mixedreality/com.microsoft.mixedreality..../Core/Utilities/StandardShader/HoverLight.cs

184 lines
6.5 KiB
C#

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
using System.Collections.Generic;
using UnityEngine;
namespace Microsoft.MixedReality.Toolkit.Utilities
{
/// <summary>
/// Utility component to animate and visualize a light that can be used with
/// the "MixedRealityToolkit/Standard" shader "_HoverLight" feature.
/// </summary>
[ExecuteInEditMode]
[HelpURL("https://docs.microsoft.com/windows/mixed-reality/mrtk-unity/features/rendering/hover-light")]
[AddComponentMenu("Scripts/MRTK/Core/HoverLight")]
public class HoverLight : MonoBehaviour
{
// The MRTK Standard shader supports two (2) hover lights by default, but will scale to support four (4) then ten (10) as
// more lights are added to the scene. Having many HoverLights illuminate a material will increase pixel shader instructions
// and will impact performance. Please profile light changes within your project.
private const int hoverLightCountLow = 2;
private const int hoverLightCountMedium = 4;
private const string hoverLightCountMediumName = "_HOVER_LIGHT_MEDIUM";
private const int hoverLightCountHigh = 10;
private const string hoverLightCountHighName = "_HOVER_LIGHT_HIGH";
private const int hoverLightDataSize = 2;
private static List<HoverLight> activeHoverLights = new List<HoverLight>(hoverLightCountHigh);
private static Vector4[] hoverLightData = new Vector4[hoverLightDataSize * hoverLightCountHigh];
private static int _HoverLightDataID;
private static int lastHoverLightUpdate = -1;
[Tooltip("Specifies the radius of the HoverLight effect")]
[SerializeField]
[Range(0.0f, 1.0f)]
private float radius = 0.15f;
/// <summary>
/// Specifies the Radius of the HoverLight effect
/// </summary>
public float Radius
{
get => radius;
set => radius = value;
}
[Tooltip("Specifies the highlight color")]
[SerializeField]
private Color color = new Color(0.3f, 0.3f, 0.3f, 1.0f);
/// <summary>
/// Specifies the highlight color
/// </summary>
public Color Color
{
get => color;
set => color = value;
}
private void OnEnable()
{
AddHoverLight(this);
}
private void OnDisable()
{
RemoveHoverLight(this);
UpdateHoverLights(true);
}
#if UNITY_EDITOR
private void Update()
{
if (Application.isPlaying)
{
return;
}
Initialize();
UpdateHoverLights();
}
#endif // UNITY_EDITOR
private void LateUpdate()
{
UpdateHoverLights();
}
private void OnDrawGizmosSelected()
{
if (!enabled)
{
return;
}
Gizmos.color = Color;
Gizmos.DrawWireSphere(transform.position, Radius);
Gizmos.DrawIcon(transform.position + Vector3.right * Radius, string.Empty, false);
Gizmos.DrawIcon(transform.position + Vector3.left * Radius, string.Empty, false);
Gizmos.DrawIcon(transform.position + Vector3.up * Radius, string.Empty, false);
Gizmos.DrawIcon(transform.position + Vector3.down * Radius, string.Empty, false);
Gizmos.DrawIcon(transform.position + Vector3.forward * Radius, string.Empty, false);
Gizmos.DrawIcon(transform.position + Vector3.back * Radius, string.Empty, false);
}
private void AddHoverLight(HoverLight light)
{
if (activeHoverLights.Count == hoverLightCountLow)
{
Shader.EnableKeyword(hoverLightCountMediumName);
}
else if (activeHoverLights.Count == hoverLightCountMedium)
{
Shader.DisableKeyword(hoverLightCountMediumName);
Shader.EnableKeyword(hoverLightCountHighName);
}
else if (activeHoverLights.Count >= hoverLightCountHigh)
{
Debug.LogWarningFormat("Max hover light count {0} exceeded. {1} will not be considered by the MRTK Standard shader.", hoverLightCountHigh, light.gameObject.name);
}
activeHoverLights.Add(light);
}
private void RemoveHoverLight(HoverLight light)
{
activeHoverLights.Remove(light);
if (activeHoverLights.Count == hoverLightCountLow)
{
Shader.DisableKeyword(hoverLightCountMediumName);
}
else if (activeHoverLights.Count == hoverLightCountMedium)
{
Shader.EnableKeyword(hoverLightCountMediumName);
Shader.DisableKeyword(hoverLightCountHighName);
}
}
private void Initialize()
{
_HoverLightDataID = Shader.PropertyToID("_HoverLightData");
}
private void UpdateHoverLights(bool forceUpdate = false)
{
if (lastHoverLightUpdate == -1)
{
Initialize();
}
if (!forceUpdate && (Time.frameCount == lastHoverLightUpdate))
{
return;
}
for (int i = 0; i < hoverLightCountHigh; ++i)
{
HoverLight light = (i >= activeHoverLights.Count) ? null : activeHoverLights[i];
int dataIndex = i * hoverLightDataSize;
if (light)
{
hoverLightData[dataIndex] = new Vector4(light.transform.position.x,
light.transform.position.y,
light.transform.position.z,
1.0f);
hoverLightData[dataIndex + 1] = new Vector4(light.Color.r,
light.Color.g,
light.Color.b,
1.0f / Mathf.Clamp(light.Radius, 0.001f, 1.0f));
}
else
{
hoverLightData[dataIndex] = Vector4.zero;
}
}
Shader.SetGlobalVectorArray(_HoverLightDataID, hoverLightData);
lastHoverLightUpdate = Time.frameCount;
}
}
}