This commit is contained in:
meriemLghomari 2019-01-16 16:28:50 +01:00
Родитель 1d50f890a1
Коммит fc7eb2101c
38 изменённых файлов: 5016 добавлений и 0 удалений

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using UnityEngine;
using UnityEngine.Experimental.Rendering;
namespace Fontainebleau
{
[ExecuteAlways]
public class AdditionalWindData : MonoBehaviour
{
private WindZone windZone;
private Vector3 windDirection = Vector3.forward;
private float windSpeed = 0;
private float windTurbulence = 0;
// Use this for initialization
void Start()
{
ApplySettings();
windZone = gameObject.GetComponent<WindZone>();
}
// Update is called once per frame
void Update()
{
ApplySettings();
}
void OnValidate()
{
ApplySettings();
}
void ApplySettings()
{
BasicWind windSettings = VolumeManager.instance.stack.GetComponent<BasicWind>();
if (windSettings == null)
return;
if (windZone == null)
windZone = gameObject.GetComponent<WindZone>();
if (windZone != null)
{
GetDirectionAndSpeed();
}
Shader.SetGlobalTexture(BasicWindShaderIDs.TexNoise, windSettings.noiseTexture.value);
Shader.SetGlobalTexture(BasicWindShaderIDs.TexGust, windSettings.gustMaskTexture.value);
Shader.SetGlobalVector(BasicWindShaderIDs.WorldDirectionAndSpeed, new Vector4(windDirection.x, windDirection.y, windDirection.z, windSpeed * 0.2777f * windSettings.occlusion.value));
Shader.SetGlobalFloat(BasicWindShaderIDs.FlexNoiseScale, 1.0f / Mathf.Max(0.01f, windSettings.flexNoiseWorldSize.value));
Shader.SetGlobalFloat(BasicWindShaderIDs.ShiverNoiseScale, 1.0f / Mathf.Max(0.01f, windSettings.shiverNoiseWorldSize.value));
Shader.SetGlobalFloat(BasicWindShaderIDs.Turbulence, windSpeed * windTurbulence * windSettings.occlusion.value);
Shader.SetGlobalFloat(BasicWindShaderIDs.GustSpeed, windSettings.gustSpeed.value);
Shader.SetGlobalFloat(BasicWindShaderIDs.GustScale, windSettings.gustScale.value);
Shader.SetGlobalFloat(BasicWindShaderIDs.GustWorldScale, 1.0f / Mathf.Max(0.01f, windSettings.gustWorldSize.value));
}
void GetDirectionAndSpeed()
{
windDirection = windZone.transform.forward;
windSpeed = windZone.windMain;
windTurbulence = windZone.windTurbulence;
}
}
static class BasicWindShaderIDs
{
internal static readonly int TexNoise = Shader.PropertyToID("_BASICWIND_TexNoise");
internal static readonly int TexGust = Shader.PropertyToID("_BASICWIND_TexGust");
internal static readonly int WorldDirectionAndSpeed = Shader.PropertyToID("_BASICWIND_WorldDirectionAndSpeed");
internal static readonly int FlexNoiseScale = Shader.PropertyToID("_BASICWIND_FlexNoiseScale");
internal static readonly int ShiverNoiseScale = Shader.PropertyToID("_BASICWIND_ShiverNoiseScale");
internal static readonly int Turbulence = Shader.PropertyToID("_BASICWIND_Turbulence");
internal static readonly int GustSpeed = Shader.PropertyToID("_BASICWIND_GustSpeed");
internal static readonly int GustScale = Shader.PropertyToID("_BASICWIND_GustScale");
internal static readonly int GustWorldScale = Shader.PropertyToID("_BASICWIND_GustWorldScale");
}
}

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using UnityEngine.Experimental.Rendering;
using UnityEngine;
namespace Fontainebleau
{
[System.Serializable]
public class BasicWind : VolumeComponent
{
[Header("General Parameters")]
public FloatParameter occlusion = new FloatParameter(1.0f);
//[Tooltip("Wind Direction vector")]
//public Vector3Parameter windDirection = new Vector3Parameter(new Vector3(0f,0.5f,0.5f));
//[Tooltip("Wind Speed in Kilometers per hour")]
//public FloatParameter windSpeed = new FloatParameter(30.0f);
//[Tooltip("Wind Turbulence in percentage of wind Speed")]
//public FloatParameter turbulence = new FloatParameter(0.25f);
[Header("Noise Parameters")]
[Tooltip("Texture used for wind turbulence")]
public TextureParameter noiseTexture = new TextureParameter(null);
[Tooltip("Size of one world tiling patch of the Noise Texture, for bending trees")]
public FloatParameter flexNoiseWorldSize = new FloatParameter(175.0f);
[Tooltip("Size of one world tiling patch of the Noise Texture, for leaf shivering")]
public FloatParameter shiverNoiseWorldSize = new FloatParameter(10.0f);
[Header("Gust Parameters")]
[Tooltip("Texture used for wind gusts")]
public TextureParameter gustMaskTexture = new TextureParameter(null);
[Tooltip("Size of one world tiling patch of the Gust Texture, for leaf shivering")]
public FloatParameter gustWorldSize = new FloatParameter(600.0f);
[Tooltip("Wind Gust Speed in Kilometers per hour")]
public FloatParameter gustSpeed = new FloatParameter(50.0f);
[Tooltip("Wind Gust Influence on trees")]
public FloatParameter gustScale = new FloatParameter(1.0f);
}
}

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using UnityEditor;
namespace Fontainebleau
{
[CustomEditor(typeof(AdditionalWindData))]
public class AdditionalWindDataEditor : Editor
{
public override void OnInspectorGUI()
{
}
}
}

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using UnityEngine;
using UnityEditor;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace Fontainebleau
{
[CustomEditorForRenderPipeline(typeof(WindZone), typeof(HDRenderPipelineAsset))]
sealed partial class HDWindZoneEditor : Editor
{
SerializedProperty windMain;
SerializedProperty windTurbulence;
void OnEnable()
{
windMain = serializedObject.FindProperty("m_WindMain");
windTurbulence = serializedObject.FindProperty("m_WindTurbulence");
WindZone windZone = target as WindZone;
if (!windZone.GetComponent<AdditionalWindData>())
windZone.gameObject.AddComponent<AdditionalWindData>();
if (GameObject.FindObjectsOfType<AdditionalWindData>().Length > 1)
Debug.LogWarning("Your setup has more than one WindZone. Only one is supported by Basic Wind.");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.HelpBox("Only directional mode is supported at the moment", MessageType.Info);
EditorGUILayout.PropertyField(windMain);
EditorGUILayout.Slider(windTurbulence, 0, 1);
serializedObject.ApplyModifiedProperties();
}
}
}

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