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- using System.Collections.Generic;
- using UnityEngine.Serialization;
-
- namespace UnityEngine.Rendering
- {
- /// <summary>
- /// A generic Volume component holding a <see cref="VolumeProfile"/>.
- /// </summary>
- [CurrentPipelineHelpURL("Volumes")]
- [ExecuteAlways]
- [AddComponentMenu("Miscellaneous/Volume")]
- public class Volume : MonoBehaviour, IVolume
- {
- [SerializeField, FormerlySerializedAs("isGlobal")]
- bool m_IsGlobal = true;
-
- /// <summary>
- /// Specifies whether to apply the Volume to the entire Scene or not.
- /// </summary>
- public bool isGlobal
- {
- get => m_IsGlobal;
- set => m_IsGlobal = value;
- }
-
- /// <summary>
- /// A value which determines which Volume is being used when Volumes have an equal amount of influence on the Scene. Volumes with a higher priority will override lower ones.
- /// </summary>
- [Delayed]
- public float priority = 0f;
-
- /// <summary>
- /// The outer distance to start blending from. A value of 0 means no blending and Unity applies
- /// the Volume overrides immediately upon entry.
- /// </summary>
- public float blendDistance = 0f;
-
- /// <summary>
- /// The total weight of this volume in the Scene. 0 means no effect and 1 means full effect.
- /// </summary>
- [Range(0f, 1f)]
- public float weight = 1f;
-
- /// <summary>
- /// The shared Profile that this Volume uses.
- /// Modifying <c>sharedProfile</c> changes every Volumes that uses this Profile and also changes
- /// the Profile settings stored in the Project.
- /// </summary>
- /// <remarks>
- /// You should not modify Profiles that <c>sharedProfile</c> returns. If you want
- /// to modify the Profile of a Volume, use <see cref="profile"/> instead.
- /// </remarks>
- /// <seealso cref="profile"/>
- public VolumeProfile sharedProfile = null;
-
- /// <summary>
- /// Gets the first instantiated <see cref="VolumeProfile"/> assigned to the Volume.
- /// Modifying <c>profile</c> changes the Profile for this Volume only. If another Volume
- /// uses the same Profile, this clones the shared Profile and starts using it from now on.
- /// </summary>
- /// <remarks>
- /// This property automatically instantiates the Profile and make it unique to this Volume
- /// so you can safely edit it via scripting at runtime without changing the original Asset
- /// in the Project.
- /// Note that if you pass your own Profile, you must destroy it when you finish using it.
- /// </remarks>
- /// <seealso cref="sharedProfile"/>
- public VolumeProfile profile
- {
- get
- {
- if (m_InternalProfile == null)
- {
- m_InternalProfile = ScriptableObject.CreateInstance<VolumeProfile>();
-
- if (sharedProfile != null)
- {
- m_InternalProfile.name = sharedProfile.name;
-
- foreach (var item in sharedProfile.components)
- {
- var itemCopy = Instantiate(item);
- m_InternalProfile.components.Add(itemCopy);
- }
- }
- }
-
- return m_InternalProfile;
- }
- set => m_InternalProfile = value;
- }
-
- internal List<Collider> m_Colliders = new List<Collider>();
-
- /// <summary>
- /// The colliders of the volume if <see cref="isGlobal"/> is false
- /// </summary>
- public List<Collider> colliders => m_Colliders;
-
- internal VolumeProfile profileRef => m_InternalProfile == null ? sharedProfile : m_InternalProfile;
-
- /// <summary>
- /// Checks if the Volume has an instantiated Profile or if it uses a shared Profile.
- /// </summary>
- /// <returns><c>true</c> if the profile has been instantiated.</returns>
- /// <seealso cref="profile"/>
- /// <seealso cref="sharedProfile"/>
- public bool HasInstantiatedProfile() => m_InternalProfile != null;
-
- // Needed for state tracking (see the comments in Update)
- int m_PreviousLayer;
- float m_PreviousPriority;
- VolumeProfile m_InternalProfile;
-
- void OnEnable()
- {
- m_PreviousLayer = gameObject.layer;
- VolumeManager.instance.Register(this, m_PreviousLayer);
- GetComponents(m_Colliders);
- }
-
- void OnDisable()
- {
- VolumeManager.instance.Unregister(this, gameObject.layer);
- }
-
- void Update()
- {
- // Unfortunately we need to track the current layer to update the volume manager in
- // real-time as the user could change it at any time in the editor or at runtime.
- // Because no event is raised when the layer changes, we have to track it on every
- // frame :/
- UpdateLayer();
-
- // Same for priority. We could use a property instead, but it doesn't play nice with the
- // serialization system. Using a custom Attribute/PropertyDrawer for a property is
- // possible but it doesn't work with Undo/Redo in the editor, which makes it useless for
- // our case.
- if (priority != m_PreviousPriority)
- {
- VolumeManager.instance.SetLayerDirty(gameObject.layer);
- m_PreviousPriority = priority;
- }
-
- #if UNITY_EDITOR
- // In the editor, we refresh the list of colliders at every frame because it's frequent to add/remove them
- GetComponents(m_Colliders);
- #endif
- }
-
- internal void UpdateLayer()
- {
- int layer = gameObject.layer;
- if (layer != m_PreviousLayer)
- {
- VolumeManager.instance.UpdateVolumeLayer(this, m_PreviousLayer, layer);
- m_PreviousLayer = layer;
- }
- }
-
- void OnValidate()
- {
- blendDistance = Mathf.Max(blendDistance, 0f);
- }
- }
- }
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