959e80cf72
assets upload description.
441 lines
16 KiB
C#
441 lines
16 KiB
C#
using System.Collections.Generic;
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using System.IO;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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namespace AwesomeTechnologies.Grass
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{
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public enum GrassPatchLod
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{
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Lod0 = 0,
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Lod1 = 1,
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Lod2 = 2
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}
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[HelpURL("http://www.awesometech.no/index.php/grass-patch-generator")]
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public class GrassPatchGenerator : MonoBehaviour
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{
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public GrassPatchLod GrassPatchLod = GrassPatchLod.Lod0;
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public int PlaneCount = 15;
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public float Size = 0.40f;
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public float MinScale = 0.8f;
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public float MaxScale = 1.2f;
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public float PlaneHeight = 0.4f;
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public float PlaneMaxHeight = 0.5f;
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public float PlaneWidth = 0.4f;
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public float PlaneMaxWidth = 0.5f;
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public int PlaneWidthSegments = 2;
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public int PlaneHeightSegments = 2;
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public int RandomSeed = 1;
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public float MaxBendDistance = 0.25f;
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public float CurveOffset = 0.25f;
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public Material GrassMaterial;
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public Texture2D GrassTexture;
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public Material CustomMaterial;
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public float MinBendHeight = 0.05f;
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public AnimationCurve WindBend = new AnimationCurve();
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public AnimationCurve AmbientOcclusion = new AnimationCurve();
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public bool BakePhase = true;
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public bool BakeBend = true;
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public bool BakeAo = true;
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public bool ShowVertexColors = false;
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public bool GenerateBackside = false;
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public Color ColorTint1 = Color.white;
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public Color ColorTint2 = Color.white;
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public float RandomDarkening = 0.31f;
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public float RootAmbient = 0.63f;
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public float TextureCutoff = 0.1f;
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private Material _vertexColorMaterial;
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public List<ProceduralGrassPlane> GrassPlaneList;
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// ReSharper disable once UnusedMember.Local
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private void Reset()
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{
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WindBend.AddKey(0f, 0f);
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WindBend.AddKey(1f, 1f);
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AmbientOcclusion.AddKey(0f, 0f);
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AmbientOcclusion.AddKey(1f, 1f);
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if (GrassTexture == null)
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{
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GrassTexture = Resources.Load("GrassTextures/GrassFrond01") as Texture2D;
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UpdateTexture();
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}
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GenerateGrassPatch();
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}
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public void UpdateTexture()
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{
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if (CustomMaterial == null)
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{
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#if UNITY_2019_3_OR_NEWER
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Material material = new Material(Shader.Find("AwesomeTechnologies/Release/Grass/Grass"));
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#else
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Material material = new Material(Shader.Find("AwesomeTechnologies/Grass/Grass"));
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#endif
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material.SetTexture("_MainTex", GrassTexture);
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//material.SetFloat("_Cutoff", 0.2f);
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material.SetVector("_AG_ColorNoiseArea", new Vector4(0, 30, 0, 1));
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material.SetTexture("_AG_ColorNoiseTex", Resources.Load("PerlinSeamless") as Texture2D);
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material.SetColor("_Color", ColorTint1);
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material.SetColor("_ColorB", ColorTint2);
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material.SetFloat("_Cutoff", TextureCutoff);
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material.SetFloat("_RandomDarkening", RandomDarkening);
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material.SetFloat("_RootAmbient", RootAmbient);
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#if UNITY_5_6_OR_NEWER
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material.enableInstancing = true;
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#endif
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material.EnableKeyword("_ALPHATEST_ON");
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GrassMaterial = material;
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}
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else
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{
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Material material = new Material(CustomMaterial);
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material.SetTexture("_MainTex", GrassTexture);
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GrassMaterial = material;
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}
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GenerateGrassPatch();
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}
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private void ClearGrassPlanes()
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{
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if (GrassPlaneList == null) GrassPlaneList = new List<ProceduralGrassPlane>();
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for (int i = 0; i <= GrassPlaneList.Count - 1; i++)
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{
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DestroyImmediate(GrassPlaneList[i].gameObject);
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}
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GrassPlaneList.Clear();
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Transform[] ts = transform.GetComponentsInChildren<Transform>();
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foreach (Transform t in ts)
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{
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if (t)
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{
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if (t.gameObject.name.StartsWith("Plane_"))
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{
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DestroyImmediate(t.gameObject);
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}
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}
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}
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}
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public int GetMeshVertexCount()
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{
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int vertexCount = 0;
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for (int i = 0; i <= GrassPlaneList.Count - 1; i++)
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{
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MeshFilter meshFilter = GrassPlaneList[i].gameObject.GetComponent<MeshFilter>();
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if (meshFilter) vertexCount += meshFilter.sharedMesh.vertexCount;
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}
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return vertexCount;
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}
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public int GetMeshTriangleCount()
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{
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int triangleCount = 0;
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for (int i = 0; i <= GrassPlaneList.Count - 1; i++)
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{
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MeshFilter meshFilter = GrassPlaneList[i].gameObject.GetComponent<MeshFilter>();
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if (meshFilter) triangleCount += meshFilter.sharedMesh.triangles.Length / 3;
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}
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return triangleCount;
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}
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public void GenerateGrassPatch()
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{
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_vertexColorMaterial = Resources.Load("GrassPatchVertexColor") as Material;
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ClearGrassPlanes();
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Random.InitState(RandomSeed);
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for (int i = 0; i <= PlaneCount - 1; i++)
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{
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//
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GameObject go = new GameObject
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{
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hideFlags = HideFlags.HideInHierarchy,
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name = "Plane_" + i.ToString()
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};
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go.transform.SetParent(transform);
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float scale = Random.Range(MinScale, MaxScale);
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float selectedPlaneWidth = PlaneWidth * scale;
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float selectedPlaneHeight = PlaneHeight * scale;
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ProceduralGrassPlane proceduralGrassPlane = go.AddComponent<ProceduralGrassPlane>();
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proceduralGrassPlane.CurveOffset = Random.Range(-CurveOffset, CurveOffset);
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proceduralGrassPlane.Offset1 = Random.Range(-MaxBendDistance, MaxBendDistance);
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proceduralGrassPlane.Offset2 = Random.Range(-MaxBendDistance, MaxBendDistance);
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proceduralGrassPlane.height = selectedPlaneHeight;
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proceduralGrassPlane.width = selectedPlaneWidth;
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proceduralGrassPlane.BakeBend = BakeBend;
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proceduralGrassPlane.BakePhase = BakePhase;
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proceduralGrassPlane.BakeAO = BakeAo;
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proceduralGrassPlane.BendCurve = WindBend;
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proceduralGrassPlane.AmbientOcclusionCurve = AmbientOcclusion;
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proceduralGrassPlane.Phase = i * (1f /PlaneCount);
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proceduralGrassPlane.GenerateBackside = GenerateBackside;
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proceduralGrassPlane.Index = i;
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if (i % 4 == 1)
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{
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proceduralGrassPlane.LODLevel = 2;
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}
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else if (i % 2 == 1)
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{
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proceduralGrassPlane.LODLevel = 1;
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}
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else
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{
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proceduralGrassPlane.LODLevel = 0;
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}
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if (ShowVertexColors)
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{
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proceduralGrassPlane.Material = _vertexColorMaterial;
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}
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else
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{
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proceduralGrassPlane.Material = GrassMaterial;
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}
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proceduralGrassPlane.MinimumBendHeight = MinBendHeight;
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proceduralGrassPlane.heightSegments = PlaneHeightSegments;
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proceduralGrassPlane.widthSegments = PlaneWidthSegments;
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go.transform.localRotation = Quaternion.Euler(new Vector3(0, Random.Range(0, 364), 0));
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go.transform.localPosition = new Vector3(Random.Range(-Size / 2f, Size / 2f), selectedPlaneHeight / 2f, Random.Range(-Size / 2f, Size / 2f));
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GrassPlaneList.Add(proceduralGrassPlane);
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proceduralGrassPlane.CreateGrassPlane(0);
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}
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}
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Mesh GetCombinedMesh(int lod)
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{
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MeshFilter[] meshFilters = gameObject.GetComponentsInChildren<MeshFilter>();
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List<MeshFilter> filterList = new List<MeshFilter>();
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for (int i = 0; i <= meshFilters.Length - 1; i++)
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{
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ProceduralGrassPlane proceduralPlane = meshFilters[i].gameObject.GetComponent<ProceduralGrassPlane>();
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proceduralPlane.CreateGrassPlane(lod);
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if (proceduralPlane.LODLevel >= lod) filterList.Add(meshFilters[i]);
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}
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CombineInstance[] combine = new CombineInstance[filterList.Count];
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for (int i = 0; i <= filterList.Count - 1; i++)
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{
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combine[i].mesh = filterList[i].sharedMesh;
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combine[i].transform = filterList[i].transform.localToWorldMatrix;
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}
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Mesh mesh = new Mesh();
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mesh.CombineMeshes(combine);
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return mesh;
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}
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public void BuildPrefab()
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{
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#if UNITY_EDITOR
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string path = EditorUtility.SaveFilePanelInProject("Save prefab", "", "prefab",
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"Please enter a file name to save the prefab to");
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if (path.Length != 0)
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{
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string prefabName = Path.GetFileNameWithoutExtension(path);
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string directory = Path.GetDirectoryName(path);
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string prefabFilename = path;
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string meshFilenameLod0 = directory + "/" + prefabName + "_LOD0.asset";
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string materialFilename = Path.ChangeExtension(prefabFilename, ".mat");
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Vector3 oldPosition = transform.position;
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Quaternion oldRotation = transform.rotation;
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transform.position = Vector3.zero;
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transform.rotation = Quaternion.identity;
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Material material;
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if (CustomMaterial)
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{
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material = new Material(CustomMaterial);
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material.SetTexture("_MainTex", GrassTexture);
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}
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else
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{
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material = new Material(Shader.Find("AwesomeTechnologies/Grass/Grass"));
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material.SetTexture("_MainTex", GrassTexture);
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material.SetColor("_Color", ColorTint1);
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material.SetColor("_ColorB", ColorTint2);
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material.SetFloat("_Cutoff", TextureCutoff);
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material.SetFloat("_RandomDarkening", RandomDarkening);
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material.SetFloat("_RootAmbient", RootAmbient);
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material.SetVector("_AG_ColorNoiseArea", new Vector4(0, 30, 0, 1));
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material.SetTexture("_AG_ColorNoiseTex", Resources.Load("PerlinSeamless") as Texture2D);
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material.EnableKeyword("_ALPHATEST_ON");
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#if UNITY_5_6_OR_NEWER
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material.enableInstancing = true;
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#endif
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}
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Mesh meshLod0 = GetCombinedMesh(0);
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AssetDatabase.CreateAsset(material, materialFilename);
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GameObject go = new GameObject {name = prefabName};
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// "New grass patch_" + patchID;
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go.transform.position = transform.position;
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go.transform.rotation = transform.localRotation;
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go.AddComponent<MeshFilter>().sharedMesh = meshLod0;
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go.AddComponent<MeshRenderer>().sharedMaterial = material;
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AssetDatabase.CreateAsset(meshLod0, meshFilenameLod0);
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transform.position = oldPosition;
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transform.rotation = oldRotation;
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#if UNITY_2018_3_OR_NEWER
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PrefabUtility.SaveAsPrefabAsset(go, prefabFilename);
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#else
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PrefabUtility.CreatePrefab(prefabFilename, go);
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#endif
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AssetDatabase.Refresh();
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}
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#endif
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}
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public void BuildPrefabLod()
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{
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#if UNITY_EDITOR
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string path = EditorUtility.SaveFilePanelInProject("Save prefab", "", "prefab",
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"Please enter a file name to save the prefab to");
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if (path.Length == 0) return;
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string prefabName = Path.GetFileNameWithoutExtension(path);
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string directory = Path.GetDirectoryName(path);
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string prefabFilename = path;
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string meshFilenameLod0 = directory + "/" + prefabName + "_LOD0.asset";
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string meshFilenameLod1 = directory + "/" + prefabName + "_LOD1.asset";
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string meshFilenameLod2 = directory + "/" + prefabName + "_LOD2.asset";
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string materialFilename = Path.ChangeExtension(prefabFilename, ".mat");
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Vector3 oldPosition = transform.position;
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Quaternion oldRotation = transform.rotation;
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transform.position = Vector3.zero;
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transform.rotation = Quaternion.identity;
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//string patchID = Time.realtimeSinceStartup.ToString();
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Material material;
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if (CustomMaterial)
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{
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material = new Material(CustomMaterial);
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material.SetTexture("_MainTex", GrassTexture);
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}
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else
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{
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material = new Material(Shader.Find("AwesomeTechnologies/Release/Grass/Grass"));
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material.SetTexture("_MainTex", GrassTexture);
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material.SetColor("_Color", ColorTint1);
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material.SetColor("_ColorB", ColorTint2);
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material.SetFloat("_Cutoff", TextureCutoff);
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material.SetFloat("_RandomDarkening", RandomDarkening);
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material.SetFloat("_RootAmbient", RootAmbient);
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material.SetVector("_AG_ColorNoiseArea", new Vector4(0, 30, 0, 1));
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material.SetTexture("_AG_ColorNoiseTex", Resources.Load("PerlinSeamless") as Texture2D);
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material.EnableKeyword("_ALPHATEST_ON");
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}
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AssetDatabase.CreateAsset(material, materialFilename);
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GameObject go = new GameObject {name = prefabName};
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// "New grass patch_" + patchID;
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go.transform.position = transform.position;
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go.transform.rotation = transform.localRotation;
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Mesh meshLod0 = GetCombinedMesh(0);
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Mesh meshLod1 = GetCombinedMesh(1);
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Mesh meshLod2 = GetCombinedMesh(2);
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GameObject goLod0 = new GameObject {name = prefabName + "_LOD0"};
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goLod0.transform.SetParent(go.transform, false);
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goLod0.AddComponent<MeshFilter>().sharedMesh = meshLod0;
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goLod0.AddComponent<MeshRenderer>().sharedMaterial = material;
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GameObject goLod1 = new GameObject {name = prefabName + "_LOD1"};
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goLod1.transform.SetParent(go.transform, false);
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goLod1.AddComponent<MeshFilter>().sharedMesh = meshLod1;
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goLod1.AddComponent<MeshRenderer>().sharedMaterial = material;
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GameObject goLod2 = new GameObject {name = prefabName + "_LOD2"};
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goLod2.transform.SetParent(go.transform, false);
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goLod2.AddComponent<MeshFilter>().sharedMesh = meshLod2;
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goLod2.AddComponent<MeshRenderer>().sharedMaterial = material;
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AssetDatabase.CreateAsset(meshLod0, meshFilenameLod0);
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AssetDatabase.CreateAsset(meshLod1, meshFilenameLod1);
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AssetDatabase.CreateAsset(meshLod2, meshFilenameLod2);
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LODGroup lodGroup = go.AddComponent<LODGroup>();
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LOD[] lods = new LOD[3];
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lods[0] = CreateLOD(goLod0, 1f);
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lods[1] = CreateLOD(goLod1, 0.50f);
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lods[2] = CreateLOD(goLod2, 0.15f);
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//lods[3] = CreateLOD(goLod2, 0.05f);
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lodGroup.SetLODs(lods);
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transform.position = oldPosition;
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transform.rotation = oldRotation;
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#if UNITY_2018_3_OR_NEWER
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PrefabUtility.SaveAsPrefabAsset(go, prefabFilename);
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#else
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PrefabUtility.CreatePrefab(prefabFilename, go);
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#endif
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AssetDatabase.Refresh();
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#endif
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}
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private LOD CreateLOD(GameObject go, float screenRelativeTransitionHeight)
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{
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Renderer[] renderers;
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if (go)
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{
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renderers = new Renderer[1];
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renderers[0] = go.GetComponent<Renderer>();
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}
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else
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{
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renderers = new Renderer[0];
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}
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return new LOD(screenRelativeTransitionHeight, renderers);
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}
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}
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}
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