959e80cf72
assets upload description.
129 lines
4.1 KiB
C#
129 lines
4.1 KiB
C#
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using System;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace AwesomeTechnologies.VegetationSystem
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{
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[System.Serializable]
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public class VegetationSettings
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{
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public float PlantDistance = 150;
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public float AdditionalTreeMeshDistance = 100;
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public float AdditionalBillboardDistance = 3000;
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public int Seed = 0;
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public float LODDistanceFactor = 1;
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public bool GrassShadows = false;
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public bool PlantShadows = false;
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public bool TreeShadows = true;
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public bool ObjectShadows = true;
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public bool LargeObjectShadows = true;
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public bool BillboardShadows = false;
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public bool DisableRenderDistanceFactor = false;
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public LayerMask GrassLayer = 0;
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public LayerMask PlantLayer = 0;
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public LayerMask TreeLayer = 0;
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public LayerMask ObjectLayer = 0;
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public LayerMask LargeObjectLayer = 0;
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public LayerMask BillboardLayer = 0;
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public float GrassDensity = 1;
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public float PlantDensity = 1;
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public float TreeDensity = 1;
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public float ObjectDensity = 1;
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public float LargeObjectDensity = 1;
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public float VegetationScale = 1f;
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public ShadowCastingMode GetBillboardShadowCastingMode()
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{
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#if UNITY_2018_3_OR_NEWER
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return BillboardShadows ? ShadowCastingMode.TwoSided : ShadowCastingMode.Off;
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#else
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return BillboardShadows ? ShadowCastingMode.On : ShadowCastingMode.Off;
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#endif
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}
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public ShadowCastingMode GetShadowCastingMode(VegetationType vegetationType)
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{
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switch (vegetationType)
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{
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case VegetationType.Grass:
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return GrassShadows ? ShadowCastingMode.On : ShadowCastingMode.Off;
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case VegetationType.Plant:
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return PlantShadows ? ShadowCastingMode.On : ShadowCastingMode.Off;
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case VegetationType.Tree:
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return TreeShadows ? ShadowCastingMode.On : ShadowCastingMode.Off;
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case VegetationType.Objects:
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return ObjectShadows ? ShadowCastingMode.On : ShadowCastingMode.Off;
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case VegetationType.LargeObjects:
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return LargeObjectShadows ? ShadowCastingMode.On : ShadowCastingMode.Off;
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}
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return ShadowCastingMode.Off;
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}
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public LayerMask GetLayer(VegetationType vegetationType)
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{
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switch (vegetationType)
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{
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case VegetationType.Grass:
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return GrassLayer;
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case VegetationType.Plant:
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return PlantLayer;
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case VegetationType.Tree:
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return TreeLayer;
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case VegetationType.Objects:
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return ObjectLayer;
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case VegetationType.LargeObjects:
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return LargeObjectLayer;
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}
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return 0;
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}
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public LayerMask GetBillboardLayer()
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{
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return BillboardLayer;
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}
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public float GetVegetationItemDensity(VegetationType vegetationType)
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{
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switch (vegetationType)
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{
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case VegetationType.Grass:
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return GrassDensity;
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case VegetationType.Plant:
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return PlantDensity;
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case VegetationType.Tree:
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return TreeDensity;
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case VegetationType.Objects:
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return ObjectDensity;
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case VegetationType.LargeObjects:
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return LargeObjectDensity;
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default:
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return 1;
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}
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}
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public float GetVegetationDistance()
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{
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return PlantDistance;
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}
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public float GetBillboardDistance()
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{
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return PlantDistance + AdditionalTreeMeshDistance + AdditionalBillboardDistance;
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}
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public float GetTreeDistance()
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{
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return PlantDistance + AdditionalTreeMeshDistance;
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}
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}
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}
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