OVRVignette.cs
14 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
/************************************************************************************
Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
https://developer.oculus.com/licenses/oculussdk/
Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
ANY KIND, either express or implied. See the License for the specific language governing
permissions and limitations under the License.
************************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
/// <summary>
/// A component to apply a Colored vignette effect to the camera
/// </summary>
[RequireComponent(typeof(Camera))]
[ExecuteInEditMode]
public class OVRVignette : MonoBehaviour {
/// <summary>
/// Controls the number of triangles in the vignette mesh.
/// </summary>
public enum MeshComplexityLevel
{
VerySimple,
Simple,
Normal,
Detailed,
VeryDetailed
}
/// <summary>
/// Controls the falloff appearance.
/// </summary>
public enum FalloffType
{
Linear,
Quadratic
}
private static readonly string QUADRATIC_FALLOFF = "QUADRATIC_FALLOFF";
[SerializeField]
[HideInInspector]
private Shader VignetteShader;
// These are only used at startup.
[SerializeField]
[Tooltip("Controls the number of triangles used for the vignette mesh." +
" Normal is best for most purposes.")]
private MeshComplexityLevel MeshComplexity = MeshComplexityLevel.Normal;
[SerializeField]
[Tooltip("Controls how the falloff looks.")]
private FalloffType Falloff = FalloffType.Linear;
// These can be controlled dynamically at runtime
[Tooltip("The Vertical FOV of the vignette")]
public float VignetteFieldOfView = 60;
[Tooltip("The Aspect ratio of the vignette controls the " +
"Horizontal FOV. (Larger numbers are wider)")]
public float VignetteAspectRatio = 1f;
[Tooltip("The width of the falloff for the vignette in degrees")]
public float VignetteFalloffDegrees = 10f;
[ColorUsage(false)]
[Tooltip("The color of the vignette. Alpha value is ignored")]
public Color VignetteColor;
private Camera _Camera;
private MeshFilter _OpaqueMeshFilter;
private MeshFilter _TransparentMeshFilter;
private MeshRenderer _OpaqueMeshRenderer;
private MeshRenderer _TransparentMeshRenderer;
private Mesh _OpaqueMesh;
private Mesh _TransparentMesh;
private Material _OpaqueMaterial;
private Material _TransparentMaterial;
private int _ShaderScaleAndOffset0Property;
private int _ShaderScaleAndOffset1Property;
private Vector4[] _TransparentScaleAndOffset0 = new Vector4[2];
private Vector4[] _TransparentScaleAndOffset1 = new Vector4[2];
private Vector4[] _OpaqueScaleAndOffset0 = new Vector4[2];
private Vector4[] _OpaqueScaleAndOffset1 = new Vector4[2];
private bool _OpaqueVignetteVisible = false;
private bool _TransparentVignetteVisible = false;
#if UNITY_EDITOR
// in the editor, allow these to be changed at runtime
private MeshComplexityLevel _InitialMeshComplexity;
private FalloffType _InitialFalloff;
#endif
private int GetTriangleCount()
{
switch(MeshComplexity)
{
case MeshComplexityLevel.VerySimple: return 32;
case MeshComplexityLevel.Simple: return 64;
case MeshComplexityLevel.Normal: return 128;
case MeshComplexityLevel.Detailed: return 256;
case MeshComplexityLevel.VeryDetailed: return 512;
default: return 128;
}
}
private void BuildMeshes()
{
#if UNITY_EDITOR
_InitialMeshComplexity = MeshComplexity;
#endif
int triangleCount = GetTriangleCount();
Vector3[] innerVerts = new Vector3[triangleCount];
Vector2[] innerUVs = new Vector2[triangleCount];
Vector3[] outerVerts = new Vector3[triangleCount];
Vector2[] outerUVs = new Vector2[triangleCount];
int[] tris = new int[triangleCount * 3];
for (int i = 0; i < triangleCount; i += 2)
{
float angle = 2 * i * Mathf.PI / triangleCount;
float x = Mathf.Cos(angle);
float y = Mathf.Sin(angle);
outerVerts[i] = new Vector3(x, y, 0);
outerVerts[i + 1] = new Vector3(x, y, 0);
outerUVs[i] = new Vector2(0, 1);
outerUVs[i + 1] = new Vector2(1, 1);
innerVerts[i] = new Vector3(x, y, 0);
innerVerts[i + 1] = new Vector3(x, y, 0);
innerUVs[i] = new Vector2(0, 1);
innerUVs[i + 1] = new Vector2(1, 0);
int ti = i * 3;
tris[ti] = i;
tris[ti + 1] = i + 1;
tris[ti + 2] = (i + 2) % triangleCount;
tris[ti + 3] = i + 1;
tris[ti + 4] = (i + 3) % triangleCount;
tris[ti + 5] = (i + 2) % triangleCount;
}
if (_OpaqueMesh != null)
{
DestroyImmediate(_OpaqueMesh);
}
if (_TransparentMesh != null)
{
DestroyImmediate(_TransparentMesh);
}
_OpaqueMesh = new Mesh()
{
name = "Opaque Vignette Mesh",
hideFlags = HideFlags.HideAndDontSave
};
_TransparentMesh = new Mesh()
{
name = "Transparent Vignette Mesh",
hideFlags = HideFlags.HideAndDontSave
};
_OpaqueMesh.vertices = outerVerts;
_OpaqueMesh.uv = outerUVs;
_OpaqueMesh.triangles = tris;
_OpaqueMesh.UploadMeshData(true);
_OpaqueMesh.bounds = new Bounds(Vector3.zero, Vector3.one * 10000);
_OpaqueMeshFilter.sharedMesh = _OpaqueMesh;
_TransparentMesh.vertices = innerVerts;
_TransparentMesh.uv = innerUVs;
_TransparentMesh.triangles = tris;
_TransparentMesh.UploadMeshData(true);
_TransparentMesh.bounds = new Bounds(Vector3.zero, Vector3.one * 10000);
_TransparentMeshFilter.sharedMesh = _TransparentMesh;
}
private void BuildMaterials()
{
#if UNITY_EDITOR
_InitialFalloff = Falloff;
#endif
if (VignetteShader == null)
{
VignetteShader = Shader.Find("Oculus/OVRVignette");
}
if (VignetteShader == null)
{
Debug.LogError("Could not find Vignette Shader! Vignette will not be drawn!");
return;
}
if (_OpaqueMaterial == null)
{
_OpaqueMaterial = new Material(VignetteShader)
{
name = "Opaque Vignette Material",
hideFlags = HideFlags.HideAndDontSave,
renderQueue = (int)RenderQueue.Background
};
_OpaqueMaterial.SetFloat("_BlendSrc", (float)BlendMode.One);
_OpaqueMaterial.SetFloat("_BlendDst", (float)BlendMode.Zero);
_OpaqueMaterial.SetFloat("_ZWrite", 1);
}
_OpaqueMeshRenderer.sharedMaterial = _OpaqueMaterial;
if (_TransparentMaterial == null)
{
_TransparentMaterial = new Material(VignetteShader)
{
name = "Transparent Vignette Material",
hideFlags = HideFlags.HideAndDontSave,
renderQueue = (int)RenderQueue.Overlay
};
_TransparentMaterial.SetFloat("_BlendSrc", (float)BlendMode.SrcAlpha);
_TransparentMaterial.SetFloat("_BlendDst", (float)BlendMode.OneMinusSrcAlpha);
_TransparentMaterial.SetFloat("_ZWrite", 0);
}
if (Falloff == FalloffType.Quadratic)
{
_TransparentMaterial.EnableKeyword(QUADRATIC_FALLOFF);
}
else
{
_TransparentMaterial.DisableKeyword(QUADRATIC_FALLOFF);
}
_TransparentMeshRenderer.sharedMaterial = _TransparentMaterial;
}
private void OnEnable()
{
#if UNITY_2019_1_OR_NEWER
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
#elif UNITY_2018_1_OR_NEWER
UnityEngine.Experimental.Rendering.RenderPipeline.beginCameraRendering += OnBeginCameraRendering;
#endif
}
private void OnDisable()
{
#if UNITY_2019_1_OR_NEWER
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
#elif UNITY_2018_1_OR_NEWER
UnityEngine.Experimental.Rendering.RenderPipeline.beginCameraRendering -= OnBeginCameraRendering;
#endif
DisableRenderers();
}
private void Awake()
{
_Camera = GetComponent<Camera>();
_ShaderScaleAndOffset0Property = Shader.PropertyToID("_ScaleAndOffset0");
_ShaderScaleAndOffset1Property = Shader.PropertyToID("_ScaleAndOffset1");
GameObject opaqueObject = new GameObject("Opaque Vignette") { hideFlags = HideFlags.HideAndDontSave };
opaqueObject.transform.SetParent(_Camera.transform, false);
_OpaqueMeshFilter = opaqueObject.AddComponent<MeshFilter>();
_OpaqueMeshRenderer = opaqueObject.AddComponent<MeshRenderer>();
_OpaqueMeshRenderer.receiveShadows = false;
_OpaqueMeshRenderer.shadowCastingMode = ShadowCastingMode.Off;
_OpaqueMeshRenderer.lightProbeUsage = LightProbeUsage.Off;
_OpaqueMeshRenderer.reflectionProbeUsage = ReflectionProbeUsage.Off;
_OpaqueMeshRenderer.allowOcclusionWhenDynamic = false;
_OpaqueMeshRenderer.enabled = false;
GameObject transparentObject = new GameObject("Transparent Vignette") { hideFlags = HideFlags.HideAndDontSave };
transparentObject.transform.SetParent(_Camera.transform, false);
_TransparentMeshFilter = transparentObject.AddComponent<MeshFilter>();
_TransparentMeshRenderer = transparentObject.AddComponent<MeshRenderer>();
_TransparentMeshRenderer.receiveShadows = false;
_TransparentMeshRenderer.shadowCastingMode = ShadowCastingMode.Off;
_TransparentMeshRenderer.lightProbeUsage = LightProbeUsage.Off;
_TransparentMeshRenderer.reflectionProbeUsage = ReflectionProbeUsage.Off;
_TransparentMeshRenderer.allowOcclusionWhenDynamic = false;
_TransparentMeshRenderer.enabled = false;
BuildMeshes();
BuildMaterials();
}
private void GetTanFovAndOffsetForStereoEye(Camera.StereoscopicEye eye, out float tanFovX, out float tanFovY, out float offsetX, out float offsetY)
{
var pt = _Camera.GetStereoProjectionMatrix(eye).transpose;
var right = pt * new Vector4(-1, 0, 0, 1);
var left = pt * new Vector4(1, 0, 0, 1);
var up = pt * new Vector4(0, -1, 0, 1);
var down = pt * new Vector4(0, 1, 0, 1);
float rightTanFovX = right.z / right.x;
float leftTanFovX = left.z / left.x;
float upTanFovY = up.z / up.y;
float downTanFovY = down.z / down.y;
offsetX = -(rightTanFovX + leftTanFovX) / 2;
offsetY = -(upTanFovY + downTanFovY) / 2;
tanFovX = (rightTanFovX - leftTanFovX) / 2;
tanFovY = (upTanFovY - downTanFovY) / 2;
}
private void GetTanFovAndOffsetForMonoEye(out float tanFovX, out float tanFovY, out float offsetX, out float offsetY)
{
// When calculating from Unity's camera fields, this is the calculation used.
// We can't use this for stereo eyes because VR projection matrices are usually asymmetric.
tanFovY = Mathf.Tan(Mathf.Deg2Rad * _Camera.fieldOfView * 0.5f);
tanFovX = tanFovY * _Camera.aspect;
offsetX = 0f;
offsetY = 0f;
}
private bool VisibilityTest(float scaleX, float scaleY, float offsetX, float offsetY)
{
// because the corners of our viewport are the furthest from the center of our vignette,
// we only need to test that the farthest corner is outside the vignette ring.
return new Vector2((1 + Mathf.Abs(offsetX)) / scaleX, (1 + Mathf.Abs(offsetY)) / scaleY).sqrMagnitude > 1.0f;
}
private void Update()
{
#if UNITY_EDITOR
if (MeshComplexity != _InitialMeshComplexity)
{
// rebuild meshes
BuildMeshes();
}
if(Falloff != _InitialFalloff)
{
// rebuild materials
BuildMaterials();
}
#endif
// The opaque material could not be created, so just return
if (_OpaqueMaterial == null)
{
return;
}
float tanInnerFovY = Mathf.Tan(VignetteFieldOfView * Mathf.Deg2Rad * 0.5f);
float tanInnerFovX = tanInnerFovY * VignetteAspectRatio;
float tanMiddleFovX = Mathf.Tan((VignetteFieldOfView + VignetteFalloffDegrees) * Mathf.Deg2Rad * 0.5f);
float tanMiddleFovY = tanMiddleFovX * VignetteAspectRatio;
_TransparentVignetteVisible = false;
_OpaqueVignetteVisible = false;
for (int i = 0; i < 2; i++)
{
float tanFovX, tanFovY, offsetX, offsetY;
if (_Camera.stereoEnabled)
{
GetTanFovAndOffsetForStereoEye((Camera.StereoscopicEye)i, out tanFovX, out tanFovY, out offsetX, out offsetY);
}
else
{
GetTanFovAndOffsetForMonoEye(out tanFovX, out tanFovY, out offsetX, out offsetY);
}
float borderScale = new Vector2((1 + Mathf.Abs(offsetX)) / VignetteAspectRatio, 1 + Mathf.Abs(offsetY)).magnitude * 1.01f;
float innerScaleX = tanInnerFovX / tanFovX;
float innerScaleY = tanInnerFovY / tanFovY;
float middleScaleX = tanMiddleFovX / tanFovX;
float middleScaleY = tanMiddleFovY / tanFovY;
float outerScaleX = borderScale * VignetteAspectRatio;
float outerScaleY = borderScale;
// test for visibility.
_TransparentVignetteVisible |= VisibilityTest(innerScaleX, innerScaleY, offsetX, offsetY);
_OpaqueVignetteVisible |= VisibilityTest(middleScaleX, middleScaleY, offsetX, offsetY);
_OpaqueScaleAndOffset0[i] = new Vector4(outerScaleX, outerScaleY, offsetX, offsetY);
_OpaqueScaleAndOffset1[i] = new Vector4(middleScaleX, middleScaleY, offsetX, offsetY);
_TransparentScaleAndOffset0[i] = new Vector4(middleScaleX, middleScaleY, offsetX, offsetY);
_TransparentScaleAndOffset1[i] = new Vector4(innerScaleX, innerScaleY, offsetX, offsetY);
}
// if the vignette falloff is less than or equal to zero, we don't need to draw
// the transparent mesh.
_TransparentVignetteVisible &= VignetteFalloffDegrees > 0.0f;
_OpaqueMaterial.SetVectorArray(_ShaderScaleAndOffset0Property, _OpaqueScaleAndOffset0);
_OpaqueMaterial.SetVectorArray(_ShaderScaleAndOffset1Property, _OpaqueScaleAndOffset1);
_OpaqueMaterial.color = VignetteColor;
_TransparentMaterial.SetVectorArray(_ShaderScaleAndOffset0Property, _TransparentScaleAndOffset0);
_TransparentMaterial.SetVectorArray(_ShaderScaleAndOffset1Property, _TransparentScaleAndOffset1);
_TransparentMaterial.color = VignetteColor;
}
private void EnableRenderers()
{
_OpaqueMeshRenderer.enabled = _OpaqueVignetteVisible;
_TransparentMeshRenderer.enabled = _TransparentVignetteVisible;
}
private void DisableRenderers()
{
_OpaqueMeshRenderer.enabled = false;
_TransparentMeshRenderer.enabled = false;
}
// Objects are enabled on pre cull and disabled on post render so they only draw in this camera
private void OnPreCull()
{
EnableRenderers();
}
private void OnPostRender()
{
DisableRenderers();
}
#if UNITY_2019_1_OR_NEWER
private void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera)
#else
private void OnBeginCameraRendering(Camera camera)
#endif
{
if (camera == _Camera)
{
EnableRenderers();
}
else
{
DisableRenderers();
}
}
}