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

154 lines
4.8 KiB
C#

using System;
using AwesomeTechnologies.Common;
using AwesomeTechnologies.VegetationSystem;
using UnityEngine;
namespace AwesomeTechnologies.Shaders
{
public interface IShaderController
{
bool MatchShader(string shaderName);
ShaderControllerSettings Settings
{
get;
set;
}
//Called once when a new vegetation item is added or if refreshing prefab
void CreateDefaultSettings(Material[] materials);
//called at Vegetation System refresh or if settings changed
void UpdateMaterial(Material material, EnvironmentSettings environmentSettings);
//called every frame for custom wind settings
void UpdateWind(Material material, WindSettings windSettings);
bool MatchBillboardShader(Material[] materials);
}
[Serializable]
public struct WindSettings
{
public Vector3 Direction;
public float Strength;
}
[Serializable]
public class ShaderControllerSettings : BaseControllerSettings
{
public string Heading;
public string Description;
public bool SupportsInstantIndirect;
public bool LODFadeCrossfade = false;
public bool LODFadePercentage = false;
public bool SampleWind = false;
public bool UpdateWind = false;
public bool DynamicHUE = false;
public bool BillboardSnow = false;
public bool BillboardHDWind = false;
public string OverrideBillboardAtlasShader = "";
public string OverrideBillboardAtlasNormalShader = "";
public BillboardRenderMode BillboardRenderMode = BillboardRenderMode.Specular;
public ShaderControllerSettings()
{
}
public ShaderControllerSettings(ShaderControllerSettings source)
{
Heading = source.Heading;
Description = source.Description;
SupportsInstantIndirect = source.SupportsInstantIndirect;
LODFadeCrossfade = source.LODFadeCrossfade;
LODFadePercentage = source.LODFadePercentage;
SampleWind = source.SampleWind;
UpdateWind = source.UpdateWind;
BillboardSnow = source.BillboardSnow;
DynamicHUE = source.DynamicHUE;
for (int i = 0; i <= source.ControlerPropertyList.Count - 1; i++)
{
ControlerPropertyList.Add(new SerializedControllerProperty(source.ControlerPropertyList[i]));
}
}
public static bool HasShader(Material material, string[] shaderNames)
{
string shaderName = material.shader.name;
for (int i = 0; i <= shaderNames.Length - 1; i++)
{
if (shaderName.Equals(shaderNames[i])) return true;
}
return false;
}
public static float GetFloatFromMaterials(Material[] materials, string propertyName)
{
for (int i = 0; i <= materials.Length - 1; i++)
{
if (materials[i].HasProperty(propertyName))
{
return materials[i].GetFloat(propertyName);
}
}
return 1;
}
public static float GetFloatFromMaterials(Material[] materials, string propertyName, string[] shaderNames)
{
for (int i = 0; i <= materials.Length - 1; i++)
{
if (materials[i].HasProperty(propertyName) && HasShader(materials[i],shaderNames))
{
return materials[i].GetFloat(propertyName);
}
}
return 1;
}
public static Vector4 GetVector4FromMaterials(Material[] materials, string propertyName)
{
for (int i = 0; i <= materials.Length - 1; i++)
{
if (materials[i].HasProperty(propertyName))
{
return materials[i].GetVector(propertyName);
}
}
return Vector4.zero;
}
public static Color GetColorFromMaterials(Material[] materials, string propertyName, string[] shaderNames)
{
for (int i = 0; i <= materials.Length - 1; i++)
{
if (materials[i].HasProperty(propertyName) && HasShader(materials[i],shaderNames))
{
return materials[i].GetColor(propertyName);
}
}
return Color.white;
}
public static Color GetColorFromMaterials(Material[] materials, string propertyName)
{
for (int i = 0; i <= materials.Length - 1; i++)
{
if (materials[i].HasProperty(propertyName))
{
return materials[i].GetColor(propertyName);
}
}
return Color.white;
}
}
}