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99 行
3.7 KiB

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);
//}
}
}