BetterWuhuIsland/Assets/Editor/x64/Bakery/scripts/ftDirectLightInspector.cs

663 lines
28 KiB
C#

using UnityEditor;
using UnityEngine;
using System;
using System.IO;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine.Rendering;
[CustomEditor(typeof(BakeryDirectLight))]
[CanEditMultipleObjects]
public class ftDirectLightInspector : UnityEditor.Editor
{
SerializedProperty ftraceLightColor;
SerializedProperty ftraceLightIntensity;
SerializedProperty ftraceLightShadowSpread;
SerializedProperty ftraceLightSamples;
SerializedProperty ftraceLightBitmask;
SerializedProperty ftraceLightBakeToIndirect;
SerializedProperty ftraceLightShadowmask;
SerializedProperty ftraceLightShadowmaskDenoise;
SerializedProperty ftraceLightIndirectIntensity;
SerializedProperty ftraceLightTexture, ftraceLightCSTilingX, ftraceLightCSTilingY, ftraceLightCSOffsetX, ftraceLightCSOffsetY;
SerializedProperty ftraceLightSupersample;
ftLightmapsStorage storage;
static bool projectionMode = false;
bool isHDRP = false;
public enum BakeWhat
{
DirectAndIndirect = 0,
IndirectOnly = 1,
IndirectAndShadowmask = 2,
DirectIndirectShadowmask = 3
};
int texCached = -1;
void TestPreviewRefreshProperty(ref int cached, int newVal)
{
if (cached >= 0)
{
if (cached != newVal)
{
BakerySkyLight.lightsChanged = 2;
}
}
cached = newVal;
}
void TestPreviewRefreshProperty(ref int cached, UnityEngine.Object newVal)
{
if (newVal == null)
{
TestPreviewRefreshProperty(ref cached, 0);
return;
}
TestPreviewRefreshProperty(ref cached, newVal.GetInstanceID());
}
static public string[] directContributionOptions = new string[] {"Direct And Indirect", "Indirect Only", "Shadowmask and Indirect", "Direct, Indirect, Shadowmask (custom lighting only)"};
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)"};
static string[] selStrings = new string[] {"0","1","2","3","4","5","6","7","8","9","10","11","12","13","14","15","16",
"17","18","19","20","21","22","23","24","25","26","27","28","29","30"};//,"31"};
void InitSerializedProperties(SerializedObject obj)
{
ftraceLightColor = obj.FindProperty("color");
ftraceLightIntensity = obj.FindProperty("intensity");
ftraceLightIndirectIntensity = obj.FindProperty("indirectIntensity");
ftraceLightShadowSpread = obj.FindProperty("shadowSpread");
ftraceLightSamples = obj.FindProperty("samples");
ftraceLightBitmask = obj.FindProperty("bitmask");
ftraceLightBakeToIndirect = obj.FindProperty("bakeToIndirect");
ftraceLightShadowmask = obj.FindProperty("shadowmask");
ftraceLightShadowmaskDenoise = obj.FindProperty("shadowmaskDenoise");
ftraceLightTexture = obj.FindProperty("cloudShadow");
ftraceLightCSTilingX = obj.FindProperty("cloudShadowTilingX");
ftraceLightCSTilingY = obj.FindProperty("cloudShadowTilingY");
ftraceLightCSOffsetX = obj.FindProperty("cloudShadowOffsetX");
ftraceLightCSOffsetY = obj.FindProperty("cloudShadowOffsetY");
ftraceLightSupersample = obj.FindProperty("supersample");
isHDRP = (target as BakeryDirectLight).GetComponent("HDAdditionalLightData") != null;
}
void OnEnable()
{
InitSerializedProperties(serializedObject);
}
void SetHDRPLight(Light l)
{
l.intensity *= Mathf.PI;
var hdrpLight = l.GetComponent("HDAdditionalLightData");
if (hdrpLight == null)
{
Debug.LogWarning("HDRP: no HDAdditionalLightData");
return;
}
var so = new SerializedObject(hdrpLight);
if (so == null)
{
Debug.LogWarning("HDRP: no SerializedObject");
return;
}
SerializedProperty hdrpInt2 = so.FindProperty("m_Intensity");
if (hdrpInt2 == null)
{
Debug.LogWarning("HDRP: no m_Intensity");
return;
}
hdrpInt2.floatValue = l.intensity;
so.ApplyModifiedProperties();
}
void GetLinearLightParameters(Light light, out float lightR, out float lightG, out float lightB, out float lightInt)
{
if (PlayerSettings.colorSpace != ColorSpace.Linear)
{
lightInt = light.intensity;
lightR = light.color.r;
lightG = light.color.g;
lightB = light.color.b;
return;
}
if (!GraphicsSettings.lightsUseLinearIntensity)
{
lightR = Mathf.Pow(light.color.r * light.intensity, 2.2f);
lightG = Mathf.Pow(light.color.g * light.intensity, 2.2f);
lightB = Mathf.Pow(light.color.b * light.intensity, 2.2f);
lightInt = Mathf.Max(Mathf.Max(lightR, lightG), lightB);
lightR /= lightInt;
lightG /= lightInt;
lightB /= lightInt;
}
else
{
lightInt = light.intensity;
lightR = light.color.r;
lightG = light.color.g;
lightB = light.color.b;
if (GraphicsSettings.lightsUseColorTemperature)
{
#if UNITY_2019_3_OR_NEWER
if (light.useColorTemperature)
#endif
{
var temp = Mathf.CorrelatedColorTemperatureToRGB(light.colorTemperature).gamma;
lightR *= temp.r;
lightG *= temp.g;
lightB *= temp.b;
}
}
}
}
protected virtual void OnSceneGUI()
{
if (projectionMode)
{
var obj = target as BakeryDirectLight;
var tform = obj.transform;
Vector3 normal = tform.forward;
Vector3 binormal, tangent;
if(Mathf.Abs(normal.x) > Mathf.Abs(normal.z))
{
binormal = new Vector3(-normal.y, normal.x, 0);
}
else
{
binormal = new Vector3(0, -normal.z, normal.y);
}
binormal = binormal.normalized;
tangent = Vector3.Cross(binormal, normal);
var rot = Quaternion.LookRotation(normal, -binormal);
var pos = tangent * -obj.cloudShadowOffsetX/obj.cloudShadowTilingX + binormal * -obj.cloudShadowOffsetY/obj.cloudShadowTilingY;
pos += tangent * 0.5f/obj.cloudShadowTilingX;
pos += binormal * 0.5f/obj.cloudShadowTilingY;
var ntangent = tangent;
var nbinormal = binormal;
var mtx = new Matrix4x4();
tangent /= obj.cloudShadowTilingX;
binormal /= obj.cloudShadowTilingY;
float depth = 1000.0f;
normal *= depth;
//pos += normal * depth * 0.5f;
mtx.SetColumn(0, new Vector4(tangent.x, tangent.y, tangent.z, 0));
mtx.SetColumn(1, new Vector4(binormal.x, binormal.y, binormal.z, 0));
mtx.SetColumn(2, new Vector4(normal.x, normal.y, normal.z, 0));
mtx.SetColumn(3, new Vector4(pos.x, pos.y, pos.z, 1.0f));
Handles.color = Color.red;
Handles.matrix = mtx;// * Matrix4x4.Translate(Vector3.one * 0.5f);
Handles.DrawWireCube(Vector3.zero, Vector3.one);
Handles.matrix = Matrix4x4.identity;
EditorGUI.BeginChangeCheck();
var newPos = Handles.PositionHandle(pos, rot);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(obj, "Move directional light projection");
newPos -= ntangent * 0.5f/obj.cloudShadowTilingX;
newPos -= nbinormal * 0.5f/obj.cloudShadowTilingY;
obj.cloudShadowOffsetX = Vector3.Dot(ntangent, newPos) * -obj.cloudShadowTilingX;
obj.cloudShadowOffsetY = Vector3.Dot(nbinormal, newPos) * -obj.cloudShadowTilingY;
Shader.SetGlobalVector("_BakeryProjectionTilingOffset", new Vector4(obj.cloudShadowTilingX, obj.cloudShadowTilingY, obj.cloudShadowOffsetX, obj.cloudShadowOffsetY));
if (BakeryDirectLight.lightsChanged == 0) BakeryDirectLight.lightsChanged = 1;
}
EditorGUI.BeginChangeCheck();
float size = HandleUtility.GetHandleSize(pos);
var newScale = Handles.ScaleHandle(new Vector3(obj.cloudShadowTilingX, obj.cloudShadowTilingY, 0), pos - tform.up * size * 0.25f, rot, -size);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(obj, "Scale directional light projection");
obj.cloudShadowTilingX = newScale.x;
obj.cloudShadowTilingY = newScale.y;
Shader.SetGlobalVector("_BakeryProjectionTilingOffset", new Vector4(obj.cloudShadowTilingX, obj.cloudShadowTilingY, obj.cloudShadowOffsetX, obj.cloudShadowOffsetY));
if (BakeryDirectLight.lightsChanged == 0) BakeryDirectLight.lightsChanged = 1;
}
}
}
public override void OnInspectorGUI()
{
//if (showFtrace)
//{
OnEnable();
serializedObject.Update();
TestPreviewRefreshProperty(ref texCached, ftraceLightTexture.objectReferenceValue);
EditorGUILayout.PropertyField(ftraceLightColor, new GUIContent("Color", "Color of the light"));
EditorGUILayout.PropertyField(ftraceLightIntensity, new GUIContent("Intensity", "Color multiplier (Lux / Pi)"));
EditorGUILayout.PropertyField(ftraceLightShadowSpread, new GUIContent("Shadow spread", "Controls shadow blurriness from 0 to 1"));
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."));
//ftraceLightBitmask.intValue = EditorGUILayout.MaskField(new GUIContent("Bitmask", "Lights only affect renderers with overlapping bits"), ftraceLightBitmask.intValue, selStrings);
int prevVal = ftraceLightBitmask.intValue;
int newVal = EditorGUILayout.MaskField(new GUIContent("Bitmask", "Lights only affect renderers with overlapping bits"), ftraceLightBitmask.intValue, selStrings);
if (prevVal != newVal) ftraceLightBitmask.intValue = newVal;
/*
EditorGUILayout.PropertyField(ftraceLightBakeToIndirect, new GUIContent("Bake to indirect", "Add direct contribution from this light to indirect-only lightmaps"));
if (ftraceLightBakeToIndirect.boolValue && ftraceLightShadowmask.boolValue) ftraceLightShadowmask.boolValue = false;
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."));
if (ftraceLightBakeToIndirect.boolValue && ftraceLightShadowmask.boolValue) ftraceLightBakeToIndirect.boolValue = false;
*/
if (storage == null) storage = ftRenderLightmap.FindRenderSettingsStorage();
var rmode = storage.renderSettingsUserRenderMode;
if (rmode != (int)ftRenderLightmap.RenderMode.FullLighting)
{
BakeWhat contrib;
if (ftraceLightShadowmask.boolValue)
{
if (ftraceLightBakeToIndirect.boolValue)
{
contrib = BakeWhat.DirectIndirectShadowmask;
}
else
{
contrib = BakeWhat.IndirectAndShadowmask;
}
}
else if (ftraceLightBakeToIndirect.boolValue)
{
contrib = BakeWhat.DirectAndIndirect;
}
else
{
contrib = BakeWhat.IndirectOnly;
}
var prevContrib = contrib;
if (rmode == (int)ftRenderLightmap.RenderMode.Indirect)
{
contrib = (BakeWhat)EditorGUILayout.Popup("Baked contribution", (int)contrib, directContributionIndirectOptions);
}
else if (rmode == (int)ftRenderLightmap.RenderMode.Shadowmask)
{
contrib = (BakeWhat)EditorGUILayout.Popup("Baked contribution", (int)contrib, directContributionOptions);
}
if (prevContrib != contrib)
{
if (contrib == BakeWhat.IndirectOnly)
{
ftraceLightShadowmask.boolValue = false;
ftraceLightBakeToIndirect.boolValue = false;
}
else if (contrib == BakeWhat.IndirectAndShadowmask)
{
ftraceLightShadowmask.boolValue = true;
ftraceLightBakeToIndirect.boolValue = false;
}
else if (contrib == BakeWhat.DirectIndirectShadowmask)
{
ftraceLightShadowmask.boolValue = true;
ftraceLightBakeToIndirect.boolValue = true;
}
else
{
ftraceLightShadowmask.boolValue = false;
ftraceLightBakeToIndirect.boolValue = true;
}
}
if (ftraceLightShadowmask.boolValue)
{
EditorGUILayout.PropertyField(ftraceLightShadowmaskDenoise, new GUIContent("Denoise shadowmask", "Apply denoising to shadowmask texture. For sharp shadows it may be unnecessary."));
}
}
EditorGUILayout.PropertyField(ftraceLightIndirectIntensity, new GUIContent("Indirect intensity", "Non-physical GI multiplier for this light"));
EditorGUILayout.PropertyField(ftraceLightSupersample, new GUIContent("Anti-alias", "Performs supersampling for the shadows, using 8 sub-samples."));
EditorGUILayout.PropertyField(ftraceLightTexture, new GUIContent("Texture projection", "Tiled projected texture"));
if (ftraceLightTexture.objectReferenceValue != null)
{
var obj = target as BakeryDirectLight;
EditorGUILayout.PropertyField(ftraceLightCSTilingX, new GUIContent("Tiling U", "Cloud shadow U tiling"));
EditorGUILayout.PropertyField(ftraceLightCSTilingY, new GUIContent("Tiling V", "Cloud shadow V tiling"));
EditorGUILayout.PropertyField(ftraceLightCSOffsetX, new GUIContent("Offset U", "Cloud shadow U tiling"));
EditorGUILayout.PropertyField(ftraceLightCSOffsetY, new GUIContent("Offset V", "Cloud shadow V tiling"));
if (GUILayout.Button("Tweak projection in Scene View"))
{
ftSceneView.ToggleProjMode();
projectionMode = ftSceneView.enabled;
UnityEditor.EditorWindow.GetWindow<SceneView>();
var lastView = SceneView.lastActiveSceneView;
if (lastView == null)
{
Debug.LogError("Can't get lastActiveSceneView");
}
else
{
var cam = lastView.camera;
if (cam == null)
{
Debug.LogError("Can't get sceneView camera");
}
else
{
var camTform = cam.transform;
var tform = obj.transform;
}
}
}
if (projectionMode)
{
EditorGUILayout.Space();
if (GUILayout.Button("Render reference frame"))
{
float far = 1000.0f;
int width = 512;
int height = 512;
var g = new GameObject();
g.name = "TempCamera";
var cam = g.AddComponent<Camera>();
cam.aspect = obj.cloudShadowTilingY / obj.cloudShadowTilingX;
cam.farClipPlane = far;
cam.orthographic = true;
cam.orthographicSize = (1.0f/obj.cloudShadowTilingY) * 0.5f;
//cam.cullingMask = renderMapLayers;
var tform = obj.transform;
Vector3 normal = tform.forward;
Vector3 binormal, tangent;
if(Mathf.Abs(normal.x) > Mathf.Abs(normal.z))
{
binormal = new Vector3(-normal.y, normal.x, 0);
}
else
{
binormal = new Vector3(0, -normal.z, normal.y);
}
binormal = binormal.normalized;
tangent = Vector3.Cross(binormal, normal);
var rot = Quaternion.LookRotation(normal, -binormal);
var pos = tangent * -obj.cloudShadowOffsetX/obj.cloudShadowTilingX + binormal * -obj.cloudShadowOffsetY/obj.cloudShadowTilingY;
pos += tangent * 0.5f/obj.cloudShadowTilingX;
pos += binormal * 0.5f/obj.cloudShadowTilingY;
cam.transform.position = pos - normal * far*0.5f;
cam.transform.rotation = rot;
var rt = new RenderTexture(width, height, 16, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB);
cam.targetTexture = rt;
cam.enabled = false;
#if UNITY_2017_1_OR_NEWER
cam.cameraType = CameraType.Reflection; // trick for SRP
#endif
cam.Render();
var tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
Graphics.SetRenderTarget(rt);
tex.ReadPixels(new Rect(0, 0, width, height), 0, 0, false);
tex.Apply();
int index, indexA, indexB;
int minSwapped;
Color a, b;
var pixels = tex.GetPixels();
for(int y=0; y<height; y++)
{
index = y*width;
minSwapped = 16384;
for(int x=0; x<width; x++)
{
indexA = index+x;
if (minSwapped == indexA) break;
indexB = index+(width-1)-x;
a = pixels[indexA];
b = pixels[indexB];
pixels[indexA] = b;
pixels[indexB] = a;
minSwapped = indexB;
}
}
tex.SetPixels(pixels);
RenderTexture.active = null;
rt.Release();
byte[] _bytes = tex.EncodeToPNG();
var path = EditorUtility.SaveFilePanelInProject("Save texture", "", "png", "");
if (path.Length != 0)
{
System.IO.File.WriteAllBytes(path, _bytes);
}
DestroyImmediate(g);
AssetDatabase.Refresh();
}
Shader.SetGlobalTexture("_BakeryProjectionMap", ftraceLightTexture.objectReferenceValue as Texture2D);
Shader.SetGlobalVector("_BakeryProjectionDir", obj.gameObject.transform.forward);
Shader.SetGlobalVector("_BakeryProjectionTilingOffset", new Vector4(obj.cloudShadowTilingX, obj.cloudShadowTilingY, obj.cloudShadowOffsetX, obj.cloudShadowOffsetY));
}
EditorGUILayout.Space();
EditorGUILayout.Space();
}
serializedObject.ApplyModifiedProperties();
//}
bool showError = false;
string why = "";
bool shadowmaskNoDynamicLight = false;
foreach(BakeryDirectLight selectedLight in targets)
{
bool match = true;
var light = selectedLight.GetComponent<Light>();
if (light == null)
{
if (ftraceLightShadowmask.boolValue) shadowmaskNoDynamicLight = true;
continue;
}
if (!light.enabled)
{
if (ftraceLightShadowmask.boolValue) shadowmaskNoDynamicLight = true;
}
var so = new SerializedObject(selectedLight);
InitSerializedProperties(so);
if (light.type != LightType.Directional)
{
match = false;
why = "real-time light is not direct";
}
if (light.bounceIntensity != ftraceLightIndirectIntensity.floatValue)
{
match = false;
why = "indirect intensity doesn't match";
}
var clr = ftraceLightColor.colorValue;
float eps = 1.0f / 255.0f;
float lightR, lightG, lightB, lightInt;
float fr, fg, fb;
float fintensity = ftraceLightIntensity.floatValue;
if (isHDRP) fintensity *= Mathf.PI;
if (PlayerSettings.colorSpace == ColorSpace.Linear)
{
fr = clr.r;// * fintensity;
fg = clr.g;// * fintensity;
fb = clr.b;// * fintensity;
}
else
{
fr = clr.r;
fg = clr.g;
fb = clr.b;
}
GetLinearLightParameters(light, out lightR, out lightG, out lightB, out lightInt);
if (GraphicsSettings.lightsUseLinearIntensity || PlayerSettings.colorSpace != ColorSpace.Linear)
{
if (Mathf.Abs(lightR - fr) > eps || Mathf.Abs(lightG - fg) > eps || Mathf.Abs(lightB - fb) > eps)
{
match = false;
why = "color doesn't match";
}
else if (Mathf.Abs(lightInt - fintensity) > eps)
{
match = false;
why = "intensity doesn't match";
}
}
else
{
eps *= Mathf.Max(lightInt, fintensity);
if (Mathf.Abs(lightR*lightInt - fr*fintensity) > eps ||
Mathf.Abs(lightG*lightInt - fg*fintensity) > eps ||
Mathf.Abs(lightB*lightInt - fb*fintensity) > eps)
{
match = false;
why = "intensity doesn't match";
}
}
if (!match)
{
showError = true;
}
}
if (shadowmaskNoDynamicLight)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Warning: shadowmask needs enabled real-time light to work");
}
if (showError)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Real-time light doesn't match lightmap: " + why);
if (GUILayout.Button("Match lightmapped to real-time"))
{
foreach(BakeryDirectLight selectedLight in targets)
{
var light = selectedLight.GetComponent<Light>();
if (light == null) continue;
//if (!light.enabled) continue;
var so = new SerializedObject(selectedLight);
InitSerializedProperties(so);
float lightR, lightG, lightB, lightInt;
GetLinearLightParameters(light, out lightR, out lightG, out lightB, out lightInt);
ftraceLightColor.colorValue = new Color(lightR, lightG, lightB);
ftraceLightIntensity.floatValue = lightInt;
ftraceLightIndirectIntensity.floatValue = light.bounceIntensity;
if (isHDRP) ftraceLightIntensity.floatValue /= Mathf.PI;
so.ApplyModifiedProperties();
}
}
if (GUILayout.Button("Match real-time to lightmapped"))
{
foreach(BakeryDirectLight selectedLight in targets)
{
var light = selectedLight.GetComponent<Light>();
if (light == null) continue;
//if (!light.enabled) continue;
var so = new SerializedObject(selectedLight);
InitSerializedProperties(so);
Undo.RecordObject(light, "Change light");
if (PlayerSettings.colorSpace != ColorSpace.Linear)
{
light.color = ftraceLightColor.colorValue;
light.intensity = ftraceLightIntensity.floatValue;
}
else if (!GraphicsSettings.lightsUseLinearIntensity)
{
float fr, fg, fb;
float fintensity = ftraceLightIntensity.floatValue;
var clr = ftraceLightColor.colorValue;
fr = clr.linear.r;// * fintensity;
fg = clr.linear.g;// * fintensity;
fb = clr.linear.b;// * fintensity;
fr = Mathf.Pow(fr * fintensity, 1.0f / 2.2f);
fg = Mathf.Pow(fg * fintensity, 1.0f / 2.2f);
fb = Mathf.Pow(fb * fintensity, 1.0f / 2.2f);
float fint = Mathf.Max(Mathf.Max(fr, fg), fb);
fr /= fint;
fg /= fint;
fb /= fint;
light.color = new Color(fr, fg, fb);
light.intensity = fint;
}
else
{
light.color = ftraceLightColor.colorValue;
light.intensity = ftraceLightIntensity.floatValue;
}
light.colorTemperature = 6570; // neutral in Unity
light.type = LightType.Directional;
light.bounceIntensity = ftraceLightIndirectIntensity.floatValue;
if (isHDRP) SetHDRPLight(light);
}
}
}
if (PlayerSettings.colorSpace == ColorSpace.Linear)
{
if (!GraphicsSettings.lightsUseLinearIntensity)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Warning: project is not set up to use linear light intensity.");
EditorGUILayout.LabelField("GraphicsSettings.lightsUseLinearIntensity should be TRUE.");
if (GUILayout.Button("Fix"))
{
GraphicsSettings.lightsUseLinearIntensity = true;
}
}
else
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Project is using linear light intensity. This is nice.");
if (GUILayout.Button("Change to non-linear"))
{
GraphicsSettings.lightsUseLinearIntensity = false;
}
}
}
}
}