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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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[BetterShadowClone] Throwing on git before i completely overcomplicate and have to revert lmao
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217
BetterShadowClone/ShadowClone/ShadowCloneManager.cs
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217
BetterShadowClone/ShadowClone/ShadowCloneManager.cs
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using System.Collections.Generic;
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using ABI_RC.Core;
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using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using MagicaCloth;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace NAK.BetterShadowClone;
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public class ShadowCloneManager : MonoBehaviour
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{
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#region Singleton Implementation
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private static ShadowCloneManager _instance;
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public static ShadowCloneManager Instance
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{
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get
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{
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if (_instance != null) return _instance;
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_instance = new GameObject("NAK.ShadowCloneManager").AddComponent<ShadowCloneManager>();
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DontDestroyOnLoad(_instance.gameObject);
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return _instance;
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}
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}
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#endregion
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private const string ShadowClonePostfix = "_ShadowClone";
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//public const string CVRIgnoreForUiCulling = "CVRIgnoreForUiCulling"; // TODO: Shader Tag to ignore for UI culling?
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// Game cameras
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private static Camera s_MainCamera;
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private static Camera s_UiCamera;
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// Settings
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internal static bool s_CopyMaterialsToShadow = true;
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private static bool s_UseShadowToCullUi;
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private const string ShadowCullUiSettingName = "ExperimentalAvatarOverrenderUI";
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// Implementation
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private bool _hasRenderedThisFrame;
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// Shadow Clones
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private readonly List<IShadowClone> s_ShadowClones = new();
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public void AddShadowClone(IShadowClone clone)
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=> s_ShadowClones.Add(clone);
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// Debug
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private bool _debugShadowProcessingTime;
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private readonly StopWatch _stopWatch = new();
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#region Unity Events
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private void Start()
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{
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if (Instance != null
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&& Instance != this)
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{
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Destroy(this);
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return;
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}
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UpdatePlayerCameras();
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s_CopyMaterialsToShadow = ModSettings.EntryCopyMaterialToShadow.Value;
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s_UseShadowToCullUi = MetaPort.Instance.settings.GetSettingsBool(ShadowCullUiSettingName);
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MetaPort.Instance.settings.settingBoolChanged.AddListener(OnSettingsBoolChanged);
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}
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private void OnEnable()
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=> Camera.onPreCull += MyOnPreCull;
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private void OnDisable()
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=> Camera.onPreCull -= MyOnPreCull;
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private void OnDestroy()
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{
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MetaPort.Instance.settings.settingBoolChanged.RemoveListener(OnSettingsBoolChanged);
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}
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#endregion
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#region Shadow Clone Managment
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private void Update()
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{
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_hasRenderedThisFrame = false;
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}
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private void MyOnPreCull(Camera cam)
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{
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bool forceRenderForUiCull = s_UseShadowToCullUi && cam == s_UiCamera;
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if (_hasRenderedThisFrame && !forceRenderForUiCull)
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return;
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_hasRenderedThisFrame = true;
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_stopWatch.Start();
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for (int i = s_ShadowClones.Count - 1; i >= 0; i--)
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{
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IShadowClone clone = s_ShadowClones[i];
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if (clone is not { IsValid: true })
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{
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clone?.Dispose();
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s_ShadowClones.RemoveAt(i);
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continue; // invalid or dead
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}
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if (!clone.Process()) continue; // not ready yet or disabled
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if (forceRenderForUiCull)
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clone.RenderForUiCulling(); // last cam to render
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else
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clone.RenderForShadow(); // first cam to render
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}
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_stopWatch.Stop();
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if (_debugShadowProcessingTime) Debug.Log($"ShadowCloneManager.MyOnPreCull({forceRenderForUiCull}) took {_stopWatch.ElapsedMilliseconds}ms");
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}
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#endregion
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#region Game Events
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public void OnAvatarCleared()
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{
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// Dispose all shadow clones BEFORE game unloads avatar
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// Otherwise we memory leak the shadow clones mesh & material instances!!!
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foreach (IShadowClone clone in s_ShadowClones)
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clone.Dispose();
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s_ShadowClones.Clear();
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}
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private void OnSettingsBoolChanged(string settingName, bool settingValue)
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{
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if (settingName == ShadowCullUiSettingName)
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s_UseShadowToCullUi = settingValue;
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}
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private void OnVRModeSwitchCompleted(bool _, Camera __)
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{
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UpdatePlayerCameras();
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}
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#endregion
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#region Private Methods
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private static void UpdatePlayerCameras()
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{
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s_MainCamera = PlayerSetup.Instance.GetActiveCamera().GetComponent<Camera>();
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s_UiCamera = s_MainCamera.transform.Find("_UICamera").GetComponent<Camera>();
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//s_PortableCamera = PortableCamera.Instance.cameraComponent;
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}
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#endregion
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#region Static Helpers
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internal static IShadowClone CreateShadowClone(Renderer renderer)
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{
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return renderer switch
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{
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SkinnedMeshRenderer skinnedMeshRenderer => new SkinnedShadowClone(skinnedMeshRenderer),
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MeshRenderer meshRenderer => new MeshShadowClone(meshRenderer),
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_ => null
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};
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}
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internal static (MeshRenderer, MeshFilter) InstantiateShadowClone(SkinnedMeshRenderer meshRenderer)
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{
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GameObject shadowClone = new (meshRenderer.name + ShadowClonePostfix) { layer = CVRLayers.PlayerClone };
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shadowClone.transform.SetParent(meshRenderer.transform, false);
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shadowClone.transform.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
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shadowClone.transform.localScale = Vector3.one;
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MeshRenderer newMesh = shadowClone.AddComponent<MeshRenderer>();
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MeshFilter newMeshFilter = shadowClone.AddComponent<MeshFilter>();
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ShadowCloneHelper.ConfigureRenderer(newMesh, true);
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// only shadow clone should cast shadows
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newMesh.shadowCastingMode = ShadowCastingMode.ShadowsOnly;
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// copy mesh and materials
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newMeshFilter.sharedMesh = meshRenderer.sharedMesh;
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newMesh.sharedMaterials = meshRenderer.sharedMaterials;
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return (newMesh, newMeshFilter);
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}
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internal static (MeshRenderer, MeshFilter) InstantiateShadowClone(MeshRenderer meshRenderer)
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{
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GameObject shadowClone = new (meshRenderer.name + ShadowClonePostfix) { layer = CVRLayers.PlayerClone };
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shadowClone.transform.SetParent(meshRenderer.transform, false);
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shadowClone.transform.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
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shadowClone.transform.localScale = Vector3.one;
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MeshRenderer newMesh = shadowClone.AddComponent<MeshRenderer>();
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MeshFilter newMeshFilter = shadowClone.AddComponent<MeshFilter>();
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ShadowCloneHelper.ConfigureRenderer(newMesh, true);
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// only shadow clone should cast shadows
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newMesh.shadowCastingMode = ShadowCastingMode.ShadowsOnly;
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// copy mesh and materials
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newMeshFilter.sharedMesh = meshRenderer.GetComponent<MeshFilter>().sharedMesh;
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newMesh.sharedMaterials = meshRenderer.sharedMaterials;
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return (newMesh, newMeshFilter);
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}
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#endregion
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}
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