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277 lines
13 KiB
277 lines
13 KiB
using System; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using UnityEngine.Rendering; |
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namespace HighlightPlus { |
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public partial class HighlightEffect : MonoBehaviour { |
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static readonly List<HighlightSeeThroughOccluder> occluders = new List<HighlightSeeThroughOccluder>(); |
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static readonly Dictionary<Camera, int> occludersFrameCount = new Dictionary<Camera, int>(); |
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static Material fxMatSeeThroughOccluder, fxMatDepthWrite; |
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static RaycastHit[] hits; |
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static Collider[] colliders; |
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/// <summary> |
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/// True if the see-through is cancelled by an occluder using raycast method |
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/// </summary> |
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public bool IsSeeThroughOccluded(Camera cam) { |
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if (rms == null) return false; |
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// Compute bounds |
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Bounds bounds = new Bounds(); |
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for (int r = 0; r < rms.Length; r++) { |
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if (rms[r].renderer != null) { |
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if (bounds.size.x == 0) { |
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bounds = rms[r].renderer.bounds; |
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} else { |
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bounds.Encapsulate(rms[r].renderer.bounds); |
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} |
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} |
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} |
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Vector3 pos = bounds.center; |
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Vector3 camPos = cam.transform.position; |
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Vector3 offset = pos - camPos; |
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float maxDistance = Vector3.Distance(pos, camPos); |
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if (hits == null || hits.Length == 0) { |
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hits = new RaycastHit[64]; |
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} |
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int occludersCount = occluders.Count; |
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int hitCount = Physics.BoxCastNonAlloc(pos - offset, bounds.extents * 0.9f, offset.normalized, hits, Quaternion.identity, maxDistance); |
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for (int k = 0; k < hitCount; k++) { |
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for (int j = 0; j < occludersCount; j++) { |
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if (hits[k].collider.transform == occluders[j].transform) { |
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return true; |
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} |
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} |
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} |
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return false; |
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} |
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public static void RegisterOccluder(HighlightSeeThroughOccluder occluder) { |
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if (!occluders.Contains(occluder)) { |
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occluders.Add(occluder); |
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} |
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} |
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public static void UnregisterOccluder(HighlightSeeThroughOccluder occluder) { |
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if (occluders.Contains(occluder)) { |
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occluders.Remove(occluder); |
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} |
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} |
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/// <summary> |
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/// Test see-through occluders. |
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/// </summary> |
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/// <param name="cam">The camera to be tested</param> |
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/// <returns>Returns true if there's no raycast-based occluder cancelling the see-through effect</returns> |
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public bool RenderSeeThroughOccluders(CommandBuffer cb, Camera cam) { |
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int occludersCount = occluders.Count; |
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if (occludersCount == 0 || rmsCount == 0) return true; |
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bool useRayCastCheck = false; |
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// Check if raycast method is needed |
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for (int k = 0; k < occludersCount; k++) { |
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HighlightSeeThroughOccluder occluder = occluders[k]; |
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if (occluder == null || !occluder.isActiveAndEnabled) continue; |
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if (occluder.mode == OccluderMode.BlocksSeeThrough && occluder.detectionMethod == DetectionMethod.RayCast) { |
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useRayCastCheck = true; |
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break; |
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} |
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} |
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if (useRayCastCheck) { |
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if (IsSeeThroughOccluded(cam)) return false; |
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} |
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// do not render see-through occluders more than once this frame per camera (there can be many highlight effect scripts in the scene, we only need writing to stencil once) |
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int lastFrameCount; |
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occludersFrameCount.TryGetValue(cam, out lastFrameCount); |
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int currentFrameCount = Time.frameCount; |
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if (currentFrameCount == lastFrameCount) return true; |
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occludersFrameCount[cam] = currentFrameCount; |
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if (fxMatSeeThroughOccluder == null) { |
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InitMaterial(ref fxMatSeeThroughOccluder, "HighlightPlus/Geometry/SeeThroughOccluder"); |
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if (fxMatSeeThroughOccluder == null) return true; |
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} |
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if (fxMatDepthWrite == null) { |
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InitMaterial(ref fxMatDepthWrite, "HighlightPlus/Geometry/JustDepth"); |
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if (fxMatDepthWrite == null) return true; |
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} |
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for (int k = 0; k < occludersCount; k++) { |
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HighlightSeeThroughOccluder occluder = occluders[k]; |
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if (occluder == null || !occluder.isActiveAndEnabled) continue; |
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if (occluder.detectionMethod == DetectionMethod.Stencil) { |
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if (occluder.meshData == null) continue; |
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int meshDataLength = occluder.meshData.Length; |
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// Per renderer |
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for (int m = 0; m < meshDataLength; m++) { |
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// Per submesh |
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Renderer renderer = occluder.meshData[m].renderer; |
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if (renderer.isVisible) { |
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for (int s = 0; s < occluder.meshData[m].subMeshCount; s++) { |
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cb.DrawRenderer(renderer, occluder.mode == OccluderMode.BlocksSeeThrough ? fxMatSeeThroughOccluder : fxMatDepthWrite, s); |
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} |
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} |
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} |
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} |
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} |
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return true; |
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} |
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bool CheckOcclusion(Camera cam) { |
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if (!perCameraOcclusionData.TryGetValue(cam, out PerCameraOcclusionData occlusionData)) { |
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occlusionData = new PerCameraOcclusionData(); |
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perCameraOcclusionData[cam] = occlusionData; |
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} |
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float now = GetTime(); |
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int frameCount = Time.frameCount; // ensure all cameras are checked this frame |
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if (now - occlusionData.checkLastTime < seeThroughOccluderCheckInterval && Application.isPlaying && occlusionData.occlusionRenderFrame != frameCount) return occlusionData.lastOcclusionTestResult; |
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occlusionData.checkLastTime = now; |
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occlusionData.occlusionRenderFrame = frameCount; |
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if (rms == null || rms.Length == 0 || rms[0].renderer == null) return false; |
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Vector3 camPos = cam.transform.position; |
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Quaternion quaternionIdentity = Quaternion.identity; |
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if (colliders == null || colliders.Length == 0) { |
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colliders = new Collider[1]; |
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} |
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if (seeThroughOccluderCheckIndividualObjects) { |
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for (int r = 0; r < rms.Length; r++) { |
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if (rms[r].renderer != null) { |
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Bounds bounds = rms[r].renderer.bounds; |
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Vector3 pos = bounds.center; |
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float maxDistance = Vector3.Distance(pos, camPos); |
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Vector3 extents = bounds.extents * seeThroughOccluderThreshold; |
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if (Physics.OverlapBoxNonAlloc(pos, extents, colliders, quaternionIdentity, seeThroughOccluderMask) > 0) { |
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occlusionData.lastOcclusionTestResult = true; |
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return true; |
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} |
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if (Physics.BoxCast(pos, extents, (camPos - pos).normalized, quaternionIdentity, maxDistance, seeThroughOccluderMask)) { |
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occlusionData.lastOcclusionTestResult = true; |
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return true; |
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} |
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} |
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} |
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occlusionData.lastOcclusionTestResult = false; |
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return false; |
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} else { |
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// Compute combined bounds |
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Bounds bounds = rms[0].renderer.bounds; |
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for (int r = 1; r < rms.Length; r++) { |
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if (rms[r].renderer != null) { |
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bounds.Encapsulate(rms[r].renderer.bounds); |
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} |
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} |
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Vector3 pos = bounds.center; |
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Vector3 extents = bounds.extents * seeThroughOccluderThreshold; |
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if (Physics.OverlapBoxNonAlloc(pos, extents, colliders, quaternionIdentity, seeThroughOccluderMask) > 0) { |
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occlusionData.lastOcclusionTestResult = true; |
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return true; |
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} |
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float maxDistance = Vector3.Distance(pos, camPos); |
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occlusionData.lastOcclusionTestResult = Physics.BoxCast(pos, extents, (camPos - pos).normalized, quaternionIdentity, maxDistance, seeThroughOccluderMask); |
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return occlusionData.lastOcclusionTestResult; |
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} |
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} |
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const int MAX_OCCLUDER_HITS = 50; |
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static RaycastHit[] occluderHits; |
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void AddWithoutRepetition(List<Renderer> target, List<Renderer> source) { |
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int sourceCount = source.Count; |
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for (int k = 0; k < sourceCount; k++) { |
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Renderer entry = source[k]; |
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if (entry != null && !target.Contains(entry) && ValidRenderer(entry)) { |
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target.Add(entry); |
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} |
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} |
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} |
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void CheckOcclusionAccurate(CommandBuffer cbuf, Camera cam) { |
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if (!perCameraOcclusionData.TryGetValue(cam, out PerCameraOcclusionData occlusionData)) { |
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occlusionData = new PerCameraOcclusionData(); |
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perCameraOcclusionData[cam] = occlusionData; |
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} |
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float now = GetTime(); |
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int frameCount = Time.frameCount; // ensure all cameras are checked this frame |
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bool reuse = now - occlusionData.checkLastTime < seeThroughOccluderCheckInterval && Application.isPlaying && occlusionData.occlusionRenderFrame != frameCount; |
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if (!reuse) { |
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if (rms == null || rms.Length == 0 || rms[0].renderer == null) return; |
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occlusionData.checkLastTime = now; |
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occlusionData.occlusionRenderFrame = frameCount; |
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Quaternion quaternionIdentity = Quaternion.identity; |
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Vector3 camPos = cam.transform.position; |
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occlusionData.cachedOccluders.Clear(); |
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if (occluderHits == null || occluderHits.Length < MAX_OCCLUDER_HITS) { |
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occluderHits = new RaycastHit[MAX_OCCLUDER_HITS]; |
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} |
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if (seeThroughOccluderCheckIndividualObjects) { |
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for (int r = 0; r < rms.Length; r++) { |
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if (rms[r].renderer != null) { |
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Bounds bounds = rms[r].renderer.bounds; |
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Vector3 pos = bounds.center; |
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float maxDistance = Vector3.Distance(pos, camPos); |
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int numOccluderHits = Physics.BoxCastNonAlloc(pos, bounds.extents * seeThroughOccluderThreshold, (camPos - pos).normalized, occluderHits, quaternionIdentity, maxDistance, seeThroughOccluderMask); |
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for (int k = 0; k < numOccluderHits; k++) { |
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occluderHits[k].collider.transform.root.GetComponentsInChildren(tempRR); |
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AddWithoutRepetition(occlusionData.cachedOccluders, tempRR); |
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} |
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} |
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} |
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} else { |
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// Compute combined bounds |
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Bounds bounds = rms[0].renderer.bounds; |
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for (int r = 1; r < rms.Length; r++) { |
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if (rms[r].renderer != null) { |
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bounds.Encapsulate(rms[r].renderer.bounds); |
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} |
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} |
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Vector3 pos = bounds.center; |
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float maxDistance = Vector3.Distance(pos, camPos); |
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int numOccluderHits = Physics.BoxCastNonAlloc(pos, bounds.extents * seeThroughOccluderThreshold, (camPos - pos).normalized, occluderHits, quaternionIdentity, maxDistance, seeThroughOccluderMask); |
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for (int k = 0; k < numOccluderHits; k++) { |
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occluderHits[k].collider.transform.root.GetComponentsInChildren(tempRR); |
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AddWithoutRepetition(occlusionData.cachedOccluders, tempRR); |
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} |
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} |
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} |
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// render occluders |
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int occluderRenderersCount = occlusionData.cachedOccluders.Count; |
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if (occluderRenderersCount > 0) { |
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for (int k = 0; k < occluderRenderersCount; k++) { |
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Renderer r = occlusionData.cachedOccluders[k]; |
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if (r != null) { |
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cbuf.DrawRenderer(r, fxMatSeeThroughMask); |
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} |
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} |
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} |
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} |
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public List<Renderer> GetOccluders(Camera camera) { |
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if (perCameraOcclusionData.TryGetValue(camera, out PerCameraOcclusionData occlusionData)) { |
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return occlusionData.cachedOccluders; |
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} |
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return null; |
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} |
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} |
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}
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