mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
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213 lines
6 KiB
C#
213 lines
6 KiB
C#
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// Amplify Motion - Full-scene Motion Blur for Unity Pro
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// Copyright (c) Amplify Creations, Lda <info@amplify.pt>
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#if UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9
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#define UNITY_4
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#endif
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#if UNITY_5_0 || UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5 || UNITY_5_6 || UNITY_5_7 || UNITY_5_8 || UNITY_5_9
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#define UNITY_5
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#endif
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Profiling;
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#if !UNITY_4
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using UnityEngine.Rendering;
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#endif
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namespace AmplifyMotion
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{
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internal class SolidState : AmplifyMotion.MotionState
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{
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public MeshRenderer m_meshRenderer;
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public Matrix4x4 m_prevLocalToWorld;
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public Matrix4x4 m_currLocalToWorld;
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public Vector3 m_lastPosition;
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public Quaternion m_lastRotation;
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public Vector3 m_lastScale;
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private Mesh m_mesh;
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private MaterialDesc[] m_sharedMaterials;
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public bool m_moved = false;
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private bool m_wasVisible;
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private static HashSet<AmplifyMotionObjectBase> m_uniqueWarnings = new HashSet<AmplifyMotionObjectBase>();
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public SolidState( AmplifyMotionCamera owner, AmplifyMotionObjectBase obj )
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: base( owner, obj )
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{
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m_meshRenderer = m_obj.GetComponent<MeshRenderer>();
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}
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internal override void Initialize()
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{
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MeshFilter meshFilter = m_obj.GetComponent<MeshFilter>();
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if ( meshFilter == null || meshFilter.mesh == null )
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{
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if ( !m_uniqueWarnings.Contains( m_obj ) )
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{
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Debug.LogWarning( "[AmplifyMotion] Invalid MeshFilter/Mesh in object " + m_obj.name + ". Skipping." );
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m_uniqueWarnings.Add( m_obj );
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}
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m_error = true;
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return;
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}
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base.Initialize();
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m_mesh = meshFilter.mesh;
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m_sharedMaterials = ProcessSharedMaterials( m_meshRenderer.sharedMaterials );
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m_wasVisible = false;
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}
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#if UNITY_4
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internal override void UpdateTransform( bool starting )
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#else
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internal override void UpdateTransform( CommandBuffer updateCB, bool starting )
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#endif
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{
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if ( !m_initialized )
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{
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Initialize();
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return;
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}
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Profiler.BeginSample( "Solid.Update" );
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if ( !starting && m_wasVisible )
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m_prevLocalToWorld = m_currLocalToWorld;
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m_moved = true;
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if ( !m_owner.Overlay )
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{
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Vector3 position = m_transform.position;
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Quaternion rotation = m_transform.rotation;
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Vector3 scale = m_transform.lossyScale;
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m_moved = starting ||
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VectorChanged( position, m_lastPosition ) ||
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RotationChanged( rotation, m_lastRotation ) ||
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VectorChanged( scale, m_lastScale );
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if ( m_moved )
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{
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m_lastPosition = position;
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m_lastRotation = rotation;
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m_lastScale = scale;
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}
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}
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m_currLocalToWorld = m_transform.localToWorldMatrix;
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if ( starting || !m_wasVisible )
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m_prevLocalToWorld = m_currLocalToWorld;
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m_wasVisible = m_meshRenderer.isVisible;
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Profiler.EndSample();
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}
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#if UNITY_4
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internal override void RenderVectors( Camera camera, float scale, AmplifyMotion.Quality quality )
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{
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if ( m_initialized && !m_error && m_meshRenderer.isVisible )
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{
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Profiler.BeginSample( "Solid.Render" );
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bool mask = ( m_owner.Instance.CullingMask & ( 1 << m_obj.gameObject.layer ) ) != 0;
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if ( !mask || ( mask && m_moved ) )
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{
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const float rcp255 = 1 / 255.0f;
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int objectId = mask ? m_owner.Instance.GenerateObjectId( m_obj.gameObject ) : 255;
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Matrix4x4 prevModelViewProj;
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if ( m_obj.FixedStep )
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prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_currLocalToWorld;
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else
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prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_prevLocalToWorld;
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Shader.SetGlobalMatrix( "_AM_MATRIX_PREV_MVP", prevModelViewProj );
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Shader.SetGlobalFloat( "_AM_OBJECT_ID", objectId * rcp255 );
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Shader.SetGlobalFloat( "_AM_MOTION_SCALE", mask ? scale : 0 );
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int qualityPass = ( quality == AmplifyMotion.Quality.Mobile ) ? 0 : 2;
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for ( int i = 0; i < m_sharedMaterials.Length; i++ )
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{
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MaterialDesc matDesc = m_sharedMaterials[ i ];
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int pass = qualityPass + ( matDesc.coverage ? 1 : 0 );
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if ( matDesc.coverage )
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{
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m_owner.Instance.SolidVectorsMaterial.mainTexture = matDesc.material.mainTexture;
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if ( matDesc.cutoff )
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m_owner.Instance.SolidVectorsMaterial.SetFloat( "_Cutoff", matDesc.material.GetFloat( "_Cutoff" ) );
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}
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if ( m_owner.Instance.SolidVectorsMaterial.SetPass( pass ) )
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Graphics.DrawMeshNow( m_mesh, m_transform.localToWorldMatrix, i );
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}
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}
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Profiler.EndSample();
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}
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}
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#else
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internal override void RenderVectors( Camera camera, CommandBuffer renderCB, float scale, AmplifyMotion.Quality quality )
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{
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if ( m_initialized && !m_error && m_meshRenderer.isVisible )
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{
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Profiler.BeginSample( "Solid.Render" );
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bool mask = ( m_owner.Instance.CullingMask & ( 1 << m_obj.gameObject.layer ) ) != 0;
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if ( !mask || ( mask && m_moved ) )
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{
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const float rcp255 = 1 / 255.0f;
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int objectId = mask ? m_owner.Instance.GenerateObjectId( m_obj.gameObject ) : 255;
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Matrix4x4 prevModelViewProj;
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if ( m_obj.FixedStep )
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prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_currLocalToWorld;
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else
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prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_prevLocalToWorld;
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renderCB.SetGlobalMatrix( "_AM_MATRIX_PREV_MVP", prevModelViewProj );
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renderCB.SetGlobalFloat( "_AM_OBJECT_ID", objectId * rcp255 );
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renderCB.SetGlobalFloat( "_AM_MOTION_SCALE", mask ? scale : 0 );
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// TODO: cache property blocks
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int qualityPass = ( quality == AmplifyMotion.Quality.Mobile ) ? 0 : 2;
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for ( int i = 0; i < m_sharedMaterials.Length; i++ )
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{
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MaterialDesc matDesc = m_sharedMaterials[ i ];
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int pass = qualityPass + ( matDesc.coverage ? 1 : 0 );
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if ( matDesc.coverage )
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{
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Texture mainTex = matDesc.material.mainTexture;
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if ( mainTex != null )
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matDesc.propertyBlock.SetTexture( "_MainTex", mainTex );
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if ( matDesc.cutoff )
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matDesc.propertyBlock.SetFloat( "_Cutoff", matDesc.material.GetFloat( "_Cutoff" ) );
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}
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renderCB.DrawMesh( m_mesh, m_transform.localToWorldMatrix, m_owner.Instance.SolidVectorsMaterial, i, pass, matDesc.propertyBlock );
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}
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}
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Profiler.EndSample();
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}
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}
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#endif
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}
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}
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