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409 lines
16 KiB
C#

3 years ago
using System;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
using UnityEngine.Rendering;
namespace Gaia
{
[System.Serializable]
public class ReflectionProbeData
{
[Header("Reflection Probe Settings")]
public ReflectionProbeMode reflectionProbeMode = ReflectionProbeMode.Realtime;
public GaiaConstants.ReflectionProbeRefreshModePW reflectionProbeRefresh = GaiaConstants.ReflectionProbeRefreshModePW.OnAwake;
public ReflectionCubemapCompression reflectionCubemapCompression = ReflectionCubemapCompression.Auto;
public ReflectionProbeTimeSlicingMode reflectionProbeTimeSlicingMode = ReflectionProbeTimeSlicingMode.IndividualFaces;
public int reflectionProbesPerRow = 5;
public float reflectionProbeOffset = 1.8f;
public float reflectionProbeClipPlaneDistance = 1000f;
public float reflectionProbeBlendDistance = 5f;
public LayerMask reflectionprobeCullingMask = 1;
public float reflectionProbeShadowDistance = 100f;
public GaiaConstants.ReflectionProbeResolution reflectionProbeResolution = GaiaConstants.ReflectionProbeResolution.Resolution64;
public int lightProbesPerRow = 50;
public int lightProbeSpawnRadius = 25;
public float seaLevel = 50f;
#if UNITY_EDITOR
#if !UNITY_2020_1_OR_NEWER
public LightmapEditorSettings.FilterMode filterMode = LightmapEditorSettings.FilterMode.Auto;
#else
public LightingSettings.FilterMode filterMode = LightingSettings.FilterMode.Auto;
#endif
#endif
}
public class SceneProfile : ScriptableObject
{
public string ProfileVersion = "None";
#region Global
//Global
public bool m_reimportHDRPShader = false;
public string m_savedFromScene;
public GaiaTimeOfDay m_gaiaTimeOfDay = new GaiaTimeOfDay();
public GaiaWeather m_gaiaWeather = new GaiaWeather();
public float m_lodBias = 2f;
#endregion
#region Lighting
//Lighting
public Texture2D m_kelvinTexture;
public GaiaConstants.GlobalSystemMode m_lightSystemMode = GaiaConstants.GlobalSystemMode.Gaia;
public GameObject m_thirdPartyLightObject;
public bool DefaultLightingSet = false;
public bool m_lightingMultiSceneLightingSupport = true;
public bool m_lightingUpdateInRealtime = false;
public int m_selectedLightingProfileValuesIndex = 0;
public GaiaConstants.GaiaLightingProfileType m_profileType = GaiaConstants.GaiaLightingProfileType.HDRI;
public bool m_renamingProfile = false;
public bool m_lightingEditSettings = false;
public GaiaConstants.BakeMode m_lightingBakeMode = GaiaConstants.BakeMode.Realtime;
#if UNITY_EDITOR
#if UNITY_2020_1_OR_NEWER
public LightingSettings.Lightmapper m_lightmappingMode = LightingSettings.Lightmapper.ProgressiveGPU;
#else
public LightmapEditorSettings.Lightmapper m_lightmappingMode = LightmapEditorSettings.Lightmapper.ProgressiveGPU;
#endif
#endif
public Material m_masterSkyboxMaterial;
public List<GaiaLightingProfileValues> m_lightingProfiles = new List<GaiaLightingProfileValues>();
public bool m_parentObjects = true;
public bool m_hideProcessVolume = true;
public bool m_enablePostProcessing = true;
public bool m_enableAmbientAudio = true;
public bool m_enableFog = true;
public GaiaConstants.GaiaProAntiAliasingMode m_antiAliasingMode = GaiaConstants.GaiaProAntiAliasingMode.TAA;
public float m_AAJitterSpread = 0.55f;
public float m_AAStationaryBlending = 0.95f;
public float m_AAMotionBlending = 0.9f;
public float m_AASharpness = 0.25f;
public float m_antiAliasingTAAStrength = 0.7f;
public bool m_cameraDithering = true;
public float m_cameraAperture = 16f;
public bool m_usePhysicalCamera = false;
public Vector2 m_cameraSensorSize = new Vector2(70.41f, 52.63f);
public float m_cameraFocalLength = 50f;
public bool m_globalReflectionProbe = true;
public bool m_isUserProfileSet = false;
//Auto DOF
public bool m_enableAutoDOF = true;
public LayerMask m_dofLayerDetection = 1;
public float m_depthOfFieldFocusDistance = 50f;
//Light Probes
public ReflectionProbeData m_reflectionProbeData = new ReflectionProbeData();
#endregion
#region SRP Lighting & Post FX
#if UPPipeline
public VolumeProfile m_universalPostFXProfile;
#endif
#if HDPipeline
public VolumeProfile m_highDefinitionLightingProfile;
public VolumeProfile m_highDefinitionPostFXProfile;
#endif
#endregion
#region Water
//Water
public GaiaConstants.GlobalSystemMode m_waterSystemMode = GaiaConstants.GlobalSystemMode.Gaia;
public GameObject m_thirdPartyWaterObject;
public bool DefaultWaterSet = false;
public bool m_waterMultiSceneLightingSupport = true;
public bool m_waterRenamingProfile = false;
public bool m_waterUpdateInRealtime = false;
public bool m_allowMSAA = false;
public bool m_useHDR = false;
public bool m_enableDisabeHeightFeature = true;
public float m_disableHeight = 100f;
public string m_selectedProfile = "Deep Blue Ocean";
public float m_interval = 0.25f;
public bool m_useCustomRenderDistance = false;
public bool m_enableLayerDistances = false;
public float m_customRenderDistance = 500f;
public float[] m_customRenderDistances = new float[32];
public GaiaPlanarReflections.PlanarReflectionSettings m_reflectionSettingsData;
public bool m_waterEditSettings = false;
public int m_selectedWaterProfileValuesIndex;
public bool m_autoRefresh = true;
public bool m_ignoreSceneConditions = true;
public float m_refreshRate = 0.5f;
public GaiaConstants.WaterAutoUpdateMode m_autoUpdateMode = GaiaConstants.WaterAutoUpdateMode.Interval;
public bool m_useCastics = true;
public Light m_mainCausticLight;
public int m_causticFramePerSecond = 24;
public float m_causticSize = 15f;
public bool InfiniteMode = true;
public GameObject m_waterPrefab;
public GameObject m_underwaterParticles;
public GameObject m_underwaterHorizonPrefab;
public GameObject m_hdPlanarReflections;
public GameObject m_transitionFXPrefab;
public List<GaiaWaterProfileValues> m_waterProfiles = new List<GaiaWaterProfileValues>();
public Material m_activeWaterMaterial;
public bool m_enableWaterMeshQuality = false;
public GaiaConstants.WaterMeshQuality m_waterMeshQuality = GaiaConstants.WaterMeshQuality.Medium;
public GaiaConstants.MeshType m_meshType = GaiaConstants.MeshType.Plane;
public Mesh m_customWaterMesh;
public int m_zSize = 1000;
public int m_xSize = 1000;
public int m_customMeshQuality = 100;
public bool m_enableReflections = true;
public float[] m_savedWaterRenderDistances;
public float m_savedWaterRenderDistance;
public float m_extraWaterRenderDistance = 0f;
public bool m_disaleSkyboxReflection = false;
public bool m_disablePixelLights = true;
public GaiaConstants.GaiaProWaterReflectionsQuality m_reflectionResolution = GaiaConstants.GaiaProWaterReflectionsQuality.Resolution512;
public bool m_verifiedHDRPReflections = false;
public int m_textureResolution = 512;
public float m_clipPlaneOffset = 40f;
public LayerMask m_reflectedLayers = 1;
public float m_hdrpReflectionIntensity = 1f;
public bool m_enableOceanFoam = true;
public bool m_enableBeachFoam = true;
public bool m_enableGPUInstancing = true;
public bool m_autoWindControlOnWater = true;
public bool m_supportUnderwaterEffects = true;
public bool m_supportUnderwaterPostProcessing = true;
public bool m_supportUnderwaterFog = true;
public bool m_supportUnderwaterParticles = true;
//HDRP
public bool m_reflectShadowsHDRP = false;
public bool m_roughReflectionsHDRP = false;
#endregion
#region Player
public GaiaConstants.EnvironmentControllerType m_controllerType = GaiaConstants.EnvironmentControllerType.FlyingCamera;
public bool m_setupPostFX = true;
public bool m_spawnPlayerAtCurrentLocation = true;
public bool m_instantiateCustomControllers = false;
public GameObject m_customPlayer;
public Camera m_customCamera;
//Camera Culling
public bool m_enableLayerCulling = true;
[SerializeField]
private GaiaSceneCullingProfile m_cullingProfile;
public GaiaSceneCullingProfile CullingProfile
{
get
{
return m_cullingProfile;
}
set
{
m_cullingProfile = value;
RefreshCullingProfileLayers();
GaiaAPI.RefreshCameraCulling();
#if UNITY_EDITOR
EditorUtility.SetDirty(this);
if (value != null)
{
EditorUtility.SetDirty(value);
}
#endif
}
}
public Light m_sunLight;
public Light m_moonLight;
//Terrain Culling
public bool m_terrainCullingEnabled = true;
//Terrain Loading
#if GAIA_PRO_PRESENT
public LoadMode m_terrainLoaderLoadMode;
public float m_terrainLoaderMinRefreshDistance;
public float m_terrainLoaderMaxRefreshDistance;
public float m_terrainLoaderMinRefreshMS;
public float m_terrainLoaderMaxRefreshMS;
public bool m_terrainLoaderFollowTransform;
public BoundsDouble m_terrainLoaderLoadingBoundsRegular;
public BoundsDouble m_terrainLoaderLoadingBoundsImpostor;
public BoundsDouble m_terrainLoaderLoadingBoundsCollider;
public bool m_terrainLoaderDataInitialized;
#endif
#endregion
#region Utils
private void RefreshCullingProfileLayers()
{
if (m_cullingProfile == null)
{
return;
}
bool madeChanges = false;
float[] correctedDistances = new float[32];
for (int i = 0; i < correctedDistances.Length; i++)
{
correctedDistances[i] = 0;
string layerName = LayerMask.LayerToName(i);
for (int targetIndex = 0; targetIndex < m_cullingProfile.m_layerNames.Length; targetIndex++)
{
if (m_cullingProfile.m_layerNames[targetIndex] == layerName)
{
correctedDistances[i] = m_cullingProfile.m_layerDistances[targetIndex];
if (i != targetIndex)
{
madeChanges = true;
}
break;
}
}
}
//only assign the corrected distance if there is an actual difference
if (madeChanges)
{
m_cullingProfile.m_layerDistances = correctedDistances;
}
bool madeShadowChanges = false;
float[] correctedShadowDistances = new float[32];
for (int i = 0; i < correctedShadowDistances.Length; i++)
{
correctedShadowDistances[i] = 0;
string layerName = LayerMask.LayerToName(i);
for (int targetIndex = 0; targetIndex < m_cullingProfile.m_layerNames.Length; targetIndex++)
{
if (m_cullingProfile.m_layerNames[targetIndex] == layerName)
{
correctedShadowDistances[i] = m_cullingProfile.m_shadowLayerDistances[targetIndex];
if (i != targetIndex)
{
madeShadowChanges = true;
}
break;
}
}
}
//only assign the corrected shadow distance if there is an actual difference
if (madeShadowChanges)
{
m_cullingProfile.m_shadowLayerDistances = correctedShadowDistances;
}
bool madeLayerNameChanges = false;
for (int i = 0; i < 32; i++)
{
if (m_cullingProfile.m_layerNames[i] != LayerMask.LayerToName(i))
{
m_cullingProfile.m_layerNames[i] = LayerMask.LayerToName(i);
madeLayerNameChanges = true;
}
}
if (madeChanges || madeShadowChanges || madeLayerNameChanges)
{
#if UNITY_EDITOR
EditorUtility.SetDirty(m_cullingProfile);
#endif
}
}
#if GAIA_PRO_PRESENT
public void UpdateTerrainLoaderFromProfile(ref TerrainLoader tl)
{
if (GaiaUtils.HasDynamicLoadedTerrains())
{
if (tl != null)
{
tl.LoadMode = m_terrainLoaderLoadMode;
tl.m_minRefreshDistance = m_terrainLoaderMinRefreshDistance;
tl.m_maxRefreshDistance = m_terrainLoaderMaxRefreshDistance;
tl.m_minRefreshMS = m_terrainLoaderMinRefreshMS;
tl.m_maxRefreshMS = m_terrainLoaderMaxRefreshMS;
tl.m_followTransform = m_terrainLoaderFollowTransform;
tl.m_loadingBoundsRegular = m_terrainLoaderLoadingBoundsRegular;
tl.m_loadingBoundsImpostor = m_terrainLoaderLoadingBoundsImpostor;
tl.m_loadingBoundsCollider = m_terrainLoaderLoadingBoundsCollider;
}
}
}
public void SaveTerrainLoaderToProfile(TerrainLoader tl)
{
if (GaiaUtils.HasDynamicLoadedTerrains())
{
if (tl != null)
{
m_terrainLoaderLoadMode = tl.LoadMode;
m_terrainLoaderMinRefreshDistance = tl.m_minRefreshDistance;
m_terrainLoaderMaxRefreshDistance = tl.m_maxRefreshDistance;
m_terrainLoaderMinRefreshMS = tl.m_minRefreshMS;
m_terrainLoaderMaxRefreshMS = tl.m_maxRefreshMS;
m_terrainLoaderFollowTransform = tl.m_followTransform;
m_terrainLoaderLoadingBoundsRegular = tl.m_loadingBoundsRegular;
m_terrainLoaderLoadingBoundsImpostor = tl.m_loadingBoundsImpostor;
m_terrainLoaderLoadingBoundsCollider = tl.m_loadingBoundsCollider;
}
}
}
#endif
public void UpdateTextureResolution()
{
switch (m_reflectionResolution)
{
case GaiaConstants.GaiaProWaterReflectionsQuality.Resolution8:
m_textureResolution = 8;
break;
case GaiaConstants.GaiaProWaterReflectionsQuality.Resolution16:
m_textureResolution = 16;
break;
case GaiaConstants.GaiaProWaterReflectionsQuality.Resolution32:
m_textureResolution = 32;
break;
case GaiaConstants.GaiaProWaterReflectionsQuality.Resolution64:
m_textureResolution = 64;
break;
case GaiaConstants.GaiaProWaterReflectionsQuality.Resolution128:
m_textureResolution = 128;
break;
case GaiaConstants.GaiaProWaterReflectionsQuality.Resolution256:
m_textureResolution = 256;
break;
case GaiaConstants.GaiaProWaterReflectionsQuality.Resolution512:
m_textureResolution = 512;
break;
case GaiaConstants.GaiaProWaterReflectionsQuality.Resolution1024:
m_textureResolution = 1024;
break;
case GaiaConstants.GaiaProWaterReflectionsQuality.Resolution2048:
m_textureResolution = 2048;
break;
case GaiaConstants.GaiaProWaterReflectionsQuality.Resolution4096:
m_textureResolution = 4096;
break;
case GaiaConstants.GaiaProWaterReflectionsQuality.Resolution8192:
m_textureResolution = 8192;
break;
}
}
#endregion
}
}