ArabDesert/Assets/Bakery/BakeryVolume.cs

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2024-05-25 09:10:35 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.IMGUI.Controls;
#endif
[ExecuteInEditMode]
public class BakeryVolume : MonoBehaviour
{
public enum Encoding
{
// HDR L1 SH, half-float:
// Tex0 = L0, L1z.r
// Tex1 = L1x, L1z.g
// Tex2 = L1y, L1z.b
Half4,
// LDR L1 SH, 8-bit. Components are stored the same way as in Half4,
// but L1 must be unpacked following way:
// L1n = (L1n * 2 - 1) * L0 * 0.5 + 0.5
RGBA8,
// LDR L1 SH with monochrome directional component (= single color and direction), 8-bit.
// Tex0 = L0 (alpha unused)
// Tex1 = L1xyz (alpha unused)
RGBA8Mono
}
public enum ShadowmaskEncoding
{
RGBA8,
A8
}
public bool enableBaking = true;
public Bounds bounds = new Bounds(Vector3.zero, Vector3.one);
public bool adaptiveRes = true;
public float voxelsPerUnit = 0.5f;
public int resolutionX = 16;
public int resolutionY = 16;
public int resolutionZ = 16;
public Encoding encoding = Encoding.Half4;
public ShadowmaskEncoding shadowmaskEncoding = ShadowmaskEncoding.RGBA8;
public bool firstLightIsAlwaysAlpha = false;
public bool denoise = false;
public bool isGlobal = false;
public Texture3D bakedTexture0, bakedTexture1, bakedTexture2, bakedTexture3, bakedMask;
public bool supportRotationAfterBake;
public static BakeryVolume globalVolume;
Transform tform;
public Vector3 GetMin()
{
return bounds.min;
}
public Vector3 GetInvSize()
{
var b = bounds;
return new Vector3(1.0f/b.size.x, 1.0f/b.size.y, 1.0f/b.size.z);;
}
public Matrix4x4 GetMatrix()
{
if (tform == null) tform = transform;
return Matrix4x4.TRS(tform.position, tform.rotation, Vector3.one).inverse;
}
public void SetGlobalParams()
{
Shader.SetGlobalTexture("_Volume0", bakedTexture0);
Shader.SetGlobalTexture("_Volume1", bakedTexture1);
Shader.SetGlobalTexture("_Volume2", bakedTexture2);
if (bakedTexture3 != null) Shader.SetGlobalTexture("_Volume3", bakedTexture3);
Shader.SetGlobalTexture("_VolumeMask", bakedMask);
var b = bounds;
var bmin = b.min;
var bis = new Vector3(1.0f/b.size.x, 1.0f/b.size.y, 1.0f/b.size.z);;
Shader.SetGlobalVector("_GlobalVolumeMin", bmin);
Shader.SetGlobalVector("_GlobalVolumeInvSize", bis);
if (supportRotationAfterBake) Shader.SetGlobalMatrix("_GlobalVolumeMatrix", GetMatrix());
}
public void UpdateBounds()
{
var pos = transform.position;
var size = bounds.size;
bounds = new Bounds(pos, size);
}
public void OnEnable()
{
if (isGlobal)
{
globalVolume = this;
SetGlobalParams();
}
}
}