diff --git a/Editor/CesiumSkyControllerEditor.cs b/Editor/CesiumSkyControllerEditor.cs new file mode 100644 index 00000000..aaeacbfd --- /dev/null +++ b/Editor/CesiumSkyControllerEditor.cs @@ -0,0 +1,160 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +namespace CesiumForUnity +{ + [CustomEditor(typeof(CesiumSkyController))] + public class CesiumSkyControllerEditor : Editor + { + private CesiumSkyController skyController; + + private SerializedProperty _sunLight; + private SerializedProperty _updateOnTick; + private SerializedProperty _updateInEditor; + + private SerializedProperty _timeOfDay; + + private SerializedProperty _latitude; + private SerializedProperty _longitude; + private SerializedProperty _northOffset; + private SerializedProperty _day; + private SerializedProperty _month; + private SerializedProperty _year; + private SerializedProperty _timeZone; + + private SerializedProperty _useCesiumSkybox; + private SerializedProperty _groundBlendHeight; + private SerializedProperty _spaceBlendHeight; + + bool enableDebugControls = false; + + + private void OnEnable() + { + this.skyController = (CesiumSkyController)target; + this._sunLight = this.serializedObject.FindProperty("_sunLight"); + this._timeOfDay = this.serializedObject.FindProperty("_timeOfDay"); + this._updateOnTick = this.serializedObject.FindProperty("_updateOnTick"); + this._updateInEditor = this.serializedObject.FindProperty("_updateInEditor"); + + this._latitude = this.serializedObject.FindProperty("_latitude"); + this._longitude = this.serializedObject.FindProperty("_longitude"); + this._northOffset = this.serializedObject.FindProperty("_northOffset"); + this._day = this.serializedObject.FindProperty("_day"); + this._month = this.serializedObject.FindProperty("_month"); + this._year = this.serializedObject.FindProperty("_year"); + this._timeZone = this.serializedObject.FindProperty("_timeZone"); + + this._useCesiumSkybox = this.serializedObject.FindProperty("_useCesiumSkybox"); + this._groundBlendHeight = this.serializedObject.FindProperty("_groundBlendHeight"); + this._spaceBlendHeight = this.serializedObject.FindProperty("_spaceBlendHeight"); + } + + public override void OnInspectorGUI() + { + DrawSkyProperties(); + DrawTimeProperties(); + DrawSkyShadingProperties(); + DrawGeoreferenceProperties(); + + this.serializedObject.ApplyModifiedProperties(); + } + + private void DrawSkyProperties() + { + GUIContent updateSky = new GUIContent( + "Update Sky", + "Updates light angle and shader blending manually. You do not need to call this if UpdateOnTick is enabled."); + if (GUILayout.Button(updateSky)) + { + this.skyController.UpdateSky(); + } + + GUIContent sunLightContent = new GUIContent("Sun Directional Light", "The Directional Light object to use with this script. If this is not set, it will default to the prefab's Directional Light."); + EditorGUILayout.PropertyField(this._sunLight, sunLightContent); + + GUIContent updateOnTickContent = new GUIContent("Update on Tick", "Whether or not to update every tick. If this is false, UpdateSky must be called manually."); + EditorGUILayout.PropertyField(this._updateOnTick, updateOnTickContent); + + GUIContent updateInEditorContent = new GUIContent("Update in Editor", "Whether or not to update the sky in editor."); + EditorGUILayout.PropertyField(this._updateInEditor, updateInEditorContent); + + EditorGUILayout.Space(10); + + } + + private void DrawTimeProperties() + { + GUILayout.Label("Time and Date", EditorStyles.boldLabel); + + GUIContent timeOfDayContent = new GUIContent("Time of Day", "The current time, from 0 to 24."); + EditorGUILayout.PropertyField(this._timeOfDay, timeOfDayContent); + + GUIContent dayContent = new GUIContent("Date", "The current day of the month, from 0 to 31."); + EditorGUILayout.PropertyField(this._day, dayContent); + + GUIContent monthContent = new GUIContent("Month", "The current month of the year, from 1 (January) to 12 (December)."); + EditorGUILayout.PropertyField(this._month, monthContent); + + GUIContent yearContent = new GUIContent("Year", "The current year."); + EditorGUILayout.PropertyField(this._year, yearContent); + + GUIContent timeZoneContent = new GUIContent("Time Zone", "Time zone, as an offset from GMT."); + EditorGUILayout.PropertyField(this._timeZone, timeZoneContent); + + EditorGUILayout.Space(10); + + } + + private void DrawSkyShadingProperties() + { + GUILayout.Label("Sky Shading", EditorStyles.boldLabel); + + GUIContent useCesiumSkyboxContent = new GUIContent("Use Cesium Skybox", "Use the included Cesium skybox material for an atmosphere blending effect from earth to space."); + EditorGUILayout.PropertyField(this._useCesiumSkybox, useCesiumSkyboxContent); + + using (new EditorGUI.DisabledScope(this._useCesiumSkybox.boolValue == false)) + { + GUIContent updateSkyMat = new GUIContent( + "Update Skybox Material", + "Sets the level's skybox to the Cesium Dynamic Skybox material."); + if (GUILayout.Button(updateSkyMat)) + { + this.skyController.ChangeSkyboxMaterial(); + } + + GUIContent groundBlendHeightContent = new GUIContent("Ground blend height", "Height at which to begin blending the atmosphere to space."); + EditorGUILayout.PropertyField(this._groundBlendHeight, groundBlendHeightContent); + + GUIContent spaceBlendHeightContent = new GUIContent("Space blend height", "Height at which the atmosphere is completely replaced with the space color."); + EditorGUILayout.PropertyField(this._spaceBlendHeight, spaceBlendHeightContent); + + } + + EditorGUILayout.Space(10); + } + + private void DrawGeoreferenceProperties() + { + GUILayout.Label("Georeferencing (Debug Only)", EditorStyles.boldLabel); + + enableDebugControls = EditorGUILayout.Toggle("Enable Debug Georeferencing Controls", enableDebugControls); + + using (new EditorGUI.DisabledScope(enableDebugControls == false)) + { + GUIContent latitudeContent = new GUIContent("Latitude", "Origin Latitude"); + EditorGUILayout.PropertyField(this._latitude, latitudeContent); + + GUIContent longitudeContent = new GUIContent("Longitude", "Origin Longitude"); + EditorGUILayout.PropertyField(this._longitude, longitudeContent); + + GUIContent northOffsetContent = new GUIContent("North Offset", "Adjusted sunrise to sunset direction."); + EditorGUILayout.PropertyField(this._northOffset, northOffsetContent); + } + + } + } +} + diff --git a/Editor/CesiumSkyControllerEditor.cs.meta b/Editor/CesiumSkyControllerEditor.cs.meta new file mode 100644 index 00000000..5fafed6b --- /dev/null +++ b/Editor/CesiumSkyControllerEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 60f0ac2db96c7c54791a945fd3fdb86a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Runtime/CesiumSkyController.cs b/Runtime/CesiumSkyController.cs new file mode 100644 index 00000000..b39c6119 --- /dev/null +++ b/Runtime/CesiumSkyController.cs @@ -0,0 +1,296 @@ +using Reinterop; + +using UnityEngine; +using UnityEditor; +using CesiumForUnity; + +namespace CesiumForUnity +{ + [ExecuteInEditMode] + [ReinteropNativeImplementation("CesiumForUnityNative::CesiumSkyControllerImpl", "CesiumSkyControllerImpl.h")] + public partial class CesiumSkyController : MonoBehaviour + { + [SerializeField] + GameObject _sunLight = default; + + [SerializeField] + private bool _updateOnTick = false; + + public bool updateOnTick + { + get => this._updateOnTick; + set + { + this._updateOnTick = value; + } + } + + [SerializeField] + bool _updateInEditor = false; + + public bool updateInEditor + { + get => this._updateInEditor; + set + { + this._updateInEditor = value; + } + } + + [SerializeField] + [Range(-90.0f, 90.0f)] + private float _latitude = 0.0f; + + public float latitude + { + get => this._latitude; + set + { + this._latitude = value; + } + } + + [SerializeField] + [Range(-180.0f, 180.0f)] + private float _longitude = 0.0f; + + public float longitude + { + get => this._longitude; + set + { + this._longitude = value; + } + } + + [SerializeField] + [Range(0.0f, 24.0f)] + private float _timeOfDay = 12.0f; + + public float timeOfDay + { + get => this._timeOfDay; + set + { + this._timeOfDay = value; + this.SetSunPosition(); + } + } + + // Pretty sure this should always be -90, so this should probably not be a variable and should instead be hardcoded into the native implementation. + [SerializeField] + [Range(-360.0f, 360.0f)] + private float _northOffset = -90.0f; + + public float northOffset + { + get => this._northOffset; + set + { + this._northOffset = value; + this.UpdateSky(); + } + } + + [SerializeField] + [Range(1, 31)] + private int _day = 1; + + public int day + { + get => this._day; + set + { + this._day = value; + this.UpdateSky(); + } + } + + [SerializeField] + [Range(1, 12)] + private int _month = 6; + + public int month + { + get => this._month; + set + { + this._month = value; + this.UpdateSky(); + } + } + + [SerializeField] + private int _year = 2022; + + public int year + { + get => this._year; + set + { + this._year = value; + this.UpdateSky(); + } + } + + [SerializeField] + private float _timeZone = 0.0f; + + public float timeZone + { + get => this._timeZone; + set + { + this._timeZone = value; + this.UpdateSky(); + } + } + + [SerializeField] + private bool _useCesiumSkybox = true; + + public bool useCesiumSkybox + { + get => this._useCesiumSkybox; + set + { + this._useCesiumSkybox = value; + //this.ChangeSkyboxMaterial(); + } + } + + //[SerializeField] // This can be serialized for easy testing of the skybox shader. + [Range(0.0f, 1.0f)] + private float groundSpaceBlend = 0.0f; + + private float lastBlendValue; + + [SerializeField] + float _groundBlendHeight = 2000.0f; + [SerializeField] + float _spaceBlendHeight = 800000.0f; + + //Todo: Additional options for HDRP vs URP. In URP, skybox-specific options, including perhaps the ability to set the skybox used in the level. For HDRP, atmosphere scaling options for Physically Based Sky. + + Camera activeCamera; + + CesiumGlobeAnchor globeAnchor; + + public void UpdateSky() + { + SetSunPosition(); + if (_useCesiumSkybox) + { + GetCameraHeight(); + + } + } + + public void ChangeSkyboxMaterial() + { + if (_useCesiumSkybox) + { + RenderSettings.skybox = Resources.Load("CesiumSkyController/CesiumDynamicSkybox", typeof(Material)) as Material; + DynamicGI.UpdateEnvironment(); + } + + } + + void ResolveCamera() + { + if (Application.IsPlaying(gameObject)) + { + activeCamera = Camera.main; + globeAnchor = activeCamera.GetComponent(); + } + else if (_updateInEditor) + { + SceneView sceneWindow = SceneView.lastActiveSceneView; + if (sceneWindow) + { + if (sceneWindow.camera != null) + { + activeCamera = sceneWindow.camera; + + } + } + } + } + + private partial Vector3 CalculateSunPosition(float t); + + public void SetSunPosition() + { + Vector3 newSunRotation = CalculateSunPosition(timeOfDay); + + if (_sunLight != null) + { + _sunLight.transform.localEulerAngles = newSunRotation; + Shader.SetGlobalVector("_SunDirection", -_sunLight.transform.forward); + } + } + + void GetCameraHeight() + { + if (activeCamera != null) + { + float camHeight; + if (globeAnchor) camHeight = (float)globeAnchor.height; + else camHeight = activeCamera.transform.position.y; + + + if (camHeight <= _groundBlendHeight) + { + groundSpaceBlend = 0.0f; + } + else if (camHeight >= _spaceBlendHeight) + { + groundSpaceBlend = 1.0f; + } + else + { + groundSpaceBlend = (camHeight - _groundBlendHeight) / (_spaceBlendHeight - _groundBlendHeight); + // Linear interpolation seems too abrupt here at the beginning and end of the blend. That, or the math is wrong. Perhaps a smoother interpolation, especially in space. + } + + // TODO: Add a check to see if the scene is using the Cesium skybox material + if (groundSpaceBlend != lastBlendValue) + { + Shader.SetGlobalFloat("_GroundSpaceBlend", groundSpaceBlend); + lastBlendValue = groundSpaceBlend; + + Debug.Log("camera height is " + camHeight + ". Blend factor is " + groundSpaceBlend + ". Disable Check for Camera Updates on Sky Controller."); + } + } + else ResolveCamera(); + + } + + void Awake() + { + + ResolveCamera(); + + // If the application has started and the directional light reference is not set, set it to the prefab's child Directional Light object. + if (Application.IsPlaying(gameObject) && !_sunLight) + { + _sunLight = this.transform.Find("Directional Light").gameObject; + + } + + } + + void LateUpdate() + { + if (updateOnTick) + { + if (Application.IsPlaying(gameObject) || _updateInEditor) + { + UpdateSky(); + } + } + } + + + } +} \ No newline at end of file diff --git a/Runtime/CesiumSkyController.cs.meta b/Runtime/CesiumSkyController.cs.meta new file mode 100644 index 00000000..b8b1570c --- /dev/null +++ b/Runtime/CesiumSkyController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: da18ae5ee2913204a9bcaa7299115367 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Runtime/Resources/CesiumSkyController.meta b/Runtime/Resources/CesiumSkyController.meta new file mode 100644 index 00000000..3ab40541 --- /dev/null +++ b/Runtime/Resources/CesiumSkyController.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b6f4c91d66cd3d64bab44215fb96f8e5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Runtime/Resources/CesiumSkyController/CesiumDynamicSky.shader b/Runtime/Resources/CesiumSkyController/CesiumDynamicSky.shader new file mode 100644 index 00000000..ed01f12e --- /dev/null +++ b/Runtime/Resources/CesiumSkyController/CesiumDynamicSky.shader @@ -0,0 +1,142 @@ +Shader "Cesium/DynamicSky" +{ + Properties + { + //_SkyColorGround ("Ground Color", Color) = (1.000000,0.500000,0.500000,1.000000) + //_SkyColorHorizon ("Horizon Color", Color) = (0.000000,0.000000,0.000000,1.000000) + _SkyColorDay ("Sky Color - Day", Color) = (0.33,0.59,0.83,1.000000) + _SkyColorNight ("Sky Color - Night", Color) = (0.016, 0.016, 0.1, 1.0) + _HorizonBlend ("Horizon Color Blend", Float) = 1.0 + _SunRadius ("SunRadius", Range(0.0, 0.5)) = 0.01 + _SunBloomRadius ("Sun Bloom Radius", Range(0.0, 1.0)) = 0.85 + _SunBloomIntensity ("Sun Bloom Intensity", Float) = 0.5 + + // Debug only + //_GroundSpaceBlend ("Ground Space Blend", Range(0.0, 1.0)) = 0.0 + //_DebugFloat ("Debug Float", Range(0.0, 1.0)) = 0.5 + + } + SubShader + { + PackageRequirements + { + "com.unity.render-pipelines.universal": "10.2.1" + } + + Tags { "Queue"="Background" "RenderPipeline" = "UniversalPipeline" "RenderType"="Background" "PreviewType"="Skybox" } + Cull Off ZWrite Off + + HLSLINCLUDE + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + ENDHLSL + + Pass + { + PackageRequirements + { + "com.unity.render-pipelines.universal": "10.2.1" + } + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + struct appdata + { + float4 position : POSITION; + float4 col : COLOR; + }; + + struct v2f + { + float4 position : SV_POSITION; + float4 col : COLOR; + float3 viewDirWS : TEXCOORD0; + }; + + //float4 _SkyColorGround; + //float4 _SkyColorHorizon; + float4 _SkyColorDay; + float4 _SkyColorNight; + float _HorizonBlend; + float _SunRadius; + float _SunBloomRadius; + float _SunBloomIntensity; + + v2f vert (appdata v) + { + v2f o; + + VertexPositionInputs vertexInput = GetVertexPositionInputs(v.position.xyz); + o.viewDirWS = vertexInput.positionWS; + o.position = vertexInput.positionCS; + + float4 skyColor = _SkyColorDay;//lerp(_SkyColorHorizon, _SkyColorDay, clamp(abs(v.position.y * _HorizonBlend), 0, 1)); + + o.col = skyColor; + + return o; + } + + float3 _SunDirection; + float _GroundSpaceBlend; + + // Debug only + float _DebugFloat; + + float4 frag (v2f i) : SV_Target + { + + float3 viewDir = normalize(i.viewDirWS); + + float3 sunDot = clamp(dot(viewDir, _SunDirection), 0, 1); + + // Remap sun height from (-1, 1) to 0, 1) + float sunHeightFactor = ((_SunDirection.y + 1.0) * 0.5); + float sunHeightBlend = smoothstep(0.4, 0.7, sunHeightFactor); + + float sunsetFactor = 1 - abs(_SunDirection.y); + float sunsetBlend = smoothstep(0.6, 1.0, sunsetFactor); + + float horizonBlend = saturate(pow(1-abs(viewDir.y), 2)); //viewDir.y + _GroundSpaceBlend.x + + float sunRadius = 1 - _SunRadius * _SunRadius; + float sunDisk = smoothstep(sunRadius-0.001, sunRadius, sunDot); + + float sunBloom = saturate(smoothstep(1-_SunBloomRadius, 1.5, sunDot)) * _SunBloomIntensity; + float sunBloom2 = pow(smoothstep(sunRadius-0.01, sunRadius, sunDot) * 0.4, 2); + sunBloom = sunBloom + sunBloom2; + + float3 sunColor = float3(1, 1, 1) * sunDisk; + + float3 skyColor = _SkyColorDay + sunBloom; + + skyColor = lerp(_SkyColorNight.xyz, skyColor, sunHeightBlend); + + //skyColor = lerp(skyColor, float3(0, 0, 0), _GroundSpaceBlend.x); + + // Blend between day horizon color and night horizon color. + float3 horizonColor = lerp(float3(0.0100, 0.03000, 0.06000), 0.5, sunHeightBlend); + // Blend in orange at sunrise/sunset + float3 sunsetColor = lerp(horizonColor, float3(1.0, 0.5, 0.0), (sunsetBlend-(1-sunDot) + 1.0) * 0.5); + horizonColor = lerp(horizonColor, sunsetColor, pow(sunsetBlend, 4)); + // mask to horizon only + horizonColor = lerp(0, horizonColor, horizonBlend); + + skyColor = clamp(skyColor + horizonColor, 0, 1); + + // Todo: create atmosphere effect by moving horizon down y axis while in space + // float spaceBlend = smoothstep(0.5, 0.6, ((viewDir.y + 0) * 0.5) + _GroundSpaceBlend.x); + skyColor = lerp(skyColor, float3(0, 0, 0), _GroundSpaceBlend.x); + + skyColor = skyColor + sunColor; + + float4 c = float4(skyColor, 1); + //float4 c = float4(0, sunBloom2, sunDisk, 1); //DEBUG ONLY + + return c; + } + ENDHLSL + } + } +} diff --git a/Runtime/Resources/CesiumSkyController/CesiumDynamicSky.shader.meta b/Runtime/Resources/CesiumSkyController/CesiumDynamicSky.shader.meta new file mode 100644 index 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+namespace CesiumForUnityNative { + +CesiumSkyControllerImpl::CesiumSkyControllerImpl( + const DotNet::CesiumForUnity::CesiumSkyController& skyController) {} + +CesiumSkyControllerImpl::~CesiumSkyControllerImpl() {} + +void CesiumSkyControllerImpl::JustBeforeDelete( + const DotNet::CesiumForUnity::CesiumSkyController& skyController) {} + +UnityEngine::Vector3 CesiumSkyControllerImpl::CalculateSunPosition( + const DotNet::CesiumForUnity::CesiumSkyController& skyController, + float& time) { + + glm::dvec3 cppAngle = SunPosition::getSunAngle(time); + + UnityEngine::Vector3 sunAngle; + sunAngle = UnityTransforms::toUnity(cppAngle); + + return sunAngle; +} +} // namespace CesiumForUnityNative diff --git a/native~/Runtime/src/CesiumSkyControllerImpl.h b/native~/Runtime/src/CesiumSkyControllerImpl.h new file mode 100644 index 00000000..62d05978 --- /dev/null +++ b/native~/Runtime/src/CesiumSkyControllerImpl.h @@ -0,0 +1,27 @@ +#pragma once + +namespace DotNet::UnityEngine { +struct Vector3; +} // namespace DotNet::UnityEngine + +namespace DotNet::CesiumForUnity { +class CesiumSkyController; + +} + +namespace CesiumForUnityNative { +class CesiumSkyControllerImpl { +public: + CesiumSkyControllerImpl( + const DotNet::CesiumForUnity::CesiumSkyController& skyController); + ~CesiumSkyControllerImpl(); + + void JustBeforeDelete( + const DotNet::CesiumForUnity::CesiumSkyController& skyController); + + DotNet::UnityEngine::Vector3 CalculateSunPosition( + const DotNet::CesiumForUnity::CesiumSkyController& skyController, + float& time); +}; + +} // namespace CesiumForUnityNative diff --git a/native~/extern/cesium-native b/native~/extern/cesium-native index 8c7600d4..9baa8373 160000 --- a/native~/extern/cesium-native +++ b/native~/extern/cesium-native @@ -1 +1 @@ -Subproject commit 8c7600d4a472cb64fb3220e957db6a8deb59e048 +Subproject commit 9baa837325a48c1bf6f2e3c2c777cdda2a05f4c6