r2mods/ilspy_dump/ror2_csproj/RoR2/HookLightingIntoPostProcess...

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2024-10-04 07:26:37 +00:00
using UnityEngine;
using UnityEngine.Rendering.PostProcessing;
namespace RoR2;
[RequireComponent(typeof(PostProcessVolume))]
public class HookLightingIntoPostProcessVolume : MonoBehaviour
{
[Header("Required Values")]
public PostProcessVolume volume;
[ColorUsage(true, true)]
public Color overrideAmbientColor;
[Header("Optional Values")]
public Light directionalLight;
public Color overrideDirectionalColor;
public ParticleSystem particleSystem;
public float overrideParticleSystemMultiplier;
private Collider[] volumeColliders;
private Color defaultAmbientColor;
private Color defaultDirectionalColor;
private float defaultParticleSystemMultiplier;
private bool hasCachedInitialValues;
private void OnEnable()
{
volumeColliders = GetComponents<Collider>();
if (!hasCachedInitialValues)
{
defaultAmbientColor = RenderSettings.ambientLight;
if ((bool)directionalLight)
{
defaultDirectionalColor = directionalLight.color;
}
if ((bool)particleSystem)
{
defaultParticleSystemMultiplier = particleSystem.emission.rateOverTimeMultiplier;
}
hasCachedInitialValues = true;
}
SceneCamera.onSceneCameraPreRender += OnPreRenderSceneCam;
}
private void OnDisable()
{
SceneCamera.onSceneCameraPreRender -= OnPreRenderSceneCam;
}
private void OnPreRenderSceneCam(SceneCamera sceneCam)
{
float interpFactor = GetInterpFactor(sceneCam.camera.transform.position);
RenderSettings.ambientLight = Color.Lerp(defaultAmbientColor, overrideAmbientColor, interpFactor);
if ((bool)directionalLight)
{
directionalLight.color = Color.Lerp(defaultDirectionalColor, overrideDirectionalColor, interpFactor);
}
if ((bool)particleSystem)
{
ParticleSystem.EmissionModule emission = particleSystem.emission;
emission.rateOverTimeMultiplier = Mathf.Lerp(defaultParticleSystemMultiplier, overrideParticleSystemMultiplier, interpFactor);
}
}
private float GetInterpFactor(Vector3 triggerPos)
{
if (!volume.enabled || volume.weight <= 0f)
{
return 0f;
}
if (volume.isGlobal)
{
return 1f;
}
float num = 0f;
Collider[] array = volumeColliders;
foreach (Collider collider in array)
{
float num2 = float.PositiveInfinity;
if (collider.enabled)
{
float sqrMagnitude = ((collider.ClosestPoint(triggerPos) - triggerPos) / 2f).sqrMagnitude;
if (sqrMagnitude < num2)
{
num2 = sqrMagnitude;
}
float num3 = volume.blendDistance * volume.blendDistance;
if (!(num2 > num3) && num3 > 0f)
{
num = Mathf.Max(num, 1f - num2 / num3);
}
}
}
return num;
}
}