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77 行
2.5 KiB
77 行
2.5 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BoatAttack
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{
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/// <summary>
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/// Simple day/night system
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/// </summary>
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[ExecuteInEditMode]
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public class DayNightController : MonoBehaviour
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{
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[Range(0, 1)]
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public float _time = 0.5f; // the global 'time'
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[Header("Skybox Settings")]
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// Skybox
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public Material _skybox; // skybox reference
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public Gradient _skyboxColour; // skybox tint over time
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// Sunlight
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[Header("Sun Settings")]
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public Light _sun; // sun light
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public Gradient _sunColour; // sun light colour over time
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[Range(0, 360)]
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public float _northHeading = 136; // north
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//Ambient light
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[Header("Ambient Lighting")]
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public Gradient _ambientColour; // ambient light colour (not used in LWRP correctly) over time
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// Fog
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[Header("Fog Settings")]
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public Gradient _fogColour; // fog colour over time
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// vars
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private float _prevTime; // previous time
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void Start()
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{
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_prevTime = _time;
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}
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// Update is called once per frame
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void Update()
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{
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if (_time != _prevTime) // if time has changed
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{
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// do update
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if (_sun)
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{
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// update sun
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_sun.transform.forward = Vector3.down;
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_sun.transform.rotation *= Quaternion.AngleAxis(_northHeading, Vector3.forward); // north facing
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_sun.transform.rotation *= Quaternion.AngleAxis((_time * 180f) - 90f, Vector3.right); // time of day
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_sun.color = _sunColour.Evaluate(_time);
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}
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if (_skybox)
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{
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// update skybox
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_skybox.SetFloat("_Rotation", 85 + ((_time - 0.5f) * 20f)); // rotate slightly for cheap moving cloud eefect
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_skybox.SetColor("_Tint", _skyboxColour.Evaluate(_time));
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}
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RenderSettings.fogColor = _fogColour.Evaluate(_time); // update fog colour
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RenderSettings.ambientSkyColor = _ambientColour.Evaluate(_time); // update ambient light colour
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}
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}
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/// <summary>
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/// Sets the time of day
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/// </summary>
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/// <param name="time">Time in linear 0-1</param>
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public void SetTimeOfDay(float time)
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{
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_time = time;
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}
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}
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}
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