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263 lines
10 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
#if UPPipeline
using UnityEngine.Rendering.Universal;
#endif
#if HDPipeline
using UnityEngine.Rendering.HighDefinition;
#endif
namespace Gaia
{
/// <summary>
/// Utility class to provide the functionality of performing an "orthographic bake" from anywhere and return a render texture as result.
/// In an orthographic bake an orthographic camera is placed above the terrain pointing straight downwards to render the current view to a render texture.
/// </summary>
public class OrthographicBake
{
static Camera m_orthoCamera;
public static RenderTexture m_tmpRenderTexture;
public static GaiaSettings m_gaiaSettings;
private static List<Light> m_deactivatedLights = new List<Light>();
private static GameObject m_bakeDirectionalLight;
public static int m_HDLODBiasOverride = 1;
public static Camera CreateOrthoCam(Vector3 position, float nearClipping, float farClipping, float size, LayerMask cullingMask)
{
//existing ortho cam? Try to recycle
GameObject gameObject = GameObject.Find("OrthoCaptureCam");
if (gameObject == null)
{
gameObject = new GameObject("OrthoCaptureCam");
}
gameObject.transform.position = position;
//facing straight downwards
gameObject.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
//existing Camera? Try to recycle
Camera cam = gameObject.GetComponent<Camera>();
if (cam == null)
{
cam = gameObject.AddComponent<Camera>();
}
//setup camera the way we need it for the ortho bake - adjust everything to default to make sure there is no interference
cam.clearFlags = CameraClearFlags.SolidColor;
cam.backgroundColor = Color.black;
cam.cullingMask = cullingMask;
cam.orthographic = true;
cam.orthographicSize = size;
cam.nearClipPlane = nearClipping;
cam.farClipPlane = farClipping;
cam.rect = new Rect(0f, 0f, 1f, 1f);
cam.depth = 0f;
cam.renderingPath = RenderingPath.Forward; //Forward rendering required for orthographic
cam.useOcclusionCulling = true;
#if UPPipeline
if (m_gaiaSettings != null)
{
UniversalAdditionalCameraData UPAdditionalCameraData = cam.GetUniversalAdditionalCameraData();
UPAdditionalCameraData.SetRenderer(m_gaiaSettings.m_URPOrthoBakeRendererIndex);
}
#endif
#if HDPipeline
HDAdditionalCameraData hdData = gameObject.GetComponent<HDAdditionalCameraData>();
if (hdData == null)
{
hdData = cam.gameObject.AddComponent<UnityEngine.Rendering.HighDefinition.HDAdditionalCameraData>();
}
hdData.volumeLayerMask = 0;
hdData.backgroundColorHDR = Color.black;
hdData.clearColorMode = HDAdditionalCameraData.ClearColorMode.Color;
FrameSettings frameSettings = new FrameSettings();
frameSettings.lodBiasMode = LODBiasMode.OverrideQualitySettings;
frameSettings.lodBias = m_HDLODBiasOverride;
hdData.customRenderingSettings = true;
hdData.renderingPathCustomFrameSettings = frameSettings;
hdData.renderingPathCustomFrameSettingsOverrideMask.mask[0] = true;
hdData.renderingPathCustomFrameSettingsOverrideMask.mask[(int)FrameSettingsField.LODBiasMode] = true;
hdData.renderingPathCustomFrameSettingsOverrideMask.mask[(int)FrameSettingsField.LODBias] = true;
hdData.renderingPathCustomFrameSettingsOverrideMask.mask[(int)FrameSettingsField.PlanarProbe] = true;
hdData.renderingPathCustomFrameSettingsOverrideMask.mask[(int)FrameSettingsField.ReflectionProbe] = true;
#endif
m_orthoCamera = cam;
return cam;
}
public static void RemoveOrthoCam()
{
if (m_orthoCamera == null)
{
return;
}
if (m_orthoCamera.targetTexture != null)
{
RenderTexture.ReleaseTemporary(m_orthoCamera.targetTexture);
//m_orthoCamera.targetTexture = null;
}
GameObject.DestroyImmediate(m_orthoCamera.gameObject);
}
public static void BakeTerrain(Terrain terrain, int Xresolution, int Yresolution, LayerMask cullingMask, string path = null)
{
CreateOrthoCam(terrain.GetPosition() + new Vector3(terrain.terrainData.size.x / 2f, 0f, terrain.terrainData.size.z / 2f), -(terrain.terrainData.size.y + 200f), 1f, terrain.terrainData.size.x / 2f, cullingMask);
RenderTextureDescriptor rtDesc = new RenderTextureDescriptor();
rtDesc.autoGenerateMips = true;
rtDesc.bindMS = false;
rtDesc.colorFormat = RenderTextureFormat.ARGB32;
rtDesc.depthBufferBits = 24;
rtDesc.dimension = UnityEngine.Rendering.TextureDimension.Tex2D;
rtDesc.enableRandomWrite = false;
//rtDesc.graphicsFormat = UnityEngine.Experimental.Rendering.GraphicsFormat.R8_SRGB;
rtDesc.height = Yresolution;
rtDesc.memoryless = RenderTextureMemoryless.None;
rtDesc.msaaSamples = 1;
rtDesc.sRGB = true;
rtDesc.shadowSamplingMode = UnityEngine.Rendering.ShadowSamplingMode.None;
rtDesc.useDynamicScale = false;
rtDesc.useMipMap = false;
rtDesc.volumeDepth = 1;
rtDesc.vrUsage = VRTextureUsage.None;
rtDesc.width = Xresolution;
m_tmpRenderTexture = RenderTexture.GetTemporary(rtDesc);
if (path != null)
{
RenderToPng(path);
}
else
{
RenderToTemporary();
}
}
private static void RenderToTemporary()
{
if (m_orthoCamera == null)
{
Debug.LogError("Orthographic Bake: Camera does not exist!");
return;
}
m_orthoCamera.targetTexture = m_tmpRenderTexture;
m_orthoCamera.Render();
//In the SRPs we get a flipped image when rendering from a camera to a render textures, need to flip it on the Y-axis for or purposes
#if HDPipeline || UPPipeline
Material flipMat = new Material(Shader.Find("Hidden/Gaia/FlipY"));
flipMat.SetTexture("_InputTex", m_tmpRenderTexture);
RenderTexture buffer = RenderTexture.GetTemporary(m_tmpRenderTexture.descriptor);
Graphics.Blit(m_tmpRenderTexture, buffer, flipMat);
Graphics.Blit(buffer, m_tmpRenderTexture);
RenderTexture.ReleaseTemporary(buffer);
#endif
RenderTexture.active = m_tmpRenderTexture;
}
private static void RenderToPng(string path)
{
RenderToTemporary();
ImageProcessing.WriteRenderTexture(path, m_tmpRenderTexture, GaiaConstants.ImageFileType.Png, TextureFormat.RGBA32);
CleanUpRenderTexture();
}
/// <summary>
/// switches off all active lights in the scene and stores the lights in a list to turn them back on later with LightsOn()
/// </summary>
public static void LightsOff()
{
m_deactivatedLights.Clear();
var allLights = Resources.FindObjectsOfTypeAll<Light>();
foreach (Light light in allLights)
{
if (light.isActiveAndEnabled)
{
light.enabled = false;
m_deactivatedLights.Add(light);
}
}
}
/// <summary>
/// turns all the lights on again that were disabled with LightsOff before
/// </summary>
public static void LightsOn()
{
foreach (Light light in m_deactivatedLights)
{
if (light != null)
{
light.enabled = true;
}
}
}
public static void CleanUpRenderTexture()
{
m_orthoCamera.targetTexture = null;
RenderTexture.active = null;
RenderTexture.ReleaseTemporary(m_tmpRenderTexture);
}
/// <summary>
/// Creates a directional light pointing straight downwards on the y-axis with the given intensity & color. Use this together with LightsOn & LightsOff to better control lighting during the scene.
/// </summary>
/// <param name="intensity">Intensity for the directional light.</param>
/// <param name="color">Color for the directional light.</param>
public static void CreateBakeDirectionalLight(float intensity, Color color)
{
GameObject lightGO = GameObject.Find(GaiaConstants.BakeDirectionalLight);
if (lightGO == null)
{
lightGO = new GameObject(GaiaConstants.BakeDirectionalLight);
}
m_bakeDirectionalLight = lightGO;
Light light = lightGO.GetComponent<Light>();
if (light == null)
{
light = lightGO.AddComponent<Light>();
}
light.shadows = LightShadows.None;
light.type = LightType.Directional;
light.transform.rotation = Quaternion.Euler(90, 0, 0);
light.intensity = intensity;
#if HDPipeline
HDAdditionalLightData lightData = light.GetComponent<HDAdditionalLightData>();
if (lightData == null)
{
lightData = light.gameObject.AddComponent<HDAdditionalLightData>();
}
if (lightData != null)
{
lightData.lightUnit = LightUnit.Lux;
lightData.intensity = intensity;
}
#endif
light.color = color;
}
/// <summary>
/// Removes the bake directional light (Created with CreateBakeDirectionalLight()) from the scene again.
/// </summary>
public static void RemoveBakeDirectionalLight()
{
if (m_bakeDirectionalLight != null)
{
GameObject.DestroyImmediate(m_bakeDirectionalLight);
}
}
}
}