using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.UIElements;
using UnityEngine.Video;
//-----------------------------------------------------------------------------
// Copyright 2015-2024 RenderHeads Ltd. All rights reserved.
//-----------------------------------------------------------------------------
namespace RenderHeads.Media.AVProVideo
{
///
/// displays the video to the far camera plane
///
// Note:
// - This will not work if the camera ClearFlag is set to Skybox because of how it is rendered.
// the skybox is rendered at position 2000.5 between the Opaque and Transparent objects
// with a unique sphere scaled to the camera far plane, meaning that it will only render where
// nothing has been written to the depth bufffer. <- that is where the issue arrises, we are
// not writing to the depth buffer when rendering the video so the skybox will think nothing
// is their and draw over the top.
[AddComponentMenu("AVPro Video/Apply To Far Plane", 300)]
[HelpURL("https://www.renderheads.com/products/avpro-video/")]
public sealed class ApplyToFarPlane : ApplyToBase
{
[Header("Shader Options")]
[Tooltip("The color override to apply to the material")]
[SerializeField] Color _mainColor;
public Color MainColor
{
get { return _mainColor; }
set { if (!_material) CreateMaterial(); _material.SetColor("_Color", value); _mainColor = value; }
}
[Tooltip("The Main Texture that is being written to by the Media Player")]
[SerializeField] Texture _texture;
public Texture Texture
{
get { return _texture; }
set { if (!_material) CreateMaterial(); _material.SetTexture("_MainTex", value); _texture = value; }
}
[Tooltip("The Chroma Texture to apply to the material")]
[SerializeField] Texture _chroma;
public Texture Chroma
{
get { return _chroma; }
set { if (!_material) CreateMaterial(); _material.SetTexture("_ChromaTex", value); _chroma = value; }
}
[Tooltip("Alpha of the far plane that is drawn")]
[SerializeField] float _alpha = 1f;
public float Alpha
{
get { return _alpha; }
set { if (!_material) CreateMaterial(); _material.SetFloat("_Alpha", value); _alpha = value; }
}
[Tooltip("The Camera far plane to draw to, if left empty main cam will be selected")]
[SerializeField] Camera _camera;
public Camera Camera
{
get { return _camera; }
set { _camera = value; if (!_material) CreateMaterial(); _material.SetFloat("_TargetCamID", value.GetInstanceID());
}
}
[Tooltip("The aspect ratio of the video shown, not used when a custom scaling is set")]
[SerializeField] VideoAspectRatio _aspectRatio = VideoAspectRatio.Stretch;
public VideoAspectRatio VideoAspectRatio
{
get { return _aspectRatio; }
set { if (!_material) CreateMaterial(); _material.SetFloat("_Aspect", (int)value); _aspectRatio = value; }
}
[Tooltip("How much to offset the image by")]
public Vector2 _drawOffset;
public Vector2 DrawOffset
{
get { return _drawOffset; }
set { if (!_material) CreateMaterial(); _material.SetVector("_DrawOffset", value); _drawOffset = value; }
}
[Tooltip("Will replace the Aspect Ratio with custom scaling for the video, when both values are non-zero")]
public Vector2 _customScaling;
public Vector2 CustomScaling
{
get { return _customScaling; }
set { if (!_material) CreateMaterial(); _material.SetVector("_CustomScale", value); _customScaling = value; }
}
// the object that is active as the holder for the camera far plane
private GameObject _renderedObject;
private bool _changedSkybox;
public void Awake()
{
// if the camera was then set the camera to the main camera in the scene
if (!_camera)
_camera = Camera.main;
if (_material)
_material.SetFloat("_TargetCamID", _camera.GetInstanceID());
}
protected override void OnDisable()
{
// need to set background back to skybox if we disabled it
if (_changedSkybox && _camera)
_camera.clearFlags = CameraClearFlags.Skybox;
base.OnDisable();
if (_renderedObject)
_renderedObject.SetActive(false);
}
private void OnDestroy()
{
// ensure to destroy the created object
Destroy(_renderedObject);
}
public void Update()
{
// move the rendered object to ensure that it will allways be rendered by the camera,
// ensuring that the shader is allways running to display the output on the far plane of the camera
_renderedObject.transform.position = new Vector3(0, 0, _camera.nearClipPlane) + _camera.transform.position + _camera.transform.forward;
_renderedObject.transform.rotation = _camera.transform.rotation;
}
///
/// Creates a Quad mesh used for basic rendering
///
/// Quad created
public Mesh CreateQuadMesh()
{
var width = 1;
var height = 1;
Mesh mesh = new Mesh();
// verts
Vector3[] vertices = new Vector3[4]
{
new Vector3(0, 0, 0),
new Vector3(width, 0, 0),
new Vector3(0, height, 0),
new Vector3(width, height, 0)
};
mesh.vertices = vertices;
// tris
int[] tris = new int[6]
{
0, 2, 1,
2, 3, 1
};
mesh.triangles = tris;
// normals
Vector3[] normals = new Vector3[4]
{
-_camera.transform.forward,
-_camera.transform.forward,
-_camera.transform.forward,
-_camera.transform.forward
};
mesh.normals = normals;
// uv's
Vector2[] uv = new Vector2[4]
{
new Vector2(0, 0),
new Vector2(1, 0),
new Vector2(0, 1),
new Vector2(1, 1)
};
mesh.uv = uv;
return mesh;
}
public void CreateMaterial()
{
_material = new Material(Shader.Find("AVProVideo/Background/AVProVideo-ApplyToFarPlane"));
if (_renderedObject)
{
if (_renderedObject.TryGetComponent(out ApplyToFarPlane_CameraApplier applier))
applier.Material = _material;
else
{
var applier2 = _renderedObject.AddComponent();
applier2.Material = _material;
}
}
}
/*
Below this point is basically the same as ApplyToMaterial, with a few unecessary functions
removed.
This is because other than the quad with fancy shader, this is just taking the video
to a material, then applying it.
*/
[Header("Display")]
[Tooltip("Default texture to display when the video texture is preparing")]
[SerializeField]
Texture2D _defaultTexture = null;
public Texture2D DefaultTexture
{
get { return _defaultTexture; }
set
{
if (_defaultTexture != value)
{
_defaultTexture = value;
_isDirty = true;
}
}
}
[Tooltip("The Material to use when rendering the video, if not set will use internal " +
"\n Note: Material must use the AVProVideo/Background/AVProVideo-ApplyToFarPlane shader")]
// this material must use the AVProVideo/Background/AVProVideo-ApplyToFarPlane shader
// otherwise it will not render correctly
[SerializeField] Material _material = null;
[SerializeField]
string _texturePropertyName = Helper.UnityBaseTextureName;
public string TexturePropertyName
{
get { return _texturePropertyName; }
set
{
if (_texturePropertyName != value)
{
_texturePropertyName = value;
_propTexture = new LazyShaderProperty(_texturePropertyName);
_propTexture_R = new LazyShaderProperty(_texturePropertyName + "_R");
_isDirty = true;
}
}
}
[SerializeField]
Vector2 _offset = Vector2.zero;
public Vector2 Offset
{
get { return _offset; }
set
{
if (_offset != value)
{
_offset = value;
_isDirty = true;
}
}
}
[SerializeField]
Vector2 _scale = Vector2.one;
public Vector2 Scale
{
get { return _scale; }
set
{
if (_scale != value)
{
_scale = value;
_isDirty = true;
}
}
}
private Texture _lastTextureApplied;
private LazyShaderProperty _propTexture;
private LazyShaderProperty _propTexture_R;
private Texture _originalTexture;
private Vector2 _originalScale = Vector2.one;
private Vector2 _originalOffset = Vector2.zero;
private Vector2 ImageSize
{
get { return new Vector2(_media.Info.GetVideoWidth(), _media.Info.GetVideoHeight()); }
}
protected override void OnEnable()
{
base.OnEnable();
if (!_material)
{
CreateMaterial();
}
// if the rendered object already exists just enable it otherwise
// create a new one and set it up to be used correctly
if (_renderedObject)
_renderedObject.SetActive(true);
else
{
_renderedObject = new GameObject("Display Background Object");
//_renderedObject.hideFlags = HideFlags.HideAndDontSave;
var rend = _renderedObject.AddComponent();
var filt = _renderedObject.AddComponent();
Mesh mesh = CreateQuadMesh();
filt.sharedMesh = mesh;
//rend.sharedMaterial = _material;
var applier = _renderedObject.AddComponent();
if (_camera)
_material.SetFloat("_TargetCamID", _camera.GetInstanceID());
applier.Material = _material;
rend.sharedMaterial = _material;
}
// ApplyToFarPlane does not work if the background clear mode is set to skybox, so if it is then change it to color
if (_camera.clearFlags == CameraClearFlags.Skybox)
{
Debug.LogWarning("[AVProVideo] Warning: ApplyToFarPlane does not work with the background clear mode set to skybox, automatically changed to color, this will be undone when the object is disabled");
_changedSkybox = true;
_camera.clearFlags = CameraClearFlags.Color;
}
}
// We do a LateUpdate() to allow for any changes in the texture that may have happened in Update()
private void LateUpdate()
{
Apply();
}
///
/// Called via the Editor compoenent, this will allow updating of the material
/// properties when they are changed rather than updating them each frame
///
/// Which material property was effected
public void UpdateMaterialProperties(int target)
{
if (_material == null)
CreateMaterial();
switch (target)
{
case 0:
_material.SetColor("_Color", _mainColor);
break;
case 3:
_material.SetTexture("_MainTex", _texture);
break;
case 4:
_material.SetTexture("_ChromaTex", _chroma);
break;
case 5:
_material.SetFloat("_Alpha", _alpha);
break;
case 7:
_material.SetFloat("_Aspect", (int)_aspectRatio);
break;
case 8:
_material.SetVector("_DrawOffset", _drawOffset);
break;
case 9:
_material.SetVector("_CustomScale", _customScaling);
break;
default:
break;
}
}
public override void Apply()
{
bool applied = false;
if (_media != null && _media.TextureProducer != null)
{
Texture resamplerTex = _media.FrameResampler == null || _media.FrameResampler.OutputTexture == null ? null : _media.FrameResampler.OutputTexture[0];
Texture texture = _media.UseResampler ? resamplerTex : _media.TextureProducer.GetTexture(0);
if (texture != null)
{
// Check for changing texture
if (texture != _lastTextureApplied)
{
_isDirty = true;
}
if (_isDirty)
{
bool requiresVerticalFlip = _media.TextureProducer.RequiresVerticalFlip();
StereoPacking stereoPacking = _media.TextureProducer.GetTextureStereoPacking();
int planeCount = 1;
if (!_media.UseResampler)
{
// We're not using the resampler so the number of planes will be the texture count
planeCount = _media.TextureProducer.GetTextureCount();
if (stereoPacking == StereoPacking.TwoTextures)
{
// Unless we're using two texture stereo in which case it'll be half the texture count
planeCount /= 2;
}
}
for (int plane = 0; plane < planeCount; ++plane)
{
Texture resamplerTexPlane = _media.FrameResampler == null || _media.FrameResampler.OutputTexture == null ? null : _media.FrameResampler.OutputTexture[plane];
texture = _media.UseResampler ? resamplerTexPlane : _media.TextureProducer.GetTexture(plane);
if (texture != null)
{
ApplyMapping(texture, requiresVerticalFlip, plane);
}
}
// Handle the right eye if we're using two texture stereo packing
if (stereoPacking == StereoPacking.TwoTextures)
{
for (int plane = 0; plane < planeCount; ++plane)
{
texture = _media.TextureProducer.GetTexture(planeCount + plane);
if (texture != null)
{
ApplyMapping(texture, requiresVerticalFlip, plane, Eye.Right);
}
}
}
}
applied = true;
}
}
// If the media didn't apply a texture, then try to apply the default texture
if (!applied)
{
if (_defaultTexture != _lastTextureApplied)
{
_isDirty = true;
}
if (_isDirty)
{
#if UNITY_PLATFORM_SUPPORTS_YPCBCR
if (_material != null && _material.HasProperty(VideoRender.PropUseYpCbCr.Id))
{
_material.DisableKeyword(VideoRender.Keyword_UseYpCbCr);
}
#endif
ApplyMapping(_defaultTexture, false);
}
}
}
enum Eye
{
Left,
Right
}
///
///
///
///
///
///
/// Which eye we're mapping, defaults to the left eye
private void ApplyMapping(Texture texture, bool requiresYFlip, int plane = 0, Eye eye = Eye.Left)
{
if (_material != null)
{
_isDirty = false;
if (plane == 0)
{
int propTextureId = _propTexture.Id;
if (eye == Eye.Left)
{
VideoRender.SetupMaterialForMedia(_material, _media, propTextureId, texture, texture == _defaultTexture);
_lastTextureApplied = texture;
#if !UNITY_EDITOR && UNITY_ANDROID
if (texture == _defaultTexture)
{
_material.EnableKeyword("USING_DEFAULT_TEXTURE");
}
else
{
_material.DisableKeyword("USING_DEFAULT_TEXTURE");
}
#endif
}
else
{
propTextureId = _propTexture_R.Id;
_material.SetTexture(propTextureId, texture);
}
if (texture != null)
{
if (requiresYFlip)
{
if (_material.HasProperty(propTextureId)) // editor error on not being initilised on first run
{
_material.SetTextureScale(propTextureId, new Vector2(_scale.x, -_scale.y));
_material.SetTextureOffset(propTextureId, Vector2.up + _offset);
}
}
else
{
_material.SetTextureScale(propTextureId, _scale);
_material.SetTextureOffset(propTextureId, _offset);
}
}
}
else if (plane == 1)
{
if (texture != null)
{
if (requiresYFlip)
{
_material.SetTextureScale(VideoRender.PropChromaTex.Id, new Vector2(_scale.x, -_scale.y));
_material.SetTextureOffset(VideoRender.PropChromaTex.Id, Vector2.up + _offset);
}
else
{
_material.SetTextureScale(VideoRender.PropChromaTex.Id, _scale);
_material.SetTextureOffset(VideoRender.PropChromaTex.Id, _offset);
}
}
}
}
else
CreateMaterial();
}
protected override void SaveProperties()
{
if (_material != null)
{
if (string.IsNullOrEmpty(_texturePropertyName))
{
_originalTexture = _material.mainTexture;
_originalScale = _material.mainTextureScale;
_originalOffset = _material.mainTextureOffset;
}
else
{
_originalTexture = _material.GetTexture(_texturePropertyName);
_originalScale = _material.GetTextureScale(_texturePropertyName);
_originalOffset = _material.GetTextureOffset(_texturePropertyName);
}
}
else
CreateMaterial();
_propTexture = new LazyShaderProperty(_texturePropertyName);
_propTexture_R = new LazyShaderProperty(_texturePropertyName + "_R");
}
protected override void RestoreProperties()
{
if (_material != null)
{
if (string.IsNullOrEmpty(_texturePropertyName))
{
_material.mainTexture = _originalTexture;
_material.mainTextureScale = _originalScale;
_material.mainTextureOffset = _originalOffset;
}
else
{
_material.SetTexture(_texturePropertyName, _originalTexture);
_material.SetTextureScale(_texturePropertyName, _originalScale);
_material.SetTextureOffset(_texturePropertyName, _originalOffset);
}
}
else
CreateMaterial();
}
}
}