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UniversalAdditionalLightData.cs 10KB

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  1. using System;
  2. namespace UnityEngine.Rendering.Universal
  3. {
  4. /// <summary>Light Layers.</summary>
  5. [Flags]
  6. public enum LightLayerEnum
  7. {
  8. /// <summary>The light will no affect any object.</summary>
  9. Nothing = 0, // Custom name for "Nothing" option
  10. /// <summary>Light Layer 0.</summary>
  11. LightLayerDefault = 1 << 0,
  12. /// <summary>Light Layer 1.</summary>
  13. LightLayer1 = 1 << 1,
  14. /// <summary>Light Layer 2.</summary>
  15. LightLayer2 = 1 << 2,
  16. /// <summary>Light Layer 3.</summary>
  17. LightLayer3 = 1 << 3,
  18. /// <summary>Light Layer 4.</summary>
  19. LightLayer4 = 1 << 4,
  20. /// <summary>Light Layer 5.</summary>
  21. LightLayer5 = 1 << 5,
  22. /// <summary>Light Layer 6.</summary>
  23. LightLayer6 = 1 << 6,
  24. /// <summary>Light Layer 7.</summary>
  25. LightLayer7 = 1 << 7,
  26. /// <summary>Everything.</summary>
  27. Everything = 0xFF, // Custom name for "Everything" option
  28. }
  29. /// <summary>
  30. /// Contains extension methods for Light class.
  31. /// </summary>
  32. public static class LightExtensions
  33. {
  34. /// <summary>
  35. /// Universal Render Pipeline exposes additional light data in a separate component.
  36. /// This method returns the additional data component for the given light or create one if it doesn't exist yet.
  37. /// </summary>
  38. /// <param name="light"></param>
  39. /// <returns>The <c>UniversalAdditionalLightData</c> for this light.</returns>
  40. /// <see cref="UniversalAdditionalLightData"/>
  41. public static UniversalAdditionalLightData GetUniversalAdditionalLightData(this Light light)
  42. {
  43. var gameObject = light.gameObject;
  44. bool componentExists = gameObject.TryGetComponent<UniversalAdditionalLightData>(out var lightData);
  45. if (!componentExists)
  46. lightData = gameObject.AddComponent<UniversalAdditionalLightData>();
  47. return lightData;
  48. }
  49. }
  50. /// <summary>
  51. /// Class containing various additional light data used by URP.
  52. /// </summary>
  53. [DisallowMultipleComponent]
  54. [RequireComponent(typeof(Light))]
  55. [URPHelpURL("universal-additional-light-data")]
  56. public class UniversalAdditionalLightData : MonoBehaviour, ISerializationCallbackReceiver, IAdditionalData
  57. {
  58. // Version 0 means serialized data before the version field.
  59. [SerializeField] int m_Version = 3;
  60. internal int version
  61. {
  62. get => m_Version;
  63. }
  64. [Tooltip("Controls if light Shadow Bias parameters use pipeline settings.")]
  65. [SerializeField] bool m_UsePipelineSettings = true;
  66. /// <summary>
  67. /// Controls if light Shadow Bias parameters use pipeline settings or not.
  68. /// </summary>
  69. public bool usePipelineSettings
  70. {
  71. get { return m_UsePipelineSettings; }
  72. set { m_UsePipelineSettings = value; }
  73. }
  74. /// <summary>
  75. /// Value used to indicate custom shadow resolution tier for additional lights.
  76. /// </summary>
  77. public static readonly int AdditionalLightsShadowResolutionTierCustom = -1;
  78. /// <summary>
  79. /// Value used to indicate low shadow resolution tier for additional lights.
  80. /// </summary>
  81. public static readonly int AdditionalLightsShadowResolutionTierLow = 0;
  82. /// <summary>
  83. /// Value used to indicate medium shadow resolution tier for additional lights.
  84. /// </summary>
  85. public static readonly int AdditionalLightsShadowResolutionTierMedium = 1;
  86. /// <summary>
  87. /// Value used to indicate high shadow resolution tier for additional lights.
  88. /// </summary>
  89. public static readonly int AdditionalLightsShadowResolutionTierHigh = 2;
  90. /// <summary>
  91. /// The default shadow resolution tier for additional lights.
  92. /// </summary>
  93. public static readonly int AdditionalLightsShadowDefaultResolutionTier = AdditionalLightsShadowResolutionTierHigh;
  94. /// <summary>
  95. /// The default custom shadow resolution for additional lights.
  96. /// </summary>
  97. public static readonly int AdditionalLightsShadowDefaultCustomResolution = 128;
  98. [NonSerialized] private Light m_Light;
  99. /// <summary>
  100. /// Returns the cached light component associated with the game object that owns this light data.
  101. /// </summary>
  102. #if UNITY_EDITOR
  103. internal new Light light
  104. #else
  105. internal Light light
  106. #endif
  107. {
  108. get
  109. {
  110. if (!m_Light)
  111. TryGetComponent(out m_Light);
  112. return m_Light;
  113. }
  114. }
  115. /// <summary>
  116. /// The minimum shadow resolution for additional lights.
  117. /// </summary>
  118. public static readonly int AdditionalLightsShadowMinimumResolution = 128;
  119. [Tooltip("Controls if light shadow resolution uses pipeline settings.")]
  120. [SerializeField] int m_AdditionalLightsShadowResolutionTier = AdditionalLightsShadowDefaultResolutionTier;
  121. /// <summary>
  122. /// Returns the selected shadow resolution tier.
  123. /// </summary>
  124. public int additionalLightsShadowResolutionTier
  125. {
  126. get { return m_AdditionalLightsShadowResolutionTier; }
  127. }
  128. // The layer(s) this light belongs too.
  129. [Obsolete("This is obsolete, please use m_RenderingLayerMask instead.", false)]
  130. [SerializeField] LightLayerEnum m_LightLayerMask = LightLayerEnum.LightLayerDefault;
  131. /// <summary>
  132. /// The layer(s) this light belongs to.
  133. /// </summary>
  134. [Obsolete("This is obsolete, please use renderingLayerMask instead.", true)]
  135. public LightLayerEnum lightLayerMask
  136. {
  137. get { return m_LightLayerMask; }
  138. set { m_LightLayerMask = value; }
  139. }
  140. [SerializeField] uint m_RenderingLayers = 1;
  141. /// <summary>
  142. /// Specifies which rendering layers this light will affect.
  143. /// </summary>
  144. public uint renderingLayers
  145. {
  146. get
  147. {
  148. return m_RenderingLayers;
  149. }
  150. set
  151. {
  152. if (m_RenderingLayers != value)
  153. {
  154. m_RenderingLayers = value;
  155. SyncLightAndShadowLayers();
  156. }
  157. }
  158. }
  159. [SerializeField] bool m_CustomShadowLayers = false;
  160. /// <summary>
  161. /// Indicates whether shadows need custom layers.
  162. /// If not, then it uses the same settings as lightLayerMask.
  163. /// </summary>
  164. public bool customShadowLayers
  165. {
  166. get
  167. {
  168. return m_CustomShadowLayers;
  169. }
  170. set
  171. {
  172. if (m_CustomShadowLayers != value)
  173. {
  174. m_CustomShadowLayers = value;
  175. SyncLightAndShadowLayers();
  176. }
  177. }
  178. }
  179. // The layer(s) used for shadow casting.
  180. [SerializeField] LightLayerEnum m_ShadowLayerMask = LightLayerEnum.LightLayerDefault;
  181. /// <summary>
  182. /// The layer(s) for shadow.
  183. /// </summary>
  184. [Obsolete("This is obsolete, please use shadowRenderingLayerMask instead.", true)]
  185. public LightLayerEnum shadowLayerMask
  186. {
  187. get { return m_ShadowLayerMask; }
  188. set { m_ShadowLayerMask = value; }
  189. }
  190. [SerializeField] uint m_ShadowRenderingLayers = 1;
  191. /// <summary>
  192. /// Specifies which rendering layers this light shadows will affect.
  193. /// </summary>
  194. public uint shadowRenderingLayers
  195. {
  196. get
  197. {
  198. return m_ShadowRenderingLayers;
  199. }
  200. set
  201. {
  202. if (value != m_ShadowRenderingLayers)
  203. {
  204. m_ShadowRenderingLayers = value;
  205. SyncLightAndShadowLayers();
  206. }
  207. }
  208. }
  209. /// <summary>
  210. /// Controls the size of the cookie mask currently assigned to the light.
  211. /// </summary>
  212. [Tooltip("Controls the size of the cookie mask currently assigned to the light.")]
  213. public Vector2 lightCookieSize
  214. {
  215. get => m_LightCookieSize;
  216. set => m_LightCookieSize = value;
  217. }
  218. [SerializeField] Vector2 m_LightCookieSize = Vector2.one;
  219. /// <summary>
  220. /// Controls the offset of the cookie mask currently assigned to the light.
  221. /// </summary>
  222. [Tooltip("Controls the offset of the cookie mask currently assigned to the light.")]
  223. public Vector2 lightCookieOffset
  224. {
  225. get => m_LightCookieOffset;
  226. set => m_LightCookieOffset = value;
  227. }
  228. [SerializeField] Vector2 m_LightCookieOffset = Vector2.zero;
  229. /// <summary>
  230. /// Light soft shadow filtering quality.
  231. /// </summary>
  232. [Tooltip("Controls the filtering quality of soft shadows. Higher quality has lower performance.")]
  233. public SoftShadowQuality softShadowQuality
  234. {
  235. get => m_SoftShadowQuality;
  236. set => m_SoftShadowQuality = value;
  237. }
  238. [SerializeField] private SoftShadowQuality m_SoftShadowQuality = SoftShadowQuality.UsePipelineSettings;
  239. /// <inheritdoc/>
  240. public void OnBeforeSerialize()
  241. {
  242. }
  243. /// <inheritdoc/>
  244. public void OnAfterDeserialize()
  245. {
  246. if (m_Version < 2)
  247. {
  248. #pragma warning disable 618 // Obsolete warning
  249. m_RenderingLayers = (uint)m_LightLayerMask;
  250. m_ShadowRenderingLayers = (uint)m_ShadowLayerMask;
  251. #pragma warning restore 618 // Obsolete warning
  252. m_Version = 2;
  253. }
  254. if (m_Version < 3)
  255. {
  256. // SoftShadowQuality.UsePipelineSettings added at index 0. Bump existing serialized values by 1. e.g. Low(0) -> Low(1).
  257. m_SoftShadowQuality = (SoftShadowQuality)(Math.Clamp((int)m_SoftShadowQuality + 1, 0, (int)SoftShadowQuality.High));
  258. m_Version = 3;
  259. }
  260. }
  261. private void SyncLightAndShadowLayers()
  262. {
  263. if (light)
  264. light.renderingLayerMask = m_CustomShadowLayers ? (int)m_ShadowRenderingLayers : (int)m_RenderingLayers;
  265. }
  266. }
  267. }