95 lines
4.4 KiB
C#
95 lines
4.4 KiB
C#
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using System;
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using AwesomeTechnologies.VegetationSystem;
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using UnityEngine;
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namespace AwesomeTechnologies.Shaders
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{
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// ReSharper disable once InconsistentNaming
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public class NMAdvancedGrassController : IShaderController
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{
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private static readonly string[] FoliageShaderNames =
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{
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"NatureManufacture Shaders/Grass/Advanced Grass Light", "NatureManufacture Shaders/Grass/Advanced Grass Specular","NatureManufacture Shaders/Grass/Advanced Grass Standard"
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};
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public bool MatchShader(string shaderName)
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{
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if (string.IsNullOrEmpty(shaderName)) return false;
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for (int i = 0; i <= FoliageShaderNames.Length - 1; i++)
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{
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if (FoliageShaderNames[i] == shaderName) return true;
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}
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return false;
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}
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public ShaderControllerSettings Settings { get; set; }
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public void CreateDefaultSettings(Material[] materials)
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{
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Settings = new ShaderControllerSettings
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{
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Heading = "Nature Manufacture Advanced Grass",
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Description = "",
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LODFadePercentage = false,
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LODFadeCrossfade = false,
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SampleWind = false,
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SupportsInstantIndirect = true,
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BillboardHDWind = false
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};
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Settings.AddLabelProperty("Foliage settings");
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Settings.AddColorProperty("HealthyColorTint", "Healthy color tint", "",
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ShaderControllerSettings.GetColorFromMaterials(materials, "_HealthyColor"));
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Settings.AddColorProperty("DryColorTint", "Dry color tint", "",
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ShaderControllerSettings.GetColorFromMaterials(materials, "_DryColor"));
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Settings.AddFloatProperty("ColorNoiseSpread", "Color noise spread", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ColorNoiseSpread"), 1, 150);
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Settings.AddFloatProperty("AlphaCutoff", "Alpha cutoff", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Cutoff"), 0, 1);
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Settings.AddLabelProperty("Wind settings");
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Settings.AddFloatProperty("InitialBend", "Initial Bend", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_InitialBend"), 0, 10);
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Settings.AddFloatProperty("Stiffness", "Stiffness", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Stiffness"), 0, 10);
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Settings.AddFloatProperty("Drag", "Drag", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Drag"), 0, 10);
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Settings.AddFloatProperty("ShiverDrag", "Shiver Drag", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ShiverDrag"), 0, 10);
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Settings.AddFloatProperty("ShiverDirectionality", "Shiver Directionality", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ShiverDirectionality"), 0, 1);
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}
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public void UpdateMaterial(Material material, EnvironmentSettings environmentSettings)
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{
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if (Settings == null) return;
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if (material == null) return;
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try
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{
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material.SetFloat("_CullFarStart", 10000);
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material.SetColor("_HealthyColor", Settings.GetColorPropertyValue("HealthyColorTint"));
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material.SetColor("_DryColor", Settings.GetColorPropertyValue("DryColorTint"));
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material.SetFloat("_ColorNoiseSpread", Settings.GetFloatPropertyValue("ColorNoiseSpread"));
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material.SetFloat("_Cutoff", Settings.GetFloatPropertyValue("AlphaCutoff"));
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material.SetFloat("_InitialBend", Settings.GetFloatPropertyValue("InitialBend"));
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material.SetFloat("_Stiffness", Settings.GetFloatPropertyValue("Stiffness"));
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material.SetFloat("_Drag", Settings.GetFloatPropertyValue("Drag"));
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material.SetFloat("_ShiverDrag", Settings.GetFloatPropertyValue("ShiverDrag"));
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material.SetFloat("_ShiverDirectionality", Settings.GetFloatPropertyValue("ShiverDirectionality"));
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}
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catch (Exception e)
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{
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Console.WriteLine(e);
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throw;
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}
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}
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public void UpdateWind(Material material, WindSettings windSettings)
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{
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}
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public bool MatchBillboardShader(Material[] materials)
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{
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return false;
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}
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}
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}
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