您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
88 行
3.8 KiB
88 行
3.8 KiB
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
|
|
namespace HDRPSamples
|
|
{
|
|
[ExecuteAlways]
|
|
public class BasicWindData : MonoBehaviour
|
|
{
|
|
//Windzone and its properties
|
|
private WindZone windZone;
|
|
private Vector3 windDirection = Vector3.forward;
|
|
private float windSpeed = 0;
|
|
private float windTurbulence = 0;
|
|
|
|
//Debug
|
|
public bool debug = false;
|
|
|
|
void Start()
|
|
{
|
|
windZone = gameObject.GetComponent<WindZone>();
|
|
ApplySettings();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
ApplySettings();
|
|
}
|
|
|
|
void OnValidate()
|
|
{
|
|
ApplySettings();
|
|
}
|
|
|
|
void ApplySettings()
|
|
{
|
|
BasicWind windSettings = VolumeManager.instance.stack.GetComponent<BasicWind>();
|
|
|
|
if (windSettings == null)
|
|
return;
|
|
|
|
if (windZone == null)
|
|
windZone = gameObject.GetComponent<WindZone>();
|
|
if (windZone != null)
|
|
{
|
|
GetDirectionAndSpeed();
|
|
}
|
|
|
|
Shader.SetGlobalTexture(BasicWindShaderIDs.TexNoise, windSettings.noiseTexture.value);
|
|
Shader.SetGlobalTexture(BasicWindShaderIDs.TexGust, windSettings.gustMaskTexture.value);
|
|
Shader.SetGlobalVector(BasicWindShaderIDs.WorldDirectionAndSpeed, new Vector4(windDirection.x, windDirection.y, windDirection.z, windSpeed * 0.2777f));
|
|
Shader.SetGlobalFloat(BasicWindShaderIDs.FlexNoiseScale, 1.0f / Mathf.Max(0.01f, windSettings.flexNoiseWorldSize.value));
|
|
Shader.SetGlobalFloat(BasicWindShaderIDs.ShiverNoiseScale, 1.0f / Mathf.Max(0.01f, windSettings.shiverNoiseWorldSize.value));
|
|
Shader.SetGlobalFloat(BasicWindShaderIDs.Turbulence, windSpeed * windTurbulence);
|
|
Shader.SetGlobalFloat(BasicWindShaderIDs.GustSpeed, windSettings.gustSpeed.value);
|
|
Shader.SetGlobalFloat(BasicWindShaderIDs.GustScale, windSettings.gustScale.value);
|
|
Shader.SetGlobalFloat(BasicWindShaderIDs.GustWorldScale, 1.0f / Mathf.Max(0.01f, windSettings.gustWorldSize.value));
|
|
Shader.SetGlobalFloat(BasicWindShaderIDs.Attenuation, windSettings.attenuation.value);
|
|
}
|
|
|
|
void GetDirectionAndSpeed()
|
|
{
|
|
windDirection = windZone.transform.forward;
|
|
windSpeed = windZone.windMain;
|
|
windTurbulence = windZone.windTurbulence;
|
|
|
|
if(debug)
|
|
{
|
|
Debug.Log("Entity Direction " + windDirection);
|
|
Debug.Log("Shader value " + Shader.GetGlobalVector(BasicWindShaderIDs.WorldDirectionAndSpeed));
|
|
}
|
|
}
|
|
}
|
|
|
|
static class BasicWindShaderIDs
|
|
{
|
|
internal static readonly int PlayerPos = Shader.PropertyToID("_BASICWIND_PlayerPositionAndRadius");
|
|
internal static readonly int TexNoise = Shader.PropertyToID("_BASICWIND_TexNoise");
|
|
internal static readonly int TexGust = Shader.PropertyToID("_BASICWIND_TexGust");
|
|
internal static readonly int WorldDirectionAndSpeed = Shader.PropertyToID("_BASICWIND_WorldDirectionAndSpeed");
|
|
internal static readonly int FlexNoiseScale = Shader.PropertyToID("_BASICWIND_FlexNoiseScale");
|
|
internal static readonly int ShiverNoiseScale = Shader.PropertyToID("_BASICWIND_ShiverNoiseScale");
|
|
internal static readonly int Turbulence = Shader.PropertyToID("_BASICWIND_Turbulence");
|
|
internal static readonly int GustSpeed = Shader.PropertyToID("_BASICWIND_GustSpeed");
|
|
internal static readonly int GustScale = Shader.PropertyToID("_BASICWIND_GustScale");
|
|
internal static readonly int GustWorldScale = Shader.PropertyToID("_BASICWIND_GustWorldScale");
|
|
internal static readonly int Attenuation = Shader.PropertyToID("_BASICWIND_Attenuation");
|
|
}
|
|
}
|