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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90 行
3.8 KiB

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
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()
{
var stack = HDCamera.GetOrCreate(Camera.main).volumeStack;
var windSettings = 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");
}
}