using System.Collections.Generic; namespace UnityEngine.Rendering.PostProcessing { // // Here's a quick look at the architecture of this framework and how it's integrated into Unity // (written between versions 5.6 and 2017.1): // // Users have to be able to plug in their own effects without having to modify the codebase and // these custom effects should work out-of-the-box with all the other features we provide // (volume blending etc). This relies on heavy use of polymorphism, but the only way to get // the serialization system to work well with polymorphism in Unity is to use ScriptableObjects. // // Users can push their custom effects at different (hardcoded) injection points. // // Each effect consists of at least two classes (+ shaders): a POD "Settings" class which only // stores parameters, and a "Renderer" class that holds the rendering logic. Settings are linked // to renderers using a PostProcessAttribute. These are automatically collected at init time // using reflection. Settings in this case are ScriptableObjects, we only need to serialize // these. // // We could store these settings object straight into each volume and call it a day, but // unfortunately there's one feature of Unity that doesn't work well with scene-stored assets: // prefabs. So we need to store all of these settings in a disk-asset and treat them as // sub-assets. // // Note: We have to use ScriptableObject for everything but these don't work with the Animator // tool. It's unfortunate but it's the only way to make it easily extensible. On the other // hand, users can animate post-processing effects using Volumes or straight up scripting. // // Volume blending leverages the physics system for distance checks to the nearest point on // volume colliders. Each volume can have several colliders or any type (cube, mesh...), making // it quite a powerful feature to use. // // Volumes & blending are handled by a singleton manager (see PostProcessManager). // // Rendering is handled by a PostProcessLayer component living on the camera, which mean you // can easily toggle post-processing on & off or change the anti-aliasing type per-camera, // which is very useful when doing multi-layered camera rendering or any other technique that // involves multiple-camera setups. This PostProcessLayer component can also filters volumes // by layers (as in Unity layers) so you can easily choose which volumes should affect the // camera. // // All post-processing shaders MUST use the custom Standard Shader Library bundled with the // framework. The reason for that is because the codebase is meant to work without any // modification on the Classic Render Pipelines (Forward, Deferred...) and the upcoming // Scriptable Render Pipelines (HDPipe, LDPipe...). But these don't have compatible shader // libraries so instead of writing two code paths we chose to provide a minimalist, generic // Standard Library geared toward post-processing use. An added bonus to that if users create // their own post-processing effects using this framework, then they'll work without any // modification on both Classic and Scriptable Render Pipelines. // [ExecuteInEditMode] [AddComponentMenu("Rendering/Post-process Volume", 1001)] public sealed class PostProcessVolume : MonoBehaviour { // Modifying sharedProfile will change the behavior of all volumes using this profile, and // change profile settings that are stored in the project too public PostProcessProfile sharedProfile; [Tooltip("A global volume is applied to the whole scene.")] public bool isGlobal = false; [Min(0f), Tooltip("Outer distance to start blending from. A value of 0 means no blending and the volume overrides will be applied immediatly upon entry.")] public float blendDistance = 0f; [Range(0f, 1f), Tooltip("Total weight of this volume in the scene. 0 means it won't do anything, 1 means full effect.")] public float weight = 1f; [Tooltip("Volume priority in the stack. Higher number means higher priority. Negative values are supported.")] public float priority = 0f; // This property automatically instantiates the profile and make it unique to this volume // so you can safely edit it via scripting at runtime without changing the original asset // in the project. // Note that if you pass in your own profile, it is your responsability to destroy it once // it's not in use anymore. public PostProcessProfile profile { get { if (m_InternalProfile == null) { m_InternalProfile = ScriptableObject.CreateInstance(); if (sharedProfile != null) { foreach (var item in sharedProfile.settings) { var itemCopy = Instantiate(item); m_InternalProfile.settings.Add(itemCopy); } } } return m_InternalProfile; } set { m_InternalProfile = value; } } internal PostProcessProfile profileRef { get { return m_InternalProfile == null ? sharedProfile : m_InternalProfile; } } public bool HasInstantiatedProfile() { return m_InternalProfile != null; } int m_PreviousLayer; float m_PreviousPriority; List m_TempColliders; PostProcessProfile m_InternalProfile; void OnEnable() { PostProcessManager.instance.Register(this); m_PreviousLayer = gameObject.layer; m_TempColliders = new List(); } void OnDisable() { PostProcessManager.instance.Unregister(this); } void Update() { // Unfortunately we need to track the current layer to update the volume manager in // real-time as the user could change it at any time in the editor or at runtime. // Because no event is raised when the layer changes, we have to track it on every // frame :/ int layer = gameObject.layer; if (layer != m_PreviousLayer) { PostProcessManager.instance.UpdateVolumeLayer(this, m_PreviousLayer, layer); m_PreviousLayer = layer; } // Same for `priority`. We could use a property instead, but it doesn't play nice with // the serialization system. Using a custom Attribute/PropertyDrawer for a property is // possible but it doesn't work with Undo/Redo in the editor, which makes it useless. if (priority != m_PreviousPriority) { PostProcessManager.instance.SetLayerDirty(layer); m_PreviousPriority = priority; } } // TODO: Look into a better volume previsualization system void OnDrawGizmos() { var colliders = m_TempColliders; GetComponents(colliders); if (isGlobal || colliders == null) return; #if UNITY_EDITOR // Can't access the UnityEditor.Rendering.PostProcessing namespace from here, so // we'll get the preferred color manually unchecked { int value = UnityEditor.EditorPrefs.GetInt("PostProcessing.Volume.GizmoColor", (int)0x8033cc1a); Gizmos.color = ColorUtilities.ToRGBA((uint)value); } #endif var scale = transform.localScale; var invScale = new Vector3(1f / scale.x, 1f / scale.y, 1f / scale.z); Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, scale); // Draw a separate gizmo for each collider foreach (var collider in colliders) { if (!collider.enabled) continue; // We'll just use scaling as an approximation for volume skin. It's far from being // correct (and is completely wrong in some cases). Ultimately we'd use a distance // field or at least a tesselate + push modifier on the collider's mesh to get a // better approximation, but the current Gizmo system is a bit limited and because // everything is dynamic in Unity and can be changed at anytime, it's hard to keep // track of changes in an elegant way (which we'd need to implement a nice cache // system for generated volume meshes). var type = collider.GetType(); if (type == typeof(BoxCollider)) { var c = (BoxCollider)collider; Gizmos.DrawCube(c.center, c.size); Gizmos.DrawWireCube(c.center, c.size + invScale * blendDistance * 4f); } else if (type == typeof(SphereCollider)) { var c = (SphereCollider)collider; Gizmos.DrawSphere(c.center, c.radius); Gizmos.DrawWireSphere(c.center, c.radius + invScale.x * blendDistance * 2f); } else if (type == typeof(MeshCollider)) { var c = (MeshCollider)collider; // Only convex mesh colliders are allowed if (!c.convex) c.convex = true; // Mesh pivot should be centered or this won't work Gizmos.DrawMesh(c.sharedMesh); Gizmos.DrawWireMesh(c.sharedMesh, Vector3.zero, Quaternion.identity, Vector3.one + invScale * blendDistance * 4f); } // Nothing for capsule (DrawCapsule isn't exposed in Gizmo), terrain, wheel and // other colliders... } colliders.Clear(); } } }