1 using System
.Collections
.Generic
;
3 namespace UnityEngine
.Rendering
.PostProcessing
6 // Here's a quick look at the architecture of this framework and how it's integrated into Unity
7 // (written between versions 5.6 and 2017.1):
9 // Users have to be able to plug in their own effects without having to modify the codebase and
10 // these custom effects should work out-of-the-box with all the other features we provide
11 // (volume blending etc). This relies on heavy use of polymorphism, but the only way to get
12 // the serialization system to work well with polymorphism in Unity is to use ScriptableObjects.
14 // Users can push their custom effects at different (hardcoded) injection points.
16 // Each effect consists of at least two classes (+ shaders): a POD "Settings" class which only
17 // stores parameters, and a "Renderer" class that holds the rendering logic. Settings are linked
18 // to renderers using a PostProcessAttribute. These are automatically collected at init time
19 // using reflection. Settings in this case are ScriptableObjects, we only need to serialize
22 // We could store these settings object straight into each volume and call it a day, but
23 // unfortunately there's one feature of Unity that doesn't work well with scene-stored assets:
24 // prefabs. So we need to store all of these settings in a disk-asset and treat them as
27 // Note: We have to use ScriptableObject for everything but these don't work with the Animator
28 // tool. It's unfortunate but it's the only way to make it easily extensible. On the other
29 // hand, users can animate post-processing effects using Volumes or straight up scripting.
31 // Volume blending leverages the physics system for distance checks to the nearest point on
32 // volume colliders. Each volume can have several colliders or any type (cube, mesh...), making
33 // it quite a powerful feature to use.
35 // Volumes & blending are handled by a singleton manager (see PostProcessManager).
37 // Rendering is handled by a PostProcessLayer component living on the camera, which mean you
38 // can easily toggle post-processing on & off or change the anti-aliasing type per-camera,
39 // which is very useful when doing multi-layered camera rendering or any other technique that
40 // involves multiple-camera setups. This PostProcessLayer component can also filters volumes
41 // by layers (as in Unity layers) so you can easily choose which volumes should affect the
44 // All post-processing shaders MUST use the custom Standard Shader Library bundled with the
45 // framework. The reason for that is because the codebase is meant to work without any
46 // modification on the Classic Render Pipelines (Forward, Deferred...) and the upcoming
47 // Scriptable Render Pipelines (HDPipe, LDPipe...). But these don't have compatible shader
48 // libraries so instead of writing two code paths we chose to provide a minimalist, generic
49 // Standard Library geared toward post-processing use. An added bonus to that if users create
50 // their own post-processing effects using this framework, then they'll work without any
51 // modification on both Classic and Scriptable Render Pipelines.
55 /// A post-process volume component holding a post-process profile.
57 /// <seealso cref="RuntimeUtilities.DestroyVolume"/>
58 #if UNITY_2018_3_OR_NEWER
63 [AddComponentMenu("Rendering/Post-process Volume", 1001)]
64 public sealed class PostProcessVolume
: MonoBehaviour
67 /// The shared profile of this volume.
68 /// Modifying <c>sharedProfile</c> will change all volumes using this profile, and change
69 /// profile settings that are stored in the project too.
72 /// It is not recommended to modify profiles returned by <c>sharedProfile</c>. If you want
73 /// to modify the profile of a volume use <see cref="profile"/> instead.
75 /// <seealso cref="profile"/>
76 public PostProcessProfile sharedProfile
;
79 /// Should this volume be applied to the whole scene?
81 [Tooltip("Check this box to mark this volume as global. This volume's Profile will be applied to the whole Scene.")]
82 public bool isGlobal
= false;
85 /// The outer distance to start blending from. A value of 0 means no blending and the volume
86 /// overrides will be applied immediatly upon entry.
88 [Min(0f
), Tooltip("The distance (from the attached Collider) to start blending from. A value of 0 means there will be no blending and the Volume overrides will be applied immediatly upon entry to the attached Collider.")]
89 public float blendDistance
= 0f
;
92 /// The total weight of this volume in the scene. 0 means it won't do anything, 1 means full
95 [Range(0f
, 1f
), Tooltip("The total weight of this Volume in the Scene. A value of 0 signifies that it will have no effect, 1 signifies full effect.")]
96 public float weight
= 1f
;
99 /// The volume priority in the stack. Higher number means higher priority. Negative values
102 [Tooltip("The volume priority in the stack. A higher value means higher priority. Negative values are supported.")]
103 public float priority
= 0f
;
106 /// Returns the first instantiated <see cref="PostProcessProfile"/> assigned to the volume.
107 /// Modifying <paramref name="profile"/> will change the profile for this volume only. If
108 /// the profile is used by any other volume, this will clone the shared profile and start
109 /// using it from now on.
112 /// This property automatically instantiates the profile and make it unique to this volume
113 /// so you can safely edit it via scripting at runtime without changing the original asset
115 /// Note that if you pass in your own profile, it is your responsibility to destroy it once
116 /// it's not in use anymore.
118 /// <seealso cref="sharedProfile"/>
119 /// <seealso cref="RuntimeUtilities.DestroyProfile"/>
120 public PostProcessProfile profile
124 if (m_InternalProfile
== null)
126 m_InternalProfile
= ScriptableObject
.CreateInstance
<PostProcessProfile
>();
128 if (sharedProfile
!= null)
130 foreach (var item
in sharedProfile
.settings
)
132 var itemCopy
= Instantiate(item
);
133 m_InternalProfile
.settings
.Add(itemCopy
);
138 return m_InternalProfile
;
142 m_InternalProfile
= value;
146 internal PostProcessProfile profileRef
150 return m_InternalProfile
== null
157 /// Checks if the volume has an intantiated profile or is using a shared profile.
159 /// <returns><c>true</c> if the profile has been intantiated</returns>
160 /// <seealso cref="profile"/>
161 /// <seealso cref="sharedProfile"/>
162 public bool HasInstantiatedProfile()
164 return m_InternalProfile
!= null;
168 float m_PreviousPriority
;
169 List
<Collider
> m_TempColliders
;
170 PostProcessProfile m_InternalProfile
;
174 PostProcessManager
.instance
.Register(this);
175 m_PreviousLayer
= gameObject
.layer
;
176 m_TempColliders
= new List
<Collider
>();
181 PostProcessManager
.instance
.Unregister(this);
186 // Unfortunately we need to track the current layer to update the volume manager in
187 // real-time as the user could change it at any time in the editor or at runtime.
188 // Because no event is raised when the layer changes, we have to track it on every
190 int layer
= gameObject
.layer
;
191 if (layer
!= m_PreviousLayer
)
193 PostProcessManager
.instance
.UpdateVolumeLayer(this, m_PreviousLayer
, layer
);
194 m_PreviousLayer
= layer
;
197 // Same for `priority`. We could use a property instead, but it doesn't play nice with
198 // the serialization system. Using a custom Attribute/PropertyDrawer for a property is
199 // possible but it doesn't work with Undo/Redo in the editor, which makes it useless.
200 if (priority
!= m_PreviousPriority
)
202 PostProcessManager
.instance
.SetLayerDirty(layer
);
203 m_PreviousPriority
= priority
;
207 // TODO: Look into a better volume previsualization system
210 var colliders
= m_TempColliders
;
211 GetComponents(colliders
);
213 if (isGlobal
|| colliders
== null)
217 // Can't access the UnityEditor.Rendering.PostProcessing namespace from here, so
218 // we'll get the preferred color manually
221 int value = UnityEditor
.EditorPrefs
.GetInt("PostProcessing.Volume.GizmoColor", (int)0x8033cc1a);
222 Gizmos
.color
= ColorUtilities
.ToRGBA((uint)value);
226 var scale
= transform
.lossyScale
;
227 var invScale
= new Vector3(1f
/ scale
.x
, 1f
/ scale
.y
, 1f
/ scale
.z
);
228 Gizmos
.matrix
= Matrix4x4
.TRS(transform
.position
, transform
.rotation
, scale
);
230 // Draw a separate gizmo for each collider
231 foreach (var collider
in colliders
)
233 if (!collider
.enabled
)
236 // We'll just use scaling as an approximation for volume skin. It's far from being
237 // correct (and is completely wrong in some cases). Ultimately we'd use a distance
238 // field or at least a tesselate + push modifier on the collider's mesh to get a
239 // better approximation, but the current Gizmo system is a bit limited and because
240 // everything is dynamic in Unity and can be changed at anytime, it's hard to keep
241 // track of changes in an elegant way (which we'd need to implement a nice cache
242 // system for generated volume meshes).
243 var type
= collider
.GetType();
245 if (type
== typeof(BoxCollider
))
247 var c
= (BoxCollider
)collider
;
248 Gizmos
.DrawCube(c
.center
, c
.size
);
249 Gizmos
.DrawWireCube(c
.center
, c
.size
+ invScale
* blendDistance
* 4f
);
251 else if (type
== typeof(SphereCollider
))
253 var c
= (SphereCollider
)collider
;
254 Gizmos
.DrawSphere(c
.center
, c
.radius
);
255 Gizmos
.DrawWireSphere(c
.center
, c
.radius
+ invScale
.x
* blendDistance
* 2f
);
257 else if (type
== typeof(MeshCollider
))
259 var c
= (MeshCollider
)collider
;
261 // Only convex mesh colliders are allowed
265 // Mesh pivot should be centered or this won't work
266 Gizmos
.DrawMesh(c
.sharedMesh
);
267 Gizmos
.DrawWireMesh(c
.sharedMesh
, Vector3
.zero
, Quaternion
.identity
, Vector3
.one
+ invScale
* blendDistance
* 4f
);
270 // Nothing for capsule (DrawCapsule isn't exposed in Gizmo), terrain, wheel and
271 // other colliders...