + + } + + } + +} + diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLightsTranslucency.cs.meta b/Assets/External/VolumetricLights/Scripts/VolumetricLightsTranslucency.cs.meta new file mode 100644 index 00000000..b9d2413e --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLightsTranslucency.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 82178c2a9cae54b2eb19cc2a754380fe +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLightsTranslucentShadowMapFeature.cs b/Assets/External/VolumetricLights/Scripts/VolumetricLightsTranslucentShadowMapFeature.cs new file mode 100644 index 00000000..66c1ac1e --- /dev/null +++ b/Assets/External/VolumetricLights/Scripts/VolumetricLightsTranslucentShadowMapFeature.cs @@ -0,0 +1,272 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; +using System; +#if UNITY_2023_3_OR_NEWER +using UnityEngine.Rendering.RenderGraphModule; +#endif + +namespace VolumetricLights { + + public class VolumetricLightsTranslucentShadowMapFeature : ScriptableRendererFeature { + + static class ShaderParams { + public static int MainTex = Shader.PropertyToID("_MainTex"); + public static int BaseMap = Shader.PropertyToID("_BaseMap"); + public static int BaseColor = Shader.PropertyToID("_BaseColor"); + public static int TranslucencyIntensity = Shader.PropertyToID("_TranslucencyIntensity"); + public static int MainTex_ST = Shader.PropertyToID("_MainTex_ST"); + public static int Color = Shader.PropertyToID("_Color"); + } + + + public class TranspRenderPass : ScriptableRenderPass { + + public VolumetricLightsTranslucentShadowMapFeature settings; + + const string m_strProfilerTag = "TranslucencyPrePass"; + const string m_TranspShader = "Hidden/VolumetricLights/TransparentMultiply"; + const string m_TranspDepthOnlyShader = "Hidden/VolumetricLights/TransparentDepthWrite"; + + class PassData { +#if UNITY_2022_3_OR_NEWER + public RTHandle source; +#else + public RenderTargetIdentifier source; +#endif +#if UNITY_2023_3_OR_NEWER + public TextureHandle depthTexture; +#endif + } + + static Material transpOverrideMat, transpDepthOnlyMat; + static Material[] transpOverrideMaterials; + static VolumetricLight light; + + ScriptableRenderer renderer; +#if UNITY_2022_1_OR_NEWER + RTHandle cameraDepth; +#else + RenderTargetIdentifier cameraDepth; +#endif + + public TranspRenderPass (VolumetricLightsTranslucentShadowMapFeature settings) { + this.settings = settings; + renderPassEvent = RenderPassEvent.AfterRenderingOpaques; + } + + public void Setup (ScriptableRenderer renderer, VolumetricLight light) { + this.renderer = renderer; + TranspRenderPass.light = light; + } + +#if UNITY_2023_3_OR_NEWER + [Obsolete] +#endif + public override void OnCameraSetup (CommandBuffer cmd, ref RenderingData renderingData) { + base.OnCameraSetup(cmd, ref renderingData); +#if UNITY_2022_1_OR_NEWER + cameraDepth = renderer.cameraDepthTargetHandle; +#else + cameraDepth = renderer.cameraDepthTarget; +#endif + } + + +#if UNITY_2023_3_OR_NEWER + [Obsolete] +#endif + public override void Configure (CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { + + if (light.translucencyMapHandle == null || light.translucencyMapHandle.rt != light.translucentMap) { + if (light.translucencyMapHandle != null) { + RTHandles.Release(light.translucencyMapHandle); + } + light.translucencyMapHandle = RTHandles.Alloc(light.translucentMap); + } + + + ConfigureTarget(light.translucencyMapHandle, cameraDepth); + ConfigureClear(ClearFlag.Color, Color.white); + } + +#if UNITY_2023_3_OR_NEWER + [Obsolete] +#endif + public override void Execute (ScriptableRenderContext context, ref RenderingData renderingData) { + CommandBuffer cmd = CommandBufferPool.Get(m_strProfilerTag); + context.ExecuteCommandBuffer(cmd); + cmd.Clear(); + + ExecutePass(cmd); + + context.ExecuteCommandBuffer(cmd); + CommandBufferPool.Release(cmd); + } + +#if UNITY_2023_3_OR_NEWER + + public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { + + using (var builder = renderGraph.AddUnsafePass(m_strProfilerTag, out var passData)) { + + builder.AllowPassCulling(false); + + UniversalResourceData resourceData = frameData.Get(); + + if (light.translucencyMapHandle == null || passData.source == null || passData.source.rt != light.translucentMap) { + if (light.translucencyMapHandle != null) { + RTHandles.Release(light.translucencyMapHandle); + } + light.translucencyMapHandle = RTHandles.Alloc(light.translucentMap); + } + + passData.source = light.translucencyMapHandle; + // passData.depthTexture = resourceData.activeDepthTexture; + // builder.UseTexture(resourceData.activeDepthTexture, AccessFlags.Read); + // ConfigureInput(ScriptableRenderPassInput.Depth); + + builder.SetRenderFunc((PassData passData, UnsafeGraphContext context) => { + CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd); + cmd.SetRenderTarget(passData.source); //, passData.depthTexture); + cmd.ClearRenderTarget(false, true, Color.white); + ExecutePass(cmd); + }); + } + } +#endif + static void ExecutePass (CommandBuffer cmd) { + + if (transpOverrideMat == null) { + Shader transpShader = Shader.Find(m_TranspShader); + transpOverrideMat = new Material(transpShader); + } + + if (transpDepthOnlyMat == null) { + Shader transpDepthOnlyShader = Shader.Find(m_TranspDepthOnlyShader); + transpDepthOnlyMat = new Material(transpDepthOnlyShader); + } + + int renderersCount = VolumetricLightsTranslucency.objects.Count; + if (transpOverrideMaterials == null || transpOverrideMaterials.Length < renderersCount) { + transpOverrideMaterials = new Material[renderersCount]; + } + + Bounds lightBounds = light.GetBounds(); + float intensity = 10f * light.shadowTranslucencyIntensity / (light.brightness + 0.001f); + for (int k = 0; k < renderersCount; k++) { + VolumetricLightsTranslucency transpObject = VolumetricLightsTranslucency.objects[k]; + if (transpObject == null) continue; + if (transpObject.intensityMultiplier <= 0) continue; + if (transpObject.theRenderer == null) continue; + if (!lightBounds.Intersects(transpObject.theRenderer.bounds)) continue; + + Material mat = transpObject.theRenderer.sharedMaterial; + if (mat == null) continue; + + if (transpObject.preserveOriginalShader) { + cmd.DrawRenderer(transpObject.theRenderer, mat); + cmd.DrawRenderer(transpObject.theRenderer, transpDepthOnlyMat); + } else { + + if (transpObject.intensityMultiplier <= 0) continue; + + if (transpOverrideMaterials[k] == null) { + transpOverrideMaterials[k] = Instantiate(transpOverrideMat); + } + Material overrideMaterial = transpOverrideMaterials[k]; + Texture texture = Texture2D.whiteTexture; + Vector2 textureScale = Vector2.one; + Vector2 textureOffset = Vector2.zero; + Color color = Color.white; + if (!string.IsNullOrEmpty(transpObject.baseTexturePropertyName) && mat.HasProperty(transpObject.baseTexturePropertyName)) { + texture = mat.GetTexture(transpObject.baseTexturePropertyName); + textureScale = mat.GetTextureScale(transpObject.baseTexturePropertyName); + textureOffset = mat.GetTextureOffset(transpObject.baseTexturePropertyName); + } else if (mat.HasProperty(ShaderParams.BaseMap)) { + texture = mat.GetTexture(ShaderParams.BaseMap); + textureScale = mat.GetTextureScale(ShaderParams.BaseMap); + textureOffset = mat.GetTextureOffset(ShaderParams.BaseMap); + } else if (mat.HasProperty(ShaderParams.MainTex)) { + texture = mat.GetTexture(ShaderParams.MainTex); + textureScale = mat.GetTextureScale(ShaderParams.MainTex); + textureOffset = mat.GetTextureOffset(ShaderParams.MainTex); + } + + if (!string.IsNullOrEmpty(transpObject.baseColorPropertyName) && mat.HasProperty(transpObject.baseColorPropertyName)) { + color = mat.GetColor(transpObject.baseColorPropertyName); + } else + if (mat.HasProperty(ShaderParams.BaseColor)) { + color = mat.GetColor(ShaderParams.BaseColor); + } else + if (mat.HasProperty(ShaderParams.Color)) { + color = mat.GetColor(ShaderParams.Color); + } + overrideMaterial.SetTexture(ShaderParams.MainTex, texture); + overrideMaterial.SetColor(ShaderParams.Color, color); + overrideMaterial.SetVector(ShaderParams.MainTex_ST, new Vector4(textureScale.x, textureScale.y, textureOffset.x, textureOffset.y)); + overrideMaterial.SetVector(ShaderParams.TranslucencyIntensity, new Vector4(intensity * transpObject.intensityMultiplier, light.shadowTranslucencyBlend, 0, 0)); + cmd.DrawRenderer(transpObject.theRenderer, overrideMaterial); + } + } + + } + + public void CleanUp () { + if (light != null) { + RTHandles.Release(light.translucencyMapHandle); + } + if (transpOverrideMaterials != null) { + for (int k = 0; k < transpOverrideMaterials.Length; k++) { + DestroyImmediate(transpOverrideMaterials[k]); + } + } + } + + } + + [Tooltip("If this translucent shadow map render feature can execute on overlay cameras.")] + public bool ignoreOverlayCamera = true; + + TranspRenderPass m_ScriptablePass; + + public override void Create () { + m_ScriptablePass = new TranspRenderPass(this); + } + + private void OnDestroy () { + if (m_ScriptablePass != null) { + m_ScriptablePass.CleanUp(); + } + } + + bool needsTranslucencyTextureCleanUp; + + public override void AddRenderPasses (ScriptableRenderer renderer, ref RenderingData renderingData) { + if (ignoreOverlayCamera && renderingData.cameraData.renderType == CameraRenderType.Overlay) return; + + int renderersCount = VolumetricLightsTranslucency.objects.Count; + if (renderersCount == 0) { + if (!needsTranslucencyTextureCleanUp) return; + needsTranslucencyTextureCleanUp = false; + } else { + needsTranslucencyTextureCleanUp = true; + } + + Camera cam = renderingData.cameraData.camera; + Transform parent = cam.transform.parent; + if (parent == null) return; + VolumetricLight light = parent.GetComponent(); + if (light == null || !light.shadowTranslucency || light.translucentMap == null) return; + if (cam.cameraType == CameraType.Reflection && (cam.cullingMask & (1 << light.gameObject.layer)) == 0) return; + + m_ScriptablePass.Setup(renderer, light); + renderer.EnqueuePass(m_ScriptablePass); + } + + } + + + +} + diff --git a/Assets/External/VolumetricLights/Scripts/VolumetricLightsTranslucentShadowMapFeature.cs.meta b/Assets/External/VolumetricLights/Scripts/VolumetricLightsTranslucentShadowMapFeature.cs.meta new file mode 100644 index 00000000..cbb9beb2 --- /dev/null +++ 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