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