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- namespace UnityEngine.U2D
- {
- /// <summary>
- /// The Pixel Perfect Camera component ensures your pixel art remains crisp and clear at different resolutions, and stable in motion.
- /// </summary>
- [DisallowMultipleComponent]
- #if ENABLE_URP
- [AddComponentMenu("")]
- #else
- [AddComponentMenu("Rendering/Pixel Perfect Camera")]
- #endif
- [RequireComponent(typeof(Camera))]
- [HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@latest/index.html?subfolder=/manual/index.html%23properties")]
- public class PixelPerfectCamera : MonoBehaviour, IPixelPerfectCamera
- {
- /// <summary>
- /// Match this value to to the Pixels Per Unit values of all Sprites within the Scene.
- /// </summary>
- public int assetsPPU { get { return m_AssetsPPU; } set { m_AssetsPPU = value > 0 ? value : 1; } }
-
- /// <summary>
- /// The original horizontal resolution your Assets are designed for.
- /// </summary>
- public int refResolutionX { get { return m_RefResolutionX; } set { m_RefResolutionX = value > 0 ? value : 1; } }
-
- /// <summary>
- /// Original vertical resolution your Assets are designed for.
- /// </summary>
- public int refResolutionY { get { return m_RefResolutionY; } set { m_RefResolutionY = value > 0 ? value : 1; } }
-
- /// <summary>
- /// Set to true to have the Scene rendered to a temporary texture set as close as possible to the Reference Resolution,
- /// while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the full screen.
- /// </summary>
- public bool upscaleRT { get { return m_UpscaleRT; } set { m_UpscaleRT = value; } }
-
- /// <summary>
- /// Set to true to prevent subpixel movement and make Sprites appear to move in pixel-by-pixel increments.
- /// Only applicable when upscaleRT is false.
- /// </summary>
- public bool pixelSnapping { get { return m_PixelSnapping; } set { m_PixelSnapping = value; } }
-
- /// <summary>
- /// Set to true to crop the viewport with black bars to match refResolutionX in the horizontal direction.
- /// </summary>
- public bool cropFrameX { get { return m_CropFrameX; } set { m_CropFrameX = value; } }
-
- /// <summary>
- /// Set to true to crop the viewport with black bars to match refResolutionY in the vertical direction.
- /// </summary>
- public bool cropFrameY { get { return m_CropFrameY; } set { m_CropFrameY = value; } }
-
- /// <summary>
- /// Set to true to expand the viewport to fit the screen resolution while maintaining the viewport's aspect ratio.
- /// Only applicable when both cropFrameX and cropFrameY are true.
- /// </summary>
- public bool stretchFill { get { return m_StretchFill; } set { m_StretchFill = value; } }
-
- /// <summary>
- /// Ratio of the rendered Sprites compared to their original size (readonly).
- /// </summary>
- public int pixelRatio
- {
- get
- {
- if (m_CinemachineCompatibilityMode)
- {
- if (m_UpscaleRT)
- return m_Internal.zoom * m_Internal.cinemachineVCamZoom;
- else
- return m_Internal.cinemachineVCamZoom;
- }
- else
- {
- return m_Internal.zoom;
- }
- }
- }
-
- /// <summary>
- /// Round a arbitrary position to an integer pixel position. Works in world space.
- /// </summary>
- /// <param name="position"> The position you want to round.</param>
- /// <returns>
- /// The rounded pixel position.
- /// Depending on the values of upscaleRT and pixelSnapping, it could be a screen pixel position or an art pixel position.
- /// </returns>
- public Vector3 RoundToPixel(Vector3 position)
- {
- float unitsPerPixel = m_Internal.unitsPerPixel;
- if (unitsPerPixel == 0.0f)
- return position;
-
- Vector3 result;
- result.x = Mathf.Round(position.x / unitsPerPixel) * unitsPerPixel;
- result.y = Mathf.Round(position.y / unitsPerPixel) * unitsPerPixel;
- result.z = Mathf.Round(position.z / unitsPerPixel) * unitsPerPixel;
-
- return result;
- }
-
- /// <summary>
- /// Find a pixel-perfect orthographic size as close to targetOrthoSize as possible. Used by Cinemachine to solve compatibility issues with Pixel Perfect Camera.
- /// </summary>
- /// <param name="targetOrthoSize">Orthographic size from the live Cinemachine Virtual Camera.</param>
- /// <returns>The corrected orthographic size.</returns>
- public float CorrectCinemachineOrthoSize(float targetOrthoSize)
- {
- m_CinemachineCompatibilityMode = true;
-
- if (m_Internal == null)
- return targetOrthoSize;
- else
- return m_Internal.CorrectCinemachineOrthoSize(targetOrthoSize);
- }
-
- [SerializeField]
- int m_AssetsPPU = 100;
-
- [SerializeField]
- int m_RefResolutionX = 320;
-
- [SerializeField]
- int m_RefResolutionY = 180;
-
- [SerializeField]
- bool m_UpscaleRT = false;
-
- [SerializeField]
- bool m_PixelSnapping = false;
-
- [SerializeField]
- bool m_CropFrameX = false;
-
- [SerializeField]
- bool m_CropFrameY = false;
-
- [SerializeField]
- bool m_StretchFill = false;
-
- Camera m_Camera;
- PixelPerfectCameraInternal m_Internal;
- bool m_CinemachineCompatibilityMode;
-
- // Snap camera position to pixels using Camera.worldToCameraMatrix.
- void PixelSnap()
- {
- Vector3 cameraPosition = m_Camera.transform.position;
- Vector3 roundedCameraPosition = RoundToPixel(cameraPosition);
- Vector3 offset = roundedCameraPosition - cameraPosition;
- offset.z = -offset.z;
- Matrix4x4 offsetMatrix = Matrix4x4.TRS(-offset, Quaternion.identity, new Vector3(1.0f, 1.0f, -1.0f));
-
- m_Camera.worldToCameraMatrix = offsetMatrix * m_Camera.transform.worldToLocalMatrix;
- }
-
- void Awake()
- {
- m_Camera = GetComponent<Camera>();
- m_Internal = new PixelPerfectCameraInternal(this);
-
- m_Internal.originalOrthoSize = m_Camera.orthographicSize;
- m_Internal.hasPostProcessLayer = GetComponent("PostProcessLayer") != null; // query the component by name to avoid hard dependency
-
- if (m_Camera.targetTexture != null)
- Debug.LogWarning("Render to texture is not supported by Pixel Perfect Camera.", m_Camera);
- }
-
- void LateUpdate()
- {
- m_Internal.CalculateCameraProperties(Screen.width, Screen.height);
-
- // To be effective immediately this frame, forceIntoRenderTexture should be set before any camera rendering callback.
- // An exception of this is when the editor is paused, where we call LateUpdate() manually in OnPreCall().
- // In this special case, you'll see one frame of glitch when toggling renderUpscaling on and off.
- m_Camera.forceIntoRenderTexture = m_Internal.hasPostProcessLayer || m_Internal.useOffscreenRT;
- }
-
- void OnPreCull()
- {
- #if UNITY_EDITOR
- // LateUpdate() is not called while the editor is paused, but OnPreCull() is.
- // So call LateUpdate() manually here.
- if (UnityEditor.EditorApplication.isPaused)
- LateUpdate();
- #endif
-
- PixelSnap();
-
- if (m_Internal.pixelRect != Rect.zero)
- m_Camera.pixelRect = m_Internal.pixelRect;
- else
- m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
-
- // In Cinemachine compatibility mode the control over orthographic size should
- // be given to the virtual cameras, whose orthographic sizes will be corrected to
- // be pixel-perfect. This way when there's blending between virtual cameras, we
- // can have temporary not-pixel-perfect but smooth transitions.
- if (!m_CinemachineCompatibilityMode)
- {
- m_Camera.orthographicSize = m_Internal.orthoSize;
- }
- }
-
- void OnPreRender()
- {
- // Clear the screen to black so that we can see black bars.
- // Need to do it before anything is drawn if we're rendering directly to the screen.
- if (m_Internal.cropFrameXOrY)
- GL.Clear(false, true, Color.black);
-
- PixelPerfectRendering.pixelSnapSpacing = m_Internal.unitsPerPixel;
- }
-
- void OnPostRender()
- {
- PixelPerfectRendering.pixelSnapSpacing = 0.0f;
-
- if (!m_Internal.useOffscreenRT)
- return;
-
- RenderTexture activeRT = m_Camera.activeTexture;
- if (activeRT != null)
- activeRT.filterMode = m_Internal.useStretchFill ? FilterMode.Bilinear : FilterMode.Point;
-
- m_Camera.pixelRect = m_Internal.CalculatePostRenderPixelRect(m_Camera.aspect, Screen.width, Screen.height);
- }
-
- void OnEnable()
- {
- m_CinemachineCompatibilityMode = false;
-
- #if UNITY_EDITOR
- if (!UnityEditor.EditorApplication.isPlaying)
- UnityEditor.EditorApplication.playModeStateChanged += OnPlayModeChanged;
- #endif
- }
-
- internal void OnDisable()
- {
- m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f);
- m_Camera.orthographicSize = m_Internal.originalOrthoSize;
- m_Camera.forceIntoRenderTexture = m_Internal.hasPostProcessLayer;
- m_Camera.ResetAspect();
- m_Camera.ResetWorldToCameraMatrix();
-
- #if UNITY_EDITOR
- if (!UnityEditor.EditorApplication.isPlaying)
- UnityEditor.EditorApplication.playModeStateChanged -= OnPlayModeChanged;
- #endif
- }
-
- #if DEVELOPMENT_BUILD || UNITY_EDITOR
- // Show on-screen warning about invalid render resolutions.
- void OnGUI()
- {
- #if UNITY_EDITOR
- if (!UnityEditor.EditorApplication.isPlaying && !runInEditMode)
- return;
- #endif
-
- Color oldColor = GUI.color;
- GUI.color = Color.red;
-
- Vector2Int renderResolution = Vector2Int.zero;
- renderResolution.x = m_Internal.useOffscreenRT ? m_Internal.offscreenRTWidth : m_Camera.pixelWidth;
- renderResolution.y = m_Internal.useOffscreenRT ? m_Internal.offscreenRTHeight : m_Camera.pixelHeight;
-
- if (renderResolution.x % 2 != 0 || renderResolution.y % 2 != 0)
- {
- string warning = string.Format("Rendering at an odd-numbered resolution ({0} * {1}). Pixel Perfect Camera may not work properly in this situation.", renderResolution.x, renderResolution.y);
- GUILayout.Box(warning);
- }
-
- if (Screen.width < refResolutionX || Screen.height < refResolutionY)
- {
- GUILayout.Box("Screen resolution is smaller than the reference resolution. Image may appear stretched or cropped.");
- }
-
- GUI.color = oldColor;
- }
- #endif
-
- #if UNITY_EDITOR
- void OnPlayModeChanged(UnityEditor.PlayModeStateChange state)
- {
- // Stop running in edit mode when entering play mode.
- if (state == UnityEditor.PlayModeStateChange.ExitingEditMode)
- {
- runInEditMode = false;
- OnDisable();
- }
- }
- #endif
- }
- }
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