using System.Collections.Generic;
namespace UnityEngine.Rendering
{
///
/// A generic Volume component holding a .
///
[HelpURL(Documentation.baseURLHDRP + Documentation.version + Documentation.subURL + "Volumes" + Documentation.endURL)]
[ExecuteAlways]
[AddComponentMenu("Miscellaneous/Volume")]
public class Volume : MonoBehaviour
{
///
/// Specifies whether to apply the Volume to the entire Scene or not.
///
[Tooltip("When enabled, HDRP applies this Volume to the entire Scene.")]
public bool isGlobal = true;
///
/// The Volume priority in the stack. A higher value means higher priority. This supports negative values.
///
[Tooltip("Sets the Volume priority in the stack. A higher value means higher priority. You can use negative values.")]
public float priority = 0f;
///
/// The outer distance to start blending from. A value of 0 means no blending and Unity applies
/// the Volume overrides immediately upon entry.
///
[Tooltip("Sets the outer distance to start blending from. A value of 0 means no blending and Unity applies the Volume overrides immediately upon entry.")]
public float blendDistance = 0f;
///
/// The total weight of this volume in the Scene. 0 means no effect and 1 means full effect.
///
[Range(0f, 1f), Tooltip("Sets the total weight of this Volume in the Scene. 0 means no effect and 1 means full effect.")]
public float weight = 1f;
///
/// The shared Profile that this Volume uses.
/// Modifying sharedProfile changes every Volumes that uses this Profile and also changes
/// the Profile settings stored in the Project.
///
///
/// You should not modify Profiles that sharedProfile returns. If you want
/// to modify the Profile of a Volume, use instead.
///
///
public VolumeProfile sharedProfile = null;
///
/// Gets the first instantiated assigned to the Volume.
/// Modifying profile changes the Profile for this Volume only. If another Volume
/// uses the same Profile, this clones the shared Profile and starts using it from now on.
///
///
/// This property automatically instantiates the Profile and make it unique to this Volume
/// so you can safely edit it via scripting at runtime without changing the original Asset
/// in the Project.
/// Note that if you pass your own Profile, you must destroy it when you finish using it.
///
///
public VolumeProfile profile
{
get
{
if (m_InternalProfile == null)
{
m_InternalProfile = ScriptableObject.CreateInstance();
if (sharedProfile != null)
{
foreach (var item in sharedProfile.components)
{
var itemCopy = Instantiate(item);
m_InternalProfile.components.Add(itemCopy);
}
}
}
return m_InternalProfile;
}
set => m_InternalProfile = value;
}
internal VolumeProfile profileRef => m_InternalProfile == null ? sharedProfile : m_InternalProfile;
///
/// Checks if the Volume has an instantiated Profile or if it uses a shared Profile.
///
/// true if the profile has been instantiated.
///
///
public bool HasInstantiatedProfile() => m_InternalProfile != null;
// Needed for state tracking (see the comments in Update)
int m_PreviousLayer;
float m_PreviousPriority;
VolumeProfile m_InternalProfile;
void OnEnable()
{
m_PreviousLayer = gameObject.layer;
VolumeManager.instance.Register(this, m_PreviousLayer);
}
void OnDisable()
{
VolumeManager.instance.Unregister(this, gameObject.layer);
}
void Update()
{
// Unfortunately we need to track the current layer to update the volume manager in
// real-time as the user could change it at any time in the editor or at runtime.
// Because no event is raised when the layer changes, we have to track it on every
// frame :/
UpdateLayer();
// Same for priority. We could use a property instead, but it doesn't play nice with the
// serialization system. Using a custom Attribute/PropertyDrawer for a property is
// possible but it doesn't work with Undo/Redo in the editor, which makes it useless for
// our case.
if (priority != m_PreviousPriority)
{
VolumeManager.instance.SetLayerDirty(gameObject.layer);
m_PreviousPriority = priority;
}
}
internal void UpdateLayer()
{
int layer = gameObject.layer;
if (layer != m_PreviousLayer)
{
VolumeManager.instance.UpdateVolumeLayer(this, m_PreviousLayer, layer);
m_PreviousLayer = layer;
}
}
#if UNITY_EDITOR
// TODO: Look into a better volume previsualization system
List m_TempColliders;
void OnDrawGizmos()
{
if (m_TempColliders == null)
m_TempColliders = new List();
var colliders = m_TempColliders;
GetComponents(colliders);
if (isGlobal || colliders == null)
return;
var scale = transform.localScale;
var invScale = new Vector3(1f / scale.x, 1f / scale.y, 1f / scale.z);
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, scale);
Gizmos.color = CoreRenderPipelinePreferences.volumeGizmoColor;
// Draw a separate gizmo for each collider
foreach (var collider in colliders)
{
if (!collider.enabled)
continue;
// We'll just use scaling as an approximation for volume skin. It's far from being
// correct (and is completely wrong in some cases). Ultimately we'd use a distance
// field or at least a tesselate + push modifier on the collider's mesh to get a
// better approximation, but the current Gizmo system is a bit limited and because
// everything is dynamic in Unity and can be changed at anytime, it's hard to keep
// track of changes in an elegant way (which we'd need to implement a nice cache
// system for generated volume meshes).
switch (collider)
{
case BoxCollider c:
Gizmos.DrawCube(c.center, c.size);
break;
case SphereCollider c:
// For sphere the only scale that is used is the transform.x
Gizmos.matrix = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one * scale.x);
Gizmos.DrawSphere(c.center, c.radius);
break;
case MeshCollider c:
// Only convex mesh m_Colliders are allowed
if (!c.convex)
c.convex = true;
// Mesh pivot should be centered or this won't work
Gizmos.DrawMesh(c.sharedMesh);
break;
default:
// Nothing for capsule (DrawCapsule isn't exposed in Gizmo), terrain, wheel and
// other m_Colliders...
break;
}
}
colliders.Clear();
}
#endif
}
}