mirror of
https://github.com/DeMuenu/MoonlightVRC.git
synced 2025-12-12 19:13:56 +00:00
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.
153 lines
5.3 KiB
C#
153 lines
5.3 KiB
C#
#if UNITY_EDITOR
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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[InitializeOnLoad]
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public static class ShadowcasterUpdaterEditorLoop
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{
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private const double Interval = 0.1;
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private const float Eps = 1e-6f;
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private static double _lastUpdateTime;
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private static ShadowcasterUpdater[] _cached;
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private static readonly MaterialPropertyBlock _mpb = new MaterialPropertyBlock();
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static ShadowcasterUpdaterEditorLoop()
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{
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_lastUpdateTime = EditorApplication.timeSinceStartup;
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EditorApplication.update += Update;
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EditorApplication.hierarchyChanged += RefreshCache;
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AssemblyReloadEvents.afterAssemblyReload += RefreshCache;
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RefreshCache();
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}
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private static void RefreshCache()
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{
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_cached = FindSceneUpdaters();
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}
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private static ShadowcasterUpdater[] FindSceneUpdaters()
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{
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#if UNITY_2020_1_OR_NEWER
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return Object.FindObjectsOfType<ShadowcasterUpdater>(true);
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#else
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// Unity 2019-compatible path: include inactive, filter out assets/prefabs not in a scene
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var all = Resources.FindObjectsOfTypeAll(typeof(ShadowcasterUpdater));
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var list = new List<ShadowcasterUpdater>(all.Length);
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foreach (var o in all)
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{
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var c = o as ShadowcasterUpdater;
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if (c == null) continue;
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if (EditorUtility.IsPersistent(c)) continue; // skip assets
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if (!c.gameObject.scene.IsValid()) continue;
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list.Add(c);
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}
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return list.ToArray();
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#endif
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}
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private static void Update()
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{
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if (EditorApplication.isPlayingOrWillChangePlaymode) return;
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if (EditorApplication.isCompiling) return;
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var now = EditorApplication.timeSinceStartup;
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if (now - _lastUpdateTime < Interval) return;
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_lastUpdateTime = now;
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var arr = _cached;
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if (arr == null || arr.Length == 0) return;
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for (int i = 0; i < arr.Length; i++)
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{
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var u = arr[i];
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if (u == null) continue;
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TryUpdate(u);
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}
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// Make changes visible in Scene/Game view without wiggling the mouse
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SceneView.RepaintAll();
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}
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private static void TryUpdate(ShadowcasterUpdater u)
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{
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// If inspector values changed, make sure textures/colors/min brightness are pushed
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try
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{
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u.ApplyTextureData();
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}
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catch
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{
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// UdonSharp can be touchy during certain editor states. Ignore and continue.
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}
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var targets = u.rendererTargets;
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if (targets == null || targets.Length == 0) return;
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// Match the runtime script's plane definition (0.5 half-size before scaling)
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const float quadHalfWidth = 0.5f;
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const float quadHalfHeight = 0.5f;
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Transform t = u.transform;
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// World-space basis from transform
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Vector3 Udir = t.rotation * Vector3.right; // local +X
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Vector3 Vdir = t.rotation * Vector3.up; // local +Y
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// Half extents after non-uniform scaling
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float halfW = Mathf.Max(quadHalfWidth * t.lossyScale.x, Eps);
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float halfH = Mathf.Max(quadHalfHeight * t.lossyScale.y, Eps);
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// Reciprocal axes so dot(r, Uinv/Vinv) -> [-0.5, 0.5]
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Vector3 Uinv = Udir / (2.0f * halfW);
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Vector3 Vinv = Vdir / (2.0f * halfH);
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// Unit normal
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Vector3 N = Vector3.Normalize(Vector3.Cross(Udir, Vdir));
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int idx = Mathf.Max(0, u.shadowcasterIndex);
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string suf = "_" + idx.ToString();
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int idShadowTex = Shader.PropertyToID("_Udon_shadowCasterTex" + suf);
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int idShadowColor = Shader.PropertyToID("_Udon_shadowCasterColor" + suf);
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int idOutsideColor = Shader.PropertyToID("_Udon_OutSideColor" + suf);
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int idMinBrightness = Shader.PropertyToID("_Udon_MinBrightnessShadow" + suf);
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int idPlaneOrigin = Shader.PropertyToID("_Udon_Plane_Origin_" + idx.ToString());
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int idPlaneUinv = Shader.PropertyToID("_Udon_Plane_Uinv_" + idx.ToString());
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int idPlaneVinv = Shader.PropertyToID("_Udon_Plane_Vinv_" + idx.ToString());
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int idPlaneNormal = Shader.PropertyToID("_Udon_Plane_Normal_" + idx.ToString());
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Vector4 origin = new Vector4(t.position.x, t.position.y, t.position.z, 0);
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Vector4 uinv4 = new Vector4(Uinv.x, Uinv.y, Uinv.z, 0);
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Vector4 vinv4 = new Vector4(Vinv.x, Vinv.y, Vinv.z, 0);
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Vector4 n4 = new Vector4(N.x, N.y, N.z, 0);
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for (int r = 0; r < targets.Length; r++)
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{
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var ren = targets[r];
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if (ren == null) continue;
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ren.GetPropertyBlock(_mpb);
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// Also mirror texture/color in case ApplyTextureData couldn't run
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if (u.ShadowcasterTexture != null) _mpb.SetTexture(idShadowTex, u.ShadowcasterTexture);
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_mpb.SetColor(idShadowColor, u.TextureColor);
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_mpb.SetColor(idOutsideColor, u.OutsideColor);
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_mpb.SetFloat(idMinBrightness, u.MinBrightness);
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// Plane data
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_mpb.SetVector(idPlaneOrigin, origin);
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_mpb.SetVector(idPlaneUinv, uinv4);
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_mpb.SetVector(idPlaneVinv, vinv4);
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_mpb.SetVector(idPlaneNormal, n4);
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ren.SetPropertyBlock(_mpb);
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}
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}
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}
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#endif
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