using UnityEngine; using UnityEngine.VFX; [ExecuteAlways] public class Morgan : MonoBehaviour { public bool skipVFXUpdates = false; public Renderer bodyRenderer, clothRenderer, eyeRightRenderer, eyeLeftRenderer; public SkinnedMeshRenderer bodySkinnedMesh, helmetSkinnedMesh, helmetMaleSkinnedMesh, hairSkinnedMesh; public Material debugMatBody, debugMatHair, debugMatHelmet, debugMatHelmetMale, debugMatEyes, debugMatCloth, debugMatVertexColors, vfxMatBody, vfxMatFace, vfxMatHair, vfxHelmetFemale, vfxMatHelmetTop, vfxHelmetMaleA, vfxHelmetMaleB, vfxMatCloth, vfxMatEyes; public VisualEffect[] morganVFXGraphs; public ConnectMorganMorph connectMorganMorph; public GameObject eyeRight, eyeLeft; public Light lightEyeRight, lightEyeLeft; public GameObject blendShapes_Active; void OnEnable() { VfSetFloat("scale", 30); //hardcoded for Morgan standalone package } #region Morph Variables //Morphing [HideInInspector, SerializeField] [Range(0, 1)] public float morph; [HideInInspector, SerializeField] [Range(0, 1)] public float morphBody; [HideInInspector, SerializeField] [Range(0, 1)] public float morph_aggression; [HideInInspector, SerializeField] [Range(0, 1)] public float morph_mask_influence; [HideInInspector, SerializeField] [Range(0, 1)] public float morphNoiseAInfluence; [HideInInspector, SerializeField] [Range(0, 1)] public float morphNoiseBInfluence; [HideInInspector, SerializeField] [Range(0, 10)] public float face_morph_noise; [HideInInspector, SerializeField] [Range(0, 2)] public float face_morph_noise_speed; [HideInInspector, SerializeField] [Range(0, 5)] public float face_morph_noise_frequency; [HideInInspector, SerializeField] [Range(0, 2)] public int morph_emissive_mode; [HideInInspector, SerializeField] public float morph_emissive_intensity; [HideInInspector, SerializeField] [Range(0, 1)] public float morph_emissive_width_min; [HideInInspector, SerializeField] [Range(0, 1)] public float morph_emissive_width_max; [HideInInspector, SerializeField] public Gradient morph_emissive_gradient; [HideInInspector, SerializeField] public bool morph_emissive_flicker = true; [HideInInspector, SerializeField] public bool morphDrivenByBlendShape = true; [HideInInspector, SerializeField] public bool reverse_morph = true; //Morphing debris [HideInInspector, SerializeField] public AnimationCurve body_morph_interval; [HideInInspector, SerializeField] [Range(0, 10)] public float body_morph_debris_size_min = 3; [HideInInspector, SerializeField] [Range(0, 10)] public float body_morph_debris_size_max = 4; [HideInInspector, SerializeField] [Range(0, 1)] public float body_morph_debris_balance = 0.5f; [HideInInspector, SerializeField] public Gradient body_morph_debris_emissive_gradient; [HideInInspector, SerializeField] [Range(0, 100)] public float body_morph_debris_emissive_intensity = 1; [HideInInspector, SerializeField] [Range(0, 1)] public float body_morph_debris_emissive_velocity_contribution = 1; [HideInInspector, SerializeField] [Range(0, 1)] public float body_morph_debris_emissive_velocity_min; [HideInInspector, SerializeField] [Range(0, 200)] public float body_morph_debris_emissive_velocity_max = 50; [HideInInspector, SerializeField] [Range(0, 1)] public float body_morph_debris_rate = 0; private Vector3 eyeLeftLocationCalm = new Vector3(-0.03358399f, 0.01745684f, 0.07195219f); private Vector3 eyeLeftLocationAngry = new Vector3(-0.0388f, 0.0241f, 0.072f); private Vector3 eyeRightLocationCalm = new Vector3(0.03358097f, 0.01795983f, 0.07201382f); private Vector3 eyeRightLocationAngry = new Vector3(0.0413f, 0.022f, 0.072f); #endregion Morph Variables private void Morph() { connectMorganMorph.useBlendValue = !morphDrivenByBlendShape; if (!morphDrivenByBlendShape) { if (connectMorganMorph) connectMorganMorph.blendValue = morphBody * 100; if (eyeLeft && eyeRight) { eyeLeft.transform.localPosition = Vector3.Lerp(eyeLeftLocationCalm, eyeLeftLocationAngry, morphBody); eyeRight.transform.localPosition = Vector3.Lerp(eyeRightLocationCalm, eyeRightLocationAngry, morphBody); } } VfSetFloat("morph", morph); VfSetFloat("morph_aggression", morph_aggression); VfSetFloat("face_morph_noise", face_morph_noise); VfSetFloat("face_morph_noise_speed", face_morph_noise_speed); VfSetFloat("face_morph_noise_frequency", face_morph_noise_frequency); VfSetFloat("face_mask", 1); VfSetBool("reverse_morph", reverse_morph); VfSetInt("morph_emissive_mode", morph_emissive_mode); VfSetFloat("morph_emissive_intensity", morph_emissive_intensity); VfSetFloat("morph_emissive_width_min", morph_emissive_width_min); VfSetFloat("morph_emissive_width_max", morph_emissive_width_max); VfSetGradient("morph_emissive_gradient", morph_emissive_gradient); VfSetBool("morph_emissive_flicker", morph_emissive_flicker); //Morphing debris VfSetCurve("body_morph_interval", body_morph_interval); VfSetFloat("body_morph_debris_size_min", body_morph_debris_size_min); VfSetFloat("body_morph_debris_size_max", body_morph_debris_size_max); VfSetFloat("body_morph_debris_balance", body_morph_debris_balance); VfSetGradient("body_morph_debris_emissive_gradient", body_morph_debris_emissive_gradient); VfSetFloat("body_morph_debris_emissive_intensity", body_morph_debris_emissive_intensity); VfSetFloat("body_morph_debris_emissive_velocity_contribution", body_morph_debris_emissive_velocity_contribution); VfSetFloat("body_morph_debris_emissive_velocity_min", body_morph_debris_emissive_velocity_min); VfSetFloat("body_morph_debris_emissive_velocity_max", body_morph_debris_emissive_velocity_max); VfSetFloat("body_morph_debris_rate", body_morph_debris_rate); } #region Appearance Settings #region Morphing Peel Variables [HideInInspector, SerializeField] [Range(0, 1)] public float morph_peel_intensity = 0; [HideInInspector, SerializeField] public float morph_peel_frequency = 10; [HideInInspector, SerializeField] [Range(1, 5)] public int morph_peel_octaves = 3; [HideInInspector, SerializeField] public float morph_peel_power = 0.95f; [HideInInspector, SerializeField] [Range(-1, 1)] public float morph_peel_new_range_min = -0.1f; [HideInInspector, SerializeField] [Range(-1, 1)] public float morph_peel_new_range_max = 0.115f; [HideInInspector, SerializeField] [Range(0.0f, 5.0f)] public float morph_peel_roughness = 1; [HideInInspector, SerializeField] public float morph_peel_multiply = 2; [HideInInspector, SerializeField] public float morph_peel_period = 2000; #endregion private void SetMorphingPeelVariables() { //Morph Peel VfSetFloat("morph_peel_intensity", morph_peel_intensity); VfSetFloat("morph_peel_frequency", morph_peel_frequency); VfSetInt("morph_peel_octaves", morph_peel_octaves); VfSetFloat("morph_peel_roughness", morph_peel_roughness); VfSetFloat("morph_peel_new_range_min", morph_peel_new_range_min); VfSetFloat("morph_peel_new_range_max", morph_peel_new_range_max); VfSetFloat("morph_peel_power", morph_peel_power); VfSetFloat("morph_peel_multiply", morph_peel_multiply); VfSetFloat("morph_peel_period", morph_peel_period); } #region Pullback Variables [HideInInspector, SerializeField] [Range(0, 500)] public float pullback_speed_multiplier; [HideInInspector, SerializeField] [Range(0, 1)] public float pullback_noise_mask_influence; [HideInInspector, SerializeField] [Range(0, 100)] public float pullback_distance_old_min; [HideInInspector, SerializeField] [Range(0, 100)] public float pullback_distance_old_max; [HideInInspector, SerializeField] [Range(0, 100)] public float pullback_distance_new_min; [HideInInspector, SerializeField] [Range(0, 100)] public float pullback_distance_new_max; [HideInInspector, SerializeField] [Range(0, 1)] public float pullback_noise_a_min; [HideInInspector, SerializeField] [Range(0, 1)] public float pullback_noise_a_max; [HideInInspector, SerializeField] [Range(0, 1)] public float pullback_noise_b_min; [HideInInspector, SerializeField] [Range(0, 1)] public float pullback_noise_b_max; [HideInInspector, SerializeField] [Range(0, 10)] public float pullback_noise_mask_speed; [HideInInspector, SerializeField] [Range(0, 50)] public float pullback_noise_mask_frequency; [HideInInspector, SerializeField] [Range(0, 1)] public float pullback_noise_mask_range_min; [HideInInspector, SerializeField] [Range(0, 1)] public float pullback_noise_mask_range_max; #endregion Pullback Variables private void SetPullbackVariables () { VfSetFloat("pullback_speed_multiplier", pullback_speed_multiplier); VfSetFloat("pullback_distance_old_min", pullback_distance_old_min); VfSetFloat("pullback_distance_old_max", pullback_distance_old_max); VfSetFloat("pullback_distance_new_min", pullback_distance_new_min); VfSetFloat("pullback_distance_new_max", pullback_distance_new_max); VfSetFloat("pullback_noise_mask_influence", pullback_noise_mask_influence); VfSetFloat("pullback_noise_a_min", pullback_noise_a_min); VfSetFloat("pullback_noise_a_max", pullback_noise_a_max); VfSetFloat("pullback_noise_b_min", pullback_noise_b_min); VfSetFloat("pullback_noise_b_max", pullback_noise_b_max); VfSetFloat("pullback_noise_mask_speed", pullback_noise_mask_speed); VfSetFloat("pullback_noise_mask_frequency", pullback_noise_mask_frequency); VfSetFloat("pullback_noise_mask_range_min", pullback_noise_mask_range_min); VfSetFloat("pullback_noise_mask_range_max", pullback_noise_mask_range_max); } #region Helmet Calm Variables //Helmet Calm [HideInInspector, SerializeField] public Mesh helmet_mesh; [HideInInspector, SerializeField] public float helmet_size_multiplier; [HideInInspector, SerializeField] public Color helmet_base_color; [HideInInspector, SerializeField] public Texture2D helmet_base_color_map; [HideInInspector, SerializeField] public Texture2D helmet_mask_map; [HideInInspector, SerializeField] public Texture2D helmet_normal_map; [HideInInspector, SerializeField] public Texture2D helmet_emissive_map; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float helmet_normal_scale; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float helmet_smoothness; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float helmet_metallic; //Customize Look: Helmet Detail [HideInInspector, SerializeField] public Mesh helmet_detail_mesh; [HideInInspector, SerializeField] public float helmet_detail_size_multiplier; [HideInInspector, SerializeField] public Color helmet_detail_base_color; [HideInInspector, SerializeField] public Texture2D helmet_detail_base_color_map; [HideInInspector, SerializeField] public Texture2D helmet_detail_mask_map; [HideInInspector, SerializeField] public Texture2D helmet_detail_normal_map; [HideInInspector, SerializeField] public Texture2D helmet_detail_emissive_map; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float helmet_detail_normal_scale; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float helmet_detail_smoothness; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float helmet_detail_metallic; //Helmet Rotation General [HideInInspector, SerializeField] [Range(-180.0f, 180.0f)] public float helmet_rotation_x_shape_a = 33.0f; [HideInInspector, SerializeField] [Range(-180.0f, 180.0f)] public float helmet_rotation_x_shape_b = -180.0f; [HideInInspector, SerializeField] [Range(-180.0f, 180.0f)] public float helmet_rotation_y_shape_a = 180f; [HideInInspector, SerializeField] [Range(-180.0f, 180.0f)] public float helmet_rotation_y_shape_b = -4.0f; [HideInInspector, SerializeField] [Range(-180.0f, 180.0f)] public float helmet_rotation_z_shape_a = 28.18f; [HideInInspector, SerializeField] [Range(-180.0f, 180.0f)] public float helmet_rotation_z_shape_b = -49.0f; //Helmet rotation top [HideInInspector, SerializeField] [Range(-180.0f, 180.0f)] public float helmet_top_rotation_x_shape_a = -33.4f; [HideInInspector, SerializeField] [Range(-180.0f, 180.0f)] public float helmet_top_rotation_x_shape_b = -22.8f; [HideInInspector, SerializeField] [Range(-180.0f, 180.0f)] public float helmet_top_rotation_y_shape_a = 148.0f; [HideInInspector, SerializeField] [Range(-180.0f, 180.0f)] public float helmet_top_rotation_y_shape_b = 159.0f; [HideInInspector, SerializeField] [Range(-180.0f, 180.0f)] public float helmet_top_rotation_z_shape_a = 28.18f; [HideInInspector, SerializeField] [Range(-180.0f, 180.0f)] public float helmet_top_rotation_z_shape_b = -20.0f; #endregion Helmet Calm Variables private void SetHelmetCalmVariables() { //Helmet Calm VfSetMesh("helmet_mesh", helmet_mesh); VfSetFloat("helmet_size_multiplier", helmet_size_multiplier); VfSetV4("helmet_base_color", helmet_base_color); VfSetTexture("helmet_base_color_map", helmet_base_color_map); VfSetTexture("helmet_mask_map", helmet_mask_map); VfSetTexture("helmet_normal_map", helmet_normal_map); VfSetTexture("helmet_emissive_map", helmet_emissive_map); VfSetFloat("helmet_normal_scale", helmet_normal_scale); VfSetFloat("helmet_smoothness", helmet_smoothness); VfSetFloat("helmet_metallic", helmet_metallic); //Helmet Calm Details VfSetMesh("helmet_detail_mesh", helmet_detail_mesh); VfSetFloat("helmet_detail_size_multiplier", helmet_detail_size_multiplier); VfSetV4("helmet_detail_base_color", helmet_detail_base_color); VfSetTexture("helmet_detail_base_color_map", helmet_detail_base_color_map); VfSetTexture("helmet_detail_mask_map", helmet_detail_mask_map); VfSetTexture("helmet_detail_normal_map", helmet_detail_normal_map); VfSetTexture("helmet_detail_emissive_map", helmet_detail_emissive_map); VfSetFloat("helmet_detail_normal_scale", helmet_detail_normal_scale); VfSetFloat("helmet_detail_smoothness", helmet_detail_smoothness); VfSetFloat("helmet_detail_metallic", helmet_detail_metallic); //Helmet Rotation General VfSetV2("helmet_rotation_vertical_x_ab", new Vector2(helmet_rotation_x_shape_a, helmet_rotation_x_shape_b)); VfSetV2("helmet_rotation_vertical_y_ab", new Vector2(helmet_rotation_y_shape_a, helmet_rotation_y_shape_b)); VfSetV2("helmet_rotation_vertical_z_ab", new Vector2(helmet_rotation_z_shape_a, helmet_rotation_z_shape_b)); //Helmet Rotation Top VfSetV2("helmet_rotation_top_x_ab_vc_red", new Vector2(helmet_top_rotation_x_shape_a, helmet_top_rotation_x_shape_b)); VfSetV2("helmet_rotation_top_y_ab_vc_red", new Vector2(helmet_top_rotation_y_shape_a, helmet_top_rotation_y_shape_b)); VfSetV2("helmet_rotation_top_z_ab_vc_red", new Vector2(helmet_top_rotation_z_shape_a, helmet_top_rotation_z_shape_b)); } #region Helmet Angry Variables [HideInInspector, SerializeField] public Mesh helmet_angry_mesh; [HideInInspector, SerializeField] public float helmet_angry_size_multiplier; [HideInInspector, SerializeField] public Color helmet_angry_base_color; [HideInInspector, SerializeField] public Texture2D helmet_angry_base_color_map; [HideInInspector, SerializeField] public Texture2D helmet_angry_mask_map; [HideInInspector, SerializeField] public Texture2D helmet_angry_normal_map; [HideInInspector, SerializeField] public Texture2D helmet_angry_emissive_map; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float helmet_angry_normal_scale; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float helmet_angry_smoothness; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float helmet_angry_metallic; #endregion Helmet Angry Variables private void SetHelmetAngryVariables() { //Helmet Angry VfSetMesh("helmet_angry_mesh", helmet_angry_mesh); VfSetFloat("helmet_angry_size_multiplier", helmet_angry_size_multiplier); VfSetV4("helmet_angry_base_color", helmet_angry_base_color); VfSetTexture("helmet_angry_base_color_map", helmet_angry_base_color_map); VfSetTexture("helmet_angry_mask_map", helmet_angry_mask_map); VfSetTexture("helmet_angry_normal_map", helmet_angry_normal_map); VfSetFloat("helmet_angry_normal_scale", helmet_angry_normal_scale); VfSetFloat("helmet_angry_smoothness", helmet_angry_smoothness); VfSetFloat("helmet_angry_metallic", helmet_angry_metallic); } #region Face Calm Valiables [HideInInspector, SerializeField] public Mesh face_calm_mesh; [HideInInspector, SerializeField] public float face_calm_size_multiplier; [HideInInspector, SerializeField] public Color face_calm_color; [HideInInspector, SerializeField] public Texture2D face_calm_base_color_map; [HideInInspector, SerializeField] public Texture2D face_calm_mask_map; [HideInInspector, SerializeField] public Texture2D face_calm_normal_map; [HideInInspector, SerializeField] public Texture2D face_calm_emissive_map; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float face_calm_normal_scale; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float face_calm_smoothness; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float face_calm_metallic; [HideInInspector, SerializeField] public float face_calm_emissive_scale; #endregion Face Calm Valiables private void SetFaceCalmVariables() { //Face Calm VfSetMesh("face_calm_mesh", face_calm_mesh); VfSetFloat("face_calm_size_multiplier", face_calm_size_multiplier); VfSetV4("face_calm_color", face_calm_color); VfSetTexture("face_calm_base_color_map", face_calm_base_color_map); VfSetTexture("face_calm_mask_map", face_calm_mask_map); VfSetTexture("face_calm_normal_map", face_calm_normal_map); VfSetTexture("face_calm_emissive_map", face_calm_emissive_map); VfSetFloat("face_calm_normal_scale", face_calm_normal_scale); VfSetFloat("face_calm_emissive_scale", face_calm_emissive_scale); VfSetFloat("face_calm_smoothness", face_calm_smoothness); VfSetFloat("face_calm_metallic", face_calm_metallic); } #region Face Angry Variables [HideInInspector, SerializeField] public Mesh face_angry_mesh; [HideInInspector, SerializeField] public Mesh face_angry_mesh_mirrored; [HideInInspector, SerializeField] public float face_angry_size_multiplier; [HideInInspector, SerializeField] public Color face_angry_color; [HideInInspector, SerializeField] public Texture2D face_angry_base_color_map; [HideInInspector, SerializeField] public Texture2D face_angry_mask_map; [HideInInspector, SerializeField] public Texture2D face_angry_normal_map; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float face_angry_normal_scale; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float face_angry_smoothness; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float face_angry_metallic; #endregion Face Angry Variables private void SetFaceAngryVariables() { //Face Angry VfSetMesh("face_angry_mesh", face_angry_mesh); VfSetMesh("face_angry_mesh_mirrored", face_angry_mesh_mirrored); VfSetFloat("face_angry_size_multiplier", face_angry_size_multiplier); VfSetV4("face_angry_color", face_angry_color); VfSetTexture("face_angry_base_color_map", face_angry_base_color_map); VfSetTexture("face_angry_mask_map", face_angry_mask_map); VfSetTexture("face_angry_normal_map", face_angry_normal_map); VfSetFloat("face_angry_normal_scale", face_angry_normal_scale); VfSetFloat("face_angry_smoothness", face_angry_smoothness); VfSetFloat("face_angry_metallic", face_angry_metallic); } #region Face Detail Variables - shared between calm and angry [HideInInspector, SerializeField] public Mesh face_detail_mesh; [HideInInspector, SerializeField] public float face_detail_size_multiplier; [HideInInspector, SerializeField] public Color face_detail_color; [HideInInspector, SerializeField] public Texture2D face_detail_base_color_map; [HideInInspector, SerializeField] public Texture2D face_detail_mask_map; [HideInInspector, SerializeField] public Texture2D face_detail_normal_map; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float face_detail_normal_scale; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float face_detail_smoothness; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float face_detail_metallic; #endregion Face Detail Variables - shared between calm and angry private void SetFaceDetailVariables() { //Face Detail - shared between calm and angry VfSetMesh("face_detail_mesh", face_detail_mesh); VfSetFloat("face_detail_size_multiplier", face_detail_size_multiplier); VfSetV4("face_detail_color", face_detail_color); VfSetTexture("face_detail_base_color_map", face_detail_base_color_map); VfSetTexture("face_detail_mask_map", face_detail_mask_map); VfSetTexture("face_detail_normal_map", face_detail_normal_map); VfSetFloat("face_detail_normal_scale", face_detail_normal_scale); VfSetFloat("face_detail_smoothness", face_detail_smoothness); VfSetFloat("face_detail_metallic", face_detail_metallic); } #region Eyes Variables [HideInInspector, SerializeField] public Mesh eyes_mesh; [HideInInspector, SerializeField] public float eyes_size_multiplier; [HideInInspector, SerializeField] public Gradient eyes_calm_angry_color_gradient; [HideInInspector, SerializeField] public Gradient eyesLightCalmAngryColorGradient; //set on light component, not vfx graph [HideInInspector, SerializeField] public float eyesCalmLumes = 385; //set on light component, not vfx graph [HideInInspector, SerializeField] public float eyesAngryLumens = 385; //set on light component, not vfx graph [HideInInspector, SerializeField] public float eyesCalmRange = 1.3f; //set on light component, not vfx graph [HideInInspector, SerializeField] public float eyesAngryRange = 1.3f; //set on light component, not vfx graph #endregion Eyes Variables private void SetEyesVariables() { //Eyes VfSetMesh("eyes_mesh", eyes_mesh); VfSetFloat("eyes_size_multiplier", eyes_size_multiplier); VfSetGradient("eyes_calm_angry_color_gradient", eyes_calm_angry_color_gradient); Color newEyeColor = eyesLightCalmAngryColorGradient.Evaluate(morph); float eyesLumen = Mathf.Lerp(eyesCalmLumes, eyesAngryLumens, morph); float eyesRange = Mathf.Lerp(eyesCalmRange, eyesAngryRange, morph); if (lightEyeRight) { lightEyeRight.color = newEyeColor; //lightEyeRight.intensity = eyesLumen; lightEyeRight.range = eyesRange; } if (lightEyeLeft) { lightEyeLeft.color = newEyeColor; //lightEyeLeft.intensity = eyesLumen; lightEyeLeft.range = eyesRange; } } #region Body Calm Variables //Body Calm Transform [HideInInspector, SerializeField] [Range(0, 1)] public float body_calm_scales; [HideInInspector, SerializeField] [Range(0.1f, 20)] public float body_calm_anim_pattern_period; [HideInInspector, SerializeField] [Range(0, 1)] public float body_calm_anim_pattern_intensity; //Body Calm Detail Pivot [HideInInspector, SerializeField] [Range(-1, 1)] public float body_calm_pivot_ab_red_x; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_calm_pivot_ab_red_y; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_calm_pivot_ab_red_z; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_calm_pivot_ab_green_x; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_calm_pivot_ab_green_y; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_calm_pivot_ab_green_z; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_calm_pivot_ab_blue_x; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_calm_pivot_ab_blue_y; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_calm_pivot_ab_blue_z; //Body Calm Detail Pivot [HideInInspector, SerializeField] [Range(-10, 10)] public float body_calm_detail_pivot_ab_red_x; [HideInInspector, SerializeField] [Range(-10, 10)] public float body_calm_detail_pivot_ab_red_y; [HideInInspector, SerializeField] [Range(-10, 10)] public float body_calm_detail_pivot_ab_red_z; [HideInInspector, SerializeField] [Range(-10, 10)] public float body_calm_detail_pivot_ab_green_x; [HideInInspector, SerializeField] [Range(-10, 10)] public float body_calm_detail_pivot_ab_green_y; [HideInInspector, SerializeField] [Range(-10, 10)] public float body_calm_detail_pivot_ab_green_z; [HideInInspector, SerializeField] [Range(-10, 10)] public float body_calm_detail_pivot_ab_blue_x; [HideInInspector, SerializeField] [Range(-10, 10)] public float body_calm_detail_pivot_ab_blue_y; [HideInInspector, SerializeField] [Range(-10, 10)] public float body_calm_detail_pivot_ab_blue_z; //Body Calm Look [HideInInspector, SerializeField] public Mesh body_calm_mesh; [HideInInspector, SerializeField] public float body_calm_size_multiplier; [HideInInspector, SerializeField] public Color body_calm_color; [HideInInspector, SerializeField] public Texture2D body_calm_base_color_map; [HideInInspector, SerializeField] public Texture2D body_calm_mask_map; [HideInInspector, SerializeField] public Texture2D body_calm_normal_map; [HideInInspector, SerializeField] [Range(0, 1)] public float body_calm_smoothness; [HideInInspector, SerializeField] [Range(0, 1)] public float body_calm_metallic; [HideInInspector, SerializeField] [Range(0, 1)] public float body_calm_normal_scale; //Body Calm Look Detail [HideInInspector, SerializeField] public Mesh body_calm_detail_mesh; [HideInInspector, SerializeField] public float body_calm_detail_size_multiplier = 1; [HideInInspector, SerializeField] public Color body_calm_detail_color; [HideInInspector, SerializeField] public Texture2D body_calm_detail_base_color_map; [HideInInspector, SerializeField] public Texture2D body_calm_detail_mask_map; [HideInInspector, SerializeField] public Texture2D body_calm_detail_normal_map; [HideInInspector, SerializeField] [Range(0, 1)] public float body_calm_detail_smoothness; [HideInInspector, SerializeField] [Range(0, 1)] public float body_calm_detail_metallic; [HideInInspector, SerializeField] [Range(0, 1)] public float body_calm_detail_normal_scale; #endregion Body Calm Variables private void SetBodyCalmVariables() { //Body Calm Transform VfSetFloat("body_calm_scales", body_calm_scales); VfSetFloat("body_calm_anim_pattern_period", body_calm_anim_pattern_period); VfSetFloat("body_calm_anim_pattern_intensity", body_calm_anim_pattern_intensity); //Body Calm Pivot VfSetFloat("body_calm_pivot_ab_red_x", body_calm_pivot_ab_red_x); VfSetFloat("body_calm_pivot_ab_red_y", body_calm_pivot_ab_red_y); VfSetFloat("body_calm_pivot_ab_red_z", body_calm_pivot_ab_red_z); VfSetFloat("body_calm_pivot_ab_green_x", body_calm_pivot_ab_green_x); VfSetFloat("body_calm_pivot_ab_green_y", body_calm_pivot_ab_green_y); VfSetFloat("body_calm_pivot_ab_green_z", body_calm_pivot_ab_green_z); VfSetFloat("body_calm_pivot_ab_blue_x", body_calm_pivot_ab_blue_x); VfSetFloat("body_calm_pivot_ab_blue_y", body_calm_pivot_ab_blue_y); VfSetFloat("body_calm_pivot_ab_blue_z", body_calm_pivot_ab_blue_z); //Body Calm Detail Pivot VfSetFloat("body_calm_detail_pivot_ab_red_x", body_calm_detail_pivot_ab_red_x); VfSetFloat("body_calm_detail_pivot_ab_red_y", body_calm_detail_pivot_ab_red_y); VfSetFloat("body_calm_detail_pivot_ab_red_z", body_calm_detail_pivot_ab_red_z); VfSetFloat("body_calm_detail_pivot_ab_green_x", body_calm_detail_pivot_ab_green_x); VfSetFloat("body_calm_detail_pivot_ab_green_y", body_calm_detail_pivot_ab_green_y); VfSetFloat("body_calm_detail_pivot_ab_green_z", body_calm_detail_pivot_ab_green_z); VfSetFloat("body_calm_detail_pivot_ab_blue_x", body_calm_detail_pivot_ab_blue_x); VfSetFloat("body_calm_detail_pivot_ab_blue_y", body_calm_detail_pivot_ab_blue_y); VfSetFloat("body_calm_detail_pivot_ab_blue_z", body_calm_detail_pivot_ab_blue_z); //Body Calm Look VfSetMesh("body_calm_mesh", body_calm_mesh); VfSetFloat("body_calm_size_multiplier", body_calm_size_multiplier); VfSetV4("body_calm_color", body_calm_color); VfSetTexture("body_calm_base_color_map", body_calm_base_color_map); VfSetTexture("body_calm_mask_map", body_calm_mask_map); VfSetTexture("body_calm_normal_map", body_calm_normal_map); VfSetFloat("body_calm_normal_scale", body_calm_normal_scale); VfSetFloat("body_calm_smoothness", body_calm_smoothness); VfSetFloat("body_calm_metallic", body_calm_metallic); //Body Calm Look Detail VfSetMesh("body_calm_detail_mesh", body_calm_detail_mesh); VfSetFloat("body_calm_detail_size_multiplier", body_calm_detail_size_multiplier); VfSetV4("body_calm_detail_color", body_calm_detail_color); VfSetTexture("body_calm_detail_base_color_map", body_calm_detail_base_color_map); VfSetTexture("body_calm_detail_mask_map", body_calm_detail_mask_map); VfSetTexture("body_calm_detail_normal_map", body_calm_detail_normal_map); VfSetFloat("body_calm_detail_normal_scale", body_calm_detail_normal_scale); VfSetFloat("body_calm_detail_smoothness", body_calm_detail_smoothness); VfSetFloat("body_calm_detail_metallic", body_calm_detail_metallic); } #region Body Angry Variables //Body Angry Transform [HideInInspector, SerializeField] [Range(0, 1)] public float body_angry_scales; [HideInInspector, SerializeField] [Range(0.1f, 20)] public float body_angry_anim_pattern_period; [HideInInspector, SerializeField] [Range(0, 1)] public float body_angry_anim_pattern_intensity; //Body Angry Detail Pivot [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_pivot_ab_red_x; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_pivot_ab_red_y; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_pivot_ab_red_z; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_pivot_ab_green_x; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_pivot_ab_green_y; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_pivot_ab_green_z; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_pivot_ab_blue_x; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_pivot_ab_blue_y; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_pivot_ab_blue_z; //Body Angry Detail Pivot [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_detail_pivot_ab_red_x; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_detail_pivot_ab_red_y; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_detail_pivot_ab_red_z; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_detail_pivot_ab_green_x; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_detail_pivot_ab_green_y; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_detail_pivot_ab_green_z; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_detail_pivot_ab_blue_x; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_detail_pivot_ab_blue_y; [HideInInspector, SerializeField] [Range(-1, 1)] public float body_angry_detail_pivot_ab_blue_z; //Body Angry Look [HideInInspector, SerializeField] public Mesh body_angry_mesh; [HideInInspector, SerializeField] public float body_angry_size_multiplier; [HideInInspector, SerializeField] public Color body_angry_color; [HideInInspector, SerializeField] public Texture2D body_angry_base_color_map; [HideInInspector, SerializeField] public Texture2D body_angry_mask_map; [HideInInspector, SerializeField] public Texture2D body_angry_normal_map; [HideInInspector, SerializeField] [Range(0, 1)] public float body_angry_smoothness; [HideInInspector, SerializeField] [Range(0, 1)] public float body_angry_metallic; [HideInInspector, SerializeField] [Range(0, 1)] public float body_angry_normal_scale; //Body Angry Detail [HideInInspector, SerializeField] public Mesh body_angry_detail_mesh; [HideInInspector, SerializeField] public float body_angry_detail_size_multiplier = 1; [HideInInspector, SerializeField] public Color body_angry_detail_color; [HideInInspector, SerializeField] public Texture2D body_angry_detail_base_color_map; [HideInInspector, SerializeField] public Texture2D body_angry_detail_mask_map; [HideInInspector, SerializeField] public Texture2D body_angry_detail_normal_map; [HideInInspector, SerializeField] [Range(0, 1)] public float body_angry_detail_smoothness; [HideInInspector, SerializeField] [Range(0, 1)] public float body_angry_detail_metallic; [HideInInspector, SerializeField] [Range(0, 1)] public float body_angry_detail_normal_scale; #endregion Body Angry Variables private void SetBodyAngryVariables() { //Body Angry Transform VfSetFloat("body_angry_scales", body_angry_scales); VfSetFloat("body_angry_anim_pattern_period", body_angry_anim_pattern_period); VfSetFloat("body_angry_anim_pattern_intensity", body_angry_anim_pattern_intensity); //Body Angry Pivot VfSetFloat("body_angry_pivot_ab_red_x", body_angry_pivot_ab_red_x); VfSetFloat("body_angry_pivot_ab_red_y", body_angry_pivot_ab_red_y); VfSetFloat("body_angry_pivot_ab_red_z", body_angry_pivot_ab_red_z); VfSetFloat("body_angry_pivot_ab_green_x", body_angry_pivot_ab_green_x); VfSetFloat("body_angry_pivot_ab_green_y", body_angry_pivot_ab_green_y); VfSetFloat("body_angry_pivot_ab_green_z", body_angry_pivot_ab_green_z); VfSetFloat("body_angry_pivot_ab_blue_x", body_angry_pivot_ab_blue_x); VfSetFloat("body_angry_pivot_ab_blue_y", body_angry_pivot_ab_blue_y); VfSetFloat("body_angry_pivot_ab_blue_z", body_angry_pivot_ab_blue_z); //Body Angry Detail Pivot VfSetFloat("body_angry_detail_pivot_ab_red_x", body_angry_detail_pivot_ab_red_x); VfSetFloat("body_angry_detail_pivot_ab_red_y", body_angry_detail_pivot_ab_red_y); VfSetFloat("body_angry_detail_pivot_ab_red_z", body_angry_detail_pivot_ab_red_z); VfSetFloat("body_angry_detail_pivot_ab_green_x", body_angry_detail_pivot_ab_green_x); VfSetFloat("body_angry_detail_pivot_ab_green_y", body_angry_detail_pivot_ab_green_y); VfSetFloat("body_angry_detail_pivot_ab_green_z", body_angry_detail_pivot_ab_green_z); VfSetFloat("body_angry_detail_pivot_ab_blue_x", body_angry_detail_pivot_ab_blue_x); VfSetFloat("body_angry_detail_pivot_ab_blue_y", body_angry_detail_pivot_ab_blue_y); VfSetFloat("body_angry_detail_pivot_ab_blue_z", body_angry_detail_pivot_ab_blue_z); //Body Angry VfSetMesh("body_angry_mesh", body_angry_mesh); VfSetFloat("body_angry_size_multiplier", body_angry_size_multiplier); VfSetV4("body_angry_color", body_angry_color); VfSetTexture("body_angry_base_color_map", body_angry_base_color_map); VfSetTexture("body_angry_mask_map", body_angry_mask_map); VfSetTexture("body_angry_normal_map", body_angry_normal_map); VfSetFloat("body_angry_normal_scale", body_angry_normal_scale); VfSetFloat("body_angry_smoothness", body_angry_smoothness); VfSetFloat("body_angry_metallic", body_angry_metallic); VfSetFloat("body_angry_anim_pattern_period", body_angry_anim_pattern_period); VfSetFloat("body_angry_anim_pattern_intensity", body_angry_anim_pattern_intensity); //Body Angry Detail VfSetMesh("body_angry_detail_mesh", body_angry_detail_mesh); VfSetFloat("body_angry_detail_size_multiplier", body_angry_detail_size_multiplier); VfSetV4("body_angry_detail_color", body_angry_detail_color); VfSetTexture("body_angry_detail_base_color_map", body_angry_detail_base_color_map); VfSetTexture("body_angry_detail_mask_map", body_angry_detail_mask_map); VfSetTexture("body_angry_detail_normal_map", body_angry_detail_normal_map); VfSetFloat("body_angry_detail_normal_scale", body_angry_detail_normal_scale); VfSetFloat("body_angry_detail_smoothness", body_angry_detail_smoothness); VfSetFloat("body_angry_detail_metallic", body_angry_detail_metallic); } #region Cloth Calm Variables [HideInInspector, SerializeField] public Mesh cloth_calm_mesh; [HideInInspector, SerializeField] public float cloth_calm_size_multiplier; [HideInInspector, SerializeField] public Color cloth_calm_color; [HideInInspector, SerializeField] public Texture2D cloth_calm_base_color_map; [HideInInspector, SerializeField] public Texture2D cloth_calm_mask_map; [HideInInspector, SerializeField] public Texture2D cloth_calm_normal_map; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_calm_normal_scale; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_calm_smoothness; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_calm_metallic; //Cloth Calm Detail A [HideInInspector, SerializeField] public Mesh cloth_calm_detail_a_mesh; [HideInInspector, SerializeField] public float cloth_calm_detail_a_size_multiplier; [HideInInspector, SerializeField] public Color cloth_calm_detail_a_color; [HideInInspector, SerializeField] public Texture2D cloth_calm_detail_a_base_color_map; [HideInInspector, SerializeField] public Texture2D cloth_calm_detail_a_mask_map; [HideInInspector, SerializeField] public Texture2D cloth_calm_detail_a_normal_map; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_calm_detail_a_normal_scale; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_calm_detail_a_smoothness; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_calm_detail_a_metallic; //Cloth Calm Detail B [HideInInspector, SerializeField] public Mesh cloth_calm_detail_b_mesh; [HideInInspector, SerializeField] public float cloth_calm_detail_b_size_multiplier; [HideInInspector, SerializeField] public Color cloth_calm_detail_b_color; [HideInInspector, SerializeField] public Texture2D cloth_calm_detail_b_base_color_map; [HideInInspector, SerializeField] public Texture2D cloth_calm_detail_b_mask_map; [HideInInspector, SerializeField] public Texture2D cloth_calm_detail_b_normal_map; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_calm_detail_b_normal_scale; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_calm_detail_b_smoothness; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_calm_detail_b_metallic; #endregion Cloth Calm Variables private void SetClothCalmVariables() { //Cloth Calm VfSetMesh("cloth_calm_mesh", cloth_calm_mesh); VfSetFloat("cloth_calm_size_multiplier", cloth_calm_size_multiplier); VfSetV4("cloth_calm_color", cloth_calm_color); VfSetTexture("cloth_calm_base_color_map", cloth_calm_base_color_map); VfSetTexture("cloth_calm_mask_map", cloth_calm_mask_map); VfSetTexture("cloth_calm_normal_map", cloth_calm_normal_map); VfSetFloat("cloth_calm_normal_scale", cloth_calm_normal_scale); VfSetFloat("cloth_calm_smoothness", cloth_calm_smoothness); VfSetFloat("cloth_calm_metallic", cloth_calm_metallic); //Cloth Calm Detail A VfSetMesh("cloth_calm_detail_a_mesh", cloth_calm_detail_a_mesh); VfSetFloat("cloth_calm_detail_a_size_multiplier", cloth_calm_detail_a_size_multiplier); VfSetV4("cloth_calm_detail_a_color", cloth_calm_detail_a_color); VfSetTexture("cloth_calm_detail_a_base_color_map", cloth_calm_detail_a_base_color_map); VfSetTexture("cloth_calm_detail_a_mask_map", cloth_calm_detail_a_mask_map); VfSetTexture("cloth_calm_detail_a_normal_map", cloth_calm_detail_a_normal_map); VfSetFloat("cloth_calm_detail_a_normal_scale", cloth_calm_detail_a_normal_scale); VfSetFloat("cloth_calm_detail_a_smoothness", cloth_calm_detail_a_smoothness); VfSetFloat("cloth_calm_detail_a_metallic", cloth_calm_detail_a_metallic); //Cloth Calm Detail B VfSetMesh("cloth_calm_detail_b_mesh", cloth_calm_detail_b_mesh); VfSetFloat("cloth_calm_detail_b_size_multiplier", cloth_calm_detail_b_size_multiplier); VfSetV4("cloth_calm_detail_b_color", cloth_calm_detail_b_color); VfSetTexture("cloth_calm_detail_b_base_color_map", cloth_calm_detail_b_base_color_map); VfSetTexture("cloth_calm_detail_b_mask_map", cloth_calm_detail_b_mask_map); VfSetTexture("cloth_calm_detail_b_normal_map", cloth_calm_detail_b_normal_map); VfSetFloat("cloth_calm_detail_b_normal_scale", cloth_calm_detail_b_normal_scale); VfSetFloat("cloth_calm_detail_b_smoothness", cloth_calm_detail_b_smoothness); VfSetFloat("cloth_calm_detail_b_metallic", cloth_calm_detail_b_metallic); } #region Cloth Angry Variables [HideInInspector, SerializeField] public Mesh cloth_angry_mesh; [HideInInspector, SerializeField] public float cloth_angry_size_multiplier; [HideInInspector, SerializeField] public Color cloth_angry_color; [HideInInspector, SerializeField] public Texture2D cloth_angry_base_color_map; [HideInInspector, SerializeField] public Texture2D cloth_angry_mask_map; [HideInInspector, SerializeField] public Texture2D cloth_angry_normal_map; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_angry_normal_scale; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_angry_smoothness; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_angry_metallic; //Cloth Angry Detail A [HideInInspector, SerializeField] public Mesh cloth_angry_detail_a_mesh; [HideInInspector, SerializeField] public float cloth_angry_detail_a_size_multiplier; [HideInInspector, SerializeField] public Color cloth_angry_detail_a_color; [HideInInspector, SerializeField] public Texture2D cloth_angry_detail_a_base_color_map; [HideInInspector, SerializeField] public Texture2D cloth_angry_detail_a_mask_map; [HideInInspector, SerializeField] public Texture2D cloth_angry_detail_a_normal_map; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_angry_detail_a_normal_scale; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_angry_detail_a_smoothness; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_angry_detail_a_metallic; //Cloth Angry Detail B [HideInInspector, SerializeField] public Mesh cloth_angry_detail_b_mesh; [HideInInspector, SerializeField] public float cloth_angry_detail_b_size_multiplier; [HideInInspector, SerializeField] public Color cloth_angry_detail_b_color; [HideInInspector, SerializeField] public Texture2D cloth_angry_detail_b_base_color_map; [HideInInspector, SerializeField] public Texture2D cloth_angry_detail_b_mask_map; [HideInInspector, SerializeField] public Texture2D cloth_angry_detail_b_normal_map; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_angry_detail_b_normal_scale; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_angry_detail_b_smoothness; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float cloth_angry_detail_b_metallic; #endregion Cloth Angry Variables private void SetClothAngryVariables() { //Cloth Angry VfSetMesh("cloth_angry_mesh", cloth_angry_mesh); VfSetFloat("cloth_angry_size_multiplier", cloth_angry_size_multiplier); VfSetV4("cloth_angry_color", cloth_angry_color); VfSetTexture("cloth_angry_base_color_map", cloth_angry_base_color_map); VfSetTexture("cloth_angry_mask_map", cloth_angry_mask_map); VfSetTexture("cloth_angry_normal_map", cloth_angry_normal_map); VfSetFloat("cloth_angry_normal_scale", cloth_angry_normal_scale); VfSetFloat("cloth_angry_smoothness", cloth_angry_smoothness); VfSetFloat("cloth_angry_metallic", cloth_angry_metallic); //Cloth Calm Angry A VfSetMesh("cloth_angry_detail_a_mesh", cloth_angry_detail_a_mesh); VfSetFloat("cloth_angry_detail_a_size_multiplier", cloth_angry_detail_a_size_multiplier); VfSetV4("cloth_angry_detail_a_color", cloth_angry_detail_a_color); VfSetTexture("cloth_angry_detail_a_base_color_map", cloth_angry_detail_a_base_color_map); VfSetTexture("cloth_angry_detail_a_mask_map", cloth_angry_detail_a_mask_map); VfSetTexture("cloth_angry_detail_a_normal_map", cloth_angry_detail_a_normal_map); VfSetFloat("cloth_angry_detail_a_normal_scale", cloth_angry_detail_a_normal_scale); VfSetFloat("cloth_angry_detail_a_smoothness", cloth_angry_detail_a_smoothness); VfSetFloat("cloth_angry_detail_a_metallic", cloth_angry_detail_a_metallic); //Cloth Calm Angry B VfSetMesh("cloth_angry_detail_b_mesh", cloth_angry_detail_b_mesh); VfSetFloat("cloth_angry_detail_b_size_multiplier", cloth_angry_detail_b_size_multiplier); VfSetV4("cloth_angry_detail_b_color", cloth_angry_detail_b_color); VfSetTexture("cloth_angry_detail_b_base_color_map", cloth_angry_detail_b_base_color_map); VfSetTexture("cloth_angry_detail_b_mask_map", cloth_angry_detail_b_mask_map); VfSetTexture("cloth_angry_detail_b_normal_map", cloth_angry_detail_b_normal_map); VfSetFloat("cloth_angry_detail_b_normal_scale", cloth_angry_detail_b_normal_scale); VfSetFloat("cloth_angry_detail_b_smoothness", cloth_angry_detail_b_smoothness); VfSetFloat("cloth_angry_detail_b_metallic", cloth_angry_detail_b_metallic); } #endregion Appearance Settings #region Fire Variables [HideInInspector, SerializeField] public enum fire_mode { LitMeshOpaque, UnlitTriangelsAlpha, ScreenSpaceBlurDistort }; [HideInInspector, SerializeField] public fire_mode fireMode; [HideInInspector, SerializeField] public Mesh fire_mesh; [HideInInspector, SerializeField] [Range(0, 10)] public float fire_blur_scale; [HideInInspector, SerializeField] public Vector2 fire_distortion_scale; [HideInInspector, SerializeField] [Range(0, 1)] public float fire_amount; [HideInInspector, SerializeField] [Range(0, 1)] public float fire_intensity_min; [HideInInspector, SerializeField] [Range(0, 1)] public float fire_intensity_max; [HideInInspector, SerializeField] [Range(0, 5)] float fire_intensity_noise_frequency; [HideInInspector, SerializeField] [Range(0, 100)] public float fire_emissive_intensity; [HideInInspector, SerializeField] [Range(0, 1)] public float fire_emissive_use_velocity_for_emissive; [HideInInspector, SerializeField] public Vector3 fire_direction; [HideInInspector, SerializeField] public AnimationCurve fire_morph_curve; [HideInInspector, SerializeField] public Gradient fire_diffuse_gradient_calm; [HideInInspector, SerializeField] public Gradient fire_diffuse_gradient_angry; [HideInInspector, SerializeField] public Gradient fire_emissive_gradient_calm; [HideInInspector, SerializeField] public Gradient fire_emissive_gradient_angry; [HideInInspector, SerializeField] [Range(0, 5)] public float fire_size_min; [HideInInspector, SerializeField] [Range(0, 5)] public float fire_size_max; [HideInInspector, SerializeField] public AnimationCurve fire_multiply_size_over_lifetime; [HideInInspector, SerializeField] [Range(0, 10)] public float fire_turbulence_speed; [HideInInspector, SerializeField] public Vector3 fire_turbulence_scale; [HideInInspector, SerializeField] [Range(0, 100)] public float fire_turbulence_intensity; [HideInInspector, SerializeField] [Range(0, 10)] public float fire_turbulence_drag; [HideInInspector, SerializeField] [Range(0, 2)] public float fire_turbulence_frequency; [HideInInspector, SerializeField] [Range(0, 5)] public int fire_turbulence_octaves; [HideInInspector, SerializeField] [Range(0, 5)] public float fire_turbulence_roughness; [HideInInspector, SerializeField] [Range(0, 1)] public float fire_contribution_face; [HideInInspector, SerializeField] [Range(0, 1)] public float fire_contribution_body; [HideInInspector, SerializeField] [Range(0, 1)] public float fire_contribution_helmet; [HideInInspector, SerializeField] [Range(0, 1)] public float fire_contribution_eyes; [HideInInspector, SerializeField] [Range(0, 1)] public float fire_contribution_cloth; [HideInInspector, SerializeField] [Range(0, 100)] public float fire_outwards_force; #endregion Fire Variables private void SetFireEffectVariables() { if (fireMode == fire_mode.LitMeshOpaque) VfSetInt("fire_mode", 0); if (fireMode == fire_mode.UnlitTriangelsAlpha) VfSetInt("fire_mode", 1); if (fireMode == fire_mode.ScreenSpaceBlurDistort) VfSetInt("fire_mode", 2); VfSetMesh("fire_mesh", fire_mesh); VfSetFloat("fire_blur_scale", fire_blur_scale); VfSetV2("fire_distortion_scale", fire_distortion_scale); VfSetFloat("fire_amount", fire_amount); VfSetFloat("fire_intensity_min", fire_intensity_min); VfSetFloat("fire_intensity_max", fire_intensity_max); VfSetFloat("fire_intensity_noise_frequency", fire_intensity_noise_frequency); VfSetV3("fire_direction", fire_direction); VfSetCurve("fire_morph_curve", fire_morph_curve); VfSetFloat("fire_emissive_intensity", fire_emissive_intensity); VfSetFloat("fire_emissive_use_velocity_for_emissive", fire_emissive_use_velocity_for_emissive); VfSetGradient("fire_diffuse_gradient_calm", fire_diffuse_gradient_calm); VfSetGradient("fire_diffuse_gradient_angry", fire_diffuse_gradient_angry); VfSetGradient("fire_emissive_gradient_calm", fire_emissive_gradient_calm); VfSetGradient("fire_emissive_gradient_angry", fire_emissive_gradient_angry); VfSetFloat("fire_size_min", fire_size_min); VfSetFloat("fire_size_max", fire_size_max); VfSetCurve("fire_multiply_size_over_lifetime", fire_multiply_size_over_lifetime); VfSetFloat("fire_turbulence_speed", fire_turbulence_speed); VfSetV3("fire_turbulence_scale", fire_turbulence_scale); VfSetFloat("fire_turbulence_intensity", fire_turbulence_intensity); VfSetFloat("fire_turbulence_drag", fire_turbulence_drag); VfSetFloat("fire_turbulence_frequency", fire_turbulence_frequency); VfSetInt("fire_turbulence_octaves", fire_turbulence_octaves); VfSetFloat("fire_turbulence_roughness", fire_turbulence_roughness); VfSetFloat("fire_contribution_face", fire_contribution_face); VfSetFloat("fire_contribution_body", fire_contribution_body); VfSetFloat("fire_contribution_helmet", fire_contribution_helmet); VfSetFloat("fire_contribution_eyes", fire_contribution_eyes); VfSetFloat("fire_contribution_cloth", fire_contribution_cloth); VfSetFloat("fire_outwards_force", fire_outwards_force); } #region Crumble Variables [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float shockwave = 0.0f; [HideInInspector, SerializeField] [Range(0, 1)] public float shockwave_debris; [HideInInspector, SerializeField] [Range(0, 50)] public float shockwave_debris_outwards_force; [HideInInspector, SerializeField] public Transform shockwave_origin; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float crumble = 0.0f; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float crumble_b = 0.0f; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float crumble_debris = 0.0f; [HideInInspector, SerializeField] [Range(0, 50)] public float crumble_debris_outwards_force; [HideInInspector, SerializeField] [Range(0.0f, 10.0f)] public float crumble_turbulence_intensity = 1; [HideInInspector, SerializeField] public Vector3 crumble_turbulence_scale = new Vector3(1, 1, 1); [HideInInspector, SerializeField] [Range(0, 10)] public float crumble_turbulence_speed = 0.0f; [HideInInspector, SerializeField] [Range(0.0f, 10.0f)] public float crumble_turbulence_drag = 1; [HideInInspector, SerializeField] [Range(0.0f, 20.0f)] public float crumble_turbulence_frequency = 1; [HideInInspector, SerializeField] [Range(1, 5)] public int crumble_turbulence_octaves = 1; [HideInInspector, SerializeField] [Range(0.0f, 1.0f)] public float crumble_turbulence_roughness = 0.5f; [HideInInspector, SerializeField] public Vector3 crumble_force_min = new Vector3(-1.5f, -10.0f, -1.5f); [HideInInspector, SerializeField] public Vector3 crumble_force_max = new Vector3(1.5f, -15.0f, 1.5f); [HideInInspector, SerializeField] public Vector3 crumble_angular_velocity_min = new Vector3(0, 0, 0); [HideInInspector, SerializeField] public Vector3 crumble_angular_velocity_max = new Vector3(0, 0, 0); #endregion Crumble Variables private void SetCrumbleVariables () { VfSetV3("shockwave_origin", shockwave_origin.position); VfSetFloat("shockwave", shockwave); VfSetFloat("shockwave_debris", shockwave_debris); VfSetFloat("shockwave_debris_outwards_force", shockwave_debris_outwards_force); VfSetFloat("crumble", crumble); VfSetFloat("crumble_b", crumble_b); VfSetFloat("crumble_debris", crumble_debris); VfSetFloat("crumble_debris_outwards_force", crumble_debris_outwards_force); VfSetV3("crumble_force_min", crumble_force_min); VfSetV3("crumble_force_max", crumble_force_max); VfSetV3("crumble_angular_velocity_min", crumble_angular_velocity_min); VfSetV3("crumble_angular_velocity_max", crumble_angular_velocity_max); VfSetFloat("crumble_turbulence_intensity", crumble_turbulence_intensity); VfSetV3("crumble_turbulence_scale", crumble_turbulence_scale); VfSetFloat("crumble_turbulence_speed", crumble_turbulence_speed); VfSetFloat("crumble_turbulence_drag", crumble_turbulence_drag); VfSetFloat("crumble_turbulence_frequency", crumble_turbulence_frequency); VfSetInt("crumble_turbulence_octaves", crumble_turbulence_octaves); VfSetFloat("crumble_turbulence_roughness", crumble_turbulence_roughness); } #region Debug Settings #region Debug Variables [HideInInspector, SerializeField] public enum debugProperties { None, Morph, ShockwaveMask, CrumbleMask, PullBackMask, MorphPeel } [HideInInspector, SerializeField] public Color debug_color_a, debug_color_b; [HideInInspector, SerializeField] public debugProperties debugProp; [HideInInspector, SerializeField] public bool disableBodyVFX; [HideInInspector, SerializeField] public bool disableOuterLayersVFX; //Legacy from The Heretic [HideInInspector, SerializeField] public bool disableFaceVFX; [HideInInspector, SerializeField] public bool disableHelmetVFX; [HideInInspector, SerializeField] public bool disableHairVFX; [HideInInspector, SerializeField] public bool disableClothVFX; [HideInInspector] public bool disableVFXGraph = false; [HideInInspector, SerializeField] public bool pauseVFX; [HideInInspector] [Range(0, 1)] public float playRate = 1; #endregion Debug Variables //Debug Properties private void DebugProperties() { VfSetV4("debug_color_a", debug_color_a); VfSetV4("debug_color_b", debug_color_b); foreach (VisualEffect vf in morganVFXGraphs) { if (vf.HasInt("debug_properties")) { if (debugProp == debugProperties.None) vf.SetInt("debug_properties", 0); if (debugProp == debugProperties.Morph) vf.SetInt("debug_properties", 1); if (debugProp == debugProperties.ShockwaveMask) vf.SetInt("debug_properties", 5); if (debugProp == debugProperties.CrumbleMask) vf.SetInt("debug_properties", 6); if (debugProp == debugProperties.PullBackMask) vf.SetInt("debug_properties", 4); if (debugProp == debugProperties.MorphPeel) vf.SetInt("debug_properties", 2); } } } //Displays Morgan as mesh public void MorganAsMesh(bool vertexColors) { ShowBodyAsMesh(true, vertexColors); ShowFaceAsMesh(true, vertexColors); ShowHelmetAsMesh(true, vertexColors); ShowClothAsMesh(true, vertexColors); morganVFXGraphs[13].gameObject.SetActive(false); //the fire vfx disableBodyVFX = true; disableFaceVFX = true; disableHelmetVFX = true; disableClothVFX = true; } //Resets Morgan public void Reset() { ShowBodyAsMesh(false, false); ShowFaceAsMesh(false, false); ShowHelmetAsMesh(false, false); ShowClothAsMesh(false, false); morganVFXGraphs[13].gameObject.SetActive(true); //the fire vfx PauseVFX(false); DisableVFX(1, false); //Helmet DisableVFX(2, false); //Face DisableVFX(3, false); //Body DisableVFX(4, false); //Outer Layer DisableVFX(5, false); //Cloth skipVFXUpdates = false; //RegenerateRenderTextures(); ReinitVFXGraphs(); } //Reinitializes the VFX Graphs (not to be confused with recompiling them) public void ReinitVFXGraphs() { if (morganVFXGraphs.Length > 0) foreach (VisualEffect vf in morganVFXGraphs) vf.Reinit(); } //Sets the Body Mesh to be displayed with the debug material or with the VFX material public void ShowBodyAsMesh(bool bodyAsMesh, bool vertexColors) { if (bodyRenderer != null) { Material[] bodyMaterials = bodyRenderer.sharedMaterials; if (bodyAsMesh) { if (vertexColors) { bodyMaterials[0] = debugMatVertexColors; bodyRenderer.sharedMaterials = bodyMaterials; eyeRightRenderer.sharedMaterial = debugMatVertexColors; eyeLeftRenderer.sharedMaterial = debugMatVertexColors; Debug.Log("Display Body Vertex Colors"); } else { bodyMaterials[0] = debugMatBody; bodyRenderer.sharedMaterials = bodyMaterials; eyeRightRenderer.sharedMaterial = debugMatEyes; eyeLeftRenderer.sharedMaterial = debugMatEyes; Debug.Log("Display Body Mesh"); } disableBodyVFX = true; } else { bodyMaterials[0] = vfxMatBody; bodyRenderer.sharedMaterials = bodyMaterials; disableBodyVFX = false; ReinitVFXGraphs(); Debug.Log("Display Body VFX"); } } else Debug.LogWarning("Body Mesh Renderer not assigned!"); } //Sets the Face Mesh to be displayed with the debug material or with the VFX material public void ShowFaceAsMesh(bool faceAsMesh, bool vertexColors) { if (bodyRenderer != null) { Material[] faceMaterials = bodyRenderer.sharedMaterials; if (faceAsMesh) { if (vertexColors) { faceMaterials[1] = debugMatVertexColors; bodyRenderer.sharedMaterials = faceMaterials; eyeRightRenderer.sharedMaterial = debugMatVertexColors; eyeLeftRenderer.sharedMaterial = debugMatVertexColors; Debug.Log("Display Face Vertex Colors"); } else { faceMaterials[1] = debugMatBody; bodyRenderer.sharedMaterials = faceMaterials; eyeRightRenderer.sharedMaterial = debugMatEyes; eyeLeftRenderer.sharedMaterial = debugMatEyes; Debug.Log("Display Face Mesh"); } disableFaceVFX = true; } else { faceMaterials[1] = vfxMatFace; bodyRenderer.sharedMaterials = faceMaterials; eyeRightRenderer.sharedMaterial = vfxMatEyes; eyeLeftRenderer.sharedMaterial = vfxMatEyes; disableFaceVFX = false; ReinitVFXGraphs(); Debug.Log("Display Face VFX"); } } else Debug.LogWarning("Body Mesh Renderer not assigned!"); } //Sets the Helmet Mesh to be displayed with the debug material or with the VFX material public void ShowHelmetAsMesh(bool hairAsMesh, bool vertexColors) { if (helmetSkinnedMesh != null) { Material[] helmetMaterials = helmetSkinnedMesh.sharedMaterials; Material[] helmetMaleMaterials = helmetMaleSkinnedMesh.sharedMaterials; if (hairAsMesh) { if (vertexColors) { helmetMaterials[0] = debugMatVertexColors; helmetMaterials[1] = debugMatVertexColors; helmetSkinnedMesh.sharedMaterials = helmetMaterials; helmetMaleMaterials[0] = debugMatVertexColors; helmetMaleMaterials[1] = debugMatVertexColors; helmetMaleSkinnedMesh.sharedMaterials = helmetMaleMaterials; Debug.Log("Display Helmet Vertex Colors"); } else { helmetMaterials[0] = debugMatHelmet; helmetMaterials[1] = debugMatHelmet; helmetSkinnedMesh.sharedMaterials = helmetMaterials; helmetMaleMaterials[0] = debugMatHelmetMale; helmetMaleMaterials[1] = debugMatHelmetMale; helmetMaleSkinnedMesh.sharedMaterials = helmetMaleMaterials; Debug.Log("Display Helmet Mesh"); } disableHelmetVFX = true; } else { helmetMaterials[0] = vfxMatHelmetTop; helmetMaterials[1] = vfxHelmetFemale; helmetSkinnedMesh.sharedMaterials = helmetMaterials; helmetMaleMaterials[0] = vfxHelmetMaleA; helmetMaleMaterials[1] = vfxHelmetMaleB; helmetMaleSkinnedMesh.sharedMaterials = helmetMaleMaterials; disableHelmetVFX = false; ReinitVFXGraphs(); Debug.Log("Display Helmet VFX"); } } else Debug.LogWarning("Helmet Mesh Renderer not assigned!"); } //Sets the Hair Mesh to be displayed with the debug material or with the VFX material - Legacy from The Heretic public void ShowHairAsMesh(bool hairAsMesh, bool vertexColors) { if (helmetSkinnedMesh != null) //this needs to be fixed { if (hairAsMesh) { if (vertexColors) { hairSkinnedMesh.sharedMaterial = debugMatVertexColors; Debug.Log("Display Hair Vertex Colors"); } else { hairSkinnedMesh.sharedMaterial = debugMatHelmet; Debug.Log("Display Hair Mesh"); } disableHairVFX = true; } else { hairSkinnedMesh.sharedMaterial = vfxMatHair; disableHairVFX = false; ReinitVFXGraphs(); Debug.Log("Display Hair VFX"); } } else Debug.LogWarning("Display Mesh Renderer not assigned!"); } //Sets the Cloth Mesh to be displayed with the debug material or with the VFX material public void ShowClothAsMesh(bool clothAsMesh, bool vertexColors) { if (clothRenderer != null) { if (clothAsMesh) { if (vertexColors) { clothRenderer.sharedMaterial = debugMatVertexColors; Debug.Log("Display Cloth Vertex Colors"); } else { clothRenderer.sharedMaterial = debugMatCloth; Debug.Log("Display Cloth Mesh"); } disableClothVFX = true; } else { clothRenderer.sharedMaterial = vfxMatCloth; disableClothVFX = false; ReinitVFXGraphs(); Debug.Log("Display Cloth VFX"); } } else Debug.LogWarning("Cloth Mesh Renderer not assigned!"); } //Used to disable/enable parts of the VFX Graph public void DisableVFX(int vfxGraphNumber, bool disable) { if (disable) { //Disables the helmet if (vfxGraphNumber == 1 && morganVFXGraphs[8].gameObject.activeSelf) { morganVFXGraphs[8].gameObject.SetActive(false); morganVFXGraphs[11].gameObject.SetActive(false); morganVFXGraphs[12].gameObject.SetActive(false); Debug.Log("Helmet VFX is disabled"); } //Disables the face else if (vfxGraphNumber == 2 && morganVFXGraphs[1].gameObject.activeSelf) { morganVFXGraphs[1].gameObject.SetActive(false); morganVFXGraphs[2].gameObject.SetActive(false); morganVFXGraphs[3].gameObject.SetActive(false); morganVFXGraphs[4].gameObject.SetActive(false); morganVFXGraphs[9].gameObject.SetActive(false); morganVFXGraphs[10].gameObject.SetActive(false); morganVFXGraphs[18].gameObject.SetActive(false); Debug.Log("Face VFX is disabled"); } //Disables the body else if (vfxGraphNumber == 3 && morganVFXGraphs[0].gameObject.activeSelf) { morganVFXGraphs[0].gameObject.SetActive(false); morganVFXGraphs[5].gameObject.SetActive(false); Debug.Log("Body VFX is disabled"); } //Disables the outer layers else if (vfxGraphNumber == 4 && morganVFXGraphs[6].gameObject.activeSelf) { morganVFXGraphs[6].gameObject.SetActive(false); morganVFXGraphs[7].gameObject.SetActive(false); Debug.Log("Outer Layers VFX is disabled"); } //Disables cloth else if (vfxGraphNumber == 5 && morganVFXGraphs[14].gameObject.activeSelf) { morganVFXGraphs[14].gameObject.SetActive(false); morganVFXGraphs[15].gameObject.SetActive(false); morganVFXGraphs[16].gameObject.SetActive(false); morganVFXGraphs[17].gameObject.SetActive(false); Debug.Log("Cloth VFX is disabled"); } } else { //Enables the helmet if (vfxGraphNumber == 1 && !morganVFXGraphs[8].gameObject.activeSelf) { morganVFXGraphs[8].gameObject.SetActive(true); morganVFXGraphs[11].gameObject.SetActive(true); morganVFXGraphs[12].gameObject.SetActive(true); Debug.Log("Helmet VFX is enabled"); } //Enables the face else if (vfxGraphNumber == 2 && !morganVFXGraphs[1].gameObject.activeSelf) { morganVFXGraphs[1].gameObject.SetActive(true); morganVFXGraphs[2].gameObject.SetActive(true); morganVFXGraphs[3].gameObject.SetActive(true); morganVFXGraphs[4].gameObject.SetActive(true); morganVFXGraphs[9].gameObject.SetActive(true); morganVFXGraphs[10].gameObject.SetActive(true); morganVFXGraphs[18].gameObject.SetActive(true); Debug.Log("Face VFX is enabled"); } //Enables the body else if (vfxGraphNumber == 3 && !morganVFXGraphs[0].gameObject.activeSelf) { morganVFXGraphs[0].gameObject.SetActive(true); morganVFXGraphs[5].gameObject.SetActive(true); Debug.Log("Body VFX is enabled"); } //Enables the outer layers else if (vfxGraphNumber == 4 && !morganVFXGraphs[6].gameObject.activeSelf) { morganVFXGraphs[6].gameObject.SetActive(true); morganVFXGraphs[7].gameObject.SetActive(true); Debug.Log("Outer Layers VFX is enabled"); } //Enables cloth else if (vfxGraphNumber == 5 && !morganVFXGraphs[14].gameObject.activeSelf) { morganVFXGraphs[14].gameObject.SetActive(true); morganVFXGraphs[15].gameObject.SetActive(true); morganVFXGraphs[16].gameObject.SetActive(true); morganVFXGraphs[17].gameObject.SetActive(true); Debug.Log("Cloth VFX is enabled"); } } } //Play & Stop the VFX Graph public void PauseVFX(bool stop) { if (stop) { if (morganVFXGraphs[0].GetComponent().pause == false) { foreach (VisualEffect vf in morganVFXGraphs) { vf.GetComponent().pause = true; } Debug.Log("Morgan VFX Graph paused"); } } else if (morganVFXGraphs[0].GetComponent().pause == true) { foreach (VisualEffect vf in morganVFXGraphs) { vf.GetComponent().pause = false; } Debug.Log("Morgan VFX Graph un-paused"); } } //Advances one frame the VFX Graphs public void StepForwardVFX() { pauseVFX = true; foreach (VisualEffect vf in morganVFXGraphs) { vf.GetComponent().AdvanceOneFrame(); } } //Sets the playrate for the Graphs (the game time stays the same) private void SetPlayRate() { foreach (VisualEffect vf in morganVFXGraphs) { vf.playRate = playRate; } } //Regenerates the render textures used by the VFX Graph public void RegenerateRenderTextures() { var str = FindObjectOfType(); if(str != null) str.RefreshGeneratedData(); } #endregion Debug Settings #region Set variables on the VFX Graphs //Sets a Float exposed parameters public void VfSetFloat(string parameterName, float floatValue) { foreach (VisualEffect vf in morganVFXGraphs) { if (vf.HasFloat(parameterName)) vf.SetFloat(parameterName, floatValue); } } //Sets an Integer exposed parameters public void VfSetInt(string parameterName, int intValue) { foreach (VisualEffect vf in morganVFXGraphs) { if (vf.HasInt(parameterName)) vf.SetInt(parameterName, intValue); } } //Sets a Vector2 exposed parameters public void VfSetV2(string parameterName, Vector2 v2Value) { foreach (VisualEffect vf in morganVFXGraphs) { if (vf.HasVector2(parameterName)) vf.SetVector2(parameterName, v2Value); } } //Sets a Vector3 exposed parameters public void VfSetV3(string parameterName, Vector3 v3Value) { foreach (VisualEffect vf in morganVFXGraphs) { if (vf.HasVector3(parameterName)) vf.SetVector3(parameterName, v3Value); } } //Sets a Vector4 exposed parameters public void VfSetV4(string parameterName, Vector4 v4Value) { foreach (VisualEffect vf in morganVFXGraphs) { if (vf.HasVector4(parameterName)) vf.SetVector4(parameterName, v4Value); } } //Sets a 2D Texture exposed parameters public void VfSetTexture(string parameterName, Texture2D texture) { if (texture == null) return; foreach (VisualEffect vf in morganVFXGraphs) { if (vf.HasTexture(parameterName)) vf.SetTexture(parameterName, texture); } } //Sets a Boolean exposed parameters public void VfSetBool(string parameterName, bool boolValue) { foreach (VisualEffect vf in morganVFXGraphs) { if (vf.HasBool(parameterName)) vf.SetBool(parameterName, boolValue); } } //Sets an Animation Curve exposed parameters public void VfSetCurve(string parameterName, AnimationCurve animCurve) { foreach (VisualEffect vf in morganVFXGraphs) { if (vf.HasAnimationCurve(parameterName)) vf.SetAnimationCurve(parameterName, animCurve); } } //Sets a Gradient exposed parameters public void VfSetGradient(string parameterName, Gradient gradient) { foreach (VisualEffect vf in morganVFXGraphs) { if (vf.HasGradient(parameterName)) vf.SetGradient(parameterName, gradient); } } //Sets a Mesh exposed parameters public void VfSetMesh(string parameterName, Mesh mesh) { foreach (VisualEffect vf in morganVFXGraphs) { if (vf.HasMesh(parameterName)) vf.SetMesh(parameterName, mesh); } } #endregion Set variables on the VFX Graphs void Update() { #if UNITY_EDITOR if (skipVFXUpdates) return; #endif Morph(); SetPlayRate(); SetMorphingPeelVariables(); SetPullbackVariables(); SetHelmetCalmVariables(); SetHelmetAngryVariables(); SetFaceCalmVariables(); SetFaceAngryVariables(); SetFaceDetailVariables(); SetEyesVariables(); SetBodyCalmVariables(); SetBodyAngryVariables(); SetClothCalmVariables(); SetClothAngryVariables(); SetFireEffectVariables(); SetCrumbleVariables(); DebugProperties(); } }