我们创建了 Fontainebleau 演示来说明摄影photogrammetry流程和 LayeredLit 着色器的使用。
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using UnityEngine.Experimental.Rendering;
using UnityEngine;
namespace Fontainebleau
{
[System.Serializable]
public class BasicWind : VolumeComponent
{
[Header("General Parameters")]
public FloatParameter attenuation = new FloatParameter(1.0f);
//[Tooltip("Wind Direction vector")]
//public Vector3Parameter windDirection = new Vector3Parameter(new Vector3(0f,0.5f,0.5f));
//[Tooltip("Wind Speed in Kilometers per hour")]
//public FloatParameter windSpeed = new FloatParameter(30.0f);
//[Tooltip("Wind Turbulence in percentage of wind Speed")]
//public FloatParameter turbulence = new FloatParameter(0.25f);
[Header("Noise Parameters")]
[Tooltip("Texture used for wind turbulence")]
public TextureParameter noiseTexture = new TextureParameter(null);
[Tooltip("Size of one world tiling patch of the Noise Texture, for bending trees")]
public FloatParameter flexNoiseWorldSize = new FloatParameter(175.0f);
[Tooltip("Size of one world tiling patch of the Noise Texture, for leaf shivering")]
public FloatParameter shiverNoiseWorldSize = new FloatParameter(10.0f);
[Header("Gust Parameters")]
[Tooltip("Texture used for wind gusts")]
public TextureParameter gustMaskTexture = new TextureParameter(null);
[Tooltip("Size of one world tiling patch of the Gust Texture, for leaf shivering")]
public FloatParameter gustWorldSize = new FloatParameter(600.0f);
[Tooltip("Wind Gust Speed in Kilometers per hour")]
public FloatParameter gustSpeed = new FloatParameter(50.0f);
[Tooltip("Wind Gust Influence on trees")]
public FloatParameter gustScale = new FloatParameter(1.0f);
}
}