Files
FORT-BO/Assets/Plugins/VolumetricLightBeam/Scripts/MaterialManager.cs
T
2026-08-29 13:34:57 +03:00

192 lines
7.3 KiB
C#

using UnityEngine;
using System.Collections;
namespace VLB
{
public static class MaterialManager
{
public static MaterialPropertyBlock materialPropertyBlock = new MaterialPropertyBlock();
public enum BlendingMode
{
Additive,
SoftAdditive,
TraditionalTransparency,
Count
}
public enum Noise3D
{
Off,
On,
Count
}
public enum DepthBlend
{
Off,
On,
Count
}
public enum ColorGradient
{
Off,
MatrixLow,
MatrixHigh,
Count
}
public enum DynamicOcclusion
{
Off,
ClippingPlane,
DepthTexture,
Count
}
public enum MeshSkewing
{
Off,
On,
Count
}
public enum ShaderAccuracy
{
Fast,
High,
Count
}
static readonly UnityEngine.Rendering.BlendMode[] BlendingMode_SrcFactor = new UnityEngine.Rendering.BlendMode[(int)BlendingMode.Count]
{
UnityEngine.Rendering.BlendMode.One, // Additive
UnityEngine.Rendering.BlendMode.OneMinusDstColor, // SoftAdditive
UnityEngine.Rendering.BlendMode.SrcAlpha, // TraditionalTransparency
};
static readonly UnityEngine.Rendering.BlendMode[] BlendingMode_DstFactor = new UnityEngine.Rendering.BlendMode[(int)BlendingMode.Count]
{
UnityEngine.Rendering.BlendMode.One, // Additive
UnityEngine.Rendering.BlendMode.One, // SoftAdditive
UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha, // TraditionalTransparency
};
static readonly bool[] BlendingMode_AlphaAsBlack = new bool[(int)BlendingMode.Count]
{
true, // Additive
true, // SoftAdditive
false, // TraditionalTransparency
};
static int kStaticPropertiesCount = (int)BlendingMode.Count * (int)Noise3D.Count * (int)DepthBlend.Count * (int)ColorGradient.Count * (int)DynamicOcclusion.Count * (int)MeshSkewing.Count * (int)ShaderAccuracy.Count;
public struct StaticProperties
{
public BlendingMode blendingMode;
public Noise3D noise3D;
public DepthBlend depthBlend;
public ColorGradient colorGradient;
public DynamicOcclusion dynamicOcclusion;
public MeshSkewing meshSkewing;
public ShaderAccuracy shaderAccuracy;
int blendingModeID { get { return (int)blendingMode; } }
int noise3DID { get { return Config.Instance.featureEnabledNoise3D ? (int)noise3D : 0; } }
int depthBlendID { get { return Config.Instance.featureEnabledDepthBlend ? (int)depthBlend : 0; } }
int colorGradientID { get { return Config.Instance.featureEnabledColorGradient != FeatureEnabledColorGradient.Off ? (int)colorGradient : 0; } }
int dynamicOcclusionID { get { return Config.Instance.featureEnabledDynamicOcclusion ? (int)dynamicOcclusion : 0; } }
int meshSkewingID { get { return Config.Instance.featureEnabledMeshSkewing ? (int)meshSkewing : 0; } }
int shaderAccuracyID { get { return Config.Instance.featureEnabledShaderAccuracyHigh ? (int)shaderAccuracy : 0; } }
public int materialID
{
get
{
return (((((((blendingModeID)
* (int)Noise3D.Count + noise3DID)
* (int)DepthBlend.Count + depthBlendID)
* (int)ColorGradient.Count + colorGradientID)
* (int)DynamicOcclusion.Count + dynamicOcclusionID)
* (int)MeshSkewing.Count + meshSkewingID)
* (int)ShaderAccuracy.Count + shaderAccuracyID)
;
}
}
public void ApplyToMaterial(Material mat)
{
mat.SetKeywordEnabled(ShaderKeywords.AlphaAsBlack, BlendingMode_AlphaAsBlack[(int)blendingMode]);
mat.SetKeywordEnabled(ShaderKeywords.ColorGradientMatrixLow, colorGradient == ColorGradient.MatrixLow);
mat.SetKeywordEnabled(ShaderKeywords.ColorGradientMatrixHigh, colorGradient == ColorGradient.MatrixHigh);
mat.SetKeywordEnabled(ShaderKeywords.DepthBlend, depthBlend == DepthBlend.On);
mat.SetKeywordEnabled(ShaderKeywords.Noise3D, noise3D == Noise3D.On);
mat.SetKeywordEnabled(ShaderKeywords.OcclusionClippingPlane, dynamicOcclusion == DynamicOcclusion.ClippingPlane);
mat.SetKeywordEnabled(ShaderKeywords.OcclusionDepthTexture, dynamicOcclusion == DynamicOcclusion.DepthTexture);
mat.SetKeywordEnabled(ShaderKeywords.MeshSkewing, meshSkewing == MeshSkewing.On);
mat.SetKeywordEnabled(ShaderKeywords.ShaderAccuracyHigh, shaderAccuracy == ShaderAccuracy.High);
mat.SetInt(ShaderProperties.BlendSrcFactor, (int)BlendingMode_SrcFactor[(int)blendingMode]);
mat.SetInt(ShaderProperties.BlendDstFactor, (int)BlendingMode_DstFactor[(int)blendingMode]);
}
}
public static Material NewMaterialTransient(bool gpuInstanced)
{
var material = NewMaterialPersistent(Config.Instance.beamShader, gpuInstanced);
if (material)
{
material.hideFlags = Consts.Internal.ProceduralObjectsHideFlags;
material.renderQueue = Config.Instance.geometryRenderQueue;
}
return material;
}
public static Material NewMaterialPersistent(Shader shader, bool gpuInstanced)
{
if (!shader)
{
Debug.LogError("Invalid VLB Shader. Please try to reset the VLB Config asset or reinstall the plugin.");
return null;
}
var material = new Material(shader);
BatchingHelper.SetMaterialProperties(material, gpuInstanced);
return material;
}
class MaterialsGroup
{
public Material[] materials = new Material[kStaticPropertiesCount];
}
static Hashtable ms_MaterialsGroup = new Hashtable(1);
public static Material GetInstancedMaterial(uint groupID, ref StaticProperties staticProps) // pass StaticProperties by ref to avoid per value arg copy
{
MaterialsGroup group = (MaterialsGroup)ms_MaterialsGroup[groupID];
if (group == null)
{
group = new MaterialsGroup();
ms_MaterialsGroup[groupID] = group;
}
int matID = staticProps.materialID;
Debug.Assert(matID < kStaticPropertiesCount);
var mat = group.materials[matID];
if (mat == null)
{
mat = NewMaterialTransient(gpuInstanced:true);
if(mat)
{
group.materials[matID] = mat;
staticProps.ApplyToMaterial(mat);
}
}
return mat;
}
}
}