Refactor shadowcaster to use explicit plane basis

Replaces the use of world-to-local matrices for shadowcaster planes with explicit plane origin, basis, and normal vectors in both C# and shader code. Updates property setting in ShadowcasterUpdater and its editor preview, and rewrites the shadow sampling function in the shader include to use the new basis. Adjusts all affected shaders to use the new properties and sampling function for improved clarity and flexibility.
This commit is contained in:
DeMuenu
2025-10-01 13:26:33 +02:00
parent 841d99ad0e
commit 0e633983cf
5 changed files with 225 additions and 191 deletions

View File

@@ -1,141 +1,151 @@
#if UNITY_EDITOR
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
[InitializeOnLoad]
public static class ShadowcasterUpdaterPreview
public static class ShadowcasterUpdaterEditorLoop
{
const double kTickInterval = 0.1; // seconds
static double _nextTick;
private const double Interval = 0.1;
private const float Eps = 1e-6f;
// One shared MPB to avoid allocations each frame
static readonly MaterialPropertyBlock sMPB = new MaterialPropertyBlock();
private static double _lastUpdateTime;
private static ShadowcasterUpdater[] _cached;
private static readonly MaterialPropertyBlock _mpb = new MaterialPropertyBlock();
// Cache: component -> property ID, and renderer -> last applied matrix
static readonly Dictionary<ShadowcasterUpdater, int> _propId = new Dictionary<ShadowcasterUpdater, int>();
static readonly Dictionary<Renderer, Matrix4x4> _lastW2L = new Dictionary<Renderer, Matrix4x4>();
static readonly List<Renderer> _toRemove = new List<Renderer>(32);
static ShadowcasterUpdaterPreview()
static ShadowcasterUpdaterEditorLoop()
{
_lastUpdateTime = EditorApplication.timeSinceStartup;
EditorApplication.update += Update;
EditorApplication.hierarchyChanged += ForceTick;
Undo.undoRedoPerformed += ForceTick;
Selection.selectionChanged += ForceTick;
EditorApplication.playModeStateChanged += _ => ForceTick();
EditorApplication.hierarchyChanged += RefreshCache;
AssemblyReloadEvents.afterAssemblyReload += RefreshCache;
RefreshCache();
}
public static void ForceTick() => _nextTick = 0;
static void Update()
private static void RefreshCache()
{
#if UNITY_2019_1_OR_NEWER
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
_cached = FindSceneUpdaters();
}
private static ShadowcasterUpdater[] FindSceneUpdaters()
{
#if UNITY_2020_1_OR_NEWER
return Object.FindObjectsOfType<ShadowcasterUpdater>(true);
#else
if (EditorApplication.isPlaying) return;
#endif
double now = EditorApplication.timeSinceStartup;
if (now < _nextTick) return;
_nextTick = now + kTickInterval;
CleanupNullRenderers();
var behaviours = FindAllInScene();
foreach (var b in behaviours)
// Unity 2019-compatible path: include inactive, filter out assets/prefabs not in a scene
var all = Resources.FindObjectsOfTypeAll(typeof(ShadowcasterUpdater));
var list = new List<ShadowcasterUpdater>(all.Length);
foreach (var o in all)
{
if (b == null || !b.isActiveAndEnabled) continue;
if (EditorUtility.IsPersistent(b)) continue; // skip assets/prefabs
ApplyToBehaviour(b);
var c = o as ShadowcasterUpdater;
if (c == null) continue;
if (EditorUtility.IsPersistent(c)) continue; // skip assets
if (!c.gameObject.scene.IsValid()) continue;
list.Add(c);
}
return list.ToArray();
#endif
}
private static void Update()
{
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
if (EditorApplication.isCompiling) return;
var now = EditorApplication.timeSinceStartup;
if (now - _lastUpdateTime < Interval) return;
_lastUpdateTime = now;
var arr = _cached;
if (arr == null || arr.Length == 0) return;
for (int i = 0; i < arr.Length; i++)
{
var u = arr[i];
if (u == null) continue;
TryUpdate(u);
}
// Make changes visible in Scene/Game view without wiggling the mouse
SceneView.RepaintAll();
}
static ShadowcasterUpdater[] FindAllInScene()
private static void TryUpdate(ShadowcasterUpdater u)
{
#if UNITY_2023_1_OR_NEWER
return Object.FindObjectsByType<ShadowcasterUpdater>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
#elif UNITY_2020_1_OR_NEWER
return Object.FindObjectsOfType<ShadowcasterUpdater>(true);
#else
return Resources.FindObjectsOfTypeAll<ShadowcasterUpdater>();
#endif
}
static void CleanupNullRenderers()
{
_toRemove.Clear();
foreach (var kv in _lastW2L)
if (kv.Key == null) _toRemove.Add(kv.Key);
for (int i = 0; i < _toRemove.Count; i++)
_lastW2L.Remove(_toRemove[i]);
}
static int GetPropertyId(ShadowcasterUpdater b)
{
string name = string.IsNullOrEmpty(b.propertyName) ? "_Udon_WorldToLocal" : b.propertyName;
if (!_propId.TryGetValue(b, out int id))
// If inspector values changed, make sure textures/colors/min brightness are pushed
try
{
id = Shader.PropertyToID(name);
_propId[b] = id;
return id;
u.ApplyTextureData();
}
catch
{
// UdonSharp can be touchy during certain editor states. Ignore and continue.
}
// If user changed the property name in inspector, refresh the ID
int newId = Shader.PropertyToID(name);
if (newId != id)
var targets = u.rendererTargets;
if (targets == null || targets.Length == 0) return;
// Match the runtime script's plane definition (0.5 half-size before scaling)
const float quadHalfWidth = 0.5f;
const float quadHalfHeight = 0.5f;
Transform t = u.transform;
// World-space basis from transform
Vector3 Udir = t.rotation * Vector3.right; // local +X
Vector3 Vdir = t.rotation * Vector3.up; // local +Y
// Half extents after non-uniform scaling
float halfW = Mathf.Max(quadHalfWidth * t.lossyScale.x, Eps);
float halfH = Mathf.Max(quadHalfHeight * t.lossyScale.y, Eps);
// Reciprocal axes so dot(r, Uinv/Vinv) -> [-0.5, 0.5]
Vector3 Uinv = Udir / (2.0f * halfW);
Vector3 Vinv = Vdir / (2.0f * halfH);
// Unit normal
Vector3 N = Vector3.Normalize(Vector3.Cross(Udir, Vdir));
int idx = Mathf.Max(0, u.shadowcasterIndex);
string suf = "_" + idx.ToString();
int idShadowTex = Shader.PropertyToID("_Udon_shadowCasterTex" + suf);
int idShadowColor = Shader.PropertyToID("_Udon_shadowCasterColor" + suf);
int idOutsideColor = Shader.PropertyToID("_Udon_OutSideColor" + suf);
int idMinBrightness = Shader.PropertyToID("_Udon_MinBrightnessShadow" + suf);
int idPlaneOrigin = Shader.PropertyToID("_Udon_Plane_Origin_" + idx.ToString());
int idPlaneUinv = Shader.PropertyToID("_Udon_Plane_Uinv_" + idx.ToString());
int idPlaneVinv = Shader.PropertyToID("_Udon_Plane_Vinv_" + idx.ToString());
int idPlaneNormal = Shader.PropertyToID("_Udon_Plane_Normal_" + idx.ToString());
Vector4 origin = new Vector4(t.position.x, t.position.y, t.position.z, 0);
Vector4 uinv4 = new Vector4(Uinv.x, Uinv.y, Uinv.z, 0);
Vector4 vinv4 = new Vector4(Vinv.x, Vinv.y, Vinv.z, 0);
Vector4 n4 = new Vector4(N.x, N.y, N.z, 0);
for (int r = 0; r < targets.Length; r++)
{
_propId[b] = newId;
id = newId;
}
return id;
}
var ren = targets[r];
if (ren == null) continue;
static void ApplyToBehaviour(ShadowcasterUpdater b)
{
var renderers = b.rendererTargets;
if (renderers == null || renderers.Length == 0) return;
ren.GetPropertyBlock(_mpb);
int id = GetPropertyId(b);
Matrix4x4 w2l = b.transform.worldToLocalMatrix;
// Also mirror texture/color in case ApplyTextureData couldn't run
if (u.ShadowcasterTexture != null) _mpb.SetTexture(idShadowTex, u.ShadowcasterTexture);
_mpb.SetColor(idShadowColor, u.TextureColor);
_mpb.SetColor(idOutsideColor, u.OutsideColor);
_mpb.SetFloat(idMinBrightness, u.MinBrightness);
for (int i = 0; i < renderers.Length; i++)
{
Renderer r = renderers[i];
if (r == null) continue;
// Plane data
_mpb.SetVector(idPlaneOrigin, origin);
_mpb.SetVector(idPlaneUinv, uinv4);
_mpb.SetVector(idPlaneVinv, vinv4);
_mpb.SetVector(idPlaneNormal, n4);
if (_lastW2L.TryGetValue(r, out var last) && last == w2l)
continue; // nothing changed for this renderer
r.GetPropertyBlock(sMPB);
sMPB.SetMatrix(id, w2l);
r.SetPropertyBlock(sMPB);
_lastW2L[r] = w2l;
}
}
}
[CustomEditor(typeof(ShadowcasterUpdater))]
public class ShadowcasterUpdaterInspector : Editor
{
public override void OnInspectorGUI()
{
DrawDefaultInspector();
GUILayout.Space(6);
using (new EditorGUI.DisabledScope(true))
{
EditorGUILayout.LabelField("Edit-Mode Preview", EditorStyles.boldLabel);
EditorGUILayout.LabelField("Keeps the matrix property updated in the Scene View.");
}
if (GUILayout.Button("Refresh Now"))
{
ShadowcasterUpdaterPreview.ForceTick();
EditorApplication.QueuePlayerLoopUpdate();
SceneView.RepaintAll();
ren.SetPropertyBlock(_mpb);
}
}
}