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path: root/Assets/LensFlare/FlareSource.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[Serializable]
public class Flare
{
    public FlareAtlas Atlas; // flare atlas
    public int Index; // flare texture
    public float MaxSize; // 最大,单位unit
    public float MinSize = 0; // 最小,单位unit
    public Color Color; // 颜色
    [Range(0, 360)]
    public float Rotation; // 初始的旋转值,即正对着阳光时的姿势
    public bool OverridePixelPerUnit; // 
    public float PixelPerUnit;

    [Range(-5, 10)]
    public float Distance = 0; // 一个相对于光源的偏移距离
    [HideInInspector]
    public const float DistanceAmount = 15;

    public float DistanceAspect
    {
        get
        {
            return Distance / DistanceAmount;
        }
    }

    public FlareTexture Texture
    {
        get
        {
            if (Index < Atlas.SubTextures.Count)
                return Atlas.SubTextures[Index];
            return null;
        }
    }
}

// 光源
public class FlareSource : MonoBehaviour
{
    [SerializeField] private Camera m_GameCamera;
    [SerializeField] private Camera m_FlareCamera;

    public float PixelPerUnit = 100; // 用来控制缩放,在flare space生成网格的大小依据
    public AnimationCurve FadeInCurve; // 淡入的alpha曲线
    public AnimationCurve FadeOutCurve; // 淡出的alpha曲线
    public List<Flare> Flares;

    private Vector3 m_ViewportPosition;
    public Vector3 ViewportPosition
    {
        get
        {
            return m_ViewportPosition;
        }
    }

    public bool IsVisible
    {
        get;private set;
    }

    // Start is called before the first frame update
    void Start()
    {
        IsVisible = false;
        if (m_GameCamera == null)
            m_GameCamera = Camera.main;
    }

    // Update is called once per frame
    void Update()
    {
        Vector3 position = transform.position;
        m_ViewportPosition = m_GameCamera.WorldToViewportPoint(position);

        Ray ray = new Ray(m_GameCamera.transform.position, position - m_GameCamera.transform.position);
        RaycastHit hit;
        if(Physics.Raycast(ray, out hit))
        {
            IsVisible = false;
        }
        else
        {
            IsVisible = true;
        }
    }

    // 获取flare space下的初始大小,用来构建mesh
    public Vector2 GetFlareSize(Flare flare)
    {
        Vector2 size = flare.Texture.PixelSize;
        if(flare.OverridePixelPerUnit && flare.PixelPerUnit > 0)
        {
            size /= flare.PixelPerUnit;
        }
        else
        {
            size /= PixelPerUnit;
        }
        return size;
    }

    private void OnDrawGizmos()
    {
        Gizmos.DrawLine(transform.position, m_GameCamera.transform.position);
    }

}