Firstborn/Assets/AwesomeTechnologies/VegetationStudioPro/Runtime/ShaderSystem/NM/NMTreeShaderControler.cs
Schaken-Mods 959e80cf72 assets upload
assets upload description.
2023-03-28 12:16:30 -05:00

131 lines
5.1 KiB
C#

#if VEGETATION_STUDIO_PRO
using AwesomeTechnologies.VegetationSystem;
using UnityEngine;
namespace AwesomeTechnologies.Shaders
{
// ReSharper disable once InconsistentNaming
public class NMTreeShaderControler : IShaderController
{
private static readonly string[] FoliageShaderNames =
{
"NatureManufacture Shaders/Trees/Tree Leaves Metalic", "NatureManufacture Shaders/Trees/Tree_Leaves_Specular"
};
private static readonly string[] BarkShaderNames =
{
"NatureManufacture Shaders/Trees/Tree Bark Metalic","NatureManufacture Shaders/Trees/Tree Bark Specular"
};
public bool MatchShader(string shaderName)
{
if (string.IsNullOrEmpty(shaderName)) return false;
for (int i = 0; i <= FoliageShaderNames.Length - 1; i++)
{
if (FoliageShaderNames[i] == shaderName) return true;
}
for (int i = 0; i <= BarkShaderNames.Length - 1; i++)
{
if (BarkShaderNames[i] == shaderName) return true;
}
return false;
}
public bool MatchBillboardShader(Material[] materials)
{
for (int i = 0; i <= materials.Length - 1; i++)
{
if (materials[i].shader.name == "NatureManufacture Shaders/Trees/Cross Model Shader") return true;
}
return false;
}
bool IsBarkShader(string shaderName)
{
for (int i = 0; i <= BarkShaderNames.Length - 1; i++)
{
if (BarkShaderNames[i].Contains(shaderName)) return true;
}
return false;
}
public ShaderControllerSettings Settings { get; set; }
public void CreateDefaultSettings(Material[] materials)
{
Settings = new ShaderControllerSettings
{
Heading = "Nature Manufacture tree",
Description = "",
LODFadePercentage = false,
LODFadeCrossfade = false,
SampleWind = false,
SupportsInstantIndirect = true,
BillboardHDWind = true
};
Settings.AddLabelProperty("Foliage settings");
Settings.AddColorProperty("HealtyColor", "Healthy Color", "",
ShaderControllerSettings.GetColorFromMaterials(materials, "_HealthyColor"));
Settings.AddColorProperty("DryColor", "DryColor", "",
ShaderControllerSettings.GetColorFromMaterials(materials, "_DryColor"));
Settings.AddLabelProperty("Bark settings");
Settings.AddColorProperty("BarkColor", "Bark Color", "",
ShaderControllerSettings.GetColorFromMaterials(materials, "_Color"));
Settings.AddLabelProperty("Wind settings");
Settings.AddFloatProperty("InitialBend", "Initial Bend", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_InitialBend"), 0,10);
Settings.AddFloatProperty("Stiffness", "Stiffness", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Stiffness"), 0, 10);
Settings.AddFloatProperty("Drag", "Drag", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Drag"), 0, 10);
Settings.AddFloatProperty("ShiverDrag", "Shiver Drag", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ShiverDrag"), 0, 10);
Settings.AddFloatProperty("ShiverDirectionality", "Shiver Directionality", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ShiverDirectionality"), 0, 1);
}
public void UpdateMaterial(Material material, EnvironmentSettings environmentSettings)
{
if (Settings == null) return;
bool barkShader = IsBarkShader(material.shader.name);
if (barkShader)
{
Color barkColor = Settings.GetColorPropertyValue("BarkColor");
material.SetColor("_Color", barkColor);
}
else
{
Color healtyColor = Settings.GetColorPropertyValue("HealtyColor");
Color dryColor = Settings.GetColorPropertyValue("DryColor");
material.SetColor("_HealthyColor", healtyColor);
material.SetColor("_DryColor", dryColor);
float shiverDrag = Settings.GetFloatPropertyValue("ShiverDrag");
float shiverDirectionality = Settings.GetFloatPropertyValue("ShiverDirectionality");
material.SetFloat("_ShiverDrag", shiverDrag);
material.SetFloat("_ShiverDirectionality", shiverDirectionality);
}
float initialBend = Settings.GetFloatPropertyValue("InitialBend");
float stiffness = Settings.GetFloatPropertyValue("Stiffness");
float drag = Settings.GetFloatPropertyValue("Drag");
material.SetFloat("_InitialBend", initialBend);
material.SetFloat("_Stiffness", stiffness);
material.SetFloat("_Drag", drag);
}
public void UpdateWind(Material material, WindSettings windSettings)
{
}
}
}
#endif