123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301 |
- using System;
-
- namespace UnityEngine.Rendering.Universal
- {
- /// <summary>Light Layers.</summary>
- [Flags]
- public enum LightLayerEnum
- {
- /// <summary>The light will no affect any object.</summary>
- Nothing = 0, // Custom name for "Nothing" option
- /// <summary>Light Layer 0.</summary>
- LightLayerDefault = 1 << 0,
- /// <summary>Light Layer 1.</summary>
- LightLayer1 = 1 << 1,
- /// <summary>Light Layer 2.</summary>
- LightLayer2 = 1 << 2,
- /// <summary>Light Layer 3.</summary>
- LightLayer3 = 1 << 3,
- /// <summary>Light Layer 4.</summary>
- LightLayer4 = 1 << 4,
- /// <summary>Light Layer 5.</summary>
- LightLayer5 = 1 << 5,
- /// <summary>Light Layer 6.</summary>
- LightLayer6 = 1 << 6,
- /// <summary>Light Layer 7.</summary>
- LightLayer7 = 1 << 7,
- /// <summary>Everything.</summary>
- Everything = 0xFF, // Custom name for "Everything" option
- }
-
- /// <summary>
- /// Contains extension methods for Light class.
- /// </summary>
- public static class LightExtensions
- {
- /// <summary>
- /// Universal Render Pipeline exposes additional light data in a separate component.
- /// This method returns the additional data component for the given light or create one if it doesn't exist yet.
- /// </summary>
- /// <param name="light"></param>
- /// <returns>The <c>UniversalAdditionalLightData</c> for this light.</returns>
- /// <see cref="UniversalAdditionalLightData"/>
- public static UniversalAdditionalLightData GetUniversalAdditionalLightData(this Light light)
- {
- var gameObject = light.gameObject;
- bool componentExists = gameObject.TryGetComponent<UniversalAdditionalLightData>(out var lightData);
- if (!componentExists)
- lightData = gameObject.AddComponent<UniversalAdditionalLightData>();
-
- return lightData;
- }
- }
-
- /// <summary>
- /// Class containing various additional light data used by URP.
- /// </summary>
- [DisallowMultipleComponent]
- [RequireComponent(typeof(Light))]
- [URPHelpURL("universal-additional-light-data")]
- public class UniversalAdditionalLightData : MonoBehaviour, ISerializationCallbackReceiver, IAdditionalData
- {
- // Version 0 means serialized data before the version field.
- [SerializeField] int m_Version = 3;
- internal int version
- {
- get => m_Version;
- }
-
- [Tooltip("Controls if light Shadow Bias parameters use pipeline settings.")]
- [SerializeField] bool m_UsePipelineSettings = true;
-
- /// <summary>
- /// Controls if light Shadow Bias parameters use pipeline settings or not.
- /// </summary>
- public bool usePipelineSettings
- {
- get { return m_UsePipelineSettings; }
- set { m_UsePipelineSettings = value; }
- }
-
- /// <summary>
- /// Value used to indicate custom shadow resolution tier for additional lights.
- /// </summary>
- public static readonly int AdditionalLightsShadowResolutionTierCustom = -1;
-
- /// <summary>
- /// Value used to indicate low shadow resolution tier for additional lights.
- /// </summary>
- public static readonly int AdditionalLightsShadowResolutionTierLow = 0;
-
- /// <summary>
- /// Value used to indicate medium shadow resolution tier for additional lights.
- /// </summary>
- public static readonly int AdditionalLightsShadowResolutionTierMedium = 1;
-
- /// <summary>
- /// Value used to indicate high shadow resolution tier for additional lights.
- /// </summary>
- public static readonly int AdditionalLightsShadowResolutionTierHigh = 2;
-
- /// <summary>
- /// The default shadow resolution tier for additional lights.
- /// </summary>
- public static readonly int AdditionalLightsShadowDefaultResolutionTier = AdditionalLightsShadowResolutionTierHigh;
-
- /// <summary>
- /// The default custom shadow resolution for additional lights.
- /// </summary>
- public static readonly int AdditionalLightsShadowDefaultCustomResolution = 128;
-
- [NonSerialized] private Light m_Light;
-
- /// <summary>
- /// Returns the cached light component associated with the game object that owns this light data.
- /// </summary>
- #if UNITY_EDITOR
- internal new Light light
- #else
- internal Light light
- #endif
- {
- get
- {
- if (!m_Light)
- TryGetComponent(out m_Light);
- return m_Light;
- }
- }
-
- /// <summary>
- /// The minimum shadow resolution for additional lights.
- /// </summary>
- public static readonly int AdditionalLightsShadowMinimumResolution = 128;
-
- [Tooltip("Controls if light shadow resolution uses pipeline settings.")]
- [SerializeField] int m_AdditionalLightsShadowResolutionTier = AdditionalLightsShadowDefaultResolutionTier;
-
- /// <summary>
- /// Returns the selected shadow resolution tier.
- /// </summary>
- public int additionalLightsShadowResolutionTier
- {
- get { return m_AdditionalLightsShadowResolutionTier; }
- }
-
- // The layer(s) this light belongs too.
- [Obsolete("This is obsolete, please use m_RenderingLayerMask instead.", false)]
- [SerializeField] LightLayerEnum m_LightLayerMask = LightLayerEnum.LightLayerDefault;
-
-
- /// <summary>
- /// The layer(s) this light belongs to.
- /// </summary>
- [Obsolete("This is obsolete, please use renderingLayerMask instead.", true)]
- public LightLayerEnum lightLayerMask
- {
- get { return m_LightLayerMask; }
- set { m_LightLayerMask = value; }
- }
-
- [SerializeField] uint m_RenderingLayers = 1;
-
- /// <summary>
- /// Specifies which rendering layers this light will affect.
- /// </summary>
- public uint renderingLayers
- {
- get
- {
- return m_RenderingLayers;
- }
- set
- {
- if (m_RenderingLayers != value)
- {
- m_RenderingLayers = value;
- SyncLightAndShadowLayers();
- }
- }
- }
-
- [SerializeField] bool m_CustomShadowLayers = false;
-
- /// <summary>
- /// Indicates whether shadows need custom layers.
- /// If not, then it uses the same settings as lightLayerMask.
- /// </summary>
- public bool customShadowLayers
- {
- get
- {
- return m_CustomShadowLayers;
- }
- set
- {
- if (m_CustomShadowLayers != value)
- {
- m_CustomShadowLayers = value;
- SyncLightAndShadowLayers();
- }
- }
- }
-
- // The layer(s) used for shadow casting.
- [SerializeField] LightLayerEnum m_ShadowLayerMask = LightLayerEnum.LightLayerDefault;
-
- /// <summary>
- /// The layer(s) for shadow.
- /// </summary>
- [Obsolete("This is obsolete, please use shadowRenderingLayerMask instead.", true)]
- public LightLayerEnum shadowLayerMask
- {
- get { return m_ShadowLayerMask; }
- set { m_ShadowLayerMask = value; }
- }
-
- [SerializeField] uint m_ShadowRenderingLayers = 1;
- /// <summary>
- /// Specifies which rendering layers this light shadows will affect.
- /// </summary>
- public uint shadowRenderingLayers
- {
- get
- {
- return m_ShadowRenderingLayers;
- }
- set
- {
- if (value != m_ShadowRenderingLayers)
- {
- m_ShadowRenderingLayers = value;
- SyncLightAndShadowLayers();
- }
- }
- }
-
- /// <summary>
- /// Controls the size of the cookie mask currently assigned to the light.
- /// </summary>
- [Tooltip("Controls the size of the cookie mask currently assigned to the light.")]
- public Vector2 lightCookieSize
- {
- get => m_LightCookieSize;
- set => m_LightCookieSize = value;
- }
- [SerializeField] Vector2 m_LightCookieSize = Vector2.one;
-
- /// <summary>
- /// Controls the offset of the cookie mask currently assigned to the light.
- /// </summary>
- [Tooltip("Controls the offset of the cookie mask currently assigned to the light.")]
- public Vector2 lightCookieOffset
- {
- get => m_LightCookieOffset;
- set => m_LightCookieOffset = value;
- }
- [SerializeField] Vector2 m_LightCookieOffset = Vector2.zero;
-
- /// <summary>
- /// Light soft shadow filtering quality.
- /// </summary>
- [Tooltip("Controls the filtering quality of soft shadows. Higher quality has lower performance.")]
- public SoftShadowQuality softShadowQuality
- {
- get => m_SoftShadowQuality;
- set => m_SoftShadowQuality = value;
- }
- [SerializeField] private SoftShadowQuality m_SoftShadowQuality = SoftShadowQuality.UsePipelineSettings;
-
- /// <inheritdoc/>
- public void OnBeforeSerialize()
- {
- }
-
- /// <inheritdoc/>
- public void OnAfterDeserialize()
- {
- if (m_Version < 2)
- {
- #pragma warning disable 618 // Obsolete warning
- m_RenderingLayers = (uint)m_LightLayerMask;
- m_ShadowRenderingLayers = (uint)m_ShadowLayerMask;
- #pragma warning restore 618 // Obsolete warning
- m_Version = 2;
- }
-
- if (m_Version < 3)
- {
- // SoftShadowQuality.UsePipelineSettings added at index 0. Bump existing serialized values by 1. e.g. Low(0) -> Low(1).
- m_SoftShadowQuality = (SoftShadowQuality)(Math.Clamp((int)m_SoftShadowQuality + 1, 0, (int)SoftShadowQuality.High));
- m_Version = 3;
- }
- }
-
- private void SyncLightAndShadowLayers()
- {
- if (light)
- light.renderingLayerMask = m_CustomShadowLayers ? (int)m_ShadowRenderingLayers : (int)m_RenderingLayers;
- }
- }
- }
|