Files
MoonlightVRC/EditorPreview/LightUpdater.Editor.cs
DeMuenu 65c34d2ddf Refactor light range and angle calculations
Updated how light range and spot angle are calculated and packed for both editor and runtime scripts, distinguishing between sphere and non-sphere lights. Adjusted shader logic to use new packing for spot light contribution, improving consistency between CPU and GPU representations.
2025-10-04 04:10:43 +02:00

71 lines
2.4 KiB
C#

// Assets/Lighting/Scripts/LightUpdater.Editor.cs
#if UNITY_EDITOR
using UnityEngine;
public partial class LightUpdater
{
public void Editor_BuildPreview(
out Vector4[] positions,
out Vector4[] colors,
out Vector4[] directions,
out float[] types,
out float[] shadowMapIndices,
out int count)
{
int max = Mathf.Max(1, maxLights);
positions = new Vector4[max];
colors = new Vector4[max];
directions = new Vector4[max];
types = new float[max];
shadowMapIndices = new float[max];
count = 0;
if (otherLightSources == null) return;
for (int i = 0; i < otherLightSources.Length && count < max; i++)
{
Transform t = otherLightSources[i];
if (t == null || !t.gameObject.activeInHierarchy) continue;
LightdataStorage data = t.GetComponent<LightdataStorage>();
// w = cosHalfAngle (0 for omni)
float cosHalf = (data != null) ? data.GetCosHalfAngle() : 0f;
Vector3 pos = t.position;
float range = 0;
if (data.lightType == LightType.Sphere)
{
range = (data != null) ? data.range * t.localScale.x : t.localScale.x;
}
else
{
range = (data != null) ? Mathf.Cos(Mathf.Deg2Rad * ((data.spotAngleDeg * 0.5f) + Mathf.Max(data.range, 0))): 0f;
}
// rgb = color, a = intensity (packed to match runtime/shader)
Vector4 col = (data != null) ? data.GetFinalColor() : new Vector4(1f, 1f, 1f, 1f);
float intensity = (data != null) ? data.intensity * t.localScale.x : 1f;
// 0=Omni, 1=Spot, 2=Directional (your custom enum)
int typeId = (data != null) ? data.GetTypeId() : 0;
float shIndex = (data != null) ? data.shadowMapIndex : 0f;
Quaternion rot = t.rotation;
Vector3 fwd = rot * Vector3.down;
positions[count] = new Vector4(pos.x, pos.y, pos.z, range);
colors[count] = new Vector4(col.x, col.y, col.z, intensity);
directions[count] = new Vector4(fwd.x, fwd.y, fwd.z, cosHalf);
types[count] = (float)typeId;
shadowMapIndices[count] = shIndex;
count++;
}
}
}
#endif