commit428243f4a6Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:43:13 2026 +0300 Squashed commit of the following: commit68e78fa464Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:41:49 2026 +0300 Updated .gitignore commit9f87122a34Author: AsanoRema <asanorema2036@gmail.com> Date: Sat Aug 29 13:34:57 2026 +0300 Added Dohya commitf6a7547e84Author: AsanoRema <asanorema2036@gmail.com> Date: Fri Aug 21 17:59:13 2026 +0300 Fixed commitb98901c366Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:37:22 2026 +0300 Added new particle Package commitbb2f4a3b16Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 17:17:48 2026 +0300 Map mehanic ready to multiplayer commitc01ff800f6Author: AsanoRema <asanorema2036@gmail.com> Date: Tue Aug 18 16:16:19 2026 +0300 Squashed commit of the following: commit173bbb165cAuthor: henjkey <henjkey@gmail.com> Date: Fri Aug 14 18:51:23 2026 +0500 Mappp commitd559ab338aAuthor: henjkey <henjkey@gmail.com> Date: Thu Aug 13 18:42:41 2026 +0500 Map Controller Coordinates Target System Crosshair System Radar System
147 lines
5.7 KiB
C#
147 lines
5.7 KiB
C#
#if UNITY_5_6_OR_NEWER
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#define VLB_GPU_INSTANCING_SUPPORT
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#endif
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// Force isDepthBlendEnabled at true when GPU Instancing is enabled, to prevent from breaking the batch if 1 beam has it at 0 and 1 has it at > 0
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#define FORCE_ENABLE_DEPTHBLEND_FOR_BATCHING
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using UnityEngine;
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namespace VLB
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{
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public static class BatchingHelper
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{
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/// <summary>
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/// Returns if GPU Instancing feature is supported on this Unity version or not.
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/// </summary>
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#if VLB_GPU_INSTANCING_SUPPORT
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public const bool isGpuInstancingSupported = true;
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#else
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public static bool isGpuInstancingSupported { get; private set; }
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#endif
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#if FORCE_ENABLE_DEPTHBLEND_FOR_BATCHING
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public static bool forceEnableDepthBlend { get { return Config.Instance.actualRenderingMode == RenderingMode.GPUInstancing || Config.Instance.actualRenderingMode == RenderingMode.SRPBatcher; } }
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#else
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public const bool forceEnableDepthBlend = false;
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#endif
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public static bool IsGpuInstancingEnabled(Material material)
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{
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#if VLB_GPU_INSTANCING_SUPPORT
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return material.enableInstancing;
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#else
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return false;
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#endif
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}
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public static void SetMaterialProperties(Material material, bool enableGpuInstancing)
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{
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#if VLB_GPU_INSTANCING_SUPPORT
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Debug.Assert(material != null);
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material.enableInstancing = enableGpuInstancing;
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#endif
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}
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public static bool CanBeBatched(VolumetricLightBeam beamA, VolumetricLightBeam beamB, ref string reasons)
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{
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#pragma warning disable 0162 // warning CS0162: Unreachable code detected
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if (Config.Instance.renderPipeline == RenderPipeline.BuiltIn && !isGpuInstancingSupported)
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{
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reasons = "'GPU Instancing' is not supported on your setup.";
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return false;
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}
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#pragma warning restore 0162
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if (Config.Instance.actualRenderingMode != RenderingMode.GPUInstancing && Config.Instance.actualRenderingMode != RenderingMode.SRPBatcher)
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{
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reasons = string.Format("Current Render Pipeline is '{0}'. To enable batching, use 'GPU Instancing'", Config.Instance.renderPipeline);
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if(Config.Instance.renderPipeline != RenderPipeline.BuiltIn)
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reasons += " or 'SRP Batcher'";
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return false;
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}
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bool ret = true;
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if (!CanBeBatched(beamA, ref reasons))
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ret = false;
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if (!CanBeBatched(beamB, ref reasons))
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ret = false;
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if (Config.Instance.featureEnabledDynamicOcclusion)
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{
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if ((beamA.GetComponent<DynamicOcclusionAbstractBase>() == null) != (beamB.GetComponent<DynamicOcclusionAbstractBase>() == null))
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{
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AppendErrorMessage(ref reasons, string.Format("{0}/{1}: dynamically occluded and non occluded beams cannot be batched together", beamA.name, beamB.name));
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ret = false;
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}
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}
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if (Config.Instance.featureEnabledColorGradient != FeatureEnabledColorGradient.Off && beamA.colorMode != beamB.colorMode)
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{
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AppendErrorMessage(ref reasons, string.Format("'Color Mode' mismatch: {0} / {1}", beamA.colorMode, beamB.colorMode));
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ret = false;
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}
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if (beamA.blendingMode != beamB.blendingMode)
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{
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AppendErrorMessage(ref reasons, string.Format("'Blending Mode' mismatch: {0} / {1}", beamA.blendingMode, beamB.blendingMode));
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ret = false;
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}
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if (Config.Instance.featureEnabledNoise3D && beamA.isNoiseEnabled != beamB.isNoiseEnabled)
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{
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AppendErrorMessage(ref reasons, string.Format("'3D Noise' enabled mismatch: {0} / {1}", beamA.noiseMode, beamB.noiseMode));
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ret = false;
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}
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if (Config.Instance.featureEnabledDepthBlend && !forceEnableDepthBlend)
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{
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#pragma warning disable 0162
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if ((beamA.depthBlendDistance > 0) != (beamB.depthBlendDistance > 0))
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{
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AppendErrorMessage(ref reasons, string.Format("'Opaque Geometry Blending' mismatch: {0} / {1}", beamA.depthBlendDistance, beamB.depthBlendDistance));
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ret = false;
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}
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#pragma warning restore 0162
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}
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if (Config.Instance.featureEnabledShaderAccuracyHigh && beamA.shaderAccuracy != beamB.shaderAccuracy)
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{
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AppendErrorMessage(ref reasons, string.Format("'Shader Accuracy' mismatch: {0} / {1}", beamA.shaderAccuracy, beamB.shaderAccuracy));
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ret = false;
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}
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return ret;
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}
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public static bool CanBeBatched(VolumetricLightBeam beam, ref string reasons)
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{
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bool ret = true;
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if (Config.Instance.actualRenderingMode == RenderingMode.GPUInstancing)
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{
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if (beam.geomMeshType != MeshType.Shared)
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{
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AppendErrorMessage(ref reasons, string.Format("{0} is not using shared mesh", beam.name));
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ret = false;
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}
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}
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if (Config.Instance.featureEnabledDynamicOcclusion && beam.GetComponent<DynamicOcclusionDepthBuffer>() != null)
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{
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AppendErrorMessage(ref reasons, string.Format("{0} is using the DynamicOcclusion DepthBuffer feature", beam.name));
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ret = false;
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}
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return ret;
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}
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static void AppendErrorMessage(ref string message, string toAppend)
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{
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if (message != "") message += "\n";
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message += "- " + toAppend;
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}
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}
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}
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