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work on day/night controller

/feature-new-clouds
Andre McGrail 3 年前
当前提交
5a392d1a
共有 10 个文件被更改,包括 1605 次插入378 次删除
  1. 610
      Assets/Objects/environment/Clouds/Clouds.shadergraph
  2. 853
      Assets/Objects/environment/Clouds/ComputeLightmap.shadersubgraph
  3. 1
      Assets/Objects/environment/Clouds/Shader Graphs_Clouds.mat
  4. 148
      Assets/Scripts/Environment/DayNightController.cs
  5. 247
      Assets/scenes/demo_Island.unity
  6. 4
      ProjectSettings/ProjectVersion.txt
  7. 56
      Assets/Objects/environment/Clouds/Shader Graphs_Clouds_recon.mat
  8. 8
      Assets/Objects/environment/Clouds/Shader Graphs_Clouds_recon.mat.meta
  9. 56
      .vscode/settings.json

610
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853
Assets/Objects/environment/Clouds/ComputeLightmap.shadersubgraph
文件差异内容过多而无法显示
查看文件

1
Assets/Objects/environment/Clouds/Shader Graphs_Clouds.mat


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148
Assets/Scripts/Environment/DayNightController.cs


using UnityEngine;
using System;
namespace BoatAttack
{

[ExecuteInEditMode]
public class DayNightController : MonoBehaviour
{
private static DayNightController _instance;

public float speed = 1f;
public static float GlobalTime;
// Skybox
// Skybox
public Transform clouds;
[Range(-180, 180)]
public float cloudOffset = 0f;
// Sunlight
[Header("Sun Settings")]
public Light _sun; // sun light

[Range(0, 90)] public float _tilt = 60f;
[Header("Fog Settings")][GradientUsage(true)]
[Header("Fog Settings")]
[GradientUsage(true)]
public Gradient _fogColour; // fog colour over time
// vars

_prevTime = time;
}
private void OnValidate()
{
UpdateSun();
}
// Update is called once per frame
void Update()
{

{
SetTimeOfDay(time);
}
}
void UpdateSun()
{
var rotation = CalculateSunPosition(NormalizedDateTime(time), 56.0, 9.0);
_sun.transform.rotation = rotation;
_sun.transform.Rotate(new Vector3(0f, _northHeading, 0f), Space.World);
_sun.color = _sunColour.Evaluate(Mathf.Clamp01(Vector3.Dot(_sun.transform.forward, Vector3.down)));
}
/// <summary>

// do update
if (_sun)
{
// update sun
_sun.transform.forward = Vector3.down;
_sun.transform.rotation *= Quaternion.AngleAxis(_northHeading, Vector3.forward); // north facing
_sun.transform.rotation *= Quaternion.AngleAxis(_tilt, Vector3.up);
_sun.transform.rotation *= Quaternion.AngleAxis((this.time * 360f) - 180f, Vector3.right); // time of day
_sun.color = _sunColour.Evaluate(TimeToGradient(this.time));
}
if (_skybox)

_skybox.SetColor("_Tint", _skyboxColour.Evaluate(TimeToGradient(this.time)));
}
if (clouds)
{
clouds.eulerAngles = new Vector3(0f, this.time * 22.5f + cloudOffset, 0f);
}
}
public static Quaternion CalculateSunPosition(DateTime dateTime, double latitude, double longitude)
{
// Convert to UTC
dateTime = dateTime.ToUniversalTime();
// Number of days from J2000.0.
double julianDate = 367 * dateTime.Year -
(int)((7.0 / 4.0) * (dateTime.Year +
(int)((dateTime.Month + 9.0) / 12.0))) +
(int)((275.0 * dateTime.Month) / 9.0) +
dateTime.Day - 730531.5;
double julianCenturies = julianDate / 36525.0;
// Sidereal Time
double siderealTimeHours = 6.6974 + 2400.0513 * julianCenturies;
double siderealTimeUT = siderealTimeHours +
(366.2422 / 365.2422) * (double)dateTime.TimeOfDay.TotalHours;
double siderealTime = siderealTimeUT * 15 + longitude;
// Refine to number of days (fractional) to specific time.
julianDate += (double)dateTime.TimeOfDay.TotalHours / 24.0;
julianCenturies = julianDate / 36525.0;
// Solar Coordinates
double meanLongitude = CorrectAngle(Mathf.Deg2Rad *
(280.466 + 36000.77 * julianCenturies));
double meanAnomaly = CorrectAngle(Mathf.Deg2Rad *
(357.529 + 35999.05 * julianCenturies));
double equationOfCenter = Mathf.Deg2Rad * ((1.915 - 0.005 * julianCenturies) *
Math.Sin(meanAnomaly) + 0.02 * Math.Sin(2 * meanAnomaly));
double elipticalLongitude =
CorrectAngle(meanLongitude + equationOfCenter);
double obliquity = (23.439 - 0.013 * julianCenturies) * Mathf.Deg2Rad;
// Right Ascension
double rightAscension = Math.Atan2(
Math.Cos(obliquity) * Math.Sin(elipticalLongitude),
Math.Cos(elipticalLongitude));
double declination = Math.Asin(
Math.Sin(rightAscension) * Math.Sin(obliquity));
// Horizontal Coordinates
double hourAngle = CorrectAngle(siderealTime * Mathf.Deg2Rad) - rightAscension;
if (hourAngle > Math.PI)
{
hourAngle -= 2 * Math.PI;
}
double altitude = Math.Asin(Math.Sin(latitude * Mathf.Deg2Rad) *
Math.Sin(declination) + Math.Cos(latitude * Mathf.Deg2Rad) *
Math.Cos(declination) * Math.Cos(hourAngle));
// Nominator and denominator for calculating Azimuth
// angle. Needed to test which quadrant the angle is in.
double aziNom = -Math.Sin(hourAngle);
double aziDenom =
Math.Tan(declination) * Math.Cos(latitude * Mathf.Deg2Rad) -
Math.Sin(latitude * Mathf.Deg2Rad) * Math.Cos(hourAngle);
double azimuth = Math.Atan(aziNom / aziDenom);
if (aziDenom < 0) // In 2nd or 3rd quadrant
{
azimuth += Math.PI;
}
else if (aziNom < 0) // In 4th quadrant
{
azimuth += 2 * Math.PI;
}
Quaternion rot = Quaternion.Euler(0f, ((float)azimuth * Mathf.Rad2Deg), 0f);
rot *= Quaternion.AngleAxis((float)(altitude * Mathf.Rad2Deg), Vector3.right);
return rot;
}
private static double CorrectAngle(double angleInRadians)
{
if (angleInRadians < 0)
{
return 2 * Math.PI - (Math.Abs(angleInRadians) % (2 * Math.PI));
}
else if (angleInRadians > 2 * Math.PI)
{
return angleInRadians % (2 * Math.PI);
}
else
{
return angleInRadians;
}
}
static DateTime NormalizedDateTime(float t)
{
var hour = (int)Mathf.Repeat(t * 24, 24); // 0-24
var minute = (int)Mathf.Repeat(t * 24 * 60, 60); //0-60
return new DateTime(2021, 03, 23, hour, minute, 0);
}
float TimeToGradient(float time)

247
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