Created
December 21, 2022 10:24
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Unity component for creating a set of animated point lights
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#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
[ExecuteInEditMode] | |
public class LightCircle : MonoBehaviour { | |
[Header("Lights")] | |
[Range(1,32)] | |
public int amount = 16; | |
[Min(1f)] | |
public float diameter = 10f; | |
[Space] | |
[Range(0f, 1f)] | |
public float hueShift = 0f; | |
[Range(0f, 1f)] | |
public float saturation = 1f; | |
[Space] | |
[Min(0f)] | |
public float baseIntensity = 15f; | |
[Min(1f)] | |
public float baseRange = 25f; | |
[Header("Spheres")] | |
public float scale = 0.2f; | |
public float emission = 0.1f; | |
[Header("Animation")] | |
public float rotateSpeed = 1f; | |
public float waveSpeed = 0.1f; | |
[Space] | |
[Min(0f)] | |
public float upwardsAmplitude = 0f; | |
public float upwardsFrequency = 2f; | |
[Space] | |
[Min(0f)] | |
public float inwardAmplitude = 0f; | |
public float inwardFrequency = 2f; | |
private Light[] lights = new Light[0]; | |
MaterialPropertyBlock props; | |
private void Update() | |
{ | |
if(lights.Length != amount) | |
{ | |
for (int i = 0; i < lights.Length; i++) | |
{ | |
if (lights[i]) DestroyImmediate(lights[i].gameObject); | |
} | |
lights = new Light[amount]; | |
for (int i = 0; i < amount; i++) | |
{ | |
float t = (float)i / (float)amount; | |
GameObject lightObj = new GameObject(); | |
lightObj.name = "Light " + (i + 1); | |
lights[i] = lightObj.AddComponent<Light>(); | |
lights[i].type = LightType.Point; | |
lightObj.transform.parent = this.transform; | |
//Don't want to save the created objects. Since their transform is modified it would dirty the scene. | |
//Simply recreate them as needed... | |
lightObj.hideFlags = HideFlags.DontSave; | |
//Add MeshRenderer | |
GameObject sphereObj = GameObject.CreatePrimitive(PrimitiveType.Sphere); | |
sphereObj.transform.parent = lightObj.transform; | |
sphereObj.transform.localPosition = Vector3.zero; | |
MeshRenderer sphereRenderer = sphereObj.GetComponent<MeshRenderer>(); | |
sphereRenderer.shadowCastingMode = ShadowCastingMode.Off; | |
Material material = new Material(sphereRenderer.sharedMaterial.shader); | |
material.enableInstancing = true; | |
material.name = "Emissive"; | |
material.SetFloat("_EmissionEnabled", 1.0f); | |
material.globalIlluminationFlags |= MaterialGlobalIlluminationFlags.RealtimeEmissive; | |
material.EnableKeyword("_EMISSION"); //Built-in RP & URP | |
sphereRenderer.material = material; | |
} | |
UpdateLights(); | |
} | |
var time = Time.time; | |
#if UNITY_EDITOR | |
if (!Application.isPlaying) time = (float)EditorApplication.timeSinceStartup; | |
#endif | |
Animate(1f, time); | |
} | |
private void Animate(float baseSpeed, float time) | |
{ | |
for (int i = 0; i < lights.Length; i++) | |
{ | |
float t = (float)i / ((float)lights.Length); | |
float angle = (i * Mathf.PI * 2 / amount) + (baseSpeed * rotateSpeed * time); | |
//Position in a ring | |
Vector3 targetPosition = new Vector3(Mathf.Cos(angle), 0f, Mathf.Sin(angle)) * diameter; | |
//Bob up and down | |
targetPosition.y = Mathf.Sin((t * upwardsFrequency * amount) + time * baseSpeed * waveSpeed) * upwardsAmplitude; | |
//Swing in/out | |
var amp = diameter + (Mathf.Sin((t * inwardFrequency * amount) + time * baseSpeed * waveSpeed) * inwardAmplitude); | |
targetPosition.x = targetPosition.normalized.x * amp; | |
targetPosition.z = targetPosition.normalized.z * amp; | |
lights[i].transform.position = this.transform.localToWorldMatrix.MultiplyPoint(targetPosition); | |
} | |
} | |
private void UpdateLights() | |
{ | |
for (int i = 0; i < lights.Length; i++) | |
{ | |
float t = (float)i / ((float)lights.Length); | |
lights[i].intensity = baseIntensity; | |
lights[i].range = baseRange; | |
lights[i].color = Color.HSVToRGB(Mathf.PingPong(t + hueShift, 1f), saturation, 1f); | |
MeshRenderer sphereRenderer = lights[i].GetComponentInChildren<MeshRenderer>(); | |
sphereRenderer.transform.localScale = Vector3.one * scale; | |
props.SetColor("_Color", lights[i].color); //Built-in RP | |
props.SetColor("_BaseColor", lights[i].color); //URP | |
props.SetColor("_EmissionColor", lights[i].color * baseIntensity * emission); //Built-in RP + URP | |
sphereRenderer.SetPropertyBlock(props); | |
} | |
} | |
private void OnValidate() | |
{ | |
UpdateLights(); | |
} | |
private void OnEnable() | |
{ | |
props = new MaterialPropertyBlock(); | |
#if UNITY_EDITOR | |
if (!Application.isPlaying) EditorApplication.update += Update; | |
#endif | |
} | |
#if UNITY_EDITOR | |
private void OnDisable() | |
{ | |
if (!Application.isPlaying) EditorApplication.update -= Update; | |
} | |
#endif | |
} |
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