namespace UnityEngine.U2D { /// /// The Pixel Perfect Camera component ensures your pixel art remains crisp and clear at different resolutions, and stable in motion. /// [DisallowMultipleComponent] [AddComponentMenu("Rendering/Pixel Perfect Camera")] [RequireComponent(typeof(Camera))] [HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@latest/index.html?subfolder=/manual/index.html%23properties")] public class PixelPerfectCamera : MonoBehaviour, IPixelPerfectCamera { /// /// Match this value to to the Pixels Per Unit values of all Sprites within the Scene. /// public int assetsPPU { get { return m_AssetsPPU; } set { m_AssetsPPU = value > 0 ? value : 1; } } /// /// The original horizontal resolution your Assets are designed for. /// public int refResolutionX { get { return m_RefResolutionX; } set { m_RefResolutionX = value > 0 ? value : 1; } } /// /// Original vertical resolution your Assets are designed for. /// public int refResolutionY { get { return m_RefResolutionY; } set { m_RefResolutionY = value > 0 ? value : 1; } } /// /// Set to true to have the Scene rendered to a temporary texture set as close as possible to the Reference Resolution, /// while maintaining the full screen aspect ratio. This temporary texture is then upscaled to fit the full screen. /// public bool upscaleRT { get { return m_UpscaleRT; } set { m_UpscaleRT = value; } } /// /// Set to true to prevent subpixel movement and make Sprites appear to move in pixel-by-pixel increments. /// Only applicable when upscaleRT is false. /// public bool pixelSnapping { get { return m_PixelSnapping; } set { m_PixelSnapping = value; } } /// /// Set to true to crop the viewport with black bars to match refResolutionX in the horizontal direction. /// public bool cropFrameX { get { return m_CropFrameX; } set { m_CropFrameX = value; } } /// /// Set to true to crop the viewport with black bars to match refResolutionY in the vertical direction. /// public bool cropFrameY { get { return m_CropFrameY; } set { m_CropFrameY = value; } } /// /// Set to true to expand the viewport to fit the screen resolution while maintaining the viewport's aspect ratio. /// Only applicable when both cropFrameX and cropFrameY are true. /// public bool stretchFill { get { return m_StretchFill; } set { m_StretchFill = value; } } /// /// Ratio of the rendered Sprites compared to their original size (readonly). /// public int pixelRatio { get { if (m_CinemachineCompatibilityMode) { if (m_UpscaleRT) return m_Internal.zoom * m_Internal.cinemachineVCamZoom; else return m_Internal.cinemachineVCamZoom; } else { return m_Internal.zoom; } } } /// /// Round a arbitrary position to an integer pixel position. Works in world space. /// /// The position you want to round. /// /// The rounded pixel position. /// Depending on the values of upscaleRT and pixelSnapping, it could be a screen pixel position or an art pixel position. /// public Vector3 RoundToPixel(Vector3 position) { float unitsPerPixel = m_Internal.unitsPerPixel; if (unitsPerPixel == 0.0f) return position; Vector3 result; result.x = Mathf.Round(position.x / unitsPerPixel) * unitsPerPixel; result.y = Mathf.Round(position.y / unitsPerPixel) * unitsPerPixel; result.z = Mathf.Round(position.z / unitsPerPixel) * unitsPerPixel; return result; } /// /// Find a pixel-perfect orthographic size as close to targetOrthoSize as possible. Used by Cinemachine to solve compatibility issues with Pixel Perfect Camera. /// /// Orthographic size from the live Cinemachine Virtual Camera. /// The corrected orthographic size. public float CorrectCinemachineOrthoSize(float targetOrthoSize) { m_CinemachineCompatibilityMode = true; if (m_Internal == null) return targetOrthoSize; else return m_Internal.CorrectCinemachineOrthoSize(targetOrthoSize); } [SerializeField] int m_AssetsPPU = 100; [SerializeField] int m_RefResolutionX = 320; [SerializeField] int m_RefResolutionY = 180; [SerializeField] bool m_UpscaleRT = false; [SerializeField] bool m_PixelSnapping = false; [SerializeField] bool m_CropFrameX = false; [SerializeField] bool m_CropFrameY = false; [SerializeField] bool m_StretchFill = false; Camera m_Camera; PixelPerfectCameraInternal m_Internal; bool m_CinemachineCompatibilityMode; // Snap camera position to pixels using Camera.worldToCameraMatrix. void PixelSnap() { Vector3 cameraPosition = m_Camera.transform.position; Vector3 roundedCameraPosition = RoundToPixel(cameraPosition); Vector3 offset = roundedCameraPosition - cameraPosition; offset.z = -offset.z; Matrix4x4 offsetMatrix = Matrix4x4.TRS(-offset, Quaternion.identity, new Vector3(1.0f, 1.0f, -1.0f)); m_Camera.worldToCameraMatrix = offsetMatrix * m_Camera.transform.worldToLocalMatrix; } void Awake() { m_Camera = GetComponent(); m_Internal = new PixelPerfectCameraInternal(this); m_Internal.originalOrthoSize = m_Camera.orthographicSize; m_Internal.hasPostProcessLayer = GetComponent("PostProcessLayer") != null; // query the component by name to avoid hard dependency if (m_Camera.targetTexture != null) Debug.LogWarning("Render to texture is not supported by Pixel Perfect Camera.", m_Camera); } void LateUpdate() { m_Internal.CalculateCameraProperties(Screen.width, Screen.height); // To be effective immediately this frame, forceIntoRenderTexture should be set before any camera rendering callback. // An exception of this is when the editor is paused, where we call LateUpdate() manually in OnPreCall(). // In this special case, you'll see one frame of glitch when toggling renderUpscaling on and off. m_Camera.forceIntoRenderTexture = m_Internal.hasPostProcessLayer || m_Internal.useOffscreenRT; } void OnPreCull() { #if UNITY_EDITOR // LateUpdate() is not called while the editor is paused, but OnPreCull() is. // So call LateUpdate() manually here. if (UnityEditor.EditorApplication.isPaused) LateUpdate(); #endif PixelSnap(); if (m_Internal.pixelRect != Rect.zero) m_Camera.pixelRect = m_Internal.pixelRect; else m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f); // In Cinemachine compatibility mode the control over orthographic size should // be given to the virtual cameras, whose orthographic sizes will be corrected to // be pixel-perfect. This way when there's blending between virtual cameras, we // can have temporary not-pixel-perfect but smooth transitions. if (!m_CinemachineCompatibilityMode) { m_Camera.orthographicSize = m_Internal.orthoSize; } } void OnPreRender() { // Clear the screen to black so that we can see black bars. // Need to do it before anything is drawn if we're rendering directly to the screen. if (m_Internal.cropFrameXOrY && !m_Camera.forceIntoRenderTexture && !m_Camera.allowMSAA) GL.Clear(false, true, Color.black); PixelPerfectRendering.pixelSnapSpacing = m_Internal.unitsPerPixel; } void OnPostRender() { PixelPerfectRendering.pixelSnapSpacing = 0.0f; // Clear the screen to black so that we can see black bars. // If a temporary offscreen RT is used, we do the clear after we're done with that RT to avoid an unnecessary RT switch. if (m_Camera.activeTexture != null) { Graphics.SetRenderTarget(null as RenderTexture); GL.Viewport(new Rect(0.0f, 0.0f, Screen.width, Screen.height)); GL.Clear(false, true, Color.black); } if (!m_Internal.useOffscreenRT) return; RenderTexture activeRT = m_Camera.activeTexture; if (activeRT != null) activeRT.filterMode = m_Internal.useStretchFill ? FilterMode.Bilinear : FilterMode.Point; m_Camera.pixelRect = m_Internal.CalculatePostRenderPixelRect(m_Camera.aspect, Screen.width, Screen.height); } void OnEnable() { m_CinemachineCompatibilityMode = false; #if UNITY_EDITOR if (!UnityEditor.EditorApplication.isPlaying) UnityEditor.EditorApplication.playModeStateChanged += OnPlayModeChanged; #endif } internal void OnDisable() { m_Camera.rect = new Rect(0.0f, 0.0f, 1.0f, 1.0f); m_Camera.orthographicSize = m_Internal.originalOrthoSize; m_Camera.forceIntoRenderTexture = m_Internal.hasPostProcessLayer; m_Camera.ResetAspect(); m_Camera.ResetWorldToCameraMatrix(); #if UNITY_EDITOR if (!UnityEditor.EditorApplication.isPlaying) UnityEditor.EditorApplication.playModeStateChanged -= OnPlayModeChanged; #endif } #if DEVELOPMENT_BUILD || UNITY_EDITOR // Show on-screen warning about invalid render resolutions. void OnGUI() { #if UNITY_EDITOR if (!UnityEditor.EditorApplication.isPlaying && !runInEditMode) return; #endif Color oldColor = GUI.color; GUI.color = Color.red; Vector2Int renderResolution = Vector2Int.zero; renderResolution.x = m_Internal.useOffscreenRT ? m_Internal.offscreenRTWidth : m_Camera.pixelWidth; renderResolution.y = m_Internal.useOffscreenRT ? m_Internal.offscreenRTHeight : m_Camera.pixelHeight; if (renderResolution.x % 2 != 0 || renderResolution.y % 2 != 0) { string warning = string.Format("Rendering at an odd-numbered resolution ({0} * {1}). Pixel Perfect Camera may not work properly in this situation.", renderResolution.x, renderResolution.y); GUILayout.Box(warning); } if (Screen.width < refResolutionX || Screen.height < refResolutionY) { GUILayout.Box("Screen resolution is smaller than the reference resolution. Image may appear stretched or cropped."); } GUI.color = oldColor; } #endif #if UNITY_EDITOR void OnPlayModeChanged(UnityEditor.PlayModeStateChange state) { // Stop running in edit mode when entering play mode. if (state == UnityEditor.PlayModeStateChange.ExitingEditMode) { runInEditMode = false; OnDisable(); } } #endif } }