This commit is contained in:
Alex38Lyon
2025-06-03 09:04:29 +02:00
parent 1d52befa0d
commit 1a3232e9ea
30 changed files with 12607 additions and 0 deletions
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using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using TMPro;
using System.Collections;
public class HeavyScenePreloader : MonoBehaviour
{
[Header("Adresse de la scène Addressable")]
public string sceneAddress = "heavy_scene";
[Header("UI (facultatif)")]
public Slider progressBar; // Barre de progression
public TextMeshProUGUI progressText; // Texte en dessous de la barre
public TextMeshProUGUI loadingLabel; // Texte au-dessus de la barre ("Chargement...")
private AsyncOperationHandle<SceneInstance> loadHandle;
private float lastProgress = 0f;
private float lastTime;
void Start()
{
// Lancer le chargement en tâche de fond dès le lancement
PreloadSceneInBackground();
}
/// <summary>
/// Étape 1 : Précharge la scène Addressable sans lactiver
/// </summary>
public void PreloadSceneInBackground()
{
Debug.Log("Début du chargement de la scène mesh en tâche de fond...");
loadHandle = Addressables.LoadSceneAsync(sceneAddress, LoadSceneMode.Additive, activateOnLoad: false);
loadHandle.Completed += OnScenePreloaded;
// Initialisation du temps
lastTime = Time.time;
// Lancer le suivi de progression
StartCoroutine(MonitorLoadingProgress());
}
/// <summary>
/// Appelée une fois la scène chargée (mais pas encore activée)
/// </summary>
private void OnScenePreloaded(AsyncOperationHandle<SceneInstance> handle)
{
if (handle.Status == AsyncOperationStatus.Succeeded)
{
Debug.Log("Scène préchargée, activation automatique...");
handle.Result.ActivateAsync(); // Activation immédiate
}
else
{
Debug.LogError("Erreur lors du chargement de la scène.");
}
}
/// <summary>
/// Suivi de la progression du chargement (WebGL friendly)
/// </summary>
private IEnumerator MonitorLoadingProgress()
{
while (!loadHandle.IsDone)
{
float progress = GetLoadingProgress();
// float deltaTime = Time.time - lastTime;
// float deltaProgress = progress - lastProgress;
// lastProgress = progress;
// lastTime = Time.time;
// Estimation taux de transfert (fictif basé sur %)
// float estimatedBytes = 100f * 1024f * 1024f * 1.05f; // suppose 100 Mo max (à adapter)
// float speedBps = (deltaProgress * estimatedBytes ) / deltaTime;
// string speedText;
// if (float.IsNaN(speedBps) || float.IsInfinity(speedBps))
// {
// speedText = " -- ";
// }
// else
// {
// speedText = speedBps > 1024f * 1024f
// ? $"{(speedBps / (1024f * 1024f)):0.0} Mo/s"
// : $"{(speedBps / 1024f):0.0} Ko/s";
// }
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{
progressBar.value = progress;
}
if (progressText != null)
{
progressText.text = $"{Mathf.RoundToInt(progress * 105)}%";
}
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{
loadingLabel.text = "Chargement du modèle en cours...";
}
yield return null;
}
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{
progressBar.value = 1f;
progressBar.gameObject.SetActive(false);
}
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{
progressText.gameObject.SetActive(false);
}
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{
loadingLabel.gameObject.SetActive(false);
}
}
/// <summary>
/// Fonction publique pour obtenir la progression actuelle du chargement (0 à 1)
/// </summary>
public float GetLoadingProgress()
{
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{
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}
else
{
return 0f;
}
}
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// Pipeline directives
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fog
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
// Includes
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl"
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{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 color : COLOR;
};
struct Varyings
{
float4 positionHCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float3 tangentWS : TEXCOORD1;
float3 bitangentWS : TEXCOORD2;
float4 color : COLOR;
float3 posWS : TEXCOORD3;
float4 shadowCoord : TEXCOORD4;
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Varyings output;
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS);
float3 tangentWS = TransformObjectToWorldDir(input.tangentOS.xyz);
float3 bitangentWS = cross(normalWS, tangentWS) * input.tangentOS.w;
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output.bitangentWS = bitangentWS;
output.color = input.color;
output.posWS = posWS;
output.shadowCoord = TransformWorldToShadowCoord(posWS);
return output;
}
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float3 normalWS = normalize(input.normalWS);
// Required for URP lighting
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inputData.normalWS = normalWS;
inputData.viewDirectionWS = viewDirWS;
inputData.shadowCoord = input.shadowCoord;
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normalize(input.tangentWS),
normalize(input.bitangentWS),
normalize(input.normalWS)
);
float3 normalTS = mul(tangentSpace, float3(0, 0, 1));
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SurfaceData surfaceData;
surfaceData.albedo = input.color.rgb;
surfaceData.alpha = 1.0;
surfaceData.metallic = 0.0;
surfaceData.specular = 0.0;
surfaceData.smoothness = 0.3;
surfaceData.normalTS = normalTS;
surfaceData.emission = float3(0, 0, 0);
surfaceData.occlusion = 1.0;
surfaceData.clearCoatMask = 0.0;
surfaceData.clearCoatSmoothness = 0.0;
return UniversalFragmentPBR(inputData, surfaceData);
}
ENDHLSL
}
}
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