using System.Collections; using System.Collections.Generic; using UnityEngine; namespace UnityEngine.Experimental.Rendering.HDPipeline { [ExecuteInEditMode] public class ShaderWindSettings : MonoBehaviour { [Header("General Parameters")] [Tooltip("Wind Speed in Kilometers per hour")] public float WindSpeed = 30; [Range(0.0f, 2.0f)] [Tooltip("Wind Turbulence in percentage of wind Speed")] public float Turbulence = 0.25f; [Header("Noise Parameters")] [Tooltip("Texture used for wind turbulence")] public Texture2D NoiseTexture; [Tooltip("Size of one world tiling patch of the Noise Texture, for bending trees")] public float FlexNoiseWorldSize = 175.0f; [Tooltip("Size of one world tiling patch of the Noise Texture, for leaf shivering")] public float ShiverNoiseWorldSize = 10.0f; [Header("Gust Parameters")] [Tooltip("Texture used for wind gusts")] public Texture2D GustMaskTexture; [Tooltip("Size of one world tiling patch of the Gust Texture, for leaf shivering")] public float GustWorldSize = 600.0f; [Tooltip("Wind Gust Speed in Kilometers per hour")] public float GustSpeed = 50; [Tooltip("Wind Gust Influence on trees")] public float GustScale = 1.0f; // Use this for initialization void Start() { ApplySettings(); } // Update is called once per frame void Update() { ApplySettings(); } void OnValidate() { ApplySettings(); } void ApplySettings() { Shader.SetGlobalTexture("WIND_SETTINGS_TexNoise", NoiseTexture); Shader.SetGlobalTexture("WIND_SETTINGS_TexGust", GustMaskTexture); Shader.SetGlobalVector("WIND_SETTINGS_WorldDirectionAndSpeed", GetDirectionAndSpeed()); Shader.SetGlobalFloat("WIND_SETTINGS_FlexNoiseScale", 1.0f / Mathf.Max(0.01f, FlexNoiseWorldSize)); Shader.SetGlobalFloat("WIND_SETTINGS_ShiverNoiseScale", 1.0f / Mathf.Max(0.01f, ShiverNoiseWorldSize)); Shader.SetGlobalFloat("WIND_SETTINGS_Turbulence", WindSpeed * Turbulence); Shader.SetGlobalFloat("WIND_SETTINGS_GustSpeed", GustSpeed); Shader.SetGlobalFloat("WIND_SETTINGS_GustScale", GustScale); Shader.SetGlobalFloat("WIND_SETTINGS_GustWorldScale", 1.0f / Mathf.Max(0.01f, GustWorldSize)); } Vector4 GetDirectionAndSpeed() { Vector3 dir = transform.forward.normalized; return new Vector4(dir.x, dir.y, dir.z, WindSpeed * 0.2777f); } //void OnDrawGizmos() //{ // Vector3 dir = (transform.position + transform.forward).normalized; // Gizmos.color = Color.green; // Gizmos.DrawIcon(transform.position, "Wind.png", false); // Vector3 up = transform.up; // Vector3 side = transform.right; // Vector3 end = transform.position + transform.forward * WindSpeed; // Gizmos.DrawLine(transform.position, end); // float s = WindSpeed * 0.05f; // Vector3 front = transform.forward * WindSpeed * 0.1f; // Gizmos.DrawLine(end, end - front + up * s); // Gizmos.DrawLine(end, end - front - up * s); // Gizmos.DrawLine(end, end - front + side * s); // Gizmos.DrawLine(end, end - front - side * s); // Gizmos.DrawLine(end - front - side * s, end - front + up * s); // Gizmos.DrawLine(end - front + up * s, end - front + side * s); // Gizmos.DrawLine(end - front + side * s, end - front - up * s); // Gizmos.DrawLine(end - front - up * s, end - front - side * s); //} } }