Rasagar/Library/PackageCache/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareDataSRP.cs
2024-08-26 23:07:20 +03:00

501 lines
18 KiB
C#

using NUnit.Framework;
using UnityEngine.Serialization;
namespace UnityEngine.Rendering
{
/// <summary>
/// SRPLensFlareBlendMode defined the available blend mode for each LensFlareElement
/// </summary>
[System.Serializable]
public enum SRPLensFlareBlendMode
{
/// <summary>
/// Additive: Blend One One
/// </summary>
Additive,
/// <summary>
/// Screen:
/// Blend One OneMinusSrcColor
/// </summary>
Screen,
/// <summary>
/// Premultiply:
/// Blend One OneMinusSrcAlpha
/// ColorMask RGB
/// </summary>
Premultiply,
/// <summary>
/// Lerp: Blend SrcAlpha OneMinusSrcAlpha
/// </summary>
Lerp
}
/// <summary>
/// SRPLensFlareDistribution defined how we spread the flare element when count > 1
/// </summary>
[System.Serializable]
public enum SRPLensFlareDistribution
{
/// <summary>
/// Uniformly spread
/// </summary>
Uniform,
/// <summary>
/// Controlled with curved
/// </summary>
Curve,
/// <summary>
/// Random distribution
/// </summary>
Random
}
/// <summary>
/// SRPLensFlareType which can be an image of a procedural shape
/// If change order or add new member, need to update preview
/// shader: LensFlareDataDrivenPreview.shader
/// </summary>
[System.Serializable]
[GenerateHLSL]
public enum SRPLensFlareType
{
/// <summary>
/// Image from a file or a RenderTexture
/// </summary>
Image,
/// <summary>
/// Procedural Circle
/// </summary>
Circle,
/// <summary>
/// Polygon
/// </summary>
Polygon,
/// <summary>
/// shape as a ring
/// </summary>
Ring,
/// <summary>
/// Hoop
/// </summary>
LensFlareDataSRP
}
/// <summary>
/// SRPLensFlareColorType describe how to colorize LensFlare
/// </summary>
[System.Serializable]
[GenerateHLSL]
public enum SRPLensFlareColorType
{
/// <summary>
/// Constant Color
/// </summary>
Constant = 0,
/// <summary>
/// Radial Gradient
/// </summary>
RadialGradient,
/// <summary>
/// Angular Gradient
/// </summary>
AngularGradient
}
/// <summary>
/// LensFlareDataElementSRP defines collection of parameters describing the behavior a Lens Flare Element.
/// </summary>
[System.Serializable]
public sealed class LensFlareDataElementSRP
{
/// <summary> Initialize default values </summary>
public LensFlareDataElementSRP()
{
lensFlareDataSRP = null;
visible = true;
localIntensity = 1.0f;
position = 0.0f;
positionOffset = new Vector2(0.0f, 0.0f);
angularOffset = 0.0f;
translationScale = new Vector2(1.0f, 1.0f);
lensFlareTexture = null;
uniformScale = 1.0f;
sizeXY = Vector2.one;
allowMultipleElement = false;
count = 5;
rotation = 0.0f;
preserveAspectRatio = false;
// Ring
ringThickness = 0.25f;
// Hoop
hoopFactor = 1.0f;
// Shimmer
noiseAmplitude = 1.0f;
noiseFrequency = 1;
noiseSpeed = 0;
shapeCutOffSpeed = 0.0f;
shapeCutOffRadius = 10.0f;
tintColorType = SRPLensFlareColorType.Constant;
tint = new Color(1.0f, 1.0f, 1.0f, 0.5f);
tintGradient = new TextureGradient(
new GradientColorKey[] { new GradientColorKey(Color.black, 0.0f), new GradientColorKey(Color.white, 1.0f) },
new GradientAlphaKey[] { new GradientAlphaKey(0.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) });
blendMode = SRPLensFlareBlendMode.Additive;
autoRotate = false;
isFoldOpened = true;
flareType = SRPLensFlareType.Circle;
distribution = SRPLensFlareDistribution.Uniform;
lengthSpread = 1f;
colorGradient = new Gradient();
colorGradient.SetKeys(new GradientColorKey[] { new GradientColorKey(Color.white, 0.0f), new GradientColorKey(Color.white, 1.0f) },
new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) });
positionCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f, 1.0f, 1.0f), new Keyframe(1.0f, 1.0f, 1.0f, -1.0f));
scaleCurve = new AnimationCurve(new Keyframe(0.0f, 1.0f), new Keyframe(1.0f, 1.0f));
uniformAngle = 0.0f;
uniformAngleCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f), new Keyframe(1.0f, 0.0f));
// Random
seed = 0;
intensityVariation = 0.75f;
positionVariation = new Vector2(1.0f, 0.0f);
scaleVariation = 1.0f;
rotationVariation = 180.0f;
// Distortion
enableRadialDistortion = false;
targetSizeDistortion = Vector2.one;
distortionCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f, 1.0f, 1.0f), new Keyframe(1.0f, 1.0f, 1.0f, -1.0f));
distortionRelativeToCenter = false;
// Parameters for Procedural
fallOff = 1.0f;
edgeOffset = 0.1f;
sdfRoundness = 0.0f;
sideCount = 6;
inverseSDF = false;
}
/// <summary>
/// Clone the current LensFlareDataElementSRP.
/// </summary>
/// <returns>Cloned LensFlareDataElementSRP.</returns>
public LensFlareDataElementSRP Clone()
{
LensFlareDataElementSRP clone = new LensFlareDataElementSRP();
clone.lensFlareDataSRP = lensFlareDataSRP;
clone.visible = visible;
clone.localIntensity = localIntensity;
clone.position = position;
clone.positionOffset = positionOffset;
clone.angularOffset = angularOffset;
clone.translationScale = translationScale;
clone.lensFlareTexture = lensFlareTexture;
clone.uniformScale = uniformScale;
clone.sizeXY = sizeXY;
clone.allowMultipleElement = allowMultipleElement;
clone.count = count;
clone.rotation = rotation;
clone.preserveAspectRatio = preserveAspectRatio;
clone.ringThickness = ringThickness;
clone.hoopFactor = hoopFactor;
clone.noiseAmplitude = noiseAmplitude;
clone.noiseFrequency = noiseFrequency;
clone.noiseSpeed = noiseSpeed;
clone.shapeCutOffSpeed = shapeCutOffSpeed;
clone.shapeCutOffRadius = shapeCutOffRadius;
clone.tintColorType = tintColorType;
clone.tint = tint;
clone.tintGradient = new TextureGradient(tintGradient.colorKeys, tintGradient.alphaKeys, tintGradient.mode, tintGradient.colorSpace, tintGradient.textureSize);
clone.tintGradient = new TextureGradient(tintGradient.colorKeys, tintGradient.alphaKeys);
clone.blendMode = blendMode;
clone.autoRotate = autoRotate;
clone.isFoldOpened = isFoldOpened;
clone.flareType = flareType;
clone.distribution = distribution;
clone.lengthSpread = lengthSpread;
clone.colorGradient = new Gradient();
clone.colorGradient.SetKeys(colorGradient.colorKeys, colorGradient.alphaKeys);
clone.colorGradient.mode = colorGradient.mode;
clone.colorGradient.colorSpace = colorGradient.colorSpace;
clone.positionCurve = new AnimationCurve(positionCurve.keys);
clone.scaleCurve = new AnimationCurve(scaleCurve.keys);
clone.uniformAngle = uniformAngle;
clone.uniformAngleCurve = new AnimationCurve(uniformAngleCurve.keys);
clone.seed = seed;
clone.intensityVariation = intensityVariation;
clone.positionVariation = positionVariation;
clone.scaleVariation = scaleVariation;
clone.rotationVariation = rotationVariation;
clone.enableRadialDistortion = enableRadialDistortion;
clone.targetSizeDistortion = targetSizeDistortion;
clone.distortionCurve = new AnimationCurve(distortionCurve.keys);
clone.distortionRelativeToCenter = distortionRelativeToCenter;
clone.fallOff = fallOff;
clone.edgeOffset = edgeOffset;
clone.sdfRoundness = sdfRoundness;
clone.sideCount = sideCount;
clone.inverseSDF = inverseSDF;
return clone;
}
/// <summary> Current Element is himselft another LensFlareDataSRP </summary>
public LensFlareDataSRP lensFlareDataSRP;
/// <summary> Visibility checker for current element </summary>
public bool visible;
/// <summary> Position </summary>
public float position;
/// <summary> Position offset </summary>
public Vector2 positionOffset;
/// <summary> Angular offset </summary>
public float angularOffset;
/// <summary> Translation Scale </summary>
public Vector2 translationScale;
// For Hoop
/// <summary>Ring thickness</summary>
[Range(0.0f, 1.0f)]
public float ringThickness;
/// <summary>Hoop thickness</summary>
[Range(-1.0f, 1.0f)]
public float hoopFactor;
// For Ring
/// <summary>Noise parameter amplitude</summary>
public float noiseAmplitude;
/// <summary>Noise parameter frequency</summary>
public int noiseFrequency;
/// <summary>Noise parameter Speed</summary>
public float noiseSpeed;
/// <summary>To simulate the cutoff of the flare by the circular shape of the lens. How quickly this cutoff happen.</summary>
public float shapeCutOffSpeed;
/// <summary>To simulate the cutoff of the flare by the circular shape of the lens.</summary>
public float shapeCutOffRadius;
[Min(0), SerializeField, FormerlySerializedAs("localIntensity")]
float m_LocalIntensity;
/// <summary> Intensity of this element </summary>
public float localIntensity
{
get => m_LocalIntensity;
set => m_LocalIntensity = Mathf.Max(0, value);
}
/// <summary> Texture used to for this Lens Flare Element </summary>
public Texture lensFlareTexture;
/// <summary> Uniform scale applied </summary>
public float uniformScale;
/// <summary> Scale size on each dimension </summary>
public Vector2 sizeXY;
/// <summary> Enable multiple elements </summary>
public bool allowMultipleElement;
[Min(1), SerializeField, FormerlySerializedAs("count")]
int m_Count;
/// <summary> Element can be repeated 'count' times </summary>
public int count
{
get => m_Count;
set => m_Count = Mathf.Max(1, value);
}
/// <summary> Preserve Aspect Ratio </summary>
public bool preserveAspectRatio;
/// <summary> Local rotation of the texture </summary>
public float rotation;
/// <summary>Specify how to tint flare.</summary>
public SRPLensFlareColorType tintColorType;
/// <summary> Tint of the texture can be modulated by the light we are attached to</summary>
public Color tint;
/// <summary> Tint radially of the texture can be modulated by the light we are attached to . </summary>
public TextureGradient tintGradient;
/// <summary> Blend mode used </summary>
public SRPLensFlareBlendMode blendMode;
/// <summary> Rotate the texture relative to the angle on the screen (the rotation will be added to the parameter 'rotation') </summary>
public bool autoRotate;
/// <summary> FlareType used </summary>
public SRPLensFlareType flareType;
/// <summary> Modulate by light color if the asset is used in a 'SRP Lens Flare Source Override' </summary>
public bool modulateByLightColor;
#pragma warning disable 0414 // never used (editor state)
/// <summary> Internal value use to store the state of minimized or maximized LensFlareElement </summary>
[SerializeField]
bool isFoldOpened;
#pragma warning restore 0414
/// <summary> SRPLensFlareDistribution defined how we spread the flare element when count > 1 </summary>
public SRPLensFlareDistribution distribution;
/// <summary> Length to spread the distribution of flares, spread start at 'starting position' </summary>
public float lengthSpread;
/// <summary> Curve describing how to place flares distribution (Used only for Uniform and Curve 'distribution') </summary>
public AnimationCurve positionCurve;
/// <summary> Curve describing how to scale flares distribution (Used only for Uniform and Curve 'distribution') </summary>
public AnimationCurve scaleCurve;
/// <summary> Seed used to seed randomness </summary>
public int seed;
/// <summary> Colors used uniformly for Uniform or Curve Distribution and Random when the distribution is 'Random'. </summary>
public Gradient colorGradient;
[Range(0, 1), SerializeField, FormerlySerializedAs("intensityVariation")]
float m_IntensityVariation;
/// <summary> Scale factor applied on the variation of the intensities. </summary>
public float intensityVariation
{
get => m_IntensityVariation;
set => m_IntensityVariation = Mathf.Max(0, value);
}
/// <summary> Scale factor applied on the variation of the positions. </summary>
public Vector2 positionVariation;
/// <summary> Coefficient applied on the variation of the scale (relative to the current scale). </summary>
public float scaleVariation;
/// <summary> Scale factor applied on the variation of the rotation (relative to the current rotation or auto-rotate). </summary>
public float rotationVariation;
/// <summary> True to use or not the radial distortion. </summary>
public bool enableRadialDistortion;
/// <summary> Target size used on the edge of the screen. </summary>
public Vector2 targetSizeDistortion;
/// <summary> Curve blending from screen center to the edges of the screen. </summary>
public AnimationCurve distortionCurve;
/// <summary> If true the distortion is relative to center of the screen otherwise relative to lensFlare source screen position. </summary>
public bool distortionRelativeToCenter;
[Range(0, 1), SerializeField, FormerlySerializedAs("fallOff")]
float m_FallOff;
/// <summary> Fall of the gradient used for the Procedural Flare. </summary>
public float fallOff
{
get => m_FallOff;
set => m_FallOff = Mathf.Clamp01(value);
}
[Range(0, 1), SerializeField, FormerlySerializedAs("edgeOffset")]
float m_EdgeOffset;
/// <summary> Gradient Offset used for the Procedural Flare. </summary>
public float edgeOffset
{
get => m_EdgeOffset;
set => m_EdgeOffset = Mathf.Clamp01(value);
}
[Min(3), SerializeField, FormerlySerializedAs("sideCount")]
int m_SideCount;
/// <summary> Side count of the regular polygon generated. </summary>
public int sideCount
{
get => m_SideCount;
set => m_SideCount = Mathf.Max(3, value);
}
[Range(0, 1), SerializeField, FormerlySerializedAs("sdfRoundness")]
float m_SdfRoundness;
/// <summary> Roundness of the polygon flare (0: Sharp Polygon, 1: Circle). </summary>
public float sdfRoundness
{
get => m_SdfRoundness;
set => m_SdfRoundness = Mathf.Clamp01(value);
}
/// <summary> Inverse the gradient direction. </summary>
public bool inverseSDF;
/// <summary> Uniform angle (in degrees) used with multiple element enabled with Uniform distribution. </summary>
public float uniformAngle;
/// <summary> Uniform angle (remap from -180.0f to 180.0f) used with multiple element enabled with Curve distribution. </summary>
public AnimationCurve uniformAngleCurve;
}
/// <summary> LensFlareDataSRP defines a Lens Flare with a set of LensFlareDataElementSRP </summary>
[System.Serializable]
public sealed class LensFlareDataSRP : ScriptableObject
{
/// <summary> Initialize default value </summary>
public LensFlareDataSRP()
{
elements = null;
}
/// <summary>
/// Check if we have at last one 'modulatedByLightColor' enabled.
/// </summary>
/// <returns>true if we have at least one 'modulatedByLightColor' on the asset.</returns>
public bool HasAModulateByLightColorElement()
{
if (elements != null)
{
foreach (LensFlareDataElementSRP e in elements)
{
if (e.modulateByLightColor)
return true;
}
}
return false;
}
/// <summary> List of LensFlareDataElementSRP </summary>
public LensFlareDataElementSRP[] elements;
}
}