565 lines
22 KiB
C#
565 lines
22 KiB
C#
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using System.Collections.Generic;
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using System.IO;
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using AwesomeTechnologies.Billboards;
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using AwesomeTechnologies.VegetationSystem;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace AwesomeTechnologies
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{
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public class BillboardObject
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{
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public GameObject BillboardPrefab;
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public Vector3 Position;
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public Quaternion Rotation;
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public Vector3 Scale;
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public GameObject Go;
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}
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public class BillboardAtlasRenderer : MonoBehaviour
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{
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public const int BillboardVersion = 2;
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public List<BillboardObject> BillboardObjectList = new List<BillboardObject>();
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public static Texture2D GenerateBillboardTexture(GameObject prefab, BillboardQuality billboardQuality,
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LODLevel billboardSourceLODLevel, VegetationShaderType vegetationShaderType, Quaternion rotationOffset,
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Color backgroundColor, string overrideBillboardAtlasShader, bool recalculateNormals,
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float normalBlendFactor,bool generateAlpha)
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{
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Shader diffuseShader = BillboardShaderDetector.GetDiffuceBillboardAtlasShader(prefab);
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if (overrideBillboardAtlasShader != "")
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{
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diffuseShader = Shader.Find(overrideBillboardAtlasShader);
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}
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// Debug.Log("Diffuse shader:" + diffuseShader.name);
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Material minPostfilter = (Material) Resources.Load("MinPostFilter/MinPostFilter", typeof(Material));
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Texture2D texture = GenerateBillboardNew(prefab, GetBillboardQualityTileWidth(billboardQuality),
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GetBillboardQualityTileWidth(billboardQuality), GetBillboardQualityColumnCount(billboardQuality),
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GetBillboardQualityRowCount(billboardQuality), diffuseShader, backgroundColor, minPostfilter,
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billboardSourceLODLevel, rotationOffset, generateAlpha, recalculateNormals, normalBlendFactor);
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return texture;
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}
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public static Texture2D GenerateBillboardNormalTexture(GameObject prefab, BillboardQuality billboardQuality,
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LODLevel billboardSourceLODLevel, Quaternion rotationOffset, string overrideBillboardAtlasNormalShader,
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bool recalculateNormals, float normalBlendFactor, bool flipBackNormals)
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{
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Shader normalShader = BillboardShaderDetector.GetNormalBillboardAtlasShader(prefab);
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if (overrideBillboardAtlasNormalShader != "")
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{
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normalShader = Shader.Find(overrideBillboardAtlasNormalShader);
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}
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// Debug.Log("Normal shader:" + normalShader.name);
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if (flipBackNormals)
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{
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Shader.SetGlobalInt("_FlipBackNormals", 1);
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}
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else
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{
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Shader.SetGlobalInt("_FlipBackNormals", 0);
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}
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Material minPostfilter = (Material) Resources.Load("MinPostFilter/MinPostFilter", typeof(Material));
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Texture2D texture = GenerateBillboardNew(prefab, GetBillboardQualityTileWidth(billboardQuality),
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GetBillboardQualityTileWidth(billboardQuality), GetBillboardQualityColumnCount(billboardQuality),
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GetBillboardQualityRowCount(billboardQuality), normalShader, new Color(0.5f, 0.5f, 1, 0.5f), minPostfilter,
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billboardSourceLODLevel, rotationOffset, false, recalculateNormals, normalBlendFactor);
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Shader.SetGlobalInt("_FlipBackNormals", 0);
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return texture;
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}
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// public static Texture2D GenerateBillboardAlphaTexture(GameObject prefab, BillboardQuality billboardQuality,
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// LODLevel billboardSourceLODLevel, Quaternion rotationOffset, bool recalculateNormals,
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// float normalBlendFactor)
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// {
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// Shader normalShader = Shader.Find("AwesomeTechnologies/Billboards/AOBackground");
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// Material minPostfilter = (Material) Resources.Load("MinPostFilter/MinPostFilter", typeof(Material));
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// Texture2D texture = GenerateBillboardNew(prefab, GetBillboardQualityTileWidth(billboardQuality),
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// GetBillboardQualityTileWidth(billboardQuality), GetBillboardQualityColumnCount(billboardQuality),
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// GetBillboardQualityRowCount(billboardQuality), normalShader, new Color(0.5f, 0.5f, 1, 0), minPostfilter,
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// billboardSourceLODLevel, rotationOffset, true, recalculateNormals, normalBlendFactor);
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// return texture;
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// }
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public static int GetBillboardQualityTileWidth(BillboardQuality billboardQuality)
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{
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switch (billboardQuality)
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{
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case BillboardQuality.Normal:
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case BillboardQuality.Normal3D:
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case BillboardQuality.NormalSingle:
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case BillboardQuality.NormalQuad:
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return 128;
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case BillboardQuality.High:
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case BillboardQuality.High3D:
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case BillboardQuality.HighSingle:
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case BillboardQuality.HighQuad:
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return 256;
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case BillboardQuality.Max:
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case BillboardQuality.Max3D:
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case BillboardQuality.MaxSingle:
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case BillboardQuality.MaxQuad:
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return 512;
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case BillboardQuality.HighSample3D:
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case BillboardQuality.HighSample2D:
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return 256;
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default:
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return 128;
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}
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}
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public static int GetBillboardQualityRowCount(BillboardQuality billboardQuality)
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{
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switch (billboardQuality)
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{
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case BillboardQuality.Normal:
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case BillboardQuality.High:
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case BillboardQuality.Max:
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case BillboardQuality.HighSample2D:
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case BillboardQuality.NormalSingle:
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case BillboardQuality.HighSingle:
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case BillboardQuality.MaxSingle:
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return 1;
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case BillboardQuality.NormalQuad:
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case BillboardQuality.HighQuad:
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case BillboardQuality.MaxQuad:
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return 1;
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case BillboardQuality.Normal3D:
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case BillboardQuality.High3D:
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case BillboardQuality.Max3D:
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return 8;
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case BillboardQuality.HighSample3D:
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return 16;
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}
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return 1;
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}
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public static int GetBillboardQualityColumnCount(BillboardQuality billboardQuality)
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{
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switch (billboardQuality)
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{
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case BillboardQuality.HighSample3D:
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case BillboardQuality.HighSample2D:
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return 16;
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case BillboardQuality.NormalSingle:
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case BillboardQuality.HighSingle:
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case BillboardQuality.MaxSingle:
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return 1;
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case BillboardQuality.NormalQuad:
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case BillboardQuality.HighQuad:
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case BillboardQuality.MaxQuad:
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return 4;
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}
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return 8;
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}
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public static Texture2D GenerateBillboardNew(GameObject prefab, int width, int height, int gridSizeX,
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int gridSizeY, Shader replacementShader, Color backgroundColor, Material minPostfilter,
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LODLevel billboardSourceLODLevel, Quaternion rotationOffset, bool generateAlpha, bool recalculateNormals,
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float normalBlendFactor)
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{
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#if UNITY_EDITOR
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bool fog = RenderSettings.fog;
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Unsupported.SetRenderSettingsUseFogNoDirty(false);
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#endif
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Vector3 renderPosition = new Vector3(0, 0, 0);
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// atlas size
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var w = width * gridSizeX;
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var h = height * gridSizeY;
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Texture2D result;
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RenderTexture frameBuffer;
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RenderTexture filteredFrameBuffer;
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if (generateAlpha)
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{
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result = new Texture2D(w, h, TextureFormat.RGBA32, 0, true);
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frameBuffer = new RenderTexture(width, height, 24,RenderTextureFormat.ARGB32,RenderTextureReadWrite.Linear);
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filteredFrameBuffer = new RenderTexture(width, height, 24,RenderTextureFormat.ARGB32,RenderTextureReadWrite.Linear);
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}
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else
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{
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result = new Texture2D(w, h);
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frameBuffer = new RenderTexture(width, height, 24);
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filteredFrameBuffer = new RenderTexture(width, height, 24);
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}
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var camGo = new GameObject("TempCamera");
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var cam = camGo.AddComponent<Camera>();
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cam.clearFlags = CameraClearFlags.Color;
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backgroundColor.a = 0;
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cam.backgroundColor = backgroundColor;
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if (generateAlpha)
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{
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cam.backgroundColor = new Color(0, 0, 0, 1);
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}
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cam.renderingPath = RenderingPath.Forward;
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var go = Instantiate(prefab, renderPosition, rotationOffset);
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SetReplacementShader(go, replacementShader,generateAlpha);
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if (recalculateNormals) RecalculateMeshNormals(go, normalBlendFactor);
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go.hideFlags = HideFlags.DontSave;
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var bounds = CalculateBounds(go);
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float yOffset = FindLowestMeshYposition(go);
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cam.orthographic = true;
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var boundsSize = Mathf.Max(bounds.extents.x, bounds.extents.y, bounds.extents.z);
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cam.orthographicSize = boundsSize;
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cam.nearClipPlane = -boundsSize * 2;
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cam.farClipPlane = boundsSize * 2;
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SetMaterialFloat(go, "_DepthBoundsSize", boundsSize * 2);
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//Debug.Log(boundsSize * 2);
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cam.targetTexture = frameBuffer;
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cam.transform.position = renderPosition + new Vector3(0, bounds.extents.y - yOffset / 2, 0); // + yOffset/2
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var xAngleStep = 360f / gridSizeY / 4;
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var yAngleStep = 360f / gridSizeX;
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minPostfilter.SetInt("_UseGammaCorrection", 0);
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#if UNITY_EDITOR
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#if UNITY_2018_1_OR_NEWER
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#else
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if (PlayerSettings.colorSpace == ColorSpace.Linear)
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minPostfilter.SetInt("_UseGammaCorrection", 1);
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#endif
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#endif
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for (int i = 0; i < gridSizeX; i++)
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for (int j = 0; j < gridSizeY; j++)
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{
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cam.transform.rotation = Quaternion.AngleAxis(yAngleStep * i, Vector3.up) *
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Quaternion.AngleAxis(xAngleStep * j, Vector3.right);
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Graphics.SetRenderTarget(frameBuffer);
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GL.Viewport(new Rect(0, 0, frameBuffer.width, frameBuffer.height));
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GL.Clear(true, true, cam.backgroundColor, 1f);
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// Debug.Log(cam.backgroundColor);
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GL.PushMatrix();
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GL.LoadProjectionMatrix(cam.projectionMatrix);
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GL.modelview = cam.worldToCameraMatrix;
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GL.PushMatrix();
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RenderGameObjectNow(go,(int)billboardSourceLODLevel);
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GL.PopMatrix();
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GL.PopMatrix();
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Graphics.ClearRandomWriteTargets();
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if (!generateAlpha)
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{
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RenderTexture.active = filteredFrameBuffer;
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Graphics.Blit(frameBuffer, minPostfilter);
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}
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result.ReadPixels(new Rect(0, 0, frameBuffer.width, frameBuffer.height), i * width, j * height);
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RenderTexture.active = null;
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}
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DestroyImmediate(go);
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DestroyImmediate(camGo);
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result.Apply();
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#if UNITY_EDITOR
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Unsupported.SetRenderSettingsUseFogNoDirty(fog);
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#endif
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return result;
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}
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// static void SimpleRender(ScriptableRenderContext context, HDCamera HDcamera)
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// {
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// //renderer stripped down to this message
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// UnityEngine.Debug.Log("Entered custom render pipeline");
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// }
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public static void RenderGameObjectNow(GameObject go, int sourceLODLevel)
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{
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GameObject root = go;
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LODGroup lodGroup = go.GetComponent<LODGroup>();
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if (lodGroup && lodGroup.lodCount > 0)
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{
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if (lodGroup.fadeMode == LODFadeMode.SpeedTree)
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{
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root = lodGroup.GetLODs()[sourceLODLevel].renderers[0].gameObject;
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}
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else
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{
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root = lodGroup.GetLODs()[0].renderers[0].gameObject;
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}
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}
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MeshRenderer[] renderers = root.GetComponentsInChildren<MeshRenderer>();
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for (int i = 0; i < renderers.Length; i++)
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{
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MeshFilter meshFilter = renderers[i].gameObject.GetComponent<MeshFilter>();
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if (meshFilter)
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{
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Matrix4x4 matrix = Matrix4x4.TRS(renderers[i].transform.position, renderers[i].transform.rotation,
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renderers[i].transform.lossyScale);
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Mesh mesh = meshFilter.sharedMesh;
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for (int j = 0; j < renderers[i].sharedMaterials.Length; j++)
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{
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Material material = renderers[i].sharedMaterials[j];
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material.SetPass(0);
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Graphics.DrawMeshNow(mesh, matrix,j);
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}
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}
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}
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}
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public static Texture GetDiffuseTexture(Material material)
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{
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if (material.HasProperty("_MainTex")) return material.GetTexture("_MainTex");
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if (material.HasProperty("_BaseColorMap")) return material.GetTexture("_BaseColorMap");
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if (material.HasProperty("_TrunkBaseColorMap")) return material.GetTexture("_TrunkBaseColorMap");
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if (material.HasProperty("_MainAlbedoTex")) return material.GetTexture("_MainAlbedoTex");
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if (material.HasProperty("_BaseMap")) return material.GetTexture("_BaseMap");
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//if (material.HasProperty("_MainTexArray")) return material.GetTexture("_MainTexArray");
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return null;
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}
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public static Color GetTintColor(Material material)
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{
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if (material.HasProperty("_Color")) return material.GetColor("_Color");
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if (material.HasProperty("_BaseColor")) return material.GetColor("_BaseColor");
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if (material.HasProperty("_ColorTint")) return material.GetColor("_ColorTint");
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if (material.HasProperty("_TintColor")) return material.GetColor("_TintColor");
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if (material.HasProperty("_HueVariation")) return material.GetColor("_HueVariation");
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return Color.white;
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}
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public static void RecalculateMeshNormals(GameObject go, float normalBlendfactor)
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{
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MeshFilter[] meshFilters = go.GetComponentsInChildren<MeshFilter>();
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for (int i = 0; i <= meshFilters.Length - 1; i++)
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{
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Mesh newMesh = Instantiate(meshFilters[i].sharedMesh);
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newMesh.RecalculateNormals();
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Vector3[] originalNormals = meshFilters[i].sharedMesh.normals;
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Vector3[] newNormals = newMesh.normals;
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for (int j = 0; j <= newNormals.Length - 1; j++)
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{
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newNormals[j] = Vector3.Slerp(originalNormals[j], newNormals[j], normalBlendfactor);
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}
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newMesh.normals = newNormals;
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newMesh.UploadMeshData(false);
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meshFilters[i].mesh = newMesh;
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}
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}
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public static void RecalculateMeshNormals(Mesh mesh, int subMeshIndex)
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{
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Vector3[] normals = mesh.normals;
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Vector3[] vertices = mesh.vertices;
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int[] indexes = mesh.GetIndices(subMeshIndex);
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Vector3 center = vertices[indexes[0]];
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for (int i = 1; i <= indexes.Length - 1; i++)
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{
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center += vertices[indexes[i]];
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}
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center = center / indexes.Length;
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for (int i = 0; i <= normals.Length - 1; i++)
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{
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Vector3 newNormal = vertices[i] - center;
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normals[i] = newNormal.normalized;
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}
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mesh.normals = normals;
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}
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public static Bounds CalculateBounds(GameObject go)
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|||
|
{
|
|||
|
Bounds combinedbounds = new Bounds(go.transform.position, Vector3.zero);
|
|||
|
Renderer[] renderers = go.GetComponentsInChildren<Renderer>();
|
|||
|
foreach (Renderer renderer in renderers)
|
|||
|
if (renderer is SkinnedMeshRenderer)
|
|||
|
{
|
|||
|
SkinnedMeshRenderer skinnedMeshRenderer = renderer as SkinnedMeshRenderer;
|
|||
|
Mesh mesh = new Mesh();
|
|||
|
skinnedMeshRenderer.BakeMesh(mesh);
|
|||
|
Vector3[] vertices = mesh.vertices;
|
|||
|
|
|||
|
for (int i = 0; i <= vertices.Length - 1; i++)
|
|||
|
vertices[i] = skinnedMeshRenderer.transform.TransformPoint(vertices[i]);
|
|||
|
mesh.vertices = vertices;
|
|||
|
mesh.RecalculateBounds();
|
|||
|
Bounds meshBounds = mesh.bounds;
|
|||
|
combinedbounds.Encapsulate(meshBounds);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
combinedbounds.Encapsulate(renderer.bounds);
|
|||
|
}
|
|||
|
|
|||
|
return combinedbounds;
|
|||
|
}
|
|||
|
|
|||
|
public static float FindLowestMeshYposition(GameObject go)
|
|||
|
{
|
|||
|
float lowestY = float.PositiveInfinity;
|
|||
|
|
|||
|
MeshRenderer[] renderers = go.GetComponentsInChildren<MeshRenderer>();
|
|||
|
foreach (MeshRenderer renderer in renderers)
|
|||
|
{
|
|||
|
MeshFilter meshFilter = renderer.gameObject.GetComponent<MeshFilter>();
|
|||
|
if (meshFilter && meshFilter.sharedMesh)
|
|||
|
{
|
|||
|
Vector3[] vertices = meshFilter.sharedMesh.vertices;
|
|||
|
for (int i = 0; i <= vertices.Length - 1; i++)
|
|||
|
{
|
|||
|
if (vertices[i].y < lowestY) lowestY = vertices[i].y;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return lowestY;
|
|||
|
}
|
|||
|
|
|||
|
public static void SetMaterialFloat(GameObject go, string propertyName, float value)
|
|||
|
{
|
|||
|
MeshRenderer[] renderers = go.GetComponentsInChildren<MeshRenderer>();
|
|||
|
for (int i = 0; i < renderers.Length; i++)
|
|||
|
{
|
|||
|
|
|||
|
for (int j = 0; j < renderers[i].sharedMaterials.Length; j++)
|
|||
|
{
|
|||
|
if (renderers[i].sharedMaterials[j].HasProperty(propertyName))
|
|||
|
{
|
|||
|
renderers[i].sharedMaterials[j].SetFloat(propertyName,value);
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
public static void SetReplacementShader(GameObject go, Shader replacementShader, bool generateAlpha)
|
|||
|
{
|
|||
|
MeshRenderer[] renderers = go.GetComponentsInChildren<MeshRenderer>();
|
|||
|
for (int i = 0; i < renderers.Length; i++)
|
|||
|
{
|
|||
|
Material[] materials = new Material[renderers[i].sharedMaterials.Length];
|
|||
|
for (int j = 0; j < materials.Length; j++)
|
|||
|
{
|
|||
|
if (renderers[i].sharedMaterials[j] != null)
|
|||
|
{
|
|||
|
Texture diffuseTexture = GetDiffuseTexture(renderers[i].sharedMaterials[j]);
|
|||
|
Color tintColor = GetTintColor(renderers[i].sharedMaterials[j]);
|
|||
|
|
|||
|
// Debug.Log("Texture: " + diffuseTexture);
|
|||
|
|
|||
|
materials[j] = new Material(renderers[i].sharedMaterials[j]);
|
|||
|
materials[j].shader = replacementShader;
|
|||
|
|
|||
|
|
|||
|
if (generateAlpha && materials[j].HasProperty("_ShowAlpha"))
|
|||
|
{
|
|||
|
materials[j].SetInt("_ShowAlpha",1);
|
|||
|
}
|
|||
|
|
|||
|
if (diffuseTexture)
|
|||
|
{
|
|||
|
materials[j].SetTexture("_MainTex",diffuseTexture);
|
|||
|
}
|
|||
|
|
|||
|
if (materials[j].HasProperty("_Color"))
|
|||
|
{
|
|||
|
materials[j].SetColor("_Color",tintColor);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
renderers[i].sharedMaterials = materials;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
public static void SaveTexture(Texture2D tex, string name)
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
var bytes = tex.EncodeToPNG();
|
|||
|
File.WriteAllBytes(name + ".png", bytes);
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
public static void SetTextureImportSettings(Texture2D texture, bool normalMap)
|
|||
|
{
|
|||
|
#if UNITY_EDITOR
|
|||
|
if (null == texture) return;
|
|||
|
|
|||
|
string assetPath = AssetDatabase.GetAssetPath(texture);
|
|||
|
var tImporter = AssetImporter.GetAtPath(assetPath) as TextureImporter;
|
|||
|
if (tImporter != null)
|
|||
|
{
|
|||
|
tImporter.textureType = TextureImporterType.Default;
|
|||
|
|
|||
|
if (normalMap)
|
|||
|
{
|
|||
|
tImporter.textureType = TextureImporterType.Default;
|
|||
|
tImporter.maxTextureSize = 4096;
|
|||
|
tImporter.wrapMode = TextureWrapMode.Repeat;
|
|||
|
tImporter.SaveAndReimport();
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
tImporter.mipmapEnabled = true;
|
|||
|
tImporter.maxTextureSize = 4096;
|
|||
|
tImporter.wrapMode = TextureWrapMode.Repeat;
|
|||
|
tImporter.SaveAndReimport();
|
|||
|
}
|
|||
|
}
|
|||
|
#endif
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public class Volume
|
|||
|
{
|
|||
|
}
|
|||
|
}
|