4.7.0 package
This commit is contained in:
Родитель
1d50f890a1
Коммит
fc7eb2101c
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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namespace Fontainebleau
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{
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[ExecuteAlways]
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public class AdditionalWindData : MonoBehaviour
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{
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private WindZone windZone;
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private Vector3 windDirection = Vector3.forward;
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private float windSpeed = 0;
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private float windTurbulence = 0;
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// Use this for initialization
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void Start()
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{
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ApplySettings();
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windZone = gameObject.GetComponent<WindZone>();
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}
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// Update is called once per frame
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void Update()
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{
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ApplySettings();
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}
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void OnValidate()
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{
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ApplySettings();
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}
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void ApplySettings()
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{
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BasicWind windSettings = VolumeManager.instance.stack.GetComponent<BasicWind>();
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if (windSettings == null)
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return;
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if (windZone == null)
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windZone = gameObject.GetComponent<WindZone>();
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if (windZone != null)
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{
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GetDirectionAndSpeed();
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}
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Shader.SetGlobalTexture(BasicWindShaderIDs.TexNoise, windSettings.noiseTexture.value);
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Shader.SetGlobalTexture(BasicWindShaderIDs.TexGust, windSettings.gustMaskTexture.value);
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Shader.SetGlobalVector(BasicWindShaderIDs.WorldDirectionAndSpeed, new Vector4(windDirection.x, windDirection.y, windDirection.z, windSpeed * 0.2777f * windSettings.occlusion.value));
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Shader.SetGlobalFloat(BasicWindShaderIDs.FlexNoiseScale, 1.0f / Mathf.Max(0.01f, windSettings.flexNoiseWorldSize.value));
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Shader.SetGlobalFloat(BasicWindShaderIDs.ShiverNoiseScale, 1.0f / Mathf.Max(0.01f, windSettings.shiverNoiseWorldSize.value));
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Shader.SetGlobalFloat(BasicWindShaderIDs.Turbulence, windSpeed * windTurbulence * windSettings.occlusion.value);
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Shader.SetGlobalFloat(BasicWindShaderIDs.GustSpeed, windSettings.gustSpeed.value);
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Shader.SetGlobalFloat(BasicWindShaderIDs.GustScale, windSettings.gustScale.value);
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Shader.SetGlobalFloat(BasicWindShaderIDs.GustWorldScale, 1.0f / Mathf.Max(0.01f, windSettings.gustWorldSize.value));
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}
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void GetDirectionAndSpeed()
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{
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windDirection = windZone.transform.forward;
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windSpeed = windZone.windMain;
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windTurbulence = windZone.windTurbulence;
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}
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}
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static class BasicWindShaderIDs
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{
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internal static readonly int TexNoise = Shader.PropertyToID("_BASICWIND_TexNoise");
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internal static readonly int TexGust = Shader.PropertyToID("_BASICWIND_TexGust");
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internal static readonly int WorldDirectionAndSpeed = Shader.PropertyToID("_BASICWIND_WorldDirectionAndSpeed");
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internal static readonly int FlexNoiseScale = Shader.PropertyToID("_BASICWIND_FlexNoiseScale");
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internal static readonly int ShiverNoiseScale = Shader.PropertyToID("_BASICWIND_ShiverNoiseScale");
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internal static readonly int Turbulence = Shader.PropertyToID("_BASICWIND_Turbulence");
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internal static readonly int GustSpeed = Shader.PropertyToID("_BASICWIND_GustSpeed");
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internal static readonly int GustScale = Shader.PropertyToID("_BASICWIND_GustScale");
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internal static readonly int GustWorldScale = Shader.PropertyToID("_BASICWIND_GustWorldScale");
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}
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}
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using UnityEngine.Experimental.Rendering;
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using UnityEngine;
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namespace Fontainebleau
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{
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[System.Serializable]
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public class BasicWind : VolumeComponent
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{
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[Header("General Parameters")]
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public FloatParameter occlusion = new FloatParameter(1.0f);
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//[Tooltip("Wind Direction vector")]
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//public Vector3Parameter windDirection = new Vector3Parameter(new Vector3(0f,0.5f,0.5f));
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//[Tooltip("Wind Speed in Kilometers per hour")]
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//public FloatParameter windSpeed = new FloatParameter(30.0f);
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//[Tooltip("Wind Turbulence in percentage of wind Speed")]
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//public FloatParameter turbulence = new FloatParameter(0.25f);
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[Header("Noise Parameters")]
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[Tooltip("Texture used for wind turbulence")]
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public TextureParameter noiseTexture = new TextureParameter(null);
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[Tooltip("Size of one world tiling patch of the Noise Texture, for bending trees")]
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public FloatParameter flexNoiseWorldSize = new FloatParameter(175.0f);
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[Tooltip("Size of one world tiling patch of the Noise Texture, for leaf shivering")]
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public FloatParameter shiverNoiseWorldSize = new FloatParameter(10.0f);
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[Header("Gust Parameters")]
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[Tooltip("Texture used for wind gusts")]
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public TextureParameter gustMaskTexture = new TextureParameter(null);
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[Tooltip("Size of one world tiling patch of the Gust Texture, for leaf shivering")]
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public FloatParameter gustWorldSize = new FloatParameter(600.0f);
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[Tooltip("Wind Gust Speed in Kilometers per hour")]
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public FloatParameter gustSpeed = new FloatParameter(50.0f);
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[Tooltip("Wind Gust Influence on trees")]
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public FloatParameter gustScale = new FloatParameter(1.0f);
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}
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}
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using UnityEditor;
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namespace Fontainebleau
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{
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[CustomEditor(typeof(AdditionalWindData))]
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public class AdditionalWindDataEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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}
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}
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}
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.Experimental.Rendering.HDPipeline;
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namespace Fontainebleau
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{
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[CustomEditorForRenderPipeline(typeof(WindZone), typeof(HDRenderPipelineAsset))]
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sealed partial class HDWindZoneEditor : Editor
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{
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SerializedProperty windMain;
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SerializedProperty windTurbulence;
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void OnEnable()
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{
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windMain = serializedObject.FindProperty("m_WindMain");
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windTurbulence = serializedObject.FindProperty("m_WindTurbulence");
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WindZone windZone = target as WindZone;
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if (!windZone.GetComponent<AdditionalWindData>())
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windZone.gameObject.AddComponent<AdditionalWindData>();
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if (GameObject.FindObjectsOfType<AdditionalWindData>().Length > 1)
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Debug.LogWarning("Your setup has more than one WindZone. Only one is supported by Basic Wind.");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUILayout.HelpBox("Only directional mode is supported at the moment", MessageType.Info);
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EditorGUILayout.PropertyField(windMain);
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EditorGUILayout.Slider(windTurbulence, 0, 1);
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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