103 lines
2.8 KiB
C#
103 lines
2.8 KiB
C#
using UnityEngine;
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namespace CW.Common
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{
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/// <summary>This component allows you to control a Camera component's depthTextureMode setting.</summary>
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[ExecuteInEditMode]
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[DisallowMultipleComponent]
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[RequireComponent(typeof(Camera))]
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[HelpURL(CwShared.HelpUrlPrefix + "CwDepthTextureMode")]
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[AddComponentMenu(CwShared.ComponentMenuPrefix + "Depth Texture Mode")]
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public class CwDepthTextureMode : MonoBehaviour
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{
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/// <summary>The depth mode that will be applied to the camera.</summary>
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public DepthTextureMode DepthMode { set { depthMode = value; UpdateDepthMode(); } get { return depthMode; } } [SerializeField] private DepthTextureMode depthMode = DepthTextureMode.None;
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[System.NonSerialized]
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private Camera cachedCamera;
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public void UpdateDepthMode()
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{
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if (cachedCamera == null) cachedCamera = GetComponent<Camera>();
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cachedCamera.depthTextureMode = depthMode;
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}
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protected virtual void Update()
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{
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UpdateDepthMode();
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}
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}
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}
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#if UNITY_EDITOR
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namespace CW.Common
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{
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using UnityEditor;
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using TARGET = CwDepthTextureMode;
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[CanEditMultipleObjects]
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[CustomEditor(typeof(TARGET))]
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public class CwDepthTextureMode_Editor : CwEditor
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{
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protected override void OnInspector()
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{
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TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
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Draw("depthMode", "The depth mode that will be applied to the camera.");
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}
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public static void RequireDepth()
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{
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var found = false;
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foreach (var camera in Camera.allCameras)
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{
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var mask = camera.depthTextureMode;
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if (mask == DepthTextureMode.DepthNormals || ((int)mask & 1) != 0)
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{
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found = true; break;
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}
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}
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if (found == false)
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{
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CwEditor.Separator();
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if (Camera.main != null)
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{
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if (WritesDepth(Camera.main) == false)
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{
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if (CwEditor.HelpButton("This component requires your camera to render a Depth Texture, but it doesn't.", UnityEditor.MessageType.Error, "Fix", 50.0f) == true)
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{
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CwHelper.GetOrAddComponent<CwDepthTextureMode>(Camera.main.gameObject).DepthMode = DepthTextureMode.Depth;
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CwHelper.SelectAndPing(Camera.main);
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}
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}
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}
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else
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{
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CwEditor.Error("This component requires your camera to render a Depth Texture, but none of the cameras in your scene do. This can be fixed with the SgtDepthTextureMode component.");
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foreach (var camera in Camera.allCameras)
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{
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if (CwHelper.Enabled(camera) == true)
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{
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CwHelper.GetOrAddComponent<CwDepthTextureMode>(camera.gameObject).DepthMode = DepthTextureMode.Depth;
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CwHelper.SelectAndPing(camera);
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}
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}
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}
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}
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}
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private static bool WritesDepth(Camera camera)
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{
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return camera != null && camera.depthTextureMode == DepthTextureMode.DepthNormals || ((int)camera.depthTextureMode & 1) != 0;
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}
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}
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}
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#endif |