Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Migration.cs

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2024-08-26 13:07:20 -07:00
using System;
using UnityEngine.Assertions;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Rendering;
using UnityEditor.Rendering.HighDefinition;
#endif
using UnityEngine.Serialization;
namespace UnityEngine.Rendering.HighDefinition
{
public partial class HDAdditionalLightData : IVersionable<HDAdditionalLightData.Version>
{
enum Version
{
_Unused00,
_Unused01,
ShadowNearPlane,
LightLayer,
ShadowLayer,
_Unused02,
ShadowResolution,
RemoveAdditionalShadowData,
AreaLightShapeTypeLogicIsolation,
PCSSUIUpdate,
MoveEmissionMesh,
EnableApplyRangeAttenuationOnBoxLight,
UpdateLightShapeToCore,
UpdateLightUnitsToCore,
}
/// <summary>
/// Shadow Resolution Tier
/// </summary>
[Obsolete]
enum ShadowResolutionTier
{
Low = 0,
Medium,
High,
VeryHigh
}
/// <summary>
/// Type used previous isolation of AreaLightShape as we use Point for realtime area light due to culling
/// </summary>
[Obsolete]
enum LightTypeExtent
{
Punctual,
Rectangle,
Tube
};
Version IVersionable<Version>.version
{
get => m_Version;
set => m_Version = value;
}
#pragma warning disable 0618, 0612
[SerializeField]
[ExcludeCopy]
private Version m_Version = MigrationDescription.LastVersion<Version>();
private static readonly MigrationDescription<Version, HDAdditionalLightData> k_HDLightMigrationSteps
= MigrationDescription.New(
MigrationStep.New(Version.ShadowNearPlane, (HDAdditionalLightData data) =>
{
// Added ShadowNearPlane to HDRP additional light data, we don't use Light.shadowNearPlane anymore
// ShadowNearPlane have been move to HDRP as default legacy unity clamp it to 0.1 and we need to be able to go below that
data.shadowNearPlane = data.legacyLight.shadowNearPlane;
}),
MigrationStep.New(Version.LightLayer, (HDAdditionalLightData data) =>
{
// Migrate HDAdditionalLightData.lightLayer to Light.renderingLayerMask
data.legacyLight.renderingLayerMask = LightLayerToRenderingLayerMask((int)data.m_LightLayers, data.legacyLight.renderingLayerMask);
}),
MigrationStep.New(Version.ShadowLayer, (HDAdditionalLightData data) =>
{
// Added the ShadowLayer
// When we upgrade the option to decouple light and shadow layers will be disabled
// so we can sync the shadow layer mask (from the legacyLight) and the new light layer mask
data.lightlayersMask = (RenderingLayerMask)RenderingLayerMaskToLightLayer(data.legacyLight.renderingLayerMask);
}),
MigrationStep.New(Version.ShadowResolution, (HDAdditionalLightData data) =>
{
var additionalShadow = data.GetComponent<AdditionalShadowData>();
if (additionalShadow != null)
{
data.m_ObsoleteCustomShadowResolution = additionalShadow.customResolution;
data.m_ObsoleteContactShadows = additionalShadow.contactShadows;
data.shadowDimmer = additionalShadow.shadowDimmer;
data.volumetricShadowDimmer = additionalShadow.volumetricShadowDimmer;
data.shadowFadeDistance = additionalShadow.shadowFadeDistance;
data.shadowTint = additionalShadow.shadowTint;
data.normalBias = additionalShadow.normalBias;
data.shadowUpdateMode = additionalShadow.shadowUpdateMode;
data.shadowCascadeRatios = additionalShadow.shadowCascadeRatios;
data.shadowCascadeBorders = additionalShadow.shadowCascadeBorders;
data.shadowAlgorithm = additionalShadow.shadowAlgorithm;
data.shadowVariant = additionalShadow.shadowVariant;
data.shadowPrecision = additionalShadow.shadowPrecision;
CoreUtils.Destroy(additionalShadow);
}
data.shadowResolution.@override = data.m_ObsoleteCustomShadowResolution;
switch (data.m_ObsoleteShadowResolutionTier)
{
case ShadowResolutionTier.Low: data.shadowResolution.level = 0; break;
case ShadowResolutionTier.Medium: data.shadowResolution.level = 1; break;
case ShadowResolutionTier.High: data.shadowResolution.level = 2; break;
case ShadowResolutionTier.VeryHigh: data.shadowResolution.level = 3; break;
}
data.shadowResolution.useOverride = !data.m_ObsoleteUseShadowQualitySettings;
data.useContactShadow.@override = data.m_ObsoleteContactShadows;
}),
MigrationStep.New(Version.RemoveAdditionalShadowData, (HDAdditionalLightData data) =>
{
var shadow = data.GetComponent<AdditionalShadowData>();
if (shadow != null)
CoreUtils.Destroy(shadow);
}),
MigrationStep.New(Version.AreaLightShapeTypeLogicIsolation, (HDAdditionalLightData data) =>
{
// It is now mixed in an other Enum: PointLightHDType
// As it is int that live under Enum and used for serialization,
// there is no serialization issue but we must move datas where they should be.
switch ((LightTypeExtent)data.m_PointlightHDType)
{
case LightTypeExtent.Punctual:
data.m_PointlightHDType = PointLightHDType.Punctual;
break;
case LightTypeExtent.Rectangle:
data.m_PointlightHDType = PointLightHDType.Area;
data.m_AreaLightShape = AreaLightShape.Rectangle;
break;
case LightTypeExtent.Tube:
data.m_PointlightHDType = PointLightHDType.Area;
data.m_AreaLightShape = AreaLightShape.Tube;
break;
//No other AreaLight types where supported at this time
}
}),
MigrationStep.New(Version.PCSSUIUpdate, (HDAdditionalLightData data) =>
{
// The min filter size is now in the [0..1] range when user facing
data.minFilterSize = data.minFilterSize * 1000.0f;
}),
MigrationStep.New(Version.MoveEmissionMesh, (HDAdditionalLightData data) =>
{
MeshRenderer emissiveMesh = data.GetComponent<MeshRenderer>();
bool emissiveMeshWasHere = emissiveMesh != null;
ShadowCastingMode oldShadowCastingMode = default;
MotionVectorGenerationMode oldMotionVectorMode = default;
if (emissiveMeshWasHere)
{
oldShadowCastingMode = emissiveMesh.shadowCastingMode;
oldMotionVectorMode = emissiveMesh.motionVectorGenerationMode;
}
CoreUtils.Destroy(data.GetComponent<MeshFilter>());
CoreUtils.Destroy(emissiveMesh);
if (emissiveMeshWasHere)
{
data.m_AreaLightEmissiveMeshShadowCastingMode = oldShadowCastingMode;
data.m_AreaLightEmissiveMeshMotionVectorGenerationMode = oldMotionVectorMode;
}
}),
MigrationStep.New(Version.EnableApplyRangeAttenuationOnBoxLight, (HDAdditionalLightData data) =>
{
// When enabling range attenuation for box light, the default value was "true"
// causing a migration issue. So when we migrate we setup applyRangeAttenuation to false
// if we are a box light to keep the previous behavior
if (data.type == HDLightType.Spot)
{
if (data.spotLightShape == SpotLightShape.Box)
{
data.applyRangeAttenuation = false;
}
}
}),
MigrationStep.New(Version.UpdateLightShapeToCore, (HDAdditionalLightData data) =>
{
var light = data.GetComponent<Light>();
if (light != null)
{
if (light.type == LightType.Point && data.m_PointlightHDType == PointLightHDType.Area)
{
if (data.m_AreaLightShape == AreaLightShape.Rectangle)
{
light.type = LightType.Rectangle;
}
else if (data.m_AreaLightShape == AreaLightShape.Tube)
{
light.type = LightType.Tube;
}
else
{
Assert.IsTrue(data.m_AreaLightShape == AreaLightShape.Disc);
light.type = LightType.Disc;
}
}
else if (light.type == LightType.Spot)
{
if (data.m_SpotLightShape == SpotLightShape.Box)
{
light.type = LightType.Box;
}
else if (data.m_SpotLightShape == SpotLightShape.Pyramid)
{
light.type = LightType.Pyramid;
}
else
{
Assert.IsTrue(data.m_SpotLightShape == SpotLightShape.Cone);
}
}
}
}),
MigrationStep.New(Version.UpdateLightUnitsToCore, (HDAdditionalLightData data) =>
{
// Copy data from the HDRP's HDAdditionalLight component to the Unity's Light component
var light = data.GetComponent<Light>();
light.enableSpotReflector = data.m_EnableSpotReflector;
light.luxAtDistance = data.m_LuxAtDistance;
// The light unit should already be compatible with the light type, since HDRP already checks
light.lightUnit = data.m_LightUnit;
// HDRP has stored Light.intensity in candela for point and spot lights, lux for directional lights, and
// nits for area lights. This is great, and means that we don't need to perform any migration for this
// field.
if (light.type == LightType.Pyramid)
{
// The UI expects areaSize.x to be pyramid aspect ratio from now on.
// This is a temporary solution until we break out areaSize into multiple fields
light.areaSize = new Vector2(data.aspectRatio, light.areaSize.y);
}
})
);
#pragma warning restore 0618, 0612
void Migrate()
{
k_HDLightMigrationSteps.Migrate(this);
// OnValidate might be called before migration but migration is needed to call UpdateBounds() properly so we call it again here to make sure that they are updated properly.
OnValidate();
}
#region Obsolete fields
// To be able to have correct default values for our lights and to also control the conversion of intensity from the light editor (so it is compatible with GI)
// we add intensity (for each type of light we want to manage).
[Obsolete("Use Light.renderingLayerMask instead")]
[FormerlySerializedAs("lightLayers")]
[ExcludeCopy]
RenderingLayerMask m_LightLayers = RenderingLayerMask.LightLayerDefault;
[Obsolete]
[SerializeField]
[FormerlySerializedAs("m_ShadowResolutionTier")]
[ExcludeCopy]
ShadowResolutionTier m_ObsoleteShadowResolutionTier = ShadowResolutionTier.Medium;
[Obsolete]
[SerializeField]
[FormerlySerializedAs("m_UseShadowQualitySettings")]
[ExcludeCopy]
bool m_ObsoleteUseShadowQualitySettings = false;
[FormerlySerializedAs("m_CustomShadowResolution")]
[Obsolete]
[SerializeField]
[ExcludeCopy]
int m_ObsoleteCustomShadowResolution = k_DefaultShadowResolution;
[FormerlySerializedAs("m_ContactShadows")]
[Obsolete]
[SerializeField]
[ExcludeCopy]
bool m_ObsoleteContactShadows = false;
#endregion
}
}