#if CINEMACHINE_POST_PROCESSING_V2
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Serialization;
using System.Collections.Generic;
using UnityEngine.Rendering.PostProcessing;
namespace Unity.Cinemachine
{
///
/// This behaviour is a liaison between Cinemachine and the Post-Processing v2 module. You must
/// have the Post-Processing V2 stack package installed in order to use this behaviour.
///
/// As a component on the Virtual Camera, it holds
/// a Post-Processing Profile asset that will be applied to the Unity camera whenever
/// the Virtual camera is live. It also has the optional functionality of animating
/// the Focus Distance and DepthOfField properties of the Camera State, and
/// applying them to the current Post-Processing profile, provided that profile has a
/// DepthOfField effect that is enabled.
///
[ExecuteAlways]
[AddComponentMenu("Cinemachine/Procedural/Extensions/Cinemachine Post Processing")] // Hide in menu
[SaveDuringPlay]
[DisallowMultipleComponent]
[HelpURL(Documentation.BaseURL + "manual/CinemachinePostProcessing.html")]
public class CinemachinePostProcessing : CinemachineExtension
{
///
/// This is the priority for the vcam's PostProcessing volumes. It's set to a high
/// number in order to ensure that it overrides other volumes for the active vcam.
/// You can change this value if necessary to work with other systems.
///
public static float s_VolumePriority = 1000f;
///
/// This is the weight that the PostProcessing profile will have when the camera is fully active.
/// It will blend to and from 0 along with the camera.
///
public float Weight = 1;
/// The reference object for focus tracking
public enum FocusTrackingMode
{
/// No focus tracking
None,
/// Focus offset is relative to the LookAt target
LookAtTarget,
/// Focus offset is relative to the Follow target
FollowTarget,
/// Focus offset is relative to the Custom target set here
CustomTarget,
/// Focus offset is relative to the camera
Camera
};
/// If the profile has the appropriate overrides, will set the base focus
/// distance to be the distance from the selected target to the camera.
/// The Focus Offset field will then modify that distance
[Tooltip("If the profile has the appropriate overrides, will set the base focus "
+ "distance to be the distance from the selected target to the camera."
+ "The Focus Offset field will then modify that distance.")]
[FormerlySerializedAs("m_FocusTracking")]
public FocusTrackingMode FocusTracking;
/// The target to use if Focus Tracks Target is set to Custom Target
[Tooltip("The target to use if Focus Tracks Target is set to Custom Target")]
[FormerlySerializedAs("m_FocusTarget")]
public Transform FocusTarget;
/// Offset from target distance, to be used with Focus Tracks Target.
/// Offsets the sharpest point away from the location of the focus target
[Tooltip("Offset from target distance, to be used with Focus Tracks Target. "
+ "Offsets the sharpest point away from the location of the focus target.")]
[FormerlySerializedAs("m_FocusOffset")]
public float FocusOffset;
///
/// If Focus tracking is enabled, this will return the calculated focus distance
///
public float CalculatedFocusDistance { get; private set; }
///
/// This Post-Processing profile will be applied whenever this virtual camera is live
///
[Tooltip("This Post-Processing profile will be applied whenever this virtual camera is live")]
[FormerlySerializedAs("m_Profile")]
public PostProcessProfile Profile;
class VcamExtraState : VcamExtraStateBase
{
public PostProcessProfile ProfileCopy;
public void CreateProfileCopy(PostProcessProfile source)
{
DestroyProfileCopy();
var profile = ScriptableObject.CreateInstance();
for (int i = 0; source != null && i < source.settings.Count; ++i)
{
var itemCopy = Instantiate(source.settings[i]);
profile.settings.Add(itemCopy);
}
ProfileCopy = profile;
}
public void DestroyProfileCopy()
{
if (ProfileCopy != null)
RuntimeUtility.DestroyObject(ProfileCopy);
ProfileCopy = null;
}
}
List m_extraStateCache;
/// True if the profile is enabled and nontrivial
public bool IsValid => Profile != null && Profile.settings.Count > 0;
void OnValidate()
{
Weight = Mathf.Max(0, Weight);
}
void Reset()
{
Weight = 1;
FocusTracking = FocusTrackingMode.None;
FocusTarget = null;
FocusOffset = 0;
Profile = null;
}
protected override void OnEnable()
{
InvalidateCachedProfile();
}
protected override void OnDestroy()
{
InvalidateCachedProfile();
base.OnDestroy();
}
/// Called by the editor when the shared asset has been edited
public void InvalidateCachedProfile()
{
m_extraStateCache ??= new();
GetAllExtraStates(m_extraStateCache);
for (int i = 0; i < m_extraStateCache.Count; ++i)
m_extraStateCache[i].DestroyProfileCopy();
}
/// Apply PostProcessing effects
/// The virtual camera being processed
/// The current pipeline stage
/// The current virtual camera state
/// The current applicable deltaTime
protected override void PostPipelineStageCallback(
CinemachineVirtualCameraBase vcam,
CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
{
// Set the focus after the camera has been fully positioned.
if (stage == CinemachineCore.Stage.Finalize)
{
var extra = GetExtraState(vcam);
if (!IsValid)
extra.DestroyProfileCopy();
else
{
var profile = Profile;
// Handle Follow Focus
if (FocusTracking == FocusTrackingMode.None)
extra.DestroyProfileCopy();
else
{
if (extra.ProfileCopy == null)
extra.CreateProfileCopy(Profile);
profile = extra.ProfileCopy;
DepthOfField dof;
if (profile.TryGetSettings(out dof))
{
float focusDistance = FocusOffset;
if (FocusTracking == FocusTrackingMode.LookAtTarget)
focusDistance += (state.GetFinalPosition() - state.ReferenceLookAt).magnitude;
else
{
Transform focusTarget = null;
switch (FocusTracking)
{
default: break;
case FocusTrackingMode.FollowTarget: focusTarget = vcam.Follow; break;
case FocusTrackingMode.CustomTarget: focusTarget = FocusTarget; break;
}
if (focusTarget != null)
focusDistance += (state.GetFinalPosition() - focusTarget.position).magnitude;
}
CalculatedFocusDistance = state.Lens.PhysicalProperties.FocusDistance
= dof.focusDistance.value = Mathf.Max(0.01f, focusDistance);
}
}
// Apply the post-processing
state.AddCustomBlendable(new CameraState.CustomBlendableItems.Item{ Custom = profile, Weight = Weight });
}
}
}
static void OnCameraCut(ICinemachineCamera.ActivationEventParams evt)
{
if (!evt.IsCut)
return;
var brain = evt.Origin as CinemachineBrain;
if (brain == null)
return;
// Debug.Log("Camera cut event");
PostProcessLayer postFX = GetPPLayer(brain);
if (postFX != null)
postFX.ResetHistory();
}
static void ApplyPostFX(CinemachineBrain brain)
{
PostProcessLayer ppLayer = GetPPLayer(brain);
if (ppLayer == null || !ppLayer.enabled || ppLayer.volumeLayer == 0)
return;
CameraState state = brain.State;
int numBlendables = state.GetNumCustomBlendables();
List volumes = GetDynamicBrainVolumes(brain, ppLayer, numBlendables);
for (int i = 0; i < volumes.Count; ++i)
{
volumes[i].weight = 0;
volumes[i].sharedProfile = null;
volumes[i].profile = null;
}
PostProcessVolume firstVolume = null;
int numPPblendables = 0;
for (int i = 0; i < numBlendables; ++i)
{
var b = state.GetCustomBlendable(i);
var profile = b.Custom as PostProcessProfile;
if (profile != null) // in case it was deleted
{
PostProcessVolume v = volumes[i];
if (firstVolume == null)
firstVolume = v;
v.sharedProfile = profile;
v.isGlobal = true;
v.priority = s_VolumePriority - (numBlendables - i) - 1;
v.weight = b.Weight;
++numPPblendables;
}
#if false // set this to true to force first weight to 1
// If more than one volume, then set the frst one's weight to 1
if (numPPblendables > 1)
firstVolume.weight = 1;
#endif
}
}
static string sVolumeOwnerName = "__CMVolumes";
static List sVolumes = new List();
static List GetDynamicBrainVolumes(
CinemachineBrain brain, PostProcessLayer ppLayer, int minVolumes)
{
// Locate the camera's child object that holds our dynamic volumes
GameObject volumeOwner = null;
Transform t = brain.transform;
int numChildren = t.childCount;
sVolumes.Clear();
for (int i = 0; volumeOwner == null && i < numChildren; ++i)
{
GameObject child = t.GetChild(i).gameObject;
if (child.hideFlags == HideFlags.HideAndDontSave)
{
child.GetComponents(sVolumes);
if (sVolumes.Count > 0)
volumeOwner = child;
}
}
if (minVolumes > 0)
{
if (volumeOwner == null)
{
volumeOwner = new GameObject(sVolumeOwnerName);
volumeOwner.hideFlags = HideFlags.HideAndDontSave;
volumeOwner.transform.parent = t;
}
// Update the volume's layer so it will be seen
int mask = ppLayer.volumeLayer.value;
for (int i = 0; i < 32; ++i)
{
if ((mask & (1 << i)) != 0)
{
volumeOwner.layer = i;
break;
}
}
while (sVolumes.Count < minVolumes)
sVolumes.Add(volumeOwner.AddComponent());
}
return sVolumes;
}
static Dictionary s_BrainToLayer = new ();
static PostProcessLayer GetPPLayer(CinemachineBrain brain)
{
bool found = s_BrainToLayer.TryGetValue(brain, out PostProcessLayer layer);
if (layer != null)
return layer; // layer is valid and in our lookup
// If the layer in the lookup table is a deleted object, we must remove
// the brain's callback for it
if (found && layer is not null)
s_BrainToLayer.Remove(brain); // layer is a deleted object
// If brain is not in our lookup - add it.
brain.TryGetComponent(out layer);
if (layer != null)
s_BrainToLayer[brain] = layer;
return layer;
}
static void CleanupLookupTable()
{
s_BrainToLayer.Clear();
}
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoad]
class EditorInitialize
{
static EditorInitialize()
{
UnityEditor.EditorApplication.playModeStateChanged += (pmsc) => CleanupLookupTable();
InitializeModule();
}
}
#endif
[RuntimeInitializeOnLoadMethod]
static void InitializeModule()
{
// After the brain pushes the state to the camera, hook in to the PostFX
CinemachineCore.CameraUpdatedEvent.RemoveListener(ApplyPostFX);
CinemachineCore.CameraUpdatedEvent.AddListener(ApplyPostFX);
CinemachineCore.CameraActivatedEvent.RemoveListener(OnCameraCut);
CinemachineCore.CameraActivatedEvent.AddListener(OnCameraCut);
// Clean up our resources
SceneManager.sceneUnloaded += (scene) => CleanupLookupTable();
}
}
}
#endif