diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..210a4c7 --- /dev/null +++ b/.gitignore @@ -0,0 +1,26 @@ +[Ll]ibrary/ +[Tt]emp/ +[Oo]bj/ +[Bb]uild/ +# Autogenerated VS/MD solution and project files +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +# Unity3D generated meta files +*.pidb.meta +# Unity3D Generated File On Crash Reports +sysinfo.txt +Assets/UnityVS/Editor/UnityVS.VersionSpecific.dll* +Assets/Data/FMOD/.cache/ +/Assets/UnityVS/Editor/SyntaxTree.VisualStudio.Unity.Messaging.dll +/Assets/UnityVS/Editor/SyntaxTree.VisualStudio.Unity.Messaging.dll.meta +/Assets/UnityVS/Editor/SyntaxTree.VisualStudio.Unity.Bridge.dll +/Assets/UnityVS/Editor/SyntaxTree.VisualStudio.Unity.Bridge.dll.meta +/compilation log.txt +.hg/* diff --git a/Assets/Light2D.meta b/Assets/Light2D.meta new file mode 100644 index 0000000..1393999 --- /dev/null +++ b/Assets/Light2D.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4cbeb3371a2e73d42b5988ff7929599b +folderAsset: yes +timeCreated: 1434827503 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Light2D/Editor.meta b/Assets/Light2D/Editor.meta new file mode 100644 index 0000000..93bc625 --- /dev/null +++ b/Assets/Light2D/Editor.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 8c04b573d6367164f906c888471dab82 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/Light2D/Editor/Light2DMenu.cs b/Assets/Light2D/Editor/Light2DMenu.cs new file mode 100644 index 0000000..620f1e2 --- /dev/null +++ b/Assets/Light2D/Editor/Light2DMenu.cs @@ -0,0 +1,95 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEditor; +using UnityEngine; + +namespace Light2D +{ + public static class Light2DMenu + { + [MenuItem("GameObject/Light2D/Lighting System", false, 6)] + public static void CreateLightingSystem() + { + LightingSystemCreationWindow.CreateWindow(); + } + + [MenuItem("GameObject/Light2D/Light Obstacle", false, 6)] + public static void CreateLightObstacle() + { + var baseObjects = Selection.gameObjects.Select(o => o.GetComponent()).Where(r => r != null).ToList(); + if (baseObjects.Count == 0) + { + Debug.LogError("Can't create light obstacle from selected object. You need to select any object with renderer attached to it to create light obstacle."); + } + + foreach (var gameObj in baseObjects) + { + var name = gameObj.name + " Light Obstacle"; + + var child = gameObj.transform.FindChild(name); + var obstacleObj = child == null ? new GameObject(name) : child.gameObject; + + foreach (var obstacleSprite in obstacleObj.GetComponents()) + Util.Destroy(obstacleSprite); + + obstacleObj.transform.parent = gameObj.transform; + obstacleObj.transform.localPosition = Vector3.zero; + obstacleObj.transform.localRotation = Quaternion.identity; + obstacleObj.transform.localScale = Vector3.one; + + obstacleObj.AddComponent(); + } + } + + [MenuItem("GameObject/Light2D/Light Source", false, 6)] + public static void CreateLightSource() + { + var obj = new GameObject("Light"); + if (LightingSystem.Instance != null) + obj.layer = LightingSystem.Instance.LightSourcesLayer; + var light = obj.AddComponent(); + light.Material = AssetDatabase.LoadAssetAtPath("Assets/Light2D/Materials/Light60Points.mat"); + light.Sprite = Resources.Load("DefaultLight"); + light.Color = new Color(1, 1, 1, 0.5f); + Selection.activeObject = obj; + } + + [MenuItem("GameObject/Light2D/Enable 2DTK Support", false, 6)] + public static void Enable2DToolkitSupport() + { + var targets = (BuildTargetGroup[]) Enum.GetValues(typeof (BuildTargetGroup)); + foreach (var target in targets) + DefineSymbol("LIGHT2D_2DTK", target); + } + + [MenuItem("GameObject/Light2D/Disable 2DTK Support", false, 6)] + public static void Disable2DToolkitSupport() + { + var targets = (BuildTargetGroup[])Enum.GetValues(typeof(BuildTargetGroup)); + foreach (var target in targets) + UndefineSymbol("LIGHT2D_2DTK", target); + } + + public static void DefineSymbol(string symbol, BuildTargetGroup target) + { + UndefineSymbol(symbol, target); + + var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(target); + if (!defines.EndsWith(";")) + defines += ";"; + defines += symbol; + PlayerSettings.SetScriptingDefineSymbolsForGroup(target, defines); + } + + public static void UndefineSymbol(string symbol, BuildTargetGroup target) + { + var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(target); + defines = defines.Replace(symbol + ";", ""); + defines = defines.Replace(";" + symbol, ""); + defines = defines.Replace(symbol, ""); + PlayerSettings.SetScriptingDefineSymbolsForGroup(target, defines); + } + } +} diff --git a/Assets/Light2D/Editor/Light2DMenu.cs.meta b/Assets/Light2D/Editor/Light2DMenu.cs.meta new file mode 100644 index 0000000..0d9c9c9 --- /dev/null +++ b/Assets/Light2D/Editor/Light2DMenu.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ebdbe3567bf79fe4cb574c7f5f7be247 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Editor/LightingSystemCreationWindow.cs b/Assets/Light2D/Editor/LightingSystemCreationWindow.cs new file mode 100644 index 0000000..d0c1659 --- /dev/null +++ b/Assets/Light2D/Editor/LightingSystemCreationWindow.cs @@ -0,0 +1,71 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEditor; +using UnityEngine; + +namespace Light2D +{ + public class LightingSystemCreationWindow : EditorWindow + { + private int _lightObstaclesLayer; + private int _lightSourcesLayer; + private int _ambientLightLayer; + + public static void CreateWindow() + { + var window = GetWindow("Lighting system creation window"); + window.position = new Rect(200, 200, 500, 140); + } + + void OnGUI() + { + if (FindObjectOfType()) + { + GUILayout.Label("WARNING: existing lighting system is found.\nIt is recommended to remove it first, before adding new one.", EditorStyles.boldLabel); + } + + GUILayout.Label("Select layers you wish to use. You could modify them later in created object."); + _lightObstaclesLayer = EditorGUILayout.LayerField("Light Obstacles", _lightObstaclesLayer); + _lightSourcesLayer = EditorGUILayout.LayerField("Light Sources", _lightSourcesLayer); + _ambientLightLayer = EditorGUILayout.LayerField("Ambient Light", _ambientLightLayer); + + if (GUILayout.Button("Create")) + { + var mainCamera = Camera.main; + var lighingSystem = mainCamera.GetComponent() ?? mainCamera.gameObject.AddComponent(); + + var prefab = Resources.Load("Lighting Camera"); + var lightingSystemObj = (GameObject)Instantiate(prefab); + lightingSystemObj.name = lightingSystemObj.name.Replace("(Clone)", ""); + lightingSystemObj.transform.parent = mainCamera.transform; + lightingSystemObj.transform.localPosition = Vector3.zero; + lightingSystemObj.transform.localScale = Vector3.one; + lightingSystemObj.transform.localRotation = Quaternion.identity; + + var config = lightingSystemObj.GetComponent(); + + lighingSystem.LightCamera = lightingSystemObj.GetComponent(); + lighingSystem.AmbientLightComputeMaterial = config.AmbientLightComputeMaterial; + lighingSystem.LightOverlayMaterial = config.LightOverlayMaterial; + lighingSystem.AmbientLightBlurMaterial = lighingSystem.LightSourcesBlurMaterial = config.BlurMaterial; + + DestroyImmediate(config); + + lighingSystem.LightCamera.depth = mainCamera.depth - 1; + + lighingSystem.LightCamera.cullingMask = 1 << _lightSourcesLayer; + + lighingSystem.LightSourcesLayer = _lightSourcesLayer; + lighingSystem.AmbientLightLayer = _ambientLightLayer; + lighingSystem.LightObstaclesLayer = _lightObstaclesLayer; + + mainCamera.cullingMask &= + ~((1 << _lightSourcesLayer) | (1 << _ambientLightLayer) | (1 << _lightObstaclesLayer)); + + Close(); + } + } + } +} diff --git a/Assets/Light2D/Editor/LightingSystemCreationWindow.cs.meta b/Assets/Light2D/Editor/LightingSystemCreationWindow.cs.meta new file mode 100644 index 0000000..811b029 --- /dev/null +++ b/Assets/Light2D/Editor/LightingSystemCreationWindow.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ad2fb8c16fef93e48b8b1174fe1392df +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Editor/LightingSystemEditor.cs b/Assets/Light2D/Editor/LightingSystemEditor.cs new file mode 100644 index 0000000..7a999d7 --- /dev/null +++ b/Assets/Light2D/Editor/LightingSystemEditor.cs @@ -0,0 +1,195 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEditor; +using UnityEngine; + +namespace Light2D +{ + [CustomEditor(typeof(LightingSystem))] + public class LightingSystemEditor : Editor + { + private SerializedProperty _lightPixelSize; + private SerializedProperty _lightCameraSizeAdd; + private SerializedProperty _lightCameraFovAdd; + private SerializedProperty _enableAmbientLight; + private SerializedProperty _blurLightSources; + private SerializedProperty _blurAmbientLight ; + private SerializedProperty _hdr ; + private SerializedProperty _lightObstaclesAntialiasing; + private SerializedProperty _ambientLightComputeMaterial; + private SerializedProperty _lightOverlayMaterial; + private SerializedProperty _lightSourcesBlurMaterial; + private SerializedProperty _ambientLightBlurMaterial; + private SerializedProperty _lightCamera; + private SerializedProperty _lightSourcesLayer; + private SerializedProperty _ambientLightLayer; + private SerializedProperty _lightObstaclesLayer; + private SerializedProperty _lightObstaclesDistance; + private SerializedProperty _lightTexturesFilterMode; + private SerializedProperty _enableNormalMapping; + private SerializedProperty _affectOnlyThisCamera; +#if LIGHT2D_2DTK + private float _old2dtkCamSize; + private DateTime _sizeChangeTime; +#endif + + void OnEnable() + { + _lightPixelSize = serializedObject.FindProperty("LightPixelSize"); + _lightCameraSizeAdd = serializedObject.FindProperty("LightCameraSizeAdd"); + _lightCameraFovAdd = serializedObject.FindProperty("LightCameraFovAdd"); + _enableAmbientLight = serializedObject.FindProperty("EnableAmbientLight"); + _blurLightSources = serializedObject.FindProperty("BlurLightSources"); + _blurAmbientLight = serializedObject.FindProperty("BlurAmbientLight"); + _hdr = serializedObject.FindProperty("HDR"); + _lightObstaclesAntialiasing = serializedObject.FindProperty("LightObstaclesAntialiasing"); + _ambientLightComputeMaterial = serializedObject.FindProperty("AmbientLightComputeMaterial"); + _lightOverlayMaterial = serializedObject.FindProperty("LightOverlayMaterial"); + _lightSourcesBlurMaterial = serializedObject.FindProperty("LightSourcesBlurMaterial"); + _ambientLightBlurMaterial = serializedObject.FindProperty("AmbientLightBlurMaterial"); + _lightCamera = serializedObject.FindProperty("LightCamera"); + _lightSourcesLayer = serializedObject.FindProperty("LightSourcesLayer"); + _ambientLightLayer = serializedObject.FindProperty("AmbientLightLayer"); + _lightObstaclesLayer = serializedObject.FindProperty("LightObstaclesLayer"); + _lightObstaclesDistance = serializedObject.FindProperty("LightObstaclesDistance"); + _lightTexturesFilterMode = serializedObject.FindProperty("LightTexturesFilterMode"); + _enableNormalMapping = serializedObject.FindProperty("EnableNormalMapping"); + _affectOnlyThisCamera = serializedObject.FindProperty("AffectOnlyThisCamera"); + } + + public override void OnInspectorGUI() + { + // Update the serializedProperty - always do this in the beginning of OnInspectorGUI. + serializedObject.Update(); + + if (Application.isPlaying) + GUI.enabled = false; + + var lightingSystem = (LightingSystem)target; + var cam = lightingSystem.GetComponent(); + bool isMobileTarget = EditorUserBuildSettings.activeBuildTarget == BuildTarget.iOS || + EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android; + + if (cam == null) + { + EditorGUILayout.LabelField("WARNING: No attached camera found."); + } + + EditorGUILayout.PropertyField(_lightPixelSize, new GUIContent("Light Pixel Size")); + + bool sizeChanged = false; +#if LIGHT2D_2DTK + var tk2dCamera = lightingSystem.GetComponent(); + var tk2dCamSize = tk2dCamera == null + ? (cam == null ? 0 : cam.orthographicSize) + : tk2dCamera.ScreenExtents.yMax; + var currSizeChanged = !Mathf.Approximately(tk2dCamSize, _old2dtkCamSize); + _old2dtkCamSize = tk2dCamSize; + if (currSizeChanged) _sizeChangeTime = DateTime.Now; + sizeChanged = (DateTime.Now - _sizeChangeTime).TotalSeconds < 0.2f; +#endif + if (cam != null) + { + float size; + if (cam.orthographic) + { +#if LIGHT2D_2DTK + float zoom = (tk2dCamera == null ? 1 : tk2dCamera.ZoomFactor); + size = (cam.orthographicSize*zoom + _lightCameraSizeAdd.floatValue) * 2f; +#else + size = (cam.orthographicSize + _lightCameraSizeAdd.floatValue)*2f; +#endif + } + else + { + var halfFov = (cam.fieldOfView + _lightCameraFovAdd.floatValue)*Mathf.Deg2Rad/2f; + size = Mathf.Tan(halfFov)*_lightObstaclesDistance.floatValue*2; + } + if (!Application.isPlaying) + { + + int lightTextureHeight = Mathf.RoundToInt(size/_lightPixelSize.floatValue); + var oldSize = lightTextureHeight; + lightTextureHeight = EditorGUILayout.IntField("Light Texture Height", lightTextureHeight); + if (lightTextureHeight%2 != 0) + lightTextureHeight++; + if (lightTextureHeight < 16) + { + if (lightTextureHeight < 8) + lightTextureHeight = 8; + EditorGUILayout.LabelField("WARNING: Light Texture Height is too small."); + EditorGUILayout.LabelField(" 50-200 (mobile) and 200-1000 (pc) is recommended."); + } + if (lightTextureHeight > (isMobileTarget ? 200 : 1000)) + { + if (lightTextureHeight > 2048) + lightTextureHeight = 2048; + EditorGUILayout.LabelField("WARNING: Light Texture Height is too big."); + EditorGUILayout.LabelField(" 50-200 (mobile) and 200-1000 (pc) is recommended."); + } + if (oldSize != lightTextureHeight && !sizeChanged) + { + _lightPixelSize.floatValue = size/lightTextureHeight; + } + } + } + + if (cam == null || cam.orthographic) + { + EditorGUILayout.PropertyField(_lightCameraSizeAdd, new GUIContent("Light Camera Size Add")); + } + else + { + EditorGUILayout.PropertyField(_lightCameraFovAdd, new GUIContent("Light Camera Fov Add")); + EditorGUILayout.PropertyField(_lightObstaclesDistance, new GUIContent("Camera To Light Obstacles Distance")); + } + + EditorGUILayout.PropertyField(_hdr, new GUIContent("64 Bit Color")); + EditorGUILayout.PropertyField(_lightObstaclesAntialiasing, new GUIContent("Light Obstacles Antialiasing")); + EditorGUILayout.PropertyField(_enableNormalMapping, new GUIContent("Normal Mapping")); + if (_enableNormalMapping.boolValue && isMobileTarget) + { + EditorGUILayout.LabelField("WARNING: Normal mapping is not supported on mobiles."); + } + EditorGUILayout.PropertyField(_affectOnlyThisCamera, new GUIContent("Affect Only This Camera")); + _lightTexturesFilterMode.enumValueIndex = (int)(FilterMode)EditorGUILayout.EnumPopup( + "Texture Filtering", (FilterMode)_lightTexturesFilterMode.enumValueIndex); + + EditorGUILayout.PropertyField(_blurLightSources, new GUIContent("Blur Light Sources")); + if (_blurLightSources.boolValue && _enableNormalMapping.boolValue) + { + EditorGUILayout.LabelField(" Blurring light sources with normal mapping enabled\n"); + EditorGUILayout.LabelField(" could significantly reduce lighting quality."); + } + + bool normalGuiEnableState = GUI.enabled; + if (!_blurLightSources.boolValue) + GUI.enabled = false; + EditorGUILayout.PropertyField(_lightSourcesBlurMaterial, new GUIContent(" Light Sources Blur Material")); + GUI.enabled = normalGuiEnableState; + + EditorGUILayout.PropertyField(_enableAmbientLight, new GUIContent("Enable Ambient Light")); + if (!_enableAmbientLight.boolValue) + GUI.enabled = false; + EditorGUILayout.PropertyField(_blurAmbientLight, new GUIContent(" Blur Ambient Light")); + var oldEnabled = GUI.enabled; + if (!_blurAmbientLight.boolValue) + GUI.enabled = false; + EditorGUILayout.PropertyField(_ambientLightBlurMaterial, new GUIContent(" Ambient Light Blur Material")); + GUI.enabled = oldEnabled; + EditorGUILayout.PropertyField(_ambientLightComputeMaterial, new GUIContent(" Ambient Light Compute Material")); + GUI.enabled = normalGuiEnableState; + + EditorGUILayout.PropertyField(_lightOverlayMaterial, new GUIContent("Light Overlay Material")); + EditorGUILayout.PropertyField(_lightCamera, new GUIContent("Lighting Camera")); + _lightSourcesLayer.intValue = EditorGUILayout.LayerField(new GUIContent("Light Sources Layer"), _lightSourcesLayer.intValue); + _lightObstaclesLayer.intValue = EditorGUILayout.LayerField(new GUIContent("Light Obstacles Layer"), _lightObstaclesLayer.intValue); + _ambientLightLayer.intValue = EditorGUILayout.LayerField(new GUIContent("Ambient Light Layer"), _ambientLightLayer.intValue); + + // Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI. + serializedObject.ApplyModifiedProperties(); + } + } +} diff --git a/Assets/Light2D/Editor/LightingSystemEditor.cs.meta b/Assets/Light2D/Editor/LightingSystemEditor.cs.meta new file mode 100644 index 0000000..c7e2682 --- /dev/null +++ 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b/Assets/Light2D/Examples/Editor/BlockTilingInfoDrawer.cs @@ -0,0 +1,34 @@ +//C# Example + +using UnityEngine; +using UnityEditor; +using System.Collections; + +//namespace Light2D.Examples +//{ +// [CustomPropertyDrawer(typeof (BlockSetProfile.BlockTilingInfo))] +// internal class BlockTilingInfoDrawer : PropertyDrawer +// { +// public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) +// { +// label.text = ""; +// label = EditorGUI.BeginProperty(position, label, property); +// var contentPosition = EditorGUI.PrefixLabel(position, label); +// EditorGUIUtility.labelWidth = 12f; +// contentPosition.width = 25f; +// EditorGUI.indentLevel = 0; +// EditorGUI.PropertyField(contentPosition, property.FindPropertyRelative("T")); +// contentPosition.x += contentPosition.width + 8; +// EditorGUI.PropertyField(contentPosition, property.FindPropertyRelative("L")); +// contentPosition.x += contentPosition.width + 8; +// EditorGUI.PropertyField(contentPosition, property.FindPropertyRelative("B")); +// contentPosition.x += contentPosition.width + 8; +// EditorGUI.PropertyField(contentPosition, property.FindPropertyRelative("R")); +// contentPosition.x += contentPosition.width + 16; +// EditorGUIUtility.labelWidth = 40f; +// contentPosition.width = 240; +// EditorGUI.PropertyField(contentPosition, property.FindPropertyRelative("Sprite")); +// EditorGUI.EndProperty(); +// } +// } +//} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Editor/BlockTilingInfoDrawer.cs.meta b/Assets/Light2D/Examples/Editor/BlockTilingInfoDrawer.cs.meta new file mode 100644 index 0000000..2c4f6a9 --- /dev/null +++ b/Assets/Light2D/Examples/Editor/BlockTilingInfoDrawer.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7ca1d63d5d62b4840bb1d3400dd834eb +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Editor/EditorCameraWindow.cs b/Assets/Light2D/Examples/Editor/EditorCameraWindow.cs new file mode 100644 index 0000000..3b2dee0 --- /dev/null +++ b/Assets/Light2D/Examples/Editor/EditorCameraWindow.cs @@ -0,0 +1,27 @@ +using UnityEngine; +using UnityEditor; + +public class EditorCameraWindow : EditorWindow +{ + string myString = "Hello World"; + bool groupEnabled; + bool myBool = true; + float myFloat = 1.23f; + + [MenuItem("Window/Editor Camera Settings")] + static void Init() + { + var window = GetWindow(); + } + + void OnGUI() + { + GUILayout.Label("Base Settings", EditorStyles.boldLabel); + myString = EditorGUILayout.TextField("Text Field", myString); + + groupEnabled = EditorGUILayout.BeginToggleGroup("Optional Settings", groupEnabled); + myBool = EditorGUILayout.Toggle("Toggle", myBool); + myFloat = EditorGUILayout.Slider("Slider", myFloat, -3, 3); + EditorGUILayout.EndToggleGroup(); + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Editor/EditorCameraWindow.cs.meta b/Assets/Light2D/Examples/Editor/EditorCameraWindow.cs.meta new file mode 100644 index 0000000..b792e88 --- /dev/null +++ b/Assets/Light2D/Examples/Editor/EditorCameraWindow.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d8b0299b5adb3ed478ab06a8800c3b44 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Editor/HingeAutoRotatorEditor.cs b/Assets/Light2D/Examples/Editor/HingeAutoRotatorEditor.cs new file mode 100644 index 0000000..360d069 --- /dev/null +++ b/Assets/Light2D/Examples/Editor/HingeAutoRotatorEditor.cs @@ -0,0 +1,26 @@ +using UnityEngine; +using System.Collections; +using UnityEditor; + +namespace Light2D.Examples +{ + [CustomEditor(typeof (HingeAutoRotator))] + [CanEditMultipleObjects] + public class HingeAutoRotatorEditor : Editor + { + public override void OnInspectorGUI() + { + if (targets.Length == 1) + { + var myScript = (HingeAutoRotator) target; + var connBody = myScript.Joint == null ? null : myScript.Joint.connectedBody; + + GUI.enabled = false; + EditorGUILayout.ObjectField("Connected body", connBody, typeof (Rigidbody2D), true); + GUI.enabled = true; + } + + DrawDefaultInspector(); + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Editor/HingeAutoRotatorEditor.cs.meta b/Assets/Light2D/Examples/Editor/HingeAutoRotatorEditor.cs.meta new file mode 100644 index 0000000..005a6de --- /dev/null +++ b/Assets/Light2D/Examples/Editor/HingeAutoRotatorEditor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 97b066a1eca17414a957ce2bfe03bde9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Editor/HingeJointUtil.cs b/Assets/Light2D/Examples/Editor/HingeJointUtil.cs new file mode 100644 index 0000000..f81dd7f --- /dev/null +++ b/Assets/Light2D/Examples/Editor/HingeJointUtil.cs @@ -0,0 +1,15 @@ +using System.Linq; +using UnityEngine; +using System.Collections; +using UnityEditor; + +public class HingeJointUtil : MonoBehaviour +{ + [MenuItem("CONTEXT/HingeJoint2D/Anchor To Conn Acnchor")] + private static void AnchorToConnAnchor(MenuCommand menuCommand) + { + var joint = (HingeJoint2D) menuCommand.context; + var worldAnchor = joint.connectedBody.transform.TransformPoint(joint.connectedAnchor); + joint.anchor = joint.transform.InverseTransformPoint(worldAnchor); + } +} diff --git a/Assets/Light2D/Examples/Editor/HingeJointUtil.cs.meta b/Assets/Light2D/Examples/Editor/HingeJointUtil.cs.meta new file mode 100644 index 0000000..b14333b --- /dev/null +++ b/Assets/Light2D/Examples/Editor/HingeJointUtil.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4375f861b0307a54fbca08ebd703382c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Editor/LandingLegEditor.cs b/Assets/Light2D/Examples/Editor/LandingLegEditor.cs new file mode 100644 index 0000000..bd7a912 --- /dev/null +++ b/Assets/Light2D/Examples/Editor/LandingLegEditor.cs @@ -0,0 +1,27 @@ +using UnityEngine; +using System.Collections; +using UnityEditor; + +namespace Light2D.Examples +{ + [CustomEditor(typeof (LandingLeg))] + [CanEditMultipleObjects] + public class LandingLegEditor : Editor + { + public override void OnInspectorGUI() + { + if (targets.Length == 1) + { + var myScript = (LandingLeg) target; + var joint = myScript.AutoRotator == null ? null : myScript.AutoRotator.Joint; + var connBody = joint == null ? null : joint.connectedBody; + + GUI.enabled = false; + EditorGUILayout.ObjectField("Connected body", connBody, typeof (Rigidbody2D), true); + GUI.enabled = true; + } + + DrawDefaultInspector(); + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Editor/LandingLegEditor.cs.meta b/Assets/Light2D/Examples/Editor/LandingLegEditor.cs.meta new file mode 100644 index 0000000..67005bd --- /dev/null +++ b/Assets/Light2D/Examples/Editor/LandingLegEditor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 48a0c986a51fb0e45b6a46f1d9a00d2e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Editor/Point2Drawer.cs b/Assets/Light2D/Examples/Editor/Point2Drawer.cs new file mode 100644 index 0000000..09fb6b1 --- /dev/null +++ b/Assets/Light2D/Examples/Editor/Point2Drawer.cs @@ -0,0 +1,25 @@ +//C# Example + +using UnityEngine; +using UnityEditor; +using System.Collections; + +namespace Light2D +{ + [CustomPropertyDrawer(typeof (Point2))] + internal class Point2Drawer : PropertyDrawer + { + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + label = EditorGUI.BeginProperty(position, label, property); + Rect contentPosition = EditorGUI.PrefixLabel(position, label); + EditorGUIUtility.labelWidth = 12f; + contentPosition.width = 94f; + EditorGUI.indentLevel = 0; + EditorGUI.PropertyField(contentPosition, property.FindPropertyRelative("x"), new GUIContent("X")); + contentPosition.x += contentPosition.width + 2; + EditorGUI.PropertyField(contentPosition, property.FindPropertyRelative("y"), new GUIContent("Y")); + EditorGUI.EndProperty(); + } + } +} diff --git a/Assets/Light2D/Examples/Editor/Point2Drawer.cs.meta b/Assets/Light2D/Examples/Editor/Point2Drawer.cs.meta new file mode 100644 index 0000000..022bdc0 --- /dev/null +++ b/Assets/Light2D/Examples/Editor/Point2Drawer.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 82418cd3daf6f2143a6956f761cd7fd6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Editor/ReadOnlyDrawer.cs b/Assets/Light2D/Examples/Editor/ReadOnlyDrawer.cs new file mode 100644 index 0000000..e42265b --- /dev/null +++ b/Assets/Light2D/Examples/Editor/ReadOnlyDrawer.cs @@ -0,0 +1,25 @@ +using UnityEditor; +using UnityEngine; +using System.Collections; + +namespace Light2D.Examples +{ + [CustomPropertyDrawer(typeof (ReadOnlyAttribute))] + public class ReadOnlyDrawer : PropertyDrawer + { + public override float GetPropertyHeight(SerializedProperty property, + GUIContent label) + { + return EditorGUI.GetPropertyHeight(property, label, true); + } + + public override void OnGUI(Rect position, + SerializedProperty property, + GUIContent label) + { + GUI.enabled = false; + EditorGUI.PropertyField(position, property, label, true); + GUI.enabled = true; + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Editor/ReadOnlyDrawer.cs.meta b/Assets/Light2D/Examples/Editor/ReadOnlyDrawer.cs.meta new file mode 100644 index 0000000..54ebb7e --- /dev/null +++ b/Assets/Light2D/Examples/Editor/ReadOnlyDrawer.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fdaeb1b76be3e574880a040f02541392 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Editor/ScriptableObjectCreatorWindow.cs b/Assets/Light2D/Examples/Editor/ScriptableObjectCreatorWindow.cs new file mode 100644 index 0000000..d79ca06 --- /dev/null +++ b/Assets/Light2D/Examples/Editor/ScriptableObjectCreatorWindow.cs @@ -0,0 +1,61 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Text; +using UnityEditor; +using UnityEngine; + + +internal class ScriptableObjectCreatorWindow : EditorWindow +{ + private string _className = ""; + + // Add menu named "My Window" to the Window menu + [MenuItem("Window/Scriptable Object Creator")] + private static void Init() + { + // Get existing open window or if none, make a new one: + var window = (ScriptableObjectCreatorWindow) EditorWindow.GetWindow(typeof (ScriptableObjectCreatorWindow)); + } + + private void OnGUI() + { + _className = EditorGUILayout.TextField("Class Name", _className); + + if (GUILayout.Button("Create")) + { + CreateAsset(_className); + } + } + + /// + // This makes it easy to create, name and place unique new ScriptableObject asset files. + /// + public static void CreateAsset(string type) + { + var asset = ScriptableObject.CreateInstance(type); + + string path = AssetDatabase.GetAssetPath(Selection.activeObject); + if (path == "") + { + path = "Assets"; + } + else if (Path.GetExtension(path) != "") + { + path = path.Replace(Path.GetFileName(AssetDatabase.GetAssetPath(Selection.activeObject)), ""); + } + + Debug.Log(path + "/" + type + ".asset"); + + string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(path + "/" + type + ".asset"); + + AssetDatabase.CreateAsset(asset, assetPathAndName); + + AssetDatabase.SaveAssets(); + AssetDatabase.Refresh(); + EditorUtility.FocusProjectWindow(); + Selection.activeObject = asset; + } +} + diff --git a/Assets/Light2D/Examples/Editor/ScriptableObjectCreatorWindow.cs.meta b/Assets/Light2D/Examples/Editor/ScriptableObjectCreatorWindow.cs.meta new file mode 100644 index 0000000..0f850ef --- /dev/null +++ b/Assets/Light2D/Examples/Editor/ScriptableObjectCreatorWindow.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ca142a7c9b188174b8abfa435ac4b3af +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Images.meta b/Assets/Light2D/Examples/Images.meta new file mode 100644 index 0000000..add9249 --- /dev/null +++ b/Assets/Light2D/Examples/Images.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 0c5a15ce111daf74289a62d666160ba2 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/Light2D/Examples/Images/Castle.meta b/Assets/Light2D/Examples/Images/Castle.meta new file mode 100644 index 0000000..0cc7c18 --- /dev/null +++ b/Assets/Light2D/Examples/Images/Castle.meta @@ -0,0 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externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + seamlessCubemap: 0 + textureFormat: 5 + maxTextureSize: 1024 + textureSettings: + filterMode: 2 + aniso: 4 + mipBias: -1 + wrapMode: 0 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 0 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 256 + alphaIsTransparency: 1 + textureType: 5 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: Castle + userData: diff --git a/Assets/Light2D/Examples/Images/Castle/BackgroundWall_Normal.png b/Assets/Light2D/Examples/Images/Castle/BackgroundWall_Normal.png new file mode 100644 index 0000000..92cd1dc Binary files /dev/null and b/Assets/Light2D/Examples/Images/Castle/BackgroundWall_Normal.png differ diff --git a/Assets/Light2D/Examples/Images/Castle/BackgroundWall_Normal.png.meta 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0, w: 0} + spritePixelsToUnits: 100 + alphaIsTransparency: 0 + textureType: 1 + buildTargetSettings: [] + spriteSheet: + sprites: [] + spritePackingTag: + userData: diff --git a/Assets/Light2D/Examples/Images/Castle/BatAnimationFrames.png b/Assets/Light2D/Examples/Images/Castle/BatAnimationFrames.png new file mode 100644 index 0000000..223aa2d Binary files /dev/null and b/Assets/Light2D/Examples/Images/Castle/BatAnimationFrames.png differ diff --git a/Assets/Light2D/Examples/Images/Castle/BatAnimationFrames.png.meta b/Assets/Light2D/Examples/Images/Castle/BatAnimationFrames.png.meta new file mode 100644 index 0000000..e8d9313 --- /dev/null +++ b/Assets/Light2D/Examples/Images/Castle/BatAnimationFrames.png.meta @@ -0,0 +1,95 @@ +fileFormatVersion: 2 +guid: 2702b067a2561864bb336a27444fbacc +TextureImporter: + fileIDToRecycleName: + 21300000: Bat_0 + 21300002: Bat_1 + 21300004: Bat_2 + 21300006: Bat_3 + 21300008: BatAnimationFrames_0 + 21300010: BatAnimationFrames_1 + 21300012: BatAnimationFrames_2 + 21300014: BatAnimationFrames_3 + serializedVersion: 2 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + linearTexture: 0 + correctGamma: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: .25 + normalMapFilter: 0 + isReadable: 0 + grayScaleToAlpha: 0 + generateCubemap: 0 + seamlessCubemap: 0 + textureFormat: -3 + maxTextureSize: 256 + textureSettings: + filterMode: -1 + aniso: 16 + mipBias: -1 + wrapMode: 1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 2 + spriteExtrude: 1 + spriteMeshType: 0 + alignment: 0 + spritePivot: {x: .5, y: .5} + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spritePixelsToUnits: 300 + alphaIsTransparency: 1 + textureType: 5 + buildTargetSettings: [] + spriteSheet: + sprites: + - name: BatAnimationFrames_0 + rect: + serializedVersion: 2 + x: 0 + y: 140 + width: 253 + height: 140 + alignment: 0 + pivot: {x: .5, y: .5} + border: {x: 0, y: 0, z: 0, w: 0} + - name: BatAnimationFrames_1 + rect: + serializedVersion: 2 + x: 253 + y: 140 + width: 253 + height: 140 + alignment: 0 + pivot: {x: .5, y: .5} + border: {x: 0, y: 0, z: 0, w: 0} + - name: BatAnimationFrames_2 + rect: + serializedVersion: 2 + x: 0 + y: 0 + width: 253 + height: 140 + alignment: 0 + pivot: {x: .5, y: .5} + border: {x: 0, y: 0, z: 0, w: 0} + - name: BatAnimationFrames_3 + rect: + serializedVersion: 2 + x: 253 + y: 0 + width: 253 + height: 140 + alignment: 0 + pivot: {x: .5, y: .5} + border: {x: 0, y: 0, z: 0, w: 0} + spritePackingTag: Castle + userData: diff --git a/Assets/Light2D/Examples/Images/Castle/BatSleeping.png b/Assets/Light2D/Examples/Images/Castle/BatSleeping.png new file mode 100644 index 0000000..78043ff Binary files /dev/null and b/Assets/Light2D/Examples/Images/Castle/BatSleeping.png differ diff --git a/Assets/Light2D/Examples/Images/Castle/BatSleeping.png.meta 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fragment frag + #include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + half2 texcoord : TEXCOORD0; + }; + + v2f vert(appdata_t IN) + { + v2f OUT; + OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex); + OUT.texcoord = IN.texcoord; + return OUT; + } + + sampler2D _MainTex; + + fixed4 frag(v2f IN) : SV_Target + { + fixed4 c = tex2D(_MainTex, IN.texcoord); + c.rgb *= c.a; + return c; + } + ENDCG + } + } +} diff --git a/Assets/Light2D/Examples/Resources/Shaders/AlphaBlended.shader.meta b/Assets/Light2D/Examples/Resources/Shaders/AlphaBlended.shader.meta new file mode 100644 index 0000000..15facb4 --- /dev/null +++ b/Assets/Light2D/Examples/Resources/Shaders/AlphaBlended.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: eb3d1e4db89970a449ed0d8e9bc1e628 +timeCreated: 1454337329 +licenseType: Free +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Light2D/Examples/Resources/Shaders/Noise.cginc b/Assets/Light2D/Examples/Resources/Shaders/Noise.cginc new file mode 100644 index 0000000..f647964 --- /dev/null +++ b/Assets/Light2D/Examples/Resources/Shaders/Noise.cginc @@ -0,0 +1,48 @@ +#ifndef __noise_hlsl_ +#define __noise_hlsl_ + +// hash based 3d value noise +// function taken from [url]https://www.shadertoy.com/view/XslGRr[/url] +// Created by inigo quilez - iq/2013 +// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. + +// ported from GLSL to HLSL + +float hash(float n) +{ + return frac(sin(n)*43758.5453); +} + +float noise(float3 x) +{ + // The noise function returns a value in the range -1.0f -> 1.0f + + float3 p = floor(x); + float3 f = frac(x); + + f = f*f*(3.0-2.0*f); + float n = p.x + p.y*57.0 + 113.0*p.z; + + return lerp(lerp(lerp( hash(n+0.0), hash(n+1.0),f.x), + lerp( hash(n+57.0), hash(n+58.0),f.x),f.y), + lerp(lerp( hash(n+113.0), hash(n+114.0),f.x), + lerp( hash(n+170.0), hash(n+171.0),f.x),f.y),f.z); +} + +float noise(float2 x) +{ + // The noise function returns a value in the range -1.0f -> 1.0f + + float2 p = floor(x); + float2 f = frac(x); + + f = f*f*(3.0-2.0*f); + float n = p.x + p.y*57.0; + + return lerp( + lerp(hash(n+0.0), hash(n+1.0), f.x), + lerp(hash(n+57.0), hash(n+58.0), f.x), f.y); +} + +#endif + diff --git a/Assets/Light2D/Examples/Resources/Shaders/Noise.cginc.meta b/Assets/Light2D/Examples/Resources/Shaders/Noise.cginc.meta new file mode 100644 index 0000000..f16030f --- /dev/null +++ b/Assets/Light2D/Examples/Resources/Shaders/Noise.cginc.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 5048e37bac284694ea034464a6431d52 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Examples/Resources/Shaders/TransparentVertexColor.shader b/Assets/Light2D/Examples/Resources/Shaders/TransparentVertexColor.shader new file mode 100644 index 0000000..5512c69 --- /dev/null +++ b/Assets/Light2D/Examples/Resources/Shaders/TransparentVertexColor.shader @@ -0,0 +1,43 @@ +Shader "Light2D/Rocket Example/Transparent Vertex Color" { +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + + LOD 100 + ZWrite Off + Lighting Off + Cull Off + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + }; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.color = v.color; + return o; + } + + fixed4 frag (v2f i) : COLOR + { + return i.color; + } + ENDCG + } +} + +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Resources/Shaders/TransparentVertexColor.shader.meta b/Assets/Light2D/Examples/Resources/Shaders/TransparentVertexColor.shader.meta new file mode 100644 index 0000000..91c66e5 --- 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userData: diff --git a/Assets/Light2D/Examples/Scripts.meta b/Assets/Light2D/Examples/Scripts.meta new file mode 100644 index 0000000..6d22ca0 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: b116d3e6b2990ae468068b5271780c30 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/Light2D/Examples/Scripts/Bat.cs b/Assets/Light2D/Examples/Scripts/Bat.cs new file mode 100644 index 0000000..0521fd5 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/Bat.cs @@ -0,0 +1,50 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace Light2D.Examples +{ + public class Bat : MonoBehaviour + { + public Rect FlyRect; + public float MoveSpeed; + public float RotationLerpFactor; + private Vector2 _flyTarget; + private const float _targetSqDist = 1*1; + + void OnEnable() + { + FindNewFlyTarget(); + } + + void Update() + { + var pos = transform.position; + var rot = transform.rotation; + + while (((Vector2) pos - _flyTarget).sqrMagnitude < _targetSqDist) + FindNewFlyTarget(); + + var direction = rot*new Vector3(0, 1, 0); + var targetRot = Quaternion.Euler(0, 0, (_flyTarget - (Vector2)pos).AngleZ()); + transform.rotation = Quaternion.Lerp(rot, targetRot, RotationLerpFactor*Time.deltaTime); + + transform.position = pos + direction*MoveSpeed*Time.deltaTime; + } + + void FindNewFlyTarget() + { + var x = Random.Range(FlyRect.xMin, FlyRect.xMax); + var y = Random.Range(FlyRect.yMin, FlyRect.yMax); + _flyTarget = new Vector2(x, y); + } + + void OnDrawGizmosSelected() + { + Gizmos.DrawWireCube(FlyRect.center, FlyRect.size); + } + } +} diff --git a/Assets/Light2D/Examples/Scripts/Bat.cs.meta b/Assets/Light2D/Examples/Scripts/Bat.cs.meta new file mode 100644 index 0000000..451061b --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/Bat.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 12a098c74b76020468e72754effe30ea +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/BlockSetProfile.cs b/Assets/Light2D/Examples/Scripts/BlockSetProfile.cs new file mode 100644 index 0000000..ceca497 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/BlockSetProfile.cs @@ -0,0 +1,70 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + +namespace Light2D.Examples +{ + public class BlockSetProfile : ScriptableObject + { + public enum BlockType + { + Empty, + BackgroundWall, + CollidingWall, + } + + [Serializable] + public class BlockInfo + { + public string Name; + public float MinNoise; + public float MaxNoise; + public BlockType BlockType; + public int Weight = 1; + public Color LightEmission = new Color(0, 0, 0, 0); + public Color LightAbsorption = new Color(0, 0, 0, 0); + public float AditionalObjectProbability; + public GameObject AditionalObjectPrefab; + public Sprite[] SpriteInfo = new Sprite[0]; + } + + //[Serializable] + //public class BlockTilingInfo + //{ + // public bool T, L, B, R; + // public Sprite Sprite; + + // public int Compact + // { + // get { return (T ? 1 : 0) + (R ? 2 : 0) + (B ? 4 : 0) + (L ? 8 : 0); } + // } + //} + + public float FirstNoiseScale = 0.02f; + public float SecondNoiseScale = 0.2f; + public float SecondNoiseMul = 0.075f; + public List BlockInfos = new List(); + + //[ContextMenu("Fix sprite infos")] + //private void FixSpriteInfos() + //{ + // foreach (var blockInfo in BlockInfos) + // { + // if (blockInfo.SpriteInfo.Length == 0) + // { + // blockInfo.SpriteInfo = new BlockTilingInfo[16]; + // for (int i = 0; i < blockInfo.SpriteInfo.Length; i++) + // { + // var si = blockInfo.SpriteInfo[i] = new BlockTilingInfo(); + // si.R = (i & 1) != 0; + // si.B = (i & 2) != 0; + // si.L = (i & 4) != 0; + // si.T = (i & 8) != 0; + // } + // } + // } + //} + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Scripts/BlockSetProfile.cs.meta b/Assets/Light2D/Examples/Scripts/BlockSetProfile.cs.meta new file mode 100644 index 0000000..2b752a1 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/BlockSetProfile.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5085fc8473f8bc647a12fbddd2b7b95e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/ButtonHelper.cs b/Assets/Light2D/Examples/Scripts/ButtonHelper.cs new file mode 100644 index 0000000..500e6cf --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/ButtonHelper.cs @@ -0,0 +1,24 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; +using UnityEngine.EventSystems; + +namespace Light2D.Examples +{ + public class ButtonHelper : MonoBehaviour, IPointerDownHandler, IPointerUpHandler + { + public bool IsPressed { get; private set; } + + public void OnPointerDown(PointerEventData eventData) + { + IsPressed = true; + } + + public void OnPointerUp(PointerEventData eventData) + { + IsPressed = false; + } + } +} diff --git a/Assets/Light2D/Examples/Scripts/ButtonHelper.cs.meta b/Assets/Light2D/Examples/Scripts/ButtonHelper.cs.meta new file mode 100644 index 0000000..1974517 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/ButtonHelper.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4dca10cf8541346439f836a8a081c711 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/CameraFollower.cs b/Assets/Light2D/Examples/Scripts/CameraFollower.cs new file mode 100644 index 0000000..16d271a --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/CameraFollower.cs @@ -0,0 +1,69 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + + +namespace Light2D.Examples +{ + public class CameraFollower : MonoBehaviour + { + public Rigidbody2D Followed; + public float CameraPositionLerp = 0.02f; + public float VelocityMul = 1; + public float VelocitySmoothnessLerp = 0.9f; + public float MinAccountedSpeed = 10; + public float CamBordersMul = 0.8f; + public float InstantJumpDistance = 50; + private Transform _cameraTransform; + private Vector2 _smoothVelocity; + private Camera _camera; + + private void OnEnable() + { + _camera = Camera.main; + _cameraTransform = _camera.transform; + _cameraTransform.position = _cameraTransform.position.WithXY(Followed.position); + } + + private void Start() + { + _cameraTransform.position = _cameraTransform.position.WithXY(Followed.position); + } + + private void Update() + { + if (Followed != null) + { + var camPos = _cameraTransform.position; + var followedPos = Followed.position; + + var vel = Followed.velocity.sqrMagnitude > MinAccountedSpeed*MinAccountedSpeed + ? Followed.velocity + : Vector2.zero; + _smoothVelocity = Vector2.Lerp(vel, _smoothVelocity, VelocitySmoothnessLerp); + + var camTargetPos = followedPos + _smoothVelocity*VelocityMul; + var camHalfWidth = _camera.orthographicSize*_camera.aspect*CamBordersMul; + var camHalfHeight = _camera.orthographicSize*CamBordersMul; + var followedDir = followedPos - camTargetPos; + + if (followedDir.x > camHalfWidth) + camTargetPos.x = followedPos.x - camHalfWidth; + if (followedDir.x < -camHalfWidth) + camTargetPos.x = followedPos.x + camHalfWidth; + if (followedDir.y > camHalfHeight) + camTargetPos.y = followedPos.y - camHalfHeight; + if (followedDir.y < -camHalfHeight) + camTargetPos.y = followedPos.y + camHalfHeight; + + var pos = (followedPos - (Vector2) camPos).sqrMagnitude < InstantJumpDistance*InstantJumpDistance + ? Vector2.Lerp(camPos, camTargetPos, CameraPositionLerp*Time.deltaTime) + : followedPos; + + _cameraTransform.position = camPos.WithXY(pos); + } + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Scripts/CameraFollower.cs.meta b/Assets/Light2D/Examples/Scripts/CameraFollower.cs.meta new file mode 100644 index 0000000..f700149 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/CameraFollower.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7bad1791fef3def4ab5c2bc85cbf4ee2 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/ColorTweener.cs b/Assets/Light2D/Examples/Scripts/ColorTweener.cs new file mode 100644 index 0000000..9669411 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/ColorTweener.cs @@ -0,0 +1,43 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace Light2D.Examples +{ + public class ColorTweener : MonoBehaviour + { + public float TweenInterval = 2.5f; + public float ColorMul = 2; + private SpriteRenderer _spriteRenderer; + private float _timer; + private Color _targetColor; + private Color _startColor; + + void OnEnable() + { + _spriteRenderer = GetComponent(); + } + + void Update() + { + if (_spriteRenderer == null) + return; + + _timer -= Time.deltaTime; + + if (_timer <= 0) + { + _timer = TweenInterval; + _startColor = _spriteRenderer.color; + _targetColor = new Vector4( + Mathf.Clamp01(Random.value*ColorMul), Mathf.Clamp01(Random.value*ColorMul), + Mathf.Clamp01(Random.value*ColorMul), Mathf.Clamp01(Random.value*ColorMul)); + } + + _spriteRenderer.color = Color.Lerp(_startColor, _targetColor, 1 - _timer/TweenInterval); + } + } +} diff --git a/Assets/Light2D/Examples/Scripts/ColorTweener.cs.meta b/Assets/Light2D/Examples/Scripts/ColorTweener.cs.meta new file mode 100644 index 0000000..3d0f3d7 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/ColorTweener.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2a61b4fa45be56e45814de4342f87855 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/Flare.cs b/Assets/Light2D/Examples/Scripts/Flare.cs new file mode 100644 index 0000000..6fc2038 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/Flare.cs @@ -0,0 +1,40 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + +namespace Light2D.Examples +{ + public class Flare : MonoBehaviour + { + public float Lifetime; + public LightSprite Light; + public float AlphaGrowTime = 0.5f; + private float _lifetimeElapsed = 0; + private Color _startColor; + + void Start() + { + _startColor = Light.Color; + Light.Color = _startColor.WithAlpha(0); + } + + void Update() + { + _lifetimeElapsed += Time.deltaTime; + + + + if (_lifetimeElapsed > Lifetime) + { + _lifetimeElapsed = Lifetime; + Destroy(gameObject); + } + + + var alpha = Mathf.Lerp(0, _startColor.a, Mathf.Min(_lifetimeElapsed, AlphaGrowTime)/AlphaGrowTime); + Light.Color = Color.Lerp(_startColor.WithAlpha(alpha), _startColor.WithAlpha(0), _lifetimeElapsed/Lifetime); + } + } +} diff --git a/Assets/Light2D/Examples/Scripts/Flare.cs.meta b/Assets/Light2D/Examples/Scripts/Flare.cs.meta new file mode 100644 index 0000000..b1dcb8b --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/Flare.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 44153eb84052de9478b30108f4aa6fd9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/HingeAutoRotator.cs b/Assets/Light2D/Examples/Scripts/HingeAutoRotator.cs new file mode 100644 index 0000000..bb14123 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/HingeAutoRotator.cs @@ -0,0 +1,34 @@ +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + + +namespace Light2D.Examples +{ + public class HingeAutoRotator : MonoBehaviour + { + public float TargetAngle; + public bool WorldAngle = true; + public float Speed = 1; + public float MaxSpeed = 360; + public HingeJoint2D Joint; + private Rigidbody2D _jointRigidbody; + + private void Awake() + { + if (Joint == null) + Joint = GetComponent(); + _jointRigidbody = Joint.GetComponent(); + } + + private void Update() + { + var targetAngle = WorldAngle ? TargetAngle : _jointRigidbody.rotation - TargetAngle; + var rotTarget = Mathf.DeltaAngle(targetAngle, Joint.connectedBody.rotation); + var motor = Joint.motor; + motor.motorSpeed = Mathf.Clamp(-rotTarget*Speed, -MaxSpeed, MaxSpeed); + Joint.motor = motor; + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Scripts/HingeAutoRotator.cs.meta b/Assets/Light2D/Examples/Scripts/HingeAutoRotator.cs.meta new file mode 100644 index 0000000..a448d80 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/HingeAutoRotator.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 59451df4957e46d439b9178acd107fbd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/InputManager.cs b/Assets/Light2D/Examples/Scripts/InputManager.cs new file mode 100644 index 0000000..f68b195 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/InputManager.cs @@ -0,0 +1,78 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + + +namespace Light2D.Examples +{ + public class InputManager : MonoBehaviour + { + public Spacecraft ControlledSpacecraft; + public GameObject TouchControls; + public ButtonHelper UpButton, DownButton, LeftButton, RightButton; + + private IEnumerator Start() + { + TouchControls.SetActive(Input.touchSupported); + + ControlledSpacecraft.MainRigidbody.isKinematic = true; + yield return new WaitForSeconds(1); + ControlledSpacecraft.MainRigidbody.isKinematic = false; + } + + private void Update() + { + if (Input.GetKeyDown(KeyCode.F1)) + Time.timeScale = Time.timeScale > 0.5 ? 0 : 1; + + if (Input.GetKeyDown(KeyCode.R)) + Application.LoadLevel(0); + + if(Input.GetKeyDown(KeyCode.C)) + ControlledSpacecraft.DropFlares(); + + ControlledSpacecraft.BottomLeftEngine.ForcePercent = 0; + ControlledSpacecraft.BottomRightEngine.ForcePercent = 0; + ControlledSpacecraft.SideRightEngine.ForcePercent = 0; + ControlledSpacecraft.SideLeftEngine.ForcePercent = 0; + + var moveDir = Vector2.zero; + if (Input.GetKey(KeyCode.UpArrow) || UpButton.IsPressed) moveDir += new Vector2(0, 1); + if (Input.GetKey(KeyCode.DownArrow) || DownButton.IsPressed) moveDir += new Vector2(0, -1); + if (Input.GetKey(KeyCode.RightArrow) || RightButton.IsPressed) moveDir += new Vector2(1, 0); + if (Input.GetKey(KeyCode.LeftArrow) || LeftButton.IsPressed) moveDir += new Vector2(-1, 0); + + ControlledSpacecraft.BottomLeftEngine.ForcePercent = moveDir.y*2f + moveDir.x; + ControlledSpacecraft.BottomRightEngine.ForcePercent = moveDir.y*2f - moveDir.x; + ControlledSpacecraft.SideLeftEngine.ForcePercent = moveDir.x; + ControlledSpacecraft.SideRightEngine.ForcePercent = -moveDir.x; + ControlledSpacecraft.ReverseLeftEngine.ForcePercent = -moveDir.y - moveDir.x*2f; + ControlledSpacecraft.ReverseRightEngine.ForcePercent = -moveDir.y + moveDir.x*2f; + + if (Input.GetKeyDown(KeyCode.Space)) + { + ControlledSpacecraft.ReleaseLandingGear ^= true; + } + } + + public void LegsClick() + { + ControlledSpacecraft.ReleaseLandingGear ^= true; + } + + public void FlareClick() + { + ControlledSpacecraft.DropFlares(); + } + + public void Restart() + { + Application.LoadLevel(0); + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Scripts/InputManager.cs.meta b/Assets/Light2D/Examples/Scripts/InputManager.cs.meta new file mode 100644 index 0000000..60a0d92 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/InputManager.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 09aa3b0517bbf354792c80998fb75c16 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/LandingLeg.cs b/Assets/Light2D/Examples/Scripts/LandingLeg.cs new file mode 100644 index 0000000..2eb0bd0 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/LandingLeg.cs @@ -0,0 +1,28 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + + +namespace Light2D.Examples +{ + public class LandingLeg : MonoBehaviour + { + public bool Release = false; + public float ReleasedAngle; + public float HiddenAngle; + public HingeAutoRotator AutoRotator; + + public void Start() + { + if (AutoRotator == null) + AutoRotator = GetComponent(); + } + + private void Update() + { + AutoRotator.TargetAngle = Release ? ReleasedAngle : HiddenAngle; + } + } +} diff --git a/Assets/Light2D/Examples/Scripts/LandingLeg.cs.meta b/Assets/Light2D/Examples/Scripts/LandingLeg.cs.meta new file mode 100644 index 0000000..8314aae --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/LandingLeg.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dd1304f9e1d2f034cb637031e6ed60cc +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/LightRandomizer.cs b/Assets/Light2D/Examples/Scripts/LightRandomizer.cs new file mode 100644 index 0000000..8a64025 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/LightRandomizer.cs @@ -0,0 +1,28 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; +using Random = UnityEngine.Random; + +namespace Light2D.Examples +{ + [RequireComponent(typeof(LightSprite))] + public class LightRandomizer : MonoBehaviour + { + public float MinRadius = 5; + public float MaxRadius = 35; + public float MinLightAlpha = 0.3f; + public float MaxLightAlpha = 0.8f; + + private void Start() + { + var rend = GetComponent(); + + rend.transform.localScale = Vector3.one*Random.Range(MinRadius, MaxRadius); + var c = new Vector4(Random.value, Random.value, Random.value, Random.Range(MinLightAlpha, MaxLightAlpha)); + var maxc = Mathf.Max(c.x, c.y, c.z); + rend.Color = new Color(c.x/maxc, c.y/maxc, c.z/maxc, c.w); + } + } +} diff --git a/Assets/Light2D/Examples/Scripts/LightRandomizer.cs.meta b/Assets/Light2D/Examples/Scripts/LightRandomizer.cs.meta new file mode 100644 index 0000000..045764b --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/LightRandomizer.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 435061a9fe66bef4c9efaec9164d81db +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/MapGenerator.cs b/Assets/Light2D/Examples/Scripts/MapGenerator.cs new file mode 100644 index 0000000..5209c11 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/MapGenerator.cs @@ -0,0 +1,523 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using Light2D; +using UnityEngine; +using Random = UnityEngine.Random; + + +namespace Light2D.Examples +{ + public class MapGenerator : MonoBehaviour + { + private struct CollMapPoint + { + public float Noise; + public BlockSetProfile.BlockInfo BlockInfo; + public BlockSetProfile.BlockType BlockType; + + public CollMapPoint(float noise) + { + Noise = noise; + BlockInfo = null; + BlockType = BlockSetProfile.BlockType.Empty; + } + } + + public BlockSetProfile BlockSet; + public bool RandomSeed; + public int Seed; + + public GameObject MeshObjectPrefab; + public GameObject LightObstaclesPrefab; + public GameObject AmbientLightPrefab; + public Transform Container; + private Camera _mainCamera; + private float _randFirstAddX; + private float _randFirstAddY; + private float _randSecondAddX; + private float _randSecondAddY; + private const int ChunkSize = 32; + private Dictionary _tiles = new Dictionary(); + private Dictionary _collMapPoints = new Dictionary(); + private List _vertices = new List(); + private List _uvs = new List(); + private List _triangles = new List(); + private List _lightAbsorptionColors = new List(); + private List _lightEmissionColors = new List(); + private List _colors = new List(); + + private void Awake() + { + _mainCamera = Camera.main; + + if (RandomSeed) + { + Point2 spawnPoint = Point2.Round(FindObjectOfType().MainRigidbody.position); + do + { + Seed = Random.Range(-9999999, 9999999); + InitRandom(); + _collMapPoints.Clear(); + } while (!IsGoodSpawnPoint(spawnPoint)); + } + else + { + InitRandom(); + } + } + + void InitRandom() + { + var rand = new SimpleRNG(Seed); + _randFirstAddX = (rand.value - 0.5f) * 1000f; + _randFirstAddY = (rand.value - 0.5f) * 10000; + _randSecondAddX = (rand.value - 0.5f) * 1000f; + _randSecondAddY = (rand.value - 0.5f) * 1000f; + } + + private void Start() + { + foreach (var transf in Container.Cast().ToArray()) + { + Util.Destroy(transf.gameObject); + } + StartCoroutine(ChunkCreatorCoroutine()); + StartCoroutine(ChunkDestroyerCoroutine()); + } + + private void Update() + { + } + + private IEnumerator ChunkCreatorCoroutine() + { + bool firstRun = true; + while (true) + { + var camPos = _mainCamera.transform.position; + var camChunk = Point2.Round(camPos.x/ChunkSize, camPos.y/ChunkSize); + var camHalfHeight = Mathf.CeilToInt(_mainCamera.orthographicSize/ChunkSize) + 2; + var camHalfWidth = Mathf.CeilToInt(_mainCamera.orthographicSize*_mainCamera.aspect/ChunkSize) + 2; + + for (int x = camChunk.x - camHalfWidth; x <= camChunk.x + camHalfWidth; x++) + { + for (int y = camChunk.y - camHalfHeight; y <= camChunk.y + camHalfHeight; y++) + { + camPos = _mainCamera.transform.position; + camChunk = Point2.Round(camPos.x/ChunkSize, camPos.y/ChunkSize); + + if (_tiles.ContainsKey(new Point2(x, y))) + continue; + + var chunk = GenerateChunk(x, y); + _tiles[new Point2(x, y)] = chunk; + + if (!firstRun) + yield return null; + } + yield return null; + } + firstRun = false; + } + } + + private IEnumerator ChunkDestroyerCoroutine() + { + var removedChunks = new List(); + while (true) + { + removedChunks.Clear(); + foreach (var chunk in _tiles) + { + var camPos = _mainCamera.transform.position; + var camChunk = Point2.Round(camPos.x/ChunkSize, camPos.y/ChunkSize); + var camHalfHeight = Mathf.CeilToInt(_mainCamera.orthographicSize/ChunkSize) + 20; + var camHalfWidth = Mathf.CeilToInt(_mainCamera.orthographicSize*_mainCamera.aspect/ChunkSize) + 20; + + var pos = chunk.Key; + if (pos.x < camChunk.x - camHalfWidth || pos.x > camChunk.x + camHalfWidth || + pos.y < camChunk.y - camHalfHeight || pos.y > camChunk.y + camHalfHeight) + { + removedChunks.Add(pos); + } + } + + yield return null; + + foreach (var pos in removedChunks) + { + var camPos = _mainCamera.transform.position; + var camChunk = Point2.Round(camPos.x/ChunkSize, camPos.y/ChunkSize); + var camHalfHeight = Mathf.CeilToInt(_mainCamera.orthographicSize/ChunkSize) + 2; + var camHalfWidth = Mathf.CeilToInt(_mainCamera.orthographicSize*_mainCamera.aspect/ChunkSize) + 2; + + var chunk = _tiles[pos]; + if (pos.x < camChunk.x - camHalfWidth || pos.x > camChunk.x + camHalfWidth || + pos.y < camChunk.y - camHalfHeight || pos.y > camChunk.y + camHalfHeight) + { + Destroy(chunk); + _tiles.Remove(pos); + yield return null; + } + } + + yield return null; + } + } + + private GameObject GenerateChunk(int chunkX, int chunkY) + { + return GenerateBlocksJoined(chunkX*ChunkSize, chunkY*ChunkSize); + } + + private GameObject GenerateBlocksJoined(int xOffest, int yOffest) + { + var rand = new SimpleRNG(Util.Hash(Seed, xOffest, yOffest)); + + _vertices.Clear(); + _uvs.Clear(); + _triangles.Clear(); + _lightAbsorptionColors.Clear(); + _lightEmissionColors.Clear(); + + var meshObj = (GameObject) Instantiate(MeshObjectPrefab); + meshObj.name = "Block Mesh { X = " + xOffest/ChunkSize + "; Y = " + yOffest/ChunkSize + " }"; + var meshObjTransform = meshObj.transform; + meshObjTransform.position = meshObjTransform.position.WithXY(xOffest, yOffest); + meshObjTransform.parent = Container; + + var collMap = new CollMapPoint[ChunkSize, ChunkSize]; + + for (int x = 0; x < ChunkSize; x++) + { + for (int y = 0; y < ChunkSize; y++) + { + collMap[x, y] = GetCollMapPoint(x + xOffest, y + yOffest); + } + } + + for (int x = 0; x < ChunkSize; x++) + { + for (int y = 0; y < ChunkSize; y++) + { + var blockInfo = collMap[x, y].BlockInfo; + + if (blockInfo.AditionalObjectPrefab != null && blockInfo.AditionalObjectProbability >= rand.value) + { + var addObj = (GameObject) Instantiate(blockInfo.AditionalObjectPrefab); + + addObj.transform.parent = meshObjTransform; + addObj.transform.localPosition = blockInfo.AditionalObjectPrefab + .transform.position.WithXY(x + 0.5f, y + 0.5f); + } + + if (blockInfo.SpriteInfo.Length == 0) + { + Debug.LogError("Sprite Info is broken"); + continue; + } + + var compactInfo = + (SafeIndex(collMap, x, y + 1, ChunkSize, ChunkSize, + () => GetCollMapPoint(x + xOffest, y + yOffest)) + .BlockType == BlockSetProfile.BlockType.CollidingWall + ? 1 + : 0) + + (SafeIndex(collMap, x + 1, y, ChunkSize, ChunkSize, + () => GetCollMapPoint(x + xOffest, y + yOffest)) + .BlockType == BlockSetProfile.BlockType.CollidingWall + ? 2 + : 0) + + (SafeIndex(collMap, x, y - 1, ChunkSize, ChunkSize, + () => GetCollMapPoint(x + xOffest, y + yOffest)) + .BlockType == BlockSetProfile.BlockType.CollidingWall + ? 4 + : 0) + + (SafeIndex(collMap, x - 1, y, ChunkSize, ChunkSize, + () => GetCollMapPoint(x + xOffest, y + yOffest)) + .BlockType == BlockSetProfile.BlockType.CollidingWall + ? 8 + : 0); + + CreatePoint(x, y, blockInfo, compactInfo, false, rand); + } + } + + var blockMesh = new Mesh(); + blockMesh.vertices = _vertices.ToArray(); + blockMesh.uv = _uvs.ToArray(); + blockMesh.triangles = _triangles.ToArray(); + blockMesh.RecalculateBounds(); + blockMesh.Optimize(); + + var meshFilter = meshObj.GetComponent(); + meshFilter.mesh = blockMesh; + + var meshRenderer = meshObj.GetComponent(); + var texture = BlockSet.BlockInfos + .First(bi => bi.SpriteInfo.Any(si => si != null)) + .SpriteInfo.First(ti => ti != null) + .texture; + var mpb = new MaterialPropertyBlock(); + mpb.AddTexture("_MainTex", texture); + meshRenderer.SetPropertyBlock(mpb); + + for (int x = 0; x < ChunkSize; x++) + { + var yStart = 0; + for (int y = 0; y < ChunkSize; y++) + { + if (collMap[x, y].BlockInfo.BlockType != BlockSetProfile.BlockType.CollidingWall) + { + if (y - yStart > 0) + { + var obj = new GameObject(); + obj.layer = meshObj.layer; + obj.transform.parent = meshObjTransform; + obj.transform.localPosition = new Vector3(x, 0); + obj.name = "Collider x = " + x; + var coll = obj.AddComponent(); + coll.size = new Vector2(1, (y - yStart)); + coll.offset = new Vector2(0.5f, yStart + coll.size.y/2f); + } + yStart = y + 1; + } + } + if (ChunkSize - yStart > 0) + { + var obj = new GameObject(); + obj.layer = meshObj.layer; + obj.transform.parent = meshObjTransform; + obj.transform.localPosition = new Vector3(x, 0); + obj.name = "Collider x = " + x; + var coll = obj.AddComponent(); + coll.size = new Vector2(1, (ChunkSize - yStart)); + coll.offset = new Vector2(0.5f, yStart + coll.size.y/2f); + } + } + + var lightObstaclesObject = (GameObject) Instantiate(LightObstaclesPrefab); + lightObstaclesObject.transform.parent = meshObjTransform; + lightObstaclesObject.transform.localPosition = Vector3.zero; + //lightObstaclesObject.transform.localPosition += new Vector3(0, 0, -10); + var lightObstaclesMeshFilter = lightObstaclesObject.GetComponent(); + lightObstaclesMeshFilter.mesh = ChunkMeshFromColors(_lightAbsorptionColors); + + var ambientLightObject = (GameObject) Instantiate(AmbientLightPrefab); + ambientLightObject.transform.parent = meshObjTransform; + ambientLightObject.transform.localPosition = Vector3.zero; + //ambientLightObject.transform.localPosition += new Vector3(0, 0, -5); + var ambientLightMeshFilter = ambientLightObject.GetComponent(); + ambientLightMeshFilter.mesh = ChunkMeshFromColors(_lightEmissionColors); + + return meshObj; + } + + private Mesh ChunkMeshFromColors(List colors) + { + _vertices.Clear(); + _triangles.Clear(); + _colors.Clear(); + + const float add = 0; + + for (int x = 0; x < ChunkSize; x++) + { + var yStart = 0; + var startC = colors[x*ChunkSize]; + for (int y = 0; y < ChunkSize; y++) + { + var currC = colors[y + x*ChunkSize]; + if (currC.r != startC.r || currC.g != startC.g || currC.b != startC.b || currC.a != startC.a) + { + var startVert = _vertices.Count; + + _vertices.Add(new Vector3(x - add, yStart - add, 0)); + _vertices.Add(new Vector3(x + 1 + add, yStart - add, 0)); + _vertices.Add(new Vector3(x - add, y + add, 0)); + _vertices.Add(new Vector3(x + 1 + add, y + add, 0)); + + _triangles.Add(startVert + 2); + _triangles.Add(startVert + 1); + _triangles.Add(startVert); + _triangles.Add(startVert + 1); + _triangles.Add(startVert + 2); + _triangles.Add(startVert + 3); + + for (int i = 0; i < 4; i++) + _colors.Add(startC); + + startC = currC; + + yStart = y; + } + } + if (ChunkSize - yStart > 0) + { + var startVert = _vertices.Count; + + _vertices.Add(new Vector3(x - add, yStart - add, 0)); + _vertices.Add(new Vector3(x + 1 + add, yStart - add, 0)); + _vertices.Add(new Vector3(x - add, ChunkSize + add, 0)); + _vertices.Add(new Vector3(x + 1 + add, ChunkSize + add, 0)); + + _triangles.Add(startVert + 2); + _triangles.Add(startVert + 1); + _triangles.Add(startVert); + _triangles.Add(startVert + 1); + _triangles.Add(startVert + 2); + _triangles.Add(startVert + 3); + + for (int i = 0; i < 4; i++) + _colors.Add(startC); + } + } + + var mesh = new Mesh(); + mesh.vertices = _vertices.ToArray(); + mesh.triangles = _triangles.ToArray(); + mesh.colors = _colors.ToArray(); + + return mesh; + } + + private void CreatePoint(int x, int y, BlockSetProfile.BlockInfo blockInfo, int compactInfo, + bool noLightEffects, SimpleRNG rand, BlockSetProfile.BlockType? isColliding = null) + { + var sprite = blockInfo.SpriteInfo + .RandomElement(ti => 1, rand); + + //if (tilingInfo == null) + //{ + // Debug.LogError("Tiling info not found"); + // return; + //} + + //var sprite = tilingInfo.Sprite; + + if (sprite == null) + { + Debug.LogError("Tiling info is broken"); + return; + } + + CreatePoint(x, y, sprite, blockInfo, isColliding == null ? blockInfo.BlockType : isColliding.Value, + noLightEffects); + } + + private void CreatePoint(int x, int y, Sprite sprite, BlockSetProfile.BlockInfo blockInfo, + BlockSetProfile.BlockType isColliding, bool noLightEffect) + { + var textureSize = new Vector2(sprite.texture.width, sprite.texture.height); + var uvRect = sprite.textureRect; + + var startVert = _vertices.Count; + const float add = 0.01f; + float z = isColliding == BlockSetProfile.BlockType.CollidingWall ? 0 : 5; + _vertices.Add(new Vector3(x - add, y - add, z)); + _vertices.Add(new Vector3(x + 1 + add, y - add, z)); + _vertices.Add(new Vector3(x - add, y + 1 + add, z)); + _vertices.Add(new Vector3(x + 1 + add, y + 1 + add, z)); + + _uvs.Add(new Vector2(uvRect.xMin/textureSize.x, uvRect.yMin/textureSize.y)); // 0, 0 + _uvs.Add(new Vector2(uvRect.xMax/textureSize.x, uvRect.yMin/textureSize.y)); // 1, 0 + _uvs.Add(new Vector2(uvRect.xMin/textureSize.x, uvRect.yMax/textureSize.y)); // 0, 1 + _uvs.Add(new Vector2(uvRect.xMax/textureSize.x, uvRect.yMax/textureSize.y)); // 1, 1 + + _triangles.Add(startVert + 2); + _triangles.Add(startVert + 1); + _triangles.Add(startVert); + _triangles.Add(startVert + 1); + _triangles.Add(startVert + 2); + _triangles.Add(startVert + 3); + + //for (int i = 0; i < 4; i++) + //{ + _lightAbsorptionColors.Add(noLightEffect ? new Color() : blockInfo.LightAbsorption); + _lightEmissionColors.Add(noLightEffect ? new Color() : blockInfo.LightEmission); + //} + } + + private CollMapPoint GetCollMapPoint(int x, int y, BlockSetProfile.BlockType? colliding = null) + { + CollMapPoint cachedPoint; + if (_collMapPoints.TryGetValue(new Point2(x, y), out cachedPoint) && + (colliding == null || colliding.Value == cachedPoint.BlockType)) + { + return cachedPoint; + } + + var noise = GetNoise(x, y); + + var matchingBlockInfos = BlockSet.BlockInfos.FindAll(b => + b.MinNoise <= noise && b.MaxNoise >= noise && + (colliding == null || colliding.Value == b.BlockType)); + + if (matchingBlockInfos.Count == 0 && colliding != null) + { + matchingBlockInfos = BlockSet.BlockInfos + .FindAll(b => colliding.Value == b.BlockType); + } + + if (matchingBlockInfos.Count == 0) + { + Debug.LogError("No matching blocks found"); + return default(CollMapPoint); + } + + var rand = new SimpleRNG(Util.Hash(Seed, x, y)); + var blockInfo = matchingBlockInfos + .RandomElement(bi => bi.Weight, rand); + + var point = new CollMapPoint(noise) {BlockInfo = blockInfo, BlockType = blockInfo.BlockType}; + _collMapPoints[new Point2(x, y)] = point; + return point; + } + + float GetNoise(int x, int y) + { + var noise1 = (Noise.Generate( + x * BlockSet.FirstNoiseScale + _randFirstAddX, + y * BlockSet.FirstNoiseScale + _randFirstAddY) - 0.5f) * 2f; + var noise2 = (Noise.Generate( + x * BlockSet.SecondNoiseScale + _randSecondAddX, + y * BlockSet.SecondNoiseScale + _randSecondAddY) - 0.5f) * 2f; + + var noise = Mathf.Clamp01((noise1 + noise2 * BlockSet.SecondNoiseMul) / 2f + 0.5f); + + return noise; + } + + bool IsGoodSpawnPoint(Point2 point) + { + for (int x = point.x - 10; x <= point.x + 10; x++) + { + for (int y = point.y - 10; y < point.y + 10; y++) + { + if (GetCollMapPoint(x, y).BlockType == BlockSetProfile.BlockType.CollidingWall) + return false; + } + } + return true; + } + + [ContextMenu("Recreate map")] + private void RecreateMap() + { + foreach (var tile in _tiles) + { + Destroy(tile.Value); + } + _tiles.Clear(); + } + + private T SafeIndex(T[,] arr, int x, int y, int w, int h, Func noneFunc) + { + if (x < 0 || y < 0 || x >= w || y >= h) return noneFunc(); + return arr[x, y]; + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Scripts/MapGenerator.cs.meta b/Assets/Light2D/Examples/Scripts/MapGenerator.cs.meta new file mode 100644 index 0000000..fda2831 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/MapGenerator.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8976fabb1dae9b449984361d9dfd06f0 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/MeshCombiner.cs b/Assets/Light2D/Examples/Scripts/MeshCombiner.cs new file mode 100644 index 0000000..09853de --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/MeshCombiner.cs @@ -0,0 +1,178 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + +namespace Light2D.Examples +{ + /// + /// Combines child mesh renderers into one mesh at startup. + /// It gives much better performance for small meshes than StaticBatchingUtility.Combine. + /// + public class MeshCombiner : MonoBehaviour + { + private bool _isDone = false; + + void OnEnable() + { + if (!_isDone) + { + StopCoroutine("Combine"); + StartCoroutine(Combine()); + } + } + + private IEnumerator Combine() + { + yield return null; + var groups = GetComponentsInChildren() + .Where(r => r.GetComponent() != null && r.GetComponent() != null && + r.GetComponent().sharedMesh != null) + .GroupBy(r => new GroupKey + { + Material = r.sharedMaterial, + SortingOrder = r.sortingOrder, + Layer = r.gameObject.layer + }) + .ToList(); + + var vertices = new List(1024); + var triangles = new List(1024); + var uv0 = new List(1024); + var uv1 = new List(1024); + var colors = new List(1024); + var tangents = new List(1024); + + foreach (var group in groups) + { + var obj = new GameObject("Combined Mesh"); + obj.transform.parent = transform; + obj.transform.localPosition = Vector3.zero; + obj.transform.localRotation = Quaternion.identity; + obj.transform.localScale = Vector3.one; + obj.layer = group.Key.Layer; + + var meshRenderer = obj.AddComponent(); + meshRenderer.material = (Material)Instantiate(group.Key.Material); + meshRenderer.sortingOrder = group.Key.SortingOrder; + + var firstMesh = group.First().GetComponent().mesh; + + bool useUv0 = firstMesh.uv != null && firstMesh.uv.Length != 0; + bool useUv1 = firstMesh.uv2 != null && firstMesh.uv2.Length != 0; + bool useColors = firstMesh.colors != null && firstMesh.colors.Length != 0; + + vertices.Clear(); + triangles.Clear(); + tangents.Clear(); + + if (useUv0) uv0.Clear(); + if (useUv1) uv1.Clear(); + if (useColors) colors.Clear(); + + foreach (var meshPart in group) + { + var filter = meshPart.GetComponent(); + var smallMesh = filter.mesh; + var startVertexIndex = vertices.Count; + vertices.AddRange(smallMesh.vertices.Select(v => filter.transform.TransformPoint(v))); + triangles.AddRange(smallMesh.triangles.Select(t => t + startVertexIndex)); + + var localTangents = smallMesh.tangents == null || smallMesh.tangents.Length == 0 + ? Enumerable.Repeat(new Vector4(1, 0), smallMesh.vertexCount) + : smallMesh.tangents; + tangents.AddRange(localTangents.Select(t => (Vector4)filter.transform.TransformVector(t))); + + if (useUv0) uv0.AddRange(smallMesh.uv); + if (useUv1) uv1.AddRange(smallMesh.uv2); + if (useColors) colors.AddRange(smallMesh.colors); + + Destroy(meshPart); + Destroy(filter); + var customSprite = meshPart.GetComponent(); + if (customSprite != null) + Destroy(customSprite); + } + + var meshFilter = obj.AddComponent(); + var mesh = meshFilter.mesh = new Mesh(); + + mesh.vertices = vertices.ToArray(); + mesh.triangles = triangles.ToArray(); + mesh.tangents = tangents.ToArray(); + if (useUv0) mesh.uv = uv0.ToArray(); + if (useUv1) mesh.uv2 = uv1.ToArray(); + if (useColors) mesh.colors = colors.ToArray(); + } + + _isDone = true; + } + + struct GroupKey : IEquatable + { + public Material Material; + public int SortingOrder; + public int Layer; + + public bool Equals(GroupKey other) + { + return Equals(Material, other.Material) && SortingOrder == other.SortingOrder && Layer == other.Layer; + } + + private sealed class MaterialSortingOrderLayerEqualityComparer : IEqualityComparer + { + public bool Equals(GroupKey x, GroupKey y) + { + return Equals(x.Material, y.Material) && x.SortingOrder == y.SortingOrder && x.Layer == y.Layer; + } + + public int GetHashCode(GroupKey obj) + { + unchecked + { + int hashCode = (obj.Material != null ? obj.Material.GetHashCode() : 0); + hashCode = (hashCode*397) ^ obj.SortingOrder; + hashCode = (hashCode*397) ^ obj.Layer; + return hashCode; + } + } + } + + private static readonly IEqualityComparer MaterialSortingOrderLayerComparerInstance = new MaterialSortingOrderLayerEqualityComparer(); + + public static IEqualityComparer MaterialSortingOrderLayerComparer + { + get { return MaterialSortingOrderLayerComparerInstance; } + } + + public override bool Equals(object obj) + { + if (ReferenceEquals(null, obj)) return false; + return obj is GroupKey && Equals((GroupKey) obj); + } + + public override int GetHashCode() + { + unchecked + { + int hashCode = (Material != null ? Material.GetHashCode() : 0); + hashCode = (hashCode*397) ^ SortingOrder; + hashCode = (hashCode*397) ^ Layer; + return hashCode; + } + } + + public static bool operator ==(GroupKey left, GroupKey right) + { + return left.Equals(right); + } + + public static bool operator !=(GroupKey left, GroupKey right) + { + return !left.Equals(right); + } + } + } +} diff --git a/Assets/Light2D/Examples/Scripts/MeshCombiner.cs.meta b/Assets/Light2D/Examples/Scripts/MeshCombiner.cs.meta new file mode 100644 index 0000000..4c4506d --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/MeshCombiner.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ff9cc45a617a9c048b7e5776c27c04f1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/MouseFollower.cs b/Assets/Light2D/Examples/Scripts/MouseFollower.cs new file mode 100644 index 0000000..e84163e --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/MouseFollower.cs @@ -0,0 +1,33 @@ +using UnityEngine; +using System.Collections; + +namespace Light2D.Examples +{ + public class MouseFollower : MonoBehaviour + { + public bool RightClickRotation = false; + private Vector2 _pressPos; + + private void LateUpdate() + { + if (Input.GetMouseButtonDown(0)) + _pressPos = Util.GetMousePosInUnits(); + + if (Input.GetMouseButton(0) && RightClickRotation) + { + var shift = Util.GetMousePosInUnits() - _pressPos; + if (shift.sqrMagnitude > 0.1f*0.1f) + { + var angle = shift.AngleZ(); + transform.rotation = Quaternion.Euler(0, 0, angle); + } + } + else + { + Vector3 pos = Util.GetMousePosInUnits(); + pos.z = transform.position.z; + transform.position = pos; + } + } + } +} diff --git a/Assets/Light2D/Examples/Scripts/MouseFollower.cs.meta b/Assets/Light2D/Examples/Scripts/MouseFollower.cs.meta new file mode 100644 index 0000000..8344ec9 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/MouseFollower.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6763bef0fad3d184ba7b75dcad6e893f +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/Noise.cs b/Assets/Light2D/Examples/Scripts/Noise.cs new file mode 100644 index 0000000..cca8cfb --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/Noise.cs @@ -0,0 +1,377 @@ +// SimplexNoise for C# +// Author: Heikki Törmälä + +//This is free and unencumbered software released into the public domain. + +//Anyone is free to copy, modify, publish, use, compile, sell, or +//distribute this software, either in source code form or as a compiled +//binary, for any purpose, commercial or non-commercial, and by any +//means. + +//In jurisdictions that recognize copyright laws, the author or authors +//of this software dedicate any and all copyright interest in the +//software to the public domain. We make this dedication for the benefit +//of the public at large and to the detriment of our heirs and +//successors. We intend this dedication to be an overt act of +//relinquishment in perpetuity of all present and future rights to this +//software under copyright law. + +//THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +//EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +//MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +//IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR +//OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, +//ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR +//OTHER DEALINGS IN THE SOFTWARE. + +//For more information, please refer to + + +using System.Diagnostics; + +namespace Light2D.Examples +{ + /// + /// Implementation of the Perlin simplex noise, an improved Perlin noise algorithm. + /// Based loosely on SimplexNoise1234 by Stefan Gustavson + /// + /// + public class Noise + { + /// + /// 1D simplex noise + /// + /// + /// + public static float Generate(float x) + { + int i0 = FastFloor(x); + int i1 = i0 + 1; + float x0 = x - i0; + float x1 = x0 - 1.0f; + + float n0, n1; + + float t0 = 1.0f - x0*x0; + t0 *= t0; + n0 = t0*t0*grad(perm[i0 & 0xff], x0); + + float t1 = 1.0f - x1*x1; + t1 *= t1; + n1 = t1*t1*grad(perm[i1 & 0xff], x1); + // The maximum value of this noise is 8*(3/4)^4 = 2.53125 + // A factor of 0.395 scales to fit exactly within [-1,1] + return 0.395f*(n0 + n1)*0.5f + 0.5f; + } + + /// + /// 2D simplex noise + /// + /// + /// + /// + public static float Generate(float x, float y) + { + const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0) + const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0 + + float n0, n1, n2; // Noise contributions from the three corners + + // Skew the input space to determine which simplex cell we're in + float s = (x + y)*F2; // Hairy factor for 2D + float xs = x + s; + float ys = y + s; + int i = FastFloor(xs); + int j = FastFloor(ys); + + float t = (float) (i + j)*G2; + float X0 = i - t; // Unskew the cell origin back to (x,y) space + float Y0 = j - t; + float x0 = x - X0; // The x,y distances from the cell origin + float y0 = y - Y0; + + // For the 2D case, the simplex shape is an equilateral triangle. + // Determine which simplex we are in. + int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords + if (x0 > y0) + { + i1 = 1; + j1 = 0; + } // lower triangle, XY order: (0,0)->(1,0)->(1,1) + else + { + i1 = 0; + j1 = 1; + } // upper triangle, YX order: (0,0)->(0,1)->(1,1) + + // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and + // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where + // c = (3-sqrt(3))/6 + + float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords + float y1 = y0 - j1 + G2; + float x2 = x0 - 1.0f + 2.0f*G2; // Offsets for last corner in (x,y) unskewed coords + float y2 = y0 - 1.0f + 2.0f*G2; + + // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds + int ii = Mod(i, 256); + int jj = Mod(j, 256); + + // Calculate the contribution from the three corners + float t0 = 0.5f - x0*x0 - y0*y0; + if (t0 < 0.0f) n0 = 0.0f; + else + { + t0 *= t0; + n0 = t0*t0*grad(perm[ii + perm[jj]], x0, y0); + } + + float t1 = 0.5f - x1*x1 - y1*y1; + if (t1 < 0.0f) n1 = 0.0f; + else + { + t1 *= t1; + n1 = t1*t1*grad(perm[ii + i1 + perm[jj + j1]], x1, y1); + } + + float t2 = 0.5f - x2*x2 - y2*y2; + if (t2 < 0.0f) n2 = 0.0f; + else + { + t2 *= t2; + n2 = t2*t2*grad(perm[ii + 1 + perm[jj + 1]], x2, y2); + } + + // Add contributions from each corner to get the final noise value. + // The result is scaled to return values in the interval [-1,1]. + return 20.0f*(n0 + n1 + n2) + 0.5f; // TODO: The scale factor is preliminary! + } + + + public static float Generate(float x, float y, float z) + { + // Simple skewing factors for the 3D case + const float F3 = 0.333333333f; + const float G3 = 0.166666667f; + + float n0, n1, n2, n3; // Noise contributions from the four corners + + // Skew the input space to determine which simplex cell we're in + float s = (x + y + z)*F3; // Very nice and simple skew factor for 3D + float xs = x + s; + float ys = y + s; + float zs = z + s; + int i = FastFloor(xs); + int j = FastFloor(ys); + int k = FastFloor(zs); + + float t = (float) (i + j + k)*G3; + float X0 = i - t; // Unskew the cell origin back to (x,y,z) space + float Y0 = j - t; + float Z0 = k - t; + float x0 = x - X0; // The x,y,z distances from the cell origin + float y0 = y - Y0; + float z0 = z - Z0; + + // For the 3D case, the simplex shape is a slightly irregular tetrahedron. + // Determine which simplex we are in. + int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords + int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords + + /* This code would benefit from a backport from the GLSL version! */ + if (x0 >= y0) + { + if (y0 >= z0) + { + i1 = 1; + j1 = 0; + k1 = 0; + i2 = 1; + j2 = 1; + k2 = 0; + } // X Y Z order + else if (x0 >= z0) + { + i1 = 1; + j1 = 0; + k1 = 0; + i2 = 1; + j2 = 0; + k2 = 1; + } // X Z Y order + else + { + i1 = 0; + j1 = 0; + k1 = 1; + i2 = 1; + j2 = 0; + k2 = 1; + } // Z X Y order + } + else + { + // x0 0) ? ((int) x) : (((int) x) - 1); + } + + private static int Mod(int x, int m) + { + int a = x%m; + return a < 0 ? a + m : a; + } + + private static float grad(int hash, float x) + { + int h = hash & 15; + float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 + if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient + return (grad*x); // Multiply the gradient with the distance + } + + private static float grad(int hash, float x, float y) + { + int h = hash & 7; // Convert low 3 bits of hash code + float u = h < 4 ? x : y; // into 8 simple gradient directions, + float v = h < 4 ? y : x; // and compute the dot product with (x,y). + return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f*v : 2.0f*v); + } + + private static float grad(int hash, float x, float y, float z) + { + int h = hash & 15; // Convert low 4 bits of hash code into 12 simple + float u = h < 8 ? x : y; // gradient directions, and compute dot product. + float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15 + return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v); + } + + private static float grad(int hash, float x, float y, float z, float t) + { + int h = hash & 31; // Convert low 5 bits of hash code into 32 simple + float u = h < 24 ? x : y; // gradient directions, and compute dot product. + float v = h < 16 ? y : z; + float w = h < 8 ? z : t; + return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w); + } + } + +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Scripts/Noise.cs.meta b/Assets/Light2D/Examples/Scripts/Noise.cs.meta new file mode 100644 index 0000000..11e4c5a --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/Noise.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5e79b91c032840d4bb315c6a047e7863 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/RocketEngine.cs b/Assets/Light2D/Examples/Scripts/RocketEngine.cs new file mode 100644 index 0000000..b66add6 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/RocketEngine.cs @@ -0,0 +1,50 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; +using Random = UnityEngine.Random; + + +namespace Light2D.Examples +{ + public class RocketEngine : MonoBehaviour + { + public float ForcePercent; + public float MaxForce; + public ParticleSystem Particles; + public Rigidbody2D Rigidbody; + public Vector2 LocalForceDirection = Vector3.up; + public bool IsEnabled = true; + private ParticleSystem[] _allParticles; + private Transform myTransform; + private Transform rigidbodyTransform; + + private void Awake() + { + myTransform = transform; + rigidbodyTransform = Rigidbody.transform; + _allParticles = Particles.GetComponentsInChildren(); + LocalForceDirection = LocalForceDirection.normalized; + } + + private void Update() + { + foreach (var particle in _allParticles) + particle.enableEmission = IsEnabled && ForcePercent >= Random.value; + } + + private void FixedUpdate() + { + if (!IsEnabled) return; + var pos = transform.position; + var force = myTransform.TransformDirection(LocalForceDirection)*MaxForce*Mathf.Clamp01(ForcePercent); + Rigidbody.AddForceAtPosition(force, pos); + } + + private void OnDrawGizmos() + { + Gizmos.DrawRay(transform.position, transform.TransformDirection(-LocalForceDirection)); + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Scripts/RocketEngine.cs.meta b/Assets/Light2D/Examples/Scripts/RocketEngine.cs.meta new file mode 100644 index 0000000..9a70bd6 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/RocketEngine.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e9e2c2a2cf5d95b4292b49c5229659c6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/RotationTweener.cs b/Assets/Light2D/Examples/Scripts/RotationTweener.cs new file mode 100644 index 0000000..1dc263f --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/RotationTweener.cs @@ -0,0 +1,18 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + +namespace Light2D.Examples +{ + public class RotationTweener : MonoBehaviour + { + public float AngularSpeed; + + void Update() + { + transform.rotation *= Quaternion.Euler(0, 0, AngularSpeed*Time.deltaTime); + } + } +} diff --git a/Assets/Light2D/Examples/Scripts/RotationTweener.cs.meta b/Assets/Light2D/Examples/Scripts/RotationTweener.cs.meta new file mode 100644 index 0000000..76286a0 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/RotationTweener.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2083ed198ed9a7847aa89f476b3abfa1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/SimpleExamplesController.cs b/Assets/Light2D/Examples/Scripts/SimpleExamplesController.cs new file mode 100644 index 0000000..07088f3 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/SimpleExamplesController.cs @@ -0,0 +1,58 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + +namespace Light2D.Examples +{ + public class SimpleExamplesController : MonoBehaviour + { + public LightSprite[] ColoredLights = new LightSprite[0]; + public GameObject[] Examples = new GameObject[0]; + public Color[] LightColors = {Color.white}; + private int _currExampleIndex; + private int _currColorIndex; + + void Start() + { + UpdateExample(); + UpdateColors(); + } + + void Update() + { + if (Input.GetMouseButtonUp(0)) + { + _currExampleIndex++; + if (_currExampleIndex >= Examples.Length) + _currExampleIndex = 0; + + UpdateExample(); + } + + if (Input.GetMouseButtonUp(1)) + { + _currColorIndex++; + if (_currColorIndex >= LightColors.Length) + _currColorIndex = 0; + + UpdateColors(); + } + } + + void UpdateColors() + { + var color = LightColors.Length == 0 ? Color.white : LightColors[_currColorIndex]; + for (int i = 0; i < ColoredLights.Length; i++) + ColoredLights[i].Color = color.WithAlpha(ColoredLights[i].Color.a); + } + + void UpdateExample() + { + for (int i = 0; i < Examples.Length; i++) + Examples[i].SetActive(i == _currExampleIndex); + LightingSystem.Instance.LoopAmbientLight(20); + } + } +} diff --git a/Assets/Light2D/Examples/Scripts/SimpleExamplesController.cs.meta b/Assets/Light2D/Examples/Scripts/SimpleExamplesController.cs.meta new file mode 100644 index 0000000..800f469 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/SimpleExamplesController.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e5bd949597e02d449b0019e8bac692d5 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/SimpleRNG.cs b/Assets/Light2D/Examples/Scripts/SimpleRNG.cs new file mode 100644 index 0000000..85213c7 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/SimpleRNG.cs @@ -0,0 +1,298 @@ +using System; +using System.Collections.Generic; + + +namespace Light2D.Examples +{ + /// + /// SimpleRNG is a simple random number generator based on + /// George Marsaglia's MWC (multiply with carry) generator. + /// Although it is very simple, it passes Marsaglia's DIEHARD + /// series of random number generator tests. + /// + /// Written by John D. Cook + /// http://www.johndcook.com + /// + public class SimpleRNG + { + public uint w; + public uint z; + + public ulong longSeed + { + get { return ((ulong) w << 32) + (ulong) z; } + set + { + w = (uint) (value >> 32); + z = unchecked ((uint) value); + } + } + + public int seed + { + set { w = unchecked ((uint) value); } + } + + public float value + { + get { return GetUniformF(); } + } + + public SimpleRNG() + { + // These values are not magical, just the default values Marsaglia used. + // Any pair of unsigned integers should be fine. + w = 521288629; + z = 362436069; + } + + // The random generator seed can be set three ways: + // 1) specifying two non-zero unsigned integers + // 2) specifying one non-zero unsigned integer and taking a default value for the second + // 3) setting the seed from the system time + + public SimpleRNG(uint u, uint v) : this() + { + if (u != 0) w = u; + if (v != 0) z = v; + } + + public SimpleRNG(uint u) : this() + { + w = u; + } + + public SimpleRNG(int u) : this((uint) u) + { + } + + public static SimpleRNG FromSystemTime() + { + System.DateTime dt = System.DateTime.Now; + long x = dt.ToFileTime(); + return new SimpleRNG((uint) (x >> 16), (uint) (x%4294967296)); + } + + // Produce a uniform random sample from the open interval (0, 1). + // The method will not return either end point. + public double GetUniform() + { + // 0 <= u < 2^32 + uint u = GetUint(); + // The magic number below is 1/(2^32 + 2). + // The result is strictly between 0 and 1. + return (u + 1.0)*2.328306435454494e-10; + } + + public float GetUniformF() + { + return (float) GetUniform(); + } + + public int Range(int minValue, int maxValue) + { + return Range(maxValue - minValue) + minValue; + } + + public int Range(int maxValue) + { + var num = (int) GetUint(); + if (num < 0) num = -num; + return num%maxValue; + } + + // This is the heart of the generator. + // It uses George Marsaglia's MWC algorithm to produce an unsigned integer. + // See http://www.bobwheeler.com/statistics/Password/MarsagliaPost.txt + private uint GetUint() + { + z = 36969*(z & 65535) + (z >> 16); + w = 18000*(w & 65535) + (w >> 16); + return (z << 16) + w; + } + + // Get normal (Gaussian) random sample with mean 0 and standard deviation 1 + public double GetNormal() + { + // Use Box-Muller algorithm + double u1 = GetUniform(); + double u2 = GetUniform(); + double r = Math.Sqrt(-2.0*Math.Log(u1)); + double theta = 2.0*Math.PI*u2; + return r*Math.Sin(theta); + } + + // Get normal (Gaussian) random sample with specified mean and standard deviation + public double GetNormal(double mean, double standardDeviation) + { + if (standardDeviation <= 0.0) + { + string msg = string.Format("Shape must be positive. Received {0}.", standardDeviation); + throw new ArgumentOutOfRangeException(msg); + } + return mean + standardDeviation*GetNormal(); + } + + // Get exponential random sample with mean 1 + public double GetExponential() + { + return -Math.Log(GetUniform()); + } + + // Get exponential random sample with specified mean + public double GetExponential(double mean) + { + if (mean <= 0.0) + { + string msg = string.Format("Mean must be positive. Received {0}.", mean); + throw new ArgumentOutOfRangeException(msg); + } + return mean*GetExponential(); + } + + public double GetGamma(double shape, double scale) + { + // Implementation based on "A Simple Method for Generating Gamma Variables" + // by George Marsaglia and Wai Wan Tsang. ACM Transactions on Mathematical Software + // Vol 26, No 3, September 2000, pages 363-372. + + double d, c, x, xsquared, v, u; + + if (shape >= 1.0) + { + d = shape - 1.0/3.0; + c = 1.0/Math.Sqrt(9.0*d); + for (;;) + { + do + { + x = GetNormal(); + v = 1.0 + c*x; + } while (v <= 0.0); + v = v*v*v; + u = GetUniform(); + xsquared = x*x; + if (u < 1.0 - .0331*xsquared*xsquared || Math.Log(u) < 0.5*xsquared + d*(1.0 - v + Math.Log(v))) + return scale*d*v; + } + } + else if (shape <= 0.0) + { + string msg = string.Format("Shape must be positive. Received {0}.", shape); + throw new ArgumentOutOfRangeException(msg); + } + else + { + double g = GetGamma(shape + 1.0, 1.0); + double w = GetUniform(); + return scale*g*Math.Pow(w, 1.0/shape); + } + } + + public double GetChiSquare(double degreesOfFreedom) + { + // A chi squared distribution with n degrees of freedom + // is a gamma distribution with shape n/2 and scale 2. + return GetGamma(0.5*degreesOfFreedom, 2.0); + } + + public double GetInverseGamma(double shape, double scale) + { + // If X is gamma(shape, scale) then + // 1/Y is inverse gamma(shape, 1/scale) + return 1.0/GetGamma(shape, 1.0/scale); + } + + public double GetWeibull(double shape, double scale) + { + if (shape <= 0.0 || scale <= 0.0) + { + string msg = + string.Format("Shape and scale parameters must be positive. Recieved shape {0} and scale{1}.", + shape, scale); + throw new ArgumentOutOfRangeException(msg); + } + return scale*Math.Pow(-Math.Log(GetUniform()), 1.0/shape); + } + + public double GetCauchy(double median, double scale) + { + if (scale <= 0) + { + string msg = string.Format("Scale must be positive. Received {0}.", scale); + throw new ArgumentException(msg); + } + + double p = GetUniform(); + + // Apply inverse of the Cauchy distribution function to a uniform + return median + scale*Math.Tan(Math.PI*(p - 0.5)); + } + + public double GetStudentT(double degreesOfFreedom) + { + if (degreesOfFreedom <= 0) + { + string msg = string.Format("Degrees of freedom must be positive. Received {0}.", degreesOfFreedom); + throw new ArgumentException(msg); + } + + // See Seminumerical Algorithms by Knuth + double y1 = GetNormal(); + double y2 = GetChiSquare(degreesOfFreedom); + return y1/Math.Sqrt(y2/degreesOfFreedom); + } + + // The Laplace distribution is also known as the double exponential distribution. + public double GetLaplace(double mean, double scale) + { + double u = GetUniform(); + return (u < 0.5) + ? mean + scale*Math.Log(2.0*u) + : mean - scale*Math.Log(2*(1 - u)); + } + + public double GetLogNormal(double mu, double sigma) + { + return Math.Exp(GetNormal(mu, sigma)); + } + + public double GetBeta(double a, double b) + { + if (a <= 0.0 || b <= 0.0) + { + string msg = string.Format("Beta parameters must be positive. Received {0} and {1}.", a, b); + throw new ArgumentOutOfRangeException(msg); + } + + // There are more efficient methods for generating beta samples. + // However such methods are a little more efficient and much more complicated. + // For an explanation of why the following method works, see + // http://www.johndcook.com/distribution_chart.html#gamma_beta + + double u = GetGamma(a, 1.0); + double v = GetGamma(b, 1.0); + return u/(u + v); + } + } + + public static class SimpleRNGUtils + { + public static T RandomElement(this IEnumerable enumerable, Func weightFunc, SimpleRNG rand) + { + int totalWeight = 0; // this stores sum of weights of all elements before current + T selected = default(T); // currently selected element + foreach (var data in enumerable) + { + int weight = weightFunc(data); // weight of current element + int r = rand.Range(0, totalWeight + weight); // random value + if (r >= totalWeight) // probability of this is weight/(totalWeight+weight) + selected = data; + // it is the probability of discarding last selected element and selecting current one instead + totalWeight += weight; // increase weight sum + } + + return selected; // when iterations end, selected is some element of sequence. + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Scripts/SimpleRNG.cs.meta b/Assets/Light2D/Examples/Scripts/SimpleRNG.cs.meta new file mode 100644 index 0000000..183551e --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/SimpleRNG.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1d8ec6375f0a25e47b76449f3575d181 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/SortingOrderSetter.cs b/Assets/Light2D/Examples/Scripts/SortingOrderSetter.cs new file mode 100644 index 0000000..026a526 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/SortingOrderSetter.cs @@ -0,0 +1,37 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + +namespace Light2D.Examples +{ + [ExecuteInEditMode] + public class SortingOrderSetter : MonoBehaviour + { + public int SortingOrder; + + private void Awake() + { + Set(); + } + + private void OnEnable() + { + Set(); + } + + private void Start() + { + Set(); + } + + public void Set() + { + foreach (var rend in GetComponentsInChildren()) + { + rend.sortingOrder = SortingOrder; + } + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Scripts/SortingOrderSetter.cs.meta b/Assets/Light2D/Examples/Scripts/SortingOrderSetter.cs.meta new file mode 100644 index 0000000..2b98de2 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/SortingOrderSetter.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5b5dd1e5e122805479516bfbf45443d7 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/Spacecraft.cs b/Assets/Light2D/Examples/Scripts/Spacecraft.cs new file mode 100644 index 0000000..1c53f8a --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/Spacecraft.cs @@ -0,0 +1,100 @@ +using System.Linq; +using UnityEngine; +using System.Collections; + +namespace Light2D.Examples +{ + public class Spacecraft : MonoBehaviour + { + public bool ReleaseLandingGear = false; + public RocketEngine BottomLeftEngine; + public RocketEngine BottomRightEngine; + public RocketEngine SideLeftEngine; + public RocketEngine SideRightEngine; + public RocketEngine ReverseLeftEngine; + public RocketEngine ReverseRightEngine; + public Rigidbody2D MainRigidbody; + public GameObject FlaresPrefab; + public Vector2 RightFlareSpawnPos = new Vector3(1.87f, -0.28f, 0); + public Vector2 RightFlareVelocity; + public float FlareAngularVelocity; + private LandingLeg[] _landingLegs; + + private void Awake() + { + _landingLegs = GetComponentsInChildren(true); + } + + private void Start() + { + BalanceCenterOfMass(); + FixCollision(); + } + + private void FixCollision() + { + var colliders = GetComponentsInChildren(); + foreach (var coll1 in colliders) + { + foreach (var coll2 in colliders) + { + if (coll1 != coll2) + Physics2D.IgnoreCollision(coll1, coll2); + } + } + } + + private void BalanceCenterOfMass() + { + var rigidbodies = GetComponentsInChildren(); + var groups = rigidbodies + .GroupBy(rb => rb.name.Replace("Left", "").Replace("Right", "")) + .ToArray(); + foreach (var group in groups) + { + var mainCenterOfMass = transform.InverseTransformPoint(group.First().worldCenterOfMass); + foreach (var rb in group) + { + var cm = transform.InverseTransformPoint(rb.worldCenterOfMass); + if (Mathf.Abs(mainCenterOfMass.x + cm.x) < 0.02f && Mathf.Abs(cm.y - mainCenterOfMass.y) < 0.02f) + { + cm.x = -mainCenterOfMass.x; + cm.y = mainCenterOfMass.y; + } + rb.centerOfMass = rb.transform.InverseTransformPoint(transform.TransformPoint(cm)); + } + } + } + + private void Update() + { + SetLandingGear(ReleaseLandingGear); + } + + private void SetLandingGear(bool release) + { + foreach (var landingLeg in _landingLegs) + landingLeg.Release = release; + } + + public void DropFlares() + { + SpawnFlare(RightFlareSpawnPos, RightFlareVelocity); + SpawnFlare(new Vector3(-RightFlareSpawnPos.x, RightFlareSpawnPos.y), + new Vector2(-RightFlareVelocity.x, RightFlareVelocity.y)); + } + + void SpawnFlare(Vector2 localPos, Vector2 localVelocity) + { + var worldPos = MainRigidbody.transform.TransformPoint(localPos); + var worldVel = (Vector2)MainRigidbody.transform.TransformDirection(localVelocity) + MainRigidbody.velocity; + var worldRot = Quaternion.Euler(0, 0, + FlaresPrefab.transform.rotation.eulerAngles.z*Mathf.Sign(localVelocity.x) + + MainRigidbody.rotation); + var flareObj = (GameObject)Instantiate(FlaresPrefab, worldPos, worldRot); + var flareRigidbody = flareObj.GetComponent(); + flareRigidbody.velocity = worldVel; + flareRigidbody.angularVelocity = FlareAngularVelocity*Mathf.Sign(localVelocity.x); + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Scripts/Spacecraft.cs.meta b/Assets/Light2D/Examples/Scripts/Spacecraft.cs.meta new file mode 100644 index 0000000..456899e --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/Spacecraft.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c42ce20fbaeeba2468fa8b8cbf47b339 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/SpiderLeg.cs b/Assets/Light2D/Examples/Scripts/SpiderLeg.cs new file mode 100644 index 0000000..7bca284 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/SpiderLeg.cs @@ -0,0 +1,69 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + + +namespace Light2D.Examples +{ + public class SpiderLeg : MonoBehaviour + { + public Rigidbody2D Body; + public Transform ConnectedTransform; + public Vector2 ConnectedAnchor; + public float MaxForce = 5000; + public float MaxMoveSpeed = 10; + public float TargetLength = 10; + public float Spring = 100; + public float Damper = 10; + private Transform _transform; + + private void Awake() + { + _transform = transform; + } + + private void LateUpdate() + { + if (ConnectedTransform == null || Body == null) + return; + + Vector2 worldAnchor = ConnectedTransform.TransformPoint(ConnectedAnchor); + Vector2 worldOrigin = Body.position; + var length = (worldAnchor - worldOrigin).magnitude; + + _transform.position = worldOrigin; + _transform.localScale = transform.localScale.WithY(length); + _transform.rotation = Quaternion.Euler(0, 0, (worldOrigin - worldAnchor).AngleZ()); + } + + private void FixedUpdate() + { + if (ConnectedTransform == null || Body == null) + return; + + Vector2 worldAnchor = ConnectedTransform.TransformPoint(ConnectedAnchor); + Vector2 worldOrigin = Body.position; + + var length = (worldAnchor - worldOrigin).magnitude; + var force = (TargetLength - length)*Spring; + force -= Body.velocity.magnitude*Damper*Mathf.Sign(force); + force = Mathf.Clamp(force, -MaxForce, MaxForce); + var forceVec = (Body.position - worldAnchor)/length*force; + + Body.AddForce(forceVec, ForceMode2D.Force); + } + + private void OnDrawGizmos() + { + if (ConnectedTransform == null || Body == null) + return; + + Vector2 worldAnchor = ConnectedTransform.TransformPoint(ConnectedAnchor); + Vector2 worldOrigin = Body.position; + + Gizmos.DrawLine(worldAnchor, worldOrigin); + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Scripts/SpiderLeg.cs.meta b/Assets/Light2D/Examples/Scripts/SpiderLeg.cs.meta new file mode 100644 index 0000000..9c95416 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/SpiderLeg.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 01724f6ebc5c9a640bbc7a5d0443f9ac +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/UICustomSlider.cs b/Assets/Light2D/Examples/Scripts/UICustomSlider.cs new file mode 100644 index 0000000..8ba6192 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/UICustomSlider.cs @@ -0,0 +1,43 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + + +namespace Light2D.Examples +{ + public class UICustomSlider : MonoBehaviour, IDragHandler, IEndDragHandler + { + [SerializeField] private Vector2 _minPos; + [SerializeField] private Vector2 _maxPos; + + public float Value { get; private set; } + + private void Awake() + { + _minPos = transform.TransformPoint(_minPos); + _maxPos = transform.TransformPoint(_maxPos); + } + + public void OnDrag(PointerEventData eventData) + { + var center = (_maxPos - _minPos)/2f; + Vector2 pos = (Vector2) Vector3.Project(eventData.position - _minPos, _maxPos - _minPos); + var closerToLeft = pos.sqrMagnitude < (pos - (_maxPos - _minPos)).sqrMagnitude; + if ((pos - center).sqrMagnitude > center.sqrMagnitude) + pos = closerToLeft ? Vector2.zero : _maxPos - _minPos; + Value = (pos - center).magnitude/center.magnitude*(closerToLeft ? -1 : 1); + pos += _minPos; + transform.position = pos; + } + + public void OnEndDrag(PointerEventData eventData) + { + transform.position = (_minPos + _maxPos)/2f; + Value = 0; + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Examples/Scripts/UICustomSlider.cs.meta b/Assets/Light2D/Examples/Scripts/UICustomSlider.cs.meta new file mode 100644 index 0000000..232d054 --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/UICustomSlider.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ae2e2eaef530e4d42bb9e7519db4eef9 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Examples/Scripts/Wisp.cs b/Assets/Light2D/Examples/Scripts/Wisp.cs new file mode 100644 index 0000000..f76e18d --- /dev/null +++ b/Assets/Light2D/Examples/Scripts/Wisp.cs @@ -0,0 +1,33 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + +namespace Light2D.Examples +{ + public class Wisp : MonoBehaviour + { + public float Force; + public GameObject LineLight; + + void Update() + { + var moveVec = Vector2.zero; + + if (Input.GetKey(KeyCode.UpArrow)) moveVec += new Vector2(0, 1); + if (Input.GetKey(KeyCode.DownArrow)) moveVec += new Vector2(0, -1); + if (Input.GetKey(KeyCode.RightArrow)) moveVec += new Vector2(1, 0); + if (Input.GetKey(KeyCode.LeftArrow)) moveVec += new Vector2(-1, 0); + + if (moveVec.sqrMagnitude > 0.01f*0.01f) + { + var force = moveVec.normalized*Force; + GetComponent().AddForce(force, ForceMode2D.Force); + } + + var lightAngle = (Util.GetMousePosInUnits() - (Vector2) transform.position).AngleZ(); + LineLight.transform.rotation = Quaternion.Euler(0, 0, lightAngle); + } + } +} diff --git a/Assets/Light2D/Examples/Scripts/Wisp.cs.meta b/Assets/Light2D/Examples/Scripts/Wisp.cs.meta new file mode 100644 index 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#include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + }; + + struct v2f { + float4 vertex : SV_POSITION; + half2 texcoord : TEXCOORD0; + }; + + sampler2D _MainTex; // previous iterative ambient light texture + sampler2D _ObstacleTex; // light obstacles texture + sampler2D _LightSourcesTex; // light sources texture + half _PixelsPerBlock; + half2 _Shift; + half _ObstacleMul; + half _EmissionColorMul; + half _SamplingDist; + half _ObstacleAdd; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.texcoord = v.texcoord; + return o; + } + + + half4 frag (v2f i) : COLOR + { + const half addMul = 0.25; + + half4 emission = tex2D(_LightSourcesTex, i.texcoord); + half4 obstacle = tex2D(_ObstacleTex, i.texcoord); + obstacle = saturate(((1 - obstacle)*obstacle.a*_ObstacleMul + _ObstacleAdd)); + + half2 uv = i.texcoord + _Shift; + + half4 oldLight = tex2D(_MainTex, uv); + + // computing average value of 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mode 100644 index 0000000..2f9aabf --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/AmbientLightComputer.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: e3c01cd61ef58b144be454935b099194 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/FastBlur.shader b/Assets/Light2D/Resources/Shaders/FastBlur.shader new file mode 100644 index 0000000..eb286f3 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/FastBlur.shader @@ -0,0 +1,79 @@ +/* + +Fast, low quality blur. + +*/ + +Shader "Light2D/Fast Blur" { +Properties { + _Distance ("Distance", Float) = 4 // blur distance in pixels +} + +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + LOD 100 + + ZWrite Off + //Blend SrcAlpha OneMinusSrcAlpha + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + }; + + struct v2f { + float4 vertex : SV_POSITION; + half2 texcoord : TEXCOORD0; + half2 dist : TEXCOORD1; + }; + + uniform sampler2D _MainTex; + uniform half _Distance; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.texcoord = v.texcoord; + half2 dist = _Distance*(1.0/_ScreenParams.xy); + o.dist = half2(dist.x, dist.y*0.707); + return o; + } + + half4 frag (v2f i) : COLOR + { + half2 dists[8] = + { + half2(i.dist.x, 0), half2(-i.dist.x, 0), half2(0, i.dist.x), half2(0, -i.dist.x), + half2(i.dist.y, i.dist.y), half2(i.dist.y, -i.dist.y), + half2(-i.dist.y, i.dist.y), half2(-i.dist.y, -i.dist.y) + }; + + half4 sum = 0; + + sum += tex2D(_MainTex, i.texcoord); + sum += tex2D(_MainTex, i.texcoord + dists[0]); + sum += tex2D(_MainTex, i.texcoord + dists[1]); + sum += tex2D(_MainTex, i.texcoord + dists[2]); + sum += tex2D(_MainTex, i.texcoord + dists[3]); + sum += tex2D(_MainTex, i.texcoord + dists[4]); + sum += tex2D(_MainTex, i.texcoord + dists[5]); + sum += tex2D(_MainTex, i.texcoord + dists[6]); + sum += tex2D(_MainTex, i.texcoord + dists[7]); + + half4 tex = sum/9.0; + + return tex; + } + ENDCG + } +} + +} diff --git a/Assets/Light2D/Resources/Shaders/FastBlur.shader.meta b/Assets/Light2D/Resources/Shaders/FastBlur.shader.meta new file mode 100644 index 0000000..f26e23e --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/FastBlur.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 7a07d34125fdd2b439503718458f0894 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/Light1.shader b/Assets/Light2D/Resources/Shaders/Light1.shader new file mode 100644 index 0000000..8f4ad1c --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light1.shader @@ -0,0 +1,77 @@ +/* + +This is simplest and fastest light shader without path tracking. +It requires no aditional data to work so it could be used with Particle System. + +*/ + +Shader "Light2D/Light 1 Point" { +Properties { + _MainTex ("Light texture", 2D) = "white" {} + _ObstacleMul ("Obstacle Mul", Float) = 6 + _EmissionColorMul ("Emission color mul", Float) = 1 +} +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + + LOD 100 + Blend OneMinusDstColor One + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA + #pragma multi_compile LIGHT2D_XY_PLANE LIGHT2D_XZ_PLANE + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float4 texcoord : TEXCOORD0; + fixed4 color : COLOR; + }; + + struct v2f { + float4 vertex : SV_POSITION; + half4 texcoord : TEXCOORD0; + half4 scrPos : TEXCOORD1; + fixed4 color : COLOR0; + }; + + uniform sampler2D _ObstacleTex; + uniform sampler2D _MainTex; + uniform half _ObstacleMul; + uniform half _EmissionColorMul; + uniform float2 _ExtendedToSmallTextureScale; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.texcoord = v.texcoord; + o.scrPos = ComputeScreenPos(o.vertex); + o.scrPos = half4((o.scrPos.xy - 0.5)*_ExtendedToSmallTextureScale + 0.5, o.scrPos.zw); + o.color = v.color; + return o; + } + + half4 frag (v2f i) : COLOR + { + half2 thisPos = (i.scrPos.xy/i.scrPos.w); + half m = _ObstacleMul; + half4 tex = tex2D(_MainTex, i.texcoord.xy); + half4 col = i.color*tex*tex.a*i.color.a; + half4 obstacle = tex2D(_ObstacleTex, thisPos); + col *= saturate(1 - (1 - obstacle)*obstacle.a*m); + col.rgb *= _EmissionColorMul; + return col; + } + ENDCG + } +} + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/Light1.shader.meta b/Assets/Light2D/Resources/Shaders/Light1.shader.meta new file mode 100644 index 0000000..7945819 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light1.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: f2794556b1e93454bb371b8a718bc78b +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/Light20.shader b/Assets/Light2D/Resources/Shaders/Light20.shader new file mode 100644 index 0000000..917d06a --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light20.shader @@ -0,0 +1,41 @@ +/* + +Light shader with 20 path tracking steps. +Code contained in LightBase.cginc, only path tracking samples count is defined here. + +*/ + +Shader "Light2D/Light 20 Points" { +Properties { + _MainTex ("Light texture", 2D) = "white" {} + _ObstacleMul ("Obstacle Mul", Float) = 500 + _EmissionColorMul ("Emission color mul", Float) = 1 +} +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + + LOD 100 + Blend OneMinusDstColor One + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #define PATH_TRACKING_SAMPLES 20 // count of path tracking steps + #pragma target 3.0 + #pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA + #pragma multi_compile LIGHT2D_XY_PLANE LIGHT2D_XZ_PLANE + + #include "UnityCG.cginc" + #include "Assets/Light2D/Resources/Shaders/LightBase.cginc" // all code is here + + #pragma vertex light2d_fixed_vert + #pragma fragment light2_fixed_frag + ENDCG + } +} + +Fallback "Light2D/Light 1 Point" + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/Light20.shader.meta b/Assets/Light2D/Resources/Shaders/Light20.shader.meta new file mode 100644 index 0000000..78205e8 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light20.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 9f4a2ad6220aedf47a83280c2e1932e7 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/Light30.shader b/Assets/Light2D/Resources/Shaders/Light30.shader new file mode 100644 index 0000000..551aed0 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light30.shader @@ -0,0 +1,41 @@ +/* + +Light shader with 30 path tracking steps. +Code contained in LightBase.cginc, only path tracking samples count is defined here. + +*/ + +Shader "Light2D/Light 30 Points" { +Properties { + _MainTex ("Light texture", 2D) = "white" {} + _ObstacleMul ("Obstacle Mul", Float) = 500 + _EmissionColorMul ("Emission color mul", Float) = 1 +} +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + + LOD 100 + Blend OneMinusDstColor One + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #define PATH_TRACKING_SAMPLES 30 // count of path tracking steps + #pragma target 3.0 + #pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA + #pragma multi_compile LIGHT2D_XY_PLANE LIGHT2D_XZ_PLANE + + #include "UnityCG.cginc" + #include "Assets/Light2D/Resources/Shaders/LightBase.cginc" // all code is here + + #pragma vertex light2d_fixed_vert + #pragma fragment light2_fixed_frag + ENDCG + } +} + +Fallback "Light2D/Light 20 Points" + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/Light30.shader.meta b/Assets/Light2D/Resources/Shaders/Light30.shader.meta new file mode 100644 index 0000000..2548007 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light30.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: f90422fc704c9ac47b22ad527e0151eb +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/Light40.shader b/Assets/Light2D/Resources/Shaders/Light40.shader new file mode 100644 index 0000000..31bcb58 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light40.shader @@ -0,0 +1,41 @@ +/* + +Light shader with 40 path tracking steps. +Code contained in LightBase.cginc, only path tracking samples count is defined here. + +*/ + +Shader "Light2D/Light 40 Points" { +Properties { + _MainTex ("Light texture", 2D) = "white" {} + _ObstacleMul ("Obstacle Mul", Float) = 500 + _EmissionColorMul ("Emission color mul", Float) = 1 +} +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + + LOD 100 + Blend OneMinusDstColor One + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #define PATH_TRACKING_SAMPLES 40 // count of path tracking steps + #pragma target 3.0 + #pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA + #pragma multi_compile LIGHT2D_XY_PLANE LIGHT2D_XZ_PLANE + + #include "UnityCG.cginc" + #include "Assets/Light2D/Resources/Shaders/LightBase.cginc" // all code is here + + #pragma vertex light2d_fixed_vert + #pragma fragment light2_fixed_frag + ENDCG + } +} + +Fallback "Light2D/Light 30 Points" + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/Light40.shader.meta b/Assets/Light2D/Resources/Shaders/Light40.shader.meta new file mode 100644 index 0000000..88773fe --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light40.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 47f04ff6c4cd6184e82b0d0902c007db +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/Light50.shader b/Assets/Light2D/Resources/Shaders/Light50.shader new file mode 100644 index 0000000..7305830 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light50.shader @@ -0,0 +1,41 @@ +/* + +Light shader with 50 path tracking steps. +Code contained in LightBase.cginc, only path tracking samples count is defined here. + +*/ + +Shader "Light2D/Light 50 Points" { +Properties { + _MainTex ("Light texture", 2D) = "white" {} + _ObstacleMul ("Obstacle Mul", Float) = 500 + _EmissionColorMul ("Emission color mul", Float) = 1 +} +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + + LOD 100 + Blend OneMinusDstColor One + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #define PATH_TRACKING_SAMPLES 50 // count of path tracking steps + #pragma target 3.0 + #pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA + #pragma multi_compile LIGHT2D_XY_PLANE LIGHT2D_XZ_PLANE + + #include "UnityCG.cginc" + #include "Assets/Light2D/Resources/Shaders/LightBase.cginc" // all code is here + + #pragma vertex light2d_fixed_vert + #pragma fragment light2_fixed_frag + ENDCG + } +} + +Fallback "Light2D/Light 30 Points" + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/Light50.shader.meta b/Assets/Light2D/Resources/Shaders/Light50.shader.meta new file mode 100644 index 0000000..47efbd8 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light50.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 815936569415cfd459ace4f9e2026627 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/Light60.shader b/Assets/Light2D/Resources/Shaders/Light60.shader new file mode 100644 index 0000000..7ecf3e8 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light60.shader @@ -0,0 +1,41 @@ +/* + +Light shader with 60 path tracking steps. +Code contained in LightBase.cginc, only path tracking samples count is defined here. + +*/ + +Shader "Light2D/Light 60 Points" { +Properties { + _MainTex ("Light texture", 2D) = "white" {} + _ObstacleMul ("Obstacle Mul", Float) = 500 + _EmissionColorMul ("Emission color mul", Float) = 1 +} +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + + LOD 100 + Blend OneMinusDstColor One + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #define PATH_TRACKING_SAMPLES 60 // count of path tracking steps + #pragma target 3.0 + #pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA + #pragma multi_compile LIGHT2D_XY_PLANE LIGHT2D_XZ_PLANE + + #include "UnityCG.cginc" + #include "Assets/Light2D/Resources/Shaders/LightBase.cginc" // all code is here + + #pragma vertex light2d_fixed_vert + #pragma fragment light2_fixed_frag + ENDCG + } +} + +Fallback "Light2D/Light 30 Points" + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/Light60.shader.meta b/Assets/Light2D/Resources/Shaders/Light60.shader.meta new file mode 100644 index 0000000..5084f05 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light60.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 9423e206b9b6f5f45b0eeb0790bba270 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/Light70.shader b/Assets/Light2D/Resources/Shaders/Light70.shader new file mode 100644 index 0000000..f4e122a --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light70.shader @@ -0,0 +1,41 @@ +/* + +Light shader with 70 path tracking steps. +Code contained in LightBase.cginc, only path tracking samples count is defined here. + +*/ + +Shader "Light2D/Light 70 Points" { +Properties { + _MainTex ("Light texture", 2D) = "white" {} + _ObstacleMul ("Obstacle Mul", Float) = 500 + _EmissionColorMul ("Emission color mul", Float) = 1 +} +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + + LOD 100 + Blend OneMinusDstColor One + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #define PATH_TRACKING_SAMPLES 70 // count of path tracking steps + #pragma target 3.0 + #pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA + #pragma multi_compile LIGHT2D_XY_PLANE LIGHT2D_XZ_PLANE + + #include "UnityCG.cginc" + #include "Assets/Light2D/Resources/Shaders/LightBase.cginc" // all code is here + + #pragma vertex light2d_fixed_vert + #pragma fragment light2_fixed_frag + ENDCG + } +} + +Fallback "Light2D/Light 30 Points" + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/Light70.shader.meta b/Assets/Light2D/Resources/Shaders/Light70.shader.meta new file mode 100644 index 0000000..ef5acaa --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light70.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: c248f902c930201439651266882a2150 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/Light80.shader b/Assets/Light2D/Resources/Shaders/Light80.shader new file mode 100644 index 0000000..cd24f9a --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light80.shader @@ -0,0 +1,41 @@ +/* + +Light shader with 80 path tracking steps. +Code contained in LightBase.cginc, only path tracking samples count is defined here. + +*/ + +Shader "Light2D/Light 80 Points" { +Properties { + _MainTex ("Light texture", 2D) = "white" {} + _ObstacleMul ("Obstacle Mul", Float) = 500 + _EmissionColorMul ("Emission color mul", Float) = 1 +} +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + + LOD 100 + Blend OneMinusDstColor One + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #define PATH_TRACKING_SAMPLES 80 // count of path tracking steps + #pragma target 3.0 + #pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA + #pragma multi_compile LIGHT2D_XY_PLANE LIGHT2D_XZ_PLANE + + #include "UnityCG.cginc" + #include "Assets/Light2D/Resources/Shaders/LightBase.cginc" // all code is here + + #pragma vertex light2d_fixed_vert + #pragma fragment light2_fixed_frag + ENDCG + } +} + +Fallback "Light2D/Light 40 Points" + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/Light80.shader.meta b/Assets/Light2D/Resources/Shaders/Light80.shader.meta new file mode 100644 index 0000000..318ac1c --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light80.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 9a981bc67d3aff14ea6d31cdfcc7e321 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/Light9.shader b/Assets/Light2D/Resources/Shaders/Light9.shader new file mode 100644 index 0000000..6b5c9b6 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light9.shader @@ -0,0 +1,16 @@ +/* + +Deprecated shader. Will fallback to "Light 20 Points". + +*/ + +Shader "Light2D/Light 8 Points" { +Properties { + _MainTex ("Light texture", 2D) = "white" {} + _ObstacleMul ("Obstacle Mul", Float) = 500 + _EmissionColorMul ("Emission color mul", Float) = 1 +} + +Fallback "Light2D/Light 20 Points" + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/Light9.shader.meta b/Assets/Light2D/Resources/Shaders/Light9.shader.meta new file mode 100644 index 0000000..ef7f90e --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light9.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 855974e4ec7380c468d9ef075b0c1134 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/Light90.shader b/Assets/Light2D/Resources/Shaders/Light90.shader new file mode 100644 index 0000000..2a135f6 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light90.shader @@ -0,0 +1,41 @@ +/* + +Light shader with 90 path tracking steps. +Code contained in LightBase.cginc, only path tracking samples count is defined here. + +*/ + +Shader "Light2D/Light 90 Points" { +Properties { + _MainTex ("Light texture", 2D) = "white" {} + _ObstacleMul ("Obstacle Mul", Float) = 500 + _EmissionColorMul ("Emission color mul", Float) = 1 +} +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + + LOD 100 + Blend OneMinusDstColor One + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #define PATH_TRACKING_SAMPLES 90 // count of path tracking steps + #pragma target 3.0 + #pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA + #pragma multi_compile LIGHT2D_XY_PLANE LIGHT2D_XZ_PLANE + + #include "UnityCG.cginc" + #include "Assets/Light2D/Resources/Shaders/LightBase.cginc" // all code is here + + #pragma vertex light2d_fixed_vert + #pragma fragment light2_fixed_frag + ENDCG + } +} + +Fallback "Light2D/Light 40 Points" + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/Light90.shader.meta b/Assets/Light2D/Resources/Shaders/Light90.shader.meta new file mode 100644 index 0000000..edee167 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/Light90.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 3a65b5d7f8a65c346bb3f168c0c4a914 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/LightAuto.shader b/Assets/Light2D/Resources/Shaders/LightAuto.shader new file mode 100644 index 0000000..6a9ad05 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/LightAuto.shader @@ -0,0 +1,88 @@ +/* + +This is most expensive light shader with variable count of path tracking steps. +That shader could be used only on desktop / consoles due to poor performance and required features. + +*/ + + +Shader "Light2D/Light Auto Points" { +Properties { + _MainTex ("Light texture", 2D) = "white" {} + _ObstacleMul ("Obstacle Mul", Float) = 500 + _EmissionColorMul ("Emission color mul", Float) = 1 + _StepCountMul ("Raytracking point count multiplier", Float) = 2 +} +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + + LOD 100 + Blend OneMinusDstColor One + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #pragma target 3.0 // replace with 4.0 if you see glitches with big _StepCountMul or texture resolution. + #pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA + #pragma multi_compile LIGHT2D_XY_PLANE LIGHT2D_XZ_PLANE + #pragma glsl_no_auto_normalization + #pragma glsl + + #include "UnityCG.cginc" + #include "Assets/Light2D/Resources/Shaders/LightBase.cginc" + + #pragma vertex light2d_fixed_vert + #pragma fragment frag + + uniform half _StepCountMul; + + half4 frag (light2d_fixed_v2f i) : COLOR + { + half4 tex = tex2D(_MainTex, i.texcoord); + + #ifdef PERSPECTIVE_CAMERA + half4 vPos = ComputeScreenPos(i.projVertex); + half2 thisPos = (vPos.xy/vPos.w - 0.5)*_ExtendedToSmallTextureScale + 0.5; + half4 cPos = ComputeScreenPos(mul(UNITY_MATRIX_VP, float4(i.texcoord1, 0, 1))); + half2 centerPos = (cPos.xy/cPos.w - 0.5)*_ExtendedToSmallTextureScale + 0.5; + #ifdef UNITY_HALF_TEXEL_OFFSET + thisPos += _PosOffset; + centerPos += _PosOffset; + #endif + #else + half2 thisPos = i.thisPos; + half2 centerPos = i.centerPos; + #endif + + half pixelSize = 1.0/_ScreenParams.y; + half len = length((thisPos - centerPos)*i.aspect); + int steps = round(_StepCountMul * len / pixelSize); + + half sub = 1.0/steps; + half m = _ObstacleMul*sub*len; + + half4 col = i.color*tex*tex.a*i.color.a; + + half pos = 0; + + + for(half i = 0; i < steps; i++) + { + pos += sub; + half4 obstacle = tex2Dlod(_ObstacleTex, half4(lerp(centerPos, thisPos, pos), 0, 0)); + col *= saturate(1 - (1 - obstacle)*obstacle.a*m); + } + + col.rgb *= _EmissionColorMul; + + return col; + } + ENDCG + } +} + +Fallback "Light2D/Light 80 Points" + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/LightAuto.shader.meta b/Assets/Light2D/Resources/Shaders/LightAuto.shader.meta new file mode 100644 index 0000000..9c3cd7b --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/LightAuto.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 2412ddee9dd4ca048af34e5f28a6acbf +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/LightBase.cginc b/Assets/Light2D/Resources/Shaders/LightBase.cginc new file mode 100644 index 0000000..5877f6f --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/LightBase.cginc @@ -0,0 +1,114 @@ +/* + +Base code for standard light shaders. +Light is computed by path tracking with fixed number of steps (PATH_TRACKING_SAMPLES). + +*/ + + +#ifndef LIGHT_BASE_INCLUDED +#define LIGHT_BASE_INCLUDED + +#pragma glsl_no_auto_normalization + +struct light2d_fixed_data_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + float4 color : COLOR0; + float2 texcoord1 : TEXCOORD1; +}; + +struct light2d_fixed_v2f { + float4 vertex : SV_POSITION; + half2 texcoord : TEXCOORD0; + half4 color : COLOR0; + #ifdef PERSPECTIVE_CAMERA + half2 texcoord1 : TEXCOORD1; + float4 projVertex : COLOR1; + float zDistance : TEXCOORD2; + #else + half2 thisPos : TEXCOORD2; + half2 centerPos : TEXCOORD1; + #endif + half2 aspect : TEXCOORD3; +}; + +uniform sampler2D _ObstacleTex; +uniform sampler2D _MainTex; +uniform half _ObstacleMul; +uniform half _EmissionColorMul; +uniform float2 _ExtendedToSmallTextureScale; +#ifdef UNITY_HALF_TEXEL_OFFSET +uniform half2 _PosOffset; +#endif + +light2d_fixed_v2f light2d_fixed_vert (light2d_fixed_data_t v) +{ + light2d_fixed_v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.texcoord = v.texcoord; + + #ifdef PERSPECTIVE_CAMERA + o.texcoord1 = v.texcoord1; + o.projVertex = o.vertex; + o.zDistance = mul(_Object2World, v.vertex).z; + #else + float4 vPos = ComputeScreenPos(o.vertex); + o.thisPos = (vPos.xy/vPos.w - 0.5)*_ExtendedToSmallTextureScale + 0.5; + #if LIGHT2D_XY_PLANE + float4 cPos = ComputeScreenPos(mul(UNITY_MATRIX_VP, float4(v.texcoord1, 0, 1))); + #elif LIGHT2D_XZ_PLANE + float4 cPos = ComputeScreenPos(mul(UNITY_MATRIX_VP, float4(v.texcoord1.x, 0, v.texcoord1.y, 1))); + #endif + o.centerPos = (cPos.xy/cPos.w - 0.5)*_ExtendedToSmallTextureScale + 0.5; + #ifdef UNITY_HALF_TEXEL_OFFSET + o.thisPos += _PosOffset; + o.centerPos += _PosOffset; + #endif + #endif + + o.color = v.color; + o.aspect = half2(_ScreenParams.x/_ScreenParams.y, 1); + + return o; +} + +half4 light2_fixed_frag (light2d_fixed_v2f i) : COLOR +{ + half4 tex = tex2D(_MainTex, i.texcoord); + + #ifdef PERSPECTIVE_CAMERA + half4 vPos = ComputeScreenPos(i.projVertex); + half2 thisPos = (vPos.xy/vPos.w - 0.5)*_ExtendedToSmallTextureScale + 0.5; + half4 cPos = ComputeScreenPos(mul(UNITY_MATRIX_VP, float4(i.texcoord1, i.zDistance, 1))); + half2 centerPos = (cPos.xy/cPos.w - 0.5)*_ExtendedToSmallTextureScale + 0.5; + #ifdef UNITY_HALF_TEXEL_OFFSET + thisPos += _PosOffset; + centerPos += _PosOffset; + #endif + #else + half2 thisPos = i.thisPos; + half2 centerPos = i.centerPos; + #endif + + half sub = 1.0/PATH_TRACKING_SAMPLES; + half len = length((thisPos - centerPos)*i.aspect); + half m = _ObstacleMul*sub*len; + + half4 col = i.color*tex*tex.a*i.color.a; + + half pos = 0; + + for(int i = 0; i < PATH_TRACKING_SAMPLES; i++) + { + pos += sub; + half4 obstacle = tex2D(_ObstacleTex, lerp(centerPos, thisPos, pos)); + col *= saturate(1 - (1 - obstacle)*obstacle.a*m); + } + + col.rgb *= _EmissionColorMul; + + return col;//half4(half3((thisPos - centerPos).x*20), 1);//tex2D(_ObstacleTex, thisPos); +} + +#endif \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/LightBase.cginc.meta b/Assets/Light2D/Resources/Shaders/LightBase.cginc.meta new file mode 100644 index 0000000..1e92ea0 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/LightBase.cginc.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 96959c36c8be1834a92f359610cce597 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/LightBlender.shader b/Assets/Light2D/Resources/Shaders/LightBlender.shader new file mode 100644 index 0000000..6abaa0f --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/LightBlender.shader @@ -0,0 +1,47 @@ +Shader "Light2D/Internal/Light Blender" { +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + + LOD 100 + Blend OneMinusDstColor One + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + }; + + struct v2f { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD0; + }; + + sampler2D _MainTex; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.texcoord = v.texcoord; + return o; + } + + fixed4 frag (v2f i) : COLOR + { + fixed4 col = tex2D(_MainTex, i.texcoord); + return col; + } + ENDCG + } +} + +} diff --git a/Assets/Light2D/Resources/Shaders/LightBlender.shader.meta b/Assets/Light2D/Resources/Shaders/LightBlender.shader.meta new file mode 100644 index 0000000..23337c3 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/LightBlender.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 5edc16468ed7a9d499760f70e80b23fd +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/LightIgnoreObstacles.shader b/Assets/Light2D/Resources/Shaders/LightIgnoreObstacles.shader new file mode 100644 index 0000000..09b59f2 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/LightIgnoreObstacles.shader @@ -0,0 +1,71 @@ +/* + +This is simplest and fastest light shader without path tracking. +It's works like "Light 1 Point", but ignores obstacles at all. +It requires no aditional data to work so it could be used with Particle System. + +*/ + +Shader "Light2D/Light Ignoring Obstacles" { +Properties { + _MainTex ("Light texture", 2D) = "white" {} + _EmissionColorMul ("Emission color mul", Float) = 1 +} +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + + LOD 100 + Blend OneMinusDstColor One + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile ORTHOGRAPHIC_CAMERA PERSPECTIVE_CAMERA + #pragma multi_compile LIGHT2D_XY_PLANE LIGHT2D_XZ_PLANE + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + fixed4 color : COLOR; + }; + + struct v2f { + float4 vertex : SV_POSITION; + half2 texcoord : TEXCOORD0; + fixed4 color : COLOR; + float4 scrPos : TEXCOORD2; + }; + + sampler2D _ObstacleTex; + sampler2D _MainTex; + half _EmissionColorMul; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.texcoord = v.texcoord; + o.scrPos = ComputeScreenPos(o.vertex); + o.color = v.color; + return o; + } + + fixed4 frag (v2f i) : COLOR + { + fixed4 tex = tex2D(_MainTex, i.texcoord); + + fixed4 col = i.color*tex*tex.a*i.color.a; + col.rgb *= _EmissionColorMul; + return col; + } + ENDCG + } +} + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/LightIgnoreObstacles.shader.meta b/Assets/Light2D/Resources/Shaders/LightIgnoreObstacles.shader.meta new file mode 100644 index 0000000..d1ca0ec --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/LightIgnoreObstacles.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 67bcc3638c6972d4baa0c90aa6b31e17 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/LightOverlay.shader b/Assets/Light2D/Resources/Shaders/LightOverlay.shader new file mode 100644 index 0000000..ab583e5 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/LightOverlay.shader @@ -0,0 +1,90 @@ +/* + +That shader is used to merge light sources, abmient light and game textures into one. + +*/ + + +Shader "Light2D/Light Overlay" { +Properties { + _GameTex ("Game", 2D) = "white" {} + _AmbientLightTex ("Ambient Light", 2D) = "black" {} + _LightSourcesTex ("Light Sources", 2D) = "black" {} + _LightSourcesMul ("Light Sources Multiplier", Float) = 1 + _LightMul ("Resulting Light Multiplier", Float) = 2 + _AdditiveLightPow ("Bloom Pow. Zero to turn off bloom.", Float) = 10 + _AdditiveLightAdd ("Bloom Add", Float) = 0.2 +} + +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + LOD 100 + + ZWrite Off + //Blend SrcAlpha OneMinusSrcAlpha + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile DUMMY HDR + #pragma multi_compile BLOOM_ON BLOOM_OFF + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + }; + + struct v2f { + float4 vertex : SV_POSITION; + half2 texcoordGame : TEXCOORD0; + half2 texcoordLight : TEXCOORD1; + half2 texcoordAmbient : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _GameTex; + uniform half4 _GameTex_TexelSize; + uniform sampler2D _AmbientLightTex; + uniform sampler2D _LightSourcesTex; + uniform float2 _Scale; + uniform float2 _Offset; + uniform half _LightMul; + uniform half _LightSourcesMul; + uniform half _AdditiveLightPow; + uniform half _AdditiveLightAdd; + uniform float2 _ExtendedToSmallTextureScale; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.texcoordGame = v.texcoord; + o.texcoordLight = (o.texcoordGame - 0.5)*_Scale + 0.5 + _Offset; + o.texcoordAmbient = (o.texcoordLight - 0.5)*_ExtendedToSmallTextureScale + 0.5; + + #if UNITY_UV_STARTS_AT_TOP + if (_GameTex_TexelSize.y < 0) + o.texcoordGame = half2(o.texcoordGame.x, 1 - o.texcoordGame.y); + #endif + + return o; + } + + half4 frag (v2f i) : COLOR + { + half4 game = tex2D(_GameTex, i.texcoordGame); + half4 ambientLight = tex2D(_AmbientLightTex, i.texcoordAmbient); + half4 lightSources = tex2D(_LightSourcesTex, i.texcoordLight)*_LightSourcesMul; + half4 light = ambientLight + lightSources; + + half3 bloom = (game.rgb + _AdditiveLightAdd)*pow(light.rgb, _AdditiveLightPow)*step(0.005, _AdditiveLightPow); + return half4(game.rgb*light.rgb*_LightMul + bloom, game.a); + } + ENDCG + } +} + +} diff --git a/Assets/Light2D/Resources/Shaders/LightOverlay.shader.meta b/Assets/Light2D/Resources/Shaders/LightOverlay.shader.meta new file mode 100644 index 0000000..81f00cd --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/LightOverlay.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: b3670fc9c29468e48a8d629a881af61c +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/LightOverlaySingleCamera.shader b/Assets/Light2D/Resources/Shaders/LightOverlaySingleCamera.shader new file mode 100644 index 0000000..ec259f4 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/LightOverlaySingleCamera.shader @@ -0,0 +1,89 @@ +/* + +That shader is used to merge light sources, abmient light and game textures into one. + +*/ + + +Shader "Light2D/Light Overlay Single Camera" { +Properties { + _GameTex ("Game", 2D) = "white" {} + _AmbientLightTex ("Ambient Light", 2D) = "black" {} + _LightSourcesTex ("Light Sources", 2D) = "black" {} + _LightSourcesMul ("Light Sources Multiplier", Float) = 1 + _LightMul ("Resulting Light Multiplier", Float) = 2 + _AdditiveLightPow ("Bloom Pow. Zero to turn off bloom.", Float) = 10 + _AdditiveLightAdd ("Bloom Add", Float) = 0.2 +} + +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + LOD 100 + + ZWrite Off + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile DUMMY HDR + #pragma multi_compile BLOOM_ON BLOOM_OFF + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + }; + + struct v2f { + float4 vertex : SV_POSITION; + half2 texcoordGame : TEXCOORD0; + half2 texcoordLight : TEXCOORD1; + half2 texcoordAmbient : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _GameTex; + uniform half4 _GameTex_TexelSize; + uniform sampler2D _AmbientLightTex; + uniform sampler2D _LightSourcesTex; + uniform float2 _Scale; + uniform float2 _Offest; + uniform half _LightMul; + uniform half _LightSourcesMul; + uniform half _AdditiveLightPow; + uniform half _AdditiveLightAdd; + uniform float2 _ExtendedToSmallTextureScale; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.texcoordGame = v.texcoord; + o.texcoordLight = (o.texcoordGame - 0.5)*_Scale + 0.5 + _Offest; + o.texcoordAmbient = (o.texcoordLight - 0.5)*_ExtendedToSmallTextureScale + 0.5; + + #if UNITY_UV_STARTS_AT_TOP + if (_GameTex_TexelSize.y < 0) + o.texcoordGame = half2(o.texcoordGame.x, 1 - o.texcoordGame.y); + #endif + + return o; + } + + half4 frag (v2f i) : COLOR + { + half4 game = tex2D(_GameTex, i.texcoordGame); + half4 ambientLight = tex2D(_AmbientLightTex, i.texcoordAmbient); + half4 lightSources = tex2D(_LightSourcesTex, i.texcoordLight)*_LightSourcesMul; + half4 light = ambientLight + lightSources; + + half3 bloom = (game.rgb + _AdditiveLightAdd)*pow(light.rgb, _AdditiveLightPow)*step(0.005, _AdditiveLightPow); + return half4(game.rgb*light.rgb*_LightMul + bloom, game.a); + } + ENDCG + } +} + +} diff --git a/Assets/Light2D/Resources/Shaders/LightOverlaySingleCamera.shader.meta b/Assets/Light2D/Resources/Shaders/LightOverlaySingleCamera.shader.meta new file mode 100644 index 0000000..28002cb --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/LightOverlaySingleCamera.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 0de7e208d31fc1242ab0a3ba9893e630 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/NormalMap.shader b/Assets/Light2D/Resources/Shaders/NormalMap.shader new file mode 100644 index 0000000..ed2ac01 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/NormalMap.shader @@ -0,0 +1,77 @@ +/* + +Used to create normal map buffer. + +*/ + +Shader "Light2D/Internal/Normal Map Drawer" { +Properties { + _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} + _NormalTex ("Normalmap", 2D) = "bump" {} +} + +SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "LightObstacle"="True" + } + + LOD 100 + Blend SrcAlpha OneMinusSrcAlpha + Cull Off + ZWrite Off + Lighting Off + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + float2 tangent : TANGENT; + }; + + struct v2f { + float4 vertex : SV_POSITION; + half2 mainTexcoord : TEXCOORD0; + half2 normalTexcoord : TEXCOORD1; + half3 utangent : TEXCOORD2; + half3 vtangent : TEXCOORD3; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + sampler2D _NormalTex; + float4 _NormalTex_ST; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.mainTexcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + o.normalTexcoord = TRANSFORM_TEX(v.texcoord, _NormalTex); + o.utangent = normalize(mul((float3x3)_Object2World, half3(v.tangent.x, v.tangent.y, 0))); + o.vtangent = normalize(mul((float3x3)_Object2World, half3(v.tangent.y, -v.tangent.x, 0))); + return o; + } + + fixed4 frag (v2f i) : COLOR + { + fixed4 col = tex2D(_MainTex, i.mainTexcoord); + fixed2 bumpMap = normalize(UnpackNormal(tex2D(_NormalTex, i.normalTexcoord))); + bumpMap = -bumpMap; + fixed2 bump = bumpMap.x*i.utangent + bumpMap.y*i.vtangent; + fixed2 bumpOut = bump*0.5 + 0.5; + return fixed4(bumpOut, 0, col.a); + } + ENDCG + } +} + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/NormalMap.shader.meta b/Assets/Light2D/Resources/Shaders/NormalMap.shader.meta new file mode 100644 index 0000000..5b822c8 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/NormalMap.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 20b15f631ada6ca4a93a0d75761b6d12 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/NormalMappedLight.shader b/Assets/Light2D/Resources/Shaders/NormalMappedLight.shader new file mode 100644 index 0000000..d4f7805 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/NormalMappedLight.shader @@ -0,0 +1,70 @@ +/* + +Used to create normal map buffer. + +*/ + +Shader "Light2D/Internal/Normal Mapped Light" { +SubShader { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"} + LOD 100 + + ZWrite Off + Blend OneMinusDstColor One + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + //float2 texcoord : TEXCOORD0; + }; + + struct v2f { + float4 vertex : SV_POSITION; + half2 normalTexcoord : TEXCOORD0; + half2 lightTexcoord : TEXCOORD1; + half3 lightPos : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _NormalsBuffer; + uniform half3 _LightPos; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.normalTexcoord = o.vertex*0.5 + 0.5; + o.lightTexcoord = o.vertex*0.5 + 0.5; + o.lightPos = mul(UNITY_MATRIX_VP, half4(_LightPos.xy, 0, 1)); + o.lightPos.z = _LightPos.z; + o.lightPos.xy = o.lightPos.xy*0.5 + 0.5; + + #if UNITY_UV_STARTS_AT_TOP + o.normalTexcoord.y = 1 - o.normalTexcoord.y; + o.lightTexcoord.y = 1 - o.lightTexcoord.y; + o.lightPos.y = 1 - o.lightPos.y; + #endif + + return o; + } + + half4 frag (v2f i) : COLOR + { + half4 light = tex2D(_MainTex, i.lightTexcoord); + half3 normal = normalize(tex2D(_NormalsBuffer, i.normalTexcoord)*2.0 - 1.0); + half3 revLightDir = normalize(i.lightPos - half3(i.lightTexcoord, 0)); + half lightness = max(0, -dot(normal, revLightDir)); + return half4(light.rgb*lightness, light.a); + } + ENDCG + } +} + + +} \ No newline at end of file diff --git a/Assets/Light2D/Resources/Shaders/NormalMappedLight.shader.meta b/Assets/Light2D/Resources/Shaders/NormalMappedLight.shader.meta new file mode 100644 index 0000000..cb5fab2 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/NormalMappedLight.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 019b8b15916791041b5bc1574b16bc78 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/ObstacleTexturePostProcessor.shader b/Assets/Light2D/Resources/Shaders/ObstacleTexturePostProcessor.shader new file mode 100644 index 0000000..5d91918 --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/ObstacleTexturePostProcessor.shader @@ -0,0 +1,55 @@ +/* + +That shader is used after all light obstacles have been drawn to draw one pixel wide white corner over it. + +*/ + + +Shader "Light2D/Obstacle Texture Post Porcessor" { +SubShader { + Tags {"Queue"="Overlay" "IgnoreProjector"="True" "RenderType"="Transparent"} + LOD 100 + + ZWrite Off + Blend Off + ZTest Always + Cull Off + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + }; + + uniform sampler2D _MainTex; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = v.vertex; + o.color = v.color; + return o; + } + + half4 frag (v2f i) : COLOR + { + clip(i.color.a - 0.01); + + return i.color; + } + ENDCG + } +} + +} diff --git a/Assets/Light2D/Resources/Shaders/ObstacleTexturePostProcessor.shader.meta b/Assets/Light2D/Resources/Shaders/ObstacleTexturePostProcessor.shader.meta new file mode 100644 index 0000000..670c12c --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/ObstacleTexturePostProcessor.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 132032be8004cd840adc401e99786b67 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/TransparentDualColorNormalMapped.shader b/Assets/Light2D/Resources/Shaders/TransparentDualColorNormalMapped.shader new file mode 100644 index 0000000..1466f8e --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/TransparentDualColorNormalMapped.shader @@ -0,0 +1,74 @@ +/* + +That shader is usually used to draw light obstacles. +Have main texture, additive color and multiplicative color. +First color is multipicative. It's grabbed from vertex color. +Second color is additive (RGB) and partially multiplicative (A). It's encoded in TEXCOORD1. + +*/ + + +Shader "Light2D/Transparent Dual Color Normal Mapped" { +Properties { + _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} + _NormalTex ("Normalmap", 2D) = "bump" {} +} + +SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "LightObstacle"="True" + } + LOD 100 + + Cull Off + ZWrite Off + Lighting Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float4 color : COLOR0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD0; + float4 color0 : COLOR0; + float4 color1 : COLOR1; + }; + + sampler2D _MainTex; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.texcoord = v.texcoord0; + o.color0 = v.color; + o.color1 = float4(EncodeFloatRGBA(v.texcoord1.x).xyz, EncodeFloatRGBA(v.texcoord1.y).x); + + return o; + } + + fixed4 frag (v2f i) : COLOR + { + fixed4 col = tex2D(_MainTex, i.texcoord); + return col*i.color0 + fixed4(i.color1.rgb, i.color1.a*i.color1.a*col.a*10); + } + ENDCG + } +} + +} diff --git a/Assets/Light2D/Resources/Shaders/TransparentDualColorNormalMapped.shader.meta b/Assets/Light2D/Resources/Shaders/TransparentDualColorNormalMapped.shader.meta new file mode 100644 index 0000000..1fd103e --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/TransparentDualColorNormalMapped.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: a4b0d33bda33cd144862711ad1341c78 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Resources/Shaders/TransparentNormalMapped.shader b/Assets/Light2D/Resources/Shaders/TransparentNormalMapped.shader new file mode 100644 index 0000000..622ae7d --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/TransparentNormalMapped.shader @@ -0,0 +1,70 @@ +/* + +That shader is usually used to draw light obstacles. +Have main texture and multiplicative color. + +*/ + + +Shader "Light2D/Transparent Normal Mapped" { +Properties { + _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} + _NormalTex ("Normalmap", 2D) = "bump" {} +} + +SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "LightObstacle"="True" + } + LOD 100 + + Cull Off + ZWrite Off + Lighting Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float2 texcoord : TEXCOORD0; + float4 color : COLOR0; + }; + + struct v2f { + float4 vertex : SV_POSITION; + float2 texcoord : TEXCOORD0; + float4 color : COLOR0; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + + v2f vert (appdata_t v) + { + v2f o; + o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); + o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + o.color = v.color; + + return o; + } + + fixed4 frag (v2f i) : COLOR + { + fixed4 col = tex2D(_MainTex, i.texcoord); + return col*i.color; + } + ENDCG + } +} + +} diff --git a/Assets/Light2D/Resources/Shaders/TransparentNormalMapped.shader.meta b/Assets/Light2D/Resources/Shaders/TransparentNormalMapped.shader.meta new file mode 100644 index 0000000..5377b4e --- /dev/null +++ b/Assets/Light2D/Resources/Shaders/TransparentNormalMapped.shader.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 561c964cee632944a93426dee73fa4d3 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Light2D/Scripts.meta b/Assets/Light2D/Scripts.meta new file mode 100644 index 0000000..521b5a5 --- /dev/null +++ b/Assets/Light2D/Scripts.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 8653e33d3289e6c4887aeca4405eafe6 +folderAsset: yes +DefaultImporter: + userData: diff --git a/Assets/Light2D/Scripts/CustomSprite.cs b/Assets/Light2D/Scripts/CustomSprite.cs new file mode 100644 index 0000000..948e62b --- /dev/null +++ b/Assets/Light2D/Scripts/CustomSprite.cs @@ -0,0 +1,433 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + +namespace Light2D +{ + /// + /// Custom sprite wich uses MeshFilter and MeshRenderer to render. + /// Main improvement from Unity SpriteRenderer is that you can access and modify mesh. + /// Also multiple CustomSprites could be merged to single mesh with MeshCombiner, + /// which gives much better performance for small meshes than StaticBatchingUtility.Combine. + /// + [ExecuteInEditMode] + public class CustomSprite : MonoBehaviour + { + /// + /// Vertex color of mesh. + /// + public Color Color = Color.white; + + /// + /// Sprite from which mesh will be generated. + /// + public Sprite Sprite; + + /// + /// Sorting order of MeshRenderer. + /// + public int SortingOrder; + + /// + /// Material to be used. + /// + public Material Material; + + // mesh data + protected Color[] _colors; + protected Vector2[] _uv0; + protected Vector2[] _uv1; + protected Vector3[] _vertices; + protected int[] _triangles; + protected Vector4[] _tangents; + + protected bool _isMeshDirty = false; + protected MeshRenderer _meshRenderer; + protected MeshFilter _meshFilter; + protected Mesh _mesh; + private Color _oldColor; + private Sprite _oldSprite; + private Material _oldMaterial; + private MaterialKey _oldMaterialKey; + public static Dictionary MaterialMap = new Dictionary(); + private const string GeneratedMaterialName = "Generated Material (DONT change it)"; + private const string GeneratedMeshName = "Generated Mesh (DONT change it)"; + + public bool RendererEnabled { get; private set; } + + /// + /// Is that sprite is staticaly batched? + /// + public bool IsPartOfStaticBatch + { + get { return _meshRenderer.isPartOfStaticBatch; } + } + + protected virtual void OnEnable() + { + _colors = new Color[4]; + _uv1 = new Vector2[4]; + _uv0 = new Vector2[4]; + _vertices = new Vector3[4]; + _triangles = new[] {2, 1, 0, 1, 2, 3}; + _meshRenderer = GetComponent(); + _meshFilter = GetComponent(); + + if (_meshRenderer == null) + _meshRenderer = gameObject.AddComponent(); + + if (_meshFilter == null) + _meshFilter = gameObject.AddComponent(); + +#if UNITY_EDITOR + if (Material == null) + { + Material = Resources.GetBuiltinResource("Sprites-Default.mat"); + } +#endif + + TryReleaseMesh(); + _meshFilter.sharedMesh = _mesh = new Mesh(); + _mesh.MarkDynamic(); + _mesh.name = GeneratedMeshName; + + _tangents = new Vector4[4]; + for (int i = 0; i < _tangents.Length; i++) + _tangents[i] = new Vector4(1, 0, 0); + + UpdateMeshData(true); + + RendererEnabled = _meshRenderer.enabled; + } + + protected virtual void Start() + { + UpdateMeshData(true); + } + + private void OnWillRenderObject() + { + UpdateMeshData(); + if (Application.isPlaying && LightingSystem.Instance.EnableNormalMapping) + { + RendererEnabled = _meshRenderer.enabled; + _meshRenderer.enabled = false; + } + } + + private void OnRenderObject() + { + if (Application.isPlaying && LightingSystem.Instance.EnableNormalMapping) + { + _meshRenderer.enabled = RendererEnabled; + } + } + + /// + /// Getting material from cache or instantiating new one. + /// + /// + public Material GetOrCreateMaterial() + { + TryReleaseMaterial(); + + if (Material == null || Sprite == null) + return null; + + MaterialValue matValue; + var key = new MaterialKey(Material, Sprite.texture); + + if (!MaterialMap.TryGetValue(key, out matValue)) + { + var mat = (Material)Instantiate(Material); + mat.name = GeneratedMaterialName; + mat.mainTexture = Sprite.texture; + MaterialMap[key] = matValue = new MaterialValue(mat, 1); + } + else + { + matValue.UsageCount++; + } + + _oldMaterialKey = key; + + return matValue.Material; + } + + /// + /// Getting material from cache or instantiating new one. + /// + /// + public static Material GetOrCreateMaterial(Material baseMaterial, Texture2D texture, out MaterialKey materialKey) + { + if (baseMaterial == null || texture == null) + { + materialKey = null; + return null; + } + + MaterialValue matValue; + var key = materialKey = new MaterialKey(baseMaterial, texture); + + if (!MaterialMap.TryGetValue(key, out matValue)) + { + var mat = (Material)Instantiate(baseMaterial); + mat.name = GeneratedMaterialName; + mat.mainTexture = texture; + MaterialMap[key] = matValue = new MaterialValue(mat, 1); + } + else + { + matValue.UsageCount++; + } + + return matValue.Material; + } + + /// + /// Deleting material from cache with reference counting. + /// + /// + public static void ReleaseMaterial(MaterialKey key) + { + MaterialValue matValue; + + if (!MaterialMap.TryGetValue(key, out matValue)) + return; + + matValue.UsageCount--; + + if (matValue.UsageCount <= 0) + { + Util.Destroy(matValue.Material); + MaterialMap.Remove(key); + } + } + + void TryReleaseMesh() + { + if (_meshFilter != null && _meshFilter.sharedMesh != null && + _meshFilter.sharedMesh.name == GeneratedMeshName && _mesh == _meshFilter.sharedMesh) + { + Util.Destroy(_meshFilter.sharedMesh); + _meshFilter.sharedMesh = null; + } + } + + void TryReleaseMaterial() + { + if (_oldMaterialKey != default(MaterialKey)) + { + ReleaseMaterial(_oldMaterialKey); + _oldMaterialKey = default(MaterialKey); + } + } + + void OnDestroy() + { + TryReleaseMesh(); + TryReleaseMaterial(); + } + + protected virtual void UpdateColor() + { + for (int i = 0; i < _colors.Length; i++) + _colors[i] = Color; + } + + /// + /// Recreating mesh data for Sprite based on it's bounds. + /// + protected virtual void UpdateSprite() + { + if (Sprite == null) + return; + + var rect = Sprite.textureRect; + var bounds = Sprite.bounds; + var tex = Sprite.texture; + var textureSize = new Point2(tex.width, tex.height); + + // HACK: mipmap could cause texture padding sometimes so padded size of texture needs to be computed. + var realSize = +#if UNITY_EDITOR || UNITY_STANDALONE + tex.mipmapCount <= 1 +#else + true +#endif + ? textureSize + : new Point2(Mathf.NextPowerOfTwo(textureSize.x), Mathf.NextPowerOfTwo(textureSize.y)); + + var unitSize2 = rect.size/Sprite.pixelsPerUnit/2f; + var offest = (Vector2) bounds.center; + + _vertices[0] = new Vector3(-unitSize2.x + offest.x, -unitSize2.y + offest.y, 0); + _vertices[1] = new Vector3(unitSize2.x + offest.x, -unitSize2.y + offest.y, 0); + _vertices[2] = new Vector3(-unitSize2.x + offest.x, unitSize2.y + offest.y, 0); + _vertices[3] = new Vector3(unitSize2.x + offest.x, unitSize2.y + offest.y, 0); + + _uv0[0] = new Vector2(rect.xMin/realSize.x, rect.yMin/realSize.y); // 0, 0 + _uv0[1] = new Vector2(rect.xMax/realSize.x, rect.yMin/realSize.y); // 1, 0 + _uv0[2] = new Vector2(rect.xMin/realSize.x, rect.yMax/realSize.y); // 0, 1 + _uv0[3] = new Vector2(rect.xMax/realSize.x, rect.yMax/realSize.y); // 1, 1 + + for (int i = 0; i < 4; i++) + { + _colors[i] = Color; + } + + _meshRenderer.sharedMaterial = GetOrCreateMaterial(); + } + + /// + /// Clearing and rebuilding mesh. + /// + protected virtual void UpdateMesh() + { + _mesh.Clear(); + _mesh.vertices = _vertices; + _mesh.triangles = _triangles; + _mesh.uv = _uv0; + _mesh.uv2 = _uv1; + _mesh.colors = _colors; + _mesh.tangents = _tangents; + } + + /// + /// Checking public fields and mesh data, then rebuilding internal state if changes found. + /// + /// Force update even if no changes found. + protected virtual void UpdateMeshData(bool forceUpdate = false) + { + if (_meshRenderer == null || _meshFilter == null || IsPartOfStaticBatch) + return; + + _meshRenderer.sortingOrder = SortingOrder; + + if (Color != _oldColor || forceUpdate) + { + UpdateColor(); + _isMeshDirty = true; + _oldColor = Color; + } + if (Sprite != _oldSprite || Material != _oldMaterial || forceUpdate) + { + UpdateSprite(); + _isMeshDirty = true; + _oldSprite = Sprite; + _oldMaterial = Material; + } + if (_isMeshDirty) + { + UpdateMesh(); + _isMeshDirty = false; + } + } + + /// + /// Used as a value to material map to support reference counting. + /// + public class MaterialValue + { + /// + /// Instantiated material from MaterialKey.Material with texture from MaterialKey.Texture. + /// + public Material Material; + + /// + /// Count of CustomSprites using that material. + /// + public int UsageCount; + + public MaterialValue(Material material, int usageCount) + { + Material = material; + UsageCount = usageCount; + } + } + + /// + /// Used as a key to material map. + /// + public class MaterialKey : IEquatable + { + /// + /// Sprite's texture. + /// + public Texture2D Texture; + + /// + /// Non instantiated material. + /// + public Material Material; + + public MaterialKey(Material material, Texture2D texture) + { + Material = material; + Texture = texture; + } + + private sealed class TextureMaterialEqualityComparer : IEqualityComparer + { + public bool Equals(MaterialKey x, MaterialKey y) + { + if (ReferenceEquals(x, y)) return true; + if (ReferenceEquals(x, null)) return false; + if (ReferenceEquals(y, null)) return false; + if (x.GetType() != y.GetType()) return false; + return Equals(x.Texture, y.Texture) && Equals(x.Material, y.Material); + } + + public int GetHashCode(MaterialKey obj) + { + unchecked + { + return ((obj.Texture != null ? obj.Texture.GetHashCode() : 0)*397) ^ (obj.Material != null ? obj.Material.GetHashCode() : 0); + } + } + } + + private static readonly IEqualityComparer TextureMaterialComparerInstance = new TextureMaterialEqualityComparer(); + + public static IEqualityComparer TextureMaterialComparer + { + get { return TextureMaterialComparerInstance; } + } + + public bool Equals(MaterialKey other) + { + if (ReferenceEquals(null, other)) return false; + if (ReferenceEquals(this, other)) return true; + return Equals(Texture, other.Texture) && Equals(Material, other.Material); + } + + public override bool Equals(object obj) + { + if (ReferenceEquals(null, obj)) return false; + if (ReferenceEquals(this, obj)) return true; + if (obj.GetType() != this.GetType()) return false; + return Equals((MaterialKey) obj); + } + + public override int GetHashCode() + { + unchecked + { + return ((Texture != null ? Texture.GetHashCode() : 0)*397) ^ (Material != null ? Material.GetHashCode() : 0); + } + } + + public static bool operator ==(MaterialKey left, MaterialKey right) + { + return Equals(left, right); + } + + public static bool operator !=(MaterialKey left, MaterialKey right) + { + return !Equals(left, right); + } + } + } +} diff --git a/Assets/Light2D/Scripts/CustomSprite.cs.meta b/Assets/Light2D/Scripts/CustomSprite.cs.meta new file mode 100644 index 0000000..53edc6e --- /dev/null +++ b/Assets/Light2D/Scripts/CustomSprite.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 29d8c03e86a89194f8ee931d9cf69ba1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Scripts/LightObstacleGenerator.cs b/Assets/Light2D/Scripts/LightObstacleGenerator.cs new file mode 100644 index 0000000..ffaef2b --- /dev/null +++ b/Assets/Light2D/Scripts/LightObstacleGenerator.cs @@ -0,0 +1,75 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + +namespace Light2D +{ + /// + /// That class is generating obstacles for object it attached to. + /// Obect must have MeshRenderer, SpriteRenderer or CustomSprite script from which texture for obstacle will be grabbed. + /// For rendering obstacle of SpriteRenderer and CustomSprite LightObstacleSprite with material "Material" (material with dual color shader by default) will be used. + /// For objects with MeshRenderer "Material" property is ignored. MeshRenderer.sharedMaterial is used instead. + /// + [ExecuteInEditMode] + public class LightObstacleGenerator : MonoBehaviour + { + /// + /// Vertex color. + /// + public Color MultiplicativeColor = new Color(0, 0, 0, 1); + + /// + /// AdditiveColor that will be used for obstacle when SpriteRenderer or CustomSprite scripts is attached. + /// Only DualColor shader supports additive color. + /// + public Color AdditiveColor; + + /// + /// Material that will be used for obstacle when SpriteRenderer or CustomSprite scripts is attached. + /// + public Material Material; + + public float LightObstacleScale = 1; + + private void Start() + { +#if UNITY_EDITOR + if (Material == null) + { + Material = (Material)UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/Light2D/Materials/DualColor.mat", typeof(Material)); + } +#endif + + if (!Application.isPlaying) + return; + + var obstacleObj = new GameObject(gameObject.name + " Light Obstacle"); + + obstacleObj.transform.parent = gameObject.transform; + obstacleObj.transform.localPosition = Vector3.zero; + obstacleObj.transform.localRotation = Quaternion.identity; + obstacleObj.transform.localScale = Vector3.one*LightObstacleScale; + if (LightingSystem.Instance != null) + obstacleObj.layer = LightingSystem.Instance.LightObstaclesLayer; + + if (GetComponent() != null || GetComponent() != null) + { + var obstacleSprite = obstacleObj.AddComponent(); + obstacleSprite.Color = MultiplicativeColor; + obstacleSprite.AdditiveColor = AdditiveColor; + obstacleSprite.Material = Material; + } + else + { + var obstacleMesh = obstacleObj.AddComponent(); + obstacleMesh.MultiplicativeColor = MultiplicativeColor; + obstacleMesh.AdditiveColor = AdditiveColor; + obstacleMesh.Material = Material; + } + + Destroy(this); + } + } +} diff --git a/Assets/Light2D/Scripts/LightObstacleGenerator.cs.meta b/Assets/Light2D/Scripts/LightObstacleGenerator.cs.meta new file mode 100644 index 0000000..2ba1102 --- /dev/null +++ b/Assets/Light2D/Scripts/LightObstacleGenerator.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a0184ff86886f974d95dfead14754f36 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Scripts/LightObstacleMesh.cs b/Assets/Light2D/Scripts/LightObstacleMesh.cs new file mode 100644 index 0000000..bb2df5f --- /dev/null +++ b/Assets/Light2D/Scripts/LightObstacleMesh.cs @@ -0,0 +1,114 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + +namespace Light2D +{ + /// + /// Automatically updating mesh, material and main texture of light obstacle. + /// Class is copying all data used for rendering from parent. + /// + public class LightObstacleMesh : MonoBehaviour + { + public Color32 MultiplicativeColor; + public Color AdditiveColor; + public Material Material; + private MeshRenderer _parentMeshRenderer; + private MeshFilter _parentMeshFilter; + private MeshRenderer _meshRenderer; + private MeshFilter _meshFilter; + private Mesh _oldParentMesh; + private Color32 _oldMulColor; + private Color _oldAddColor; + private Material _oldMaterial; + private CustomSprite.MaterialKey _materialKey; + + void Awake() + { + _parentMeshRenderer = transform.parent.GetComponent(); + _parentMeshFilter = transform.parent.GetComponent(); + _meshRenderer = GetComponent(); + if (_meshRenderer == null) _meshRenderer = gameObject.AddComponent(); + _meshFilter = GetComponent(); + if (_meshFilter == null) _meshFilter = gameObject.AddComponent(); + } + + void Update() + { + Refresh(); + } + + void Refresh() + { + if (_parentMeshFilter == null || _parentMeshFilter == null || _meshRenderer == null || _meshFilter == null || + _parentMeshFilter.sharedMesh == null || _parentMeshRenderer.sharedMaterial == null) + { + if (_meshRenderer != null) + _meshRenderer.enabled = false; + return; + } + + bool dirty = false; + if (_parentMeshFilter.mesh != _oldParentMesh) + { + if (_meshFilter.mesh != null) + Destroy(_meshFilter.mesh); + _meshFilter.mesh = (Mesh) Instantiate(_parentMeshFilter.sharedMesh); + _meshFilter.mesh.MarkDynamic(); + + if (_meshFilter.mesh.tangents == null) + { + var tangents = new Vector4[_meshFilter.mesh.vertexCount]; + for (int i = 0; i < tangents.Length; i++) + tangents[i] = new Vector4(1, 0); + _meshFilter.mesh.tangents = tangents; + } + + _oldParentMesh = _parentMeshFilter.sharedMesh; + dirty = true; + } + + if (_oldMaterial != _parentMeshRenderer.sharedMaterial || + (_oldMaterial != null && _parentMeshRenderer.sharedMaterial != null && + _oldMaterial.mainTexture != _parentMeshRenderer.sharedMaterial.mainTexture)) + { + if (_meshRenderer.sharedMaterial != null && _materialKey != null) + { + CustomSprite.ReleaseMaterial(_materialKey); + } + var baseMat = Material == null ? _parentMeshRenderer.sharedMaterial : Material; + var tex = _parentMeshRenderer.sharedMaterial.mainTexture as Texture2D; + _meshRenderer.sharedMaterial = CustomSprite.GetOrCreateMaterial(baseMat, tex, out _materialKey); + _oldMaterial = _parentMeshRenderer.sharedMaterial; + } + + if (!MultiplicativeColor.Equals(_oldMulColor) || AdditiveColor != _oldAddColor || dirty) + { + var colors = _meshFilter.mesh.colors32; + if (colors == null || colors.Length != _meshFilter.mesh.vertexCount) + colors = new Color32[_meshFilter.mesh.vertexCount]; + + for (int i = 0; i < colors.Length; i++) + colors[i] = MultiplicativeColor; + _meshFilter.mesh.colors32 = colors; + + var uv1 = new Vector2( + Util.DecodeFloatRGBA((Vector4) AdditiveColor), + Util.DecodeFloatRGBA(new Vector4(AdditiveColor.a, 0, 0))); + var uv1Arr = _meshFilter.mesh.uv2; + if (uv1Arr == null || uv1Arr.Length != colors.Length) + uv1Arr = new Vector2[colors.Length]; + for (int i = 0; i < uv1Arr.Length; i++) + { + uv1Arr[i] = uv1; + } + _meshFilter.mesh.uv2 = uv1Arr; + + _oldMulColor = MultiplicativeColor; + _oldAddColor = AdditiveColor; + } + } + } +} diff --git a/Assets/Light2D/Scripts/LightObstacleMesh.cs.meta b/Assets/Light2D/Scripts/LightObstacleMesh.cs.meta new file mode 100644 index 0000000..ffbcc95 --- /dev/null +++ b/Assets/Light2D/Scripts/LightObstacleMesh.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 53b0c4c5d380d084db011bc570d0fe96 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Scripts/LightObstacleSprite.cs b/Assets/Light2D/Scripts/LightObstacleSprite.cs new file mode 100644 index 0000000..0203202 --- /dev/null +++ b/Assets/Light2D/Scripts/LightObstacleSprite.cs @@ -0,0 +1,100 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Runtime.CompilerServices; +using System.Text; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; + +namespace Light2D +{ + /// + /// Sprite with dual color support. Grabs sprite from GameSpriteRenderer field. + /// + [ExecuteInEditMode] + public class LightObstacleSprite : CustomSprite + { + /// + /// Renderer from which sprite will be used. + /// + public Renderer GameSpriteRenderer; + + /// + /// Color is packed in mesh UV1. + /// + public Color AdditiveColor; + private Color _oldSecondaryColor; + private Renderer _oldGameSpriteRenderer; + private SpriteRenderer _oldUnitySprite; + private CustomSprite _oldCustomSprite; + + protected override void OnEnable() + { +#if UNITY_EDITOR + if (Material == null) + { + Material = (Material)AssetDatabase.LoadAssetAtPath("Assets/Light2D/Materials/DualColor.mat", typeof(Material)); + } +#endif + + base.OnEnable(); + + if (GameSpriteRenderer == null && transform.parent != null) + GameSpriteRenderer = transform.parent.gameObject.GetComponent(); + + gameObject.layer = LightingSystem.Instance.LightObstaclesLayer; + + UpdateMeshData(true); + } + + private void UpdateSecondaryColor() + { + var uv1 = new Vector2( + Util.DecodeFloatRGBA((Vector4)AdditiveColor), + Util.DecodeFloatRGBA(new Vector4(AdditiveColor.a, 0, 0))); + for (int i = 0; i < _uv1.Length; i++) + { + _uv1[i] = uv1; + } + } + + protected override void UpdateMeshData(bool forceUpdate = false) + { + if (_meshRenderer == null || _meshFilter == null || IsPartOfStaticBatch) + return; + + if (GameSpriteRenderer != null && (GameSpriteRenderer != _oldGameSpriteRenderer || forceUpdate || + (_oldUnitySprite != null && _oldUnitySprite.sprite != null && _oldUnitySprite.sprite != Sprite) || + (_oldCustomSprite != null && _oldCustomSprite.Sprite != null && _oldCustomSprite.Sprite != Sprite))) + { + _oldGameSpriteRenderer = GameSpriteRenderer; + + _oldCustomSprite = GameSpriteRenderer.GetComponent(); + if (_oldCustomSprite != null) + { + Sprite = _oldCustomSprite.Sprite; + } + else + { + _oldUnitySprite = GameSpriteRenderer.GetComponent(); + if (_oldUnitySprite != null) + Sprite = _oldUnitySprite.sprite; + } + + Material.EnableKeyword("NORMAL_TEXCOORD"); + } + + if (_oldSecondaryColor != AdditiveColor || forceUpdate) + { + UpdateSecondaryColor(); + _isMeshDirty = true; + _oldSecondaryColor = AdditiveColor; + } + + base.UpdateMeshData(forceUpdate); + } + } +} + diff --git a/Assets/Light2D/Scripts/LightObstacleSprite.cs.meta b/Assets/Light2D/Scripts/LightObstacleSprite.cs.meta new file mode 100644 index 0000000..0c97485 --- /dev/null +++ b/Assets/Light2D/Scripts/LightObstacleSprite.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c849e7d3a5bc0ff408d0cfcf61f81906 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Scripts/LightSprite.cs b/Assets/Light2D/Scripts/LightSprite.cs new file mode 100644 index 0000000..d3e3d1d --- /dev/null +++ b/Assets/Light2D/Scripts/LightSprite.cs @@ -0,0 +1,203 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Runtime.CompilerServices; +using System.Text; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; + +namespace Light2D +{ + /// + /// Used to draw lights. Puts LightOrigin world position to UV1. + /// Supports Point and Line light types. + /// + [ExecuteInEditMode] + public class LightSprite : CustomSprite + { + public static List AllLightSprites = new List(); + public Vector3 LightOrigin = new Vector3(0, 0, 1); + public LightShape Shape = LightShape.Point; + private Matrix4x4 _modelMatrix; + private Vector3 _oldLightOrigin; + private LightShape _oldLightShape; + + public MeshRenderer Renderer + { + get { return _meshRenderer; } + } + + protected override void OnEnable() + { + base.OnEnable(); + AllLightSprites.Add(this); + } + + void OnDisable() + { + AllLightSprites.Remove(this); + } + + /// + /// Update UV1 which is used for raytracking in shader. UV1 is set to world position of LightOrigin. + /// + private void UpdatePosition() + { + if (Sprite == null || !Application.isPlaying) + return; + + var mat = _modelMatrix; + Vector2 size = Sprite.bounds.size; + + if (Shape == LightShape.Point) + { + // LightOrigin needs to be send in world position instead of local because + // Unity non uniform scaling is breaking model matrix in shader. + var pos = mat.MultiplyPoint(((Vector2)LightOrigin).Mul(size)); + if (!LightingSystem.Instance.XZPlane) + { + for (int i = 0; i < _uv1.Length; i++) + _uv1[i] = pos; + } + else + { + var p = new Vector2(pos.x, pos.z); + for (int i = 0; i < _uv1.Length; i++) + _uv1[i] = p; + } + } + else if (Shape == LightShape.Line) + { + var lpos = mat.MultiplyPoint(new Vector2(-0.5f, LightOrigin.y).Mul(size)); + var rpos = mat.MultiplyPoint(new Vector2(0.5f, LightOrigin.y).Mul(size)); + if (!LightingSystem.Instance.XZPlane) + { + _uv1[0] = lpos; + _uv1[1] = rpos; + _uv1[2] = lpos; + _uv1[3] = rpos; + } + else + { + var lp = new Vector2(lpos.x, lpos.z); + var rp = new Vector2(rpos.x, rpos.z); + _uv1[0] = lp; + _uv1[1] = rp; + _uv1[2] = lp; + _uv1[3] = rp; + } + } + } + + protected override void UpdateMeshData(bool forceUpdate = false) + { + if (IsPartOfStaticBatch) + return; + + var objMat = transform.localToWorldMatrix; + if (!objMat.FastEquals(_modelMatrix) || + _oldLightOrigin != LightOrigin || _oldLightShape != Shape || forceUpdate) + { + _modelMatrix = objMat; + _oldLightOrigin = LightOrigin; + _oldLightShape = Shape; + UpdatePosition(); + _isMeshDirty = true; + } + + base.UpdateMeshData(forceUpdate); + } + + public enum LightShape + { + Point, + Line, + } + + private void OnDrawGizmosSelected() + { + if (Sprite == null) + return; + + var size = Sprite.bounds.size; + if (Shape == LightShape.Point) + { + var center = transform.TransformPoint(LightOrigin); + Gizmos.DrawLine( + center + transform.TransformDirection(new Vector2(-0.1f, 0)), + center + transform.TransformDirection(new Vector2(0.1f, 0))); + Gizmos.DrawLine( + center + transform.TransformDirection(new Vector2(0, -0.1f)), + center + transform.TransformDirection(new Vector2(0, 0.1f))); + } + else if (Shape == LightShape.Line && Sprite != null) + { + var lpos = transform.TransformPoint(new Vector3(-0.5f, LightOrigin.y).Mul(size)); + var rpos = transform.TransformPoint(new Vector3(0.5f, LightOrigin.y).Mul(size)); + Gizmos.DrawLine(lpos, rpos); + } + } + + public void DrawLightingNow(Vector2 lightCamLocalPos) + { + var material = _meshRenderer.sharedMaterial; + + if (!material.SetPass(0)) + return; + + var v1 = _modelMatrix.MultiplyPoint(_vertices[0]) - (Vector3)lightCamLocalPos; + var v2 = _modelMatrix.MultiplyPoint(_vertices[2]) - (Vector3)lightCamLocalPos; + var v3 = _modelMatrix.MultiplyPoint(_vertices[3]) - (Vector3)lightCamLocalPos; + var v4 = _modelMatrix.MultiplyPoint(_vertices[1]) - (Vector3)lightCamLocalPos; + + GL.Begin(GL.QUADS); + + GL.Color(Color); + + GL.MultiTexCoord(0, _uv0[0]); + GL.MultiTexCoord(1, _uv1[0] - lightCamLocalPos); + GL.Vertex(v1); + + GL.MultiTexCoord(0, _uv0[2]); + GL.MultiTexCoord(1, _uv1[2] - lightCamLocalPos); + GL.Vertex(v2); + + GL.MultiTexCoord(0, _uv0[3]); + GL.MultiTexCoord(1, _uv1[3] - lightCamLocalPos); + GL.Vertex(v3); + + GL.MultiTexCoord(0, _uv0[1]); + GL.MultiTexCoord(1, _uv1[1] - lightCamLocalPos); + GL.Vertex(v4); + + GL.End(); + } + + public void DrawLightNormalsNow(Material material) + { + Vector2 size = Sprite.bounds.size; + Vector2 center = _modelMatrix.MultiplyPoint3x4(((Vector2) LightOrigin).Mul(size)); + var lightPos = new Vector4(center.x, center.y, LightOrigin.z); + + material.SetVector("_LightPos", lightPos); + + if (!material.SetPass(0)) + return; + + var v1 = _modelMatrix.MultiplyPoint3x4(_vertices[0]); + var v2 = _modelMatrix.MultiplyPoint3x4(_vertices[2]); + var v3 = _modelMatrix.MultiplyPoint3x4(_vertices[3]); + var v4 = _modelMatrix.MultiplyPoint3x4(_vertices[1]); + + GL.Begin(GL.QUADS); + GL.Vertex(v1); + GL.Vertex(v2); + GL.Vertex(v3); + GL.Vertex(v4); + GL.End(); + } + } +} + diff --git a/Assets/Light2D/Scripts/LightSprite.cs.meta b/Assets/Light2D/Scripts/LightSprite.cs.meta new file mode 100644 index 0000000..7975732 --- /dev/null +++ b/Assets/Light2D/Scripts/LightSprite.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 61930e16e81db5c43a4ecc22422a0953 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 2 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Scripts/LightingSystem.cs b/Assets/Light2D/Scripts/LightingSystem.cs new file mode 100644 index 0000000..c74bca7 --- /dev/null +++ b/Assets/Light2D/Scripts/LightingSystem.cs @@ -0,0 +1,760 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Security.Cryptography; +using System.Text; +using UnityEngine; + +namespace Light2D +{ + /// + /// Main script for lights. Should be attached to camera. + /// Handles lighting operation like camera setup, shader setup, merging cameras output together, blurring and some others. + /// + [ExecuteInEditMode] + [RequireComponent(typeof (Camera))] + public class LightingSystem : MonoBehaviour + { + /// + /// Size of lighting pixel in Unity meters. Controls resoultion of lighting textures. + /// Smaller value - better quality, but lower performance. + /// + public float LightPixelSize = 0.05f; + + /// + /// Needed for off screen lights to work correctly. Set that value to radius of largest light. + /// Used only when camera is in orthographic mode. Big values could cause a performance drop. + /// + public float LightCameraSizeAdd = 3; + + /// + /// Needed for off screen lights to work correctly. + /// Used only when camera is in perspective mode. + /// + public float LightCameraFovAdd = 30; + + /// + /// Enable/disable ambient lights. Disable it to improve performance if you not using ambient light. + /// + public bool EnableAmbientLight = true; + + /// + /// LightSourcesBlurMaterial is applied to light sources texture if enabled. Disable to improve performance. + /// + public bool BlurLightSources = true; + + /// + /// AmbientLightBlurMaterial is applied to ambient light texture if enabled. Disable to improve performance. + /// + public bool BlurAmbientLight = true; + + /// + /// If true RGBHalf RenderTexture type will be used for light processing. + /// That could improve smoothness of lights. Will be turned off if device is not supports it. + /// + public bool HDR = true; + + /// + /// If true light obstacles will be rendered in 2x resolution and then downsampled to 1x. + /// + public bool LightObstaclesAntialiasing = true; + + /// + /// Set it to distance from camera to plane with light obstacles. Used only when camera in perspective mode. + /// + public float LightObstaclesDistance = 10; + + /// + /// Billinear for blurred lights, Point for pixelated lights. + /// + public FilterMode LightTexturesFilterMode = FilterMode.Bilinear; + + /// + /// Normal mapping. Not supported on mobiles. + /// + public bool EnableNormalMapping = false; + + /// + /// If true lighting won't be seen on contents of previous cameras. + /// + public bool AffectOnlyThisCamera; + + public Material AmbientLightComputeMaterial; + public Material LightOverlayMaterial; + public Material LightSourcesBlurMaterial; + public Material AmbientLightBlurMaterial; + public Camera LightCamera; + public int LightSourcesLayer; + public int AmbientLightLayer; + public int LightObstaclesLayer; + public bool XZPlane; + + private RenderTexture _ambientEmissionTexture; + private RenderTexture _ambientTexture; + private RenderTexture _prevAmbientTexture; + private RenderTexture _bluredLightTexture; + private RenderTexture _obstaclesUpsampledTexture; + private RenderTexture _lightSourcesTexture; + private RenderTexture _obstaclesTexture; + private RenderTexture _screenBlitTempTex; + private RenderTexture _normalMapBuffer; + private RenderTexture _singleLightSourceTexture; + private RenderTexture _renderTargetTexture; + private RenderTexture _oldActiveRenderTexture; + + private Camera _camera; + private ObstacleCameraPostPorcessor _obstaclesPostProcessor; + private Point2 _extendedLightTextureSize; + private Point2 _smallLightTextureSize; + private Vector3 _oldPos; + private Vector3 _currPos; + private RenderTextureFormat _texFormat; + private int _aditionalAmbientLightCycles = 0; + private static LightingSystem _instance; + private Shader _normalMapRenderShader; + private Camera _normalMapCamera; + private List _lightSpritesCache = new List(); + private Material _normalMappedLightMaterial; + private Material _lightCombiningMaterial; + private Material _alphaBlendedMaterial; + private bool _halfTexelOffest; +#if LIGHT2D_2DTK + private tk2dCamera _tk2dCamera; +#endif + + private float LightPixelsPerUnityMeter + { + get { return 1/LightPixelSize; } + } + + public static LightingSystem Instance + { + get { return _instance != null ? _instance : (_instance = FindObjectOfType()); } + } + + + private void OnEnable() + { + _instance = this; + _camera = GetComponent(); + } + + private void Start() + { +#if UNITY_EDITOR + if (!Application.isPlaying) + { + Shader.SetGlobalTexture("_ObstacleTex", Texture2D.whiteTexture); + return; + } +#endif + + if (LightCamera == null) + { + Debug.LogError( + "Lighting Camera in LightingSystem is null. Please, select Lighting Camera camera for lighting to work."); + enabled = false; + return; + } + if (LightOverlayMaterial == null) + { + Debug.LogError( + "LightOverlayMaterial in LightingSystem is null. Please, select LightOverlayMaterial camera for lighting to work."); + enabled = false; + return; + } + if (AffectOnlyThisCamera && _camera.targetTexture != null) + { + Debug.LogError("\"Affect Only This Camera\" will not work if camera.targetTexture is set."); + AffectOnlyThisCamera = false; + } + + _camera = GetComponent(); + + if (EnableNormalMapping && !_camera.orthographic) + { + Debug.LogError("Normal mapping is not supported with perspective camera."); + EnableNormalMapping = false; + } + + // if both FlareLayer component and AffectOnlyThisCamera setting is enabled + // Unity will print an error "Flare renderer to update not found" + var flare = GetComponent(); + if (flare != null && flare.enabled) + { + Debug.Log("Disabling FlareLayer since AffectOnlyThisCamera setting is checked."); + flare.enabled = false; + } + + if (!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)) + HDR = false; + _texFormat = HDR ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32; + + var lightPixelsPerUnityMeter = LightPixelsPerUnityMeter; + + _halfTexelOffest = SystemInfo.graphicsDeviceVersion.StartsWith("Direct3D 9"); + + InitTK2D(); + + if (_camera.orthographic) + { + var rawCamHeight = (_camera.orthographicSize + LightCameraSizeAdd)*2f; + var rawCamWidth = (_camera.orthographicSize*_camera.aspect + LightCameraSizeAdd)*2f; + + _extendedLightTextureSize = new Point2( + Mathf.RoundToInt(rawCamWidth*lightPixelsPerUnityMeter), + Mathf.RoundToInt(rawCamHeight*lightPixelsPerUnityMeter)); + + var rawSmallCamHeight = _camera.orthographicSize*2f*lightPixelsPerUnityMeter; + _smallLightTextureSize = new Point2( + Mathf.RoundToInt(rawSmallCamHeight*_camera.aspect), + Mathf.RoundToInt(rawSmallCamHeight)); + } + else + { + { + var lightCamHalfFov = (_camera.fieldOfView + LightCameraFovAdd)*Mathf.Deg2Rad/2f; + var lightCamSize = Mathf.Tan(lightCamHalfFov)*LightObstaclesDistance*2; + //var gameCamHalfFov = _camera.fieldOfView*Mathf.Deg2Rad/2f; + var texHeight = Mathf.RoundToInt(lightCamSize/LightPixelSize); + var texWidth = texHeight*_camera.aspect; + _extendedLightTextureSize = Point2.Round(new Vector2(texWidth, texHeight)); + + } + { + var lightCamHalfFov = _camera.fieldOfView*Mathf.Deg2Rad/2f; + var lightCamSize = Mathf.Tan(lightCamHalfFov)*LightObstaclesDistance*2; + //LightCamera.orthographicSize = lightCamSize/2f; + + var gameCamHalfFov = _camera.fieldOfView*Mathf.Deg2Rad/2f; + var gameCamSize = Mathf.Tan(gameCamHalfFov)*LightObstaclesDistance*2; + _camera.orthographicSize = gameCamSize/2f; + + var texHeight = Mathf.RoundToInt(lightCamSize/LightPixelSize); + var texWidth = texHeight*_camera.aspect; + _smallLightTextureSize = Point2.Round(new Vector2(texWidth, texHeight)); + } + } + + if (_extendedLightTextureSize.x%2 != 0) + _extendedLightTextureSize.x++; + if (_extendedLightTextureSize.y%2 != 0) + _extendedLightTextureSize.y++; + + if (_extendedLightTextureSize.x > 1024 || _extendedLightTextureSize.y > 1024 || + _smallLightTextureSize.x > 1024 || _smallLightTextureSize.y > 1024) + { + Debug.LogError("LightPixelSize is too small. That might have a performance impact."); + return; + } + + if (_extendedLightTextureSize.x < 4 || _extendedLightTextureSize.y < 4 || + _smallLightTextureSize.x < 4 || _smallLightTextureSize.y < 4) + { + Debug.LogError("LightPixelSize is too big. Lighting may not work correctly."); + return; + } + + _screenBlitTempTex = new RenderTexture((int)_camera.pixelWidth, (int)_camera.pixelHeight, 0, _texFormat); + _screenBlitTempTex.filterMode = FilterMode.Point; + + LightCamera.orthographic = _camera.orthographic; + + if (EnableNormalMapping) + { + _lightSourcesTexture = new RenderTexture((int)_camera.pixelWidth, (int)_camera.pixelHeight, + 0, _texFormat); + _lightSourcesTexture.filterMode = FilterMode.Point; + } + else + { + _lightSourcesTexture = new RenderTexture(_smallLightTextureSize.x, _smallLightTextureSize.y, + 0, _texFormat); + _lightSourcesTexture.filterMode = LightTexturesFilterMode; + } + + _obstaclesTexture = new RenderTexture(_extendedLightTextureSize.x, _extendedLightTextureSize.y, + 0, _texFormat); + _ambientTexture = new RenderTexture(_extendedLightTextureSize.x, _extendedLightTextureSize.y, + 0, _texFormat); + + _ambientTexture.filterMode = LightTexturesFilterMode; + + var upsampledObstacleSize = _extendedLightTextureSize * (LightObstaclesAntialiasing ? 2 : 1); + _obstaclesUpsampledTexture = new RenderTexture( + upsampledObstacleSize.x, upsampledObstacleSize.y, 0, _texFormat); + + if (AffectOnlyThisCamera) + { + _renderTargetTexture = new RenderTexture((int)_camera.pixelWidth, (int)_camera.pixelHeight, 0, RenderTextureFormat.ARGB32); + _renderTargetTexture.filterMode = FilterMode.Point; + _camera.targetTexture = _renderTargetTexture; + _camera.clearFlags = CameraClearFlags.SolidColor; + _camera.backgroundColor = Color.clear; + } + + _alphaBlendedMaterial = new Material(Shader.Find("Light2D/Internal/Alpha Blended")); + + if (XZPlane) + Shader.EnableKeyword("LIGHT2D_XZ_PLANE"); + else + Shader.DisableKeyword("LIGHT2D_XZ_PLANE"); + + _obstaclesPostProcessor = new ObstacleCameraPostPorcessor(); + + LoopAmbientLight(100); + } + + private void OnRenderImage(RenderTexture src, RenderTexture dest) + { +#if UNITY_EDITOR + if (!Application.isPlaying || Util.IsSceneViewFocused) + { + Shader.SetGlobalTexture("_ObstacleTex", Texture2D.whiteTexture); + if (dest != null) + dest.DiscardContents(); + Graphics.Blit(src, dest); + return; + } +#endif + Update2DTK(); + UpdateCamera(); + RenderObstacles(); + SetupShaders(); + RenderNormalBuffer(); + RenderLightSources(); + RenderLightSourcesBlur(); + RenderAmbientLight(); + RenderLightOverlay(src, dest); + } + + void OnPreCull() + { + if (Application.isPlaying && AffectOnlyThisCamera) + { + _camera.targetTexture = _renderTargetTexture; + } + } + + void OnRenderObject() + { + if (Application.isPlaying && AffectOnlyThisCamera) + { + _camera.targetTexture = null; + Graphics.Blit(_renderTargetTexture, null, _alphaBlendedMaterial); + _camera.targetTexture = _renderTargetTexture; + } + } + + void InitTK2D() + { +#if LIGHT2D_2DTK + _tk2dCamera = GetComponent(); + if (_tk2dCamera != null && _tk2dCamera.CameraSettings.projection == tk2dCameraSettings.ProjectionType.Orthographic) + { + _camera.orthographic = true; + _camera.orthographicSize = _tk2dCamera.ScreenExtents.yMax; + } +#endif + } + + void Update2DTK() + { +#if LIGHT2D_2DTK + if (_tk2dCamera != null && _tk2dCamera.CameraSettings.projection == tk2dCameraSettings.ProjectionType.Orthographic) + { + _camera.orthographic = true; + _camera.orthographicSize = _tk2dCamera.ScreenExtents.yMax; + } +#endif + } + + private void LateUpdate() + { +#if UNITY_EDITOR + if (!Application.isPlaying && LightCamera != null) + { + _camera = GetComponent(); + if (_camera != null) + { + InitTK2D(); + LightCamera.orthographic = _camera.orthographic; + if (_camera.orthographic) + { + LightCamera.orthographicSize = _camera.orthographicSize + LightCameraSizeAdd; + } + else + { + LightCamera.fieldOfView = _camera.fieldOfView + LightCameraFovAdd; + } + } + } + if (!Application.isPlaying || Util.IsSceneViewFocused) + { + Shader.SetGlobalTexture("_ObstacleTex", Texture2D.whiteTexture); + return; + } +#endif + } + + private void RenderObstacles() + { + ConfigLightCamera(true); + + var oldColor = LightCamera.backgroundColor; + LightCamera.enabled = false; + LightCamera.targetTexture = _obstaclesUpsampledTexture; + LightCamera.cullingMask = 1 << LightObstaclesLayer; + LightCamera.backgroundColor = new Color(1, 1, 1, 0); + + _obstaclesPostProcessor.DrawMesh(LightCamera, LightObstaclesAntialiasing ? 2 : 1); + + LightCamera.Render(); + LightCamera.targetTexture = null; + LightCamera.cullingMask = 0; + LightCamera.backgroundColor = oldColor; + + _obstaclesTexture.DiscardContents(); + Graphics.Blit(_obstaclesUpsampledTexture, _obstaclesTexture); + } + + private void SetupShaders() + { + var lightPixelsPerUnityMeter = LightPixelsPerUnityMeter; + + if (HDR) Shader.EnableKeyword("HDR"); + else Shader.DisableKeyword("HDR"); + + if (_camera.orthographic) Shader.DisableKeyword("PERSPECTIVE_CAMERA"); + else Shader.EnableKeyword("PERSPECTIVE_CAMERA"); + + Shader.SetGlobalTexture("_ObstacleTex", _obstaclesTexture); + Shader.SetGlobalFloat("_PixelsPerBlock", lightPixelsPerUnityMeter); + Shader.SetGlobalVector("_ExtendedToSmallTextureScale", new Vector2( + _smallLightTextureSize.x / (float)_extendedLightTextureSize.x, + _smallLightTextureSize.y / (float)_extendedLightTextureSize.y)); + Shader.SetGlobalVector("_PosOffset", LightObstaclesAntialiasing + ? (EnableNormalMapping ? _obstaclesUpsampledTexture.texelSize * 0.75f : _obstaclesUpsampledTexture.texelSize * 0.25f) + : (EnableNormalMapping ? _obstaclesTexture.texelSize : _obstaclesTexture.texelSize * 0.5f)); + } + + private void RenderNormalBuffer() + { + if (!EnableNormalMapping) + return; + + if (_normalMapBuffer == null) + { + _normalMapBuffer = new RenderTexture( + (int) _camera.pixelWidth, (int) _camera.pixelHeight, 0, RenderTextureFormat.ARGB32); + _normalMapBuffer.filterMode = FilterMode.Point; + } + + if (_normalMapRenderShader == null) + _normalMapRenderShader = Shader.Find("Light2D/Internal/Normal Map Drawer"); + + if (_normalMapCamera == null) + { + var camObj = new GameObject(); + camObj.name = "Normals Camera"; + camObj.transform.parent = _camera.transform; + camObj.transform.localScale = Vector3.one; + camObj.transform.localPosition = Vector3.zero; + camObj.transform.localRotation = Quaternion.identity; + _normalMapCamera = camObj.AddComponent(); + _normalMapCamera.enabled = false; + } + + _normalMapBuffer.DiscardContents(); + _normalMapCamera.CopyFrom(_camera); + _normalMapCamera.transform.position = LightCamera.transform.position; + _normalMapCamera.clearFlags = CameraClearFlags.SolidColor; + _normalMapCamera.targetTexture = _normalMapBuffer; + _normalMapCamera.cullingMask = int.MaxValue; + _normalMapCamera.backgroundColor = new Color(0.5f, 0.5f, 0, 1); + _normalMapCamera.RenderWithShader(_normalMapRenderShader, "LightObstacle"); + + Shader.SetGlobalTexture("_NormalsBuffer", _normalMapBuffer); + Shader.EnableKeyword("NORMAL_MAPPED_LIGHTS"); + } + + private void RenderLightSources() + { + ConfigLightCamera(false); + + if (EnableNormalMapping) + { + if(_singleLightSourceTexture == null) + { + _singleLightSourceTexture = new RenderTexture( + _smallLightTextureSize.x, _smallLightTextureSize.y, 0, _texFormat); + _singleLightSourceTexture.filterMode = LightTexturesFilterMode; + } + + if (_normalMappedLightMaterial == null) + { + _normalMappedLightMaterial = new Material(Shader.Find("Light2D/Internal/Normal Mapped Light")); + _normalMappedLightMaterial.SetTexture("_MainTex", _singleLightSourceTexture); + } + + if (_lightCombiningMaterial == null) + { + _lightCombiningMaterial = new Material(Shader.Find("Light2D/Internal/Light Blender")); + _lightCombiningMaterial.SetTexture("_MainTex", _singleLightSourceTexture); + } + + var cameraPlanes = GeometryUtility.CalculateFrustumPlanes(_camera); + _lightSourcesTexture.DiscardContents(); + + var oldBackgroundColor = LightCamera.backgroundColor; + var oldRt = RenderTexture.active; + Graphics.SetRenderTarget(_lightSourcesTexture); + GL.Clear(false, true, oldBackgroundColor); + Graphics.SetRenderTarget(oldRt); + + _lightSpritesCache.Clear(); + foreach (var lightSprite in LightSprite.AllLightSprites) + { + if (lightSprite.RendererEnabled && + GeometryUtility.TestPlanesAABB(cameraPlanes, lightSprite.Renderer.bounds)) + { + _lightSpritesCache.Add(lightSprite); + } + } + + var lightCamLocPos = LightCamera.transform.localPosition; + LightCamera.targetTexture = _singleLightSourceTexture; + LightCamera.cullingMask = 0; + LightCamera.backgroundColor = new Color(0, 0, 0, 0); + + foreach (var lightSprite in _lightSpritesCache) + { + // HACK: won't work for unknown reason without that line + LightCamera.RenderWithShader(_normalMapRenderShader, "f84j"); + + Graphics.SetRenderTarget(_singleLightSourceTexture); + lightSprite.DrawLightingNow(lightCamLocPos); + Graphics.SetRenderTarget(_lightSourcesTexture); + lightSprite.DrawLightNormalsNow(_normalMappedLightMaterial); + } + Graphics.SetRenderTarget(oldRt); + + LightCamera.cullingMask = 1 << LightSourcesLayer; + LightCamera.Render(); + Graphics.Blit(_singleLightSourceTexture, _lightSourcesTexture, _lightCombiningMaterial); + + LightCamera.targetTexture = null; + LightCamera.cullingMask = 0; + LightCamera.backgroundColor = oldBackgroundColor; + } + else + { + LightCamera.targetTexture = _lightSourcesTexture; + LightCamera.cullingMask = 1 << LightSourcesLayer; + //LightCamera.backgroundColor = new Color(0, 0, 0, 0); + LightCamera.Render(); + LightCamera.targetTexture = null; + LightCamera.cullingMask = 0; + } + } + + private void RenderLightSourcesBlur() + { + if (BlurLightSources && LightSourcesBlurMaterial != null) + { + Profiler.BeginSample("LightingSystem.OnRenderImage Bluring Light Sources"); + + if (_bluredLightTexture == null) + { + var w = _lightSourcesTexture.width == _smallLightTextureSize.x + ? _lightSourcesTexture.width*2 + : _lightSourcesTexture.width; + var h = _lightSourcesTexture.height == _smallLightTextureSize.y + ? _lightSourcesTexture.height*2 + : _lightSourcesTexture.height; + _bluredLightTexture = new RenderTexture(w, h, 0, _texFormat); + } + + _bluredLightTexture.DiscardContents(); + _lightSourcesTexture.filterMode = FilterMode.Bilinear; + LightSourcesBlurMaterial.mainTexture = _lightSourcesTexture; + Graphics.Blit(null, _bluredLightTexture, LightSourcesBlurMaterial); + + if (LightTexturesFilterMode == FilterMode.Point) + { + _lightSourcesTexture.filterMode = FilterMode.Point; + _lightSourcesTexture.DiscardContents(); + Graphics.Blit(_bluredLightTexture, _lightSourcesTexture); + } + + Profiler.EndSample(); + } + } + + private void RenderAmbientLight() + { + if (!EnableAmbientLight || AmbientLightComputeMaterial == null) + return; + + Profiler.BeginSample("LightingSystem.OnRenderImage Ambient Light"); + + ConfigLightCamera(true); + + if (_ambientTexture == null) + { + _ambientTexture = + new RenderTexture(_extendedLightTextureSize.x, _extendedLightTextureSize.y, 0, _texFormat); + } + if (_prevAmbientTexture == null) + { + _prevAmbientTexture = + new RenderTexture(_extendedLightTextureSize.x, _extendedLightTextureSize.y, 0, _texFormat); + } + if (_ambientEmissionTexture == null) + { + _ambientEmissionTexture = + new RenderTexture(_extendedLightTextureSize.x, _extendedLightTextureSize.y, 0, _texFormat); + } + + if (EnableAmbientLight) + { + var oldBackgroundColor = LightCamera.backgroundColor; + LightCamera.targetTexture = _ambientEmissionTexture; + LightCamera.cullingMask = 1 << AmbientLightLayer; + LightCamera.backgroundColor = new Color(0, 0, 0, 0); + LightCamera.Render(); + LightCamera.targetTexture = null; + LightCamera.cullingMask = 0; + LightCamera.backgroundColor = oldBackgroundColor; + } + + for (int i = 0; i < _aditionalAmbientLightCycles + 1; i++) + { + var tmp = _prevAmbientTexture; + _prevAmbientTexture = _ambientTexture; + _ambientTexture = tmp; + + var texSize = new Vector2(_ambientTexture.width, _ambientTexture.height); + var posShift = ((Vector2) (_currPos - _oldPos)/LightPixelSize).Div(texSize); + _oldPos = _currPos; + + AmbientLightComputeMaterial.SetTexture("_LightSourcesTex", _ambientEmissionTexture); + AmbientLightComputeMaterial.SetTexture("_MainTex", _prevAmbientTexture); + AmbientLightComputeMaterial.SetVector("_Shift", posShift); + + _ambientTexture.DiscardContents(); + Graphics.Blit(null, _ambientTexture, AmbientLightComputeMaterial); + + if (BlurAmbientLight && AmbientLightBlurMaterial != null) + { + Profiler.BeginSample("LightingSystem.OnRenderImage Bluring Ambient Light"); + + _prevAmbientTexture.DiscardContents(); + AmbientLightBlurMaterial.mainTexture = _ambientTexture; + Graphics.Blit(null, _prevAmbientTexture, AmbientLightBlurMaterial); + + var tmpblur = _prevAmbientTexture; + _prevAmbientTexture = _ambientTexture; + _ambientTexture = tmpblur; + + Profiler.EndSample(); + } + } + + _aditionalAmbientLightCycles = 0; + Profiler.EndSample(); + } + + private void RenderLightOverlay(RenderTexture src, RenderTexture dest) + { + Profiler.BeginSample("LightingSystem.OnRenderImage Light Overlay"); + + ConfigLightCamera(false); + + Vector2 lightTexelSize = new Vector2(1f / _smallLightTextureSize.x, 1f / _smallLightTextureSize.y); + float lightPixelsPerUnityMeter = LightPixelsPerUnityMeter; + Vector2 worldOffset = Quaternion.Inverse(_camera.transform.rotation)*(LightCamera.transform.position - _camera.transform.position); + Vector2 offset = Vector2.Scale(lightTexelSize, -worldOffset*lightPixelsPerUnityMeter); + + var lightSourcesTex = BlurLightSources && LightSourcesBlurMaterial != null && LightTexturesFilterMode != FilterMode.Point + ? _bluredLightTexture + : _lightSourcesTexture; + float xDiff = _camera.aspect/LightCamera.aspect; + + if (!_camera.orthographic) + { + var gameCamHalfFov = _camera.fieldOfView * Mathf.Deg2Rad / 2f; + var gameCamSize = Mathf.Tan(gameCamHalfFov) * LightObstaclesDistance * 2; + _camera.orthographicSize = gameCamSize / 2f; + } + + float scaleY = _camera.orthographicSize/LightCamera.orthographicSize; + var scale = new Vector2(scaleY*xDiff, scaleY); + + var oldAmbientFilterMode = _ambientTexture == null ? FilterMode.Point : _ambientTexture.filterMode; + LightOverlayMaterial.SetTexture("_AmbientLightTex", EnableAmbientLight ? _ambientTexture : null); + LightOverlayMaterial.SetTexture("_LightSourcesTex", lightSourcesTex); + LightOverlayMaterial.SetTexture("_GameTex", src); + LightOverlayMaterial.SetVector("_Offset", offset); + LightOverlayMaterial.SetVector("_Scale", scale); + + if (_screenBlitTempTex == null || _screenBlitTempTex.width != src.width || + _screenBlitTempTex.height != src.height) + { + if (_screenBlitTempTex != null) + _screenBlitTempTex.Release(); + _screenBlitTempTex = new RenderTexture(src.width, src.height, 0, RenderTextureFormat.ARGB32); + _screenBlitTempTex.filterMode = FilterMode.Point; + } + + _screenBlitTempTex.DiscardContents(); + Graphics.Blit(null, _screenBlitTempTex, LightOverlayMaterial); + + if (_ambientTexture != null) + _ambientTexture.filterMode = oldAmbientFilterMode; + + Graphics.Blit(_screenBlitTempTex, dest); + + Profiler.EndSample(); + } + + private void UpdateCamera() + { + LightPixelSize = _camera.orthographicSize*2f/_smallLightTextureSize.y; + + var lightPixelsPerUnityMeter = LightPixelsPerUnityMeter; + var mainPos = _camera.transform.position; + var camRot = _camera.transform.rotation; + var unrotMainPos = Quaternion.Inverse(camRot) * mainPos; + var gridPos = new Vector2( + Mathf.Round(unrotMainPos.x * lightPixelsPerUnityMeter) / lightPixelsPerUnityMeter, + Mathf.Round(unrotMainPos.y * lightPixelsPerUnityMeter) / lightPixelsPerUnityMeter); + Vector2 posDiff = gridPos - (Vector2)unrotMainPos; + var pos = camRot*posDiff + mainPos; + LightCamera.transform.position = pos; + _currPos = pos; + } + + public void LoopAmbientLight(int cycles) + { + _aditionalAmbientLightCycles += cycles; + } + + void ConfigLightCamera(bool extended) + { + if (extended) + { + LightCamera.orthographicSize = + _camera.orthographicSize*(_extendedLightTextureSize.y/(float)_smallLightTextureSize.y);// _extendedLightTextureSize.y/(2f*LightPixelsPerUnityMeter); + LightCamera.fieldOfView = _camera.fieldOfView + LightCameraFovAdd; + LightCamera.aspect = _extendedLightTextureSize.x/(float) _extendedLightTextureSize.y; + } + else + { + LightCamera.orthographicSize = _camera.orthographicSize;// _smallLightTextureSize.y / (2f * LightPixelsPerUnityMeter); + LightCamera.fieldOfView = _camera.fieldOfView; + LightCamera.aspect = _smallLightTextureSize.x / (float)_smallLightTextureSize.y; + } + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Scripts/LightingSystem.cs.meta b/Assets/Light2D/Scripts/LightingSystem.cs.meta new file mode 100644 index 0000000..c03722e --- /dev/null +++ b/Assets/Light2D/Scripts/LightingSystem.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2d9b6871d3cdbba478825c4b041a7f90 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Scripts/LightingSystemPrefabConfig.cs b/Assets/Light2D/Scripts/LightingSystemPrefabConfig.cs new file mode 100644 index 0000000..6c91205 --- /dev/null +++ b/Assets/Light2D/Scripts/LightingSystemPrefabConfig.cs @@ -0,0 +1,18 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + +namespace Light2D +{ + /// + /// Some configuration for LightingSystem. Containd in lighting system prefab, destroyed after ininial setup. + /// + public class LightingSystemPrefabConfig : MonoBehaviour + { + public Material AmbientLightComputeMaterial; + public Material LightOverlayMaterial; + public Material BlurMaterial; + } +} diff --git a/Assets/Light2D/Scripts/LightingSystemPrefabConfig.cs.meta b/Assets/Light2D/Scripts/LightingSystemPrefabConfig.cs.meta new file mode 100644 index 0000000..e2345eb --- /dev/null +++ b/Assets/Light2D/Scripts/LightingSystemPrefabConfig.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6a84973fb2c2f0449bd5d1b1fbb5b86d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Scripts/ObstacleCameraPostPorcessor.cs b/Assets/Light2D/Scripts/ObstacleCameraPostPorcessor.cs new file mode 100644 index 0000000..01c3b74 --- /dev/null +++ b/Assets/Light2D/Scripts/ObstacleCameraPostPorcessor.cs @@ -0,0 +1,94 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + +namespace Light2D +{ + /// + /// This class apply post processing effect to light obstacles texture. + /// It is drawing one pixel wide white border on light obstacles texture. + /// Whithout it light sources with off screen origin may not work. + /// + public class ObstacleCameraPostPorcessor + { + private Mesh _mesh; + private Material _material; + private Point2 _oldCameraSize; + private List _colors32 = new List(); + private List _vertices = new List(); + private List _indices = new List(); + + public ObstacleCameraPostPorcessor() + { + if (_material == null) + { + _material = new Material(Shader.Find("Light2D/Obstacle Texture Post Porcessor")); + } + } + + public void DrawMesh(Camera camera, float pixelWidth) + { + var camSize = new Point2(Mathf.RoundToInt(camera.pixelWidth), Mathf.RoundToInt(camera.pixelHeight)); + if (_oldCameraSize != camSize || _mesh == null) + { + _oldCameraSize = camSize; + CreateMesh(camera, pixelWidth); + } + + Graphics.DrawMesh(_mesh, camera.transform.position, camera.transform.rotation, _material, + LightingSystem.Instance.LightObstaclesLayer, camera); + } + + /// + /// Generating mesh with one pixel wide white border. + /// + private void CreateMesh(Camera camera, float pixelWidth) + { + var pixelSize = new Vector2(1f/camera.pixelWidth, 1f/camera.pixelHeight)*pixelWidth; + + _vertices.Clear(); + _colors32.Clear(); + _indices.Clear(); + + CreateQuad(new Color32(0, 0, 0, 0), pixelSize, Vector2.one - pixelSize); // central + CreateQuad(Color.white, Vector2.zero, new Vector2(pixelSize.x, 1)); // left + CreateQuad(Color.white, new Vector2(1 - pixelSize.x, 0), Vector2.one); // right + CreateQuad(Color.white, Vector2.zero, new Vector2(1, pixelSize.y)); // bottom + CreateQuad(Color.white, new Vector2(0, 1 - pixelSize.y), Vector2.one); // top + + if (_mesh == null) + _mesh = new Mesh(); + + _mesh.Clear(); + _mesh.vertices = _vertices.ToArray(); + _mesh.triangles = _indices.ToArray(); + _mesh.colors32 = _colors32.ToArray(); + } + + private void CreateQuad(Color32 color, Vector2 min, Vector2 max) + { + min = min*2 - Vector2.one; + max = max*2 - Vector2.one; + + int startVertex = _vertices.Count; + + _indices.Add(0 + startVertex); + _indices.Add(1 + startVertex); + _indices.Add(3 + startVertex); + _indices.Add(3 + startVertex); + _indices.Add(1 + startVertex); + _indices.Add(2 + startVertex); + + _vertices.Add(new Vector3(min.x, min.y, 1)); + _vertices.Add(new Vector3(min.x, max.y, 1)); + _vertices.Add(new Vector3(max.x, max.y, 1)); + _vertices.Add(new Vector3(max.x, min.y, 1)); + + for (int i = 0; i < 4; i++) + _colors32.Add(color); + } + } +} \ No newline at end of file diff --git a/Assets/Light2D/Scripts/ObstacleCameraPostPorcessor.cs.meta b/Assets/Light2D/Scripts/ObstacleCameraPostPorcessor.cs.meta new file mode 100644 index 0000000..4b9c4ef --- /dev/null +++ b/Assets/Light2D/Scripts/ObstacleCameraPostPorcessor.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dc802f1bc103f85408e82da1905c7e32 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Scripts/Point2.cs b/Assets/Light2D/Scripts/Point2.cs new file mode 100644 index 0000000..c6b762d --- /dev/null +++ b/Assets/Light2D/Scripts/Point2.cs @@ -0,0 +1,137 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; + +namespace Light2D +{ + /// + /// Class is almost same as Vector2, but using int data type instead of float. + /// + [Serializable] + public struct Point2 : IEquatable + { + public int x, y; + + public Point2(int x, int y) + { + this.x = x; + this.y = y; + } + + public bool Equals(Point2 other) + { + return x == other.x && y == other.y; + } + + public override bool Equals(object obj) + { + if (ReferenceEquals(null, obj)) return false; + return obj is Point2 && Equals((Point2)obj); + } + + public override int GetHashCode() + { + unchecked + { + return (x * 397) ^ y; + } + } + + public static bool operator ==(Point2 left, Point2 right) + { + return left.Equals(right); + } + + public static bool operator !=(Point2 left, Point2 right) + { + return !left.Equals(right); + } + + public static implicit operator Vector2(Point2 p) + { + return new Vector2(p.x, p.y); + } + + public static implicit operator Vector3(Point2 p) + { + return new Vector2(p.x, p.y); + } + + public static Point2 Floor(Vector2 v) + { + return new Point2((int)v.x, (int)v.y); + } + + public static Point2 Round(Vector2 v) + { + return new Point2(Mathf.RoundToInt(v.x), Mathf.RoundToInt(v.y)); + } + + public static Point2 Floor(float x, float y) + { + return new Point2((int)x, (int)y); + } + + public static Point2 Round(float x, float y) + { + return new Point2(Mathf.RoundToInt(x), Mathf.RoundToInt(y)); + } + + public static Point2 operator +(Point2 first, Point2 second) + { + return new Point2(first.x + second.x, first.y + second.y); + } + + public static Point2 operator -(Point2 first, Point2 second) + { + return new Point2(first.x - second.x, first.y - second.y); + } + + public static Vector2 operator +(Point2 first, Vector2 second) + { + return new Vector2(first.x + second.x, first.y + second.y); + } + + public static Vector2 operator -(Point2 first, Vector2 second) + { + return new Vector2(first.x - second.x, first.y - second.y); + } + + public static Point2 operator *(Point2 p, int mul) + { + return new Point2(p.x * mul, p.y * mul); + } + + public static Point2 operator /(Point2 p, int div) + { + return new Point2(p.x / div, p.y / div); + } + + public static Vector2 operator *(Point2 p, float mul) + { + return new Vector2(p.x * mul, p.y * mul); + } + + public static Vector2 operator /(Point2 p, float div) + { + return new Vector2(p.x / div, p.y / div); + } + + public static Point2 one + { + get { return new Point2(1, 1); } + } + + public static Point2 zero + { + get { return new Point2(0, 0); } + } + + public override string ToString() + { + return "(" + x + ", " + y + ")"; + } + } +} diff --git a/Assets/Light2D/Scripts/Point2.cs.meta b/Assets/Light2D/Scripts/Point2.cs.meta new file mode 100644 index 0000000..1a4e630 --- /dev/null +++ b/Assets/Light2D/Scripts/Point2.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 569a4c0c227854345b2c9db3728899bc +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/Scripts/Util.cs b/Assets/Light2D/Scripts/Util.cs new file mode 100644 index 0000000..c5a7f79 --- /dev/null +++ b/Assets/Light2D/Scripts/Util.cs @@ -0,0 +1,633 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using System.Reflection; +using System.Runtime.InteropServices; +using System.Text; +using System.Xml; +using System.Xml.Serialization; +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; +using Object = UnityEngine.Object; +using Random = UnityEngine.Random; + +namespace Light2D +{ + /// + /// Bunch of utility functions that could be userful sometimes. + /// + public static class Util + { +#if UNITY_METRO && !UNITY_EDITOR + static Windows.Devices.Input.TouchCapabilities touchCaps = new Windows.Devices.Input.TouchCapabilities(); +#endif + + public static bool isTouchscreen + { + get + { + return +#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_WEBPLAYER + false; +#elif UNITY_METRO + touchCaps.TouchPresent != 0; +#else + true; +#endif + } + } + + public static void SafeIterateBackward(this IList list, Action action) + { + for (int i = list.Count - 1; i >= 0; i--) + { + action(list[i]); + } + } + + public static void SafeIterateBackward(this IList list, Action action) + { + for (int i = list.Count - 1; i >= 0; i--) + { + if (i >= list.Count) continue; + action(list[i], i); + } + } + + public static void SafeIterateBackward(this IEnumerable enumerable, Action action) + { + var list = enumerable.ToArray(); + for (int i = list.Length - 1; i >= 0; i--) + { + action(list[i]); + } + } + + public static void SafeIterateBackward(this IEnumerable enumerable, Action action) + { + var list = enumerable.ToArray(); + for (int i = list.Length - 1; i >= 0; i--) + { + action(list[i], i); + } + } + + public static IEnumerable ForEach(this IEnumerable enumerable, Action action) + { + foreach (var obj in enumerable) + { + action(obj); + yield return obj; + } + } + + public static IEnumerable ForEach(this IEnumerable enumerable, Action action) + { + var i = 0; + foreach (var obj in enumerable) + { + action(obj, i); + yield return obj; + i++; + } + } + + public static IEnumerable GetComponentsInChildRecursive(this GameObject root) where T : Component + { + return root.GetChildRecursive().SelectMany(go => go.GetComponents()); + } + + public static IEnumerable GetChildRecursive(this GameObject root) + { + foreach (Transform child in root.transform) + { + var cgo = child.gameObject; + yield return cgo; + foreach (var gameObject in cgo.GetChildRecursive()) + yield return gameObject; + } + } + + public static Rigidbody2D GetRigidbodyUnderCursor() + { + var mousePos = GetMousePosInUnits(); + var click = Physics2D.OverlapPoint(mousePos); + return click != null ? click.attachedRigidbody : null; + } + + public static Vector2 GetMousePosInUnits() + { + var mouse = Input.mousePosition; + var camera = Camera.main; + var mouseWorld = camera.ScreenToWorldPoint( + new Vector3(mouse.x, mouse.y, -camera.transform.position.z)); + return mouseWorld; + } + + public static Vector2 ScreenToWorld(Vector2 screen) + { + var camera = Camera.main; + var mouseWorld = camera.ScreenToWorldPoint( + new Vector3(screen.x, screen.y, -camera.transform.position.z)); + return mouseWorld; + } + + public static Vector2 WorldToScreen(Vector2 screen) + { + var camera = Camera.main; + var mouseWorld = camera.WorldToScreenPoint( + new Vector3(screen.x, screen.y, -camera.transform.position.z)); + return mouseWorld; + } + + public static GameObject Instantiate(GameObject prefab) + { + return (GameObject) Object.Instantiate(prefab); + } + + public static T Instantiate(GameObject prefab) where T : Component + { + return (Instantiate(prefab)).GetComponent(); + } + + public static T Instantiate(GameObject prefab, Vector3 position, Quaternion rotation) + where T : Component + { + return ((GameObject) Object.Instantiate(prefab, position, rotation)).GetComponent(); + } + + public static float ClampAngle(float angle) + { + angle = Mathf.Repeat(angle, 360); + if (angle > 180) angle -= 360; + return angle; + } + + public static float AngleZ(this Vector2 angle) + { + if (angle == Vector2.zero) return 0; + return Vector2.Angle(Vector2.up, angle)*Mathf.Sign(-angle.x); + } + + public static float AngleZ(this Vector3 angle) + { + if (angle == Vector3.zero) return 0; + return Vector2.Angle(Vector2.up, angle)*Mathf.Sign(-angle.x); + } + + public static float Proj(Vector2 vector, Vector2 onNormal) + { + return Vector2.Dot(vector, onNormal)*onNormal.magnitude; + } + + public static float Cross(Vector2 lhs, Vector2 rhs) + { + return lhs.x*rhs.y - lhs.y*rhs.x; + } + + public static void Destroy(UnityEngine.Object obj) + { + if (obj == null) return; + if (obj is GameObject) + ((GameObject) obj).transform.parent = null; +#if UNITY_EDITOR + if (!Application.isPlaying) + GameObject.DestroyImmediate(obj); + else GameObject.Destroy(obj); +#else + GameObject.Destroy(obj); +#endif + } + + public static T RandomElement(this IList coll) + { + var index = Random.Range(0, coll.Count); + return coll[index]; + } + + public static T RandomElement(this T[] coll) + { + var index = Random.Range(0, coll.Length); + return coll[index]; + } + + public static Vector2 RotateZ(this Vector2 v, float angle) + { + float sin = Mathf.Sin(angle*Mathf.Deg2Rad); + float cos = Mathf.Cos(angle*Mathf.Deg2Rad); + float tx = v.x; + float ty = v.y; + return new Vector2((cos*tx) - (sin*ty), (cos*ty) + (sin*tx)); + } + + public static Vector3 RotateZ(this Vector3 v, float angle) + { + float sin = Mathf.Sin(angle); + float cos = Mathf.Cos(angle); + float tx = v.x; + float ty = v.y; + return new Vector3((cos*tx) - (sin*ty), (cos*ty) + (sin*tx), v.z); + } + + public static Vector2 Rotate90(this Vector2 v) + { + return new Vector2(-v.y, v.x); + } + + public static void Log(params object[] vals) + { + var sb = new StringBuilder(); + for (int i = 0; i < vals.Length; i++) + { + if (i != 0) sb.Append(", "); + sb.Append(vals[i]); + } + Debug.Log(sb.ToString()); + } + + public static void Log(UnityEngine.Object context, params object[] vals) + { + var sb = new StringBuilder(); + for (int i = 0; i < vals.Length; i++) + { + if (i != 0) sb.Append(", "); + sb.Append(vals[i]); + } + Debug.Log(sb.ToString(), context); + } + + public static void LogArray(IEnumerable enumerable) + { + var sb = new StringBuilder(); + var vals = enumerable.ToArray(); + for (int i = 0; i < vals.Length; i++) + { + sb.Append(i); + sb.Append(": "); + sb.Append(vals[i]); + sb.AppendLine(";"); + } + Debug.Log(sb.ToString()); + } + + public static Color Set(this Color color, int channel, float value) + { + color[channel] = value; + return color; + } + + public static Color WithAlpha(this Color color, float value) + { + color.a = value; + return color; + } + + public static Vector3 WithX(this Vector3 vec, float value) + { + vec.x = value; + return vec; + } + + public static Vector3 WithXY(this Vector3 vec, Vector2 xy) + { + vec.x = xy.x; + vec.y = xy.y; + return vec; + } + + public static Vector3 WithXY(this Vector3 vec, float x, float y) + { + vec.x = x; + vec.y = y; + return vec; + } + + public static Vector3 WithY(this Vector3 vec, float value) + { + vec.y = value; + return vec; + } + + public static Vector3 WithZ(this Vector3 vec, float value) + { + vec.z = value; + return vec; + } + +#if !UNITY_WINRT + public static void Serialize(string path, T obj) where T : class + { + using (var stream = File.Create(path)) + { + var serializer = new XmlSerializer(typeof (T)); + var xmlWriter = new XmlTextWriter(stream, Encoding.UTF8); + serializer.Serialize(xmlWriter, obj); + } + } + + public static byte[] Serialize(T obj) + { + using (var stream = new MemoryStream()) + { + var serializer = new XmlSerializer(typeof (T)); + var xmlWriter = new XmlTextWriter(stream, Encoding.UTF8); + serializer.Serialize(xmlWriter, obj); + return stream.ToArray(); + } + } + + public static T Deserialize(string path) where T : class + { + using (var stream = File.OpenRead(path)) + { + var serializer = new XmlSerializer(typeof (T)); + var fromFile = serializer.Deserialize(stream) as T; + return fromFile; + } + } + + public static T Deserialize(byte[] data) + { + try + { + using (var stream = new MemoryStream(data)) + { + var serializer = new XmlSerializer(typeof (T)); + var fromFile = (T) serializer.Deserialize(stream); + return fromFile; + } + } + catch (Exception ex) + { + Debug.LogError(ex); + return default(T); + } + } +#endif + + public static int IndexOfMin(this List list, Func pred) + { + int minId = -1; + float minVal = float.MaxValue; + for (int i = 0; i < list.Count; i++) + { + var obj = list[i]; + var val = pred(obj); + if (val < minVal) + { + minId = i; + minVal = val; + } + } + return minId; + } + + public static T MinBy(this IEnumerable list, Func pred) + { + T minObj = default(T); + float minVal = float.MaxValue; + bool isEmpty = true; + foreach (var obj in list) + { + var val = pred(obj); + if (val < minVal) + { + minObj = obj; + minVal = val; + } + isEmpty = false; + } + if (isEmpty) throw new ArgumentException(); + return minObj; + } + + public static T MinByOrDefault(this IEnumerable list, Func pred) + { + T minObj = default(T); + float minVal = float.MaxValue; + bool isEmpty = true; + foreach (var obj in list) + { + var val = pred(obj); + if (val < minVal) + { + minObj = obj; + minVal = val; + } + isEmpty = false; + } + if (isEmpty) return default (T); + return minObj; + } + + public static Vector2 NearestPointOnLine(this Vector2 c, Vector2 a, Vector2 b) + { + var v = (a - b).normalized; + return b + v*Vector2.Dot(v, c - b); + } + + public static float DistToLine(this Vector2 c, Vector2 a, Vector2 b) + { + var n = new Vector2(b.y - a.y, a.x - b.x).normalized; + var v = c - a; + return Vector2.Dot(n, v); + } + + public static bool GetTouchByFingerId(int fingerId, out Touch resultTouch) + { + if (fingerId == -1) + { + resultTouch = new Touch(); + return false; + } + for (int i = 0; i < Input.touchCount; i++) + { + var touch = Input.GetTouch(i); + if (touch.fingerId == fingerId) + { + resultTouch = touch; + return true; + } + } + resultTouch = new Touch(); + return false; + } + + public static float ClampAngle(float angle, float min, float max) + { + angle = Mathf.Repeat(angle, 360); + min = Mathf.Repeat(min, 360); + max = Mathf.Repeat(max, 360); + + if (min > max) + { + if (angle > min || angle < max) return angle; + return angle > (min + max)/2f ? min : max; + } + + if (angle > min && angle < max) return angle; + return angle < min ? min : max; + } + + public static int Hash(T v1, T v2, T v3, T v4) + { + int hash = 23; + hash = hash*31 + v1.GetHashCode(); + hash = hash*31 + v2.GetHashCode(); + hash = hash*31 + v3.GetHashCode(); + hash = hash*31 + v4.GetHashCode(); + return hash; + } + + public static int Hash(T v1, T v2, T v3) + { + int hash = 23; + hash = hash*31 + v1.GetHashCode(); + hash = hash*31 + v2.GetHashCode(); + hash = hash*31 + v3.GetHashCode(); + return hash; + } + + public static int Hash(T v1, T v2) + { + int hash = 23; + hash = hash*31 + v1.GetHashCode(); + hash = hash*31 + v2.GetHashCode(); + return hash; + } + + public static int Hash(params T[] els) + { + int hash = 23; + for (int i = 0; i < els.Length; i++) + hash = hash*31 + els[i].GetHashCode(); + return hash; + } + + public static Vector4 Div(this Vector4 vec, Vector4 div) + { + return new Vector4(vec.x/div.x, vec.y/div.y, vec.z/div.z, vec.w/div.w); + } + + public static Vector3 Div(this Vector3 vec, Vector3 div) + { + return new Vector3(vec.x/div.x, vec.y/div.y, vec.z/div.z); + } + + public static Vector2 Div(this Vector2 vec, Vector2 div) + { + return new Vector2(vec.x/div.x, vec.y/div.y); + } + + public static Vector4 Mul(this Vector4 v1, Vector4 v2) + { + return Vector4.Scale(v1, v2); + } + + public static Vector3 Mul(this Vector3 v1, Vector3 v2) + { + return Vector3.Scale(v1, v2); + } + + public static Vector2 Mul(this Vector2 v1, Vector2 v2) + { + return Vector2.Scale(v1, v2); + } + + public static float DecodeFloatRGBA(Vector3 enc) + { + enc = new Vector3((byte) (enc.x*254f), (byte) (enc.y*254f), (byte) (enc.z*254f))/255f; + var kDecodeDot = new Vector4(1f, 1/255f, 1/65025f); + var result = Vector3.Dot(enc, kDecodeDot); + return result; + } + + public static Vector4 EncodeFloatRGBA(float v) + { + var kEncodeMul = new Vector3(1.0f, 255.0f, 65025.0f); + var enc = kEncodeMul*v; + enc = new Vector3( + enc.x - Mathf.Floor(enc.x), enc.y - Mathf.Floor(enc.y), + enc.z - Mathf.Floor(enc.z)); + return enc; + } + +#if UNITY_EDITOR + public static bool IsSceneViewFocused + { + get + { + return SceneView.currentDrawingSceneView != null && + SceneView.currentDrawingSceneView == EditorWindow.focusedWindow; + } + } +#endif + + public static bool FastEquals(this Matrix4x4 m1, Matrix4x4 m2) + { + return m1.m00 == m2.m00 && m1.m01 == m2.m01 && m1.m02 == m2.m02 && m1.m03 == m2.m03 && + m1.m10 == m2.m10 && m1.m11 == m2.m11 && m1.m12 == m2.m12 && m1.m13 == m2.m13 && + m1.m20 == m2.m20 && m1.m21 == m2.m21 && m1.m22 == m2.m22 && m1.m23 == m2.m23 && + m1.m30 == m2.m30 && m1.m31 == m2.m31 && m1.m32 == m2.m32 && m1.m33 == m2.m33; + } + + public static bool Equals(this Color32 col1, Color32 col2) + { + return col1.r == col2.r && col1.g == col2.g && col1.b == col2.b && col1.a == col2.a; + } + } + + internal class GenericEqualityComparer : IEqualityComparer + { + private Func distinct; + private Func hash; + + public GenericEqualityComparer(Func distinct, Func hash) + { + this.distinct = distinct; + this.hash = hash; + } + + public bool Equals(T x, T y) + { + if (System.Object.ReferenceEquals(x, y)) + { + return true; + } + if (System.Object.ReferenceEquals(x, null) || + System.Object.ReferenceEquals(y, null)) + { + return false; + } + return distinct(x, y); + } + + public int GetHashCode(T obj) + { + return hash(obj); + } + } + + internal class GenericComparer : IComparer + { + private Func comparer; + + public GenericComparer(Func comparer) + { + this.comparer = comparer; + } + + public int Compare(T x, T y) + { + return comparer(x, y); + } + } + + public class ReadOnlyAttribute : PropertyAttribute + { + + } +} \ No newline at end of file diff --git a/Assets/Light2D/Scripts/Util.cs.meta b/Assets/Light2D/Scripts/Util.cs.meta new file mode 100644 index 0000000..16b3526 --- /dev/null +++ b/Assets/Light2D/Scripts/Util.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5cec7f403e884314d99b1cd248d10843 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Assets/Light2D/changelog.txt b/Assets/Light2D/changelog.txt new file mode 100644 index 0000000..d149d67 --- /dev/null +++ b/Assets/Light2D/changelog.txt @@ -0,0 +1,36 @@ +v1.4 +Single camera mode. See "Affect Only This Camera" in LightingSystem. If checked lighting will affect only what is rendered in camera with LightingSystem script. +XZ plane support. See "XZ Plane" in LightingSystem. +Free version avaliable. It contains watermarks and should be used for evaluation purposes only. When you switch from free to pro version, all Light2D components will lose references to scripts. + +v1.3 +Normal mapping. +Ability to turn off bloom. Set BloomPow to 0 in LightOverlay material. +Ability to select point texture filtering mode for pixelated lights. See LightingSystem.LightTexturesFilterMode. +Fixed lighting when changing orthographic size of game camera. +Fixed light camera background color not affecting anything. +Fixed bugs with camera rotation around Z axis. + +v1.2.1 +Added LightObstacleScale property to LightObstacleGenerator. +Fixed bug with perspective camera. +64 bit color will be turned off if device is not supports it. +In-game changes of camera's field of view is correctly handled. +Removed "Light 8 Points" shader. It will fall back to light 20. +More shaders documented. + +v1.2: +Better support for 2D Toolkit. +Better support for perspective camera. +Usability improved. +Shader compilation on mobiles fixed. +Other bugs fixed. + +v1.1: +Perspective camera support. Use LightCameraFovAdd instead LightCameraSizeAdd for perspective camera. + +v1.0.1: +Unity 5 support. + +v1.0: +Initial release. \ No newline at end of file diff --git a/Assets/Light2D/changelog.txt.meta b/Assets/Light2D/changelog.txt.meta new file mode 100644 index 0000000..75f2801 --- /dev/null +++ b/Assets/Light2D/changelog.txt.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 1136a992cfa23b140af8578b0d38cbf7 +TextScriptImporter: + userData: diff --git a/Assets/Light2D/readme.rtf b/Assets/Light2D/readme.rtf new file mode 100644 index 0000000..c6f8631 --- /dev/null +++ b/Assets/Light2D/readme.rtf @@ -0,0 +1,106 @@ +{\rtf1\ansi\ansicpg1251\deff0\nouicompat\deflang1049{\fonttbl{\f0\fnil Consolas;}{\f1\fnil\fcharset0 Consolas;}{\f2\fnil\fcharset204 Consolas;}{\f3\fmodern\fprq1\fcharset204 Consolas;}} +{\colortbl ;\red0\green0\blue0;\red255\green255\blue255;\red0\green0\blue255;\red255\green0\blue0;\red0\green0\blue128;} +{\*\generator Riched20 6.3.9600}\viewkind4\uc1 +\pard\sa200\sl276\slmult1\cf1\highlight2\b\f0\fs24\lang9 Setup guide:\fs22\par +\b0\fs19 1) Create three layers: light sources, ambient light, light obstacles. You could do this in Edit -> Project Settings -> Tags and layers.\par +2) Press \f1\lang1033 GameObject / \f0\lang9 Light2D \f1\lang1033 / L\f0\lang9 ighting system. Enter layers you created in previous step.\par +\f1\lang1033 2) !!!ONLY FOR 2D TOLLKIT!!! Press GameObject -> Light2D -> Enable 2DTK Support.\f0\lang9\par +\f2\lang1049 3) \f1\lang1033 Adjust settings in LightingSystem script attached to main camera.\par +4) Add light sources, light obstacles and ambient light to scene.\par +Also you could watch tutorial {\cf0{\field{\*\fldinst{HYPERLINK https://www.youtube.com/watch?v=ic5t2MFiowk }}{\fldrslt{https://www.youtube.com/watch?v=ic5t2MFiowk\ul0\cf0}}}}\f1\fs19 .\b\fs24\par +How to use\f0\lang9 :\b0\fs19\par +\f1\lang1033 When you just created lighting system you will see black screen. To fix that you must add light sources or ambient light. \par +To add light source click GameObject / \f0\lang9 Light2D \f1\lang1033 / Light Source and configure sprite / scale / color of created light. Then adjust Light Pixel Size in lighting system. Light sources is using path tracking to make shadows.\par +Next you cold add a light obstacle. To do this create sprite and set it's layer to Light Obstacles Layer or attach LightObstacleGenerator script to any SpriteRenderer. LightObstacleGenerator will create light obstacle from that sprite at runtime. Black obstacle is fully opaque, white is fully transparent. Colored obstacle will allow to pass some color components of light throught it. For example, red obstacle will make passing light red and absorb blue and green components.\par +Ambient Light. You could use ambient light to highlight big areas without light sources. To do that you need to create mesh / sprite renderer and set it's layer to Ambient Light Layer.\par +\b\fs24 Class reference:\par +\fs19 LightingSystem\b0 .\b \b0 Main script for lights. Should be attached to camera. Handles lighting operation like camera setup, shader setup, merging cameras output together, blurring and some others.\par +\b LightSprite\b0 . Supplies data to light so it could render properly. Materials with "Light xxx" shaders require that script to be attached.\par +\b LightObstacleGenerator\b0 . That class is generating obstacles for object it attached to. Object must have MeshRenderer, SpriteRenderer or CustomSprite script from which texture for obstacle will be grabbed.\par + +\pard\widctlpar\sa200\sl276\slmult1\b LightObstacleMesh\b0 . \f3\lang1049 Automatically updating mesh, material and main texture of light obstacle. Class is copying all data used for rendering from parent.\f1\lang1033\par + +\pard\sa200\sl276\slmult1\b LightObstacleSprite\b0 .\f2\lang1049 Sprite with dual color support.\f0\lang9\par +\b\fs24 LightingSystem settings:\par +\fs19 Light Pixel Size. \b0 This value controls lighting texture size. Small values could cause poor performance.\f1\lang1033 Will work correctly only when camera is in orthographic mode. When camera is perspective just tweak it until you get good results. Measured in Unity meters.\par +\b Light Texture Height. \b0 Height of texture that is used to compute lighting. Depends on LightPixelSize. Measured in pixels.\f0\lang9\par +\b Light Camera Size Add. \b0 Orthographic size of light camera will be bigger than of main camera\f1\lang1033 by that value\f0\lang9 . Required to render off screen lights. Set it higher if light flickers when it's near screen corners. Lower it if you don't have such issues.\f1\lang1033 Used only when camera is ortographic. Measured in Unity meters.\f0\lang9\par +\b\f1\lang1033 Light \f0 Camera\f1 \f0 Fov\f1 \f0 Add\f1 . \b0 Similiar to "\f0\lang9 Light Camera Size Add\f1\lang1033 ", but for perspective camera. Field of view of light camera will be bigger than of main camera by that value. Measured in degrees.\f0\lang9\par +\b\f1\lang1033 Enable Ambient Light. \b0 Disable it if you don't use ambient lighting to increase performance.\par +\b Blur Light Sources. \b0 Applies blur to light sources render texture if checked. Light Sources Blur Material is used for blurring. Increases lighting quality, but uses one aditional DrawCall.\par +\b Blur Ambient Light. \b0 Applies blur to ambient light render texture if checked. Ambient Light Blur Material is used for blurring. Increases lighting quality, but uses one aditional DrawCall.\par +\b HDR (64 Bit Color). \b0 ARGBHalf render texture format will be used instead of \f0 ARGB32\f1 . That will increase color percision. Will be turned off if device is not supports it.\par +\b Light Obstacles Antialiasing. \b0 SSAAx4 will be used to draw light obstacles. That means light obstacles render texture size is doubled and downsampled after rendering. Adds one DrawCall.\par +\b Normal Mapping. \par + +\pard\li720\sa200\sl276\slmult1\b0 There is two ways to use normal mapping:\par +\b 1) \b0 Creating material and assigning it to LightObstacleGenerator.\b \b0 You should make a material with "Light2D/Transparent Normal Mapped" or "Light2D/Transparent Dual Color Normal Mapped" shader and set Base and Normalmap textures. Then you neeed to assign that material to "Material" field in "LightObstacleGenerator" script. \par +\b 2) \b0 Creating material and assigning it to MeshRenderer. Requires a small shader modification or usage of special shaders ("Light2D/Transparent Normal Mapped" or "Light2D/Transparent Dual Color Normal Mapped"). \par + +\pard\li1440\sa200\sl276\slmult1 If you want to add normal mapping to your own shaders add a line to Properties block \par +\f0 _MainTex (\cf4 "Base (RGB) Trans (A)"\cf1 , \cf5 2\cf1 D) = \cf4 "white"\cf1 \{\}\f1\par +and another line to SubShader/Tags block\par +\cf4\f0 "LightObstacle"\cf1 =\cf4 "True"\par + +\pard\li720\sa200\sl276\slmult1\cf1\b\f1 Note. \b0 Height of light source is LightSprite.LightOrigin.z. Bigger height will cause smaller effect of normals.\cf4\f0\par +\cf1\b\f1 Limitations of normal mapping.\b0 Normal mapping is much more expensive compared to standard lighting. Not supported on mobiles or with perspective camera. Normal texture should not be stored in atlas.\par + +\pard\sa200\sl276\slmult1\b Light Textures Filter Mode. \b0 Textures filtering mode. Set to Point to get pixelated lights.\par +\b Ambient Light Compute Material. \b0 Used for rendering ambient light. You could change some parameters in material. Here are they:\par + +\pard\li720\sa200\sl276\slmult1\b Obstacle Mul. \b0 Obstacles color is multiplied by that value.\par +\b Obstacle Add. \b0 Value is added to all components of obstacles color.\par +\b Emission color mul. \b0 Ambient light sources color is multiplied by that value.\par +\b Average sampling distance. \b0 Samping distance for iterative rendering of ambient light. Measured in UV coordinate units.\par + +\pard\sa200\sl276\slmult1\b Light Overlay Material. \b0 Used for merging game and light textures together. You could change some parameters in material. Here are they:\par +\tab\b Light Sources Multiplier. \b0 Light sources color is multiplied by that \tab value.\par +\tab\b Resulting Light Multiplier. \b0 After merging light sources and ambient \tab light textures they are multiplied by that value.\tab\par +\tab\b Additive Light Pow. \b0 Used for glow effect. Lesser value means more \tab glow.\par +\tab\b Additive Light Add. \b0 Used for glow effect. Bigger value means more \tab glow.\par +\b Light Sources Blur Material. \b0 Used for light sources blurring.\par +\b Ambient Light Blur Material. \b0 Used for ambient light blurring.\par +\b Light Camera. \b0 Camera that will be used for light rendering.\par +\b Light Sources Layer. \b0 All renderers with that layer will be rendered to light sources texture.\par +\b Ambient Light Layer. \b0 All renderers with that layer will be rendered to ambient light texture.\par +\b Light Obstacles Layer. \b0 All renderers with that layer will be rendered to light obstacles texture.\par +\f0\lang9\par +\b\fs24 Shaders:\b0\fs19\par +\b Light \f1\lang1033 X \f0\lang9 Points\b0 . These shaders have path tracking of \f1\lang1033 X \f0\lang9 points. \f1\lang1033 Bigger\f0\lang9 point count means\f1\lang1033 better quality and lower GPU performance\f0\lang9 .\f1\lang1033 Point count have no effect on CPU performance. Properties:\par + +\pard\li720\sa200\sl276\slmult1 Obstacle Mul. Color of light obstacles is multiplied by that value. Greater value will make obstacles stronger. With zero all obstacles will be ignored.\par +Emission color mul. Color of the light source is multiplied by that value. Greater value will make light brighter.\par + +\pard\sa200\sl276\slmult1\b\f0\lang9 Light 1 Point\b0 . Simple shader without path tracking. Could be used within particle system.\f1\lang1033\par +\b Light Ignoring Obstacles\b0 . This shader will ignore light obstacles. A bit faster than "Light 1 Point".\f0\lang9\par +\b\f1\lang1033 Light Auto Points\b0 . \f0\lang9 Shader with variable path tracking points count. That shader \f1\lang1033 could\f0\lang9 be used only on desktop\f1\lang1033 because most of mobiles don't support it\f0\lang9 . This is most expensive shader, but it solves some quality issues on high resolution light textures\f1\lang1033 or large lights\f0\lang9 .\par +\b Unilt Transparent Dual Color\b0\f1\lang1033 . Shader is similiar to standard Unlit / Transparent, but it have aditional vertex color. RGB components of that color is additive. Alpha is some mix between additive and multiplicative.\par +\b Fast Blur\b0 . Simple one pass blurring shader. Properties:\par + +\pard\li720\sa200\sl276\slmult1 Distance. Blur distance in pixels.\par + +\pard\sa200\sl276\slmult1\b Ambient Light Computer\b0 . Used to compute ambient light. Properties:\par + +\pard\li720\sa200\sl276\slmult1 Obstacle Mul. Color of light obstacles is multiplied by that value. Greater value will make obstacles stronger. With zero all obstacles will be ignored.\par +Obstacle Add. Value is added to every pixel in fullscreen light obstacle texture. Greater values will make ambient light weaker.\par +Emission Color Mul. Color of ambient light is multiplied by that value. Greater values will make ambient light stronger.\par +Average Sampling Distance. Similiar to a blur distance.\par + +\pard\sa200\sl276\slmult1\b Light Overlay\b0 . Used to merge game, ambient light and light sources textures together.\par + +\pard\li720\sa200\sl276\slmult1 Light Sources Multiplier. Color of all light sources is multiplied by that value. Greater value will make light brighter.\par +Resulting Light Multiplier. Merged ambient light and light sources is multiplied by that value. Greater value will make all lighting brighter.\par +Additive Light Pow.\f2\lang1049 \f1\lang1033 Affects bloom. Zero will turn off bloom. Bigger values will make bloom threshold higher.\par +Additive Light Add. Bloom power. Bigger value will make stronger bloom.\par + +\pard\sa200\sl276\slmult1\b\fs24\par +Tips\f0\lang9 :\par +\b0\f1\fs19\lang1033 Change background color in "Light Camera" to set minimal light level.\b\f0\fs24\lang9\par +\b0\fs19\par +\b\f1\fs24\lang1033 Troubleshoting\f0\lang9 :\par +\f1\fs19\lang1033 Too bad performance.\b0 Increase LightPixelSize or turn off some features like "64 Bit Color" in LightingSystem.\par +\b Light obstacle is generated at wrong position. \b0 Set sprite mesh type to full rect, turn off mip maps.\par +\b Light is jerky with perspective camera. \b0 Set LightingSystem.CameraToLightObstaclesDistance to distance from camera to light obstacles. 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