mirror of
https://github.com/DeMuenu/MoonlightVRC.git
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Introduces shadowcaster support by adding shadow map index fields to light data, updating PlayerPositionsToShader and LightdataStorage to handle shadow map indices, and extending the shader and its includes to sample shadowcaster planes. Adds ShadowcasterUpdater script and editor preview for updating world-to-local matrices, and updates relevant arrays and property handling throughout the codebase. Also adds a sample plane mesh for shadowcasting.
143 lines
4.3 KiB
C#
143 lines
4.3 KiB
C#
#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 ShadowcasterUpdaterPreview
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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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// One shared MPB to avoid allocations each frame
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static readonly MaterialPropertyBlock sMPB = new MaterialPropertyBlock();
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// Cache: component -> property ID, and renderer -> last applied matrix
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static readonly Dictionary<ShadowcasterUpdater, int> _propId = new Dictionary<ShadowcasterUpdater, int>();
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static readonly Dictionary<Renderer, Matrix4x4> _lastW2L = new Dictionary<Renderer, Matrix4x4>();
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static readonly List<Renderer> _toRemove = new List<Renderer>(32);
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static ShadowcasterUpdaterPreview()
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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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EditorApplication.playModeStateChanged += _ => 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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CleanupNullRenderers();
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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/prefabs
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ApplyToBehaviour(b);
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}
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SceneView.RepaintAll();
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}
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static ShadowcasterUpdater[] FindAllInScene()
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{
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#if UNITY_2023_1_OR_NEWER
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return Object.FindObjectsByType<ShadowcasterUpdater>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
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#elif UNITY_2020_1_OR_NEWER
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return Object.FindObjectsOfType<ShadowcasterUpdater>(true);
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#else
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return Resources.FindObjectsOfTypeAll<ShadowcasterUpdater>();
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#endif
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}
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static void CleanupNullRenderers()
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{
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_toRemove.Clear();
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foreach (var kv in _lastW2L)
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if (kv.Key == null) _toRemove.Add(kv.Key);
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for (int i = 0; i < _toRemove.Count; i++)
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_lastW2L.Remove(_toRemove[i]);
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}
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static int GetPropertyId(ShadowcasterUpdater b)
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{
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string name = string.IsNullOrEmpty(b.propertyName) ? "_Udon_WorldToLocal" : b.propertyName;
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if (!_propId.TryGetValue(b, out int id))
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{
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id = Shader.PropertyToID(name);
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_propId[b] = id;
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return id;
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}
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// If user changed the property name in inspector, refresh the ID
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int newId = Shader.PropertyToID(name);
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if (newId != id)
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{
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_propId[b] = newId;
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id = newId;
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}
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return id;
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}
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static void ApplyToBehaviour(ShadowcasterUpdater b)
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{
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var renderers = b.rendererTargets;
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if (renderers == null || renderers.Length == 0) return;
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int id = GetPropertyId(b);
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Matrix4x4 w2l = b.transform.worldToLocalMatrix;
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for (int i = 0; i < renderers.Length; i++)
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{
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Renderer r = renderers[i];
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if (r == null) continue;
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if (_lastW2L.TryGetValue(r, out var last) && last == w2l)
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continue; // nothing changed for this renderer
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r.GetPropertyBlock(sMPB);
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sMPB.SetMatrix(id, w2l);
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r.SetPropertyBlock(sMPB);
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_lastW2L[r] = w2l;
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}
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}
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}
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[CustomEditor(typeof(ShadowcasterUpdater))]
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public class ShadowcasterUpdaterInspector : 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("Keeps the matrix property updated in the Scene View.");
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}
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if (GUILayout.Button("Refresh Now"))
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{
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ShadowcasterUpdaterPreview.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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