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@PopupAsylum
Created September 23, 2016 08:45
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When attached to a Camera, shows that cameras frustum culling in the scene view
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System.Collections;
[ExecuteInEditMode]
public class PreviewCulling : MonoBehaviour {
#if UNITY_EDITOR
static Camera sceneReferenceCamera;
Vector3 pos;
Quaternion rot;
float near;
float far;
new Camera camera;
bool IsSceneViewCamera(Camera cam)
{
Camera[] sceneCameras = SceneView.GetAllSceneCameras();
for (int i = 0; i < sceneCameras.Length; i++){
if (cam == sceneCameras[i]) { return true; }
}
return false;
}
void OnEnable() {
camera = GetComponent<Camera>();
if (camera && !IsSceneViewCamera(camera)) {
sceneReferenceCamera = camera;
UpdateSceneCameras();
}
}
void OnDisable() {
if (camera && sceneReferenceCamera == camera) {
CleanSceneCameras();
sceneReferenceCamera = null;
}
}
private void UpdateSceneCameras() {
//add a PreviewCulling script to the scene camera if not done already
Camera[] sceneCameras = SceneView.GetAllSceneCameras();
for (int i = 0; i < sceneCameras.Length; i++) {
if (!sceneCameras[i].GetComponent<PreviewCulling>()) {
sceneCameras[i].gameObject.AddComponent<PreviewCulling>();
}
}
}
void CleanSceneCameras() {
Camera[] sceneCameras = SceneView.GetAllSceneCameras();
for (int i = 0; i < sceneCameras.Length; i++) {
PreviewCulling pc = sceneCameras[i].GetComponent<PreviewCulling>();
if (pc) {
DestroyImmediate(pc);
}
}
}
void OnPreCull() {
//if the scene camera is about to cull, save current transform values and copy from the reference camera
if (camera && sceneReferenceCamera && IsSceneViewCamera(camera)) {
pos = transform.position;
rot = transform.rotation;
near = camera.nearClipPlane;
far = camera.farClipPlane;
camera.projectionMatrix = sceneReferenceCamera.projectionMatrix;
camera.transform.position = sceneReferenceCamera.transform.position;
camera.transform.rotation = sceneReferenceCamera.transform.rotation;
camera.nearClipPlane = sceneReferenceCamera.nearClipPlane;
camera.farClipPlane = sceneReferenceCamera.farClipPlane;
}
}
void OnPreRender() {
//if the scene camera is about to render reset its transform to saved values
if (camera && IsSceneViewCamera(camera)) {
transform.position = pos;
transform.rotation = rot;
camera.nearClipPlane = near;
camera.farClipPlane = far;
camera.ResetProjectionMatrix();
}
}
#endif
}
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