440 lines
18 KiB
C#
440 lines
18 KiB
C#
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using UnityEditor;
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using UnityEngine;
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using System;
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using System.IO;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using UnityEngine.Rendering;
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[CustomEditor(typeof(BakeryDirectLight))]
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[CanEditMultipleObjects]
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public class ftDirectLightInspector : UnityEditor.Editor
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{
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SerializedProperty ftraceLightColor;
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SerializedProperty ftraceLightIntensity;
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SerializedProperty ftraceLightShadowSpread;
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SerializedProperty ftraceLightSamples;
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SerializedProperty ftraceLightBitmask;
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SerializedProperty ftraceLightBakeToIndirect;
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SerializedProperty ftraceLightShadowmask;
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SerializedProperty ftraceLightShadowmaskDenoise;
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SerializedProperty ftraceLightIndirectIntensity;
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SerializedProperty ftraceLightTexture, ftraceLightCSTilingX, ftraceLightCSTilingY, ftraceLightCSOffsetX, ftraceLightCSOffsetY;
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SerializedProperty ftraceLightSupersample;
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ftLightmapsStorage storage;
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bool isHDRP = false;
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public enum BakeWhat
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{
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DirectAndIndirect = 0,
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IndirectOnly = 1,
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IndirectAndShadowmask = 2,
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DirectIndirectShadowmask = 3
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};
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static public string[] directContributionOptions = new string[] {"Direct And Indirect", "Indirect Only", "Shadowmask and Indirect", "Direct, Indirect, Shadowmask (custom lighting only)"};
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static public string[] directContributionIndirectOptions = new string[] {"Direct And Indirect", "Indirect Only", "Shadowmask and Indirect (not applicable in Indirect mode)", "Direct, Indirect, Shadowmask (not applicable in Indirect mode)"};
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static string[] selStrings = new string[] {"0","1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16",
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"17","18","19","20","21","22","23","24","25","26","27","28","29","30"};//,"31"};
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void InitSerializedProperties(SerializedObject obj)
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{
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ftraceLightColor = obj.FindProperty("color");
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ftraceLightIntensity = obj.FindProperty("intensity");
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ftraceLightIndirectIntensity = obj.FindProperty("indirectIntensity");
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ftraceLightShadowSpread = obj.FindProperty("shadowSpread");
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ftraceLightSamples = obj.FindProperty("samples");
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ftraceLightBitmask = obj.FindProperty("bitmask");
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ftraceLightBakeToIndirect = obj.FindProperty("bakeToIndirect");
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ftraceLightShadowmask = obj.FindProperty("shadowmask");
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ftraceLightShadowmaskDenoise = obj.FindProperty("shadowmaskDenoise");
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ftraceLightTexture = obj.FindProperty("cloudShadow");
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ftraceLightCSTilingX = obj.FindProperty("cloudShadowTilingX");
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ftraceLightCSTilingY = obj.FindProperty("cloudShadowTilingY");
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ftraceLightCSOffsetX = obj.FindProperty("cloudShadowOffsetX");
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ftraceLightCSOffsetY = obj.FindProperty("cloudShadowOffsetY");
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ftraceLightSupersample = obj.FindProperty("supersample");
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isHDRP = (target as BakeryDirectLight).GetComponent("HDAdditionalLightData") != null;
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}
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void OnEnable()
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{
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InitSerializedProperties(serializedObject);
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}
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void SetHDRPLight(Light l)
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{
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l.intensity *= Mathf.PI;
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var hdrpLight = l.GetComponent("HDAdditionalLightData");
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if (hdrpLight == null)
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{
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Debug.LogWarning("HDRP: no HDAdditionalLightData");
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return;
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}
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var so = new SerializedObject(hdrpLight);
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if (so == null)
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{
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Debug.LogWarning("HDRP: no SerializedObject");
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return;
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}
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SerializedProperty hdrpInt2 = so.FindProperty("m_Intensity");
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if (hdrpInt2 == null)
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{
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Debug.LogWarning("HDRP: no m_Intensity");
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return;
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}
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hdrpInt2.floatValue = l.intensity;
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so.ApplyModifiedProperties();
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}
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void GetLinearLightParameters(Light light, out float lightR, out float lightG, out float lightB, out float lightInt)
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{
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if (PlayerSettings.colorSpace != ColorSpace.Linear)
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{
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lightInt = light.intensity;
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lightR = light.color.r;
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lightG = light.color.g;
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lightB = light.color.b;
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return;
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}
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if (!GraphicsSettings.lightsUseLinearIntensity)
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{
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lightR = Mathf.Pow(light.color.r * light.intensity, 2.2f);
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lightG = Mathf.Pow(light.color.g * light.intensity, 2.2f);
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lightB = Mathf.Pow(light.color.b * light.intensity, 2.2f);
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lightInt = Mathf.Max(Mathf.Max(lightR, lightG), lightB);
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lightR /= lightInt;
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lightG /= lightInt;
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lightB /= lightInt;
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}
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else
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{
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lightInt = light.intensity;
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lightR = light.color.r;
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lightG = light.color.g;
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lightB = light.color.b;
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if (GraphicsSettings.lightsUseColorTemperature)
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{
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#if UNITY_2019_3_OR_NEWER
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if (light.useColorTemperature)
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#endif
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{
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var temp = Mathf.CorrelatedColorTemperatureToRGB(light.colorTemperature).gamma;
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lightR *= temp.r;
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lightG *= temp.g;
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lightB *= temp.b;
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}
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}
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}
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}
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public override void OnInspectorGUI() {
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//if (showFtrace)
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//{
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OnEnable();
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serializedObject.Update();
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EditorGUILayout.PropertyField(ftraceLightColor, new GUIContent("Color", "Color of the light"));
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EditorGUILayout.PropertyField(ftraceLightIntensity, new GUIContent("Intensity", "Color multiplier (Lux / Pi)"));
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EditorGUILayout.PropertyField(ftraceLightShadowSpread, new GUIContent("Shadow spread", "Controls shadow blurriness from 0 to 1"));
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EditorGUILayout.PropertyField(ftraceLightSamples, new GUIContent("Shadow samples", "The amount of rays tested for this light. Rays are emitted from lightmap texel towards the light, distributed conically. Radius of the cone depends on Shadow Spread."));
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//ftraceLightBitmask.intValue = EditorGUILayout.MaskField(new GUIContent("Bitmask", "Lights only affect renderers with overlapping bits"), ftraceLightBitmask.intValue, selStrings);
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int prevVal = ftraceLightBitmask.intValue;
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int newVal = EditorGUILayout.MaskField(new GUIContent("Bitmask", "Lights only affect renderers with overlapping bits"), ftraceLightBitmask.intValue, selStrings);
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if (prevVal != newVal) ftraceLightBitmask.intValue = newVal;
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/*
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EditorGUILayout.PropertyField(ftraceLightBakeToIndirect, new GUIContent("Bake to indirect", "Add direct contribution from this light to indirect-only lightmaps"));
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if (ftraceLightBakeToIndirect.boolValue && ftraceLightShadowmask.boolValue) ftraceLightShadowmask.boolValue = false;
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EditorGUILayout.PropertyField(ftraceLightShadowmask, new GUIContent("Shadowmask", "Enable mixed lighting. Static shadows from this light will be baked, and real-time light will cast shadows from dynamic objects."));
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if (ftraceLightBakeToIndirect.boolValue && ftraceLightShadowmask.boolValue) ftraceLightBakeToIndirect.boolValue = false;
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*/
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if (storage == null) storage = ftRenderLightmap.FindRenderSettingsStorage();
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var rmode = storage.renderSettingsUserRenderMode;
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if (rmode != (int)ftRenderLightmap.RenderMode.FullLighting)
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{
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BakeWhat contrib;
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if (ftraceLightShadowmask.boolValue)
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{
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if (ftraceLightBakeToIndirect.boolValue)
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{
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contrib = BakeWhat.DirectIndirectShadowmask;
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}
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else
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{
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contrib = BakeWhat.IndirectAndShadowmask;
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}
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}
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else if (ftraceLightBakeToIndirect.boolValue)
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{
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contrib = BakeWhat.DirectAndIndirect;
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}
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else
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{
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contrib = BakeWhat.IndirectOnly;
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}
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var prevContrib = contrib;
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if (rmode == (int)ftRenderLightmap.RenderMode.Indirect)
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{
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contrib = (BakeWhat)EditorGUILayout.Popup("Baked contribution", (int)contrib, directContributionIndirectOptions);
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}
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else if (rmode == (int)ftRenderLightmap.RenderMode.Shadowmask)
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{
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contrib = (BakeWhat)EditorGUILayout.Popup("Baked contribution", (int)contrib, directContributionOptions);
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}
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if (prevContrib != contrib)
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{
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if (contrib == BakeWhat.IndirectOnly)
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{
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ftraceLightShadowmask.boolValue = false;
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ftraceLightBakeToIndirect.boolValue = false;
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}
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else if (contrib == BakeWhat.IndirectAndShadowmask)
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{
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ftraceLightShadowmask.boolValue = true;
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ftraceLightBakeToIndirect.boolValue = false;
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}
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else if (contrib == BakeWhat.DirectIndirectShadowmask)
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{
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ftraceLightShadowmask.boolValue = true;
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ftraceLightBakeToIndirect.boolValue = true;
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}
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else
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{
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ftraceLightShadowmask.boolValue = false;
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ftraceLightBakeToIndirect.boolValue = true;
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}
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}
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if (ftraceLightShadowmask.boolValue)
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{
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EditorGUILayout.PropertyField(ftraceLightShadowmaskDenoise, new GUIContent("Denoise shadowmask", "Apply denoising to shadowmask texture. For sharp shadows it may be unnecessary."));
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}
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}
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EditorGUILayout.PropertyField(ftraceLightIndirectIntensity, new GUIContent("Indirect intensity", "Non-physical GI multiplier for this light"));
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EditorGUILayout.PropertyField(ftraceLightSupersample, new GUIContent("Anti-alias", "Performs supersampling for the shadows, using 8 sub-samples."));
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EditorGUILayout.PropertyField(ftraceLightTexture, new GUIContent("Texture projection", "Tiled projected texture"));
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if (ftraceLightTexture.objectReferenceValue != null)
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{
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EditorGUILayout.PropertyField(ftraceLightCSTilingX, new GUIContent("Tiling U", "Cloud shadow U tiling"));
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EditorGUILayout.PropertyField(ftraceLightCSTilingY, new GUIContent("Tiling V", "Cloud shadow V tiling"));
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EditorGUILayout.PropertyField(ftraceLightCSOffsetX, new GUIContent("Offset U", "Cloud shadow U tiling"));
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EditorGUILayout.PropertyField(ftraceLightCSOffsetY, new GUIContent("Offset V", "Cloud shadow V tiling"));
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}
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serializedObject.ApplyModifiedProperties();
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//}
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bool showError = false;
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string why = "";
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bool shadowmaskNoDynamicLight = false;
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foreach(BakeryDirectLight selectedLight in targets)
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{
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bool match = true;
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var light = selectedLight.GetComponent<Light>();
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if (light == null)
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{
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if (ftraceLightShadowmask.boolValue) shadowmaskNoDynamicLight = true;
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continue;
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}
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if (!light.enabled)
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{
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if (ftraceLightShadowmask.boolValue) shadowmaskNoDynamicLight = true;
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}
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var so = new SerializedObject(selectedLight);
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InitSerializedProperties(so);
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if (light.type != LightType.Directional)
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{
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match = false;
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why = "real-time light is not direct";
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}
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if (light.bounceIntensity != ftraceLightIndirectIntensity.floatValue)
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{
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match = false;
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why = "indirect intensity doesn't match";
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}
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var clr = ftraceLightColor.colorValue;
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float eps = 1.0f / 255.0f;
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float lightR, lightG, lightB, lightInt;
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float fr, fg, fb;
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float fintensity = ftraceLightIntensity.floatValue;
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if (isHDRP) fintensity *= Mathf.PI;
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if (PlayerSettings.colorSpace == ColorSpace.Linear)
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{
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fr = clr.r;// * fintensity;
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fg = clr.g;// * fintensity;
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fb = clr.b;// * fintensity;
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}
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else
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{
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fr = clr.r;
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fg = clr.g;
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fb = clr.b;
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}
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GetLinearLightParameters(light, out lightR, out lightG, out lightB, out lightInt);
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if (GraphicsSettings.lightsUseLinearIntensity || PlayerSettings.colorSpace != ColorSpace.Linear)
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{
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if (Mathf.Abs(lightR - fr) > eps || Mathf.Abs(lightG - fg) > eps || Mathf.Abs(lightB - fb) > eps)
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{
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match = false;
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why = "color doesn't match";
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}
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else if (Mathf.Abs(lightInt - fintensity) > eps)
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{
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match = false;
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why = "intensity doesn't match";
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}
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}
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else
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{
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eps *= Mathf.Max(lightInt, fintensity);
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if (Mathf.Abs(lightR*lightInt - fr*fintensity) > eps ||
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Mathf.Abs(lightG*lightInt - fg*fintensity) > eps ||
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Mathf.Abs(lightB*lightInt - fb*fintensity) > eps)
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{
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match = false;
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why = "intensity doesn't match";
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}
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}
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if (!match)
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{
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showError = true;
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}
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}
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if (shadowmaskNoDynamicLight)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Warning: shadowmask needs enabled real-time light to work");
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}
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if (showError)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Real-time light doesn't match lightmap: " + why);
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if (GUILayout.Button("Match lightmapped to real-time"))
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{
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foreach(BakeryDirectLight selectedLight in targets)
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{
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var light = selectedLight.GetComponent<Light>();
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if (light == null) continue;
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//if (!light.enabled) continue;
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var so = new SerializedObject(selectedLight);
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InitSerializedProperties(so);
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float lightR, lightG, lightB, lightInt;
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GetLinearLightParameters(light, out lightR, out lightG, out lightB, out lightInt);
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ftraceLightColor.colorValue = new Color(lightR, lightG, lightB);
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ftraceLightIntensity.floatValue = lightInt;
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ftraceLightIndirectIntensity.floatValue = light.bounceIntensity;
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if (isHDRP) ftraceLightIntensity.floatValue /= Mathf.PI;
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so.ApplyModifiedProperties();
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}
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}
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if (GUILayout.Button("Match real-time to lightmapped"))
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{
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foreach(BakeryDirectLight selectedLight in targets)
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{
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var light = selectedLight.GetComponent<Light>();
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if (light == null) continue;
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//if (!light.enabled) continue;
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var so = new SerializedObject(selectedLight);
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InitSerializedProperties(so);
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Undo.RecordObject(light, "Change light");
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if (PlayerSettings.colorSpace != ColorSpace.Linear)
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{
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light.color = ftraceLightColor.colorValue;
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light.intensity = ftraceLightIntensity.floatValue;
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}
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else if (!GraphicsSettings.lightsUseLinearIntensity)
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{
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float fr, fg, fb;
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float fintensity = ftraceLightIntensity.floatValue;
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var clr = ftraceLightColor.colorValue;
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fr = clr.linear.r;// * fintensity;
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fg = clr.linear.g;// * fintensity;
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fb = clr.linear.b;// * fintensity;
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fr = Mathf.Pow(fr * fintensity, 1.0f / 2.2f);
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fg = Mathf.Pow(fg * fintensity, 1.0f / 2.2f);
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fb = Mathf.Pow(fb * fintensity, 1.0f / 2.2f);
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float fint = Mathf.Max(Mathf.Max(fr, fg), fb);
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fr /= fint;
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fg /= fint;
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fb /= fint;
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light.color = new Color(fr, fg, fb);
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light.intensity = fint;
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}
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else
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{
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light.color = ftraceLightColor.colorValue;
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light.intensity = ftraceLightIntensity.floatValue;
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}
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light.colorTemperature = 6570; // neutral in Unity
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light.type = LightType.Directional;
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light.bounceIntensity = ftraceLightIndirectIntensity.floatValue;
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if (isHDRP) SetHDRPLight(light);
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}
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}
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}
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if (PlayerSettings.colorSpace == ColorSpace.Linear)
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{
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if (!GraphicsSettings.lightsUseLinearIntensity)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Warning: project is not set up to use linear light intensity.");
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EditorGUILayout.LabelField("GraphicsSettings.lightsUseLinearIntensity should be TRUE.");
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if (GUILayout.Button("Fix"))
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{
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GraphicsSettings.lightsUseLinearIntensity = true;
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}
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}
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else
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Project is using linear light intensity. This is nice.");
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if (GUILayout.Button("Change to non-linear"))
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{
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GraphicsSettings.lightsUseLinearIntensity = false;
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}
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}
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}
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}
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}
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