mirror of
https://github.com/DeMuenu/MoonlightVRC.git
synced 2025-12-12 19:13:56 +00:00
Renamed all references, scripts, and editor helpers from PlayerPositionsToShader to LightUpdater for improved clarity and consistency. Updated README and editor preview documentation to reflect the new naming. Added new shader Standard_Lightmap_2SP for enhanced lighting and shadow support.
196 lines
6.1 KiB
C#
196 lines
6.1 KiB
C#
// Assets/Editor/LightUpdaterPreview.cs
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine;
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using System.Collections.Generic;
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[InitializeOnLoad]
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public static class LightUpdaterPreview
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{
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const double kTickInterval = 0.1; // seconds
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static double _nextTick;
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static readonly Dictionary<LightUpdater, Cache> _cache = new Dictionary<LightUpdater, Cache>();
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struct Cache
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{
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public Vector4[] positions;
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public Vector4[] colors;
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public Vector4[] directions;
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public float[] types;
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public float[] shadowMapIndices;
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public int size;
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}
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static LightUpdaterPreview()
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{
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EditorApplication.update += Update;
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EditorApplication.hierarchyChanged += ForceTick;
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Undo.undoRedoPerformed += ForceTick;
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Selection.selectionChanged += ForceTick;
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}
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public static void ForceTick() => _nextTick = 0;
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static void Update()
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{
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#if UNITY_2019_1_OR_NEWER
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if (EditorApplication.isPlayingOrWillChangePlaymode) return;
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#else
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if (EditorApplication.isPlaying) return;
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#endif
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double now = EditorApplication.timeSinceStartup;
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if (now < _nextTick) return;
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_nextTick = now + kTickInterval;
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var behaviours = FindAllInScene();
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foreach (var b in behaviours)
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{
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if (b == null || !b.isActiveAndEnabled) continue;
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if (EditorUtility.IsPersistent(b)) continue; // skip assets
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PushFromBehaviour(b);
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}
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SceneView.RepaintAll();
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}
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static LightUpdater[] FindAllInScene()
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{
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#if UNITY_2023_1_OR_NEWER
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return Object.FindObjectsByType<LightUpdater>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
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#elif UNITY_2020_1_OR_NEWER
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return Object.FindObjectsOfType<LightUpdater>(true);
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#else
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return Resources.FindObjectsOfTypeAll<LightUpdater>();
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#endif
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}
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static void EnsureArrays(LightUpdater src, int required)
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{
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if (!_cache.TryGetValue(src, out var c) ||
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c.positions == null || c.colors == null || c.directions == null || c.types == null || c.shadowMapIndices == null ||
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c.size != required)
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{
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c = new Cache
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{
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positions = new Vector4[required],
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colors = new Vector4[required],
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directions = new Vector4[required],
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types = new float[required],
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shadowMapIndices = new float[required],
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size = required
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};
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_cache[src] = c;
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}
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}
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static void PushFromBehaviour(LightUpdater src)
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{
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int max = Mathf.Max(1, src.maxLights);
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EnsureArrays(src, max);
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var c = _cache[src];
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var positions = c.positions;
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var colors = c.colors;
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var directions = c.directions;
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var types = c.types;
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var shadowMapIndices = c.shadowMapIndices;
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// Clear arrays to safe defaults
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for (int i = 0; i < max; i++)
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{
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positions[i] = Vector4.zero;
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colors[i] = Vector4.zero;
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directions[i] = Vector4.zero;
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types[i] = 0f;
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shadowMapIndices[i] = 0f;
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}
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// Use the Editor-side function defined on the partial class
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int count = 0;
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try
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{
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src.Editor_BuildPreview(out positions, out colors, out directions, out types, out shadowMapIndices, out count);
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// replace cache arrays if sizes changed
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if (positions.Length != c.size)
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EnsureArrays(src, positions.Length);
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_cache[src] = new Cache
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{
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positions = positions,
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colors = colors,
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directions = directions,
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types = types,
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shadowMapIndices = shadowMapIndices,
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size = positions.Length
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};
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}
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catch
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{
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// Fallback: nothing to push if the method signature changes unexpectedly
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count = 0;
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}
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// Mirror runtime: push as GLOBAL shader properties
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// Resolve property IDs only if names are provided
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if (!string.IsNullOrEmpty(src.positionsProperty))
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{
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int id = Shader.PropertyToID(src.positionsProperty);
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Shader.SetGlobalVectorArray(id, positions);
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}
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if (!string.IsNullOrEmpty(src.colorProperty))
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{
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int id = Shader.PropertyToID(src.colorProperty);
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Shader.SetGlobalVectorArray(id, colors);
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}
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if (!string.IsNullOrEmpty(src.directionsProperty))
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{
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int id = Shader.PropertyToID(src.directionsProperty);
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Shader.SetGlobalVectorArray(id, directions);
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}
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if (!string.IsNullOrEmpty(src.typeProperty))
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{
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int id = Shader.PropertyToID(src.typeProperty);
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Shader.SetGlobalFloatArray(id, types);
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}
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if (!string.IsNullOrEmpty(src.shadowMapIndexProperty))
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{
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int id = Shader.PropertyToID(src.shadowMapIndexProperty);
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Shader.SetGlobalFloatArray(id, shadowMapIndices);
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}
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if (!string.IsNullOrEmpty(src.countProperty))
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{
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int id = Shader.PropertyToID(src.countProperty);
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Shader.SetGlobalFloat(id, count);
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}
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}
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}
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[CustomEditor(typeof(LightUpdater))]
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public class LightUpdaterInspector : Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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GUILayout.Space(6);
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using (new EditorGUI.DisabledScope(true))
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{
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EditorGUILayout.LabelField("Edit-Mode Preview", EditorStyles.boldLabel);
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EditorGUILayout.LabelField("Updates ~10×/s using players and Other Light Sources.");
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}
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if (GUILayout.Button("Refresh Now"))
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{
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LightUpdaterPreview.ForceTick();
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EditorApplication.QueuePlayerLoopUpdate();
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SceneView.RepaintAll();
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}
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}
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}
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#endif
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