mirror of
https://github.com/DeMuenu/MoonlightVRC.git
synced 2025-12-12 19:13:56 +00:00
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.
334 lines
11 KiB
C#
334 lines
11 KiB
C#
using System;
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using UdonSharp;
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using Unity.Mathematics;
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using UnityEngine;
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using VRC.SDKBase;
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using VRC.Udon;
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using VRC.SDK3.Rendering;
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public partial class LightUpdater : UdonSharpBehaviour
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{
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[Header("Lightsources")]
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[Tooltip("Place Transforms here which should also emit Light (attach LightdataStorage to them).")]
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public Transform[] otherLightSources;
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[Header("Strength")]
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[Tooltip("Local player light range")]
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public float lightStrengthLocal = 10f;
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[Tooltip("Remote players light range")]
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public float lightStrengthRemote = 5f;
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[Tooltip("Players light intensity")]
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public float playerLightIntensity = 5f;
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public float remoteLightIntensity = 2f;
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[Tooltip("0 = no shadows, 1-4 = shadow map index")]
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public float PlayerShadowMapIndex = 0f; // 0 = no shadows, 1-4 = shadow map index
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[Header("Shader property names (advanced users)")]
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[Tooltip("Vector4 array: xyz = position, w = range")]
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public string positionsProperty = "_Udon_PlayerPositions";
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[Tooltip("Actual array count")]
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public string countProperty = "_Udon_PlayerCount";
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[Tooltip("RGBA array: rgb = color, a = intensity")]
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public string colorProperty = "_Udon_LightColors";
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[Tooltip("Vector4 array: xyz = direction, w = spot in degrees")]
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public string directionsProperty = "_Udon_LightDirections";
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[Tooltip("float array: light type (1=area, 2=cone, etc)")]
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public string typeProperty = "_Udon_LightType";
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[Tooltip("float array: shadow map index (0=none, 1-4=shadow map index)")]
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public string shadowMapIndexProperty = "_Udon_ShadowMapIndex";
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[Header("Max Lights (advanced users)")]
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[Tooltip("Hard cap / array size. 80 = default cap")]
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public int maxLights = 80;
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// Internals
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private Vector4[] _positions;
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private bool _positons_isDirty = false;
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private Vector4[] _lightColors;
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private bool _lightColors_isDirty = false;
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private Vector4[] _directions;
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private bool _directions_isDirty = false;
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private float[] _TypeArray;
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private bool _TypeArray_isDirty = false;
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private float[] _ShadowMapArray;
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private bool _ShadowMap_isDirty = false;
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private VRCPlayerApi[] _players;
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public int currentCount { get; private set; }
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private float _nextUpdate = 0f;
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private int UdonID_PlayerPositions;
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private int UdonID_LightCount;
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private int UdonID_LightColors;
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private int UdonID_LightDirections;
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private int UdonID_LightType;
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private int UdonID_ShadowMapIndex;
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void Start()
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{
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if (maxLights < 1) maxLights = 1;
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_positions = new Vector4[maxLights];
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_lightColors = new Vector4[maxLights];
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_directions = new Vector4[maxLights];
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_TypeArray = new float[maxLights];
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_ShadowMapArray = new float[maxLights];
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_players = new VRCPlayerApi[maxLights];
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UdonID_PlayerPositions = VRCShader.PropertyToID(positionsProperty);
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UdonID_LightCount = VRCShader.PropertyToID(countProperty);
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UdonID_LightColors = VRCShader.PropertyToID(colorProperty);
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UdonID_LightDirections = VRCShader.PropertyToID(directionsProperty);
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UdonID_LightType = VRCShader.PropertyToID(typeProperty);
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UdonID_ShadowMapIndex = VRCShader.PropertyToID(shadowMapIndexProperty);
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UpdateData();
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PushToRenderers();
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}
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void LateUpdate()
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{
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if (Time.time < _nextUpdate) return;
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_nextUpdate = Time.time + 0.025f;
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UpdateData();
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PushToRenderers();
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}
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private void UpdateData()
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{
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currentCount = VRCPlayerApi.GetPlayerCount();
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VRCPlayerApi.GetPlayers(_players);
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// --- Players as light sources ---
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for (int i = 0; i < currentCount && currentCount < maxLights; i++)
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{
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VRCPlayerApi p = _players[i];
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if (Utilities.IsValid(p))
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{
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Vector3 pos = p.GetPosition();
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float lightRange = p.isLocal ? lightStrengthLocal : lightStrengthRemote;
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float intensity = p.isLocal ? playerLightIntensity : remoteLightIntensity;
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Vector4 posTemp = new Vector4(pos.x, pos.y + 1f, pos.z, lightRange);
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if (_positions[i] != posTemp)
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{
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_positions[i] = posTemp;
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_positons_isDirty = true;
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}
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Vector4 colorTemp = new Vector4(1f, 1f, 1f, intensity);
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if (_lightColors[i] != colorTemp)
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{
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_lightColors[i] = colorTemp;
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_lightColors_isDirty = true;
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}
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//Quaternion rot = p.GetRotation(); //We skip this for players, as they have round lights
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Vector3 fwd = Vector3.up;
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Vector4 TempDir = new Vector4(fwd.x, fwd.y, fwd.z, 10f);
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if (_directions[i] != TempDir)
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{
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_directions[i] = new Vector4(TempDir.x, TempDir.y, TempDir.z, 10f);
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_directions_isDirty = true;
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}
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if (_TypeArray[i] != 0f)
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{
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_TypeArray[i] = 0f;
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_TypeArray_isDirty = true;
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}
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if (_ShadowMapArray[i] != PlayerShadowMapIndex)
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{
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_ShadowMapArray[i] = PlayerShadowMapIndex;
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_ShadowMap_isDirty = true;
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}
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}
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else
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{
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if (_positions[i] != Vector4.zero)
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{
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_positions[i] = Vector4.zero;
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_positons_isDirty = true;
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}
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if (_lightColors[i] != Vector4.zero)
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{
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_lightColors[i] = Vector4.zero;
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_lightColors_isDirty = true;
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}
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if (_directions[i] != Vector4.zero)
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{
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_directions[i] = Vector4.zero;
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_directions_isDirty = true;
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}
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if (_TypeArray[i] != 0f)
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{
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_TypeArray[i] = 0f;
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_TypeArray_isDirty = true;
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}
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if (_ShadowMapArray[i] != 0f)
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{
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_ShadowMapArray[i] = 0f;
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_ShadowMap_isDirty = true;
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}
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}
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}
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// --- Scene light sources ---
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if (otherLightSources != null)
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{
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for (int j = 0; j < otherLightSources.Length && currentCount < maxLights; j++)
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{
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Transform t = otherLightSources[j];
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if (t == null || !t.gameObject.activeInHierarchy) continue;
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LightdataStorage data = t.GetComponent<LightdataStorage>();
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Vector3 pos = t.position;
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float range = (data != null) ? data.range * t.localScale.x: t.localScale.x;
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// NOTE: we pack intensity into color.w (to match your current shader usage)
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Vector4 col = (data != null) ? data.GetFinalColor() : new Vector4(1f, 1f, 1f, 1f);
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float intensity = (data != null) ? data.intensity * t.localScale.x : 1f;
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//Vector3 fwd = new Vector3(t.localRotation.x, t.localRotation.y, t.localRotation.z);
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Quaternion rot = t.rotation;
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Vector3 fwd = rot * Vector3.down;
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float Lightangle = (data != null) ? data.GetCosHalfAngle() : 0f;
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Vector4 posTemp = Vector4.zero;
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if (data.lightType == LightType.Sphere)
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{
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posTemp = new Vector4(pos.x, pos.y, pos.z, range);
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}
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else
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{
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posTemp = new Vector4(pos.x, pos.y, pos.z, Mathf.Cos(Mathf.Deg2Rad * ((data.spotAngleDeg * 0.5f) + Mathf.Max(data.range, 0))));
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}
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if (_positions[currentCount] != posTemp)
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{
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_positions[currentCount] = posTemp;
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_positons_isDirty = true;
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}
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Vector4 colorTemp = new Vector4(col.x, col.y, col.z, intensity);
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if (_lightColors[currentCount] != colorTemp)
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{
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_lightColors[currentCount] = colorTemp;
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_lightColors_isDirty = true;
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}
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Vector4 dirTemp = new Vector4(fwd.x, fwd.y, fwd.z, Lightangle);
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if (_directions[currentCount] != dirTemp)
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{
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_directions[currentCount] = dirTemp;
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_directions_isDirty = true;
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}
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// ✅ Use your custom enum id (Omni=0, Spot=1, Directional=2)
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int typeId = (data != null) ? data.GetTypeId() : 0;
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if (_TypeArray[currentCount] != (float)typeId)
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{
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_TypeArray[currentCount] = (float)typeId;
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_TypeArray_isDirty = true;
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}
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float shadowMapIndex = (data != null) ? data.shadowMapIndex : 0f;
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if (_ShadowMapArray[currentCount] != shadowMapIndex)
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{
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_ShadowMapArray[currentCount] = shadowMapIndex;
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_ShadowMap_isDirty = true;
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}
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currentCount++;
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}
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}
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for (int i = currentCount; i < maxLights; i++)
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{
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if (_positions[i] != Vector4.zero)
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{
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_positions[i] = Vector4.zero;
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_positons_isDirty = true;
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}
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if (_lightColors[i] != Vector4.zero)
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{
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_lightColors[i] = Vector4.zero;
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_lightColors_isDirty = true;
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}
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if (_directions[i] != Vector4.zero)
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{
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_directions[i] = Vector4.zero;
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_directions_isDirty = true;
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}
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if (_TypeArray[i] != 0f)
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{
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_TypeArray[i] = 0f;
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_TypeArray_isDirty = true;
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}
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if (_ShadowMapArray[i] != 0f)
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{
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_ShadowMapArray[i] = 0f;
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_ShadowMap_isDirty = true;
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}
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}
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}
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private void PushToRenderers()
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{
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// Snapshot which things are dirty this frame
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bool pushPositions = _positons_isDirty;
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bool pushColors = _lightColors_isDirty;
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bool pushDirs = _directions_isDirty;
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bool pushTypes = _TypeArray_isDirty && !string.IsNullOrEmpty(typeProperty);
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bool pushShadowMap = _ShadowMap_isDirty;
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if (pushPositions) VRCShader.SetGlobalVectorArray(UdonID_PlayerPositions, _positions);
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if (pushColors) VRCShader.SetGlobalVectorArray(UdonID_LightColors, _lightColors);
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if (pushDirs) VRCShader.SetGlobalVectorArray(UdonID_LightDirections, _directions);
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if (pushTypes) VRCShader.SetGlobalFloatArray(UdonID_LightType, _TypeArray);
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if (pushShadowMap) VRCShader.SetGlobalFloatArray(UdonID_ShadowMapIndex, _ShadowMapArray);
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VRCShader.SetGlobalFloat(UdonID_LightCount, currentCount);
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Debug.Log($"[MoonlightVRC] Pushed {currentCount} lights to shader.");
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// Only now mark them clean
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if (pushPositions) { _positons_isDirty = false; }
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if (pushColors) { _lightColors_isDirty = false; }
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if (pushDirs) { _directions_isDirty = false; }
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if (pushTypes) { _TypeArray_isDirty = false; }
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if (pushShadowMap) { _ShadowMap_isDirty = false; }
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}
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}
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