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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.StateMachines.Platformer { /// <summary>A <see cref="CreatureState"/> that plays a die animation.</summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/platformer">Platformer</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Platformer/DieState /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Platformer - Die State")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Platformer) + "/" + nameof(DieState))] public sealed class DieState : CreatureState { /************************************************************************************************************************/ [SerializeField] private AnimationClip _Animation; /************************************************************************************************************************/ private void Awake() { Creature.Health.OnHealthChanged += () => { if (Creature.Health.CurrentHealth <= 0) { Creature.StateMachine.ForceSetState(this); var state = Creature.Animancer.States[_Animation]; state.Speed = 1; } else if (enabled) { var state = Creature.Animancer.States[_Animation]; state.Speed = -1; if (state.NormalizedTime > 1) state.NormalizedTime = 1; state.Events.OnEnd = Creature.ForceEnterIdleState; } }; } /************************************************************************************************************************/ private void OnEnable() { Creature.Animancer.Play(_Animation); } /************************************************************************************************************************/ public override bool CanExitState => false; /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/07 Platformer/Creature States/DieState.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using System; using UnityEngine; namespace Animancer.Examples.StateMachines.Platformer { /// <summary>Keeps track of the health of an object.</summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/fsm/platformer">Platformer</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.StateMachines.Platformer/Health /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Platformer - Health")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(StateMachines) + "." + nameof(Platformer) + "/" + nameof(Health))] [DefaultExecutionOrder(-5000)]// Initialise the CurrentHealth earlier than anything else will use it. public sealed class Health : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private int _MaxHealth; public int MaxHealth => _MaxHealth; /************************************************************************************************************************/ private int _CurrentHealth; public int CurrentHealth { get => _CurrentHealth; set { _CurrentHealth = Mathf.Clamp(value, 0, _MaxHealth); if (OnHealthChanged != null) OnHealthChanged(); else if (_CurrentHealth == 0) Destroy(gameObject); } } public event Action OnHealthChanged; /************************************************************************************************************************/ private void Awake() { CurrentHealth = _MaxHealth; } /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Examples/06 State Machines/07 Platformer/Health.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; namespace Animancer.Examples.InverseKinematics { /// <summary>Records the positions and rotations of a set of objects so they can be returned later on.</summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/ik/puppet">Puppet</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.InverseKinematics/TransformResetter /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Inverse Kinematics - Transform Resetter")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(InverseKinematics) + "/" + nameof(TransformResetter))] public sealed class TransformResetter : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private Transform[] _Transforms; private Vector3[] _StartingPositions; private Quaternion[] _StartingRotations; /************************************************************************************************************************/ private void Awake() { var count = _Transforms.Length; _StartingPositions = new Vector3[count]; _StartingRotations = new Quaternion[count]; for (int i = 0; i < count; i++) { var transform = _Transforms[i]; _StartingPositions[i] = transform.localPosition; _StartingRotations[i] = transform.localRotation; } } /************************************************************************************************************************/ // Called by a UI Button. // This method is not called Reset because that is a MonoBehaviour message (like Awake). // That would cause Unity to call it in Edit Mode when we first add this component. // And since the _StartingPositions would be null it would throw a NullReferenceException. public void ReturnToStartingValues() { for (int i = 0; i < _Transforms.Length; i++) { var transform = _Transforms[i]; transform.localPosition = _StartingPositions[i]; transform.localRotation = _StartingRotations[i]; } } /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Examples/08 Inverse Kinematics/01 Puppet/TransformResetter.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #pragma warning disable CS0649 // Field is never assigned to, and will always have its default value. using UnityEngine; using UnityEngine.UI; namespace Animancer.Examples.AnimatorControllers.GameKit { /// <summary>A simple system for selecting characters.</summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/animator-controllers/3d-game-kit">3D Game Kit</see></example> /// https://kybernetik.com.au/animancer/api/Animancer.Examples.AnimatorControllers.GameKit/CharacterSelector /// [AddComponentMenu(Strings.ExamplesMenuPrefix + "Game Kit - Character Selector")] [HelpURL(Strings.DocsURLs.ExampleAPIDocumentation + nameof(AnimatorControllers) + "." + nameof(GameKit) + "/" + nameof(CharacterSelector))] public sealed class CharacterSelector : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private Text _Text; [SerializeField] private GameObject[] _Characters; /************************************************************************************************************************/ private void Awake() { SelectCharacter(0); } /************************************************************************************************************************/ private void Update() { for (int i = 0; i < _Characters.Length; i++) { var key = KeyCode.Alpha1 + i; if (Input.GetKeyUp(key)) SelectCharacter(i); } } /************************************************************************************************************************/ private void SelectCharacter(int index) { var text = ObjectPool.AcquireStringBuilder(); for (int i = 0; i < _Characters.Length; i++) { var active = i == index; _Characters[i].SetActive(active); if (i > 0) text.AppendLine(); if (active) text.Append("<b>"); text.Append(1 + i) .Append(" = ") .Append(_Characters[i].name); if (active) text.Append("</b>"); } _Text.text = text.ReleaseToString(); } /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Examples/09 Animator Controllers/03 3D Game Kit/Creatures/CharacterSelector.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections; using System.Collections.Generic; using System.Text; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; using Object = UnityEngine.Object; namespace Animancer { /// <summary> /// A layer on which animations can play with their states managed independantly of other layers while blending the /// output with those layers. /// </summary> /// /// <remarks> /// This class can be used as a custom yield instruction to wait until all animations finish playing. /// <para></para> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/blending/layers">Layers</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer/AnimancerLayer /// public sealed class AnimancerLayer : AnimancerNode, IAnimationClipCollection { /************************************************************************************************************************/ #region Fields and Properties /************************************************************************************************************************/ /// <summary>[Internal] Creates a new <see cref="AnimancerLayer"/>.</summary> internal AnimancerLayer(AnimancerPlayable root, int index) { Root = root; Index = index; CreatePlayable(); if (ApplyParentAnimatorIK) _ApplyAnimatorIK = root.ApplyAnimatorIK; if (ApplyParentFootIK) _ApplyFootIK = root.ApplyFootIK; } /************************************************************************************************************************/ /// <summary>Creates and assigns the <see cref="AnimationMixerPlayable"/> managed by this layer.</summary> protected override void CreatePlayable(out Playable playable) => playable = AnimationMixerPlayable.Create(Root._Graph); /************************************************************************************************************************/ /// <summary>A layer is its own root.</summary> public override AnimancerLayer Layer => this; /// <summary>The <see cref="AnimancerNode.Root"/> receives the output of the <see cref="Playable"/>.</summary> public override IPlayableWrapper Parent => Root; /// <summary>Indicates whether child playables should stay connected to this layer at all times.</summary> public override bool KeepChildrenConnected => Root.KeepChildrenConnected; /************************************************************************************************************************/ /// <summary>All of the animation states connected to this layer.</summary> private readonly List<AnimancerState> States = new List<AnimancerState>(); /************************************************************************************************************************/ private AnimancerState _CurrentState; /// <summary> /// The state of the animation currently being played. /// <para></para> /// Specifically, this is the state that was most recently started using any of the Play or CrossFade methods /// on this layer. States controlled individually via methods in the <see cref="AnimancerState"/> itself will /// not register in this property. /// <para></para> /// Each time this property changes, the <see cref="CommandCount"/> is incremented. /// </summary> public AnimancerState CurrentState { get => _CurrentState; private set { _CurrentState = value; CommandCount++; } } /// <summary> /// The number of times the <see cref="CurrentState"/> has changed. By storing this value and later comparing /// the stored value to the current value, you can determine whether the state has been changed since then, /// even it has changed back to the same state. /// </summary> public int CommandCount { get; private set; } #if UNITY_EDITOR /// <summary>[Editor-Only] [Internal] Increases the <see cref="CommandCount"/> by 1.</summary> internal void IncrementCommandCount() => CommandCount++; #endif /************************************************************************************************************************/ /// <summary>[Pro-Only] /// Determines whether this layer is set to additive blending. Otherwise it will override any earlier layers. /// </summary> public bool IsAdditive { get => Root.Layers.IsAdditive(Index); set => Root.Layers.SetAdditive(Index, value); } /************************************************************************************************************************/ /// <summary>[Pro-Only] /// Sets an <see cref="AvatarMask"/> to determine which bones this layer will affect. /// </summary> public void SetMask(AvatarMask mask) { Root.Layers.SetMask(Index, mask); } #if UNITY_ASSERTIONS /// <summary>[Assert-Only] The <see cref="AvatarMask"/> that determines which bones this layer will affect.</summary> internal AvatarMask _Mask; #endif /************************************************************************************************************************/ /// <summary> /// The average velocity of the root motion of all currently playing animations, taking their current /// <see cref="AnimancerNode.Weight"/> into account. /// </summary> public Vector3 AverageVelocity { get { var velocity = default(Vector3); for (int i = States.Count - 1; i >= 0; i--) { var state = States[i]; velocity += state.AverageVelocity * state.Weight; } return velocity; } } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Child States /************************************************************************************************************************/ /// <inheritdoc/> public override int ChildCount => States.Count; /// <summary>Returns the state connected to the specified `index` as a child of this layer.</summary> /// <remarks>This method is identical to <see cref="this[int]"/>.</remarks> public override AnimancerState GetChild(int index) => States[index]; /// <summary>Returns the state connected to the specified `index` as a child of this layer.</summary> /// <remarks>This indexer is identical to <see cref="GetChild(int)"/>.</remarks> public AnimancerState this[int index] => States[index]; /************************************************************************************************************************/ /// <summary> /// Adds a new port and uses <see cref="AnimancerState.SetParent"/> to connect the `state` to it. /// </summary> public void AddChild(AnimancerState state) { if (state.Parent == this) return; state.SetRoot(Root); var index = States.Count; States.Add(null);// OnAddChild will assign the state. _Playable.SetInputCount(index + 1); state.SetParent(this, index); } /************************************************************************************************************************/ /// <summary>Connects the `state` to this layer at its <see cref="AnimancerNode.Index"/>.</summary> protected internal override void OnAddChild(AnimancerState state) => OnAddChild(States, state); /************************************************************************************************************************/ /// <summary>Disconnects the `state` from this layer at its <see cref="AnimancerNode.Index"/>.</summary> protected internal override void OnRemoveChild(AnimancerState state) { var index = state.Index; Validate.AssertCanRemoveChild(state, States); if (_Playable.GetInput(index).IsValid()) Root._Graph.Disconnect(_Playable, index); // Swap the last state into the place of the one that was just removed. var last = States.Count - 1; if (index < last) { state = States[last]; state.DisconnectFromGraph(); States[index] = state; state.Index = index; if (state.Weight != 0 || Root.KeepChildrenConnected) state.ConnectToGraph(); } States.RemoveAt(last); _Playable.SetInputCount(last); } /************************************************************************************************************************/ /// <summary> /// Returns an enumerator that will iterate through all states connected directly to this layer (not inside /// <see cref="MixerState"/>s). /// </summary> public override IEnumerator<AnimancerState> GetEnumerator() => States.GetEnumerator(); /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Create State /************************************************************************************************************************/ /// <summary> /// Creates and returns a new <see cref="ClipState"/> to play the `clip`. /// </summary> /// <remarks> /// <see cref="AnimancerPlayable.GetKey"/> is used to determine the <see cref="AnimancerState.Key"/>. /// </remarks> public ClipState CreateState(AnimationClip clip) => CreateState(Root.GetKey(clip), clip); /// <summary> /// Creates and returns a new <see cref="ClipState"/> to play the `clip` and registers it with the `key`. /// </summary> public ClipState CreateState(object key, AnimationClip clip) { var state = new ClipState(clip) { _Key = key, }; AddChild(state); return state; } /// <summary>Creates and returns a new <typeparamref name="T"/> attached to this layer.</summary> public T CreateState<T>() where T : AnimancerState, new() { var state = new T(); AddChild(state); return state; } /************************************************************************************************************************/ /// <summary> /// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips. /// <para></para> /// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>. /// </summary> public void CreateIfNew(AnimationClip clip0, AnimationClip clip1) { GetOrCreateState(clip0); GetOrCreateState(clip1); } /// <summary> /// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips. /// <para></para> /// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>. /// </summary> public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2) { GetOrCreateState(clip0); GetOrCreateState(clip1); GetOrCreateState(clip2); } /// <summary> /// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips. /// <para></para> /// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>. /// </summary> public void CreateIfNew(AnimationClip clip0, AnimationClip clip1, AnimationClip clip2, AnimationClip clip3) { GetOrCreateState(clip0); GetOrCreateState(clip1); GetOrCreateState(clip2); GetOrCreateState(clip3); } /// <summary> /// Calls <see cref="GetOrCreateState(AnimationClip, bool)"/> for each of the specified clips. /// <para></para> /// If you only want to create a single state, use <see cref="CreateState(AnimationClip)"/>. /// </summary> public void CreateIfNew(params AnimationClip[] clips) { if (clips == null) return; var count = clips.Length; for (int i = 0; i < count; i++) { var clip = clips[i]; if (clip != null) GetOrCreateState(clip); } } /************************************************************************************************************************/ /// <summary> /// Calls <see cref="AnimancerPlayable.GetKey"/> and returns the state which registered with that key or /// creates one if it doesn't exist. /// <para></para> /// If the state already exists but has the wrong <see cref="AnimancerState.Clip"/>, the `allowSetClip` /// parameter determines what will happen. False causes it to throw an <see cref="ArgumentException"/> while /// true allows it to change the <see cref="AnimancerState.Clip"/>. Note that the change is somewhat costly to /// performance to use with caution. /// </summary> /// <exception cref="ArgumentException"/> public AnimancerState GetOrCreateState(AnimationClip clip, bool allowSetClip = false) { return GetOrCreateState(Root.GetKey(clip), clip, allowSetClip); } /// <summary> /// Returns the state registered with the <see cref="IHasKey.Key"/> if there is one. Otherwise /// this method uses <see cref="ITransition.CreateState"/> to create a new one and registers it with /// that key before returning it. /// </summary> public AnimancerState GetOrCreateState(ITransition transition) { var state = Root.States.GetOrCreate(transition); state.LayerIndex = Index; return state; } /// <summary> /// Returns the state which registered with the `key` or creates one if it doesn't exist. /// <para></para> /// If the state already exists but has the wrong <see cref="AnimancerState.Clip"/>, the `allowSetClip` /// parameter determines what will happen. False causes it to throw an <see cref="ArgumentException"/> while /// true allows it to change the <see cref="AnimancerState.Clip"/>. Note that the change is somewhat costly to /// performance to use with caution. /// <seealso cref="AnimancerState"/> /// </summary> /// <exception cref="ArgumentException"/> /// <exception cref="ArgumentNullException">The `key` is null.</exception> /// <remarks> /// See also: <see cref="AnimancerPlayable.StateDictionary.GetOrCreate(object, AnimationClip, bool)"/>. /// </remarks> public AnimancerState GetOrCreateState(object key, AnimationClip clip, bool allowSetClip = false) { if (key == null) throw new ArgumentNullException(nameof(key)); if (Root.States.TryGet(key, out var state)) { // If a state exists with the 'key' but has the wrong clip, either change it or complain. if (!ReferenceEquals(state.Clip, clip)) { if (allowSetClip) { state.Clip = clip; } else { throw new ArgumentException(AnimancerPlayable.StateDictionary.GetClipMismatchError(key, state.Clip, clip)); } } else// Otherwise make sure it is on the correct layer. { AddChild(state); } } else { state = CreateState(key, clip); } return state; } /************************************************************************************************************************/ /// <summary> /// Destroys all states connected to this layer. This operation cannot be undone. /// </summary> public void DestroyStates() { for (int i = States.Count - 1; i >= 0; i--) { States[i].Destroy(); } States.Clear(); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Play Management /************************************************************************************************************************/ /// <inheritdoc/> protected internal override void OnStartFade() { for (int i = States.Count - 1; i >= 0; i--) States[i].OnStartFade(); } /************************************************************************************************************************/ // Play Immediately. /************************************************************************************************************************/ /// <summary>Stops all other animations, plays the `clip`, and returns its state.</summary> /// <remarks> /// The animation will continue playing from its current <see cref="AnimancerState.Time"/>. /// To restart it from the beginning you can use <c>...Play(clip).Time = 0;</c>. /// </remarks> public AnimancerState Play(AnimationClip clip) => Play(GetOrCreateState(clip)); /// <summary>Stops all other animations, plays the `state`, and returns it.</summary> /// <remarks> /// The animation will continue playing from its current <see cref="AnimancerState.Time"/>. /// To restart it from the beginning you can use <c>...Play(clip).Time = 0;</c>. /// </remarks> public AnimancerState Play(AnimancerState state) { if (Weight == 0 && TargetWeight == 0) Weight = 1; AddChild(state); CurrentState = state; state.Play(); for (int i = States.Count - 1; i >= 0; i--) { var otherState = States[i]; if (otherState != state) otherState.Stop(); } return state; } /************************************************************************************************************************/ // Cross Fade. /************************************************************************************************************************/ /// <summary> /// Starts fading in the `clip` over the course of the `fadeDuration` while fading out all others in the same /// layer. Returns its state. /// </summary> /// <remarks> /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this /// method will allow it to complete the existing fade rather than starting a slower one. /// <para></para> /// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself /// and simply <see cref="AnimancerState.Play"/> the `state`. /// <para></para> /// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em> /// </remarks> public AnimancerState Play(AnimationClip clip, float fadeDuration, FadeMode mode = FadeMode.FixedSpeed) => Play(Root.States.GetOrCreate(clip), fadeDuration, mode); /// <summary> /// Starts fading in the `state` over the course of the `fadeDuration` while fading out all others in this /// layer. Returns the `state`. /// </summary> /// <remarks> /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this /// method will allow it to complete the existing fade rather than starting a slower one. /// <para></para> /// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself /// and simply <see cref="AnimancerState.Play"/> the `state`. /// <para></para> /// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em> /// </remarks> public AnimancerState Play(AnimancerState state, float fadeDuration, FadeMode mode = FadeMode.FixedSpeed) { // Skip the fade if: if (fadeDuration <= 0 ||// There is no duration. (Root.SkipFirstFade && Index == 0 && Weight == 0))// Or this is Layer 0 and it has no weight. { if (mode == FadeMode.FromStart || mode == FadeMode.NormalizedFromStart) state.Time = 0; Weight = 1; return Play(state); } EvaluateFadeMode(mode, ref state, ref fadeDuration); StartFade(1, fadeDuration); if (Weight == 0) return Play(state); AddChild(state); CurrentState = state; // If the state is already playing or will finish fading in faster than this new fade, // continue the existing fade but still pretend it was restarted. if (state.IsPlaying && state.TargetWeight == 1 && (state.Weight == 1 || state.FadeSpeed * fadeDuration > Math.Abs(1 - state.Weight))) { OnStartFade(); } else// Otherwise fade in the target state and fade out all others. { state.IsPlaying = true; state.StartFade(1, fadeDuration); for (int i = States.Count - 1; i >= 0; i--) { var otherState = States[i]; if (otherState != state) otherState.StartFade(0, fadeDuration); } } return state; } /************************************************************************************************************************/ // Transition. /************************************************************************************************************************/ /// <summary> /// Creates a state for the `transition` if it didn't already exist, then calls /// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/> /// depending on the <see cref="ITransition.FadeDuration"/>. /// </summary> public AnimancerState Play(ITransition transition) => Play(transition, transition.FadeDuration, transition.FadeMode); /// <summary> /// Creates a state for the `transition` if it didn't already exist, then calls /// <see cref="Play(AnimancerState)"/> or <see cref="Play(AnimancerState, float, FadeMode)"/> /// depending on the <see cref="ITransition.FadeDuration"/>. /// </summary> public AnimancerState Play(ITransition transition, float fadeDuration, FadeMode mode = FadeMode.FixedSpeed) { var state = Root.States.GetOrCreate(transition); state = Play(state, fadeDuration, mode); transition.Apply(state); return state; } /************************************************************************************************************************/ // Try Play. /************************************************************************************************************************/ /// <summary> /// Stops all other animations on the same layer, plays the animation registered with the `key`, and returns /// that state. Or if no state is registered with that `key`, this method does nothing and returns null. /// </summary> /// <remarks> /// The animation will continue playing from its current <see cref="AnimancerState.Time"/>. /// To restart it from the beginning you can simply set the returned state's time to 0. /// </remarks> public AnimancerState TryPlay(object key) => Root.States.TryGet(key, out var state) ? Play(state) : null; /// <summary> /// Starts fading in the animation registered with the `key` while fading out all others in the same layer /// over the course of the `fadeDuration`. Or if no state is registered with that `key`, this method does /// nothing and returns null. /// </summary> /// <remarks> /// If the `state` was already playing and fading in with less time remaining than the `fadeDuration`, this /// method will allow it to complete the existing fade rather than starting a slower one. /// <para></para> /// If the layer currently has 0 <see cref="AnimancerNode.Weight"/>, this method will fade in the layer itself /// and simply <see cref="AnimancerState.Play"/> the `state`. /// <para></para> /// <em>Animancer Lite only allows the default `fadeDuration` (0.25 seconds) in runtime builds.</em> /// </remarks> public AnimancerState TryPlay(object key, float fadeDuration, FadeMode mode = FadeMode.FixedSpeed) => Root.States.TryGet(key, out var state) ? Play(state, fadeDuration, mode) : null; /************************************************************************************************************************/ /// <summary> /// Manipulates the other parameters according to the `mode`. /// </summary> /// <exception cref="ArgumentException"> /// The <see cref="AnimancerState.Clip"/> is null when using <see cref="FadeMode.FromStart"/> or /// <see cref="FadeMode.NormalizedFromStart"/>. /// </exception> private void EvaluateFadeMode(FadeMode mode, ref AnimancerState state, ref float fadeDuration) { switch (mode) { case FadeMode.FixedSpeed: fadeDuration *= Math.Abs(1 - state.Weight); break; case FadeMode.FixedDuration: break; case FadeMode.FromStart: { #if UNITY_ASSERTIONS if (state.Clip == null) throw new ArgumentException( $"{nameof(FadeMode)}.{nameof(FadeMode.FromStart)} can only be used on {nameof(ClipState)}s." + $" State = {state}"); #endif var previousState = state; state = GetOrCreateWeightlessState(state); if (previousState != state) { var previousLayer = previousState.Layer; if (previousLayer != this && previousLayer.CurrentState == previousState) previousLayer.StartFade(0, fadeDuration); } break; } case FadeMode.NormalizedSpeed: fadeDuration *= Math.Abs(1 - state.Weight) * state.Length; break; case FadeMode.NormalizedDuration: fadeDuration *= state.Length; break; case FadeMode.NormalizedFromStart: { #if UNITY_ASSERTIONS if (state.Clip == null) throw new ArgumentException( $"{nameof(FadeMode)}.{nameof(FadeMode.NormalizedFromStart)} can only be used on {nameof(ClipState)}s." + $" State = {state}"); #endif var previousState = state; state = GetOrCreateWeightlessState(state); fadeDuration *= state.Length; if (previousState != state) { var previousLayer = previousState.Layer; if (previousLayer != this && previousLayer.CurrentState == previousState) previousLayer.StartFade(0, fadeDuration); } break; } default: throw new ArgumentException($"Invalid {nameof(FadeMode)}: " + mode, nameof(mode)); } } /************************************************************************************************************************/ #if UNITY_ASSERTIONS /// <summary>[Assert-Only] /// The maximum number of duplicate states that can be created by <see cref="GetOrCreateWeightlessState"/> for /// a single clip before it will start giving usage warnings. Default = 5. /// </summary> public static int MaxStateDepth { get; private set; } = 5; #endif /// <summary>[Assert-Conditional] Sets the <see cref="MaxStateDepth"/>.</summary> /// <remarks>This would not need to be a separate method if C# supported conditional property setters.</remarks> [System.Diagnostics.Conditional("UNITY_ASSERTIONS")] public static void SetMaxStateDepth(int depth) { #if UNITY_ASSERTIONS MaxStateDepth = depth; #endif } /// <summary> /// If the `state` is not currently at 0 <see cref="AnimancerNode.Weight"/>, this method finds a copy of it /// which is at 0 or creates a new one. /// </summary> /// <exception cref="InvalidOperationException">The <see cref="AnimancerState.Clip"/> is null.</exception> /// <exception cref="ArgumentOutOfRangeException"> /// More states have been created for this <see cref="AnimancerState.Clip"/> than the /// <see cref="MaxStateDepth"/> allows. /// </exception> public AnimancerState GetOrCreateWeightlessState(AnimancerState state) { if (state.Weight != 0) { var clip = state.Clip; if (clip == null) { // We could probably support any state type by giving them a Clone method, but that would take a // lot of work for something that might never get used. throw new InvalidOperationException( $"{nameof(GetOrCreateWeightlessState)} can only be used on {nameof(ClipState)}s. State = " + state); } // Use any earlier state that is weightless. var keyState = state; while (true) { keyState = keyState.Key as AnimancerState; if (keyState == null) { break; } else if (keyState.Weight == 0) { state = keyState; goto GotWeightlessState; } } #if UNITY_ASSERTIONS int depth = 0; #endif // If that state is not at 0 weight, get or create another state registered using the previous state as a key. // Keep going through states in this manner until you find one at 0 weight. do { // Explicitly cast the state to an object to avoid the overload that warns about using a state as a key. state = Root.States.GetOrCreate((object)state, clip); #if UNITY_ASSERTIONS if (++depth == MaxStateDepth) { throw new ArgumentOutOfRangeException(nameof(depth), nameof(GetOrCreateWeightlessState) + " has created " + MaxStateDepth + " or more states for a single clip." + " This is most likely a result of calling the method repeatedly on consecutive frames." + $" You probably just want to use {nameof(FadeMode)}.{nameof(FadeMode.FixedSpeed)} instead," + $" but you can call {nameof(AnimancerLayer)}.{nameof(SetMaxStateDepth)} if necessary."); } #endif } while (state.Weight != 0); } GotWeightlessState: // Make sure it is on this layer and at time 0. AddChild(state); state.Time = 0; return state; } /************************************************************************************************************************/ // Stopping /************************************************************************************************************************/ /// <summary> /// Sets <see cref="AnimancerNode.Weight"/> = 0 and calls <see cref="AnimancerState.Stop"/> on all animations /// to stop them from playing and rewind them to the start. /// </summary> public override void Stop() { base.Stop(); CurrentState = null; for (int i = States.Count - 1; i >= 0; i--) States[i].Stop(); } /************************************************************************************************************************/ // Checking /************************************************************************************************************************/ /// <summary> /// Returns true if the `clip` is currently being played by at least one state. /// </summary> public bool IsPlayingClip(AnimationClip clip) { for (int i = States.Count - 1; i >= 0; i--) { var state = States[i]; if (state.Clip == clip && state.IsPlaying) return true; } return false; } /// <summary> /// Returns true if at least one animation is being played. /// </summary> public bool IsAnyStatePlaying() { for (int i = States.Count - 1; i >= 0; i--) { if (States[i].IsPlaying) return true; } return false; } /// <summary> /// Returns true if the <see cref="CurrentState"/> is playing and hasn't yet reached its end. /// <para></para> /// This method is called by <see cref="IEnumerator.MoveNext"/> so this object can be used as a custom yield /// instruction to wait until it finishes. /// </summary> protected internal override bool IsPlayingAndNotEnding() => _CurrentState != null && _CurrentState.IsPlayingAndNotEnding(); /************************************************************************************************************************/ /// <summary> /// Calculates the total <see cref="AnimancerNode.Weight"/> of all states in this layer. /// </summary> public float GetTotalWeight() { float weight = 0; for (int i = States.Count - 1; i >= 0; i--) { weight += States[i].Weight; } return weight; } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Inverse Kinematics /************************************************************************************************************************/ private bool _ApplyAnimatorIK; /// <inheritdoc/> public override bool ApplyAnimatorIK { get => _ApplyAnimatorIK; set => base.ApplyAnimatorIK = _ApplyAnimatorIK = value; } /************************************************************************************************************************/ private bool _ApplyFootIK; /// <inheritdoc/> public override bool ApplyFootIK { get => _ApplyFootIK; set => base.ApplyFootIK = _ApplyFootIK = value; } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Inspector /************************************************************************************************************************/ /// <summary>[<see cref="IAnimationClipCollection"/>] /// Gathers all the animations in this layer. /// </summary> public void GatherAnimationClips(ICollection<AnimationClip> clips) => clips.GatherFromSource(States); /************************************************************************************************************************/ /// <summary>The Inspector display name of this layer.</summary> public override string ToString() { #if UNITY_ASSERTIONS if (DebugName == null) { if (_Mask != null) return _Mask.name; SetDebugName(Index == 0 ? "Base Layer" : "Layer " + Index); } return base.ToString(); #else return "Layer " + Index; #endif } /************************************************************************************************************************/ /// <inheritdoc/> protected override void AppendDetails(StringBuilder text, string separator) { base.AppendDetails(text, separator); text.Append(separator).Append($"{nameof(CurrentState)}: ").Append(CurrentState); text.Append(separator).Append($"{nameof(CommandCount)}: ").Append(CommandCount); text.Append(separator).Append($"{nameof(IsAdditive)}: ").Append(IsAdditive); #if UNITY_ASSERTIONS text.Append(separator).Append($"{nameof(AvatarMask)}: ").Append(AnimancerUtilities.ToStringOrNull(_Mask)); #endif } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Internal/Core/AnimancerLayer.cs/0
{ "file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Core/AnimancerLayer.cs", "repo_id": "jynew", "token_count": 15629 }
929
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using System; using System.Collections.Generic; using System.Text; using UnityEngine; using UnityEngine.Animations; using UnityEngine.Playables; using Object = UnityEngine.Object; namespace Animancer { /// <summary>An <see cref="AnimancerState"/> which plays an <see cref="AnimationClip"/>.</summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/playing/states">States</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer/ClipState /// public sealed class ClipState : AnimancerState { /************************************************************************************************************************/ #region Fields and Properties /************************************************************************************************************************/ /// <summary>The <see cref="AnimationClip"/> which this state plays.</summary> private AnimationClip _Clip; /// <summary>The <see cref="AnimationClip"/> which this state plays.</summary> public override AnimationClip Clip { get => _Clip; set => ChangeMainObject(ref _Clip, value); } /// <summary>The <see cref="AnimationClip"/> which this state plays.</summary> public override Object MainObject { get => _Clip; set => Clip = (AnimationClip)value; } /************************************************************************************************************************/ /// <summary>The <see cref="AnimationClip.length"/>.</summary> public override float Length => _Clip.length; /************************************************************************************************************************/ /// <summary>The <see cref="Motion.isLooping"/>.</summary> public override bool IsLooping => _Clip.isLooping; /************************************************************************************************************************/ /// <inheritdoc/> public override Vector3 AverageVelocity => _Clip.averageSpeed; /************************************************************************************************************************/ #region Inverse Kinematics /************************************************************************************************************************/ /// <inheritdoc/> public override bool ApplyAnimatorIK { get { Validate.AssertPlayable(this); return ((AnimationClipPlayable)_Playable).GetApplyPlayableIK(); } set { Validate.AssertPlayable(this); ((AnimationClipPlayable)_Playable).SetApplyPlayableIK(value); } } /************************************************************************************************************************/ /// <inheritdoc/> public override bool ApplyFootIK { get { Validate.AssertPlayable(this); return ((AnimationClipPlayable)_Playable).GetApplyFootIK(); } set { Validate.AssertPlayable(this); ((AnimationClipPlayable)_Playable).SetApplyFootIK(value); } } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Methods /************************************************************************************************************************/ /// <summary>Creates a new <see cref="ClipState"/> and sets its <see cref="Clip"/>.</summary> /// <exception cref="ArgumentNullException">The `clip` is null.</exception> public ClipState(AnimationClip clip) { if (clip == null) throw new ArgumentNullException(nameof(clip)); Validate.AssertNotLegacy(clip); _Clip = clip; } /************************************************************************************************************************/ /// <summary>Creates and assigns the <see cref="AnimationClipPlayable"/> managed by this node.</summary> protected override void CreatePlayable(out Playable playable) { Validate.AssertNotLegacy(_Clip); var root = Root; var clipPlayable = AnimationClipPlayable.Create(root._Graph, _Clip); playable = clipPlayable; } /************************************************************************************************************************/ /// <inheritdoc/> public override void Destroy() { _Clip = null; base.Destroy(); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Inspector #if UNITY_EDITOR /************************************************************************************************************************/ /// <summary>[Editor-Only] Returns a <see cref="Drawer"/> for this state.</summary> protected internal override Editor.IAnimancerNodeDrawer CreateDrawer() => new Drawer(this); /************************************************************************************************************************/ /// <summary>[Editor-Only] Draws the Inspector GUI for a <see cref="ClipState"/>.</summary> /// <remarks> /// Unfortunately the tool used to generate this documentation does not currently support nested types with /// identical names, so only one <c>Drawer</c> class will actually have a documentation page. /// <para></para> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see> /// </remarks> public sealed class Drawer : Editor.AnimancerStateDrawer<ClipState> { /************************************************************************************************************************/ /// <summary> /// Creates a new <see cref="Drawer"/> to manage the Inspector GUI for the `state`. /// </summary> public Drawer(ClipState state) : base(state) { } /************************************************************************************************************************/ /// <inheritdoc/> protected override void AddContextMenuFunctions(UnityEditor.GenericMenu menu) { menu.AddDisabledItem(new GUIContent(DetailsPrefix + "Animation Type: " + Editor.AnimationBindings.GetAnimationType(Target._Clip))); base.AddContextMenuFunctions(menu); Editor.AnimancerEditorUtilities.AddContextMenuIK(menu, Target); } /************************************************************************************************************************/ } /************************************************************************************************************************/ #endif #endregion /************************************************************************************************************************/ #region Transition /************************************************************************************************************************/ /// <summary> /// A serializable <see cref="ITransition"/> which can create a <see cref="ClipState"/> when passed /// into <see cref="AnimancerPlayable.Play(ITransition)"/>. /// </summary> /// <remarks> /// Unfortunately the tool used to generate this documentation does not currently support nested types with /// identical names, so only one <c>Transition</c> class will actually have a documentation page. /// <para></para> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer/Transition /// [Serializable] public class Transition : Transition<ClipState>, IAnimationClipCollection { /************************************************************************************************************************/ [SerializeField, Tooltip("The animation to play")] private AnimationClip _Clip; /// <summary>[<see cref="SerializeField"/>] The animation to play.</summary> public AnimationClip Clip { get => _Clip; set { if (value != null) Validate.AssertNotLegacy(value); _Clip = value; } } /// <inheritdoc/> public override Object MainObject => _Clip; /// <summary> /// The <see cref="Clip"/> will be used as the <see cref="AnimancerState.Key"/> for the created state to be /// registered with. /// </summary> public override object Key => _Clip; /************************************************************************************************************************/ [SerializeField, Tooltip(Strings.ProOnlyTag + "How fast the animation plays (1x = normal speed, 2x = double speed)")] private float _Speed = 1; /// <summary>[<see cref="SerializeField"/>] /// Determines how fast the animation plays (1x = normal speed, 2x = double speed). /// </summary> public override float Speed { get => _Speed; set => _Speed = value; } /************************************************************************************************************************/ [SerializeField, Tooltip(Strings.ProOnlyTag + "If enabled, the animation's time will start at this value when played")] [UnityEngine.Serialization.FormerlySerializedAs("_StartTime")] private float _NormalizedStartTime = float.NaN; /// <summary>[<see cref="SerializeField"/>] /// Determines what <see cref="AnimancerState.NormalizedTime"/> to start the animation at. /// <para></para> /// The default value is <see cref="float.NaN"/> which indicates that this value is not used so the /// animation will continue from its current time. /// </summary> public override float NormalizedStartTime { get => _NormalizedStartTime; set => _NormalizedStartTime = value; } /// <summary> /// If this transition will set the <see cref="AnimancerState.Time"/>, then it needs to use /// <see cref="FadeMode.FromStart"/>. /// </summary> public override FadeMode FadeMode => float.IsNaN(_NormalizedStartTime) ? FadeMode.FixedSpeed : FadeMode.FromStart; /************************************************************************************************************************/ /// <summary>[<see cref="ITransitionDetailed"/>] Returns <see cref="Motion.isLooping"/>.</summary> public override bool IsLooping => _Clip != null && _Clip.isLooping; /// <inheritdoc/> public override float MaximumDuration => _Clip != null ? _Clip.length : 0; /// <inheritdoc/> public override float AverageAngularSpeed => _Clip != null ? _Clip.averageAngularSpeed : default; /// <inheritdoc/> public override Vector3 AverageVelocity => _Clip != null ? _Clip.averageSpeed : default; /// <inheritdoc/> public override bool IsValid => _Clip != null && !_Clip.legacy; /************************************************************************************************************************/ /// <summary> /// Creates and returns a new <see cref="ClipState"/>. /// <para></para> /// Note that using methods like <see cref="AnimancerPlayable.Play(ITransition)"/> will also call /// <see cref="ITransition.Apply"/>, so if you call this method manually you may want to call that method /// as well. Or you can just use <see cref="AnimancerUtilities.CreateStateAndApply"/>. /// <para></para> /// This method also assigns it as the <see cref="AnimancerState.Transition{TState}.State"/>. /// </summary> public override ClipState CreateState() => State = new ClipState(_Clip); /************************************************************************************************************************/ /// <inheritdoc/> public override void Apply(AnimancerState state) { base.Apply(state); if (!float.IsNaN(_Speed)) state.Speed = _Speed; if (!float.IsNaN(_NormalizedStartTime)) state.NormalizedTime = _NormalizedStartTime; else if (state.Weight == 0) state.NormalizedTime = AnimancerEvent.Sequence.GetDefaultNormalizedStartTime(_Speed); } /************************************************************************************************************************/ /// <summary>Adds the <see cref="Clip"/> to the collection.</summary> void IAnimationClipCollection.GatherAnimationClips(ICollection<AnimationClip> clips) => clips.Gather(_Clip); /************************************************************************************************************************/ #if UNITY_EDITOR /************************************************************************************************************************/ /// <summary>[Editor-Only] Draws the Inspector GUI for a <see cref="Transition"/>.</summary> /// <remarks> /// Unfortunately the tool used to generate this documentation does not currently support nested types with /// identical names, so only one <c>Drawer</c> class will actually have a documentation page. /// <para></para> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/transitions">Transitions</see> /// </remarks> [UnityEditor.CustomPropertyDrawer(typeof(Transition), true)] public class Drawer : Editor.TransitionDrawer { /************************************************************************************************************************/ /// <summary>Creates a new <see cref="Drawer"/>.</summary> public Drawer() : base(nameof(_Clip)) { } /************************************************************************************************************************/ } /************************************************************************************************************************/ #endif /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Internal/Core/ClipState.cs/0
{ "file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Core/ClipState.cs", "repo_id": "jynew", "token_count": 5669 }
930
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections.Generic; using System.IO; using System.Text; using UnityEditor; using UnityEditorInternal; using UnityEngine; namespace Animancer.Editor { partial class AnimancerToolsWindow { /// <summary>[Editor-Only] [Pro-Only] /// A <see cref="SpriteModifierPanel"/> for generating <see cref="AnimationClip"/>s from <see cref="Sprite"/>s. /// </summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/tools/generate-sprite-animations">Generate Sprite Animations</see> /// </remarks> [Serializable] public sealed class GenerateSpriteAnimations : SpriteModifierPanel { /************************************************************************************************************************/ #region Panel /************************************************************************************************************************/ [NonSerialized] private readonly List<string> Names = new List<string>(); [NonSerialized] private readonly Dictionary<string, List<Sprite>> NameToSprites = new Dictionary<string, List<Sprite>>(); [NonSerialized] private ReorderableList _Display; [NonSerialized] private bool _NamesAreDirty; /************************************************************************************************************************/ /// <inheritdoc/> public override string Name => "Generate Sprite Animations"; /// <inheritdoc/> public override string HelpURL => Strings.DocsURLs.GenerateSpriteAnimations; /// <inheritdoc/> public override string Instructions { get { if (Sprites.Count == 0) return "Select the Sprites you want to generate animations from."; return "Click Generate."; } } /************************************************************************************************************************/ /// <inheritdoc/> public override void OnEnable(int index) { base.OnEnable(index); _Display = CreateReorderableList(Names, "Animations to Generate", (area, elementIndex, isActive, isFocused) => { area.y = Mathf.Ceil(area.y + EditorGUIUtility.standardVerticalSpacing * 0.5f); area.height = EditorGUIUtility.singleLineHeight; var name = Names[elementIndex]; var sprites = NameToSprites[name]; BeginChangeCheck(); name = EditorGUI.TextField(area, name); if (EndChangeCheck()) { Names[elementIndex] = name; } for (int i = 0; i < sprites.Count; i++) { area.y += area.height + EditorGUIUtility.standardVerticalSpacing; var sprite = sprites[i]; BeginChangeCheck(); sprite = (Sprite)EditorGUI.ObjectField(area, sprite, typeof(Sprite), false); if (EndChangeCheck()) { sprites[i] = sprite; } } }); _Display.elementHeightCallback = (elementIndex) => { var lineCount = NameToSprites[Names[elementIndex]].Count + 1; return EditorGUIUtility.singleLineHeight * lineCount + EditorGUIUtility.standardVerticalSpacing * lineCount; }; } /************************************************************************************************************************/ /// <inheritdoc/> public override void OnSelectionChanged() { NameToSprites.Clear(); Names.Clear(); _NamesAreDirty = true; } /************************************************************************************************************************/ /// <inheritdoc/> public override void DoBodyGUI() { EditorGUILayout.PropertyField(AnimancerSettings.FrameRate); var sprites = Sprites; if (_NamesAreDirty) { _NamesAreDirty = false; GatherNameToSprites(sprites, NameToSprites); Names.AddRange(NameToSprites.Keys); } GUI.enabled = false; _Display.DoLayoutList(); GUILayout.BeginHorizontal(); { GUILayout.FlexibleSpace(); GUI.enabled = sprites.Count > 0; if (GUILayout.Button("Generate")) { AnimancerGUI.Deselect(); GenerateAnimationsBySpriteName(sprites); } } GUILayout.EndHorizontal(); GUI.enabled = true; EditorGUILayout.HelpBox("This function is also available via:" + "\n - The 'Assets/Create/Animancer' menu." + "\n - The Cog icon in the top right of the Inspector for Sprite and Texture assets", MessageType.Info); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Methods /************************************************************************************************************************/ /// <summary>Uses <see cref="GatherNameToSprites"/> and creates new animations from those groups.</summary> private static void GenerateAnimationsBySpriteName(List<Sprite> sprites) { if (sprites.Count == 0) return; sprites.Sort(NaturalCompare); var nameToSprites = new Dictionary<string, List<Sprite>>(); GatherNameToSprites(sprites, nameToSprites); var pathToSprites = new Dictionary<string, List<Sprite>>(); var message = ObjectPool.AcquireStringBuilder() .Append("Do you wish to generate the following animations?"); const int MaxLines = 25; var line = 0; foreach (var nameToSpriteGroup in nameToSprites) { var path = AssetDatabase.GetAssetPath(nameToSpriteGroup.Value[0]); path = Path.GetDirectoryName(path); path = Path.Combine(path, nameToSpriteGroup.Key + ".anim"); pathToSprites.Add(path, nameToSpriteGroup.Value); if (++line <= MaxLines) { message.AppendLine() .Append("- ") .Append(path) .Append(" (") .Append(nameToSpriteGroup.Value.Count) .Append(" frames)"); } } if (line > MaxLines) { message.AppendLine() .Append("And ") .Append(line - MaxLines) .Append(" others."); } if (!EditorUtility.DisplayDialog("Generate Sprite Animations?", message.ReleaseToString(), "Generate", "Cancel")) return; foreach (var pathToSpriteGroup in pathToSprites) CreateAnimation(pathToSpriteGroup.Key, pathToSpriteGroup.Value.ToArray()); AssetDatabase.SaveAssets(); } /************************************************************************************************************************/ private static char[] _Numbers, _TrimOther; /// <summary>Groups the `sprites` by name into the `nameToSptires`.</summary> private static void GatherNameToSprites(List<Sprite> sprites, Dictionary<string, List<Sprite>> nameToSprites) { for (int i = 0; i < sprites.Count; i++) { var sprite = sprites[i]; var name = sprite.name; // Remove numbers from the end. if (_Numbers == null) _Numbers = new char[] { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9' }; name = name.TrimEnd(_Numbers); // Then remove other characters from the end. if (_TrimOther == null) _TrimOther = new char[] { ' ', '_', '-' }; name = name.TrimEnd(_TrimOther); // Doing both at once would turn "Attack2-0" (Attack 2 Frame 0) into "Attack" (losing the number). if (!nameToSprites.TryGetValue(name, out var spriteGroup)) { spriteGroup = new List<Sprite>(); nameToSprites.Add(name, spriteGroup); } // Add the sprite to the group if it's not a duplicate. if (spriteGroup.Count == 0 || spriteGroup[spriteGroup.Count - 1] != sprite) spriteGroup.Add(sprite); } } /************************************************************************************************************************/ /// <summary>Creates and saves a new <see cref="AnimationClip"/> that plays the `sprites`.</summary> private static void CreateAnimation(string path, params Sprite[] sprites) { var frameRate = AnimancerSettings.FrameRate.floatValue; var clip = new AnimationClip { frameRate = frameRate, }; var spriteKeyFrames = new ObjectReferenceKeyframe[sprites.Length]; for (int i = 0; i < spriteKeyFrames.Length; i++) { spriteKeyFrames[i] = new ObjectReferenceKeyframe { time = i / (float)frameRate, value = sprites[i] }; } var spriteBinding = EditorCurveBinding.PPtrCurve("", typeof(SpriteRenderer), "m_Sprite"); AnimationUtility.SetObjectReferenceCurve(clip, spriteBinding, spriteKeyFrames); AssetDatabase.CreateAsset(clip, path); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Menu Functions /************************************************************************************************************************/ private const string GenerateAnimationsBySpriteNameFunctionName = "/Generate Animations By Sprite Name"; /************************************************************************************************************************/ /// <summary>Should <see cref="GenerateAnimationsBySpriteName()"/> be enabled or greyed out?</summary> [MenuItem("Assets/Create/Animancer" + GenerateAnimationsBySpriteNameFunctionName, validate = true)] private static bool ValidateGenerateAnimationsBySpriteName() { var selection = Selection.objects; for (int i = 0; i < selection.Length; i++) { var selected = selection[i]; if (selected is Sprite || selected is Texture) return true; } return false; } /// <summary>Calls <see cref="GenerateAnimationsBySpriteName(List{Sprite})"/> with the selected <see cref="Sprite"/>s.</summary> [MenuItem("Assets/Create/Animancer" + GenerateAnimationsBySpriteNameFunctionName, priority = Strings.AssetMenuOrder + 13)] private static void GenerateAnimationsBySpriteName() { var sprites = new List<Sprite>(); var selection = Selection.objects; for (int i = 0; i < selection.Length; i++) { var selected = selection[i]; if (selected is Sprite sprite) { sprites.Add(sprite); } else if (selected is Texture2D texture) { sprites.AddRange(LoadAllSpritesInTexture(texture)); } } GenerateAnimationsBySpriteName(sprites); } /************************************************************************************************************************/ private static List<Sprite> _CachedSprites; /// <summary> /// Returns a list of <see cref="Sprite"/>s which will be passed into /// <see cref="GenerateAnimationsBySpriteName(List{Sprite})"/> by <see cref="EditorApplication.delayCall"/>. /// </summary> private static List<Sprite> GetCachedSpritesToGenerateAnimations() { AnimancerUtilities.NewIfNull(ref _CachedSprites); // Delay the call in case multiple objects are selected. if (_CachedSprites.Count == 0) { EditorApplication.delayCall += () => { GenerateAnimationsBySpriteName(_CachedSprites); _CachedSprites.Clear(); }; } return _CachedSprites; } /************************************************************************************************************************/ /// <summary> /// Adds the <see cref="MenuCommand.context"/> to the <see cref="GetCachedSpritesToGenerateAnimations"/>. /// </summary> [MenuItem("CONTEXT/" + nameof(Sprite) + GenerateAnimationsBySpriteNameFunctionName)] private static void GenerateAnimationsFromSpriteByName(MenuCommand command) { GetCachedSpritesToGenerateAnimations().Add((Sprite)command.context); } /************************************************************************************************************************/ /// <summary>Should <see cref="GenerateAnimationsFromTextureBySpriteName"/> be enabled or greyed out?</summary> [MenuItem("CONTEXT/" + nameof(TextureImporter) + GenerateAnimationsBySpriteNameFunctionName, validate = true)] private static bool ValidateGenerateAnimationsFromTextureBySpriteName(MenuCommand command) { var importer = (TextureImporter)command.context; var sprites = LoadAllSpritesAtPath(importer.assetPath); return sprites.Length > 0; } /// <summary> /// Adds all <see cref="Sprite"/> sub-assets of the <see cref="MenuCommand.context"/> to the /// <see cref="GetCachedSpritesToGenerateAnimations"/>. /// </summary> [MenuItem("CONTEXT/" + nameof(TextureImporter) + GenerateAnimationsBySpriteNameFunctionName)] private static void GenerateAnimationsFromTextureBySpriteName(MenuCommand command) { var cachedSprites = GetCachedSpritesToGenerateAnimations(); var importer = (TextureImporter)command.context; cachedSprites.AddRange(LoadAllSpritesAtPath(importer.assetPath)); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } } } #endif
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.GenerateSpriteAnimations.cs/0
{ "file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.GenerateSpriteAnimations.cs", "repo_id": "jynew", "token_count": 7802 }
931
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections.Generic; using UnityEditor; using UnityEditorInternal; using UnityEngine; using Object = UnityEngine.Object; namespace Animancer.Editor { /// <summary>[Editor-Only] [Pro-Only] /// An <see cref="EditorWindow"/> with various utilities for managing sprites and generating animations. /// </summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/tools">Animancer Tools</see> /// </remarks> internal sealed partial class AnimancerToolsWindow : EditorWindow { /************************************************************************************************************************/ private const string Name = "Animancer Tools"; public static AnimancerToolsWindow Instance { get; private set; } [SerializeField] private PackTextures _PackTextures; [SerializeField] private ModifySprites _ModifySprites; [SerializeField] private RenameSprites _RenameSprites; [SerializeField] private GenerateSpriteAnimations _GenerateSpriteAnimations; [SerializeField] private RemapSpriteAnimation _RemapSpriteAnimation; [SerializeField] private RemapAnimationBindings _RemapAnimationBindings; [SerializeField] private Vector2 _Scroll; [SerializeField] private int _CurrentPanel = -1; private Panel[] _Panels; private string[] _PanelNames; private SerializedObject _SerializedObject; private SerializedObject SerializedObject => _SerializedObject ?? (_SerializedObject = new SerializedObject(this)); /************************************************************************************************************************/ private void OnEnable() { titleContent = new GUIContent(Name); Instance = this; AnimancerUtilities.NewIfNull(ref _PackTextures); AnimancerUtilities.NewIfNull(ref _ModifySprites); AnimancerUtilities.NewIfNull(ref _RenameSprites); AnimancerUtilities.NewIfNull(ref _GenerateSpriteAnimations); AnimancerUtilities.NewIfNull(ref _RemapSpriteAnimation); AnimancerUtilities.NewIfNull(ref _RemapAnimationBindings); _Panels = new Panel[] { _PackTextures, _ModifySprites, _RenameSprites, _GenerateSpriteAnimations, _RemapSpriteAnimation, _RemapAnimationBindings, }; _PanelNames = new string[_Panels.Length]; for (int i = 0; i < _Panels.Length; i++) { var panel = _Panels[i]; panel.OnEnable(i); _PanelNames[i] = panel.Name; } Undo.undoRedoPerformed += Repaint; OnSelectionChange(); } /************************************************************************************************************************/ private void OnDisable() { Undo.undoRedoPerformed -= Repaint; } /************************************************************************************************************************/ private void OnSelectionChange() { for (int i = 0; i < _Panels.Length; i++) _Panels[i].OnSelectionChanged(); Repaint(); } /************************************************************************************************************************/ private void OnGUI() { EditorGUIUtility.labelWidth = Mathf.Min(EditorGUIUtility.labelWidth, position.width * 0.5f); _Scroll = GUILayout.BeginScrollView(_Scroll); GUILayout.BeginVertical(); GUILayout.EndVertical(); for (int i = 0; i < _Panels.Length; i++) _Panels[i].DoGUI(); GUILayout.EndScrollView(); } /************************************************************************************************************************/ private static new void Repaint() => ((EditorWindow)Instance).Repaint(); private static void RecordUndo() => Undo.RecordObject(Instance, Name); /************************************************************************************************************************/ /// <summary>Calls <see cref="EditorGUI.BeginChangeCheck"/>.</summary> private static void BeginChangeCheck() => EditorGUI.BeginChangeCheck(); /// <summary>Calls <see cref="EditorGUI.EndChangeCheck"/> and <see cref="RecordUndo"/> if it returned true.</summary> private static bool EndChangeCheck() { if (EditorGUI.EndChangeCheck()) { RecordUndo(); return true; } else return false; } /// <summary>Calls <see cref="EndChangeCheck"/> and sets the <c>field = value</c> if it returned true.</summary> private static bool EndChangeCheck<T>(ref T field, T value) { if (EndChangeCheck()) { field = value; return true; } else return false; } /************************************************************************************************************************/ /// <summary>Creates and initialises a new <see cref="ReorderableList"/>.</summary> private static ReorderableList CreateReorderableList<T>(List<T> list, string name, ReorderableList.ElementCallbackDelegate drawElementCallback, bool showFooter = false) { var reorderableList = new ReorderableList(list, typeof(T)) { drawHeaderCallback = (area) => GUI.Label(area, name), drawElementCallback = drawElementCallback, elementHeight = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing, }; if (!showFooter) { reorderableList.footerHeight = 0; reorderableList.displayAdd = false; reorderableList.displayRemove = false; } return reorderableList; } /************************************************************************************************************************/ /// <summary>Creates and initialises a new <see cref="ReorderableList"/> for <see cref="Sprite"/>s.</summary> private static ReorderableList CreateReorderableObjectList<T>(List<T> objects, string name, bool showFooter = false) where T : Object { var reorderableList = CreateReorderableList(objects, name, (area, index, isActive, isFocused) => { area.y = Mathf.Ceil(area.y + EditorGUIUtility.standardVerticalSpacing * 0.5f); area.height = EditorGUIUtility.singleLineHeight; BeginChangeCheck(); var obj = (T)EditorGUI.ObjectField(area, objects[index], typeof(T), false); if (EndChangeCheck()) { objects[index] = obj; } }, showFooter); if (showFooter) { reorderableList.onAddCallback = (list) => list.list.Add(null); } return reorderableList; } /************************************************************************************************************************/ /// <summary>Creates a new <see cref="ReorderableList"/> for <see cref="string"/>s.</summary> private static ReorderableList CreateReorderableStringList(List<string> strings, string name, Func<Rect, int, string> doElementGUI) { return CreateReorderableList(strings, name, (area, index, isActive, isFocused) => { area.y = Mathf.Ceil(area.y + EditorGUIUtility.standardVerticalSpacing * 0.5f); area.height = EditorGUIUtility.singleLineHeight; BeginChangeCheck(); var str = doElementGUI(area, index); if (EndChangeCheck()) { strings[index] = str; } }); } /// <summary>Creates a new <see cref="ReorderableList"/> for <see cref="string"/>s.</summary> private static ReorderableList CreateReorderableStringList(List<string> strings, string name) { return CreateReorderableStringList(strings, name, (area, index) => { return EditorGUI.TextField(area, strings[index]); }); } /************************************************************************************************************************/ /// <summary>Returns all the <see cref="Sprite"/> sub-assets of the `texture`.</summary> public static Sprite[] LoadAllSpritesInTexture(Texture2D texture) => LoadAllSpritesAtPath(AssetDatabase.GetAssetPath(texture)); /// <summary>Returns all the <see cref="Sprite"/> assets at the `path`.</summary> public static Sprite[] LoadAllSpritesAtPath(string path) { var assets = AssetDatabase.LoadAllAssetsAtPath(path); var sprites = new List<Sprite>(); for (int j = 0; j < assets.Length; j++) { if (assets[j] is Sprite sprite) sprites.Add(sprite); } return sprites.ToArray(); } /************************************************************************************************************************/ /// <summary>Calls <see cref="EditorUtility.NaturalCompare"/> on the <see cref="Object.name"/>s.</summary> public static int NaturalCompare(Object a, Object b) => EditorUtility.NaturalCompare(a.name, b.name); /************************************************************************************************************************/ /// <summary>Opens the <see cref="AnimancerToolsWindow"/>.</summary> [MenuItem("Window/Animation/" + Name)] private static void Open() => GetWindow<AnimancerToolsWindow>(); /// <summary>Opens the <see cref="AnimancerToolsWindow"/> showing the specified `panel`.</summary> public static void Open(Type panel) { var window = GetWindow<AnimancerToolsWindow>(); for (int i = 0; i < window._Panels.Length; i++) { if (window._Panels[i].GetType() == panel) { window._CurrentPanel = i; return; } } } /************************************************************************************************************************/ } } #endif
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.cs/0
{ "file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Animancer Tools/AnimancerToolsWindow.cs", "repo_id": "jynew", "token_count": 4395 }
932
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // #if UNITY_EDITOR using UnityEditor; using UnityEngine; namespace Animancer.Editor { /// <summary>[Editor-Only] A cached width calculation for GUI elements.</summary> /// https://kybernetik.com.au/animancer/api/Animancer.Editor/GUIElementWidth /// public class GUIElementWidth { /************************************************************************************************************************/ private GUIStyle _Style; private string _Text; private float _Width; /************************************************************************************************************************/ /// <summary>Returns the width the `text` would take up if drawn with the `style`.</summary> public float GetWidth(GUIStyle style, string text) { if (_Style != style || _Text != text) { _Style = style; _Text = text; _Width = style.CalculateWidth(text); OnRecalculate(style, text); } return _Width; } /// <summary>Called when <see cref="GetWidth"/> is called with different parameters.</summary> protected virtual void OnRecalculate(GUIStyle style, string text) { } /************************************************************************************************************************/ } /// <summary>[Editor-Only] /// A cached width calculation for GUI elements which accounts for boldness in prefab overrides. /// </summary> public sealed class GUIElementWidthBoldable : GUIElementWidth { /************************************************************************************************************************/ private float _BoldWidth; /// <inheritdoc/> protected override void OnRecalculate(GUIStyle style, string text) { var fontStyle = style.fontStyle; style.fontStyle = FontStyle.Bold; _BoldWidth = style.CalculateWidth(text); style.fontStyle = fontStyle; } /************************************************************************************************************************/ /// <summary>Returns the width the `text` would take up if drawn with the `style`.</summary> public float GetWidth(GUIStyle style, string text, bool bold) { var regularWidth = GetWidth(style, text); return bold ? _BoldWidth : regularWidth; } /// <summary>Returns the width the `text` would take up if drawn with the `style`.</summary> public float GetWidth(GUIStyle style, string text, SerializedProperty property) => GetWidth(style, text, property != null && property.prefabOverride); /************************************************************************************************************************/ } } #endif
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/GUIElementWidth.cs/0
{ "file_path": "jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/GUIElementWidth.cs", "repo_id": "jynew", "token_count": 1010 }
933
// Serialization // Copyright 2021 Kybernetik // #if UNITY_EDITOR using System; using System.Collections; using System.Collections.Generic; using System.Reflection; using System.Text; using UnityEditor; using UnityEngine; using Object = UnityEngine.Object; // Shared File Last Modified: 2021-01-03 namespace Animancer.Editor // namespace InspectorGadgets.Editor // namespace UltEvents.Editor { /// <summary>The possible states for a function in a <see cref="GenericMenu"/>.</summary> public enum MenuFunctionState { /************************************************************************************************************************/ /// <summary>Displayed normally.</summary> Normal, /// <summary>Has a check mark next to it to show that it is selected.</summary> Selected, /// <summary>Greyed out and unusable.</summary> Disabled, /************************************************************************************************************************/ } /// <summary>[Editor-Only] Various serialization utilities.</summary> public static partial class Serialization { /************************************************************************************************************************/ #region Public Static API /************************************************************************************************************************/ /// <summary>The text used in a <see cref="SerializedProperty.propertyPath"/> to denote array elements.</summary> public const string ArrayDataPrefix = ".Array.data[", ArrayDataSuffix = "]"; /************************************************************************************************************************/ /// <summary>Returns a user friendly version of the <see cref="SerializedProperty.propertyPath"/>.</summary> public static string GetFriendlyPath(this SerializedProperty property) { return property.propertyPath.Replace(ArrayDataPrefix, "["); } /************************************************************************************************************************/ #region Get Value /************************************************************************************************************************/ /// <summary>Gets the value of the specified <see cref="SerializedProperty"/>.</summary> public static object GetValue(this SerializedProperty property, object targetObject) { if (property.hasMultipleDifferentValues && property.serializedObject.targetObject != targetObject as Object) { property = new SerializedObject(targetObject as Object).FindProperty(property.propertyPath); } switch (property.propertyType) { case SerializedPropertyType.Boolean: return property.boolValue; case SerializedPropertyType.Float: return property.floatValue; case SerializedPropertyType.String: return property.stringValue; case SerializedPropertyType.Integer: case SerializedPropertyType.Character: case SerializedPropertyType.LayerMask: case SerializedPropertyType.ArraySize: return property.intValue; case SerializedPropertyType.Vector2: return property.vector2Value; case SerializedPropertyType.Vector3: return property.vector3Value; case SerializedPropertyType.Vector4: return property.vector4Value; case SerializedPropertyType.Quaternion: return property.quaternionValue; case SerializedPropertyType.Color: return property.colorValue; case SerializedPropertyType.AnimationCurve: return property.animationCurveValue; case SerializedPropertyType.Rect: return property.rectValue; case SerializedPropertyType.Bounds: return property.boundsValue; case SerializedPropertyType.Vector2Int: return property.vector2IntValue; case SerializedPropertyType.Vector3Int: return property.vector3IntValue; case SerializedPropertyType.RectInt: return property.rectIntValue; case SerializedPropertyType.BoundsInt: return property.boundsIntValue; case SerializedPropertyType.ObjectReference: return property.objectReferenceValue; case SerializedPropertyType.ExposedReference: return property.exposedReferenceValue; case SerializedPropertyType.FixedBufferSize: return property.fixedBufferSize; case SerializedPropertyType.Gradient: return property.GetGradientValue(); case SerializedPropertyType.Enum:// Would be complex because enumValueIndex can't be cast directly. case SerializedPropertyType.Generic: default: return GetAccessor(property)?.GetValue(targetObject); } } /************************************************************************************************************************/ /// <summary>Gets the value of the <see cref="SerializedProperty"/>.</summary> public static object GetValue(this SerializedProperty property) => GetValue(property, property.serializedObject.targetObject); /// <summary>Gets the value of the <see cref="SerializedProperty"/>.</summary> public static T GetValue<T>(this SerializedProperty property) => (T)GetValue(property); /// <summary>Gets the value of the <see cref="SerializedProperty"/>.</summary> public static void GetValue<T>(this SerializedProperty property, out T value) => value = (T)GetValue(property); /************************************************************************************************************************/ /// <summary>Gets the value of the <see cref="SerializedProperty"/> for each of its target objects.</summary> public static T[] GetValues<T>(this SerializedProperty property) { try { var targetObjects = property.serializedObject.targetObjects; var values = new T[targetObjects.Length]; for (int i = 0; i < values.Length; i++) { values[i] = (T)GetValue(property, targetObjects[i]); } return values; } catch { return null; } } /************************************************************************************************************************/ /// <summary>Is the value of the `property` the same as the default serialized value for its type?</summary> public static bool IsDefaultValueByType(SerializedProperty property) { if (property.hasMultipleDifferentValues) return false; switch (property.propertyType) { case SerializedPropertyType.Boolean: return property.boolValue == default; case SerializedPropertyType.Float: return property.floatValue == default; case SerializedPropertyType.String: return property.stringValue == ""; case SerializedPropertyType.Integer: case SerializedPropertyType.Character: case SerializedPropertyType.LayerMask: case SerializedPropertyType.ArraySize: return property.intValue == default; case SerializedPropertyType.Vector2: return property.vector2Value == default; case SerializedPropertyType.Vector3: return property.vector3Value == default; case SerializedPropertyType.Vector4: return property.vector4Value == default; case SerializedPropertyType.Quaternion: return property.quaternionValue == default; case SerializedPropertyType.Color: return property.colorValue == default; case SerializedPropertyType.AnimationCurve: return property.animationCurveValue == default; case SerializedPropertyType.Rect: return property.rectValue == default; case SerializedPropertyType.Bounds: return property.boundsValue == default; case SerializedPropertyType.Vector2Int: return property.vector2IntValue == default; case SerializedPropertyType.Vector3Int: return property.vector3IntValue == default; case SerializedPropertyType.RectInt: return property.rectIntValue.Equals(default); case SerializedPropertyType.BoundsInt: return property.boundsIntValue == default; case SerializedPropertyType.ObjectReference: return property.objectReferenceValue == default; case SerializedPropertyType.ExposedReference: return property.exposedReferenceValue == default; case SerializedPropertyType.FixedBufferSize: return property.fixedBufferSize == default; case SerializedPropertyType.Enum: return property.enumValueIndex == default; case SerializedPropertyType.Gradient: case SerializedPropertyType.Generic: default: if (property.isArray) return property.arraySize == default; var depth = property.depth; property = property.Copy(); var enterChildren = true; while (property.Next(enterChildren) && property.depth > depth) { enterChildren = false; if (!IsDefaultValueByType(property)) return false; } return true; } } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Set Value /************************************************************************************************************************/ /// <summary>Sets the value of the specified <see cref="SerializedProperty"/>.</summary> public static void SetValue(this SerializedProperty property, object targetObject, object value) { switch (property.propertyType) { case SerializedPropertyType.Boolean: property.boolValue = (bool)value; break; case SerializedPropertyType.Float: property.floatValue = (float)value; break; case SerializedPropertyType.String: property.stringValue = (string)value; break; case SerializedPropertyType.Integer: case SerializedPropertyType.Character: case SerializedPropertyType.LayerMask: case SerializedPropertyType.ArraySize: property.intValue = (int)value; break; case SerializedPropertyType.Vector2: property.vector2Value = (Vector2)value; break; case SerializedPropertyType.Vector3: property.vector3Value = (Vector3)value; break; case SerializedPropertyType.Vector4: property.vector4Value = (Vector4)value; break; case SerializedPropertyType.Quaternion: property.quaternionValue = (Quaternion)value; break; case SerializedPropertyType.Color: property.colorValue = (Color)value; break; case SerializedPropertyType.AnimationCurve: property.animationCurveValue = (AnimationCurve)value; break; case SerializedPropertyType.Rect: property.rectValue = (Rect)value; break; case SerializedPropertyType.Bounds: property.boundsValue = (Bounds)value; break; case SerializedPropertyType.Vector2Int: property.vector2IntValue = (Vector2Int)value; break; case SerializedPropertyType.Vector3Int: property.vector3IntValue = (Vector3Int)value; break; case SerializedPropertyType.RectInt: property.rectIntValue = (RectInt)value; break; case SerializedPropertyType.BoundsInt: property.boundsIntValue = (BoundsInt)value; break; case SerializedPropertyType.ObjectReference: property.objectReferenceValue = (Object)value; break; case SerializedPropertyType.ExposedReference: property.exposedReferenceValue = (Object)value; break; case SerializedPropertyType.FixedBufferSize: throw new InvalidOperationException($"{nameof(SetValue)} failed:" + $" {nameof(SerializedProperty)}.{nameof(SerializedProperty.fixedBufferSize)} is read-only."); case SerializedPropertyType.Gradient: property.SetGradientValue((Gradient)value); break; case SerializedPropertyType.Enum:// Would be complex because enumValueIndex can't be cast directly. case SerializedPropertyType.Generic: default: var accessor = GetAccessor(property); if (accessor != null) accessor.SetValue(targetObject, value); break; } } /************************************************************************************************************************/ /// <summary>Sets the value of the <see cref="SerializedProperty"/>.</summary> public static void SetValue(this SerializedProperty property, object value) { switch (property.propertyType) { case SerializedPropertyType.Boolean: property.boolValue = (bool)value; break; case SerializedPropertyType.Float: property.floatValue = (float)value; break; case SerializedPropertyType.Integer: property.intValue = (int)value; break; case SerializedPropertyType.String: property.stringValue = (string)value; break; case SerializedPropertyType.Vector2: property.vector2Value = (Vector2)value; break; case SerializedPropertyType.Vector3: property.vector3Value = (Vector3)value; break; case SerializedPropertyType.Vector4: property.vector4Value = (Vector4)value; break; case SerializedPropertyType.Quaternion: property.quaternionValue = (Quaternion)value; break; case SerializedPropertyType.Color: property.colorValue = (Color)value; break; case SerializedPropertyType.AnimationCurve: property.animationCurveValue = (AnimationCurve)value; break; case SerializedPropertyType.Rect: property.rectValue = (Rect)value; break; case SerializedPropertyType.Bounds: property.boundsValue = (Bounds)value; break; case SerializedPropertyType.Vector2Int: property.vector2IntValue = (Vector2Int)value; break; case SerializedPropertyType.Vector3Int: property.vector3IntValue = (Vector3Int)value; break; case SerializedPropertyType.RectInt: property.rectIntValue = (RectInt)value; break; case SerializedPropertyType.BoundsInt: property.boundsIntValue = (BoundsInt)value; break; case SerializedPropertyType.ObjectReference: property.objectReferenceValue = (Object)value; break; case SerializedPropertyType.ExposedReference: property.exposedReferenceValue = (Object)value; break; case SerializedPropertyType.ArraySize: property.intValue = (int)value; break; case SerializedPropertyType.FixedBufferSize: throw new InvalidOperationException($"{nameof(SetValue)} failed:" + $" {nameof(SerializedProperty)}.{nameof(SerializedProperty.fixedBufferSize)} is read-only."); case SerializedPropertyType.Generic: case SerializedPropertyType.Enum: case SerializedPropertyType.LayerMask: case SerializedPropertyType.Gradient: case SerializedPropertyType.Character: default: var accessor = GetAccessor(property); if (accessor != null) { var targets = property.serializedObject.targetObjects; for (int i = 0; i < targets.Length; i++) { accessor.SetValue(targets[i], value); } } break; } } /************************************************************************************************************************/ /// <summary> /// Resets the value of the <see cref="SerializedProperty"/> to the default value of its type and all its field /// types, ignoring values set by constructors or field initialisers. /// </summary> /// <remarks> /// If you want to run constructors and field initialisers, you can call /// <see cref="PropertyAccessor.ResetValue"/> instead. /// </remarks> public static void ResetValue(SerializedProperty property, string undoName = "Inspector") { switch (property.propertyType) { case SerializedPropertyType.Boolean: property.boolValue = default; break; case SerializedPropertyType.Float: property.floatValue = default; break; case SerializedPropertyType.String: property.stringValue = ""; break; case SerializedPropertyType.Integer: case SerializedPropertyType.Character: case SerializedPropertyType.LayerMask: case SerializedPropertyType.ArraySize: property.intValue = default; break; case SerializedPropertyType.Vector2: property.vector2Value = default; break; case SerializedPropertyType.Vector3: property.vector3Value = default; break; case SerializedPropertyType.Vector4: property.vector4Value = default; break; case SerializedPropertyType.Quaternion: property.quaternionValue = default; break; case SerializedPropertyType.Color: property.colorValue = default; break; case SerializedPropertyType.AnimationCurve: property.animationCurveValue = default; break; case SerializedPropertyType.Rect: property.rectValue = default; break; case SerializedPropertyType.Bounds: property.boundsValue = default; break; case SerializedPropertyType.Vector2Int: property.vector2IntValue = default; break; case SerializedPropertyType.Vector3Int: property.vector3IntValue = default; break; case SerializedPropertyType.RectInt: property.rectIntValue = default; break; case SerializedPropertyType.BoundsInt: property.boundsIntValue = default; break; case SerializedPropertyType.ObjectReference: property.objectReferenceValue = default; break; case SerializedPropertyType.ExposedReference: property.exposedReferenceValue = default; break; case SerializedPropertyType.Enum: property.enumValueIndex = default; break; case SerializedPropertyType.Gradient: case SerializedPropertyType.FixedBufferSize: case SerializedPropertyType.Generic: default: if (property.isArray) { property.arraySize = default; break; } var depth = property.depth; property = property.Copy(); var enterChildren = true; while (property.Next(enterChildren) && property.depth > depth) { enterChildren = false; ResetValue(property); } break; } } /************************************************************************************************************************/ /// <summary>Copies the value of `from` into `to` (including all nested properties).</summary> public static float CopyValueFrom(this SerializedProperty to, SerializedProperty from) { from = from.Copy(); var fromPath = from.propertyPath; var pathPrefixLength = fromPath.Length + 1; var depth = from.depth; var copyCount = 0; var totalCount = 0; StringBuilder issues = null; do { while (from.propertyType == SerializedPropertyType.Generic) if (!from.Next(true)) goto LogResults; SerializedProperty toRelative; var relativePath = from.propertyPath; if (relativePath.Length <= pathPrefixLength) { toRelative = to; } else { relativePath = relativePath.Substring(pathPrefixLength, relativePath.Length - pathPrefixLength); toRelative = to.FindPropertyRelative(relativePath); } if (!from.hasMultipleDifferentValues && toRelative != null && toRelative.propertyType == from.propertyType && toRelative.type == from.type) { //Debug.Log($"Copying from '{from.propertyPath}' to '{toRelative.propertyPath}'"); // GetValue and SetValue currently access the underlying field for enums, but we need the stored value. if (toRelative.propertyType == SerializedPropertyType.Enum) toRelative.enumValueIndex = from.enumValueIndex; else toRelative.SetValue(from.GetValue()); copyCount++; } else { if (issues == null) issues = new StringBuilder(); issues.AppendLine() .Append(" - "); if (from.hasMultipleDifferentValues) { issues .Append("The selected objects have different values for '") .Append(relativePath) .Append("'."); } else if (toRelative == null) { issues .Append("No property '") .Append(relativePath) .Append("' exists relative to '") .Append(to.propertyPath) .Append("'."); } else if (toRelative.propertyType != from.propertyType) { issues .Append("The type of '") .Append(toRelative.propertyPath) .Append("' was '") .Append(toRelative.propertyType) .Append("' but should be '") .Append(from.propertyType) .Append("'."); } else if (toRelative.type != from.type) { issues .Append("The type of '") .Append(toRelative.propertyPath) .Append("' was '") .Append(toRelative.type) .Append("' but should be '") .Append(from.type) .Append("'."); } else// This should never happen. { issues .Append(" - Unknown issue with '") .Append(relativePath) .Append("'."); } } totalCount++; } while (from.Next(false) && from.depth > depth); LogResults: if (copyCount < totalCount) Debug.Log($"Copied {copyCount} / {totalCount} values from '{fromPath}' to '{to.propertyPath}': {issues}"); return (float)copyCount / totalCount; } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Gradients /************************************************************************************************************************/ private static PropertyInfo _GradientValue; /// <summary><c>SerializedProperty.gradientValue</c> is internal.</summary> private static PropertyInfo GradientValue { get { if (_GradientValue == null) { _GradientValue = typeof(SerializedProperty).GetProperty("gradientValue", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); } return _GradientValue; } } /// <summary>Gets the <see cref="Gradient"/> value from a <see cref="SerializedPropertyType.Gradient"/>.</summary> public static Gradient GetGradientValue(this SerializedProperty property) => (Gradient)GradientValue.GetValue(property, null); /// <summary>Sets the <see cref="Gradient"/> value on a <see cref="SerializedPropertyType.Gradient"/>.</summary> public static void SetGradientValue(this SerializedProperty property, Gradient value) => GradientValue.SetValue(property, value, null); /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ /// <summary>Indicates whether both properties refer to the same underlying field.</summary> public static bool AreSameProperty(SerializedProperty a, SerializedProperty b) { if (a == b) return true; if (a == null) return b == null; if (b == null) return false; if (a.propertyPath != b.propertyPath) return false; var aTargets = a.serializedObject.targetObjects; var bTargets = b.serializedObject.targetObjects; if (aTargets.Length != bTargets.Length) return false; for (int i = 0; i < aTargets.Length; i++) { if (aTargets[i] != bTargets[i]) return false; } return true; } /************************************************************************************************************************/ /// <summary> /// Executes the `action` once with a new <see cref="SerializedProperty"/> for each of the /// <see cref="SerializedObject.targetObjects"/>. Or if there is only one target, it uses the `property`. /// </summary> public static void ForEachTarget(this SerializedProperty property, Action<SerializedProperty> function, string undoName = "Inspector") { var targets = property.serializedObject.targetObjects; if (undoName != null) Undo.RecordObjects(targets, undoName); if (targets.Length == 1) { function(property); property.serializedObject.ApplyModifiedProperties(); } else { var path = property.propertyPath; for (int i = 0; i < targets.Length; i++) { using (var serializedObject = new SerializedObject(targets[i])) { property = serializedObject.FindProperty(path); function(property); property.serializedObject.ApplyModifiedProperties(); } } } } /************************************************************************************************************************/ /// <summary> /// Adds a menu item to execute the specified `function` for each of the `property`s target objects. /// </summary> public static void AddFunction(this GenericMenu menu, string label, MenuFunctionState state, GenericMenu.MenuFunction function) { if (state != MenuFunctionState.Disabled) { menu.AddItem(new GUIContent(label), state == MenuFunctionState.Selected, function); } else { menu.AddDisabledItem(new GUIContent(label)); } } /// <summary> /// Adds a menu item to execute the specified `function` for each of the `property`s target objects. /// </summary> public static void AddFunction(this GenericMenu menu, string label, bool enabled, GenericMenu.MenuFunction function) => AddFunction(menu, label, enabled ? MenuFunctionState.Normal : MenuFunctionState.Disabled, function); /************************************************************************************************************************/ /// <summary>Adds a menu item to execute the specified `function` for each of the `property`s target objects.</summary> public static void AddPropertyModifierFunction(this GenericMenu menu, SerializedProperty property, string label, MenuFunctionState state, Action<SerializedProperty> function) { if (state != MenuFunctionState.Disabled && GUI.enabled) { menu.AddItem(new GUIContent(label), state == MenuFunctionState.Selected, () => { ForEachTarget(property, function); GUIUtility.keyboardControl = 0; GUIUtility.hotControl = 0; EditorGUIUtility.editingTextField = false; }); } else { menu.AddDisabledItem(new GUIContent(label)); } } /// <summary>Adds a menu item to execute the specified `function` for each of the `property`s target objects.</summary> public static void AddPropertyModifierFunction(this GenericMenu menu, SerializedProperty property, string label, bool enabled, Action<SerializedProperty> function) => AddPropertyModifierFunction(menu, property, label, enabled ? MenuFunctionState.Normal : MenuFunctionState.Disabled, function); /// <summary>Adds a menu item to execute the specified `function` for each of the `property`s target objects.</summary> public static void AddPropertyModifierFunction(this GenericMenu menu, SerializedProperty property, string label, Action<SerializedProperty> function) => AddPropertyModifierFunction(menu, property, label, MenuFunctionState.Normal, function); /************************************************************************************************************************/ /// <summary> /// Calls the specified `method` for each of the underlying values of the `property` (in case it represents /// multiple selected objects) and records an undo step for any modifications made. /// </summary> public static void ModifyValues<T>(this SerializedProperty property, Action<T> method, string undoName = "Inspector") { RecordUndo(property, undoName); var values = GetValues<T>(property); for (int i = 0; i < values.Length; i++) method(values[i]); OnPropertyChanged(property); } /************************************************************************************************************************/ /// <summary> /// Records the state of the specified `property` so it can be undone. /// </summary> public static void RecordUndo(this SerializedProperty property, string undoName = "Inspector") => Undo.RecordObjects(property.serializedObject.targetObjects, undoName); /************************************************************************************************************************/ /// <summary> /// Updates the specified `property` and marks its target objects as dirty so any changes to a prefab will be saved. /// </summary> public static void OnPropertyChanged(this SerializedProperty property) { var targets = property.serializedObject.targetObjects; // If this change is made to a prefab, this makes sure that any instances in the scene will be updated. for (int i = 0; i < targets.Length; i++) { EditorUtility.SetDirty(targets[i]); } property.serializedObject.Update(); } /************************************************************************************************************************/ /// <summary> /// Returns the <see cref="SerializedPropertyType"/> that represents fields of the specified `type`. /// </summary> public static SerializedPropertyType GetPropertyType(Type type) { // Primitives. if (type == typeof(bool)) return SerializedPropertyType.Boolean; if (type == typeof(int)) return SerializedPropertyType.Integer; if (type == typeof(float)) return SerializedPropertyType.Float; if (type == typeof(string)) return SerializedPropertyType.String; if (type == typeof(LayerMask)) return SerializedPropertyType.LayerMask; // Vectors. if (type == typeof(Vector2)) return SerializedPropertyType.Vector2; if (type == typeof(Vector3)) return SerializedPropertyType.Vector3; if (type == typeof(Vector4)) return SerializedPropertyType.Vector4; if (type == typeof(Quaternion)) return SerializedPropertyType.Quaternion; // Other. if (type == typeof(Color) || type == typeof(Color32)) return SerializedPropertyType.Color; if (type == typeof(Gradient)) return SerializedPropertyType.Gradient; if (type == typeof(Rect)) return SerializedPropertyType.Rect; if (type == typeof(Bounds)) return SerializedPropertyType.Bounds; if (type == typeof(AnimationCurve)) return SerializedPropertyType.AnimationCurve; // Int Variants. if (type == typeof(Vector2Int)) return SerializedPropertyType.Vector2Int; if (type == typeof(Vector3Int)) return SerializedPropertyType.Vector3Int; if (type == typeof(RectInt)) return SerializedPropertyType.RectInt; if (type == typeof(BoundsInt)) return SerializedPropertyType.BoundsInt; // Special. if (typeof(Object).IsAssignableFrom(type)) return SerializedPropertyType.ObjectReference; if (type.IsEnum) return SerializedPropertyType.Enum; return SerializedPropertyType.Generic; } /************************************************************************************************************************/ /// <summary>Removes the specified array element from the `property`.</summary> /// <remarks> /// If the element is not at its default value, the first call to /// <see cref="SerializedProperty.DeleteArrayElementAtIndex"/> will only reset it, so this method will /// call it again if necessary to ensure that it actually gets removed. /// </remarks> public static void RemoveArrayElement(SerializedProperty property, int index) { var count = property.arraySize; property.DeleteArrayElementAtIndex(index); if (property.arraySize == count) property.DeleteArrayElementAtIndex(index); } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region Accessor Pool /************************************************************************************************************************/ private static readonly Dictionary<Type, Dictionary<string, PropertyAccessor>> TypeToPathToAccessor = new Dictionary<Type, Dictionary<string, PropertyAccessor>>(); /************************************************************************************************************************/ /// <summary> /// Returns an <see cref="PropertyAccessor"/> that can be used to access the details of the specified `property`. /// </summary> public static PropertyAccessor GetAccessor(this SerializedProperty property) { var type = property.serializedObject.targetObject.GetType(); return GetAccessor(property.propertyPath, ref type); } /************************************************************************************************************************/ /// <summary> /// Returns an <see cref="PropertyAccessor"/> for a <see cref="SerializedProperty"/> with the specified `propertyPath` /// on the specified `type` of object. /// </summary> private static PropertyAccessor GetAccessor(string propertyPath, ref Type type) { if (!TypeToPathToAccessor.TryGetValue(type, out var pathToAccessor)) { pathToAccessor = new Dictionary<string, PropertyAccessor>(); TypeToPathToAccessor.Add(type, pathToAccessor); } if (!pathToAccessor.TryGetValue(propertyPath, out var accessor)) { var nameStartIndex = propertyPath.LastIndexOf('.'); string elementName; PropertyAccessor parent; // Array. if (nameStartIndex > 6 && nameStartIndex < propertyPath.Length - 7 && string.Compare(propertyPath, nameStartIndex - 6, ArrayDataPrefix, 0, 12) == 0) { var index = int.Parse(propertyPath.Substring(nameStartIndex + 6, propertyPath.Length - nameStartIndex - 7)); var nameEndIndex = nameStartIndex - 6; nameStartIndex = propertyPath.LastIndexOf('.', nameEndIndex - 1); elementName = propertyPath.Substring(nameStartIndex + 1, nameEndIndex - nameStartIndex - 1); FieldInfo field; if (nameStartIndex >= 0) { parent = GetAccessor(propertyPath.Substring(0, nameStartIndex), ref type); field = GetField(parent != null ? parent.FieldType : type, elementName); } else { parent = null; field = GetField(type, elementName); } if (field != null) accessor = new CollectionPropertyAccessor(parent, field, index); else accessor = null; } else// Single. { if (nameStartIndex >= 0) { elementName = propertyPath.Substring(nameStartIndex + 1); parent = GetAccessor(propertyPath.Substring(0, nameStartIndex), ref type); } else { elementName = propertyPath; parent = null; } var field = GetField(parent != null ? parent.FieldType : type, elementName); if (field != null) accessor = new PropertyAccessor(parent, field); else accessor = null; } pathToAccessor.Add(propertyPath, accessor); } if (accessor != null) type = accessor.Field.FieldType; return accessor; } /************************************************************************************************************************/ /// <summary>Returns a field with the specified `name` in the `declaringType` or any of its base types.</summary> private static FieldInfo GetField(Type declaringType, string name) { while (true) { var field = declaringType.GetField(name, BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); if (field != null) return field; declaringType = declaringType.BaseType; if (declaringType == null) return null; } } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region PropertyAccessor /************************************************************************************************************************/ /// <summary>[Editor-Only] /// A wrapper for accessing the underlying values and fields of a <see cref="SerializedProperty"/>. /// </summary> public class PropertyAccessor { /************************************************************************************************************************/ /// <summary>The accessor for the field which this accessor is nested inside.</summary> public readonly PropertyAccessor Parent; /// <summary>The field wrapped by this accessor.</summary> public readonly FieldInfo Field; /// <summary>The type of the wrapped <see cref="Field"/>.</summary> public readonly Type FieldType; /************************************************************************************************************************/ /// <summary>[Internal] Creates a new <see cref="PropertyAccessor"/>.</summary> internal PropertyAccessor(PropertyAccessor parent, FieldInfo field) : this(parent, field, field.FieldType) { } /// <summary>Creates a new <see cref="PropertyAccessor"/>.</summary> protected PropertyAccessor(PropertyAccessor parent, FieldInfo field, Type fieldType) { Parent = parent; Field = field; FieldType = fieldType; } /************************************************************************************************************************/ /// <summary> /// Gets the value of the from the <see cref="Parent"/> (if there is one), then uses it to get and return /// the value of the <see cref="Field"/>. /// </summary> public virtual object GetValue(object obj) { if (Parent != null) obj = Parent.GetValue(obj); if (ReferenceEquals(obj, null)) return null; return Field.GetValue(obj); } /// <summary> /// Gets the value of the from the <see cref="Parent"/> (if there is one), then uses it to get and return /// the value of the <see cref="Field"/>. /// </summary> public object GetValue(SerializedObject serializedObject) => serializedObject != null ? GetValue(serializedObject.targetObject) : null; /// <summary> /// Gets the value of the from the <see cref="Parent"/> (if there is one), then uses it to get and return /// the value of the <see cref="Field"/>. /// </summary> public object GetValue(SerializedProperty serializedProperty) => serializedProperty != null ? GetValue(serializedProperty.serializedObject) : null; /************************************************************************************************************************/ /// <summary> /// Gets the value of the from the <see cref="Parent"/> (if there is one), then uses it to set the value /// of the <see cref="Field"/>. /// </summary> public virtual void SetValue(object obj, object value) { if (Parent != null) obj = Parent.GetValue(obj); if (obj is null) return; Field.SetValue(obj, value); } /// <summary> /// Gets the value of the from the <see cref="Parent"/> (if there is one), then uses it to set the value /// of the <see cref="Field"/>. /// </summary> public void SetValue(SerializedObject serializedObject, object value) { if (serializedObject != null) SetValue(serializedObject.targetObject, value); } /// <summary> /// Gets the value of the from the <see cref="Parent"/> (if there is one), then uses it to set the value /// of the <see cref="Field"/>. /// </summary> public void SetValue(SerializedProperty serializedProperty, object value) { if (serializedProperty != null) SetValue(serializedProperty.serializedObject, value); } /************************************************************************************************************************/ /// <summary> /// Resets the value of the <see cref="SerializedProperty"/> to the default value of its type by executing /// its constructor and field initialisers. /// </summary> /// <remarks> /// If you don't want to run constructors and field initialisers, you can call /// <see cref="Serialization.ResetValue"/> instead. /// </remarks> /// <example><code> /// SerializedProperty property; /// property.GetAccessor().ResetValue(property); /// </code></example> public void ResetValue(SerializedProperty property, string undoName = "Inspector") { property.RecordUndo(undoName); property.serializedObject.ApplyModifiedProperties(); SetValue(property, null); property.serializedObject.Update(); } /************************************************************************************************************************/ /// <summary>Returns a description of this accessor's path.</summary> public override string ToString() { if (Parent != null) return $"{Parent}.{Field.Name}"; else return Field.Name; } /************************************************************************************************************************/ /// <summary>Returns a this accessor's <see cref="SerializedProperty.propertyPath"/>.</summary> public virtual string GetPath() { if (Parent != null) return $"{Parent.GetPath()}.{Field.Name}"; else return Field.Name; } /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ #region CollectionPropertyAccessor /************************************************************************************************************************/ /// <summary>[Editor-Only] A <see cref="PropertyAccessor"/> for a specific element index in a collection.</summary> public class CollectionPropertyAccessor : PropertyAccessor { /************************************************************************************************************************/ /// <summary>The index of the array element this accessor targets.</summary> public readonly int ElementIndex; /************************************************************************************************************************/ /// <summary>[Internal] Creates a new <see cref="CollectionPropertyAccessor"/>.</summary> internal CollectionPropertyAccessor(PropertyAccessor parent, FieldInfo field, int elementIndex) : base(parent, field, GetElementType(field.FieldType)) { ElementIndex = elementIndex; } /************************************************************************************************************************/ /// <summary>Returns the type of elements in the array.</summary> public static Type GetElementType(Type fieldType) { if (fieldType.IsArray) { return fieldType.GetElementType(); } else if (fieldType.IsGenericType) { return fieldType.GetGenericArguments()[0]; } else { Debug.LogWarning($"{nameof(Serialization)}.{nameof(CollectionPropertyAccessor)}:" + $" unable to determine element type for {fieldType}"); return fieldType; } } /************************************************************************************************************************/ /// <summary>Returns the collection object targeted by this accessor.</summary> public object GetCollection(object obj) => base.GetValue(obj); /// <inheritdoc/> public override object GetValue(object obj) { var collection = base.GetValue(obj); if (collection == null) return null; var list = collection as IList; if (list != null) { if (ElementIndex < list.Count) return list[ElementIndex]; else return null; } var enumerator = ((IEnumerable)collection).GetEnumerator(); for (int i = 0; i < ElementIndex; i++) { if (!enumerator.MoveNext()) return null; } return enumerator.Current; } /************************************************************************************************************************/ /// <summary>Sets the collection object targeted by this accessor.</summary> public void SetCollection(object obj, object value) => base.SetValue(obj, value); /// <inheritdoc/> public override void SetValue(object obj, object value) { var collection = base.GetValue(obj); if (collection == null) return; var list = collection as IList; if (list != null) { if (ElementIndex < list.Count) list[ElementIndex] = value; return; } throw new InvalidOperationException($"{nameof(SetValue)} failed: {Field} doesn't implement {nameof(IList)}."); } /************************************************************************************************************************/ /// <summary>Returns a description of this accessor's path.</summary> public override string ToString() => $"{base.ToString()}[{ElementIndex}]"; /************************************************************************************************************************/ /// <summary>Returns the <see cref="SerializedProperty.propertyPath"/> of the array containing the target.</summary> public string GetCollectionPath() => base.GetPath(); /// <summary>Returns this accessor's <see cref="SerializedProperty.propertyPath"/>.</summary> public override string GetPath() => $"{base.GetPath()}{ArrayDataPrefix}{ElementIndex}{ArrayDataSuffix}"; /************************************************************************************************************************/ } /************************************************************************************************************************/ #endregion /************************************************************************************************************************/ } } #endif
jynew/jyx2/Assets/3rd/Animancer/Internal/Editor/Serialization/Serialization.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; using UnityEngine.Playables; namespace Animancer { /// <summary>An object that can be updated during Animancer's <see cref="PlayableBehaviour.PrepareFrame"/>.</summary> /// /// <example> /// Register to receive updates using <see cref="AnimancerPlayable.RequireUpdate(IUpdatable)"/> and stop /// receiving updates using <see cref="AnimancerPlayable.CancelUpdate(IUpdatable)"/>. /// <para></para><code> /// public sealed class MyUpdatable : Key, IUpdatable /// { /// private AnimancerComponent _Animancer; /// /// public void StartUpdating(AnimancerComponent animancer) /// { /// _Animancer = animancer; /// _Animancer.Playable.RequireUpdate(this); /// } /// /// public void StopUpdating() /// { /// _Animancer.Playable.CancelUpdate(this); /// } /// /// void IUpdatable.EarlyUpdate() /// { /// // Called at the start of every animation update before the playables get updated. /// } /// /// void IUpdatable.LateUpdate() /// { /// // Called at the end of every animation update after the playables get updated. /// } /// /// void IUpdatable.OnDestroy() /// { /// // Called by AnimancerPlayable.Destroy if this object is currently being updated. /// } /// } /// </code></example> /// https://kybernetik.com.au/animancer/api/Animancer/IUpdatable /// public interface IUpdatable : IKeyedListItem { /************************************************************************************************************************/ /// <summary>Called at the start of every <see cref="Animator"/> update before the playables get updated.</summary> /// <remarks>The <see cref="Animator.updateMode"/> determines when it updates.</remarks> void EarlyUpdate(); /// <summary>Called at the end of every <see cref="Animator"/> update after the playables get updated.</summary> /// <remarks> /// The <see cref="Animator.updateMode"/> determines when it updates. /// This method has nothing to do with <see cref="MonoBehaviour"/>.LateUpdate(). /// </remarks> void LateUpdate(); /// <summary>Called by <see cref="AnimancerPlayable.Destroy"/> if this object is currently being updated.</summary> void OnDestroy(); /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Internal/Interfaces/IUpdatable.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine.Animations; using UnityEngine.Experimental.Animations; using Unity.Collections; namespace Animancer { /// <summary>[Pro-Only] /// A wrapper which allows access to the value of <see cref="bool"/> properties that are controlled by animations. /// </summary> /// <example> /// Example: <see href="https://kybernetik.com.au/animancer/docs/examples/jobs">Animation Jobs</see> /// </example> /// https://kybernetik.com.au/animancer/api/Animancer/AnimatedBool /// public sealed class AnimatedBool : AnimatedProperty<AnimatedBool.Job, bool> { /************************************************************************************************************************/ /// <summary> /// Allocates room for a specified number of properties to be filled by /// <see cref="InitialiseProperty(int, Transform, Type, string)"/>. /// </summary> public AnimatedBool(IAnimancerComponent animancer, int propertyCount, NativeArrayOptions options = NativeArrayOptions.ClearMemory) : base(animancer, propertyCount, options) { } /// <summary>Initialises a single property.</summary> public AnimatedBool(IAnimancerComponent animancer, string propertyName) : base(animancer, propertyName) { } /// <summary>Initialises a group of properties.</summary> public AnimatedBool(IAnimancerComponent animancer, params string[] propertyNames) : base(animancer, propertyNames) { } /************************************************************************************************************************/ protected override void CreateJob() { _Job = new Job() { properties = _Properties, values = _Values }; } /************************************************************************************************************************/ /// <summary>An <see cref="IAnimationJob"/> which reads an array of <see cref="bool"/> values.</summary> /// https://kybernetik.com.au/animancer/api/Animancer/Job /// public struct Job : IAnimationJob { public NativeArray<PropertyStreamHandle> properties; public NativeArray<bool> values; public void ProcessRootMotion(AnimationStream stream) { } public void ProcessAnimation(AnimationStream stream) { for (int i = properties.Length - 1; i >= 0; i--) values[i] = properties[i].GetBool(stream); } } /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Utilities/Animation Jobs/AnimatedBool.cs/0
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jynew/jyx2/Assets/3rd/Animancer/Utilities/Custom Fade/Easing.cs.meta/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer.FSM { public partial class StateMachine<TState> { /// <summary> /// A simple buffer that remembers any failed calls to <see cref="StateMachine{TState}.TrySetState(TState)"/> /// so that it can retry them each time you <see cref="Update"/> it until the <see cref="TimeOut"/> expires. /// </summary> /// <remarks> /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm#input-buffers">Input Buffers</see> /// </remarks> /// https://kybernetik.com.au/animancer/api/Animancer.FSM/InputBuffer /// public class InputBuffer { /************************************************************************************************************************/ /// <summary>The <see cref="StateMachine{TState}"/> this buffer is feeding input to.</summary> public readonly StateMachine<TState> StateMachine; /// <summary>The <typeparamref name="TState"/> this buffer is currently attempting to enter.</summary> public TState BufferedState { get; set; } /// <summary>The amount of time left before the <see cref="BufferedState"/> is cleared.</summary> public float TimeOut { get; set; } /// <summary> /// If true, the <see cref="TimeOut"/> will be updated using <see cref="Time.unscaledDeltaTime"/>. /// Otherwise it will use <see cref="Time.deltaTime"/>. /// </summary> public bool UseUnscaledTime { get; set; } /************************************************************************************************************************/ /// <summary>Indicates whether there is currently a <see cref="BufferedState"/>.</summary> public bool IsBufferActive => BufferedState != null; /************************************************************************************************************************/ /// <summary>Creates a new <see cref="InputBuffer"/> targeting the specified `stateMachine`.</summary> public InputBuffer(StateMachine<TState> stateMachine) => StateMachine = stateMachine; /************************************************************************************************************************/ /// <summary> /// Attempts to enter the specified state and returns true if successful. /// Otherwise the state is remembered and attempted again every time <see cref="Update"/> is called. /// </summary> public bool TrySetState(TState state, float timeOut) { BufferedState = state; TimeOut = timeOut; // If you can enter that state immediately, clear the buffer. if (TryEnterBufferedState()) { Clear(); return true; } else { return false; } } /************************************************************************************************************************/ /// <summary> /// Attempts to enter the <see cref="BufferedState"/> and returns true if successful. /// </summary> protected virtual bool TryEnterBufferedState() => StateMachine.TryResetState(BufferedState); /************************************************************************************************************************/ /// <summary> /// Attempts to enter the <see cref="BufferedState"/> if there is one and returns true if successful. /// Otherwise the <see cref="TimeOut"/> is decreased by <see cref="Time.deltaTime"/> and the /// <see cref="BufferedState"/> is forgotten after it reaches 0. /// <para></para> /// If <see cref="UseUnscaledTime"/> is true, it will use <see cref="Time.unscaledDeltaTime"/> instead. /// </summary> public bool Update() => Update(UseUnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime); /// <summary> /// Attempts to enter the <see cref="BufferedState"/> if there is one and returns true if successful. /// Otherwise the <see cref="TimeOut"/> is decreased by `deltaTime` and the <see cref="BufferedState"/> is /// forgotten after it reaches 0. /// </summary> public bool Update(float deltaTime) { if (IsBufferActive) { if (TryEnterBufferedState()) { Clear(); return true; } else { TimeOut -= deltaTime; if (TimeOut <= 0) Clear(); } } return false; } /************************************************************************************************************************/ /// <summary> /// Attempts to enter the <see cref="BufferedState"/> if there is one and returns true if successful. /// <para></para> /// Unlike <see cref="Update"/>, this method doesn't update the <see cref="TimeOut"/>. /// </summary> public bool CheckBuffer() { if (IsBufferActive && TryEnterBufferedState()) { Clear(); return true; } return false; } /************************************************************************************************************************/ /// <summary>Clears the buffer.</summary> public void Clear() => BufferedState = null; /************************************************************************************************************************/ } } }
jynew/jyx2/Assets/3rd/Animancer/Utilities/FSM/InputBuffer1.cs/0
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // using UnityEngine; namespace Animancer { /// <summary> /// Adjusts the <see cref="Transform.localPosition"/> every frame to keep this object aligned to a grid with a size /// determined by the <see cref="Renderer"/> while wrapping the value to keep it as close to 0 as possible. /// </summary> /// <example><see href="https://kybernetik.com.au/animancer/docs/examples/directional-sprites/character-controller">Character Controller</see></example> /// https://kybernetik.com.au/animancer/api/Animancer/PixelPerfectPositioning /// [AddComponentMenu(Strings.MenuPrefix + "Pixel Perfect Positioning")] [HelpURL(Strings.DocsURLs.APIDocumentation + "/" + nameof(PixelPerfectPositioning))] public sealed class PixelPerfectPositioning : MonoBehaviour { /************************************************************************************************************************/ [SerializeField] private SpriteRenderer _Renderer; /// <summary>[<see cref="SerializeField"/>] /// The <see cref="SpriteRenderer"/> that will have its position adjusted. /// </summary> public ref SpriteRenderer Renderer => ref _Renderer; /************************************************************************************************************************/ #if UNITY_EDITOR private void Reset() { _Renderer = Editor.AnimancerEditorUtilities.GetComponentInHierarchy<SpriteRenderer>(gameObject); } #endif /************************************************************************************************************************/ private void Update() { var transform = _Renderer.transform; var position = transform.position; // Snap the position to the pixel grid. var pixelsPerUnit = _Renderer.sprite.pixelsPerUnit; transform.position = new Vector3( Mathf.Round(position.x / pixelsPerUnit) * pixelsPerUnit, Mathf.Round(position.y / pixelsPerUnit) * pixelsPerUnit, Mathf.Round(position.z / pixelsPerUnit) * pixelsPerUnit); // Keep the local position as small as possible while staying on the grid. var maxLocalPosition = 0.5f / pixelsPerUnit; position = transform.localPosition; WrapValue(ref position.x, maxLocalPosition); WrapValue(ref position.y, maxLocalPosition); WrapValue(ref position.z, maxLocalPosition); transform.localPosition = position; } /************************************************************************************************************************/ private void WrapValue(ref float value, float max) { value %= max * 2; if (value > max) value -= max * 2; else if (value < -max) value += max * 2; } /************************************************************************************************************************/ } }
jynew/jyx2/Assets/3rd/Animancer/Utilities/PixelPerfectPositioning.cs/0
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 #if UNITY_EDITOR using UnityEngine; using System.Collections.Generic; using System.Linq; using UnityEditor; namespace EModules.FastWaterModel20 { partial class FastWaterModel20ControllerEditor : Editor { POP_CLASS __pop_noiseblend; public POP_CLASS pop_noiseblend { get { return __pop_noiseblend ?? (__pop_noiseblend = new POP_CLASS() { target = this, keys = new[] { "NOISE_BLEND_1", "NOISE_BLEND_2", "NOISE_BLEND_3" }, contents = new string[] { "Add", "Multiply", "2X Multiply" }, defaultIndex = 1 }); } } POP_CLASS __pop_hqrgb; public POP_CLASS pop_hqrgb { get { return __pop_hqrgb ?? (__pop_hqrgb = new POP_CLASS() { target = this, keys = new[] { FIELDS.NOISED_GLARE_HQ_R, FIELDS.NOISED_GLARE_HQ_G, FIELDS.NOISED_GLARE_HQ_B, FIELDS.NOISED_GLARE_HQ_A }, contents = new string[] { "Noise (R)", "Noise (G)", "Noise (B)", "Noise (A)" }, defaultIndex = 0 }); } } POP_CLASS __pop_hqaddrgb; public POP_CLASS pop_hqaddrgb { get { return __pop_hqaddrgb ?? (__pop_hqaddrgb = new POP_CLASS() { target = this, keys = new[] { "NOISED_GLARE_HQ_ADDMIX_NONE", "NOISED_GLARE_HQ_ADDMIX_R", "NOISED_GLARE_HQ_ADDMIX_G", "NOISED_GLARE_HQ_ADDMIX_B", "NOISED_GLARE_HQ_ADDMIX_A" }, contents = new string[] { "none", "Noise (R)", "Noise (G)", "Noise (B)", "Noise (A)" }, defaultIndex = 2 }); } } POP_CLASS __pop_lqrgb; public POP_CLASS pop_lqrgb { get { return __pop_lqrgb ?? (__pop_lqrgb = new POP_CLASS() { target = this, keys = new[] { FIELDS.NOISED_GLARE_LQ_R, FIELDS.NOISED_GLARE_LQ_G, FIELDS.NOISED_GLARE_LQ_B, FIELDS.NOISED_GLARE_LQ_A }, contents = new string[] { "Noise (R)", "Noise (G)", "Noise (B)", "Noise (A)" }, defaultIndex = 0 }); } } public class D_Noise : IDrawable { override public void Draw(Rect input, out Vector2[] output) { output = new Vector2[1]; if (!target.target.compiler || !target.target.compiler.material) return; for (int i = 0; i < output.Length; i++) output[i] = Vector2.zero; LAST_GROUP_R = new Rect(input.x, input.y, input.width, target.MENU_CURRENT_HEIGHT()); GUI.BeginGroup(LAST_GROUP_R); var r = new Rect(0, 0, 90, 0); var og = GUI.enabled; var S = 0; var RES = FastWaterModel20ControllerEditor.H * 4; var oldC = GUI.color; GUI.color *= new Color32(255, 206, 206, 225); { EditorGUI.HelpBox(new Rect(0, 0, 390, FastWaterModel20ControllerEditor.H * 2), "This section for tests, and does not work at all", MessageType.Warning); r.height = FastWaterModel20ControllerEditor.H * 2; r.y = RES; GUI.enabled = HAS_NOISED_GLARE(target); EditorGUI.HelpBox(r, "Common Noise Texture", MessageType.None); r.y += r.height; r = target.DRAW_BG_TEXTURE(r, null, FIELDS._NoiseHQ, GUI.enabled, out tV, null); r.y += r.height; r.height = FastWaterModel20ControllerEditor.H; EditorGUI.HelpBox(r, "Blend Mode", MessageType.None); r.y += r.height; target.pop_noiseblend.DrawPop(null, r); r.y += r.height; r.y += 10; GUI.enabled = true; var hq_enable = target.DRAW_TOGGLE(r, "NOISE HQ", FIELDS.SKIP_NOISED_GLARE_HQ, true, out tV); r.y += 31; var ge = GUI.enabled; GUI.enabled = hq_enable; r.height = FastWaterModel20ControllerEditor.H; target.pop_hqrgb.DrawPop(null, r); r.y += r.height; r.y += 2; EditorGUI.HelpBox(r, "Use Add Mix", MessageType.None); r.y += r.height; target.pop_hqaddrgb.DrawPop(null, r); r.y += r.height; // r = target.DRAW_SLIDER( r, "Tile", FIELDS._NHQ_GlareFriq, 0.1f, 100, hq_enable ); r.y += r.height + S; // r = target.DRAW_SLIDER( r, "Amount", FIELDS._NHQ_GlareAmount, 0.1f, 50, hq_enable ); r.y += r.height + S; r = target.DRAW_DOUBLEFIELDS(r, "Tile / Amount", new[] { FIELDS._NHQ_GlareFriq, FIELDS._NHQ_GlareAmount }, new[] { 0.1f, 0.1f }, new[] { 100, 50f }, hq_enable); r.y += r.height + S; r = target.DRAW_DOUBLEFIELDS(r, "Speed XY / Z", new[] { FIELDS._NHQ_GlareSpeedXY, FIELDS._NHQ_GlareSpeedZ }, new[] { -3, 0f }, new[] { 3, 5f }, hq_enable); r.y += r.height + S; var ne = target.DRAW_TOGGLE(r, "Normal Affect", FIELDS.SKIP_NOISED_GLARE_HQ_NORMALEFFECT, hq_enable, out tV) & hq_enable; r.y += 31; r = target.DRAW_SLIDER(r, null, FIELDS._NHQ_GlareNormalsEffect, 0, 2f, ne); r.y += r.height + S; var f1 = target.DRAW_TOGGLE(r, "Filtres", FIELDS.SKIP_NOISED_GLARE_HQ_FILTRES, hq_enable, out tV) & hq_enable; r.y += 31; // r = target.DRAW_SLIDER( r, "Contrast", FIELDS._NHQ_GlareContrast, 0, 2.5f, f1 ); r.y += r.height + S; // r = target.DRAW_SLIDER( r, "Black Point", FIELDS._NHQ_GlareBlackOffset, -1, 0f, f1 ); r.y += r.height + S; r = target.DRAW_DOUBLEFIELDS(r, "Contrast/Clamp", new[] { FIELDS._NHQ_GlareContrast, FIELDS._NHQ_GlareBlackOffset }, new[] { 0f, -1f }, new[] { 1f, 0f }, f1); GUI_TOOLTIP(r, "Contrast / Black Point"); r.y += r.height + S; GUI.enabled = ge; } r.y = RES; r.x += r.width + 10; { var lq_enable = target.DRAW_TOGGLE(r, "NOISE LOW", FIELDS.USE_NOISED_GLARE_LQ, true, out tV); r.y += 31; var ge = GUI.enabled; GUI.enabled = lq_enable; var usetxt = target.DRAW_TOGGLE(r, "Use Own Texture", FIELDS.NOISED_GLARE_LQ_SKIPOWNTEXTURE, lq_enable, out tV) & lq_enable; r.y += 31; r = target.DRAW_BG_TEXTURE(r, null, FIELDS._NoiseLQ, usetxt, out tV, null); r.y += r.height; r.height = FastWaterModel20ControllerEditor.H; GUI.enabled = usetxt; target.pop_lqrgb.DrawPop(null, r); r.y += r.height; GUI.enabled = lq_enable; // r = target.DRAW_SLIDER( r, "Tile", FIELDS._NE1_GlareFriq, 0.1f, 4, lq_enable ); r.y += r.height + S; // r = target.DRAW_SLIDER( r, "Amount", FIELDS._NE1_GlareAmount, 0.1f, 50, lq_enable ); r.y += r.height + S; r = target.DRAW_DOUBLEFIELDS(r, "Tile / Amount", new[] { FIELDS._NE1_GlareFriq, FIELDS._NE1_GlareAmount }, new[] { 0.1f, 0.1f }, new[] { 4, 50f }, lq_enable); r.y += r.height + S; // r = target.DRAW_DOUBLEFIELDS( r, "Speed XY / Z", new[] { FIELDS._NE1_GlareSpeed, FIELDS._NHQ_GlareSpeedZ }, new[] { 0, 0f }, new[] { 3, 5f }, hq_enable ); r.y += r.height + S; r = target.DRAW_SLIDER(r, "Speed", FIELDS._NE1_GlareSpeed, -3, 3f, lq_enable); r.y += r.height + S; r.height = FastWaterModel20ControllerEditor.H; EditorGUI.HelpBox(r, "Direction", MessageType.None); r.y += r.height; var rr = GUI.enabled; GUI.enabled = lq_enable; /*var oldV = Vector3.Angle(Vector3.forward, v); if (Vector3.Dot( Vector3.forward, v ) < 0) oldV = 360 - oldV; var newV = EditorGUI.Slider(r,oldV, 0, 360); if (oldV != newV) { target.Undo(); target.target.material.SetVector( FIELDS._NE1_WavesDirection, (Quaternion.AngleAxis( newV, Vector3.up ) * Vector3.up).normalized ); target.SetDirty(); }*/ // Debug.Log( "___" ); // Debug.Log( v.x + " " + v.z ); // Debug.Log( oldV + " " + Vector3.Angle(new Vector3(1,0,0), v )); // Debug.Log( v.z + " " + ((float)(System.Math.Sin( oldV * System.Math.PI / 180 ) ))); //if (oldV < 0) oldV = 360 - oldV; r = target.DIRECTION(r, FIELDS._NE1_WavesDirection, lq_enable); r.y += r.height; GUI.enabled = rr; var f2 = target.DRAW_TOGGLE(r, "Filtres", FIELDS.USE_NOISED_GLARE_LQ_FILTRES, lq_enable, out tV) & lq_enable; r.y += 31; // r = target.DRAW_SLIDER( r, "Contrast", FIELDS._NE1_GlareContrast, 0, 2.5f, f2 ); r.y += r.height + S; // r = target.DRAW_SLIDER( r, "Black Point", FIELDS._NE1_GlareBlackOffset, -1, 0f, f2 ); r.y += r.height + S; r = target.DRAW_DOUBLEFIELDS(r, "Contrast/Clamp", new[] { FIELDS._NE1_GlareContrast, FIELDS._NE1_GlareBlackOffset }, new[] { 0f, -1f }, new[] { 2.5f, 0f }, f2); GUI_TOOLTIP(r, "Contrast / Black Point"); r.y += r.height + S; GUI.enabled = ge; } r.y = RES; r.x += r.width + 10; { var wave1_enable = target.DRAW_TOGGLE(r, "NOISE WAVE 1", FIELDS.USE_NOISED_GLARE_ADDWAWES1, true, out tV); r.y += 31; var ge = GUI.enabled; GUI.enabled = wave1_enable; r.height = FastWaterModel20ControllerEditor.H; // r = target.DRAW_SLIDER( r, "Tile", FIELDS._W1_GlareFriq, 0.1f, 10, wave1_enable ); r.y += r.height + S; // r = target.DRAW_SLIDER( r, "Amount", FIELDS._W1_GlareAmount, 0.1f, 50, wave1_enable ); r.y += r.height + S; r = target.DRAW_DOUBLEFIELDS(r, "Tile / Amount", new[] { FIELDS._W1_GlareFriq, FIELDS._W1_GlareAmount }, new[] { 0.1f, 0.1f }, new[] { 10, 50f }, wave1_enable); r.y += r.height + S; r = target.DRAW_SLIDER(r, "Speed", FIELDS._W1_GlareSpeed, -10, 10f, wave1_enable); r.y += r.height + S; // var f4 = target.DRAW_TOGGLE( r, "Filtres", FIELDS.USE_NOISED_GLARE_LQ_FILTRES, wave1_enable, out tV ) & wave1_enable; r.y += 31; var f3 = true; // r = target.DRAW_SLIDER( r, "Contrast", FIELDS._W1_GlareContrast, 0, 2.5f, f3 ); r.y += r.height + S; // r = target.DRAW_SLIDER( r, "Black Point", FIELDS._W1_GlareBlackOffset, -1, 0f, f3 ); r.y += r.height + S; r = target.DRAW_DOUBLEFIELDS(r, "Contrast/Clamp", new[] { FIELDS._W1_GlareContrast, FIELDS._W1_GlareBlackOffset }, new[] { 0f, -1f }, new[] { 2.5f, 0f }, f3); GUI_TOOLTIP(r, "Contrast / Black Point"); r.y += r.height + S; GUI.enabled = ge; GUI.enabled = ge; } r.y = RES; r.x += r.width + 10; { var ge = GUI.enabled; var prc_hq = target.DRAW_TOGGLE(r, "MEGA HQ TEST", FIELDS.USE_NOISED_GLARE_PROCEDURALHQ, true, out tV); r.y += 31; r.height = FastWaterModel20ControllerEditor.H * 2; GUI.enabled = prc_hq; EditorGUI.HelpBox(r, "Used MainTexture (R)", MessageType.None); r.y += r.height; r = DRAW_GRAPHIC(r, 40, target.target.compiler.GetTexture(FIELDS._MainTex) as Texture2D, prc_hq, new Color(1, 0, 0, 0)); r.y += r.height; // r = target.DRAW_SLIDER( r, "Tile", "_PRCHQ_tile", 0.1f, 10, wave1_enable ); r.y += r.height + S; // r = target.DRAW_SLIDER( r, "Amount", "_PRCHQ_amount", 0.1f, 50, wave1_enable ); r.y += r.height + S; r = target.DRAW_DOUBLEFIELDS(r, "Tile Tex/Waves", new[] { "_PRCHQ_tileTex", "_PRCHQ_tileWaves" }, new[] { 0.1f, 0.1f }, new[] { 10, 10f }, prc_hq); r.y += r.height + S; // r = target.DRAW_DOUBLEFIELDS( r, "Tile / Amount", new[] { "_PRCHQ_tile", "_PRCHQ_amount" }, new[] { 0.1f, 0.1f }, new[] { 10, 50f }, prc_hq ); r.y += r.height + S; r = target.DRAW_SLIDER(r, "Amount", "_PRCHQ_amount", 0.1f, 50f, prc_hq); r.y += r.height + S; r = target.DRAW_DOUBLEFIELDS(r, "Speed Tex/Waves", new[] { "_PRCHQ_speedTex", "_PRCHQ_speedWaves" }, new[] { -10f, -10f }, new[] { 10, 10f }, prc_hq); r.y += r.height + S; // r = target.DRAW_SLIDER( r, "Speed", "_PRCHQ_speed", -10, 10f, prc_hq ); r.y += r.height + S; target.DRAW_TOGGLE(r, "Normals Affect", FIELDS.SKIP_NOISED_GLARE_SKIP_NOISED_GLARE_PROCEDURALHQ_NORMALEFFECT, prc_hq, out tV); r.y += 31; } /*{ var wave2_enable = target.DRAW_TOGGLE( r, "NOISE WAVE 2", FIELDS.USE_NOISED_GLARE_ADDWAWES2, true, out tV); r.y += 31; var ge = GUI.enabled; GUI.enabled = wave2_enable; r.height = FastWaterModel20ControllerEditor.H; // r = target.DRAW_SLIDER( r, "Tile", FIELDS._W2_GlareFriq, 0.1f, 10, wave2_enable ); r.y += r.height + S; // r = target.DRAW_SLIDER( r, "Amount", FIELDS._W2_GlareAmount, 0.1f, 50, wave2_enable ); r.y += r.height + S; r = target.DRAW_DOUBLEFIELDS( r, "Tile / Amount", new[] { FIELDS._W2_GlareFriq, FIELDS._W2_GlareAmount }, new[] { 0.1f, 0.1f }, new[] { 10, 50f }, wave2_enable ); r.y += r.height + S; r = target.DRAW_SLIDER( r, "Speed", FIELDS._W2_GlareSpeed, 0, 10f, wave2_enable ); r.y += r.height + S; // var f4 = target.DRAW_TOGGLE( r, "Filtres", FIELDS.USE_NOISED_GLARE_LQ_FILTRES, wave2_enable, out tV ) & wave2_enable; r.y += 31; var f4 = true; // r = target.DRAW_SLIDER( r, "Contrast", FIELDS._W2_GlareContrast, 0, 2.5f, f4 ); r.y += r.height + S; // r = target.DRAW_SLIDER( r, "Black Point", FIELDS._W2_GlareBlackOffset, -1, 0f, f4 ); r.y += r.height + S; r = target.DRAW_DOUBLEFIELDS( r, "Contrast/Clamp", new[] { FIELDS._W2_GlareContrast, FIELDS._W2_GlareBlackOffset }, new[] { 0f, -1f }, new[] { 2.5f, 0f }, f4 ); GUI_TOOLTIP( r, "Contrast / Black Point" ); r.y += r.height + S; GUI.enabled = ge; }*/ GUI.color = oldC; GUI.enabled = og; LAST_GROUP_R = Rect.zero; GUI.EndGroup(); } } } } #endif
jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/GUI/Draw/FastWaterModel20_GUI_Noise.cs/0
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fileFormatVersion: 2 guid: 401c9191989658145b2fd835abced3fc ShaderImporter: externalObjects: {} defaultTextures: [] nonModifiableTextures: [] userData: assetBundleName: assetBundleVariant:
jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/GUI/Editor/Fast Water Model 2.0 ChannelsRemover.shader.meta/0
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946
#if !defined(SKIP_LIGHTING) || !defined(SKIP_SPECULAR) || !defined(SKIP_FLAT_SPECULAR) #if defined(USE_LIGHTIN_NORMALS) #if defined(ULTRA_FAST_MODE) || defined(MINIMUM_MODE) fixed3 LWN = worldNormal; LWN.xz += worldNormal.xz * _LightNormalsFactor; LWN = normalize(LWN); #else fixed3 LWN = worldNormal; fixed3 LDIR = LWN * abs(fixed3(tspace.y,0, tspace.x)); LWN += LDIR * (_LightNormalsFactor); LWN = normalize(LWN); #endif #else fixed3 LWN = worldNormal; #endif fixed UP_SUN = i.helpers.w; #if !defined(SKIP_LIGHTING) && !defined(MINIMUM_MODE) fixed nl = (dot(LWN, -_LightDir)) * UP_SUN; #if !defined(USE_FAKE_LIGHTING) fixed3 NL_MULT = _LightColor0; #else fixed3 NL_MULT = _LightColor0Fake; #endif #if !defined(SKIP_LIGHTING_POW) fixed lv15 = pow(nl, 8) * 200; #else fixed lv15 = nl/3; #endif #if defined(FORCE_OPAQUE) && (defined (SHADER_API_GLES) || defined (SHADER_API_GLES3)) lv15 /= 2; #endif fixed3 lightLight = (lv15 * _LightAmount * NL_MULT); #endif #if !defined(SKIP_SPECULAR) || !defined(SKIP_FLAT_SPECULAR) //fixed3 fixedAngleVector = i.valpha.yzw; fixed3 av = wViewDir - _LightDir; #if !defined(SKIP_SPECULAR_ANIZO) av.z /= 2; #endif fixed3 fixedAngleVector = normalize(av); //fixed3 fixedAngleVector = normalize(-(_LightDir)+(WVIEW)); #if !defined(SKIP_SPECULAR) fixed SPEC_DOT = (dot(fixedAngleVector, LWN)+1)*0.5; //if (SPEC_DOT > 0.95) //{ specularLight += pow(SPEC_DOT, _SpecularShininess * 30) * _SpecularAmount; #if !defined(SKIP_SPECULAR_GLOW) specularLight += pow(SPEC_DOT, _SpecularShininess * 0.8333) * _SpecularAmount * _SpecularGlowAmount; #endif specularLight *= UP_SUN; #endif //} #if !defined(SKIP_FLAT_SPECULAR) fixed3 flat_tnormal = (tnormal); //fixed DD = saturate((dot(flat_tnormal, i.vfoam.w) *0.5 + 0.5) * _FlatSpecularAmount); fixed DD = saturate((dot(flat_tnormal, i.vfoam.w) ) * _FlatSpecularAmount); //fixed3 flat_tnormal = worldNormal; /* fixed3 flat_tnormal = (tnormal); fixed DD = saturate(dot(flat_tnormal, (fixed3(0.1, 0.98, 0.05))) * _FlatSpecularAmount);*/ fixed flat_result = ((pow(DD, _FlatSpecularShininess))) * _FlatSpecularAmount; #if !defined(SKIP_FLAT_SPECULAR_CLAMP) fixed3 CCC = LWN; fixed FLAT_NL = pow((dot(fixedAngleVector, CCC)), _FlatSpecularClamp); flat_result *= FLAT_NL; #endif specularLight += flat_result; #endif #if defined(APPLY_REFR_TO_SPECULAR) && defined(HAS_REFRACTION) //FIXEDAngleVector *= saturate(1 - lerped_refr); //#if defined(FOAM_ALPHA_NEED) //return 1 - refrv06; // specularLight *= 1 - refrv06; //#else specularLight *= APS; /// specularLight *= 1 - refrv06; // specularLight *= 1- refrv06; #if !defined(SKIP_LIGHTING) && !defined(MINIMUM_MODE) lightLight *= APS; #endif //#endif #endif #endif #endif
jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/EModules Water Model Lighting.cginc/0
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//version: 1.0 Shader "EM-X/Fast Water Model 2.0/Test Support 128 Block Instructions" { Properties{ _FrameRate("_FrameRate", Float) = 0 _FracTimeFull("_FracTimeFull", Float) = 0 _Frac2PITime("_Frac2PITime", Float) = 0 _Frac01Time("_Frac01Time", Float) = 0 _Frac01Time_d8_mBlendAnimSpeed("_Frac01Time_d8_mBlendAnimSpeed", Float) = 0 _Frac01Time_MAIN_TEX_BA_Speed("_Frac01Time_MAIN_TEX_BA_Speed", Float) = 0 _FracWTime_m4_m3DWavesSpeed_dPI2("_FracWTime_m4_m3DWavesSpeed_dPI2", Vector) = (0,0,0,0) _Frac01Time_m16_mMAIN_TEX_FoamGradWavesSpeed_1("_Frac01Time_m16_mMAIN_TEX_FoamGradWavesSpeed_1", Float) = 0 _Frac_UFSHORE_Tile_1Time_d10("_Frac_UFSHORE_Tile_1Time_d10", Vector) = (0,0,0,0) _Frac_UFSHORE_Tile_2Time_d10("_Frac_UFSHORE_Tile_2Time_d10", Vector) = (0,0,0,0) _Frac_UFSHORE_Tile_2Time_d10("_Frac_UFSHORE_Tile_2Time_d10", Vector) = (0,0,0,0) _Frac_WaterTextureTilingTime_m_AnimMove("_Frac_WaterTextureTilingTime_m_AnimMove", Vector) = (0,0,0,0) _Frac_UVS_DIR("_Frac_UVS_DIR", Vector) = (0,0,0,0) _FracMAIN_TEX_TileTime_mMAIN_TEX_Move("_FracMAIN_TEX_TileTime_mMAIN_TEX_Move", Vector) = (0,0,0,0) _FracMAIN_TEX_TileTime_mMAIN_TEX_Move_pMAIN_TEX_CA_Speed("_FracMAIN_TEX_TileTime_mMAIN_TEX_Move_pMAIN_TEX_CA_Speed", Vector) = (0,0,0,0) _FracMAIN_TEX_TileTime_mMAIN_TEX_Move_sMAIN_TEX_CA_Speed("_FracMAIN_TEX_TileTime_mMAIN_TEX_Move_sMAIN_TEX_CA_Speed", Vector) = (0,0,0,0) _MM_Tile("_MM_Tile", Vector) = (1,1,1,1) _MM_offset("_MM_offset", Vector) = (0,0,0,0) _MM_Color("_MM_Color", COLOR) = (1,1,1,1) _ReflectionJustColor("_ReflectionJustColor", COLOR) = (1,1,1,1) MAIN_TEX_Bright("MAIN_TEX_Bright", Float) = 0 lerped_post_offset("lerped_post_offset", Float) = 0 lerped_post_offset_falloff("lerped_post_offset_falloff", Float) = 1 lerped_post_color1("lerped_post_color1", COLOR) = (1,1,1,1) lerped_post_color2("lerped_post_color2", COLOR) = (1,1,1,1) [Header(Texture)]////////////////////////////////////////////////// [NoScaleOffset] _MainTex("Additional Color Texture(RGB) Mask for reflection(A)", 2D) = "black" {} _MainTexAngle("_MainTexAngle", Float) = 0 //Range(0.1,10) _MainTexTile("_MainTexTile", Vector) = (1,1,0,0) _MainTexColor("Tint Color (RGB) Amount Texture (A)", COLOR) = (1,1,1,1) _OutGradBlend("_OutGradBlend", Float) = 1 //Range(0.1,10) _OutShadowsAmount("_OutShadowsAmount", Float) = 20 //Range(0.1,10) _OutGradZ("_OutGradZ", Float) = 1 //Range(0.1,10) _UFSHORE_UNWRAP_Transparency("_UFSHORE_UNWRAP_Transparency", Float) = 0 //Range(0.1,10) _AnimMove("_AnimMove", Vector) = (0,0,0,0) _VERTEX_ANIM_DETILESPEED("_VERTEX_ANIM_DETILESPEED", Float) = 0 _VERTEX_ANIM_DETILEAMOUNT("_VERTEX_ANIM_DETILEAMOUNT", Float) = 1 _Z_BLACK_OFFSET_V("_Z_BLACK_OFFSET_V", Float) = 0 MAINTEX_VHEIGHT_Amount("MAINTEX_VHEIGHT_Amount", Float) = 1 MAINTEX_VHEIGHT_Offset("MAINTEX_VHEIGHT_Offset", Float) = 0.8 _FoamBlendOffset("_FoamBlendOffset", Float) = 0 [Header(Commons)]////////////////////////////////////////////////// _TransparencyPow("_TransparencyPow", Float) = 1 //Range(0,2) _TransparencyLuminosity("_TransparencyLuminosity", Float) = 1 //Range(0,2) _TransparencySimple("_TransparencySimple", Float) = 1 //Range(0,2) _WaterTextureTiling("_Tiling [x,y]; Speed[z];", Vector) = (1,1,1,-1) _BumpAmount("_BumpAmount", Float) = 1 //Range(0,1) [NoScaleOffset] _BumpMap("_BumpMap ", 2D) = "bump" {} _MM_MultyOffset("_MM_MultyOffset", Float) = 0.3 [Header(Specular)]////////////////////////////////////////////////// _LightAmount("_LightAmount", Float) = 1//Range(0,2) _SpecularAmount("_SpecularAmount", Float) = 2 //Range(0,10) _SpecularShininess("_SpecularShininess", Float) = 48 //Range(0,512) _FlatSpecularAmount("_FlatSpecularAmount", Float) = 1.0//Range(0,10) _FlatSpecularShininess("_FlatSpecularShininess", Float) = 48//Range(0,512) _FlatSpecularClamp("_FlatSpecularClamp", Float) = 10//Range(0,100) _FlatFriqX("_FlatFriqX", Float) = 1//Range(0,100) _FlatFriqY("_FlatFriqY", Float) = 1//Range(0,100) _LightColor0Fake("_LightColor0Fake", COLOR) = (1,1,1,1) _BlendColor("_BlendColor", COLOR) = (1,1,1,1) [Header(Foam)]////////////////////////////////////////////////// _FoamAmount("_FoamAmount", Float) = 5 //Range(0,10) _FoamLength("_FoamLength", Float) = 10 //Range(0,20) _FoamColor("_FoamColor", COLOR) = (1,1,1,1) _FoamDistortion("_FoamDistortion", Float) = 1 //Range(0,10) _FoamDistortionFade("_FoamDistortionFade", Float) = 0.8 //Range(0,1) _FoamDirection("_FoamDirection", Float) = 0.05 //Range(0,1) _FixMulty("_FixMulty", Float) = 1 //Range(0,1) _FoamAlpha2Amount("_FoamAlpha2Amount", Float) = 0.5 //Range(0,1) _BlendAnimSpeed("_BlendAnimSpeed", Float) = 1 //Range(0,1) _WaterfrontFade("_WaterfrontFade", Float) = 10//Range(0,30) _FoamTextureTiling("_FoamTextureTiling", Float) = 1 //Range(0.01,2) _FoamWavesSpeed("_FoamWavesSpeed", Float) = 0.15//Range(0,2 ) _FoamOffsetSpeed("_FoamOffsetSpeed", Float) = 0.2//Range(0,4 ) _FoamOffset("_FoamOffset", Float) = 0//Range(0,4 ) _MultyOctavesSpeedOffset("_MultyOctavesSpeedOffset", Float) = 0.89 _MultyOctavesTileOffset("_MultyOctavesTileOffset", Vector) = (1.63,1.63,1,1) _FadingFactor("_FadingFactor", Float) = 0.5 FLAT_HQ_OFFSET("FLAT_HQ_OFFSET", Float) = 50 [Header(3D Waves)]////////////////////////////////////////////////// _3DWavesTile("_3DWavesTile", Vector) = (1,1,-1,-1) //_3DWavesSpeed("_3DWavesSpeed", Vector) = (0.1 ,0.1, 0.1, 0.1) _3DWavesSpeed("_3DWavesSpeed", Float) = 0.1 _3DWavesSpeedY("_3DWavesSpeedY", Float) = 0.1 _3DWavesHeight("_3DWavesHeight", Float) = 1//Range(0.1,32) _3DWavesWind("_3DWavesWind", Float) = 0.1//Range(0.1,32) _3DWavesYFoamAmount("_3DWavesYFoamAmount", Float) = 0.02//Range(0,10) _3DWavesTileZ("_3DWavesTileZ", Float) = 1 //Range(0.1,32) _3DWavesTileZAm("_3DWavesTileZAm", Float) = 1 //Range(0.1,32) ADDITIONAL_FOAM_DISTORTION_AMOUNT("ADDITIONAL_FOAM_DISTORTION_AMOUNT", Float) = 1 //Range(0.1,32) _SURFACE_FOG_Amount("_SURFACE_FOG_Amount", Float) = 1 //Range(0.1,32) _SURFACE_FOG_Speed("_SURFACE_FOG_Speed", Float) = 1 //Range(0.1,32) _SURFACE_FOG_Tiling("_SURFACE_FOG_Tiling", Float) = 1 //Range(0.1,32) _Light_FlatSpecTopDir("_Light_FlatSpecTopDir", Float) = 0.5 MAIN_TEX_Multy("MAIN_TEX_Multy", Float) = 1 _RefrLowDist("_RefrLowDist", Float) = 0.1 _VertexToUv("_VertexToUv", Float) = 1 _WavesDirAngle("_WavesDirAngle", Float) = 0 _VertexSize("_VertexSize", Vector) = (0,0,1,1) _ZDistanceCalcOffset("_ZDistanceCalcOffset", Float) = 0.25 [Header(NOISES)]////////////////////////////////////////////////// [Header(HQ)]////////////////////////////////////////////////// _NHQ_GlareAmount("_NHQ_GlareAmount", Float) = 1//Range(0.1,50) _NHQ_GlareFriq("_NHQ_GlareFriq", Float) = 30 //Range(0.1,100) _NHQ_GlareSpeedXY("_NHQ_GlareSpeedXY", Float) = 1//Range(0,3) _NHQ_GlareSpeedZ("_NHQ_GlareSpeedZ", Float) = 1 //Range(0,5) _NHQ_GlareContrast("_NHQ_GlareContrast", Float) = 0//Range(0,2.5) _NHQ_GlareBlackOffset("_NHQ_GlareBlackOffset", Float) = 0 //Range(-1,0) _NHQ_GlareNormalsEffect("_NHQ_GlareNormalsEffect", Float) = 1//Range(0,2) [Header(LQ)]////////////////////////////////////////////////// _NE1_GlareAmount("_NE1_GlareAmount", Float) = 1//Range(0.1,50 ) _NE1_GlareFriq("_NE1_GlareFriq", Float) = 1//Range(0.1,4) _NE1_GlareSpeed("_NE1_GlareSpeed", Float) = 1//Range(0.1,3) _NE1_GlareContrast("_NE1_GlareContrast", Float) = 0//Range(0,2.5) _NE1_GlareBlackOffset("_NE1_GlareBlackOffset", Float) = 0 //Range(-1,0) _NE1_WavesDirection("_NE1_WavesDirection", Vector) = (0.5,0,0.25) [Header(WAWES1)]////////////////////////////////////////////////// _W1_GlareAmount("_W1_GlareAmount", Float) = 1//Range(0.1,50) _W1_GlareFriq("_W1_GlareFriq", Float) = 1//Range(0.1,10) _W1_GlareSpeed("_W1_GlareSpeed", Float) = 1//Range(0.1,10) _W1_GlareContrast("_W1_GlareContrast", Float) = 0//Range(0,2.5) _W1_GlareBlackOffset("_W1_GlareBlackOffset", Float) = 0//Range(-1,0) [Header(WAWES2)]////////////////////////////////////////////////// _W2_GlareAmount("_W2_GlareAmount", Float) = 1//Range(0.1,50) _W2_GlareFriq("_W2_GlareFriq", Float) = 1//Range(0.1,10) _W2_GlareSpeed("_W2_GlareSpeed", Float) = 1//Range(0.1,10) _W2_GlareContrast("_W2_GlareContrast", Float) = 0//Range(0,2.5) _W2_GlareBlackOffset("_W2_GlareBlackOffset", Float) = 0//Range(-1,0) MAIN_TEX_LQDistortion("MAIN_TEX_LQDistortion", Float) = 0.1 MAIN_TEX_ADDDISTORTION_THAN_MOVE_Amount("MAIN_TEX_ADDDISTORTION_THAN_MOVE_Amount", Float) = 100 [Header(PRC HQ)]////////////////////////////////////////////////// _PRCHQ_amount("_PRCHQ_amount", Float) = 1//Range(0.1,50) _PRCHQ_tileTex("_PRCHQ_tileTex", Float) = 1//Range(0.1,10 ) _PRCHQ_tileWaves("_PRCHQ_tileWaves", Float) = 1//Range(0.1,10) _PRCHQ_speedTex("_PRCHQ_speedTex", Float) = 1//Range(0.1,10) _PRCHQ_speedWaves("_PRCHQ_speedWaves", Float) = 1 //Range(0.1,10) MAIN_TEX_Amount("MAIN_TEX_Amount", Float) = 3 //Range(0.1,10) MAIN_TEX_Contrast("MAIN_TEX_Contrast", Float) = 2 //Range(0.1,10) MAIN_TEX_BA_Speed("MAIN_TEX_BA_Speed", Float) = 8 //Range(0.1,10) MAIN_TEX_CA_Speed("MAIN_TEX_CA_Speed", Vector) = (0.1,0.1,0.1,0.1) MAIN_TEX_Tile("MAIN_TEX_Tile", Vector) = (1,1,1,1) MAIN_TEX_Move("MAIN_TEX_Move", Vector) = (0,0,0,0) SIMPLE_VHEIGHT_FADING_AFFECT("SIMPLE_VHEIGHT_FADING_AFFECT", Float) = 0.3 MAIN_TEX_Distortion("MAIN_TEX_Distortion", Float) = 2 _ReflectionBlendAmount("_ReflectionBlendAmount", Float) = 2 [Header(fresnelFac)]////////////////////////////////////////////////// [NoScaleOffset] _Utility("_Utility", 2D) = "white" {} _FresnelPow("_FresnelPow", Float) = 1.58//Range(0.5,32) _FresnelFade("_FresnelFade", Float) = 0.7//Range(0.5,32) _FresnelAmount("_FresnelAmount", Float) = 4 //Range(0.5,32) _RefrDistortionZ("_RefrDistortionZ", Float) = 0 //Range(0.5,32) FRES_BLUR_OFF("FRES_BLUR_OFF", Float) = 0.3 //Range(0.5,32) FRES_BLUR_AMOUNT("FRES_BLUR_AMOUNT", Float) = 3 //Range(0.5,32) _BumpMixAmount("_BumpMixAmount", Float) = 0.5 //Range(0.5,32) _FastFresnelPow("_FastFresnelPow", Float) = 10 //Range(0.5,32) [Header(Reflection)]////////////////////////////////////////////////// _ReflectionAmount("_ReflectionAmount", Float) = 1//Range(0,2) _ReflectColor("_ReflectColor", COLOR) = (1,1,1,1) baked_ReflectionTex_distortion("baked_ReflectionTex_distortion", Float) = 15//Range(0,50) LOW_ReflectionTex_distortion("LOW_ReflectionTex_distortion", Float) = 0.1//Range(0,50) _ReflectionYOffset("_ReflectionYOffset", Float) = -0.15//Range(-0.4,0) _ReflectionLOD("_ReflectionLOD", Float) = 1//Range(0,4) [Header(ReflRefrMask)]////////////////////////////////////////////////// _ReflectionMask_Amount("_ReflectionMask_Amount", Float) = 3//Range(0, 5) _ReflectionMask_Offset("_ReflectionMask_Offset", Float) = 0.66//Range(0, 0.5) _ReflectionMask_UpClamp("_ReflectionMask_UpClamp", Float) = 1 //Range(0.5, 10) _ReflectionMask_Tiling("_ReflectionMask_Tiling", Float) = 0.1//Range(0, 2) _ReflectionBlurRadius("_ReflectionBlurRadius", Float) = 0.1//Range(0, 2) _ReflectionBlurZOffset("_ReflectionBlurZOffset", Float) = 0//Range(0, 2) _RefractionBlurZOffset("_RefractionBlurZOffset", Float) = 0//Range(0, 2) _ReflectionMask_TexOffsetF("_ReflectionMask_TexOffsetF", Vector) = (0,0,0,0) _ObjectScale("_ObjectScale", Vector) = (1,1,1,1) _AverageOffset("_AverageOffset", Float) = 0.5//Range(0, 2) _REFR_MASK_Tile("_REFR_MASK_Tile", Float) = 0.1//Range(0, 2) _REFR_MASK_Amount("_REFR_MASK_Amount", Float) = 3//Range(0, 5) _REFR_MASK_min("_REFR_MASK_min", Float) = 0.66//Range(0, 0.5) _REFR_MASK_max("_REFR_MASK_max", Float) = 1 //Range(0.5, 10) _UF_NMASK_Texture("_UF_NMASK_Texture", 2D) = "white" {} _UF_NMASK_Tile("_UF_NMASK_Tile", Float) = 0.1 _UF_NMASK_offset("_UF_NMASK_offset", Vector) = (0,0,0,0) _UF_NMASK_Contrast("_UF_NMASK_Contrast", Float) = 1 _UF_NMASK_Brightnes("_UF_NMASK_Brightnes", Float) = 0 _AMOUNTMASK_Tile("_AMOUNTMASK_Tile", Float) = 0.1//Range(0, 2) _AMOUNTMASK_Amount("_AMOUNTMASK_Amount", Float) = 3//Range(0, 5) _AMOUNTMASK_min("_AMOUNTMASK_min", Float) = 0.66//Range(0, 0.5) _AMOUNTMASK_max("_AMOUNTMASK_max", Float) = 1 //Range(0.5, 10) _TILINGMASK_Tile("_TILINGMASK_Tile", Float) = 0.1//Range(0, 2) _TILINGMASK_Amount("_TILINGMASK_Amount", Float) = 3//Range(0, 5) _TILINGMASK_min("_TILINGMASK_min", Float) = 0.66//Range(0, 0.5) _TILINGMASK_max("_TILINGMASK_max", Float) = 1 //Range(0.5, 10) _MAINTEXMASK_Tile("_MAINTEXMASK_Tile", Float) = 0.1//Range(0, 2) _MAINTEXMASK_Amount("_MAINTEXMASK_Amount", Float) = 3//Range(0, 5) _MAINTEXMASK_min("_MAINTEXMASK_min", Float) = 0.66//Range(0, 0.5) _MAINTEXMASK_max("_MAINTEXMASK_max", Float) = 1 //Range(0.5, 10) _MAINTEXMASK_Blend("_MAINTEXMASK_Blend", Float) = 0.5 //Range(0.5, 10) _3Dwaves_BORDER_FACE("_3Dwaves_BORDER_FACE", Float) = 0 _FixHLClamp("_FixHLClamp", Float) = 0.8 _FastFresnelAmount("_FastFresnelAmount", Float) = 10 _RefrDeepAmount("_RefrDeepAmount", Float) = 1 _RefrTopAmount("_RefrTopAmount", Float) = 1 _TexRefrDistortFix("_TexRefrDistortFix", Float) = 0 _SpecularGlowAmount("_SpecularGlowAmount", Float) = 0.2 _RefractionBLendAmount("_RefractionBLendAmount", Float) = 0.5 _TILINGMASK_factor("_TILINGMASK_factor", Float) = 5 //Range(0.5, 10) _AMOUNTMASK_offset("_AMOUNTMASK_offset", Vector) = (0,0,0,0) _TILINGMASK_offset("_TILINGMASK_offset", Vector) = (0,0,0,0) _MAINTEXMASK_offset("_MAINTEXMASK_offset", Vector) = (0,0,0,0) _ReflectionMask_offset("_ReflectionMask_offset", Vector) = (0,0,0,0) _REFR_MASK_offset("_REFR_MASK_offset", Vector) = (0,0,0,0) _ReplaceColor("_ReplaceColor", COLOR) = (0.5, 0.5, 0.5, 1) [Header(Refraction)]////////////////////////////////////////////////// _RefrDistortion("_RefrDistortion", Float) = 100//Range(0, 600) _RefrAmount("_RefrAmount", Float) = 1//Range(0, 4) _RefrZColor("_RefrZColor", COLOR) = (0.29, 0.53, 0.608, 1) _RefrTopZColor("_RefrTopZColor", COLOR) = (0.89, 0.95, 1, 1) _RefrTextureFog("_RefrTextureFog", Float) = 0 //Range(0, 1) _RefrZOffset("_RefrZOffset", Float) = 1.8//Range(0, 2) _RefrZFallOff("_RefrZFallOff", Float) = 10 //Range(1, 20) _RefrBlur("_RefrBlur", Float) = 0.25 //Range(0, 1) _RefrRecover("_RefrRecover", Float) = 0.0 //Range(0, 1) _RefrDeepFactor("_RefrDeepFactor", Float) = 64 //Range(0, 1) _3dwanamnt("_3dwanamnt", Float) = 1 //Range(0, 1) [Header(Other)]////////////////////////////////////////////////// _LightDir("_LightDir", Vector) = (-0.5,0.46,0.88,0) _ObjecAngle("_ObjecAngle", Float) = 0 //Range(0, 1) _ReflectionTex_size("_ReflectionTex_size", Float) = 256.0 //Range(0, 1) _ReflectionTex_temp_size("_ReflectionTex_temp_size", Float) = 128.0 //Range(0, 1) _RefractionTex_size("_RefractionTex_size", Float) = 512.0 //Range(0, 1) [NoScaleOffset] _RefractionTex_temp("_RefractionTex_temp", 2D) = "black" {} _RefractionTex_temp_size("_RefractionTex_temp_size", Float) = 512.0 //Range(0, 1) _BakedData_size("_BakedData_size", Float) = 256.0 //Range(0, 1) [NoScaleOffset] _BakedData_temp("_BakedData_temp ", 2D) = "black" {} _BakedData_temp_size("_BakedData_temp_size", Float) = 256.0 //Range(0, 1) _MTDistortion("_MTDistortion", Float) = 0 //Range(1, 256) RIM_Minus("RIM_Minus", Float) = 0.4 //Range(1, 256) RIM_Plus("RIM_Plis", Float) = 50 //Range(1, 256) POSTRIZE_Colors("POSTRIZE_Colors", Float) = 12 //Range(1, 24) _MyNearClipPlane("_MyNearClipPlane", Float) = 0//Range(1, 256) _MyFarClipPlane("_MyFarClipPlane", Float) = 1000//Range(1, 256) _MultyOctaveNormals("_MultyOctaveNormals", Float) = 5//Range(1, 256) _SurfaceFoamAmount("_SurfaceFoamAmount", Float) = 10//Range(1, 256) _SurfaceFoamContrast("_SurfaceFoamContrast", Float) = 200//Range(1, 256) _SUrfaceFoamVector("_SUrfaceFoamVector", Vector) = (0.12065329648999294186660041025867, 0.98533525466827569191057001711249, 0.12065329648999294186660041025867, 0) _ReflectionBakeLayers("_ReflectionBakeLayers", Vector) = (255, 255, 255, 255) _RefractionBakeLayers("_RefractionBakeLayers", Vector) = (255, 255, 255, 255) _ZDepthBakeLayers("_ZDepthBakeLayers", Vector) = (255, 255, 255, 255) _DetileAmount("_DetileAmount", Float) = 0.15//Range(1, 256) _DetileFriq("_DetileFriq", Float) = 5//Range(1, 256) MainTexSpeed("MainTexSpeed", Float) = 1//Range(1, 256) _ReflectionDesaturate("_ReflectionDesaturate", Float) = 0.5//Range(1, 256) _RefractionDesaturate("_RefractionDesaturate", Float) = 0.5//Range(1, 256) _sinFriq("_sinFriq", Float) = 7.28//Range(1, 256) _sinAmount("_sinAmount", Float) = 0.1//Range(1, 256) _APPLY_REFR_TO_SPECULAR_DISSOLVE("_APPLY_REFR_TO_SPECULAR_DISSOLVE", Float) = 1 _APPLY_REFR_TO_SPECULAR_DISSOLVE_FAST("_APPLY_REFR_TO_SPECULAR_DISSOLVE_FAST", Float) = 1 _UFSHORE_Amount_1("_UFSHORE_Amount_1", Float) = 5 _UFSHORE_Amount_2("_UFSHORE_Amount_2", Float) = 5 _UFSHORE_Length_1("_UFSHORE_Length_1", Float) = 10 _UFSHORE_Length_2("_UFSHORE_Length_2", Float) = 10 _UFSHORE_Color_1("_UFSHORE_Color_1", Color) = (1,1,1,1) _UFSHORE_Color_2("_UFSHORE_Color_2", Color) = (1,1,1,1) _UFSHORE_Distortion_1("_UFSHORE_Distortion_1", Float) = 0.8 _UFSHORE_Distortion_2("_UFSHORE_Distortion_2", Float) = 0.8 _UFSHORE_Tile_1("_UFSHORE_Tile_1", Vector) = (1,1,1,1) _UFSHORE_Tile_2("_UFSHORE_Tile_2", Vector) = (1,1,1,1) _UFSHORE_Speed_1("_UFSHORE_Speed_1", Float) = 1 _UFSHORE_Speed_2("_UFSHORE_Speed_2", Float) = 1 _UFSHORE_LowDistortion_1("_UFSHORE_LowDistortion_1", Float) = 1 _UFSHORE_LowDistortion_2("_UFSHORE_LowDistortion_2", Float) = 1 _UFSHORE_AlphaAmount_1("_UFSHORE_AlphaAmount_1", Float) = 0.25 _UFSHORE_AlphaAmount_2("_UFSHORE_AlphaAmount_2", Float) = 0.25 _UFSHORE_AlphaMax_1("_UFSHORE_AlphaMax_1", Float) = 1 _UFSHORE_AlphaMax_2("_UFSHORE_AlphaMax_2", Float) = 1 _UFSHORE_ShadowV1_1("_UFSHORE_ShadowV1_1", Float) = 1 _UFSHORE_ShadowV2_1("_UFSHORE_ShadowV2_1", Float) = 1 _UFSHORE_ShadowV1_2("_UFSHORE_ShadowV1_2", Float) = 1 _UFSHORE_ShadowV2_2("_UFSHORE_ShadowV2_2", Float) = 1 MAIN_TEX_FoamGradWavesSpeed_1("MAIN_TEX_FoamGradWavesSpeed_1", Float) = 0.1 MAIN_TEX_FoamGradWavesSpeed_2("MAIN_TEX_FoamGradWavesSpeed_2", Float) = 0.1 MAIN_TEX_FoamGradDirection_1("MAIN_TEX_FoamGradDirection_1", Float) = 0.01 MAIN_TEX_FoamGradDirection_2("MAIN_TEX_FoamGradDirection_2", Float) = 0.01 MAIN_TEX_FoamGradTile_1("MAIN_TEX_FoamGradTile_1", Float) = 0.1 MAIN_TEX_FoamGradTileYYY_1("MAIN_TEX_FoamGradTileYYY_1", Float) = 0.1 MAIN_TEX_FoamGradTile_2("MAIN_TEX_FoamGradTile_2", Float) = 0.1 _UFSHORE_ADDITIONAL_Length_1("_UFSHORE_ADDITIONAL_Length_1", Float) = 1 _UFSHORE_ADDITIONAL_Length_2("_UFSHORE_ADDITIONAL_Length_2", Float) = 1 _UFSHORE_ADD_Amount_1("_UFSHORE_ADD_Amount_1", Float) = 1 _UFSHORE_ADD_Amount_2("_UFSHORE_ADD_Amount_2", Float) = 1 _UFSHORE_ADD_Tile_1("_UFSHORE_ADD_Tile_1", Float) = 0.1 _UFSHORE_ADD_Tile_2("_UFSHORE_ADD_Tile_2", Float) = 0.1 _UFSHORE_ADD_Distortion_1("_UFSHORE_ADD_Distortion_1", Float) = 1 _UFSHORE_ADD_Distortion_2("_UFSHORE_ADD_Distortion_2", Float) = 1 _UFSHORE_ADD_LowDistortion_1("_UFSHORE_ADD_LowDistortion_1", Float) = 0.1 _UFSHORE_ADD_LowDistortion_2("_UFSHORE_ADD_LowDistortion_2", Float) = 0.1 _UFSHORE_ADD_Color_1("_UFSHORE_ADD_Color_1", Color) = (1,1,1,1) _UFSHORE_ADD_Color_2("_UFSHORE_ADD_Color_2", Color) = (1,1,1,1) SHORE_USE_ADDITIONALCONTUR_POW_Amount_1("SHORE_USE_ADDITIONALCONTUR_POW_Amount_1", Float) = 10 SHORE_USE_ADDITIONALCONTUR_POW_Amount_2("SHORE_USE_ADDITIONALCONTUR_POW_Amount_2", Float) = 10 _UFSHORE_UNWRAP_LowDistortion_1("_UFSHORE_UNWRAP_LowDistortion_1", Float) = 0 _LOW_DISTOR_Tile("_LOW_DISTOR_Tile", Float) = 20 _LOW_DISTOR_Speed("_LOW_DISTOR_Speed", Float) = 8 _LOW_DISTOR_Amount("_LOW_DISTOR_Amount", Float) = 1 //_BAKED_DEPTH_EXTERNAL_TEXTURE_Amount("_BAKED_DEPTH_EXTERNAL_TEXTURE_Amount", Float ) = 1 _LOW_DISTOR_MAINTEX_Tile("_LOW_DISTOR_MAINTEX_Tile", Float) = 20 _LOW_DISTOR_MAINTEX_Speed("_LOW_DISTOR_MAINTEX_Speed", Float) = 8 MAIN_TEX_MixOffset("MAIN_TEX_MixOffset", Float) = 0 _FoamAmount_SW("_FoamAmount_SW", Float) = 5 //Range(0,10) _FoamLength_SW("_FoamLength_SW", Float) = 10 //Range(0,20) _FoamColor_SW("_FoamColor_SW", COLOR) = (1,1,1,1) _FoamDistortion_SW("_FoamDistortion_SW", Float) = 1 //Range(0,10) _FoamDistortionFade_SW("_FoamDistortionFade_SW", Float) = 0.8 //Range(0,1) _FoamDirection_SW("_FoamDirection_SW", Float) = 0.05 //Range(0,1) _WaterfrontFade_SW("_WaterfrontFade_SW", Float) = 0//Range(0,30) _LightNormalsFactor("_LightNormalsFactor", Float) = 1//Range(0,30) _FoamTextureTiling_SW("_FoamTextureTiling_SW", Float) = 1 //Range(0.01,2) _FoamWavesSpeed_SW("_FoamWavesSpeed_SW", Float) = 0.15//Range(0,2 ) [NoScaleOffset] _ShoreWavesGrad("_ShoreWavesGrad", 2D) = "white" {} _ShoreWavesRadius("_ShoreWavesRadius", Float) = 0.1//Range(0,2 ) _ShoreWavesQual("_ShoreWavesQual", Float) = 2//Range(0,2 ) _FoamLShoreWavesTileY_SW("_FoamLShoreWavesTileY_SW", Float) = 1//Range(0,2 ) _FoamLShoreWavesTileX_SW("_FoamLShoreWavesTileX_SW", Float) = 1//Range(0,2 ) _FoamMaskOffset_SW("_FoamMaskOffset_SW", Float) = 0.0//Range(0,2 ) _BumpZOffset("_BumpZOffset", Float) = 1.0//Range(0,2 ) _BumpZFade("_BumpZFade", Float) = 0//Range(0,2 ) _RefractionBlendOffset("_RefractionBlendOffset", Float) = 0.0//Range(0,2 ) _RefractionBlendFade("_RefractionBlendFade", Float) = 1//Range(0,2 ) _RefrBled_Fres_Amount("_RefrBled_Fres_Amount", Float) = 1//Range(0,2 ) _RefrBled_Fres_Pow("_RefrBled_Fres_Pow", Float) = 1//Range(0,2 ) _LutAmount("_LutAmount", Float) = 1.0//Range(0,2 ) _GAmplitude("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25) _GFrequency("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25) _GSteepness("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0) _GSpeed("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5) _GDirectionAB("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25) _GDirectionCD("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5) //_GAmplitude("Wave Amplitude", Vector) = 1 // _GFrequency("Wave Frequency", Vector) = 1 // _GSteepness("Wave Steepness", Vector) = 1 // _GSpeed("Wave Speed", Vector) = 1 // _GDirectionAB("Wave Direction", Vector) =(0.3 ,0.85, 0.85, 0.25) // // _CameraFarClipPlane("_CameraFarClipPlane", FLOAT) = 4 //_LightPos("_LightPos", Vector) = (2001,1009,3274,0) _FoamDistortionTexture("_FoamDistortionTexture", Float) = 1 _ShoreDistortionTexture("_ShoreDistortionTexture", Float) = 1 _MOR_Offset("_MOR_Offset", Float) = 1 _MOR_Base("_MOR_Base", Float) = 1 _C_BLUR_R("_C_BLUR_R", Float) = 0.05 _C_BLUR_S("_C_BLUR_S", Float) = 0.05 _MOR_Tile("_MOR_Tile", Float) = 82 _FracTimeX("_FracTimeX", Float) = 0 _FracTimeW("_FracTimeW", Float) = 0 _WaveGrad0("_WaveGrad0", COLOR) = (1,1,1,1) _WaveGrad1("_WaveGrad1", COLOR) = (1,1,1,1) _WaveGrad2("_WaveGrad2", COLOR) = (1,1,1,1) _WaveGradMidOffset("_WaveGradMidOffset", Float) = 0.5 _WaveGradTopOffset("_WaveGradTopOffset", Float) = 1 _SFW_Tile("_SFW_Tile", Vector) = (1,1,1,1) _SFW_Speed("_SFW_Speed", Vector) = (1,1,1,1) _SFW_Amount("_SFW_Amount", Float) = 1 _SFW_NrmAmount("_SFW_NrmAmount", Float) = 1 _SFW_Dir("_SFW_Dir", Vector) = (1,0,0,0) _SFW_Dir1("_SFW_Dir1", Vector) = (0.9,0,0.1,0) _SFW_Distort("_SFW_Distort", Float) = 1 _CAUSTIC_FOG_Amount("_CAUSTIC_FOG_Amount", Float) = 1 //Range(0.1,32) _CAUSTIC_FOG_Pow("_CAUSTIC_FOG_Pow", Float) = 4 //Range(0.1,32) _CAUSTIC_Speed("_CAUSTIC_Speed", Float) = 1 //Range(0.1,32) //_CAUSTIC_Tiling("_CAUSTIC_Tiling", Float ) = 1 //Range(0.1,32) _CAUSTIC_Tiling("_CAUSTIC_Tiling", Vector) = (1,1,0,0) _CAUSTIC_Offset("_CAUSTIC_Offset", Vector) = (1,2,1,0) _CAUSTIC_PROC_Tiling("_CAUSTIC_PROC_Tiling", Vector) = (1,1,1,1) _CAUSTIC_PROC_GlareSpeed("_CAUSTIC_PROC_GlareSpeed", Float) = 1 //Range(0.1,32) _CAUSTIC_PROC_Contrast("_CAUSTIC_PROC_Contrast", Float) = 1 //Range(0.1,32) _CAUSTIC_PROC_BlackOffset("_CAUSTIC_PROC_BlackOffset", Float) = 1 //Range(0.1,32) DOWNSAMPLING_SAMPLE_SIZE("DOWNSAMPLING_SAMPLE_SIZE", Float) = 0.33 _CN_DISTANCE("_CN_DISTANCE", Float) = 200 _CN_TEXEL("_CN_TEXEL", Float) = 0.01 _CLASNOISE_PW("_CLASNOISE_PW", Float) = 0.35 _CN_AMOUNT("_CN_AMOUNT", Float) = 5 _CN_SPEED("_CN_SPEED", Float) = 2 _CN_TILING("_CN_TILING", Vector) = (5,5,1,1) } SubShader{ Tags{ "Queue" = "Geometry" "RenderType" = "Opaque" "PreviewType" = "Plane" "IgnoreProjector" = "False" } Lighting Off //Cull Off Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) #define USE_FAKE_LIGHTING = 1; #define TILEMASKTYPE_TILE = 1; #define GRAD_G = 1; #define SKIP_FOAM_COAST_ALPHA_FAKE = 1; #define REFR_MASK_A = 1; #define RRSIMPLEBLEND = 1; #define MAINTEXLERPBLEND = 1; #define SKIP_FOAM = 1; #define SKIP_SURFACE_FOAMS = 1; #define SKIP_MAINTEXTURE = 1; #define USE_OUTPUT_SHADOWS = 1; #define REFLECTION_MASK_A = 1; #define SKIP_SHORE_BORDERS = 1; #define USE_SURFACE_GRADS = 1; #define ULTRA_FAST_MODE = 1; #define REFLECTION_BLUR_1 = 1; #define REFRACTION_BLUR_1 = 1; #define SHORE_WAVES = 1; #define FORCE_OPAQUE = 1; #define FIX_OVEREXPO = 1; #define LIGHTING_BLEND_SIMPLE = 1; #define SKIP_AMBIENT_COLOR = 1; #define MAINTEX_HAS_MOVE = 1; #define SHORE_UNWRAP_STRETCH_DOT = 1; #define BAKED_DEPTH_ONAWAKE = 1; #define RIM_INVERSE = 1; #define REFLECTION_BLUR = 1; #define null = 1; #define MAIN_TEX_ADDDISTORTION_THAN_MOVE = 1; #define FIX_HL = 1; #define UFAST_SHORE_1 = 1; #define MAIN_TEX_LowDistortion_1 = 1; #define SKIP_MAIN_TEXTURE = 1; #define SIN_OFFSET = 1; #define USE_REFRACTION_BLEND_FRESNEL = 1; #define HAS_WAVES_ROTATION = 1; #define SKIP_BLEND_ANIMATION = 1; #define SKIP_FLAT_SPECULAR_CLAMP = 1; #define SKIP_REFLECTION_BLUR_ZDEPENDS = 1; #define GRAD_1 = 1; #define USE_OUTPUT_BLEND_2 = 1; #define VERTEX_ANIMATION_BORDER_NONE = 1; #define REFLECTION_NONE = 1; #define UF_AMOUNTMASK = 1; #define SHORE_USE_LOW_DISTORTION_1 = 1; #define _UFSHORE_UNWRAP_Low = 1; #define SHORE_USE_ADDITIONAL_GRAD_TEXTURE = 1; #define DETILE_NONE = 1; #define SKIP_LIGHTING = 1; #define USE_REFR_DISTOR = 1; #define WAW3D_NORMAL_CALCULATION = 1; #define SKIP_3DVERTEX_HEIGHT_COLORIZE = 1; #define USE_DEPTH_FOG = 1; #define USE_lerped_post_Color_1 = 1; #define USE_lerped_post_Color_2 = 1; #define REFRACTION_BAKED_ONAWAKE = 1; #define SHORE_SHADDOW_1 = 1; #define FOAM_ALPHA_FLAT = 1; #define SHORE_USE_WAVES_GRADIENT_1 = 1; #define USE_REFR_LOW_DISTOR = 1; #define WAVES_MAP_NORMAL = 1; #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile ORTO_CAMERA_ON _ #pragma multi_compile WATER_DOWNSAMPLING WATER_DOWNSAMPLING_HARD _ #pragma target 2.0 #define MYFLOAT float #define MYFLOAT2 float2 #define MYFLOAT3 float3 #define MYFLOAT4 float4 #if defined(MINIMUM_MODE) || defined(ULTRA_FAST_MODE) #define MYFIXED fixed #define MYFIXED2 fixed2 #define MYFIXED3 fixed3 #define MYFIXED4 fixed4 #else #endif #if !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) #endif #if defined(REFLECTION_2D) || defined(REFLECTION_PLANAR)||defined(REFLECTION_PROBE_AND_INTENSITY)||defined(REFLECTION_PROBE_AND_INTENSITY)||defined(REFLECTION_PROBE)|| defined(REFLECTION_USER) || defined(REFLECTION_JUST_COLOR) #endif uniform MYFIXED _ObjecAngle; #if !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) #endif MYFIXED _Frac2PITime; MYFIXED _Frac01Time; MYFIXED _Frac01Time_d8_mBlendAnimSpeed; MYFIXED _Frac01Time_MAIN_TEX_BA_Speed; float2 _FracWTime_m4_m3DWavesSpeed_dPI2; MYFIXED2 _Frac_UFSHORE_Tile_1Time_d10_m_UFSHORE_Speed1; MYFIXED2 _Frac_UFSHORE_Tile_2Time_d10_m_UFSHORE_Speed2; MYFIXED _Frac01Time_m16_mMAIN_TEX_FoamGradWavesSpeed_1; float2 _Frac_WaterTextureTilingTime_m_AnimMove; float4 _Frac_UVS_DIR; float2 _FracMAIN_TEX_TileTime_mMAIN_TEX_Move; float2 _FracMAIN_TEX_TileTime_mMAIN_TEX_Move_pMAIN_TEX_CA_Speed; float2 _FracMAIN_TEX_TileTime_mMAIN_TEX_Move_sMAIN_TEX_CA_Speed; uniform MYFIXED _LOW_DISTOR_Tile; uniform MYFIXED _LOW_DISTOR_Speed; uniform MYFIXED _LOW_DISTOR_Amount; uniform MYFIXED DOWNSAMPLING_SAMPLE_SIZE; float _FrameRate; sampler2D _FrameBuffer; uniform MYFIXED _BumpMixAmount; uniform MYFIXED _Z_BLACK_OFFSET_V; #if !defined(USING_FOG) && !defined(SKIP_FOG) #define SKIP_FOG = 1 #endif #if defined(REFRACTION_BAKED_FROM_TEXTURE) || defined(REFRACTION_BAKED_ONAWAKE) || defined(REFRACTION_BAKED_VIA_SCRIPT) #define HAS_BAKED_REFRACTION = 1 #endif #if defined(SURFACE_FOG) #endif #if defined(REFRACTION_GRABPASS) || defined(HAS_BAKED_REFRACTION) || defined(REFRACTION_ONLYZCOLOR) #if !defined(DEPTH_NONE) #define HAS_REFRACTION = 1 #endif #define REQUEST_DEPTH = 1 #endif #if (defined(REFRACTION_Z_BLEND) || defined(REFRACTION_Z_BLEND_AND_FRESNEL))&& !defined(DEPTH_NONE) #endif #if defined(RRFRESNEL) || defined(HAS_REFRACTION_Z_BLEND_AND_RRFRESNEL) #endif #if !defined(DEPTH_NONE) uniform MYFIXED _RefrDistortionZ; #endif #if defined(USE_OUTPUT_GRADIENT) &&( defined(USE_OUTPUT_BLEND_1) || !defined(USE_OUTPUT_BLEND_3)) #endif #if !defined(SKIP_3DVERTEX_ANIMATION) && (defined(VERTEX_ANIMATION_BORDER_FADE) ) #endif #if !defined(SKIP_3DVERTEX_ANIMATION) #if defined(USE_SIMPLE_VHEIGHT_FADING) #endif #endif #if defined(DEPTH_NONE) #elif defined(BAKED_DEPTH_ONAWAKE) || defined(BAKED_DEPTH_VIASCRIPT) || defined(BAKED_DEPTH_EXTERNAL_TEXTURE) #define HAS_BAKED_DEPTH = 1 #else #endif #if !defined(SKIP_FOAM) #endif #if defined(DEPTH_NONE) #endif #if defined(RRSIMPLEBLEND) || defined(RRMULTIBLEND) uniform MYFIXED _AverageOffset; #endif #if defined(REFLECTION_NONE) && !defined(SKIP_REFLECTION_MASK) #define SKIP_REFLECTION_MASK = 1 #endif #if defined(HAS_CAMERA_DEPTH) || defined(HAS_BAKED_DEPTH)|| defined(NEED_SHORE_WAVES_UNPACK) || defined(SHORE_WAVES) && !defined(DEPTH_NONE) || defined(USE_CAUSTIC) || defined(SURFACE_FOG) #define USE_WPOS = 1 #endif #include "UnityCG.cginc" #if !defined(SKIP_LIGHTING) || !defined(SKIP_SPECULAR) || !defined(SKIP_FLAT_SPECULAR) #if !defined(USE_FAKE_LIGHTING) #endif #endif #if defined(USE_SHADOWS) #endif #if !defined(SKIP_FOAM_FINE_REFRACTIOND_DOSTORT) && !defined(SKIP_FOAM) #endif #if defined(HAS_BAKED_REFRACTION) uniform MYFIXED _RefractionBakeLayers; #endif #if defined(HAS_BAKED_DEPTH) uniform MYFIXED _ZDepthBakeLayers; #endif #if defined(HAS_REFRACTION) && defined(REFR_MASK) #endif #if defined(UF_AMOUNTMASK) && !defined(_UF_NMASK_USE_MAINTEX) || !defined(SKIP_UNWRAP_TEXTURE) && defined(_ShoreWaves_SECOND_TEXTURE) || defined(POST_TEXTURE_TINT) && defined(POST_OWN_TEXTURE) || defined(POST_TEXTURE_TINT) && defined(POST_SECOND_TEXTURE) sampler2D _UF_NMASK_Texture; #define HAS_SECOND_TEXTURE = 1 #endif #if defined(SHORE_WAVES) && defined(ADVANCE_PC) || defined(UFAST_SHORE_1) && !defined(_ShoreWaves_SECOND_TEXTURE) && !defined(_ShoreWaves_USE_MAINTEX) && !defined(ADVANCE_PC) uniform sampler2D _ShoreWavesGrad; #define HAS_SHORE_WAVES_GRAD = 1 #endif #if defined(MINIMUM_MODE) || defined(ULTRA_FAST_MODE) #if defined(UF_AMOUNTMASK) uniform half _UF_NMASK_Tile; uniform MYFIXED2 _UF_NMASK_offset; uniform MYFIXED _UF_NMASK_Contrast; uniform MYFIXED _UF_NMASK_Brightnes; #endif #else #endif #if defined(SIN_OFFSET) uniform MYFIXED _sinFriq; uniform MYFIXED _sinAmount; #endif #if !defined(SKIP_LIGHTING) || !defined(SKIP_SPECULAR) || !defined(SKIP_FLAT_SPECULAR) uniform MYFIXED _LightNormalsFactor; #if defined(USE_FAKE_LIGHTING) uniform MYFIXED3 _LightColor0Fake; #endif #if defined(LIGHTING_BLEND_COLOR) #endif #endif #if defined(HAS_BAKED_REFRACTION) #if defined(REFRACTION_BAKED_FROM_TEXTURE) #else uniform sampler2D _RefractionTex_temp; #endif #endif #if !defined(SKIP_REFRACTION_CALC_DEPTH_FACTOR) || !defined(SKIP_Z_CALC_DEPTH_FACTOR) uniform MYFIXED _RefrDeepFactor; #endif #if defined(HAS_CAMERA_DEPTH) #endif #if defined(USE_OUTPUT_GRADIENT) #endif uniform MYFIXED4 _MainTexColor; #if defined(TRANSPARENT_LUMINOSITY) #endif #if defined(TRANSPARENT_POW) #endif #if defined(TRANSPARENT_SIMPLE) #endif #if defined(MULTI_OCTAVES) #endif uniform MYFIXED2 _AnimMove; uniform MYFIXED _MainTexAngle; uniform sampler2D _MainTex; uniform MYFIXED4 _MainTex_ST; #if !defined(SKIP_MAINTEXTURE) || defined(USE_NOISED_GLARE_PROCEDURALHQ) || !defined(SKIP_REFLECTION_MASK) || defined(HAS_REFR_MASK) #endif #if !defined(SKIP_MAINTEXTURE) #endif uniform MYFIXED4 _WaterTextureTiling; uniform sampler2D _Utility; uniform MYFIXED _BumpAmount; uniform sampler2D _BumpMap; #if defined(BAKED_DEPTH_EXTERNAL_TEXTURE) #else uniform sampler2D _BakedData_temp; #endif #if !defined(SKIP_NOISED_GLARE_HQ) || defined(USE_NOISED_GLARE_ADDWAWES2) || defined(USE_NOISED_GLARE_ADDWAWES1) || defined(USE_NOISED_GLARE_LQ) || defined(USE_NOISED_GLARE_PROCEDURALHQ) #endif #if defined(REFRACTION_GRABPASS) #endif #if defined(HAS_REFRACTION) uniform MYFIXED _RefrDistortion; #if defined(USE_CAUSTIC) && !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) #endif #if defined(WAVES_GERSTNER) #endif #if defined(HAS_NOISE_TEX) #endif #if defined(USE_REFR_LOW_DISTOR) uniform MYFIXED _RefrLowDist; #endif uniform MYFIXED _RefrTopAmount; uniform MYFIXED _RefrDeepAmount; #if !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) #endif uniform MYFIXED _TexRefrDistortFix; uniform MYFIXED3 _RefrTopZColor; uniform MYFIXED3 _RefrZColor; uniform MYFIXED _RefrRecover; uniform MYFIXED _RefrZOffset; uniform MYFIXED _RefrZFallOff; #if defined(REFRACTION_BLUR) #endif #if defined(USE_REFRACTION_BLEND_FRESNEL) && defined(REFLECTION_NONE) #endif uniform MYFIXED _RefractionBLendAmount; #endif #if defined(USE_OUTPUT_GRADIENT) #endif uniform MYFIXED4 _VertexSize; #if !defined(SKIP_3DVERTEX_ANIMATION) #if defined(HAS_WAVES_ROTATION) uniform MYFIXED _WavesDirAngle; #endif uniform MYFIXED _VertexToUv; uniform MYFIXED _3Dwaves_BORDER_FACE; uniform MYFIXED2 _3DWavesSpeed; uniform MYFIXED2 _3DWavesSpeedY; uniform MYFIXED _3DWavesHeight; uniform MYFIXED _3DWavesWind; uniform half2 _3DWavesTile; #if defined(WAW3D_NORMAL_CALCULATION) uniform MYFIXED _3dwanamnt; #endif #if !defined(SKIP_3DVERTEX_ANIMATION) && !defined(SKIP_3DVERTEX_HEIGHT_COLORIZE) #endif uniform MYFIXED _VERTEX_ANIM_DETILEAMOUNT; uniform MYFIXED _VERTEX_ANIM_DETILESPEED; #endif #if defined(USE_LIGHTMAPS) #endif #if defined(USE_OUTPUT_SHADOWS) uniform MYFIXED _OutShadowsAmount; #endif #if defined(POSTRIZE) #endif #if defined(RIM) #endif #if !defined(REFLECTION_NONE) #endif #if !defined(SKIP_FRESNEL_CALCULATION) uniform MYFIXED _FresnelFade; uniform MYFIXED _FresnelAmount; uniform MYFIXED _FresnelPow; #endif #if !defined(SKIP_FRESNEL_CALCULATION) && defined(USE_FRESNEL_POW) #endif #if !defined(SKIP_LIGHTING) || !defined(SKIP_SPECULAR) || !defined(SKIP_FLAT_SPECULAR) uniform MYFIXED3 _LightDir; #endif #if !defined(SKIP_LIGHTING) #endif #if !defined(SKIP_SPECULAR) uniform MYFIXED _SpecularAmount; uniform MYFIXED _SpecularShininess; uniform MYFIXED _SpecularGlowAmount; #endif #if !defined(SKIP_FLAT_SPECULAR) uniform MYFIXED _FlatSpecularAmount; uniform MYFIXED _FlatSpecularShininess; uniform MYFIXED _FlatSpecularClamp; uniform MYFIXED _FlatFriqX; uniform MYFIXED _FlatFriqY; uniform MYFIXED _Light_FlatSpecTopDir; #if defined(USE_FLAT_HQ) #endif #endif #if !defined(SKIP_REFLECTION_MASK) #endif #if (defined(HAS_FOAM) || defined(SHORE_WAVES)) && !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) #endif #if !defined(SKIP_FOAM) #endif #if !defined(SKIP_SURFACE_FOAMS) && !defined(ADVANCE_PC) #endif #ifdef ORTO_CAMERA_ON uniform MYFIXED _MyNearClipPlane; uniform MYFIXED _MyFarClipPlane; #endif #if defined(DETILE_HQ) || defined(DETILE_LQ) #endif #if defined(HAS_REFRACTION) && !defined(REFRACTION_ONLYZCOLOR) uniform MYFIXED _RefrTextureFog; #endif #if(defined(APPLY_REFR_TO_SPECULAR) || defined(_APPLY_REFR_TO_TEX_DISSOLVE_FAST) )&& defined(HAS_REFRACTION) #endif #if defined(SHORE_WAVES) uniform MYFIXED _FoamMaskOffset_SW; uniform MYFIXED _FoamLength_SW; uniform MYFIXED _FoamDistortionFade_SW; uniform MYFIXED _WaterfrontFade_SW; uniform MYFIXED _FoamDistortion_SW; uniform MYFIXED3 _FoamColor_SW; uniform MYFIXED _FoamWavesSpeed_SW; uniform MYFIXED _FoamDirection_SW; uniform MYFIXED _FoamAmount_SW; uniform half _FoamLShoreWavesTileY_SW; uniform half _FoamLShoreWavesTileX_SW; #if defined(NEED_SHORE_WAVES_UNPACK) #endif #endif #if defined(USE_SURFACE_GRADS) #endif #if defined(WAVES_GERSTNER)&& !defined(ADVANCE_PC) #endif uniform MYFIXED3 _ObjectScale; #if defined(Z_AFFECT_BUMP) && !defined(DEPTH_NONE) #endif #if defined(USE_LUT) #endif #if defined (ADDITIONAL_FOAM_DISTORTION) && defined(HAS_REFRACTION) && !defined(SKIP_FOAM) #endif #if defined(ZDEPTH_CALCANGLE) #endif #if defined(SURFACE_WAVES)&& !defined(ADVANCE_PC) #endif #if !defined(SKIP_BLEND_ANIMATION) #endif #if defined(USE_FAST_FRESNEL) #endif #if defined(SKIP_MAIN_TEXTURE) #define NO_MAINTTEX = 1 #else #endif #if defined(POST_TEXTURE_TINT) #endif uniform MYFIXED3 _ReplaceColor; #if defined(UFAST_SHORE_1) #if defined(SHORE_USE_WAVES_GRADIENT_1) uniform MYFIXED MAIN_TEX_FoamGradWavesSpeed_1; uniform MYFIXED MAIN_TEX_FoamGradDirection_1; uniform MYFIXED MAIN_TEX_FoamGradTile_1; uniform MYFIXED MAIN_TEX_FoamGradTileYYY_1; #endif #if defined(SHORE_USE_ADDITIONALCONTUR_1) #endif #if defined(SHORE_USE_LOW_DISTORTION_1) uniform MYFIXED _UFSHORE_LowDistortion_1; #endif uniform MYFIXED SHORE_USE_ADDITIONALCONTUR_POW_Amount_1; uniform MYFIXED _UFSHORE_UNWRAP_LowDistortion_1; uniform MYFIXED _UFSHORE_UNWRAP_Transparency; uniform MYFIXED _UFSHORE_Amount_1; uniform MYFIXED _UFSHORE_Length_1; uniform MYFIXED3 _UFSHORE_Color_1; uniform MYFIXED _UFSHORE_Distortion_1; uniform half2 _UFSHORE_Tile_1; uniform MYFIXED _UFSHORE_AlphaAmount_1; uniform MYFIXED _UFSHORE_AlphaMax_1; uniform float _UFSHORE_Speed_1; #if defined(SHORE_SHADDOW_1) uniform MYFIXED _UFSHORE_ShadowV1_1; uniform MYFIXED _UFSHORE_ShadowV2_1; #endif #endif #if defined(USE_lerped_post) #endif #if defined(UFAST_SHORE_2) #endif /* { Properties{ _FrameRate("_FrameRate", Float) = 0 _FracTimeFull("_FracTimeFull", Float) = 0 _Frac2PITime("_Frac2PITime", Float) = 0 _Frac01Time("_Frac01Time", Float) = 0 _Frac01Time_d8_mBlendAnimSpeed("_Frac01Time_d8_mBlendAnimSpeed", Float) = 0 _Frac01Time_MAIN_TEX_BA_Speed("_Frac01Time_MAIN_TEX_BA_Speed", Float) = 0 _FracWTime_m4_m3DWavesSpeed_dPI2("_FracWTime_m4_m3DWavesSpeed_dPI2", Vector) = (0, 0, 0, 0) _Frac01Time_m16_mMAIN_TEX_FoamGradWavesSpeed_1("_Frac01Time_m16_mMAIN_TEX_FoamGradWavesSpeed_1", Float) = 0 _Frac_UFSHORE_Tile_1Time_d10("_Frac_UFSHORE_Tile_1Time_d10", Vector) = (0, 0, 0, 0) _Frac_UFSHORE_Tile_2Time_d10("_Frac_UFSHORE_Tile_2Time_d10", Vector) = (0, 0, 0, 0) _Frac_UFSHORE_Tile_2Time_d10("_Frac_UFSHORE_Tile_2Time_d10", Vector) = (0, 0, 0, 0) _Frac_WaterTextureTilingTime_m_AnimMove("_Frac_WaterTextureTilingTime_m_AnimMove", Vector) = (0, 0, 0, 0) _Frac_UVS_DIR("_Frac_UVS_DIR", Vector) = (0, 0, 0, 0) _FracMAIN_TEX_TileTime_mMAIN_TEX_Move("_FracMAIN_TEX_TileTime_mMAIN_TEX_Move", Vector) = (0, 0, 0, 0) _FracMAIN_TEX_TileTime_mMAIN_TEX_Move_pMAIN_TEX_CA_Speed("_FracMAIN_TEX_TileTime_mMAIN_TEX_Move_pMAIN_TEX_CA_Speed", Vector) = (0, 0, 0, 0) _FracMAIN_TEX_TileTime_mMAIN_TEX_Move_sMAIN_TEX_CA_Speed("_FracMAIN_TEX_TileTime_mMAIN_TEX_Move_sMAIN_TEX_CA_Speed", Vector) = (0, 0, 0, 0) _MM_Tile("_MM_Tile", Vector) = (1, 1, 1, 1) _MM_offset("_MM_offset", Vector) = (0, 0, 0, 0) _MM_Color("_MM_Color", COLOR) = (1, 1, 1, 1) _ReflectionJustColor("_ReflectionJustColor", COLOR) = (1, 1, 1, 1) MAIN_TEX_Bright("MAIN_TEX_Bright", Float) = 0 lerped_post_offset("lerped_post_offset", Float) = 0 lerped_post_offset_falloff("lerped_post_offset_falloff", Float) = 1 lerped_post_color1("lerped_post_color1", COLOR) = (1, 1, 1, 1) lerped_post_color2("lerped_post_color2", COLOR) = (1, 1, 1, 1) [Header(Texture)]////////////////////////////////////////////////// [NoScaleOffset] _MainTex("Additional Color Texture(RGB) Mask for reflection(A)", 2D) = "black" {} _MainTexAngle("_MainTexAngle", Float) = 0 //Range(0.1,10) _MainTexTile("_MainTexTile", Vector) = (1, 1, 0, 0) _MainTexColor("Tint Color (RGB) Amount Texture (A)", COLOR) = (1, 1, 1, 1) _OutGradBlend("_OutGradBlend", Float) = 1 //Range(0.1,10) _OutShadowsAmount("_OutShadowsAmount", Float) = 20 //Range(0.1,10) _OutGradZ("_OutGradZ", Float) = 1 //Range(0.1,10) _UFSHORE_UNWRAP_Transparency("_UFSHORE_UNWRAP_Transparency", Float) = 0 //Range(0.1,10) _AnimMove("_AnimMove", Vector) = (0, 0, 0, 0) _VERTEX_ANIM_DETILESPEED("_VERTEX_ANIM_DETILESPEED", Float) = 0 _VERTEX_ANIM_DETILEAMOUNT("_VERTEX_ANIM_DETILEAMOUNT", Float) = 1 MAINTEX_VHEIGHT_Amount("MAINTEX_VHEIGHT_Amount", Float) = 1 MAINTEX_VHEIGHT_Offset("MAINTEX_VHEIGHT_Offset", Float) = 0.8 _FoamBlendOffset("_FoamBlendOffset", Float) = 0 [Header(Commons)]////////////////////////////////////////////////// _TransparencyPow("_TransparencyPow", Float) = 1 //Range(0,2) _TransparencyLuminosity("_TransparencyLuminosity", Float) = 1 //Range(0,2) _TransparencySimple("_TransparencySimple", Float) = 1 //Range(0,2) _WaterTextureTiling("_Tiling [x,y]; Speed[z];", Vector) = (1, 1, 1, -1) _BumpAmount("_BumpAmount", Float) = 1 //Range(0,1) [NoScaleOffset] _BumpMap("_BumpMap ", 2D) = "bump" {} [NoScaleOffset] _MM_Texture("_MM_Texture ", 2D) = "bump" {} _MM_MultyOffset("_MM_MultyOffset", Float) = 0.3 [Header(Specular)]////////////////////////////////////////////////// _LightAmount("_LightAmount", Float ) = 1//Range(0,2) _SpecularAmount("_SpecularAmount", Float) = 2 //Range(0,10) _SpecularShininess("_SpecularShininess", Float) = 48 //Range(0,512) _FlatSpecularAmount("_FlatSpecularAmount", Float ) = 1.0//Range(0,10) _FlatSpecularShininess("_FlatSpecularShininess", Float ) = 48//Range(0,512) _FlatSpecularClamp("_FlatSpecularClamp", Float ) = 10//Range(0,100) _FlatFriqX("_FlatFriqX", Float) = 1//Range(0,100) _FlatFriqY("_FlatFriqY", Float) = 1//Range(0,100) _LightColor0Fake("_LightColor0Fake", COLOR) = (1, 1, 1, 1) _BlendColor("_BlendColor", COLOR) = (1, 1, 1, 1) [Header(Foam)]////////////////////////////////////////////////// _FoamAmount("_FoamAmount", Float ) = 5 //Range(0,10) _FoamLength("_FoamLength", Float ) = 10 //Range(0,20) _FoamColor("_FoamColor", COLOR) = (1, 1, 1, 1) _FoamDistortion("_FoamDistortion", Float ) = 1 //Range(0,10) _FoamDistortionFade("_FoamDistortionFade", Float) = 0.8 //Range(0,1) _FoamDirection("_FoamDirection", Float) = 0.05 //Range(0,1) _FixMulty("_FixMulty", Float) = 1 //Range(0,1) _FoamAlpha2Amount("_FoamAlpha2Amount", Float ) = 0.5 //Range(0,1) _BlendAnimSpeed("_BlendAnimSpeed", Float) = 1 //Range(0,1) _WaterfrontFade("_WaterfrontFade", Float ) = 10//Range(0,30) _FoamTextureTiling("_FoamTextureTiling", Float ) = 1 //Range(0.01,2) _FoamWavesSpeed("_FoamWavesSpeed", Float ) = 0.15//Range(0,2 ) _FoamOffsetSpeed("_FoamOffsetSpeed", Float) = 0.2//Range(0,4 ) _FoamOffset("_FoamOffset", Float) = 0//Range(0,4 ) _MultyOctavesSpeedOffset("_MultyOctavesSpeedOffset", Float) = 0.89 _MultyOctavesTileOffset("_MultyOctavesTileOffset", Vector) = (1.63, 1.63, 1, 1) _FadingFactor("_FadingFactor", Float) = 0.5 FLAT_HQ_OFFSET("FLAT_HQ_OFFSET", Float) = 50 [Header(3D Waves)]////////////////////////////////////////////////// _3DWavesTile("_3DWavesTile", Vector) = (1, 1, -1, -1) //_3DWavesSpeed("_3DWavesSpeed", Vector) = (0.1 ,0.1, 0.1, 0.1) _3DWavesSpeed("_3DWavesSpeed", Float) = 0.1 _3DWavesSpeedY("_3DWavesSpeedY", Float) = 0.1 _3DWavesHeight("_3DWavesHeight", Float ) = 1//Range(0.1,32) _3DWavesWind("_3DWavesWind", Float ) = 0.1//Range(0.1,32) _3DWavesYFoamAmount("_3DWavesYFoamAmount", Float ) = 0.02//Range(0,10) _3DWavesTileZ("_3DWavesTileZ", Float ) = 1 //Range(0.1,32) _3DWavesTileZAm("_3DWavesTileZAm", Float ) = 1 //Range(0.1,32) ADDITIONAL_FOAM_DISTORTION_AMOUNT("ADDITIONAL_FOAM_DISTORTION_AMOUNT", Float ) = 1 //Range(0.1,32) _SURFACE_FOG_Amount("_SURFACE_FOG_Amount", Float ) = 1 //Range(0.1,32) _SURFACE_FOG_Speed("_SURFACE_FOG_Speed", Float ) = 1 //Range(0.1,32) _SURFACE_FOG_Tiling("_SURFACE_FOG_Tiling", Float ) = 1 //Range(0.1,32) _Light_FlatSpecTopDir("_Light_FlatSpecTopDir", Float ) = 0.5 MAIN_TEX_Multy("MAIN_TEX_Multy", Float ) = 1 _RefrLowDist("_RefrLowDist", Float ) = 0.1 _VertexToUv("_VertexToUv", Float ) = 1 _WavesDirAngle("_WavesDirAngle", Float ) = 0 _VertexSize("_VertexSize", Vector ) = (0, 0, 1, 1) _ZDistanceCalcOffset("_ZDistanceCalcOffset", Float ) = 0.25 [Header(NOISES)]////////////////////////////////////////////////// [Header(HQ)]////////////////////////////////////////////////// _NHQ_GlareAmount("_NHQ_GlareAmount", Float ) = 1//Range(0.1,50) _NHQ_GlareFriq("_NHQ_GlareFriq", Float ) = 30 //Range(0.1,100) _NHQ_GlareSpeedXY("_NHQ_GlareSpeedXY", Float ) = 1//Range(0,3) _NHQ_GlareSpeedZ("_NHQ_GlareSpeedZ", Float ) = 1 //Range(0,5) _NHQ_GlareContrast("_NHQ_GlareContrast", Float ) = 0//Range(0,2.5) _NHQ_GlareBlackOffset("_NHQ_GlareBlackOffset", Float ) = 0 //Range(-1,0) _NHQ_GlareNormalsEffect("_NHQ_GlareNormalsEffect", Float ) = 1//Range(0,2) [Header(LQ)]////////////////////////////////////////////////// _NE1_GlareAmount("_NE1_GlareAmount", Float ) = 1//Range(0.1,50 ) _NE1_GlareFriq("_NE1_GlareFriq", Float ) = 1//Range(0.1,4) _NE1_GlareSpeed("_NE1_GlareSpeed", Float ) = 1//Range(0.1,3) _NE1_GlareContrast("_NE1_GlareContrast", Float ) = 0//Range(0,2.5) _NE1_GlareBlackOffset("_NE1_GlareBlackOffset", Float) = 0 //Range(-1,0) _NE1_WavesDirection("_NE1_WavesDirection", Vector) = (0.5, 0, 0.25) [Header(WAWES1)]////////////////////////////////////////////////// _W1_GlareAmount("_W1_GlareAmount", Float ) = 1//Range(0.1,50) _W1_GlareFriq("_W1_GlareFriq", Float ) = 1//Range(0.1,10) _W1_GlareSpeed("_W1_GlareSpeed", Float ) = 1//Range(0.1,10) _W1_GlareContrast("_W1_GlareContrast", Float ) = 0//Range(0,2.5) _W1_GlareBlackOffset("_W1_GlareBlackOffset", Float ) = 0//Range(-1,0) [Header(WAWES2)]////////////////////////////////////////////////// _W2_GlareAmount("_W2_GlareAmount", Float ) = 1//Range(0.1,50) _W2_GlareFriq("_W2_GlareFriq", Float ) = 1//Range(0.1,10) _W2_GlareSpeed("_W2_GlareSpeed", Float ) = 1//Range(0.1,10) _W2_GlareContrast("_W2_GlareContrast", Float ) = 0//Range(0,2.5) _W2_GlareBlackOffset("_W2_GlareBlackOffset", Float ) = 0//Range(-1,0) MAIN_TEX_LQDistortion("MAIN_TEX_LQDistortion", Float ) = 0.1 MAIN_TEX_ADDDISTORTION_THAN_MOVE_Amount("MAIN_TEX_ADDDISTORTION_THAN_MOVE_Amount", Float ) = 100 [Header(PRC HQ)]////////////////////////////////////////////////// _PRCHQ_amount("_PRCHQ_amount", Float ) = 1//Range(0.1,50) _PRCHQ_tileTex("_PRCHQ_tileTex", Float ) = 1//Range(0.1,10 ) _PRCHQ_tileWaves("_PRCHQ_tileWaves", Float ) = 1//Range(0.1,10) _PRCHQ_speedTex("_PRCHQ_speedTex", Float ) = 1//Range(0.1,10) _PRCHQ_speedWaves("_PRCHQ_speedWaves", Float ) = 1 //Range(0.1,10) MAIN_TEX_Amount("MAIN_TEX_Amount", Float ) = 3 //Range(0.1,10) MAIN_TEX_Contrast("MAIN_TEX_Contrast", Float ) = 2 //Range(0.1,10) MAIN_TEX_BA_Speed("MAIN_TEX_BA_Speed", Float ) = 8 //Range(0.1,10) MAIN_TEX_CA_Speed("MAIN_TEX_CA_Speed", Vector ) = (0.1, 0.1, 0.1, 0.1) MAIN_TEX_Tile("MAIN_TEX_Tile", Vector ) = (1, 1, 1, 1) MAIN_TEX_Move("MAIN_TEX_Move", Vector ) = (0, 0, 0, 0) SIMPLE_VHEIGHT_FADING_AFFECT("SIMPLE_VHEIGHT_FADING_AFFECT", Float ) = 0.3 MAIN_TEX_Distortion("MAIN_TEX_Distortion", Float ) = 2 _ReflectionBlendAmount("_ReflectionBlendAmount", Float ) = 2 [Header(fresnelFac)]////////////////////////////////////////////////// [NoScaleOffset] _Utility("_Utility", 2D) = "white" {} _FresnelPow("_FresnelPow", Float ) = 1.58//Range(0.5,32) _FresnelFade("_FresnelFade", Float) = 0.7//Range(0.5,32) _FresnelAmount("_FresnelAmount", Float) = 4 //Range(0.5,32) _RefrDistortionZ("_RefrDistortionZ", Float) = 0 //Range(0.5,32) FRES_BLUR_OFF("FRES_BLUR_OFF", Float) = 0.3 //Range(0.5,32) FRES_BLUR_AMOUNT("FRES_BLUR_AMOUNT", Float) = 3 //Range(0.5,32) _BumpMixAmount("_BumpMixAmount", Float) = 0.5 //Range(0.5,32) _FastFresnelPow("_FastFresnelPow", Float) = 10 //Range(0.5,32) [Header(Reflection)]////////////////////////////////////////////////// _ReflectionAmount("_ReflectionAmount", Float ) = 1//Range(0,2) _ReflectColor("_ReflectColor", COLOR) = (1, 1, 1, 1) baked_ReflectionTex_distortion("baked_ReflectionTex_distortion", Float ) = 15//Range(0,50) LOW_ReflectionTex_distortion("LOW_ReflectionTex_distortion", Float ) = 0.1//Range(0,50) _ReflectionYOffset("_ReflectionYOffset", Float ) = -0.15//Range(-0.4,0) _ReflectionLOD("_ReflectionLOD", Float ) = 1//Range(0,4) [Header(ReflRefrMask)]////////////////////////////////////////////////// _ReflectionMask_Amount("_ReflectionMask_Amount", Float ) = 3//Range(0, 5) _ReflectionMask_Offset("_ReflectionMask_Offset", Float) = 0.66//Range(0, 0.5) _ReflectionMask_UpClamp("_ReflectionMask_UpClamp", Float) = 1 //Range(0.5, 10) _ReflectionMask_Tiling("_ReflectionMask_Tiling", Float ) = 0.1//Range(0, 2) _ReflectionBlurRadius("_ReflectionBlurRadius", Float) = 0.1//Range(0, 2) _ReflectionBlurZOffset("_ReflectionBlurZOffset", Float) = 0//Range(0, 2) _RefractionBlurZOffset("_RefractionBlurZOffset", Float) = 0//Range(0, 2) _ReflectionMask_TexOffsetF("_ReflectionMask_TexOffsetF", Vector) = (0, 0, 0, 0) _ObjectScale("_ObjectScale", Vector) = (1, 1, 1, 1) _AverageOffset("_AverageOffset", Float) = 0.5//Range(0, 2) _REFR_MASK_Tile("_REFR_MASK_Tile", Float) = 0.1//Range(0, 2) _REFR_MASK_Amount("_REFR_MASK_Amount", Float) = 3//Range(0, 5) _REFR_MASK_min("_REFR_MASK_min", Float) = 0.66//Range(0, 0.5) _REFR_MASK_max("_REFR_MASK_max", Float) = 1 //Range(0.5, 10) _UF_NMASK_Texture("_UF_NMASK_Texture", 2D) = "white" {} _UF_NMASK_Tile("_UF_NMASK_Tile", Float) = 0.1 _UF_NMASK_offset("_UF_NMASK_offset", Vector) = (0, 0, 0, 0) _UF_NMASK_Contrast("_UF_NMASK_Contrast", Float) = 1 _UF_NMASK_Brightnes("_UF_NMASK_Brightnes", Float) = 0 _AMOUNTMASK_Tile("_AMOUNTMASK_Tile", Float) = 0.1//Range(0, 2) _AMOUNTMASK_Amount("_AMOUNTMASK_Amount", Float) = 3//Range(0, 5) _AMOUNTMASK_min("_AMOUNTMASK_min", Float) = 0.66//Range(0, 0.5) _AMOUNTMASK_max("_AMOUNTMASK_max", Float) = 1 //Range(0.5, 10) _TILINGMASK_Tile("_TILINGMASK_Tile", Float) = 0.1//Range(0, 2) _TILINGMASK_Amount("_TILINGMASK_Amount", Float) = 3//Range(0, 5) _TILINGMASK_min("_TILINGMASK_min", Float) = 0.66//Range(0, 0.5) _TILINGMASK_max("_TILINGMASK_max", Float) = 1 //Range(0.5, 10) _MAINTEXMASK_Tile("_MAINTEXMASK_Tile", Float) = 0.1//Range(0, 2) _MAINTEXMASK_Amount("_MAINTEXMASK_Amount", Float) = 3//Range(0, 5) _MAINTEXMASK_min("_MAINTEXMASK_min", Float) = 0.66//Range(0, 0.5) _MAINTEXMASK_max("_MAINTEXMASK_max", Float) = 1 //Range(0.5, 10) _MAINTEXMASK_Blend("_MAINTEXMASK_Blend", Float) = 0.5 //Range(0.5, 10) _3Dwaves_BORDER_FACE("_3Dwaves_BORDER_FACE", Float) = 0 _FixHLClamp("_FixHLClamp", Float) = 0.8 _FastFresnelAmount("_FastFresnelAmount", Float) = 10 _RefrDeepAmount("_RefrDeepAmount", Float) = 1 _RefrTopAmount("_RefrTopAmount", Float) = 1 _TexRefrDistortFix("_TexRefrDistortFix", Float) = 0 _SpecularGlowAmount("_SpecularGlowAmount", Float) = 0.2 _RefractionBLendAmount("_RefractionBLendAmount", Float) = 0.5 _TILINGMASK_factor("_TILINGMASK_factor", Float) = 5 //Range(0.5, 10) _AMOUNTMASK_offset("_AMOUNTMASK_offset", Vector) = (0, 0, 0, 0) _TILINGMASK_offset("_TILINGMASK_offset", Vector) = (0, 0, 0, 0) _MAINTEXMASK_offset("_MAINTEXMASK_offset", Vector) = (0, 0, 0, 0) _ReflectionMask_offset("_ReflectionMask_offset", Vector) = (0, 0, 0, 0) _REFR_MASK_offset("_REFR_MASK_offset", Vector) = (0, 0, 0, 0) _ReplaceColor("_ReplaceColor", COLOR) = (0.5, 0.5, 0.5, 1) [Header(Refraction)]////////////////////////////////////////////////// _RefrDistortion("_RefrDistortion", Float ) = 100//Range(0, 600) _RefrAmount("_RefrAmount", Float ) = 1//Range(0, 4) _RefrZColor("_RefrZColor", COLOR) = (0.29, 0.53, 0.608, 1) _RefrTopZColor("_RefrTopZColor", COLOR) = (0.89, 0.95, 1, 1) _RefrTextureFog("_RefrTextureFog", Float) = 0 //Range(0, 1) _RefrZOffset("_RefrZOffset", Float ) = 1.8//Range(0, 2) _RefrZFallOff("_RefrZFallOff", Float ) = 10 //Range(1, 20) _RefrBlur("_RefrBlur", Float) = 0.25 //Range(0, 1) _RefrRecover("_RefrRecover", Float ) = 0.0 //Range(0, 1) _RefrDeepFactor("_RefrDeepFactor", Float) = 64 //Range(0, 1) _3dwanamnt("_3dwanamnt", Float) = 1 //Range(0, 1) [Header(Other)]////////////////////////////////////////////////// _LightDir("_LightDir", Vector) = (-0.5, 0.46, 0.88, 0) _ObjecAngle("_ObjecAngle", Float) = 0 //Range(0, 1) _ReflectionTex_size("_ReflectionTex_size", Float) = 256.0 //Range(0, 1) _ReflectionTex_temp_size("_ReflectionTex_temp_size", Float) = 128.0 //Range(0, 1) _RefractionTex_size("_RefractionTex_size", Float) = 512.0 //Range(0, 1) [NoScaleOffset] _RefractionTex_temp("_RefractionTex_temp", 2D) = "black" {} _RefractionTex_temp_size("_RefractionTex_temp_size", Float) = 512.0 //Range(0, 1) _BakedData_size("_BakedData_size", Float) = 256.0 //Range(0, 1) [NoScaleOffset] _BakedData_temp("_BakedData_temp ", 2D) = "black" {} _BakedData_temp_size("_BakedData_temp_size", Float) = 256.0 //Range(0, 1) _MTDistortion("_MTDistortion", Float) = 0 //Range(1, 256) RIM_Minus("RIM_Minus", Float) = 0.4 //Range(1, 256) RIM_Plus("RIM_Plis", Float) = 50 //Range(1, 256) POSTRIZE_Colors("POSTRIZE_Colors", Float) = 12 //Range(1, 24) _MyNearClipPlane("_MyNearClipPlane", Float) = 0//Range(1, 256) _MyFarClipPlane("_MyFarClipPlane", Float) = 1000//Range(1, 256) _MultyOctaveNormals("_MultyOctaveNormals", Float) = 5//Range(1, 256) _SurfaceFoamAmount("_SurfaceFoamAmount", Float) = 10//Range(1, 256) _SurfaceFoamContrast("_SurfaceFoamContrast", Float) = 200//Range(1, 256) _SUrfaceFoamVector("_SUrfaceFoamVector", Vector) = (0.12065329648999294186660041025867, 0.98533525466827569191057001711249, 0.12065329648999294186660041025867, 0) _ReflectionBakeLayers("_ReflectionBakeLayers", Vector) = (255, 255, 255, 255) _RefractionBakeLayers("_RefractionBakeLayers", Vector) = (255, 255, 255, 255) _ZDepthBakeLayers("_ZDepthBakeLayers", Vector) = (255, 255, 255, 255) _DetileAmount("_DetileAmount", Float) = 0.15//Range(1, 256) _DetileFriq("_DetileFriq", Float) = 5//Range(1, 256) MainTexSpeed("MainTexSpeed", Float) = 1//Range(1, 256) _ReflectionDesaturate("_ReflectionDesaturate", Float) = 0.5//Range(1, 256) _RefractionDesaturate("_RefractionDesaturate", Float) = 0.5//Range(1, 256) _sinFriq("_sinFriq", Float) = 7.28//Range(1, 256) _sinAmount("_sinAmount", Float) = 0.1//Range(1, 256) _APPLY_REFR_TO_SPECULAR_DISSOLVE("_APPLY_REFR_TO_SPECULAR_DISSOLVE", Float) = 1 _APPLY_REFR_TO_SPECULAR_DISSOLVE_FAST("_APPLY_REFR_TO_SPECULAR_DISSOLVE_FAST", Float) = 1 _UFSHORE_Amount_1("_UFSHORE_Amount_1", Float ) = 5 _UFSHORE_Amount_2("_UFSHORE_Amount_2", Float ) = 5 _UFSHORE_Length_1("_UFSHORE_Length_1", Float ) = 10 _UFSHORE_Length_2("_UFSHORE_Length_2", Float ) = 10 _UFSHORE_Color_1("_UFSHORE_Color_1", Color ) = (1, 1, 1, 1) _UFSHORE_Color_2("_UFSHORE_Color_2", Color ) = (1, 1, 1, 1) _UFSHORE_Distortion_1("_UFSHORE_Distortion_1", Float ) = 0.8 _UFSHORE_Distortion_2("_UFSHORE_Distortion_2", Float ) = 0.8 _UFSHORE_Tile_1("_UFSHORE_Tile_1", Vector ) = (1, 1, 1, 1) _UFSHORE_Tile_2("_UFSHORE_Tile_2", Vector ) = (1, 1, 1, 1) _UFSHORE_Speed_1("_UFSHORE_Speed_1", Float ) = 1 _UFSHORE_Speed_2("_UFSHORE_Speed_2", Float ) = 1 _UFSHORE_LowDistortion_1("_UFSHORE_LowDistortion_1", Float ) = 1 _UFSHORE_LowDistortion_2("_UFSHORE_LowDistortion_2", Float ) = 1 _UFSHORE_AlphaAmount_1("_UFSHORE_AlphaAmount_1", Float ) = 0.25 _UFSHORE_AlphaAmount_2("_UFSHORE_AlphaAmount_2", Float ) = 0.25 _UFSHORE_AlphaMax_1("_UFSHORE_AlphaMax_1", Float ) = 1 _UFSHORE_AlphaMax_2("_UFSHORE_AlphaMax_2", Float ) = 1 _UFSHORE_ShadowV1_1("_UFSHORE_ShadowV1_1", Float ) = 1 _UFSHORE_ShadowV2_1("_UFSHORE_ShadowV2_1", Float ) = 1 _UFSHORE_ShadowV1_2("_UFSHORE_ShadowV1_2", Float ) = 1 _UFSHORE_ShadowV2_2("_UFSHORE_ShadowV2_2", Float ) = 1 MAIN_TEX_FoamGradWavesSpeed_1("MAIN_TEX_FoamGradWavesSpeed_1", Float ) = 0.1 MAIN_TEX_FoamGradWavesSpeed_2("MAIN_TEX_FoamGradWavesSpeed_2", Float ) = 0.1 MAIN_TEX_FoamGradDirection_1("MAIN_TEX_FoamGradDirection_1", Float ) = 0.01 MAIN_TEX_FoamGradDirection_2("MAIN_TEX_FoamGradDirection_2", Float ) = 0.01 MAIN_TEX_FoamGradTile_1("MAIN_TEX_FoamGradTile_1", Float ) = 0.1 MAIN_TEX_FoamGradTile_2("MAIN_TEX_FoamGradTile_2", Float ) = 0.1 _UFSHORE_ADDITIONAL_Length_1("_UFSHORE_ADDITIONAL_Length_1", Float ) = 1 _UFSHORE_ADDITIONAL_Length_2("_UFSHORE_ADDITIONAL_Length_2", Float ) = 1 _UFSHORE_ADD_Amount_1("_UFSHORE_ADD_Amount_1", Float ) = 1 _UFSHORE_ADD_Amount_2("_UFSHORE_ADD_Amount_2", Float ) = 1 _UFSHORE_ADD_Tile_1("_UFSHORE_ADD_Tile_1", Float ) = 0.1 _UFSHORE_ADD_Tile_2("_UFSHORE_ADD_Tile_2", Float ) = 0.1 _UFSHORE_ADD_Distortion_1("_UFSHORE_ADD_Distortion_1", Float ) = 1 _UFSHORE_ADD_Distortion_2("_UFSHORE_ADD_Distortion_2", Float ) = 1 _UFSHORE_ADD_LowDistortion_1("_UFSHORE_ADD_LowDistortion_1", Float ) = 0.1 _UFSHORE_ADD_LowDistortion_2("_UFSHORE_ADD_LowDistortion_2", Float ) = 0.1 _UFSHORE_ADD_Color_1("_UFSHORE_ADD_Color_1", Color ) = (1, 1, 1, 1) _UFSHORE_ADD_Color_2("_UFSHORE_ADD_Color_2", Color ) = (1, 1, 1, 1) SHORE_USE_ADDITIONALCONTUR_POW_Amount_1("SHORE_USE_ADDITIONALCONTUR_POW_Amount_1", Float ) = 10 SHORE_USE_ADDITIONALCONTUR_POW_Amount_2("SHORE_USE_ADDITIONALCONTUR_POW_Amount_2", Float ) = 10 _UFSHORE_UNWRAP_LowDistortion_1("_UFSHORE_UNWRAP_LowDistortion_1", Float ) = 0 _LOW_DISTOR_Tile("_LOW_DISTOR_Tile", Float ) = 20 _LOW_DISTOR_Speed("_LOW_DISTOR_Speed", Float ) = 8 _LOW_DISTOR_Amount("_LOW_DISTOR_Amount", Float ) = 1 //_BAKED_DEPTH_EXTERNAL_TEXTURE_Amount("_BAKED_DEPTH_EXTERNAL_TEXTURE_Amount", Float ) = 1 _LOW_DISTOR_MAINTEX_Tile("_LOW_DISTOR_MAINTEX_Tile", Float ) = 20 _LOW_DISTOR_MAINTEX_Speed("_LOW_DISTOR_MAINTEX_Speed", Float ) = 8 MAIN_TEX_MixOffset("MAIN_TEX_MixOffset", Float ) = 0 _Z_BLACK_OFFSET_V("_Z_BLACK_OFFSET_V", Float) = 0 _FoamAmount_SW("_FoamAmount_SW", Float ) = 5 //Range(0,10) _FoamLength_SW("_FoamLength_SW", Float ) = 10 //Range(0,20) _FoamColor_SW("_FoamColor_SW", COLOR) = (1, 1, 1, 1) _FoamDistortion_SW("_FoamDistortion_SW", Float ) = 1 //Range(0,10) _FoamDistortionFade_SW("_FoamDistortionFade_SW", Float) = 0.8 //Range(0,1) _FoamDirection_SW("_FoamDirection_SW", Float) = 0.05 //Range(0,1) _WaterfrontFade_SW("_WaterfrontFade_SW", Float ) = 0//Range(0,30) _LightNormalsFactor("_LightNormalsFactor", Float ) = 1//Range(0,30) _FoamTextureTiling_SW("_FoamTextureTiling_SW", Float ) = 1 //Range(0.01,2) _FoamWavesSpeed_SW("_FoamWavesSpeed_SW", Float ) = 0.15//Range(0,2 ) _ShoreWavesRadius("_ShoreWavesRadius", Float ) = 0.1//Range(0,2 ) _ShoreWavesQual("_ShoreWavesQual", Float ) = 2//Range(0,2 ) _FoamLShoreWavesTileY_SW("_FoamLShoreWavesTileY_SW", Float ) = 1//Range(0,2 ) _FoamLShoreWavesTileX_SW("_FoamLShoreWavesTileX_SW", Float ) = 1//Range(0,2 ) _FoamMaskOffset_SW("_FoamMaskOffset_SW", Float ) = 0.0//Range(0,2 ) _BumpZOffset("_BumpZOffset", Float ) = 1.0//Range(0,2 ) _BumpZFade("_BumpZFade", Float ) = 0//Range(0,2 ) _RefractionBlendOffset("_RefractionBlendOffset", Float ) = 0.0//Range(0,2 ) _RefractionBlendFade("_RefractionBlendFade", Float ) = 1//Range(0,2 ) _RefrBled_Fres_Amount("_RefrBled_Fres_Amount", Float ) = 1//Range(0,2 ) _RefrBled_Fres_Pow("_RefrBled_Fres_Pow", Float ) = 1//Range(0,2 ) _LutAmount("_LutAmount", Float ) = 1.0//Range(0,2 ) _GAmplitude("Wave Amplitude", Vector) = (0.3, 0.35, 0.25, 0.25) _GFrequency("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25) _GSteepness("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0) _GSpeed("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5) _GDirectionAB("Wave Direction", Vector) = (0.3, 0.85, 0.85, 0.25) _GDirectionCD("Wave Direction", Vector) = (0.1, 0.9, 0.5, 0.5) //_GAmplitude("Wave Amplitude", Vector) = 1 // _GFrequency("Wave Frequency", Vector) = 1 // _GSteepness("Wave Steepness", Vector) = 1 // _GSpeed("Wave Speed", Vector) = 1 // _GDirectionAB("Wave Direction", Vector) =(0.3 ,0.85, 0.85, 0.25) // // _CameraFarClipPlane("_CameraFarClipPlane", FLOAT) = 4 //_LightPos("_LightPos", Vector) = (2001,1009,3274,0) _FoamDistortionTexture("_FoamDistortionTexture", Float ) = 1 _ShoreDistortionTexture("_ShoreDistortionTexture", Float ) = 1 _MOR_Offset("_MOR_Offset", Float ) = 1 _MOR_Base("_MOR_Base", Float ) = 1 _C_BLUR_R("_C_BLUR_R", Float ) = 0.05 _C_BLUR_S("_C_BLUR_S", Float ) = 0.05 _MOR_Tile("_MOR_Tile", Float ) = 82 _FracTimeX("_FracTimeX", Float ) = 0 _FracTimeW("_FracTimeW", Float ) = 0 _WaveGrad0("_WaveGrad0", COLOR) = (1, 1, 1, 1) _WaveGrad1("_WaveGrad1", COLOR) = (1, 1, 1, 1) _WaveGrad2("_WaveGrad2", COLOR) = (1, 1, 1, 1) _WaveGradMidOffset("_WaveGradMidOffset", Float) = 0.5 _WaveGradTopOffset("_WaveGradTopOffset", Float) = 1 _SFW_Tile("_SFW_Tile", Vector) = (1, 1, 1, 1) _SFW_Speed("_SFW_Speed", Vector) = (1, 1, 1, 1) _SFW_Amount("_SFW_Amount", Float) = 1 _SFW_NrmAmount("_SFW_NrmAmount", Float) = 1 _SFW_Dir("_SFW_Dir", Vector) = (1, 0, 0, 0) _SFW_Dir1("_SFW_Dir1", Vector) = (0.9, 0, 0.1, 0) _SFW_Distort("_SFW_Distort", Float) = 1 _CAUSTIC_FOG_Amount("_CAUSTIC_FOG_Amount", Float ) = 1 //Range(0.1,32) _CAUSTIC_FOG_Pow("_CAUSTIC_FOG_Pow", Float ) = 4 //Range(0.1,32) _CAUSTIC_Speed("_CAUSTIC_Speed", Float ) = 1 //Range(0.1,32) //_CAUSTIC_Tiling("_CAUSTIC_Tiling", Float ) = 1 //Range(0.1,32) _CAUSTIC_Tiling("_CAUSTIC_Tiling", Vector ) = (1, 1, 0, 0) _CAUSTIC_Offset("_CAUSTIC_Offset", Vector ) = (1, 2, 1, 0) _CAUSTIC_PROC_Tiling("_CAUSTIC_PROC_Tiling", Vector ) = (1, 1, 1, 1) _CAUSTIC_PROC_GlareSpeed("_CAUSTIC_PROC_GlareSpeed", Float ) = 1 //Range(0.1,32) _CAUSTIC_PROC_Contrast("_CAUSTIC_PROC_Contrast", Float ) = 1 //Range(0.1,32) _CAUSTIC_PROC_BlackOffset("_CAUSTIC_PROC_BlackOffset", Float ) = 1 //Range(0.1,32) DOWNSAMPLING_SAMPLE_SIZE("DOWNSAMPLING_SAMPLE_SIZE", Float ) = 0.33 _CN_DISTANCE("_CN_DISTANCE", Float ) = 200 _CN_TEXEL("_CN_TEXEL", Float ) = 0.01 _CLASNOISE_PW("_CLASNOISE_PW", Float ) = 0.35 _CN_AMOUNT("_CN_AMOUNT", Float ) = 5 _CN_SPEED("_CN_SPEED", Float ) = 2 _CN_TILING("_CN_TILING", Vector) = (5, 5, 1, 1) } SubShader{ Tags{ "Queue" = "Geometry" "RenderType" = "Opaque" "PreviewType" = "Plane" "IgnoreProjector" = "False" } Lighting Off //Cull Off Pass{ CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma multi_compile_fog #define USING_FOG (defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)) #define USE_FAKE_LIGHTING = 1; #define TILEMASKTYPE_TILE = 1; #define GRAD_G = 1; #define SKIP_FOAM_COAST_ALPHA_FAKE = 1; #define REFR_MASK_A = 1; #define RRSIMPLEBLEND = 1; #define MAINTEXLERPBLEND = 1; #define SKIP_FOAM = 1; #define SKIP_SURFACE_FOAMS = 1; #define SKIP_MAINTEXTURE = 1; #define USE_OUTPUT_SHADOWS = 1; #define REFLECTION_MASK_A = 1; #define DETILE_LQ = 1; #define SKIP_SHORE_BORDERS = 1; #define SKIP_REFLECTION_BLUR_ZDEPENDS = 1; #define USE_SURFACE_GRADS = 1; #define REFLECTION_BLUR_1 = 1; #define REFRACTION_BLUR_1 = 1; #define SHORE_WAVES = 1; #define SKIP_FLAT_SPECULAR_CLAMP = 1; #define WAVES_MAP_NORMAL = 1; #define FIX_OVEREXPO = 1; #define LIGHTING_BLEND_SIMPLE = 1; #define SKIP_AMBIENT_COLOR = 1; #define GRAD_4 = 1; #define MAINTEX_HAS_MOVE = 1; #define SHORE_UNWRAP_STRETCH_DOT = 1; #define RIM_INVERSE = 1; #define REFLECTION_BLUR = 1; #define WAW3D_NORMAL_CALCULATION = 1; #define FIX_HL = 1; #define MAIN_TEX_LowDistortion_1 = 1; #define SKIP_3DVERTEX_HEIGHT_COLORIZE = 1; #define SHORE_USE_WAVES_GRADIENT_1 = 1; #define VERTEX_ANIMATION_BORDER_FADE = 1; #define SHORE_SHADDOW_1 = 1; #define SIN_OFFSET = 1; #define SKIP_LIGHTING = 1; #define SKIP_MAINTEX_VHEIGHT = 1; #define USE_SIM_RADIUS = 1; #define USE_REFRACTION_BLEND_FRESNEL = 1; #define USE_DEPTH_FOG = 1; #define MAIN_TEX_ADDDISTORTION_THAN_MOVE = 1; #define MM_SUB = 1; #define lerped_post_SUB_2 = 1; #define ULTRA_FAST_MODE = 1; #define USE_REFR_LOW_DISTOR = 1; #define USE_REFR_DISTOR = 1; #define FOAM_ALPHA_FLAT = 1; #define REFRACTION_BAKED_ONAWAKE = 1; #define FORCE_OPAQUE = 1; #define SMOOTH_BLEND_ANIMATION = 1; #define APPLY_REFR_TO_SPECULAR = 1; #define USE_FAST_FRESNEL = 1; #define USE_lerped_post_Color_1 = 1; #define USE_lerped_post = 1; #define SKIP_BLEND_ANIMATION = 1; #define BAKED_DEPTH_ONAWAKE = 1; #define UF_AMOUNTMASK = 1; #define POST_TEXTURE_TINT = 1; #define _ShoreWaves_G = 1; #define _ShoreWaves_SECOND_TEXTURE = 1; #define UFAST_SHORE_1 = 1; #define SHORE_USE_LOW_DISTORTION_1 = 1; #define USE_BLENDANIMATED_MAINTEX = 1; #define POST_OWN_TEXTURE = 1; #define REFLECTION_NONE = 1; #define USE_OUTPUT_BLEND_3 = 1; //#pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlightnoshadow #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile ORTO_CAMERA_ON _ #pragma multi_compile WATER_DOWNSAMPLING _ #pragma target 2.0 #define MYFLOAT float #define MYFLOAT2 float2 #define MYFLOAT3 float3 #define MYFLOAT4 float4 #if defined(MINIMUM_MODE) || defined(ULTRA_FAST_MODE) #define MYFIXED fixed #define MYFIXED2 fixed2 #define MYFIXED3 fixed3 #define MYFIXED4 fixed4 #else #endif #if !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) #endif #if defined(REFLECTION_2D) || defined(REFLECTION_PLANAR)||defined(REFLECTION_PROBE_AND_INTENSITY)||defined(REFLECTION_PROBE_AND_INTENSITY)||defined(REFLECTION_PROBE)|| defined(REFLECTION_USER) || defined(REFLECTION_JUST_COLOR) #endif uniform MYFIXED _Z_BLACK_OFFSET_V; uniform MYFIXED _ObjecAngle; #if !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) #endif MYFIXED _Frac2PITime; MYFIXED _Frac01Time; MYFIXED _Frac01Time_d8_mBlendAnimSpeed; MYFIXED _Frac01Time_MAIN_TEX_BA_Speed; float2 _FracWTime_m4_m3DWavesSpeed_dPI2; MYFIXED2 _Frac_UFSHORE_Tile_1Time_d10_m_UFSHORE_Speed1; MYFIXED2 _Frac_UFSHORE_Tile_2Time_d10_m_UFSHORE_Speed2; MYFIXED _Frac01Time_m16_mMAIN_TEX_FoamGradWavesSpeed_1; float2 _Frac_WaterTextureTilingTime_m_AnimMove; float4 _Frac_UVS_DIR; float2 _FracMAIN_TEX_TileTime_mMAIN_TEX_Move; float2 _FracMAIN_TEX_TileTime_mMAIN_TEX_Move_pMAIN_TEX_CA_Speed; float2 _FracMAIN_TEX_TileTime_mMAIN_TEX_Move_sMAIN_TEX_CA_Speed; uniform MYFIXED _LOW_DISTOR_Tile; uniform MYFIXED _LOW_DISTOR_Speed; uniform MYFIXED _LOW_DISTOR_Amount; uniform MYFIXED DOWNSAMPLING_SAMPLE_SIZE; float _FrameRate; sampler2D _FrameBuffer; uniform MYFIXED _BumpMixAmount; #if !defined(USING_FOG) && !defined(SKIP_FOG) #define SKIP_FOG = 1 #endif #if defined(REFRACTION_BAKED_FROM_TEXTURE) || defined(REFRACTION_BAKED_ONAWAKE) || defined(REFRACTION_BAKED_VIA_SCRIPT) #define HAS_BAKED_REFRACTION = 1 #endif #if defined(SURFACE_FOG) #endif #if defined(REFRACTION_GRABPASS) || defined(HAS_BAKED_REFRACTION) || defined(REFRACTION_ONLYZCOLOR) #if !defined(DEPTH_NONE) #define HAS_REFRACTION = 1 #endif #define REQUEST_DEPTH = 1 #endif #if (defined(REFRACTION_Z_BLEND) || defined(REFRACTION_Z_BLEND_AND_FRESNEL))&& !defined(DEPTH_NONE) #endif #if defined(RRFRESNEL) || defined(HAS_REFRACTION_Z_BLEND_AND_RRFRESNEL) #endif #if !defined(DEPTH_NONE) uniform MYFIXED _RefrDistortionZ; #endif #if defined(USE_OUTPUT_GRADIENT) &&( defined(USE_OUTPUT_BLEND_1) || !defined(USE_OUTPUT_BLEND_3)) #endif #if !defined(SKIP_3DVERTEX_ANIMATION) && (defined(VERTEX_ANIMATION_BORDER_FADE) ) #if !defined(REQUEST_DEPTH) #endif #endif #if !defined(SKIP_3DVERTEX_ANIMATION) #if defined(USE_SIMPLE_VHEIGHT_FADING) #endif #endif #if defined(DEPTH_NONE) #elif defined(BAKED_DEPTH_ONAWAKE) || defined(BAKED_DEPTH_VIASCRIPT) || defined(BAKED_DEPTH_EXTERNAL_TEXTURE) #define HAS_BAKED_DEPTH = 1 #else #endif #if !defined(SKIP_FOAM) #endif #if defined(DEPTH_NONE) #endif #if defined(RRSIMPLEBLEND) || defined(RRMULTIBLEND) uniform MYFIXED _AverageOffset; #endif #if defined(REFLECTION_NONE) && !defined(SKIP_REFLECTION_MASK) #define SKIP_REFLECTION_MASK = 1 #endif #if defined(HAS_CAMERA_DEPTH) || defined(HAS_BAKED_DEPTH)|| defined(NEED_SHORE_WAVES_UNPACK) || defined(SHORE_WAVES) && !defined(DEPTH_NONE) || defined(USE_CAUSTIC) || defined(SURFACE_FOG) #define USE_WPOS = 1 #endif #include "UnityCG.cginc" #if !defined(SKIP_LIGHTING) || !defined(SKIP_SPECULAR) || !defined(SKIP_FLAT_SPECULAR) #if !defined(USE_FAKE_LIGHTING) #endif #endif #if defined(USE_SHADOWS) #endif #if !defined(SKIP_FOAM_FINE_REFRACTIOND_DOSTORT) && !defined(SKIP_FOAM) #endif #if defined(HAS_BAKED_REFRACTION) uniform MYFIXED _RefractionBakeLayers; #endif #if defined(HAS_BAKED_DEPTH) uniform MYFIXED _ZDepthBakeLayers; #endif #if defined(HAS_REFRACTION) && defined(REFR_MASK) #endif #if defined(UF_AMOUNTMASK) && !defined(_UF_NMASK_USE_MAINTEX) || !defined(SKIP_UNWRAP_TEXTURE) && defined(_ShoreWaves_SECOND_TEXTURE) || defined(POST_TEXTURE_TINT) && defined(POST_OWN_TEXTURE) || defined(POST_TEXTURE_TINT) && defined(POST_SECOND_TEXTURE) sampler2D _UF_NMASK_Texture; #define HAS_SECOND_TEXTURE = 1 #endif #if defined(SHORE_WAVES) && defined(ADVANCE_PC) || defined(UFAST_SHORE_1) && !defined(_ShoreWaves_SECOND_TEXTURE) && !defined(_ShoreWaves_USE_MAINTEX) && !defined(ADVANCE_PC) #endif #if defined(MINIMUM_MODE) || defined(ULTRA_FAST_MODE) #if defined(UF_AMOUNTMASK) uniform half _UF_NMASK_Tile; uniform MYFIXED2 _UF_NMASK_offset; uniform MYFIXED _UF_NMASK_Contrast; uniform MYFIXED _UF_NMASK_Brightnes; #endif #else #endif #if defined(SIN_OFFSET) uniform MYFIXED _sinFriq; uniform MYFIXED _sinAmount; #endif #if !defined(SKIP_LIGHTING) || !defined(SKIP_SPECULAR) || !defined(SKIP_FLAT_SPECULAR) uniform MYFIXED _LightNormalsFactor; #if defined(USE_FAKE_LIGHTING) uniform MYFIXED3 _LightColor0Fake; #endif #if defined(LIGHTING_BLEND_COLOR) #endif #endif #if defined(HAS_BAKED_REFRACTION) #if defined(REFRACTION_BAKED_FROM_TEXTURE) #else uniform sampler2D _RefractionTex_temp; #endif #endif #if !defined(SKIP_REFRACTION_CALC_DEPTH_FACTOR) || !defined(SKIP_Z_CALC_DEPTH_FACTOR) uniform MYFIXED _RefrDeepFactor; #endif #if defined(HAS_CAMERA_DEPTH) #endif #if defined(USE_OUTPUT_GRADIENT) #endif uniform MYFIXED4 _MainTexColor; #if defined(TRANSPARENT_LUMINOSITY) #endif #if defined(TRANSPARENT_POW) #endif #if defined(TRANSPARENT_SIMPLE) #endif #if defined(MULTI_OCTAVES) #endif uniform MYFIXED2 _AnimMove; uniform MYFIXED _MainTexAngle; uniform sampler2D _MainTex; uniform MYFIXED4 _MainTex_ST; #if !defined(SKIP_MAINTEXTURE) || defined(USE_NOISED_GLARE_PROCEDURALHQ) || !defined(SKIP_REFLECTION_MASK) || defined(HAS_REFR_MASK) #endif #if !defined(SKIP_MAINTEXTURE) #endif uniform MYFIXED4 _WaterTextureTiling; uniform sampler2D _Utility; uniform MYFIXED _BumpAmount; uniform sampler2D _BumpMap; #if defined(BAKED_DEPTH_EXTERNAL_TEXTURE) #else uniform sampler2D _BakedData_temp; #endif #if !defined(SKIP_NOISED_GLARE_HQ) || defined(USE_NOISED_GLARE_ADDWAWES2) || defined(USE_NOISED_GLARE_ADDWAWES1) || defined(USE_NOISED_GLARE_LQ) || defined(USE_NOISED_GLARE_PROCEDURALHQ) #endif #if defined(REFRACTION_GRABPASS) #endif #if defined(HAS_REFRACTION) uniform MYFIXED _RefrDistortion; #if defined(USE_CAUSTIC) && !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) #endif #if defined(WAVES_GERSTNER) #endif #if defined(HAS_NOISE_TEX) #endif #if defined(USE_REFR_LOW_DISTOR) uniform MYFIXED _RefrLowDist; #endif uniform MYFIXED _RefrTopAmount; uniform MYFIXED _RefrDeepAmount; #if !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) #endif uniform MYFIXED _TexRefrDistortFix; uniform MYFIXED3 _RefrTopZColor; uniform MYFIXED3 _RefrZColor; uniform MYFIXED _RefrRecover; uniform MYFIXED _RefrZOffset; uniform MYFIXED _RefrZFallOff; #if defined(REFRACTION_BLUR) #endif #if defined(USE_REFRACTION_BLEND_FRESNEL) && defined(REFLECTION_NONE) #endif uniform MYFIXED _RefractionBLendAmount; #endif #if defined(USE_OUTPUT_GRADIENT) #endif uniform MYFIXED4 _VertexSize; #if !defined(SKIP_3DVERTEX_ANIMATION) #if defined(HAS_WAVES_ROTATION) #endif uniform MYFIXED _VertexToUv; uniform MYFIXED _3Dwaves_BORDER_FACE; uniform MYFIXED2 _3DWavesSpeed; uniform MYFIXED2 _3DWavesSpeedY; uniform MYFIXED _3DWavesHeight; uniform MYFIXED _3DWavesWind; uniform half2 _3DWavesTile; #if defined(WAW3D_NORMAL_CALCULATION) uniform MYFIXED _3dwanamnt; #endif #if !defined(SKIP_3DVERTEX_ANIMATION) && !defined(SKIP_3DVERTEX_HEIGHT_COLORIZE) #endif uniform MYFIXED _VERTEX_ANIM_DETILEAMOUNT; uniform MYFIXED _VERTEX_ANIM_DETILESPEED; #endif #if defined(USE_LIGHTMAPS) #endif #if defined(USE_OUTPUT_SHADOWS) uniform MYFIXED _OutShadowsAmount; #endif #if defined(POSTRIZE) #endif #if defined(RIM) #endif #if !defined(REFLECTION_NONE) #endif #if !defined(SKIP_FRESNEL_CALCULATION) uniform MYFIXED _FresnelFade; uniform MYFIXED _FresnelAmount; uniform MYFIXED _FresnelPow; #endif #if !defined(SKIP_FRESNEL_CALCULATION) && defined(USE_FRESNEL_POW) #endif #if !defined(SKIP_LIGHTING) || !defined(SKIP_SPECULAR) || !defined(SKIP_FLAT_SPECULAR) uniform MYFIXED3 _LightDir; #endif #if !defined(SKIP_LIGHTING) #endif #if !defined(SKIP_SPECULAR) uniform MYFIXED _SpecularAmount; uniform MYFIXED _SpecularShininess; uniform MYFIXED _SpecularGlowAmount; #endif #if !defined(SKIP_FLAT_SPECULAR) uniform MYFIXED _FlatSpecularAmount; uniform MYFIXED _FlatSpecularShininess; uniform MYFIXED _FlatSpecularClamp; uniform MYFIXED _FlatFriqX; uniform MYFIXED _FlatFriqY; uniform MYFIXED _Light_FlatSpecTopDir; #if defined(USE_FLAT_HQ) #endif #endif #if !defined(SKIP_REFLECTION_MASK) #endif #if (defined(HAS_FOAM) || defined(SHORE_WAVES)) && !defined(ULTRA_FAST_MODE) && !defined(MINIMUM_MODE) #endif #if !defined(SKIP_FOAM) #endif #if !defined(SKIP_SURFACE_FOAMS) && !defined(ADVANCE_PC) #endif #ifdef ORTO_CAMERA_ON uniform MYFIXED _MyNearClipPlane; uniform MYFIXED _MyFarClipPlane; #endif #if defined(DETILE_HQ) || defined(DETILE_LQ) uniform half _DetileAmount; uniform half _DetileFriq; #endif #if defined(HAS_REFRACTION) && !defined(REFRACTION_ONLYZCOLOR) uniform MYFIXED _RefrTextureFog; #endif #if(defined(APPLY_REFR_TO_SPECULAR) || defined(_APPLY_REFR_TO_TEX_DISSOLVE_FAST) )&& defined(HAS_REFRACTION) uniform MYFIXED _APPLY_REFR_TO_SPECULAR_DISSOLVE; uniform MYFIXED _APPLY_REFR_TO_SPECULAR_DISSOLVE_FAST; #endif #if defined(SHORE_WAVES) uniform MYFIXED _FoamMaskOffset_SW; uniform MYFIXED _FoamLength_SW; uniform MYFIXED _FoamDistortionFade_SW; uniform MYFIXED _WaterfrontFade_SW; uniform MYFIXED _FoamDistortion_SW; uniform MYFIXED3 _FoamColor_SW; uniform MYFIXED _FoamWavesSpeed_SW; uniform MYFIXED _FoamDirection_SW; uniform MYFIXED _FoamAmount_SW; uniform half _FoamLShoreWavesTileY_SW; uniform half _FoamLShoreWavesTileX_SW; #if defined(NEED_SHORE_WAVES_UNPACK) #endif #endif #if defined(USE_SURFACE_GRADS) #endif #if defined(WAVES_GERSTNER)&& !defined(ADVANCE_PC) #endif uniform MYFIXED3 _ObjectScale; #if defined(Z_AFFECT_BUMP) && !defined(DEPTH_NONE) #endif #if defined(USE_LUT) #endif #if defined (ADDITIONAL_FOAM_DISTORTION) && defined(HAS_REFRACTION) && !defined(SKIP_FOAM) #endif #if defined(ZDEPTH_CALCANGLE) #endif #if defined(SURFACE_WAVES)&& !defined(ADVANCE_PC) #endif #if !defined(SKIP_BLEND_ANIMATION) #endif #if defined(USE_FAST_FRESNEL) uniform MYFIXED _FastFresnelAmount; uniform MYFIXED _FastFresnelPow; #endif #if defined(SKIP_MAIN_TEXTURE) #else uniform MYFIXED MAIN_TEX_Bright; uniform half2 MAIN_TEX_Tile; uniform MYFIXED2 MAIN_TEX_CA_Speed; uniform MYFIXED2 MAIN_TEX_Move; uniform MYFIXED MAIN_TEX_BA_Speed; uniform MYFIXED MAIN_TEX_Amount; uniform MYFIXED MAIN_TEX_Contrast; uniform MYFIXED MAIN_TEX_Distortion; uniform MYFIXED MAIN_TEX_LQDistortion; uniform MYFIXED MAIN_TEX_ADDDISTORTION_THAN_MOVE_Amount; #if !defined(SKIP_MAINTEX_VHEIGHT) #endif #if defined(USE_BLENDANIMATED_MAINTEX) uniform MYFIXED _LOW_DISTOR_MAINTEX_Tile; uniform MYFIXED _LOW_DISTOR_MAINTEX_Speed; uniform MYFIXED MAIN_TEX_MixOffset; uniform MYFIXED MAIN_TEX_Multy; #endif #endif #if defined(POST_TEXTURE_TINT) uniform MYFIXED3 _MM_Color; uniform MYFIXED2 _MM_offset; uniform MYFIXED2 _MM_Tile; uniform MYFIXED _MM_MultyOffset; #if defined(POST_OWN_TEXTURE) uniform sampler2D _MM_Texture; #endif #endif uniform MYFIXED3 _ReplaceColor; #if defined(UFAST_SHORE_1) #if defined(SHORE_USE_WAVES_GRADIENT_1) uniform MYFIXED MAIN_TEX_FoamGradWavesSpeed_1; uniform MYFIXED MAIN_TEX_FoamGradDirection_1; uniform MYFIXED MAIN_TEX_FoamGradTile_1; #endif #if defined(SHORE_USE_ADDITIONALCONTUR_1) #endif #if defined(SHORE_USE_LOW_DISTORTION_1) uniform MYFIXED _UFSHORE_LowDistortion_1; #endif uniform MYFIXED SHORE_USE_ADDITIONALCONTUR_POW_Amount_1; uniform MYFIXED _UFSHORE_UNWRAP_LowDistortion_1; uniform MYFIXED _UFSHORE_UNWRAP_Transparency; uniform MYFIXED _UFSHORE_Amount_1; uniform MYFIXED _UFSHORE_Length_1; uniform MYFIXED3 _UFSHORE_Color_1; uniform MYFIXED _UFSHORE_Distortion_1; uniform half2 _UFSHORE_Tile_1; uniform MYFIXED _UFSHORE_AlphaAmount_1; uniform MYFIXED _UFSHORE_AlphaMax_1; uniform float _UFSHORE_Speed_1; #if defined(SHORE_SHADDOW_1) uniform MYFIXED _UFSHORE_ShadowV1_1; uniform MYFIXED _UFSHORE_ShadowV2_1; #endif #endif #if defined(USE_lerped_post) uniform MYFIXED3 lerped_post_color1; uniform MYFIXED3 lerped_post_color2; uniform MYFIXED lerped_post_offset; uniform MYFIXED lerped_post_offset_falloff; #endif #if defined(UFAST_SHORE_2) #endif */ //#include "EModules Water Model Ultra Fast Mode uniform.cginc" //#include "EModules Water Model 2.0 uniform.cginc" struct appdata { float4 vertex : POSITION; fixed3 normal : NORMAL; fixed4 color : COLOR; fixed4 tangent : TANGENT; float4 texcoord : TEXCOORD0; }; struct v2f { float4 pos : SV_POSITION; float4 uv : TEXCOORD0; // xy - world ; zw - object float4 uvscroll : TEXCOORD1; half4 screen : TEXCOORD2; fixed4 wPos : TEXCOORD3; //xyz - wpos // w - distance to camera fixed4 VER_TEX : TEXCOORD4;// xyz - face tangent view ; w - local vertex y pos fixed4 helpers : TEXCOORD5; //xy - inputnormals ; x - vertex alpha ; w - up sun factor fixed4 vfoam : TEXCOORD6; //xy - low distortion ; z - stretched uv foam ; w - flat spec fixed4 fogCoord : TEXCOORD7;//x - fog ; y - ... ; zw - low distortion main tex /*#if !defined(SKIP_FOG) #ifdef ORTO_CAMERA_ON fixed4 fogCoord : TEXCOORD7; #else UNITY_FOG_COORDS(7) #endif #endif*/ //fixed4 detileuv : TEXCOORD1; //fixed2 texcoord : TEXCOORD3; //fixed4 tspace0 : TEXCOORD4; // tangent.x, bitangent.x, normal.x, localnormal //fixed4 tspace1 : TEXCOORD5; // tangent.y, bitangent.y, normal.y, localnormal //fixed4 tspace2 : TEXCOORD6; // tangent.z, bitangent.z, normal.z, localnormal #if defined(REFRACTION_GRABPASS) fixed4 grabPos : TEXCOORD8; #endif #if !defined(SKIP_BLEND_ANIMATION) && !defined(SHADER_API_GLES) fixed4 blend_index : TEXCOORD9; fixed4 blend_time : TEXCOORD10; #endif #if defined(USE_VERTEX_OUTPUT_STEREO) UNITY_VERTEX_OUTPUT_STEREO #endif }; #include "EModules Water Model Utils.cginc" float2 INIT_COORDS(inout appdata v, inout v2f o) { o.wPos = mul(unity_ObjectToWorld, v.vertex); o.uv.zw = 1 - (v.vertex.xz - _VertexSize.xy) / (_VertexSize.zw); float TX = -(o.wPos.x / 1000 * _MainTex_ST.x + _MainTex_ST.z); float TY = -(o.wPos.z / 1000 * _MainTex_ST.y + _MainTex_ST.w); #if defined(HAS_ROTATION) float a_x = cos(_MainTexAngle); float a_y = sin(_MainTexAngle); //o.detileuv.z = a_x; //o.detileuv.w = a_y; return fixed2(a_x, a_y) * TX + fixed2(-a_y, a_x) * TY; #else return fixed2(TX, TY); #endif } v2f vert(appdata v) { v2f o; UNITY_INITIALIZE_OUTPUT(v2f, o); #if defined(USE_VERTEX_OUTPUT_STEREO) UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); #endif float2 texcoord = INIT_COORDS(v, o); #if !defined(SKIP_BLEND_ANIMATION) && !defined(SHADER_API_GLES) BLEND_ANIMATION(o); #endif #if defined(SIN_OFFSET) texcoord.y += sin(texcoord.x *_sinFriq) * _sinAmount / 10; #endif fixed3 n = v.normal; #if !defined(SKIP_3DVERTEX_ANIMATION) VERTEX_MOVER(v, o, texcoord, n); o.pos = UnityObjectToClipPos(v.vertex); o.wPos = mul(unity_ObjectToWorld, v.vertex); o.uv.zw = 1 - (v.vertex.xz - _VertexSize.xy) / (_VertexSize.zw); //texcoord = INIT_COORDS(v, o); #else o.pos = UnityObjectToClipPos(v.vertex); o.VER_TEX.w = 0.2; #endif o.wPos.w = distance(_WorldSpaceCameraPos.xyz, o.wPos.xyz); o.screen = ComputeScreenPos(o.pos); o.uv.xy = texcoord.xy; #if !defined(SKIP_3DVERTEX_ANIMATION) //fixed2 f = o.vfoam.xy / _VertexSize.zw; float2 f = o.vfoam.xy * _ObjectScale.xz; #if defined(HAS_ROTATION) float a_x = cos(_MainTexAngle); float a_y = sin(_MainTexAngle); f = fixed2(a_x, a_y) * f.x + fixed2(-a_y, a_x) * f.y; #endif fixed _vuv = 0.005 * (1 - _VertexToUv); o.uv.x = o.uv.x - f.y * _vuv; o.uv.y = o.uv.y + f.x * _vuv; #endif o.uv.xy *= _WaterTextureTiling.xy; #if defined(USE_VERTEX_OUTPUT_STEREO) COMPUTE_EYEDEPTH(o.screen.z); #endif #if defined(USE_LIGHTMAPS) //o._utils.zw = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif #if defined(REFRACTION_GRABPASS) o.grabPos = ComputeGrabScreenPos(o.pos); #endif TANGENT_SPACE_ROTATION; // Unity macro that creates a rotation matrix called "rotation" that transforms vectors from object to tangent space. o.VER_TEX.xyz = normalize(mul(rotation, ObjSpaceViewDir(v.vertex))); // Get tangent space view dir from object space view dir. o.VER_TEX.xy = o.VER_TEX.xy / _VertexSize.wz * 150 / _ObjectScale.xz; o.VER_TEX.xy = o.VER_TEX.xy / (o.VER_TEX.z* 0.8 + 0.2); // o.VER_TEX.z = sqrt(1 - o.VER_TEX.x * o.VER_TEX.x - o.VER_TEX.y * o.VER_TEX.y); o.helpers.z = max(0, v.color.a * 10 - 9); //fixed3 wViewDir = normalize(UnityWorldSpaceViewDir(o.wPos)); //o.valpha.yzw = normalize((-(_LightDir)+(wViewDir))); //o.wViewDir = normalize(UnityWorldSpaceViewDir(o.wPos)); //o.tspace.xy = fixed2(cos(_ObjecAngle), sin(_ObjecAngle)); /*fixed3 wNormal = UnityObjectToWorldNormal(n); fixed3 wTangent = v.tangent.xyz; fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 wBitangent = cross(wNormal, wTangent) * tangentSign; o.tspace0.xyz = fixed3(wTangent.x, wBitangent.x, wNormal.x); o.tspace1.xyz = fixed3(wTangent.y, wBitangent.y, wNormal.y); o.tspace2.xyz = fixed3(wTangent.z, wBitangent.z, wNormal.z); o.tspace0.w = n.x; o.tspace1.w = n.y; o.tspace2.w = n.z;*/ o.helpers.xy = n.xz; /* fixed SCSPDF_DIV = 1.4; #if defined(WAVES_MAP_CROSS) fixed4 UVS_DIR = (fixed4( (_FracTimeX / 2 + _CosTime.x * 0.02) * _WaterTextureTiling.z, (_FracTimeX / 2 + _SinTime.x * 0.03) * _WaterTextureTiling.w , (_FracTimeX / 2 + _SinTime.x * 0.05 + 0.5) * _WaterTextureTiling.z / SCSPDF_DIV, (_FracTimeX / 2 + _CosTime.x * 0.04 + 0.5)* _WaterTextureTiling.w / SCSPDF_DIV )1); #else fixed4 UVS_DIR = (fixed4(\ (_FracTimeX / 2 + _CosTime.x * 0.04) * _WaterTextureTiling.z , (_FracTimeX / 2 + _SinTime.x * 0.05) * _WaterTextureTiling.w , (_FracTimeX / 2 + _CosTime.x * 0.02 + 0.5) * _WaterTextureTiling.z / SCSPDF_DIV, (_FracTimeX / 2 + _SinTime.x * 0.03 + 0.5) * _WaterTextureTiling.w / SCSPDF_DIV )); #endif*/ // _FracTimeFull * _AnimMove.x // _FracTimeFull * _AnimMove.y #if defined(WAVES_MAP_CROSS) o.uvscroll = float4( o.uv.x + _Frac_UVS_DIR.x + _Frac_WaterTextureTilingTime_m_AnimMove.x, o.uv.y + _Frac_UVS_DIR.y + _Frac_WaterTextureTilingTime_m_AnimMove.y, -o.uv.y + 0.5 + _Frac_UVS_DIR.z - _Frac_WaterTextureTilingTime_m_AnimMove.y, -o.uv.x + 0.5 + _Frac_UVS_DIR.w - _Frac_WaterTextureTilingTime_m_AnimMove.x ); #else o.uvscroll = float4( o.uv.x + _Frac_UVS_DIR.x + _Frac_WaterTextureTilingTime_m_AnimMove.x, o.uv.y + _Frac_UVS_DIR.y + _Frac_WaterTextureTilingTime_m_AnimMove.y, -o.uv.x + 0.5 + _Frac_UVS_DIR.z - _Frac_WaterTextureTilingTime_m_AnimMove.x, -o.uv.y + 0.5 + _Frac_UVS_DIR.w - _Frac_WaterTextureTilingTime_m_AnimMove.y ); #endif /*fixed4 UVS_DIR = o.uvscroll; fixed2 UVS_SPD = fixed2(_WaterTextureTiling.z, _WaterTextureTiling.w); fixed4 UVSCROLL; UVS(o.uv, UVS_DIR, UVS_SPD, UVSCROLL) o.uvscroll = (UVSCROLL);*/ #if defined(DETILE_LQ) MYFIXED DX = (sin((o.uv.x + o.uv.y)* _DetileFriq + _Frac2PITime)) * _DetileAmount; MYFIXED DY = (sin(o.uv.y * _DetileFriq + _Frac2PITime)) * _DetileAmount; o.uv.x += DX; o.uv.y += DY; o.uvscroll.x += DX; o.uvscroll.y += DY; #if defined(DETILE_SAME_DIR) o.uvscroll.z -= DX; o.uvscroll.w -= DY; #else o.uvscroll.z += DX; o.uvscroll.w += DY; #endif #endif #if defined(SHORE_WAVES) && !defined(DEPTH_NONE) #if (defined(SHORE_UNWRAP_STRETCH_1) || defined(SHORE_UNWRAP_STRETCH_2)) && !defined(MINIMUM_MODE) /*fixed point_uvw = v.vertex.xz; fixed uvw = distance(point_uvw, v.vertex.xz); point_uvw.x += _VertexSize.z; fixed uvw += distance(point_uvw, v.vertex.xz); (v.vertex.xz - _VertexSize.xy) _VertexSize.z;*/ fixed3 point_uvw = _VertexSize; //point_uvw.y += _VertexSize.w; //o.vfoam.z = 0; //v.vertex.x - _VertexSize.x + v.vertex.z - _VertexSize.y + distance(point_uvw, v.vertex); //o.vfoam.z += distance(point_uvw, v.vertex); point_uvw.x += _VertexSize.z; //o.vfoam.z += distance(point_uvw, v.vertex); point_uvw.z += _VertexSize.w; //o.vfoam.z += distance(point_uvw, v.vertex); point_uvw.x -= _VertexSize.z; //o.vfoam.z += distance(point_uvw, v.vertex); //o.vfoam.z /= 3; #if defined(SHORE_UNWRAP_STRETCH_DOT) || defined(SHORE_UNWRAP_STRETCH_OFFSETDOT) fixed sincor = 4 * sin(length((v.vertex - point_uvw) / 4)); #if defined(SHORE_UNWRAP_STRETCH_OFFSETDOT) fixed dot1 = dot(normalize(v.vertex.xz - _VertexSize.xy * 2), fixed2(0, 1)); fixed dot2 = dot(normalize(v.vertex.xz - _VertexSize.xy * 2), fixed2(1, 0)); fixed dot3 = dot(normalize(v.vertex.xz - _VertexSize.xy * 2), fixed2(1, 1)); #else fixed dot1 = dot(normalize(v.vertex.xz), fixed2(0, 1)); fixed dot2 = dot(normalize(v.vertex.xz), fixed2(1, 0)); fixed dot3 = dot(normalize(v.vertex.xz), fixed2(1, 1)); #endif dot1 = abs(dot1); dot2 = abs(dot2); dot3 = abs(dot3); //dot1 += dot3; //dot2 += dot3; o.vfoam.z = (v.vertex.x - _VertexSize.x) * dot1 + (v.vertex.z - _VertexSize.y) * dot2 + sincor; #else fixed sincor = 4 * sin(length((v.vertex - point_uvw) / 4)); fixed d1 = length(v.vertex.xz - _VertexSize.xy); //fixed d2 = length(v.vertex.xz - _VertexSize.xy + _VertexSize.zw); o.vfoam.z = v.vertex.x - _VertexSize.x + v.vertex.z - _VertexSize.y + sincor + d1; #endif #endif //defined(SHORE_UNWRAP_STRETCH_1) || defined(SHORE_UNWRAP_STRETCH_2) #endif #if !defined(SKIP_FLAT_SPECULAR) o.vfoam.w = normalize(lerp(fixed3(0.1, 0.28, 0.55), fixed3(0.1, 0.98, 0.05), _Light_FlatSpecTopDir)); #endif //MYFLOAT2 LowDistUv = o.uv.xy * _LOW_DISTOR_Tile + _Frac2PITime * floor(_LOW_DISTOR_Speed); MYFLOAT2 LowDistUv2 = texcoord.xy * 20 * _LOW_DISTOR_Tile + _Frac2PITime * floor(_LOW_DISTOR_Speed); o.vfoam.x = (sin(LowDistUv2.x))*0.1; o.vfoam.y = (cos(LowDistUv2.y))*0.1; /*o.vfoam.x += cos(LowDistUv2.x / 35 + o.vfoam.x * 5)*0.1; o.vfoam.y += sin(LowDistUv2.y / 53 + o.vfoam.y * 5)*0.1;*/ #if !defined(SKIP_FOG) #ifdef ORTO_CAMERA_ON //o.fogCoord = v.vertex; fixed3 eyePos = UnityObjectToViewPos(v.vertex); o.fogCoord.x = length(eyePos); #else UNITY_TRANSFER_FOG(o, o.pos); #endif #endif #if defined(USE_BLENDANIMATED_MAINTEX) && !defined(SKIP_MAIN_TEXTURE) MYFLOAT2 LowDistUv = texcoord.xy * _LOW_DISTOR_MAINTEX_Tile + _Frac2PITime * floor(_LOW_DISTOR_MAINTEX_Speed * 2); o.fogCoord.z = (sin(LowDistUv.x))*0.1; o.fogCoord.w = (cos(LowDistUv.y))*0.1; #endif //o.vfoam.x = (sin(o.uv.x * _LOW_DISTOR_Tile + _Frac2PITime * floor(_LOW_DISTOR_Speed)))*0.1; //o.vfoam.y = (cos(o.uv.y * _LOW_DISTOR_Tile + _Frac2PITime * floor(_LOW_DISTOR_Speed)))*0.1; //o.fogCoord.xyzw = 0; #if !defined(SKIP_LIGHTING) || !defined(SKIP_SPECULAR) || !defined(SKIP_FLAT_SPECULAR) o.helpers.w = (1 - dot(fixed3(0, 1, 0), -_LightDir))*0.65 + 0.35; #endif /*fixed4 loduv; loduv.xy = o.uv.xy / 8; loduv.zw = 1.0; fixed msk = tex2Dlod(_MainTex, loduv).r; fixed fr = frac((_FracTimeXX) * 4 + msk * 2 + o.uv.x + o.uv.y) * 2; fixed time = abs(1 - fr); o.valpha.z = time;*/ //time = frac(1 + time * time *time); // return o; }//!vert // , UNITY_VPOS_TYPE screenPos : VPOS fixed4 frag(v2f i) : SV_Target { fixed3 tex; fixed zdepth; fixed raw_zdepth; fixed2 tnormal_GRAB; fixed2 tnormal_TEXEL; fixed3 tnormal; fixed3 worldNormal; fixed3 wViewDir; fixed2 DFACTOR; float2 DETILEUV = i.uv.xy; float4 UVSCROLL = i.uvscroll; fixed4 color = fixed4(0, 0, 0, 1); fixed APS; #if defined(HAS_REFLECTION) fixed3 reflectionColor; #endif #if defined(HAS_REFRACTION) fixed3 refractionColor; fixed lerped_refr; #endif #if defined(USE_DEPTH_FOG) || defined(USE_FOG) fixed3 unionFog; #endif half2 fb_wcoord = (i.screen.xy / i.screen.w); half RES = 16; half hRES = RES / 2; fixed fb_Yof = floor(frac((fb_wcoord.y * _ScreenParams.y) / RES)*hRES)*hRES; fixed fb_sp = frac((fb_wcoord.x * _ScreenParams.x + fb_Yof + _FrameRate) / RES) - DOWNSAMPLING_SAMPLE_SIZE; //if (fb_sp < 0) return tex2D(_FrameBuffer, fb_wcoord); fixed cond = saturate(fb_sp); //#define cond fb_sp < 0 if (cond) { #if defined(WRONG_DEPTH) fixed f = min(0.1, frac(i.screen.x / 10)) * 10; return fixed4(f, f, f, 1); #endif /*i.uv.x += (sin(i.uv.x * 5 + i.uv.y * 5)) / _WaterTextureTiling.x / 2; i.uv.y += (sin(i.uv.y * 5)) / _WaterTextureTiling.y / 2;*/ /////////////////////////////////////////////////// //i.vfoam.x = (sin(i.uv.x * 20 + _Frac2PITime * 8))*0.1; //i.vfoam.y = (cos(i.uv.y * 20 + _Frac2PITime * 8))*0.1; /////////////////////////////////////////////////// #if defined(SKIP_BLEND_ANIMATION) || defined(SHADER_API_GLES) #if defined(USE_4X_BUMP) fixed4 bump1A = (tex2D(_BumpMap, UVSCROLL.wx)); fixed3 tnormal1A = UnpackNormal(bump1A); fixed4 bump2A = (tex2D(_BumpMap, UVSCROLL.yz)); fixed3 tnormal2A = UnpackNormal(bump2A); #endif fixed4 bump1 = (tex2D(_BumpMap, UVSCROLL.xy)); fixed3 tnormal1 = UnpackNormal(bump1); fixed4 bump2 = (tex2D(_BumpMap, UVSCROLL.zw)); fixed3 tnormal2 = UnpackNormal(bump2); #if defined(USE_4X_BUMP) tnormal1 = (tnormal1 + tnormal1A)* 0.5; tnormal2 = (tnormal2 + tnormal2A)* 0.5; #endif #else float2 t1uv = UVSCROLL.xy + float2(i.blend_index.z, i.blend_index.z / 2); fixed4 t1tex = tex2D(_BumpMap, t1uv); fixed3 t1 = UnpackNormal(t1tex); float2 t2uv = UVSCROLL.zw + float2(i.blend_index.w, i.blend_index.w / 2); fixed4 t2tex = tex2D(_BumpMap, t2uv); fixed3 t2 = UnpackNormal(t2tex); float2 t3uv = UVSCROLL.xy + float2(i.blend_index.x, i.blend_index.x / 2); fixed4 t3tex = tex2D(_BumpMap, t3uv); fixed3 t3 = UnpackNormal(t3tex); float2 t4uv = UVSCROLL.zw + float2(i.blend_index.y, i.blend_index.y / 2); fixed4 t4tex = tex2D(_BumpMap, t4uv); fixed3 t4 = UnpackNormal(t4tex); #if defined(USE_4X_BUMP) fixed4 t1texA = tex2D(_BumpMap, float2(t1uv.y , t1uv.x)); fixed3 t1A = UnpackNormal(t1texA); fixed4 t2texA = tex2D(_BumpMap, float2(t2uv.y, t2uv.x)); fixed3 t2A = UnpackNormal(t2texA); fixed4 t3texA = tex2D(_BumpMap, float2(t3uv.y, t3uv.x)); fixed3 t3A = UnpackNormal(t3texA); fixed4 t4texA = tex2D(_BumpMap, float2(t4uv.y, t4uv.x)); fixed3 t4A = UnpackNormal(t4texA); t1 = (t1 + t1A)* 0.5; t2 = (t2 + t2A)* 0.5; t3 = (t3 + t3A)* 0.5; t4 = (t4 + t4A)* 0.5; #endif t1 *= (i.blend_time.x); t2 *= (i.blend_time.y); t3 *= (i.blend_time.z); t4 *= (i.blend_time.w); fixed3 tnormal1 = (t1 + t3); fixed3 tnormal2 = (t2 + t4); #endif #if !defined(SKIP_WNN) //tnormal1 = normalize(tnormal1); //tnormal2 = normalize(tnormal2); #endif //return 1-sum/50; fixed3 avt2 = (tnormal1 + tnormal2) * 0.5; #if defined(ALTERNATIVE_NORMALS_MIX) fixed sum = (tnormal1.z + tnormal2.z); fixed av15 = 1 - ((sum)) / _BumpMixAmount; //ues blend value and pop //used saturate fixed3 avt1 = fixed3(0, 0, 1); tnormal = lerp(avt1, avt2, av15); //tnormal = (tnormal* 0.3 + avt2 * 0.7); tnormal = (tnormal + avt2)* 0.5; //tnormal = (tnormal* 0.7 + avt2*0.3) ; #else //fixed av15 = ((sum - 1.95)) / 0.05; //ues blend value and pop tnormal = avt2; #endif //return av15; //av15 = saturate(av15); tnormal.xy *= _BumpAmount; /*#if defined(UF_AMOUNTMASK) float2 amtile = DETILEUV * _UF_NMASK_Tile + _UF_NMASK_offset; fixed amm = tex2D(_UF_NMASK_Texture, amtile).r; fixed amount_mask = saturate(amm * _UF_NMASK_Contrast - _UF_NMASK_Contrast / 2 + _UF_NMASK_Brightnes); //fixed amount_mask = min(_AMOUNTMASK_max, (tex2D(_UF_AMountMaskTexture, DETILEUV * _AMOUNTMASK_Tile + _AMOUNTMASK_offset).r * _AMOUNTMASK_Amount + _AMOUNTMASK_min)); #if defined(AMOUNT_MASK_DEBUG) return float4(amount_mask.rrr, 1); #endif tnormal.xy *= amount_mask; #endif*/ #if defined(UF_AMOUNTMASK) #if defined(_UF_NMASK_USE_MAINTEX) #define MASK_TEX _MainTex #else #define MASK_TEX _UF_NMASK_Texture #endif MYFLOAT2 amtile = DETILEUV * _UF_NMASK_Tile + _UF_NMASK_offset; #if defined(_UF_NMASK_G) fixed amm = tex2D(MASK_TEX, amtile).g; #elif defined(_UF_NMASK_B) fixed amm = tex2D(MASK_TEX, amtile).b; #elif defined(_UF_NMASK_A) fixed amm = tex2D(MASK_TEX, amtile).a; #else fixed amm = tex2D(MASK_TEX, amtile).r; #endif fixed amount_mask = saturate(amm * _UF_NMASK_Contrast - _UF_NMASK_Contrast / 2 + _UF_NMASK_Brightnes); #if defined(AMOUNT_MASK_DEBUG) return float4(amount_mask.rrr, 1); #endif tnormal.xy *= amount_mask; #endif //fixed3 inputNormal = fixed3(i.tspace0.w, i.tspace2.w, i.tspace1.w); //tnormal.xy += inputNormal.xy; //tnormal = normalize(tnormal); //fixed3 rawtnormal = normalize(tnormal); tnormal_TEXEL = tnormal.xy / _VertexSize.zw / _ObjectScale.xz * 2; tnormal_GRAB = tnormal.xy; /////////////////////////////////////////////////// /////////////////////////////////////////////////// //#define WVIEW normalize( i.wPos.xyz - _WorldSpaceCameraPos.xyz) wViewDir = (_WorldSpaceCameraPos.xyz - i.wPos.xyz) / i.wPos.w; //worldNormal.xz = tnormal.x * i.tspace.xy + tnormal.y * fixed2(-i.tspace.y, i.tspace.x); worldNormal.xz = tnormal.xy + i.helpers.xy; worldNormal.y = tnormal.z; /* fixed3 worldNormal; worldNormal.x = dot(i.tspace0.xyz, tnormal); worldNormal.y = dot(i.tspace1.xyz, tnormal); worldNormal.z = dot(i.tspace2.xyz, tnormal);*/ //fixed2 tspace = fixed2(1, 0); #if !defined(SKIP_WNN) worldNormal = normalize(worldNormal); #endif /////////////////////////////////////////////////// #if defined(DEPTH_NONE) zdepth = 1; #else #if defined(HAS_CAMERA_DEPTH) #ifdef ORTO_CAMERA_ON fixed4 UV = i.screen; #else fixed4 UV = (i.screen); #endif #if defined(FIX_DISTORTION) fixed before_zdepth_raw = GET_Z(i, UV); #endif #if defined(USE_ZD_DISTOR) fixed dv01 = _RefrDistortionZ * 30; UV.xy += tnormal_TEXEL * dv01; #endif #if defined(FIX_DISTORTION) zdepth = max(before_zdepth_raw, GET_Z(i, UV)); #else zdepth = GET_Z(i, UV); #endif raw_zdepth = zdepth; #else fixed2 UV = i.uv.zw; /*#if defined(FIX_DISTORTION) fixed before_zdepth_raw = GET_BAKED_Z(i, UV); #endif*/ #if defined(USE_ZD_DISTOR) fixed dv01 = _RefrDistortionZ * 0.3; UV.xy += tnormal_TEXEL * dv01; #endif zdepth = GET_BAKED_Z(UV); raw_zdepth = zdepth; #if !defined(SKIP_Z_CALC_DEPTH_FACTOR) /*fixed av10 = saturate(zdepth / _RefrDeepFactor) / (i.VER_TEX.z* 0.8 + 0.2); fixed2 DFACTOR = i.VER_TEX.xy * av10;*/ fixed av10 = saturate(zdepth / _RefrDeepFactor); DFACTOR = i.VER_TEX.xy * av10; #define HAS_DEPTH_FACTOR = 1; zdepth = GET_BAKED_Z(UV - DFACTOR); #endif #endif /*#if defined(HAS_CAMERA_DEPTH) MYFIXED zdepth = GET_Z(i, (UV)); #if defined(HAS_REFRACTION) && !defined(SKIP_ZDEPTH_REFRACTION_DISTORTIONCORRECTION) zdepth = max(before_zdepth_raw, zdepth); #endif #else #if defined(HAS_REFRACTION) && !defined(SKIP_ZDEPTH_REFRACTION_DISTORTIONCORRECTION) MYFIXED zdepth = max(before_zdepth_raw, GET_BAKED_Z(UV)); #else MYFIXED zdepth = GET_BAKED_Z(UV); #endif #endif*/ #if defined(DEGUB_Z) return fixed4(zdepth / 10, zdepth / 10, zdepth / 10, 1); #endif #endif /////////////////////////////////////////////////// #if defined(HAS_Z_AFFECT_BUMP) fixed zaff = saturate((zdepth - _BumpZFade) / _BumpZOffset + _BumpZFade); #if defined(INVERT_Z_AFFECT_BUMP) zaff = 1 - zaff; #endif tnormal.xy *= zaff; tnormal_GRAB.xy *= zaff; tnormal_TEXEL.xy *= zaff; //worldNormal.y += (worldNormal.x + worldNormal.z) * zaff * 3; worldNormal.xz *= zaff; worldNormal = normalize(worldNormal); #endif #if defined(DEBUG_NORMALS) return (tnormal.x + tnormal.y) * 3; #endif /////////////////////////////////////////////////// //#ifdef WATER_DOWNSAMPLING //#endif #include "EModules Water Model Refraction.cginc" #include "EModules Water Model Texture.cginc" /////////////////////////////////////////////////// //{//128 instructions /////////////////////////////////////////////////// #if defined(APPLY_REF) fixed3 apr01 = refractionColor; #if defined(APPLY_REF_FOG) apr01 = lerp(apr01, unionFog, unionFog.b); #endif fixed apamount05 = _RefrTopAmount * (1 - lerped_refr) + _RefrDeepAmount * lerped_refr; apr01 *= apamount05; #if defined(REFRACTION_DEBUG_RGB) return float4(apr01.rgb, 1); #endif #if !defined(SKIP_TEX) fixed apr05 = (tex.b / 2 + tex.b * MAIN_TEX_Contrast * abs(tnormal.x)); //if (apr05 < 0.1) return 1; //fixed apr05 = tex.b ; #else fixed apr05 = 0; #endif #if defined(USE_REFRACTION_BLEND_FRESNEL) && defined(REFLECTION_NONE) #endif apr05 += ((1 - wViewDir.y) * _RefractionBLendAmount); //apr05 = (apr05); //#saturate to fix //return float4(apr05.rrr, 1); fixed3 apr15 = tex * _ReplaceColor; #if !defined(REFLECTION_NONE) //#include "EModules Water Model Reflection.cginc" // apr15 *= reflectionColor; #endif color.rgb = lerp(apr01, apr15, apr05); #else color.rgb = tex * _ReplaceColor; #endif /////////////////////////////////////////////////// color.rgb *= _MainTexColor.rgb; /////////////////////////////////////////////////// #if !defined(REFLECTION_NONE) #include "EModules Water Model Reflection.cginc" #endif /////////////////////////////////////////////////// #if defined(SHORE_WAVES) && !defined(DEPTH_NONE) #include "EModules Water Model Shore.cginc" #endif fixed fresnelFac = 1; fixed specularLight = 0; #include "EModules Water Model Lighting.cginc" color.rgb += specularLight; #if !defined(SKIP_LIGHTING) color.rgb += lightLight; #endif /////////////////////////////////////////////////// //fixed4 foamColor = fixed4(0, 0, 0, 1); /////////////////////////////////////////////////// #include "EModules Water Model PostProcess.cginc" /////////////////////////////////////////////////// return color; } else { return tex2D(_FrameBuffer, fb_wcoord); } //POST_PROCESS(i, color, foamColor, zdepth); //color.rgb = zdepth / 20; }//!frag ENDCG } //UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" //#if SHADER_TARGET < 30 //#else //#endif } //Fallback "Mobile/VertexLit" }
jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/EModules Water Model Test Support 128 Block Instructions.shader/0
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 using UnityEngine; using System.Collections.Generic; using UnityEngine.Rendering; using System.Collections; using System.Linq; #if UNITY_EDITOR using UnityEditor; #endif namespace EModules.FastWaterModel20 { #if UNITY_EDITOR [ExecuteInEditMode] #endif public class FastWaterModel20FrameBuffer : MonoBehaviour { static CameraEvent EventType = CameraEvent.AfterForwardAlpha; // static CameraEvent EventType = CameraEvent.BeforeImageEffects; public RenderTexture LastTexture = null; public UnityEngine.Rendering.CommandBuffer LastBuffer = null; public UnityEngine.Rendering.CommandBuffer LastBuffer2 = null; public static Dictionary<Camera, RenderTexture> TexturesDic = new Dictionary<Camera, RenderTexture>(); static Dictionary<Camera, FastWaterModel20FrameBuffer> CamDic = new Dictionary<Camera, FastWaterModel20FrameBuffer>(); public Camera this_camera = null; #pragma warning disable static bool TransparentFlag = false; #pragma warning restore static Dictionary<FastWaterModel20Controller, bool> _requesorDic = new Dictionary<FastWaterModel20Controller, bool>(); /* public static void AddRequestorRuntime(FastWaterModel20Controller controller, Camera c, bool opaque) { }*/ public static FastWaterModel20FrameBuffer AddRequestorRuntime(FastWaterModel20Controller controller, Camera c, bool opaque) { if (!opaque) TransparentFlag = true; if (!_requesorDic.ContainsKey(controller)) _requesorDic.Add(controller, true); if (!CamDic.ContainsKey(c) ) { foreach (var comp in c.gameObject.GetComponents<FastWaterModel20FrameBuffer> ()) { if (!Application.isPlaying) DestroyImmediate(comp, true); else Destroy(comp); } var bf = c.GetCommandBuffers(EventType); foreach (var b in bf.Where(b => b.name == "EMX Water Buffer")) c.RemoveCommandBuffer(EventType, b); //var newScript = c.gameObject.GetComponent<FastWaterModel20FrameBuffer>() ?? c.gameObject.AddComponent<FastWaterModel20FrameBuffer>(); var newScript = c.gameObject.AddComponent<FastWaterModel20FrameBuffer>(); newScript.hideFlags = HideFlags.HideAndDontSave; newScript.this_camera = c; newScript.EnableLast2(); //newScript._OnEnable(); /* newScript.LastBuffer = new UnityEngine.Rendering.CommandBuffer() {name = "EMX Water Buffer" }; newScript.ConfigureCommandBuffer(newScript.LastBuffer); // newScript.LastBuffer. c.AddCommandBuffer(UnityEngine.Rendering.CameraEvent.AfterEverything, newScript.LastBuffer); //, UnityEngine.Rendering.ComputeQueueType.Background*/ // c.AddCommandBufferAsync(UnityEngine.Rendering.CameraEvent.AfterEverything, newScript.LastBuffer); //, UnityEngine.Rendering.ComputeQueueType.Background CamDic.Add(c, newScript); } var result = CamDic[c]; if (result.LastBuffer2 == null) result.EnableLast2(); if (result.LastTexture2 == null || result.lastSizex != result.this_camera.pixelWidth || result.lastSizey != result.this_camera.pixelHeight) { result.this_camera.RemoveCommandBuffer( EventType, result.LastBuffer2); result.EnableLast2(); } // result. CheckLastTex(); result. LastTexture2.DiscardContents(); return result; } // private CommandBuffer LastBuffer; public RenderTexture LastTexture2 = null; // // int texID; // void OnPostRender() // { /* m_CmdAfterEverything.Clear(); if (postProcessLayer == null || !postProcessLayer.enabled || !postProcessLayer.debugLayer.debugOverlayActive) return; Deb m_CmdAfterEverything.Blit(postProcessLayer.debugLayer.debugOverlayTarget, BuiltinRenderTextureType.CameraTarget);*/ /* if (LastTexture2 == null) { LastTexture2 = new RenderTexture(this_camera.pixelWidth, this_camera.pixelHeight, 32) { // isPowerOfTwo = true, hideFlags = HideFlags.HideAndDontSave, name = "EModules/MobileWater/LastFrame-RenderTexture" + gameObject.name, // useMipMap = type == BakeOrUpdateType.Refraction || type == BakeOrUpdateType.ZDepth, }; }*/ // texID = Shader.PropertyToID("_LastCopyFrame2"); //LastBuffer.GetTemporaryRT(texID, this_camera.pixelWidth, this_camera.pixelHeight, 16, FilterMode.Point); //LastBuffer.Blit(BuiltinRenderTextureType.CameraTarget, texID); /* var targ = new RenderTargetIdentifier(LastTexture2); Shader shader = Shader.Find ("Hidden/BlitCopy"); Material material = new Material (shader); LastBuffer.SetRenderTarget(targ, BuiltinRenderTextureType.RenderTexture); LastBuffer.SetGlobalTexture ("_MainTex", BuiltinRenderTextureType.CurrentActive); LastBuffer.Blit (BuiltinRenderTextureType.CurrentActive, targ); // LastBuffer.ReleaseTemporaryRT( texID); LastBuffer.SetGlobalTexture("_LastFrame2", texID);*/ /* if (LastBuffer2 == null) LastBuffer2 = new CommandBuffer(); texID = Shader.PropertyToID("_LastFrame2"); LastBuffer2.GetTemporaryRT (texID, -1, -1, 0, FilterMode.Bilinear); LastBuffer2.Blit (BuiltinRenderTextureType.CurrentActive, texID);*/ // } Mesh _Quad; Vector2 marginOffsetUV = new Vector2(0, 0); Mesh Quad { get { if (_Quad == null) { _Quad = new Mesh(); _Quad.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 1, 0), new Vector3(0, 1, 0) }; _Quad.uv = new Vector2[] { new Vector2(marginOffsetUV.x, marginOffsetUV.y), new Vector2(1 - marginOffsetUV.x, marginOffsetUV.y), new Vector2(1 - marginOffsetUV.x, 1 - marginOffsetUV.y), new Vector2(marginOffsetUV.x, 1 - marginOffsetUV.y) }; _Quad.triangles = new int[] { 0, 1, 2, 0, 2, 3 }; _Quad.UploadMeshData(false); _Quad.name = "full screen quad"; } return _Quad; } } public static void DeRequestorRuntime(FastWaterModel20Controller controller) { if (_requesorDic.Count == 0 ) return; _requesorDic.Remove(controller); if (_requesorDic.Count == 0) { DestroyAllScript(); } } void _OnEnable() { if (LastBuffer == null) { /*LastBuffer.GetTemporaryRT(texID, -1, -1, 0); LastBuffer.Blit(BuiltinRenderTextureType.CameraTarget, texID); // LastBuffer.ReleaseTemporaryRT( texID); LastBuffer.SetGlobalTexture("_LastFrame", texID);*/ /*if (LastTexture == null) { LastTexture = new RenderTexture(this_camera.pixelWidth, this_camera.pixelHeight, 32) { hideFlags = HideFlags.HideAndDontSave, name = "EModules/MobileWater/LastFrame-RenderTexture" + gameObject.name, }; }*/ /* LastBuffer = new UnityEngine.Rendering.CommandBuffer() {name = "EMX Water Buffer" }; texID = Shader.PropertyToID("_LastFrame"); LastBuffer.GetTemporaryRT (texID, -1, -1, 0, FilterMode.Bilinear); LastBuffer.Blit (BuiltinRenderTextureType.CurrentActive, texID);*/ int screenCopyID = Shader.PropertyToID("_ScreenCopyTexture"); LastBuffer.GetTemporaryRT (screenCopyID, -1, -1, 0, FilterMode.Bilinear); LastBuffer.Blit (BuiltinRenderTextureType.GBuffer2, screenCopyID); LastBuffer.SetGlobalTexture("_LastFrame", screenCopyID); Camera.main.AddCommandBuffer(CameraEvent.AfterEverything, LastBuffer); } } /* void OnDisable() { if (!__this_camera) return; if (LastBuffer != null) this_camera.RemoveCommandBuffer(EventType, LastBuffer); LastBuffer = null; if (LastBuffer2 != null) this_camera.RemoveCommandBuffer(EventType, LastBuffer2); LastBuffer2 = null; }*/ public static void DestroyAllScript() { foreach (var c in CamDic) { if (c.Key && c.Value) { if (c.Value.LastBuffer != null )c.Key.RemoveCommandBuffer( EventType, c.Value.LastBuffer); if (c.Value.LastBuffer2 != null )c.Key.RemoveCommandBuffer( EventType, c.Value.LastBuffer2); } if ( c.Value ) { c.Value.DestroyTex1(); c.Value.DestroyTex2(); if (!Application.isPlaying) DestroyImmediate(c.Value, true); else Destroy(c.Value); } } CamDic.Clear(); foreach (var c in TexturesDic) { if (c.Value ) { if (!Application.isPlaying) DestroyImmediate(c.Value); else Destroy(c.Value); } } TexturesDic.Clear(); _requesorDic.Clear(); } void DestroyTex1() { if (!LastTexture) return; if (!Application.isPlaying) DestroyImmediate(LastTexture, true); else Destroy(LastTexture); } void DestroyTex2() { if (!LastTexture2) return; if (!Application.isPlaying) DestroyImmediate(LastTexture2, true); else Destroy(LastTexture2); } float lastSizex, lastSizey; /*void OnRenderImage(RenderTexture s, RenderTexture d) { // LastTexture = s; // s.ConvertToEquirect StackBlit(s); Graphics.Blit(s, d); //LastTexture2 = d; }*/ //static CameraEvent EventType {get {return TransparentFlag ? CameraEvent.BeforeImageEffects : CameraEvent.AfterForwardOpaque; } } void EnableLast2() { LastBuffer2 = new UnityEngine.Rendering.CommandBuffer() {name = "EMX Water Buffer" }; CheckLastTex(); LastBuffer2.Blit(BuiltinRenderTextureType.CurrentActive, LastTexture2); this_camera.AddCommandBuffer(EventType, LastBuffer2); //, UnityEngine.Rendering.ComputeQueueType.Background*/ } void CheckLastTex() { if (LastTexture2 == null || lastSizex != this_camera.pixelWidth || lastSizey != this_camera.pixelHeight) { if (LastTexture2) DestroyTex2(); lastSizex = this_camera.pixelWidth ; lastSizey = this_camera.pixelHeight; // LastTexture2 = new RenderTexture(this_camera.pixelWidth, this_camera.pixelHeight, SystemInfo.supports32bitsIndexBuffer ? 32 : 16) LastTexture2 = new RenderTexture(this_camera.pixelWidth, this_camera.pixelHeight, 32) { hideFlags = HideFlags.HideAndDontSave, name = "EModules/MobileWater/LastFrame-RenderTexture" + gameObject.name, }; } } void StackBlit(RenderTexture s) { if (!this_camera) this_camera = GetComponent<Camera>(); { CheckLastTex(); LastTexture2.DiscardContents(); Graphics.Blit(s, LastTexture2); } } /*void OnPostRender() { if (!__this_camera) this_camera = GetComponent<Camera>(); StackBlit(this_camera.activeTexture); }*/ /*void OnRenderImage(RenderTexture s, RenderTexture d) { if (!TexturesDic.ContainsKey(this_camera)) { TexturesDic.Add(this_camera, new RenderTexture(s.width, s.height, 32) { isPowerOfTwo = true, hideFlags = HideFlags.HideAndDontSave, name = "EModules/MobileWater/LastFrame-RenderTexture" + gameObject.name, // useMipMap = type == BakeOrUpdateType.Refraction || type == BakeOrUpdateType.ZDepth, useMipMap = false, autoGenerateMips = false, wrapMode = TextureWrapMode.Clamp, format = RenderTextureFormat.ARGB32 } ); } Graphics.Blit(s, d); Graphics.CopyTexture(s, TexturesDic[this_camera]); LastTexture = TexturesDic[this_camera]; }*/ // RenderTexture releaseTex; private void ConfigureCommandBuffer(CommandBuffer commandBuffer) { if (commandBuffer == null) return; if (LastTexture == null) { LastTexture = new RenderTexture(this_camera.pixelWidth, this_camera.pixelHeight, 16) { // isPowerOfTwo = true, hideFlags = HideFlags.HideAndDontSave, name = "EModules/MobileWater/LastFrame-RenderTexture" + gameObject.name, // useMipMap = type == BakeOrUpdateType.Refraction || type == BakeOrUpdateType.ZDepth, /* useMipMap = false, autoGenerateMips = false, wrapMode = TextureWrapMode.Clamp, format = RenderTextureFormat.ARGB32*/ }; } int _LastFrame = Shader.PropertyToID("_LastFrame"); commandBuffer.GetTemporaryRT(_LastFrame, this_camera.pixelWidth, this_camera.pixelHeight, 0, FilterMode.Trilinear, RenderTextureFormat.ARGB32); commandBuffer.Blit(BuiltinRenderTextureType.CurrentActive, _LastFrame); commandBuffer.SetGlobalTexture("_LastFrame", _LastFrame); /*/var tid = Shader.PropertyToID("_LastFrame"); /* commandBuffer.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Point); commandBuffer.Blit(BuiltinRenderTextureType.CurrentActive, tid); commandBuffer.ReleaseTemporaryRT(tid);*/ /* commandBuffer.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Point); commandBuffer.Blit(BuiltinRenderTextureType.CurrentActive, tid); commandBuffer.SetRenderTarget(m_frame_buffer); //commandBuffer.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 0); commandBuffer.ReleaseTemporaryRT(tid);*/ // var screenTexPropId = Shader.PropertyToID("_MainTex2"); //var screenRtId = new RenderTargetIdentifier(Shader.PropertyToID("_MainTex2")); /*commandBuffer.Clear(); //commandBuffer.GetTemporaryRT(screenTexPropId, -1, -1, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32); commandBuffer.SetRenderTarget(LastTexture); commandBuffer.Blit(BuiltinRenderTextureType.CurrentActive, LastTexture);*/ // commandBuffer.SetRenderTarget(releaseTex); // commandBuffer.ReleaseTemporaryRT(screenTexPropId); } /*private void ConfigureCommandBuffer(CommandBuffer commandBuffer) { if (commandBuffer == null) return; commandBuffer.Clear(); var screenTexPropId = Shader.PropertyToID("_MainTex2"); var screenRtId = new RenderTargetIdentifier(Shader.PropertyToID("_MainTex2")); commandBuffer.GetTemporaryRT(screenTexPropId, -1, -1, 0, FilterMode.Bilinear, RenderTextureFormat.ARGB32); commandBuffer.Blit(BuiltinRenderTextureType.CurrentActive, screenRtId); commandBuffer.Blit(BuiltinRenderTextureType.CurrentActive, BuiltinRenderTextureType.CurrentActive); commandBuffer.ReleaseTemporaryRT(screenTexPropId); }*/ } }
jynew/jyx2/Assets/3rd/EModules/Fast Water Model 2.0/Scripts/Shaders/FastWaterModel20FrameBuffer.cs/0
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jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Components/QuickDrag.cs.meta/0
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951
using UnityEngine; using System.Collections; using UnityEditor; using HedgehogTeam.EasyTouch; #if UNITY_5_3_OR_NEWER using UnityEditor.SceneManagement; #endif [CustomEditor(typeof(EasyTouch))] public class EasyTouchInspector : UnityEditor.Editor { public override void OnInspectorGUI(){ EasyTouch t = (EasyTouch)target; #region General properties EditorGUILayout.Space(); t.enable = HTGuiTools.Toggle("Enable EasyTouch", t.enable,true); t.enableRemote = HTGuiTools.Toggle("Enable Unity Remote", t.enableRemote,true); EditorGUILayout.Space(); #endregion #region Gui propertie t.showGuiInspector = HTGuiTools.BeginFoldOut( "GUI compatibilty",t.showGuiInspector); if (t.showGuiInspector){ HTGuiTools.BeginGroup();{ // UGUI EditorGUILayout.Space(); t.allowUIDetection = HTGuiTools.Toggle("Enable Unity UI detection",t.allowUIDetection,true); if (t.allowUIDetection ){ EditorGUI.indentLevel++; t.enableUIMode = HTGuiTools.Toggle("Unity UI compatibilty", t.enableUIMode,true); t.autoUpdatePickedUI = HTGuiTools.Toggle("Auto update picked Unity UI", t.autoUpdatePickedUI,true); EditorGUI.indentLevel--; } EditorGUILayout.Space(); // NGUI t.enabledNGuiMode = HTGuiTools.Toggle("Enable NGUI compatibilty", t.enabledNGuiMode,true); if (t.enabledNGuiMode){ //EditorGUI.indentLevel++; HTGuiTools.BeginGroup(5); { // layers serializedObject.Update(); SerializedProperty layers = serializedObject.FindProperty("nGUILayers"); EditorGUILayout.PropertyField( layers,false); serializedObject.ApplyModifiedProperties(); // Camera if (HTGuiTools.Button("Add camera",Color.green,100, false)){ t.nGUICameras.Add( null); } for (int i=0;i< t.nGUICameras.Count;i++){ EditorGUILayout.BeginHorizontal(); if (HTGuiTools.Button("X",Color.red,19)){ t.nGUICameras.RemoveAt(i); i--; } else{ t.nGUICameras[i] = (Camera)EditorGUILayout.ObjectField("",t.nGUICameras[i],typeof(Camera),true); EditorGUILayout.EndHorizontal(); } } }HTGuiTools.EndGroup(); //EditorGUI.indentLevel--; } }HTGuiTools.EndGroup(); } #endregion #region Auto selection properties t.showSelectInspector = HTGuiTools.BeginFoldOut( "Automatic selection",t.showSelectInspector); if (t.showSelectInspector){ HTGuiTools.BeginGroup();{ t.autoSelect = HTGuiTools.Toggle("Enable auto-select",t.autoSelect,true); if (t.autoSelect){ EditorGUILayout.Space(); // 3d layer serializedObject.Update(); SerializedProperty layers = serializedObject.FindProperty("pickableLayers3D"); EditorGUILayout.PropertyField( layers,true); serializedObject.ApplyModifiedProperties(); t.autoUpdatePickedObject = HTGuiTools.Toggle( "Auto update picked gameobject",t.autoUpdatePickedObject,true); EditorGUILayout.Space(); //2D t.enable2D = HTGuiTools.Toggle("Enable 2D collider",t.enable2D,true); if (t.enable2D){ serializedObject.Update(); layers = serializedObject.FindProperty("pickableLayers2D"); EditorGUILayout.PropertyField( layers,true); serializedObject.ApplyModifiedProperties(); } // Camera GUILayout.Space(5f); HTGuiTools.BeginGroup(5); { if (HTGuiTools.Button( "Add Camera",Color.green,100)){ t.touchCameras.Add(new ECamera(null,false)); } for (int i=0;i< t.touchCameras.Count;i++){ EditorGUILayout.BeginHorizontal(); if (HTGuiTools.Button("X",Color.red,19)){ t.touchCameras.RemoveAt(i); i--; } if (i>=0){ t.touchCameras[i].camera = (Camera)EditorGUILayout.ObjectField("",t.touchCameras[i].camera,typeof(Camera),true,GUILayout.MinWidth(150)); t.touchCameras[i].guiCamera = EditorGUILayout.ToggleLeft("Gui",t.touchCameras[i].guiCamera,GUILayout.Width(50)); EditorGUILayout.EndHorizontal(); } } }HTGuiTools.EndGroup(); } }HTGuiTools.EndGroup(); } #endregion #region General gesture properties t.showGestureInspector = HTGuiTools.BeginFoldOut("General gesture properties",t.showGestureInspector); if (t.showGestureInspector){ HTGuiTools.BeginGroup();{ t.gesturePriority =(EasyTouch.GesturePriority) EditorGUILayout.EnumPopup("Priority to",t.gesturePriority ); t.StationaryTolerance = EditorGUILayout.FloatField("Stationary tolerance",t.StationaryTolerance); t.longTapTime = EditorGUILayout.FloatField("Long tap time",t.longTapTime); EditorGUILayout.Space (); t.doubleTapDetection = (EasyTouch.DoubleTapDetection) EditorGUILayout.EnumPopup("Double tap detection",t.doubleTapDetection); if (t.doubleTapDetection == EasyTouch.DoubleTapDetection.ByTime){ t.doubleTapTime = EditorGUILayout.Slider("Double tap time",t.doubleTapTime,0.15f,0.4f); } EditorGUILayout.Space (); t.swipeTolerance = EditorGUILayout.FloatField("Swipe tolerance",t.swipeTolerance); t.alwaysSendSwipe = EditorGUILayout.Toggle("always sent swipe event",t.alwaysSendSwipe); }HTGuiTools.EndGroup(); } #endregion #region 2 fingers gesture t.showTwoFingerInspector = HTGuiTools.BeginFoldOut("Two fingers gesture properties",t.showTwoFingerInspector); if (t.showTwoFingerInspector){ HTGuiTools.BeginGroup();{ t.enable2FingersGesture = HTGuiTools.Toggle("2 fingers gesture",t.enable2FingersGesture,true); if (t.enable2FingersGesture){ EditorGUI.indentLevel++; t.twoFingerPickMethod = (EasyTouch.TwoFingerPickMethod)EditorGUILayout.EnumPopup("Pick method",t.twoFingerPickMethod); EditorGUILayout.Separator(); t.enable2FingersSwipe = HTGuiTools.Toggle("Enable swipe & drag",t.enable2FingersSwipe,true); EditorGUILayout.Separator(); t.enablePinch = HTGuiTools.Toggle("Enable Pinch",t.enablePinch,true); if (t.enablePinch){ t.minPinchLength = EditorGUILayout.FloatField("Min pinch length",t.minPinchLength); } EditorGUILayout.Separator(); t.enableTwist = HTGuiTools.Toggle("Enable twist",t.enableTwist,true); if (t.enableTwist){ t.minTwistAngle = EditorGUILayout.FloatField("Min twist angle",t.minTwistAngle); } EditorGUI.indentLevel--; } }HTGuiTools.EndGroup(); } #endregion #region Second Finger simulation t.showSecondFingerInspector = HTGuiTools.BeginFoldOut("Second finger simulation", t.showSecondFingerInspector); if (t.showSecondFingerInspector){ HTGuiTools.BeginGroup();{ t.enableSimulation = HTGuiTools.Toggle("Enable simulation",t.enableSimulation,true ); EditorGUILayout.Space(); if (t.enableSimulation){ EditorGUI.indentLevel++; if (t.secondFingerTexture==null){ t.secondFingerTexture =Resources.Load("secondFinger") as Texture; } t.secondFingerTexture = (Texture)EditorGUILayout.ObjectField("Texture",t.secondFingerTexture,typeof(Texture),true); EditorGUILayout.HelpBox("Change the keys settings for a fash compilation, or if you want to change the keys",MessageType.Info); t.twistKey = (KeyCode)EditorGUILayout.EnumPopup( "Twist & pinch key", t.twistKey); t.swipeKey = (KeyCode)EditorGUILayout.EnumPopup( "Swipe key", t.swipeKey); EditorGUI.indentLevel--; } }HTGuiTools.EndGroup(); } #endregion if (GUI.changed){ EditorUtility.SetDirty(target); #if UNITY_5_3_OR_NEWER EditorSceneManager.MarkSceneDirty( EditorSceneManager.GetActiveScene()); #endif } } }
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/EasyTouchInspector.cs/0
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952
using UnityEngine; using System.Collections; using UnityEditor; using HedgehogTeam.EasyTouch; #if UNITY_5_3_OR_NEWER using UnityEditor.SceneManagement; #endif [CustomEditor(typeof(QuickLongTap))] public class QuickLongTapInspector : UnityEditor.Editor { public override void OnInspectorGUI(){ QuickLongTap t = (QuickLongTap)target; EditorGUILayout.Space(); t.quickActionName = EditorGUILayout.TextField("Name",t.quickActionName); EditorGUILayout.Space(); t.is2Finger = EditorGUILayout.Toggle("2 fingers gesture",t.is2Finger); t.actionTriggering = (QuickLongTap.ActionTriggering)EditorGUILayout.EnumPopup("Action triggering",t.actionTriggering); EditorGUILayout.Space(); if (!t.is2Finger){ t.isMultiTouch = EditorGUILayout.ToggleLeft("Allow multi-touch",t.isMultiTouch); } t.enablePickOverUI = EditorGUILayout.ToggleLeft("Allow over UI Element",t.enablePickOverUI); serializedObject.Update(); SerializedProperty touch = serializedObject.FindProperty("onLongTap"); EditorGUILayout.PropertyField(touch, true, null); serializedObject.ApplyModifiedProperties(); if (GUI.changed){ EditorUtility.SetDirty(t); #if UNITY_5_3_OR_NEWER EditorSceneManager.MarkSceneDirty( EditorSceneManager.GetActiveScene()); #endif } } }
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Editor/QuickLongTapInspector.cs/0
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/*********************************************** EasyTouch V Copyright © 2014-2015 The Hedgehog Team http://www.thehedgehogteam.com/Forum/ [email protected] **********************************************/ using UnityEngine; using UnityEngine.EventSystems; using System.Collections; using System.Collections.Generic; namespace HedgehogTeam.EasyTouch{ // Represents informations on Finger for touch // Internal use only, DO NOT USE IT public class Finger : BaseFinger{ public float startTimeAction; public Vector2 oldPosition; public int tapCount; // Number of taps. public TouchPhase phase; // Describes the phase of the touch. public EasyTouch.GestureType gesture; public EasyTouch.SwipeDirection oldSwipeType; } }
jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouch/Plugins/Engine/Finger.cs/0
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jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/ETCBase.cs.meta/0
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using UnityEngine; using UnityEngine.UI; using System.Collections; using UnityEditor; #if UNITY_5_3_OR_NEWER using UnityEditor.SceneManagement; #endif [CustomEditor(typeof(ETCButton))] public class ETCButtonInspector : UnityEditor.Editor { public string[] unityAxes; void OnEnable(){ var inputManager = AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/InputManager.asset")[0]; SerializedObject obj = new SerializedObject(inputManager); SerializedProperty axisArray = obj.FindProperty("m_Axes"); if (axisArray.arraySize > 0){ unityAxes = new string[axisArray.arraySize]; for( int i = 0; i < axisArray.arraySize; ++i ){ var axis = axisArray.GetArrayElementAtIndex(i); unityAxes[i] = axis.FindPropertyRelative("m_Name").stringValue; } } } public override void OnInspectorGUI(){ ETCButton t = (ETCButton)target; EditorGUILayout.Space(); t.gameObject.name = EditorGUILayout.TextField("Button name",t.gameObject.name); t.axis.name = t.gameObject.name; t.activated = ETCGuiTools.Toggle("Activated",t.activated,true); t.visible = ETCGuiTools.Toggle("Visible",t.visible,true); EditorGUILayout.Space(); t.useFixedUpdate = ETCGuiTools.Toggle("Use Fixed Update",t.useFixedUpdate,true); t.isUnregisterAtDisable = ETCGuiTools.Toggle("Unregister at disabling time",t.isUnregisterAtDisable,true); #region Position & Size t.showPSInspector = ETCGuiTools.BeginFoldOut( "Position & Size",t.showPSInspector); if (t.showPSInspector){ ETCGuiTools.BeginGroup();{ // Anchor t.anchor = (ETCBase.RectAnchor)EditorGUILayout.EnumPopup( "Anchor",t.anchor); if (t.anchor != ETCBase.RectAnchor.UserDefined){ t.anchorOffet = EditorGUILayout.Vector2Field("Offset",t.anchorOffet); } EditorGUILayout.Space(); // Area sprite ratio if (t.GetComponent<Image>().sprite != null){ Rect rect = t.GetComponent<Image>().sprite.rect; float ratio = rect.width / rect.height; // Area Size if (ratio>=1){ float s = EditorGUILayout.FloatField("Size", t.rectTransform().rect.width); t.rectTransform().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal,s); t.rectTransform().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical,s/ratio); } else{ float s = EditorGUILayout.FloatField("Size", t.rectTransform().rect.height); t.rectTransform().SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical,s); t.rectTransform().SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal,s*ratio); } } }ETCGuiTools.EndGroup(); } #endregion #region Behaviour t.showBehaviourInspector = ETCGuiTools.BeginFoldOut( "Behaviour",t.showBehaviourInspector); if (t.showBehaviourInspector){ ETCGuiTools.BeginGroup();{ EditorGUILayout.Space(); ETCGuiTools.BeginGroup(5);{ t.enableKeySimulation = ETCGuiTools.Toggle("Enable Unity axes",t.enableKeySimulation,true); if (t.enableKeySimulation){ t.allowSimulationStandalone = ETCGuiTools.Toggle("Allow Unity axes on standalone",t.allowSimulationStandalone,true); t.visibleOnStandalone = ETCGuiTools.Toggle("Force visible",t.visibleOnStandalone,true); } }ETCGuiTools.EndGroup(); #region General propertie EditorGUI.indentLevel++; t.axis.showGeneralInspector = EditorGUILayout.Foldout(t.axis.showGeneralInspector,"General setting"); if (t.axis.showGeneralInspector){ ETCGuiTools.BeginGroup(20);{ EditorGUI.indentLevel--; t.isSwipeIn = ETCGuiTools.Toggle("Swipe in",t.isSwipeIn,true); t.isSwipeOut = ETCGuiTools.Toggle("Swipe out",t.isSwipeOut,true); t.axis.isValueOverTime = ETCGuiTools.Toggle("Value over the time",t.axis.isValueOverTime,true); if (t.axis.isValueOverTime){ ETCGuiTools.BeginGroup(5);{ t.axis.overTimeStep = EditorGUILayout.FloatField("Step",t.axis.overTimeStep); t.axis.maxOverTimeValue = EditorGUILayout.FloatField("Max value",t.axis.maxOverTimeValue); }ETCGuiTools.EndGroup(); } t.axis.speed = EditorGUILayout.FloatField("Value",t.axis.speed); EditorGUI.indentLevel++; }ETCGuiTools.EndGroup(); } EditorGUI.indentLevel--; #endregion #region Direct Action EditorGUI.indentLevel++; t.axis.showDirectInspector = EditorGUILayout.Foldout(t.axis.showDirectInspector,"Direction ation"); if (t.axis.showDirectInspector){ ETCGuiTools.BeginGroup(20);{ EditorGUI.indentLevel--; t.axis.autoLinkTagPlayer = EditorGUILayout.ToggleLeft("Auto link on tag",t.axis.autoLinkTagPlayer, GUILayout.Width(200)); if (t.axis.autoLinkTagPlayer){ t.axis.autoTag = EditorGUILayout.TagField("",t.axis.autoTag); } else{ t.axis.directTransform = (Transform)EditorGUILayout.ObjectField("Direct action to",t.axis.directTransform,typeof(Transform),true); } EditorGUILayout.Space(); t.axis.actionOn = (ETCAxis.ActionOn)EditorGUILayout.EnumPopup("Action on",t.axis.actionOn); t.axis.directAction = (ETCAxis.DirectAction ) EditorGUILayout.EnumPopup( "Action",t.axis.directAction); if (t.axis.directAction != ETCAxis.DirectAction.Jump){ t.axis.axisInfluenced = (ETCAxis.AxisInfluenced) EditorGUILayout.EnumPopup("Affected axis",t.axis.axisInfluenced); } else{ EditorGUILayout.HelpBox("Required character controller", MessageType.Info); t.axis.gravity = EditorGUILayout.FloatField("Gravity",t.axis.gravity); } EditorGUI.indentLevel++; }ETCGuiTools.EndGroup(); } EditorGUI.indentLevel--; #endregion #region Unity axis EditorGUI.indentLevel++; t.axis.showSimulatinInspector = EditorGUILayout.Foldout(t.axis.showSimulatinInspector,"Unity axes"); if (t.axis.showSimulatinInspector){ ETCGuiTools.BeginGroup(20);{ EditorGUI.indentLevel--; int index = System.Array.IndexOf(unityAxes,t.axis.unityAxis ); int tmpIndex = EditorGUILayout.Popup(index,unityAxes); if (tmpIndex != index){ t.axis.unityAxis = unityAxes[tmpIndex]; } EditorGUI.indentLevel++; }ETCGuiTools.EndGroup(); } EditorGUI.indentLevel--; #endregion }ETCGuiTools.EndGroup(); } #endregion #region Sprite t.showSpriteInspector = ETCGuiTools.BeginFoldOut( "Sprites",t.showSpriteInspector); if (t.showSpriteInspector){ ETCGuiTools.BeginGroup();{ // Normal state EditorGUILayout.BeginHorizontal(); EditorGUI.BeginChangeCheck (); t.normalSprite = (Sprite)EditorGUILayout.ObjectField("Normal",t.normalSprite,typeof(Sprite),true,GUILayout.MinWidth(100)); t.normalColor = EditorGUILayout.ColorField("",t.normalColor,GUILayout.Width(50)); if (EditorGUI.EndChangeCheck ()) { t.GetComponent<Image>().sprite = t.normalSprite; t.GetComponent<Image>().color = t.normalColor; } EditorGUILayout.EndHorizontal(); EditorGUILayout.Space(); if ( t.normalSprite){ Rect spriteRect = new Rect( t.normalSprite.rect.x/ t.normalSprite.texture.width, t.normalSprite.rect.y/ t.normalSprite.texture.height, t.normalSprite.rect.width/ t.normalSprite.texture.width, t.normalSprite.rect.height/ t.normalSprite.texture.height); GUILayout.Space(8); Rect lastRect = GUILayoutUtility.GetLastRect(); lastRect.x = 20; lastRect.width = 100; lastRect.height = 100; GUILayout.Space(100); ETCGuiTools.DrawTextureRectPreview( lastRect,spriteRect,t.normalSprite.texture,Color.white); } // Press state EditorGUILayout.BeginHorizontal(); t.pressedSprite = (Sprite)EditorGUILayout.ObjectField("Pressed",t.pressedSprite,typeof(Sprite),true,GUILayout.MinWidth(100)); t.pressedColor = EditorGUILayout.ColorField("",t.pressedColor,GUILayout.Width(50)); EditorGUILayout.EndHorizontal(); EditorGUILayout.Space(); if (t.pressedSprite){ Rect spriteRect = new Rect( t.pressedSprite.rect.x/ t.pressedSprite.texture.width, t.pressedSprite.rect.y/ t.pressedSprite.texture.height, t.pressedSprite.rect.width/ t.pressedSprite.texture.width, t.pressedSprite.rect.height/ t.pressedSprite.texture.height); GUILayout.Space(8); Rect lastRect = GUILayoutUtility.GetLastRect(); lastRect.x = 20; lastRect.width = 100; lastRect.height = 100; GUILayout.Space(100); ETCGuiTools.DrawTextureRectPreview( lastRect,spriteRect,t.pressedSprite.texture,Color.white); } }ETCGuiTools.EndGroup(); } #endregion #region Events t.showEventInspector = ETCGuiTools.BeginFoldOut( "Events",t.showEventInspector); if (t.showEventInspector){ ETCGuiTools.BeginGroup();{ serializedObject.Update(); SerializedProperty down = serializedObject.FindProperty("onDown"); EditorGUILayout.PropertyField(down, true, null); serializedObject.ApplyModifiedProperties(); serializedObject.Update(); SerializedProperty press = serializedObject.FindProperty("onPressed"); EditorGUILayout.PropertyField(press, true, null); serializedObject.ApplyModifiedProperties(); serializedObject.Update(); SerializedProperty pressTime = serializedObject.FindProperty("onPressedValue"); EditorGUILayout.PropertyField(pressTime, true, null); serializedObject.ApplyModifiedProperties(); 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jynew/jyx2/Assets/3rd/EasyTouchBundle/EasyTouchControls/Plugins/Editor/ETCButtonInspector.cs/0
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using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace GameObjectBrush { /// <summary> /// Class that is responsible for the addition of new brushes to the list of brushObjects in the main editor windo class: "GameObjectBrushEditor" /// </summary> public class AddObjectPopup : EditorWindow { private static string windowName = "Add brush"; private GameObject obj2Add; public List<BrushObject> brushes; public EditorWindow parent; public static AddObjectPopup instance; //initialize the popup window public static void Init(List<BrushObject> brushes, EditorWindow parent) { //check if a window is already open if (instance != null) { return; } //create window instance = ScriptableObject.CreateInstance<AddObjectPopup>(); //cache the brushes from the main editor window for later use instance.brushes = brushes; //cache the reference to the parent for later repaint instance.parent = parent; //calculate window position (center of the parent window) float x = parent.position.x + (parent.position.width - 350) * 0.5f; float y = parent.position.y + (parent.position.height - 75) * 0.5f; instance.position = new Rect(x, y, 350, 75); //show window as "utility" instance.ShowUtility(); instance.name = windowName; } /// <summary> /// Creates the gui when called /// </summary> void OnGUI() { //create the "title" label EditorGUILayout.LabelField("Add GameObject to Brushes", EditorStyles.boldLabel); EditorGUILayout.Space(); //create the object field for the gameobject obj2Add = (GameObject) EditorGUILayout.ObjectField("GameObject", obj2Add, typeof(GameObject), false); //make sure we have some nice (?) spacing and all button next to each other (horizontally) EditorGUILayout.Space(); EditorGUILayout.BeginHorizontal(); //close the popup GUI.backgroundColor = GameObjectBrushEditor.red; if (GUILayout.Button("Cancel")) { this.Close(); } //Adds the gameobject to the brushes from the main window and closes the popup GUI.backgroundColor = GameObjectBrushEditor.green; if (GUILayout.Button("Add")) { if (obj2Add != null) { brushes.Add(new BrushObject(obj2Add)); parent.Repaint(); } this.Close(); } EditorGUILayout.EndHorizontal(); } private void OnDestroy() { if (instance == this) { instance = null; //set instance to null } } } }
jynew/jyx2/Assets/3rd/GameObjectBrush/Scripts/Editor/AddObjectPopup.cs/0
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jynew/jyx2/Assets/3rd/Lean/Common/Examples/Prefabs/Canvas.prefab/0
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using UnityEngine; namespace Lean.Common { /// <summary>This component allows you to spawn a prefab at the specified world point. /// NOTE: For this component to work you must manually call the <b>Spawn</b> method from somewhere.</summary> [HelpURL(LeanHelper.HelpUrlPrefix + "LeanSpawn")] [AddComponentMenu(LeanHelper.ComponentPathPrefix + "Spawn")] public class LeanSpawn : MonoBehaviour { public enum SourceType { ThisTransform, Prefab } /// <summary>The prefab that this component can spawn.</summary> public Transform Prefab; /// <summary>If you call <b>Spawn()</b>, where should the position come from?</summary> public SourceType DefaultPosition; /// <summary>If you call <b>Spawn()</b>, where should the rotation come from?</summary> public SourceType DefaultRotation; /// <summary>This will spawn <b>Prefab</b> at the current <b>Transform.position</b>.</summary> public void Spawn() { if (Prefab != null) { var position = DefaultPosition == SourceType.Prefab ? Prefab.position : transform.position; var rotation = DefaultRotation == SourceType.Prefab ? Prefab.rotation : transform.rotation; var clone = Instantiate(Prefab, position, rotation); clone.gameObject.SetActive(true); } } /// <summary>This will spawn <b>Prefab</b> at the specified position in world space.</summary> public void Spawn(Vector3 position) { if (Prefab != null) { var rotation = DefaultRotation == SourceType.Prefab ? Prefab.rotation : transform.rotation; var clone = Instantiate(Prefab, position, rotation); clone.gameObject.SetActive(true); } } } } #if UNITY_EDITOR namespace Lean.Common.Inspector { using UnityEditor; [CanEditMultipleObjects] [CustomEditor(typeof(LeanSpawn), true)] public class LeanSpawn_Inspector : LeanInspector<LeanSpawn> { private bool showUnusedEvents; protected override void DrawInspector() { Draw("Prefab", "The prefab that this component can spawn."); Draw("Prefab", "If you call Spawn(), where should the position come from?"); Draw("Prefab", "If you call Spawn(), where should the rotation come from?"); } } } #endif
jynew/jyx2/Assets/3rd/Lean/Common/Extras/LeanSpawn.cs/0
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// UNITY_SHADER_NO_UPGRADE //Mesh Terain Editor's terrain split preview shader for Builtin Pipeline //http://u3d.as/oWB //This is a modified shader from https://github.com/ColinLeung-NiloCat/UnityURPUnlitScreenSpaceDecalShader Shader "Hidden/MTE/ConverterSplitPreview/Builtin" { Properties { [Header(MTE Parameters)] _SplitNumber("Split Number", int) = 2 _NormalizedLineWidth("Normalized Line Width", float) = 0.01 [Header(Basic)] _MainTex("Texture", 2D) = "white" {} [HDR]_Color("_Color (default = 1,1,1,1)", color) = (1,1,1,1) [Header(Blending)] //https://docs.unity3d.com/ScriptReference/Rendering.BlendMode.html [Enum(UnityEngine.Rendering.BlendMode)]_SrcBlend("_SrcBlend (default = One)", Float) = 1 //1 = One [Enum(UnityEngine.Rendering.BlendMode)]_DstBlend("_DstBlend (default = One)", Float) = 1 //1 = One [Header(Alpha remap(extra alpha control))] _AlphaRemap("_AlphaRemap (default = 1,0,0,0) _____alpha will first mul x, then add y (zw unused)", vector) = (1,0,0,0) [Header(Prevent Side Stretching(Compare projection direction with scene normal and Discard if needed))] [Toggle(_ProjectionAngleDiscardEnable)] _ProjectionAngleDiscardEnable("_ProjectionAngleDiscardEnable (default = off)", float) = 0 _ProjectionAngleDiscardThreshold("_ProjectionAngleDiscardThreshold (default = 0)", range(-1,1)) = 0 [Header(Mul alpha to rgb)] [Toggle]_MulAlphaToRGB("_MulAlphaToRGB (default = off)", Float) = 0 [Header(Ignore texture wrap mode setting)] [Toggle(_FracUVEnable)] _FracUVEnable("_FracUVEnable (default = off)", Float) = 0 //====================================== below = usually can ignore in normal use case ===================================================================== [Header(Stencil Masking)] //https://docs.unity3d.com/ScriptReference/Rendering.CompareFunction.html _StencilRef("_StencilRef", Float) = 0 [Enum(UnityEngine.Rendering.CompareFunction)]_StencilComp("_StencilComp (default = Disable) _____Set to NotEqual if you want to mask by specific _StencilRef value, else set to Disable", Float) = 0 //0 = disable [Header(ZTest)] //https://docs.unity3d.com/ScriptReference/Rendering.CompareFunction.html //default need to be Disable, because we need to make sure decal render correctly even if camera goes into decal cube volume, although disable ZTest by default will prevent EarlyZ (bad for GPU performance) [Enum(UnityEngine.Rendering.CompareFunction)]_ZTest("_ZTest (default = Disable) _____to improve GPU performance, Set to LessEqual if camera never goes into cube volume, else set to Disable", Float) = 0 //0 = disable [Header(Cull)] //https://docs.unity3d.com/ScriptReference/Rendering.CullMode.html //default need to be Front, because we need to make sure decal render correctly even if camera goes into decal cube [Enum(UnityEngine.Rendering.CullMode)]_Cull("_Cull (default = Front) _____to improve GPU performance, Set to Back if camera never goes into cube volume, else set to Front", Float) = 1 //1 = Front } SubShader { //To avoid render order problems, Queue must >= 2501, which enters the transparent queue, in transparent queue Unity will always draw from back to front //https://github.com/ColinLeung-NiloCat/UnityURPUnlitScreenSpaceDecalShader/issues/6#issuecomment-615940985 /* //https://docs.unity3d.com/Manual/SL-SubShaderTags.html Queues up to 2500 (“Geometry+500”) are consided “opaque” and optimize the drawing order of the objects for best performance. Higher rendering queues are considered for “transparent objects” and sort objects by distance, starting rendering from the furthest ones and ending with the closest ones. Skyboxes are drawn in between all opaque and all transparent objects. */ Tags { "RenderType" = "Overlay" "Queue" = "Transparent-499" } Pass { Stencil { Ref[_StencilRef] Comp[_StencilComp] } Cull[_Cull] ZTest[_ZTest] ZWrite off Blend[_SrcBlend][_DstBlend] CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog //due to using ddx() & ddy() #pragma target 3.0 #pragma shader_feature_local _ProjectionAngleDiscardEnable #pragma shader_feature_local _UnityFogEnable #pragma shader_feature_local _FracUVEnable // Required by all Builtin pipeline shaders. // It will include Unity built-in shader variables (except the lighting variables) // (https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html // It will also include many utilitary functions. #include "UnityCG.cginc" // Return the PreTranslated ObjectToWorld Matrix (i.e matrix with _WorldSpaceCameraPos apply to it if we use camera relative rendering) float4x4 GetObjectToWorldMatrix() { return UNITY_MATRIX_M; } float4x4 GetWorldToViewMatrix() { return UNITY_MATRIX_V; } // Transform to homogenous clip space float4x4 GetWorldToHClipMatrix() { return UNITY_MATRIX_VP; } float3 TransformObjectToWorld(float3 positionOS) { return mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0)).xyz; } // Transforms position from object space to homogenous space float4 TransformObjectToHClip(float3 positionOS) { // More efficient than computing M*VP matrix product return mul(GetWorldToHClipMatrix(), mul(GetObjectToWorldMatrix(), float4(positionOS, 1.0))); } float3 TransformWorldToView(float3 positionWS) { return mul(GetWorldToViewMatrix(), float4(positionWS, 1.0)).xyz; } float LinearEyeDepth(float depth, float4 zBufferParam) { return 1.0 / (zBufferParam.z * depth + zBufferParam.w); } struct appdata { float4 vertex : POSITION; }; struct v2f { float4 vertex : SV_POSITION; float4 screenUV : TEXCOORD0; float4 viewRayOS : TEXCOORD1; float4 cameraPosOSAndFogFactor : TEXCOORD2; }; sampler2D _MainTex; float4 _MainTex_ST; int _SplitNumber; float _NormalizedLineWidth; float _ProjectionAngleDiscardThreshold; half4 _Color; half2 _AlphaRemap; half _MulAlphaToRGB; sampler2D _CameraDepthTexture; v2f vert(appdata v) { v2f o; //regular MVP o.vertex = TransformObjectToHClip(v.vertex.xyz); //regular unity fog o.cameraPosOSAndFogFactor.a = 0; //prepare depth texture's screen space UV o.screenUV = ComputeScreenPos(o.vertex); //get "camera to vertex" ray in View space float3 viewRay = TransformWorldToView(TransformObjectToWorld(v.vertex.xyz)); //***WARNING*** //========================================================= //"viewRay z division" must do in the fragment shader, not vertex shader! (due to rasteriazation varying interpolation's perspective correction) //We skip the "viewRay z division" in vertex shader for now, and pass the division value to varying o.viewRayOS.w first, we will do the division later when we enter fragment shader //viewRay /= viewRay.z; //skip the "viewRay z division" in vertex shader for now o.viewRayOS.w = viewRay.z;//pass the division value to varying o.viewRayOS.w //========================================================= viewRay *= -1; //unity's camera space is right hand coord(negativeZ pointing into screen), we want positive z ray in fragment shader, so negate it //it is ok to write very expensive code in decal's vertex shader, it is just a unity cube(4*6 vertices) per decal only, won't affect GPU performance at all. float4x4 ViewToObjectMatrix = mul(unity_WorldToObject, UNITY_MATRIX_I_V); //transform everything to object space(decal space) in vertex shader first, so we can skip all matrix mul() in fragment shader o.viewRayOS.xyz = mul((float3x3)ViewToObjectMatrix, viewRay); o.cameraPosOSAndFogFactor.xyz = mul(ViewToObjectMatrix, float4(0,0,0,1)).xyz; return o; } half4 frag(v2f i) : SV_Target { //***WARNING*** //========================================================= //now do "viewRay z division" that we skipped in vertex shader earlier. i.viewRayOS /= i.viewRayOS.w; //========================================================= float sceneCameraSpaceDepth = LinearEyeDepth(tex2Dproj(_CameraDepthTexture, i.screenUV).r, _ZBufferParams); //scene depth in any space = rayStartPos + rayDir * rayLength //here all data in ObjectSpace(OS) or DecalSpace float3 decalSpaceScenePos = i.cameraPosOSAndFogFactor.xyz + i.viewRayOS.xyz * sceneCameraSpaceDepth; //convert unity cube's [-0.5,0.5] vertex pos range to [0,1] uv. Only works if you use unity cube in mesh filter! float2 decalSpaceUV = decalSpaceScenePos.xy + 0.5; //discard logic //=================================================== // discard "out of cube volume" pixels //2020-4-17: tried fix clip() bug by removing all possible bool //https://github.com/ColinLeung-NiloCat/UnityURPUnlitScreenSpaceDecalShader/issues/6#issuecomment-614633460 float mask = (abs(decalSpaceScenePos.x) < 0.5 ? 1.0 : 0.0) * (abs(decalSpaceScenePos.y) < 0.5 ? 1.0 : 0.0) * (abs(decalSpaceScenePos.z) < 0.5 ? 1.0 : 0.0); //call discard clip(mask - 0.5);//if ZWrite is off, clip() is fast enough on mobile, because it won't write the DepthBuffer, so no pipeline stall(confirmed by ARM staff). //=================================================== // sample the decal texture float2 uv = decalSpaceUV.xy * _MainTex_ST.xy + _MainTex_ST.zw;//Texture tiling & offset half4 col = tex2D(_MainTex, uv); col *= _Color;//tint color col.a = saturate(col.a * _AlphaRemap.x + _AlphaRemap.y);//alpha remap MAD col.rgb *= lerp(1, col.a, _MulAlphaToRGB);//extra multiply alpha to RGB float2 st = uv; st *= _SplitNumber; st = frac(st); float min = 0; float max = _NormalizedLineWidth; float c = smoothstep(min, max, st.x)*smoothstep(min, max, st.y); col = half4(1-c,1-c,1-c,0.5); return col; } ENDCG } } }
jynew/jyx2/Assets/3rd/MeshTerrainEditor/EditorResources/Shaders/ConverterSplitPreview_Builtin.shader/0
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namespace MTE { public class Detail { } }
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/Detail.cs/0
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using System.Collections.Generic; using UnityEngine; namespace MTE { internal class GrassEditorUtil { /// <summary> /// Reload grass and build the grass map. /// </summary> /// <param name="grassLoader"></param> internal static void ReloadGrassesFromFile(GrassLoader grassLoader) { //clear grass GameObjects grassLoader.RemoveOldGrasses(); //clear grass items in the map GrassMap.Clear(); var grassList = grassLoader.grassInstanceList; // the star: three quads List<GrassStar> stars = grassList.grasses; if (stars != null && stars.Count != 0) { for (int i = 0; i < stars.Count; i++) { //create grass object var star = stars[i]; GameObject grassObject; MeshRenderer grassMeshRenderer; Mesh grassMesh; GrassUtil.GenerateGrassStarObject( star.Position, Quaternion.Euler(0, star.RotationY, 0), star.Width, star.Height, star.Material, out grassObject, out grassMeshRenderer, out grassMesh); grassObject.transform.SetParent(grassLoader.transform, true); //apply existing lightmap data to generated grass object grassMeshRenderer.lightmapIndex = star.LightmapIndex; grassMeshRenderer.lightmapScaleOffset = star.LightmapScaleOffset; GrassMap.Insert(new GrassItem(star, grassObject)); } } // the quad: one quad List<GrassQuad> quads = grassList.quads; if (quads != null && quads.Count != 0) { for (int i = 0; i < quads.Count; i++) { //create grass object var quad = quads[i]; GameObject grassObject; MeshRenderer grassMeshRenderer;//not used Mesh grassMesh;//not used GrassUtil.GenerateGrassQuadObject( quad.Position, Quaternion.Euler(0, quad.RotationY, 0), quad.Width, quad.Height, quad.Material, out grassObject, out grassMeshRenderer, out grassMesh); grassObject.transform.SetParent(grassLoader.transform, true); //apply exist lightmap data to generated grass object grassMeshRenderer.lightmapIndex = quad.LightmapIndex; grassMeshRenderer.lightmapScaleOffset = quad.LightmapScaleOffset; GrassMap.Insert(new GrassItem(quad, grassObject)); } // billboards shouldn't be static-batched } Utility.ShowNotification(StringTable.Get(C.Info_ReloadedGrassesFromFile)); } } }
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/GrassPainter/GrassEditorUtil.cs/0
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using System.Collections.Generic; using UnityEngine; namespace MTE { public struct MeshModifyGroup { public bool valid; public GameObject gameObject; public Mesh mesh; public MeshCollider meshCollider; public List<int> vIndex; public List<float> vDistance; public MeshModifyGroup(GameObject gameObject, Mesh mesh, MeshCollider meshCollider, List<int> vIndex, List<float> vDistance) { this.gameObject = gameObject; this.mesh = mesh; this.meshCollider = meshCollider; this.vIndex = vIndex; this.vDistance = vDistance; this.valid = true; } } }
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Editor/MeshModifyGroup.cs/0
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#if UNITY_EDITOR using UnityEditor; using UnityEngine; namespace MTE { public enum TerrainMaterialType { BuiltInStandard, BuiltInLegacyDiffuse, BuiltInLegacySpecular, Custom, LWRPTerrainLit_Removed, URPTerrainLit, Unknown, } public static class CompatibilityUtil { public static TerrainLayer[] GetSplatLayers(TerrainData terrainData) { return terrainData.terrainLayers; } public static void SetSplatLayers(TerrainData terrainData, TerrainLayer[] layers) { terrainData.terrainLayers = layers; } public static Texture2D GetSplatLayerNormalMap(TerrainLayer splatLayer) { if (!splatLayer) { return null; } return splatLayer.normalMapTexture; } public static Texture2D GetSplatLayerDiffuseTexture(TerrainLayer splatLayer) { if (!splatLayer) { return null; } return splatLayer.diffuseTexture; } public static float GetSplatLayerMetallic(TerrainLayer splatLayer) { if (!splatLayer) { return 0; } return splatLayer.metallic; } public static float GetSplatLayerSmoothness(TerrainLayer splatLayer) { if (!splatLayer) { return 0; } return splatLayer.smoothness; } public static Texture2D GetMaskTexture(TerrainLayer splatLayer) { if (!splatLayer) { return null; } return splatLayer.maskMapTexture; } public static TerrainLayer[] CreateSplatLayers(int number) { return new TerrainLayer[number]; } public static TerrainLayer CreateSplatLayer() { return new TerrainLayer(); } public static void SetSplatLayerDiffueTexture(TerrainLayer splatLayer, Texture2D diffuseTexture) { splatLayer.diffuseTexture = diffuseTexture; } public static void SetSplatLayerNormalMap(TerrainLayer splatLayer, Texture2D normalMap) { splatLayer.normalMapTexture = normalMap; } public static void SaveSplatLayer(TerrainLayer splat, string name) { AssetDatabase.CreateAsset(splat, name); } /// <summary> /// Create a prefab file for a GameObject. /// </summary> /// <param name="obj">the GameObject</param> /// <param name="relativePath">Unity file path of the prefab</param> public static void CreatePrefab(GameObject obj, string relativePath) { PrefabUtility.SaveAsPrefabAsset(obj, relativePath); } /// <summary> /// Check if a gameObject is the root of a instantiated prefab. /// </summary> /// <param name="gameObject"></param> /// <returns></returns> public static bool IsPrefab(GameObject gameObject) { return PrefabUtility.IsAnyPrefabInstanceRoot(gameObject); } public static bool IsInstanceOfPrefab(GameObject obj, GameObject prefab) { return PrefabUtility.GetCorrespondingObjectFromOriginalSource(obj) == prefab; } public static Object GetPrefabRoot(GameObject instance) { return PrefabUtility.GetCorrespondingObjectFromSource(instance); } //This field will invoke a compile error if this version isn't officially supported by MTE. public const string VersionCheckString = #if UNITY_2018_4 "2018.4" #elif UNITY_2019_3 "2019.3" #elif UNITY_2019_4 "2019.4" #elif UNITY_2020_1 "2020.1" #elif UNITY_2020_2 "2020.2" #elif UNITY_2020_3 "2020.3" #elif UNITY_2021_1 "2021.1" #elif UNITY_2021_2 "2021.2" #elif UNITY_2021_3_OR_NEWER #warning Might be a unsupported Unity Version, not tested yet. "2021.3+" #else #error Unsupported Unity Version. You can try to fix this file or report the issue. #endif ; public static bool IsWebRequestError(UnityEngine.Networking.UnityWebRequest request) { #if UNITY_2018_4 || UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 return request.isNetworkError || request.isHttpError; #elif UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER return request.result == UnityEngine.Networking.UnityWebRequest.Result.ConnectionError || request.result == UnityEngine.Networking.UnityWebRequest.Result.ProtocolError; #else #error not supported on any Unity build targets #endif } public static object AttachOnSceneGUI(System.Action<SceneView> action) { #if UNITY_2018_4 SceneView.OnSceneFunc func = view => action(view); SceneView.onSceneGUIDelegate += func; return func; #elif UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER SceneView.duringSceneGui += action; return action; #else #error not supported on any Unity build targets #endif } public static void DetachOnSceneGUI(object cachedOnSceneGUI) { #if UNITY_2018_4 SceneView.OnSceneFunc func = (SceneView.OnSceneFunc)cachedOnSceneGUI; SceneView.onSceneGUIDelegate -= func; #elif UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER var action = (System.Action<SceneView>)cachedOnSceneGUI; SceneView.duringSceneGui -= action; #else #error not supported on any Unity build targets #endif } public static void DontOptimizeMesh(ModelImporter importer) { #if UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER importer.optimizeMeshVertices = false; importer.optimizeMeshPolygons = false; importer.weldVertices = false; #elif UNITY_2018_4 importer.optimizeMesh = false; #else #error not supported on any Unity build targets #endif } public static TerrainMaterialType GetTerrainMaterialType(Terrain terrain) { #if UNITY_2018_4 switch (terrain.materialType) { case Terrain.MaterialType.BuiltInStandard: return TerrainMaterialType.BuiltInStandard; case Terrain.MaterialType.BuiltInLegacyDiffuse: return TerrainMaterialType.BuiltInLegacyDiffuse; case Terrain.MaterialType.BuiltInLegacySpecular: return TerrainMaterialType.BuiltInLegacySpecular; case Terrain.MaterialType.Custom: return TerrainMaterialType.Custom; default: throw new System.ArgumentOutOfRangeException(); } #elif UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER var material = terrain.materialTemplate; if (material == null) { Debug.LogErrorFormat( "Terrain<{0}> is using an empty material." + "The conversion result is probably not right." + " Please check the material of the terrain", terrain.name); return TerrainMaterialType.Custom; } if (material.name == "Default-Terrain-Standard") { return TerrainMaterialType.BuiltInStandard; } if (material.name == "Default-Terrain-Diffuse") { return TerrainMaterialType.BuiltInLegacyDiffuse; } if (material.name == "Default-Terrain-Specular") { return TerrainMaterialType.BuiltInLegacySpecular; } if (material.shader != null && material.shader.name == "Lightweight Render Pipeline/Terrain/Lit") { return TerrainMaterialType.LWRPTerrainLit_Removed; } if (material.shader != null && material.shader.name == "Universal Render Pipeline/Terrain/Lit") { return TerrainMaterialType.URPTerrainLit; } var materialFileRelativePath = AssetDatabase.GetAssetPath(material); Debug.LogErrorFormat( "Terrain<{0}> is using a material<{1}> at {2} that is unknown to MTE." + "The conversion result is probably not right.", terrain.name, material.name, materialFileRelativePath); return TerrainMaterialType.Unknown; #else #error not supported on any Unity build targets #endif } public static Color GetTerrainMaterialSpecularColor(Terrain terrain) { #if UNITY_2018_4 return terrain.legacySpecular; #elif UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER var material = terrain.materialTemplate; if (material.HasProperty("_SpecColor")) { return material.GetColor("_SpecColor"); } return Color.black; #else #error not supported on any Unity build targets #endif } public static float GetTerrainMaterialShininess(Terrain terrain) { #if UNITY_2018_4 return terrain.legacyShininess; #elif UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER var material = terrain.materialTemplate; return material.GetFloat("_Shininess"); #else #error not supported on any Unity build targets #endif } public static int GetHeightmapWidth(TerrainData terrainData) { #if UNITY_2018_4 return terrainData.heightmapWidth; #elif UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER return terrainData.heightmapResolution; #endif } public static int GetHeightmapHeight(TerrainData terrainData) { #if UNITY_2018_4 return terrainData.heightmapHeight; #elif UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER return terrainData.heightmapResolution; #endif } public static void SetTerrainMaterialType(Terrain terrain, TerrainMaterialType materialType) { switch (materialType) { case TerrainMaterialType.BuiltInStandard: { #if UNITY_2018_4 terrain.materialType = Terrain.MaterialType.BuiltInStandard; #elif UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER var material = Resources.Load<Material>("unity_builtin_extra/Default-Terrain-Standard"); terrain.materialTemplate = material; #else #error not supported on any Unity build targets #endif } break; case TerrainMaterialType.BuiltInLegacyDiffuse: { #if UNITY_2018_4 terrain.materialType = Terrain.MaterialType.BuiltInLegacyDiffuse; #elif UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER var material = Resources.Load<Material>("unity_builtin_extra/Default-Terrain-Diffuse"); terrain.materialTemplate = material; #else #error not supported on any Unity build targets #endif } break; case TerrainMaterialType.BuiltInLegacySpecular: { #if UNITY_2018_4 terrain.materialType = Terrain.MaterialType.BuiltInLegacySpecular; #elif UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER var material = Resources.Load<Material>("unity_builtin_extra/Default-Terrain-Specular"); terrain.materialTemplate = material; #else #error not supported on any Unity build targets #endif } break; default: throw new System.NotSupportedException("Cannot set terrain material."); } } //Unity 2021.2.0 changed //https://unity3d.com/unity/whats-new/2021.2.0 //Graphics: Changed: Renamed Texture2D.Resize to Reinitialize. public static void ReinitializeTexture2D(Texture2D texture, int newWidth, int newHeight) { #if UNITY_2018_4 || UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 texture.Resize(newWidth, newHeight); #elif UNITY_2021_2_OR_NEWER texture.Reinitialize(newWidth, newHeight); #endif } public static byte[] EncodeTextureToPNG(Texture2D texture) { return ImageConversion.EncodeToPNG(texture); } public static bool GetTextureReadable(Texture texture) { return texture.isReadable; } public static bool BeginFoldoutHeaderGroup(bool foldout, string content) { #if UNITY_2018_4 return GUILayout.Toggle(foldout, content, "button"); #elif UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER return EditorGUILayout.BeginFoldoutHeaderGroup(foldout, content); #else #error not supported on any Unity build targets #endif } public static void EndFoldoutHeaderGroup() { #if UNITY_2018_4 #elif UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER EditorGUILayout.EndFoldoutHeaderGroup(); #else #error not supported on any Unity build targets #endif } //FBXExporter support public static System.Func<string, UnityEngine.Object, string> exportFbxMethod = null; public static bool InitFbxExport() { var ModelExporterType = System.Type.GetType("UnityEditor.Formats.Fbx.Exporter.ModelExporter, Unity.Formats.Fbx.Editor"); if (ModelExporterType == null) { return false; } var method = ModelExporterType.GetMethod("ExportObject"); if (method == null) { Debug.LogError("Failed to fetch the method: UnityEditor.Formats.Fbx.Exporter.ModelExporter."); return false; } exportFbxMethod = (System.Func<string, UnityEngine.Object, string>)System.Delegate.CreateDelegate(typeof(System.Func<string, UnityEngine.Object, string>), method); //Debug.Log("Successfully fetched the method: UnityEditor.Formats.Fbx.Exporter.ModelExporter()."); return true; } private static Texture2D MakeTexture(int width, int height, Color color) { Color[] pixels = new Color[width * height]; for (int i = 0; i < pixels.Length; i++) { pixels[i] = color; } Texture2D result = new Texture2D(width, height); result.SetPixels(pixels); result.Apply(); return result; } public static GUIStyle GetGridListStyle() { var editorLabelStyle = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector).label; var gridListStyle = new GUIStyle(editorLabelStyle) { fixedWidth = 0, fixedHeight = 0, stretchWidth = true, stretchHeight = true, alignment = TextAnchor.MiddleCenter }; Color32 hoverColor = Color.grey; Color32 selectedColor = new Color32(62, 125, 231, 255); gridListStyle.onHover.background = MakeTexture(1, 1, selectedColor); gridListStyle.hover.background = MakeTexture(1, 1, hoverColor); gridListStyle.normal.background = MakeTexture(1, 1, Color.clear); gridListStyle.onNormal.background = MakeTexture(1, 1, selectedColor); //gridListStyle.hover.background = MakeTexture(1, 1, new Color32(255, 255, 255, 62)); //gridListStyle.onNormal.background = MakeTexture(1, 1, new Color32(62, 125, 231, 255)); return gridListStyle; } public static object GetRenderPipelineAsset() { return UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset; } public static void SetTextureFormatToA8(TextureImporterPlatformSettings textureSettings) { textureSettings.format = TextureImporterFormat.R8; } public static int FindPropertyIndex(Shader shader, string propertyName) { #if UNITY_2018_4 var propertyCount = ShaderUtil.GetPropertyCount(shader); for (int i = 0; i < propertyCount; i++) { var name = ShaderUtil.GetPropertyName(shader, i); if (name == propertyName) { return i; } } return -1; #elif UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 || UNITY_2020_3 || UNITY_2020_3 || UNITY_2021_1 || UNITY_2021_2_OR_NEWER return shader.FindPropertyIndex(propertyName); #else #error not supported on any Unity build targets #endif } public class GUI { public static float Slider( Rect position, float value, float size, float start, float end, GUIStyle slider, GUIStyle thumb, bool horiz, int id) { return UnityEngine.GUI.Slider( position, value, size, start, end, slider, thumb, horiz, id); } } } } #endif
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Plugins/Scripts/Compatibility/CompatibilityUtil.cs/0
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Shader "MTE/Standard/2 Textures/Bumped" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Normal0 ("Normalmap 1", 2D) = "bump" {} _Normal1 ("Normalmap 2", 2D) = "bump" {} [Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0 _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0 _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0 [Toggle(SMOOTHNESS_TEXTURE)] SMOOTHNESS_TEXTURE ("Smoothness Texture", Float) = 0 [Toggle(ENABLE_NORMAL_INTENSITY)] ENABLE_NORMAL_INTENSITY ("Normal Intensity", Float) = 0 _NormalIntensity0 ("Normal Intensity 0", Range(0.01, 10)) = 1.0 _NormalIntensity1 ("Normal Intensity 1", Range(0.01, 10)) = 1.0 } CGINCLUDE #pragma surface surf Standard vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer #pragma multi_compile_fog #pragma shader_feature ENABLE_NORMAL_INTENSITY struct Input { float2 tc_Control : TEXCOORD0; float4 tc_Splat01 : TEXCOORD1; UNITY_FOG_COORDS(2) }; sampler2D _Control; float4 _Control_ST; sampler2D _Splat0,_Splat1; float4 _Splat0_ST,_Splat1_ST; sampler2D _Normal0,_Normal1; #ifdef ENABLE_NORMAL_INTENSITY fixed _NormalIntensity0, _NormalIntensity1; #endif #define MTE_STANDARD_SHADER #include "UnityPBSLighting.cginc" #include "../../MTECommon.hlsl" half _Metallic0; half _Metallic1; half _Smoothness0; half _Smoothness1; void MTE_SplatmapVert(inout appdata_full v, out Input data) { UNITY_INITIALIZE_OUTPUT(Input, data); data.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control); data.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0); data.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1); float4 pos = UnityObjectToClipPos(v.vertex); UNITY_TRANSFER_FOG(data, pos); v.tangent.xyz = cross(v.normal, float3(0,0,1)); v.tangent.w = -1; } void MTE_SplatmapMix(Input IN, half4 defaultAlpha, out half4 splat_control, out half weight, out fixed4 mixedDiffuse, inout float3 mixedNormal) { splat_control = tex2D(_Control, IN.tc_Control.xy); weight = dot(splat_control, half4(1, 1, 1, 1)); splat_control /= (weight + 1e-3f); mixedDiffuse = 0.0f; mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_Splat01.xy) * half4(1.0, 1.0, 1.0, defaultAlpha.r); mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat01.zw) * half4(1.0, 1.0, 1.0, defaultAlpha.g); #ifdef ENABLE_NORMAL_INTENSITY fixed3 nrm0 = UnpackNormal(tex2D(_Normal0, IN.tc_Splat01.xy)); fixed3 nrm1 = UnpackNormal(tex2D(_Normal1, IN.tc_Splat01.zw)); nrm0 = splat_control.r * MTE_NormalIntensity_fixed(nrm0, _NormalIntensity0); nrm1 = splat_control.g * MTE_NormalIntensity_fixed(nrm1, _NormalIntensity1); mixedNormal = normalize(nrm0 + nrm1); #else fixed4 nrm = 0.0f; nrm += splat_control.r * tex2D(_Normal0, IN.tc_Splat01.xy); nrm += splat_control.g * tex2D(_Normal1, IN.tc_Splat01.zw); mixedNormal = UnpackNormal(nrm); #endif } void surf(Input IN, inout SurfaceOutputStandard o) { half4 splat_control; fixed4 mixedDiffuse; half weight; half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, 0, 0); MTE_SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse, o.Normal); o.Albedo = mixedDiffuse.rgb; o.Alpha = weight; o.Smoothness = mixedDiffuse.a; o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, 0, 0)); } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } SubShader//for target 3.0+ { CGPROGRAM #pragma target 3.0 ENDCG } SubShader//for target 2.0 { CGPROGRAM ENDCG } } Fallback "MTE/Standard/2 Textures/Diffuse" CustomEditor "MTE.MTEShaderGUI" }
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Shader "MTE/Standard/4 Textures/Diffuse" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Splat3 ("Layer 4", 2D) = "white" {} [Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0.0 [Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0.0 _Smoothness0("Smoothness 0", Range(0.0, 1.0)) = 1.0 _Smoothness1("Smoothness 1", Range(0.0, 1.0)) = 1.0 _Smoothness2("Smoothness 2", Range(0.0, 1.0)) = 1.0 _Smoothness3("Smoothness 3", Range(0.0, 1.0)) = 1.0 } CGINCLUDE #pragma surface surf Standard vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer #pragma multi_compile_fog struct Input { float2 tc_Control : TEXCOORD0; float4 tc_Splat01 : TEXCOORD1; float4 tc_Splat23 : TEXCOORD2; UNITY_FOG_COORDS(3) }; sampler2D _Control; float4 _Control_ST; sampler2D _Splat0,_Splat1,_Splat2,_Splat3; float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST; #define MTE_STANDARD_SHADER #include "UnityPBSLighting.cginc" #include "../../MTECommon.hlsl" half _Metallic0; half _Metallic1; half _Metallic2; half _Metallic3; half _Smoothness0; half _Smoothness1; half _Smoothness2; half _Smoothness3; void MTE_SplatmapVert(inout appdata_full v, out Input data) { UNITY_INITIALIZE_OUTPUT(Input, data); data.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control); data.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0); data.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1); data.tc_Splat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2); data.tc_Splat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3); float4 pos = UnityObjectToClipPos (v.vertex); UNITY_TRANSFER_FOG(data, pos); } void MTE_SplatmapMix(Input IN, half4 defaultAlpha, out half4 splat_control, out half weight, out fixed4 mixedDiffuse) { splat_control = tex2D(_Control, IN.tc_Control.xy); weight = dot(splat_control, half4(1, 1, 1, 1)); splat_control /= (weight + 1e-3f); mixedDiffuse = 0.0f; mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_Splat01.xy) * half4(1.0, 1.0, 1.0, defaultAlpha.r); mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat01.zw) * half4(1.0, 1.0, 1.0, defaultAlpha.g); mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.tc_Splat23.xy) * half4(1.0, 1.0, 1.0, defaultAlpha.b); mixedDiffuse += splat_control.a * tex2D(_Splat3, IN.tc_Splat23.zw) * half4(1.0, 1.0, 1.0, defaultAlpha.a); } void surf(Input IN, inout SurfaceOutputStandard o) { half4 splat_control; fixed4 mixedDiffuse; half weight; half4 defaultSmoothness = half4(_Smoothness0, _Smoothness1, _Smoothness2, _Smoothness3); MTE_SplatmapMix(IN, defaultSmoothness, splat_control, weight, mixedDiffuse); o.Albedo = mixedDiffuse.rgb; o.Alpha = weight; o.Smoothness = mixedDiffuse.a; o.Metallic = dot(splat_control, half4(_Metallic0, _Metallic1, _Metallic2, _Metallic3)); } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } SubShader//for target 3.0+ { CGPROGRAM #pragma target 3.0 ENDCG } SubShader//for target 2.0 { CGPROGRAM ENDCG } } Fallback "Diffuse" CustomEditor "MTE.MTEShaderGUI" }
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Standard/4Textures/Diffuse.shader/0
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jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/3Textures/Specular.shader.meta/0
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Shader "MTE/Surface/4 Textures/Diffuse VertexColored" { Properties { _Control ("Control (RGBA)", 2D) = "red" {} _Splat0 ("Layer 1", 2D) = "white" {} _Splat1 ("Layer 2", 2D) = "white" {} _Splat2 ("Layer 3", 2D) = "white" {} _Splat3 ("Layer 4", 2D) = "white" {} } CGINCLUDE #pragma surface surf Lambert vertex:MTE_SplatmapVert finalcolor:MTE_SplatmapFinalColor finalprepass:MTE_SplatmapFinalPrepass finalgbuffer:MTE_SplatmapFinalGBuffer #pragma multi_compile_fog struct Input { float2 tc_Control : TEXCOORD0; float4 tc_Splat01 : TEXCOORD1; float4 tc_Splat23 : TEXCOORD2; UNITY_FOG_COORDS(3) float3 color : COLOR; }; sampler2D _Control; float4 _Control_ST; sampler2D _Splat0,_Splat1,_Splat2,_Splat3; float4 _Splat0_ST,_Splat1_ST,_Splat2_ST,_Splat3_ST; #include "../../MTECommon.hlsl" void MTE_SplatmapVert(inout appdata_full v, out Input data) { UNITY_INITIALIZE_OUTPUT(Input, data); data.tc_Control.xy = TRANSFORM_TEX(v.texcoord, _Control); data.tc_Splat01.xy = TRANSFORM_TEX(v.texcoord, _Splat0); data.tc_Splat01.zw = TRANSFORM_TEX(v.texcoord, _Splat1); data.tc_Splat23.xy = TRANSFORM_TEX(v.texcoord, _Splat2); data.tc_Splat23.zw = TRANSFORM_TEX(v.texcoord, _Splat3); float4 pos = UnityObjectToClipPos (v.vertex); UNITY_TRANSFER_FOG(data, pos); } void MTE_SplatmapMix(Input IN, out half weight, out fixed4 mixedDiffuse) { half4 splat_control = tex2D(_Control, IN.tc_Control.xy); weight = dot(splat_control, half4(1, 1, 1, 1)); splat_control /= (weight + 1e-3f); mixedDiffuse = 0.0f; mixedDiffuse += splat_control.r * tex2D(_Splat0, IN.tc_Splat01.xy); mixedDiffuse += splat_control.g * tex2D(_Splat1, IN.tc_Splat01.zw); mixedDiffuse += splat_control.b * tex2D(_Splat2, IN.tc_Splat23.xy); mixedDiffuse += splat_control.a * tex2D(_Splat3, IN.tc_Splat23.zw); } void surf(Input IN, inout SurfaceOutput o) { fixed4 mixedDiffuse; half weight; MTE_SplatmapMix(IN, weight, mixedDiffuse); o.Albedo = mixedDiffuse.rgb * IN.color.rgb; o.Alpha = weight; } ENDCG Category { Tags { "Queue" = "Geometry-99" "RenderType" = "Opaque" } SubShader//for target 3.0+ { CGPROGRAM #pragma target 3.0 ENDCG } SubShader//for target 2.5 { CGPROGRAM #pragma target 2.5 ENDCG } SubShader//for target 2.0 { CGPROGRAM #pragma target 2.0 ENDCG } } Fallback "Diffuse" CustomEditor "MTE.MTEShaderGUI" }
jynew/jyx2/Assets/3rd/MeshTerrainEditor/Shaders/Builtin/Surface/4Textures/VertexColored.shader/0
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jynew/jyx2/Assets/3rd/NavMeshComponents/Editor/NavMeshLinkEditor.cs.meta/0
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using System.Collections.Generic; #if UNITY_EDITOR using UnityEditor; using UnityEditor.SceneManagement; #endif namespace UnityEngine.AI { public enum CollectObjects { All = 0, Volume = 1, Children = 2, } [ExecuteAlways] [DefaultExecutionOrder(-102)] [AddComponentMenu("Navigation/NavMeshSurface", 30)] [HelpURL("https://github.com/Unity-Technologies/NavMeshComponents#documentation-draft")] public class NavMeshSurface : MonoBehaviour { [SerializeField] int m_AgentTypeID; public int agentTypeID { get { return m_AgentTypeID; } set { m_AgentTypeID = value; } } [SerializeField] CollectObjects m_CollectObjects = CollectObjects.All; public CollectObjects collectObjects { get { return m_CollectObjects; } set { m_CollectObjects = value; } } [SerializeField] Vector3 m_Size = new Vector3(10.0f, 10.0f, 10.0f); public Vector3 size { get { return m_Size; } set { m_Size = value; } } [SerializeField] Vector3 m_Center = new Vector3(0, 2.0f, 0); public Vector3 center { get { return m_Center; } set { m_Center = value; } } [SerializeField] LayerMask m_LayerMask = ~0; public LayerMask layerMask { get { return m_LayerMask; } set { m_LayerMask = value; } } [SerializeField] NavMeshCollectGeometry m_UseGeometry = NavMeshCollectGeometry.RenderMeshes; public NavMeshCollectGeometry useGeometry { get { return m_UseGeometry; } set { m_UseGeometry = value; } } [SerializeField] int m_DefaultArea; public int defaultArea { get { return m_DefaultArea; } set { m_DefaultArea = value; } } [SerializeField] bool m_IgnoreNavMeshAgent = true; public bool ignoreNavMeshAgent { get { return m_IgnoreNavMeshAgent; } set { m_IgnoreNavMeshAgent = value; } } [SerializeField] bool m_IgnoreNavMeshObstacle = true; public bool ignoreNavMeshObstacle { get { return m_IgnoreNavMeshObstacle; } set { m_IgnoreNavMeshObstacle = value; } } [SerializeField] bool m_OverrideTileSize; public bool overrideTileSize { get { return m_OverrideTileSize; } set { m_OverrideTileSize = value; } } [SerializeField] int m_TileSize = 256; public int tileSize { get { return m_TileSize; } set { m_TileSize = value; } } [SerializeField] bool m_OverrideVoxelSize; public bool overrideVoxelSize { get { return m_OverrideVoxelSize; } set { m_OverrideVoxelSize = value; } } [SerializeField] float m_VoxelSize; public float voxelSize { get { return m_VoxelSize; } set { m_VoxelSize = value; } } // Currently not supported advanced options [SerializeField] bool m_BuildHeightMesh; public bool buildHeightMesh { get { return m_BuildHeightMesh; } set { m_BuildHeightMesh = value; } } // Reference to whole scene navmesh data asset. [UnityEngine.Serialization.FormerlySerializedAs("m_BakedNavMeshData")] [SerializeField] NavMeshData m_NavMeshData; public NavMeshData navMeshData { get { return m_NavMeshData; } set { m_NavMeshData = value; } } // Do not serialize - runtime only state. NavMeshDataInstance m_NavMeshDataInstance; Vector3 m_LastPosition = Vector3.zero; Quaternion m_LastRotation = Quaternion.identity; static readonly List<NavMeshSurface> s_NavMeshSurfaces = new List<NavMeshSurface>(); public static List<NavMeshSurface> activeSurfaces { get { return s_NavMeshSurfaces; } } void OnEnable() { Register(this); AddData(); } void OnDisable() { RemoveData(); Unregister(this); } public void AddData() { #if UNITY_EDITOR var isInPreviewScene = EditorSceneManager.IsPreviewSceneObject(this); var isPrefab = isInPreviewScene || EditorUtility.IsPersistent(this); if (isPrefab) { //Debug.LogFormat("NavMeshData from {0}.{1} will not be added to the NavMesh world because the gameObject is a prefab.", // gameObject.name, name); return; } #endif if (m_NavMeshDataInstance.valid) return; if (m_NavMeshData != null) { m_NavMeshDataInstance = NavMesh.AddNavMeshData(m_NavMeshData, transform.position, transform.rotation); m_NavMeshDataInstance.owner = this; } m_LastPosition = transform.position; m_LastRotation = transform.rotation; } public void RemoveData() { m_NavMeshDataInstance.Remove(); m_NavMeshDataInstance = new NavMeshDataInstance(); } public NavMeshBuildSettings GetBuildSettings() { var buildSettings = NavMesh.GetSettingsByID(m_AgentTypeID); if (buildSettings.agentTypeID == -1) { Debug.LogWarning("No build settings for agent type ID " + agentTypeID, this); buildSettings.agentTypeID = m_AgentTypeID; } if (overrideTileSize) { buildSettings.overrideTileSize = true; buildSettings.tileSize = tileSize; } if (overrideVoxelSize) { buildSettings.overrideVoxelSize = true; buildSettings.voxelSize = voxelSize; } return buildSettings; } public void BuildNavMesh() { var sources = CollectSources(); // Use unscaled bounds - this differs in behaviour from e.g. collider components. // But is similar to reflection probe - and since navmesh data has no scaling support - it is the right choice here. var sourcesBounds = new Bounds(m_Center, Abs(m_Size)); if (m_CollectObjects == CollectObjects.All || m_CollectObjects == CollectObjects.Children) { sourcesBounds = CalculateWorldBounds(sources); } var data = NavMeshBuilder.BuildNavMeshData(GetBuildSettings(), sources, sourcesBounds, transform.position, transform.rotation); if (data != null) { data.name = gameObject.name; RemoveData(); m_NavMeshData = data; if (isActiveAndEnabled) AddData(); } } public AsyncOperation UpdateNavMesh(NavMeshData data) { var sources = CollectSources(); // Use unscaled bounds - this differs in behaviour from e.g. collider components. // But is similar to reflection probe - and since navmesh data has no scaling support - it is the right choice here. var sourcesBounds = new Bounds(m_Center, Abs(m_Size)); if (m_CollectObjects == CollectObjects.All || m_CollectObjects == CollectObjects.Children) sourcesBounds = CalculateWorldBounds(sources); return NavMeshBuilder.UpdateNavMeshDataAsync(data, GetBuildSettings(), sources, sourcesBounds); } static void Register(NavMeshSurface surface) { #if UNITY_EDITOR var isInPreviewScene = EditorSceneManager.IsPreviewSceneObject(surface); var isPrefab = isInPreviewScene || EditorUtility.IsPersistent(surface); if (isPrefab) { //Debug.LogFormat("NavMeshData from {0}.{1} will not be added to the NavMesh world because the gameObject is a prefab.", // surface.gameObject.name, surface.name); return; } #endif if (s_NavMeshSurfaces.Count == 0) NavMesh.onPreUpdate += UpdateActive; if (!s_NavMeshSurfaces.Contains(surface)) s_NavMeshSurfaces.Add(surface); } static void Unregister(NavMeshSurface surface) { s_NavMeshSurfaces.Remove(surface); if (s_NavMeshSurfaces.Count == 0) NavMesh.onPreUpdate -= UpdateActive; } static void UpdateActive() { for (var i = 0; i < s_NavMeshSurfaces.Count; ++i) s_NavMeshSurfaces[i].UpdateDataIfTransformChanged(); } void AppendModifierVolumes(ref List<NavMeshBuildSource> sources) { #if UNITY_EDITOR var myStage = StageUtility.GetStageHandle(gameObject); if (!myStage.IsValid()) return; #endif // Modifiers List<NavMeshModifierVolume> modifiers; if (m_CollectObjects == CollectObjects.Children) { modifiers = new List<NavMeshModifierVolume>(GetComponentsInChildren<NavMeshModifierVolume>()); modifiers.RemoveAll(x => !x.isActiveAndEnabled); } else { modifiers = NavMeshModifierVolume.activeModifiers; } foreach (var m in modifiers) { if ((m_LayerMask & (1 << m.gameObject.layer)) == 0) continue; if (!m.AffectsAgentType(m_AgentTypeID)) continue; #if UNITY_EDITOR if (!myStage.Contains(m.gameObject)) continue; #endif var mcenter = m.transform.TransformPoint(m.center); var scale = m.transform.lossyScale; var msize = new Vector3(m.size.x * Mathf.Abs(scale.x), m.size.y * Mathf.Abs(scale.y), m.size.z * Mathf.Abs(scale.z)); var src = new NavMeshBuildSource(); src.shape = NavMeshBuildSourceShape.ModifierBox; src.transform = Matrix4x4.TRS(mcenter, m.transform.rotation, Vector3.one); src.size = msize; src.area = m.area; sources.Add(src); } } List<NavMeshBuildSource> CollectSources() { var sources = new List<NavMeshBuildSource>(); var markups = new List<NavMeshBuildMarkup>(); List<NavMeshModifier> modifiers; if (m_CollectObjects == CollectObjects.Children) { modifiers = new List<NavMeshModifier>(GetComponentsInChildren<NavMeshModifier>()); modifiers.RemoveAll(x => !x.isActiveAndEnabled); } else { modifiers = NavMeshModifier.activeModifiers; } foreach (var m in modifiers) { if ((m_LayerMask & (1 << m.gameObject.layer)) == 0) continue; if (!m.AffectsAgentType(m_AgentTypeID)) continue; var markup = new NavMeshBuildMarkup(); markup.root = m.transform; markup.overrideArea = m.overrideArea; markup.area = m.area; markup.ignoreFromBuild = m.ignoreFromBuild; markups.Add(markup); } #if UNITY_EDITOR if (!EditorApplication.isPlaying) { if (m_CollectObjects == CollectObjects.All) { UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage( null, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, gameObject.scene, sources); } else if (m_CollectObjects == CollectObjects.Children) { UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage( transform, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, gameObject.scene, sources); } else if (m_CollectObjects == CollectObjects.Volume) { Matrix4x4 localToWorld = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one); var worldBounds = GetWorldBounds(localToWorld, new Bounds(m_Center, m_Size)); UnityEditor.AI.NavMeshBuilder.CollectSourcesInStage( worldBounds, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, gameObject.scene, sources); } } else #endif { if (m_CollectObjects == CollectObjects.All) { NavMeshBuilder.CollectSources(null, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, sources); } else if (m_CollectObjects == CollectObjects.Children) { NavMeshBuilder.CollectSources(transform, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, sources); } else if (m_CollectObjects == CollectObjects.Volume) { Matrix4x4 localToWorld = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one); var worldBounds = GetWorldBounds(localToWorld, new Bounds(m_Center, m_Size)); NavMeshBuilder.CollectSources(worldBounds, m_LayerMask, m_UseGeometry, m_DefaultArea, markups, sources); } } if (m_IgnoreNavMeshAgent) sources.RemoveAll((x) => (x.component != null && x.component.gameObject.GetComponent<NavMeshAgent>() != null)); if (m_IgnoreNavMeshObstacle) sources.RemoveAll((x) => (x.component != null && x.component.gameObject.GetComponent<NavMeshObstacle>() != null)); AppendModifierVolumes(ref sources); return sources; } static Vector3 Abs(Vector3 v) { return new Vector3(Mathf.Abs(v.x), Mathf.Abs(v.y), Mathf.Abs(v.z)); } static Bounds GetWorldBounds(Matrix4x4 mat, Bounds bounds) { var absAxisX = Abs(mat.MultiplyVector(Vector3.right)); var absAxisY = Abs(mat.MultiplyVector(Vector3.up)); var absAxisZ = Abs(mat.MultiplyVector(Vector3.forward)); var worldPosition = mat.MultiplyPoint(bounds.center); var worldSize = absAxisX * bounds.size.x + absAxisY * bounds.size.y + absAxisZ * bounds.size.z; return new Bounds(worldPosition, worldSize); } Bounds CalculateWorldBounds(List<NavMeshBuildSource> sources) { // Use the unscaled matrix for the NavMeshSurface Matrix4x4 worldToLocal = Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one); worldToLocal = worldToLocal.inverse; var result = new Bounds(); foreach (var src in sources) { switch (src.shape) { case NavMeshBuildSourceShape.Mesh: { var m = src.sourceObject as Mesh; result.Encapsulate(GetWorldBounds(worldToLocal * src.transform, m.bounds)); break; } case NavMeshBuildSourceShape.Terrain: { // Terrain pivot is lower/left corner - shift bounds accordingly var t = src.sourceObject as TerrainData; result.Encapsulate(GetWorldBounds(worldToLocal * src.transform, new Bounds(0.5f * t.size, t.size))); break; } case NavMeshBuildSourceShape.Box: case NavMeshBuildSourceShape.Sphere: case NavMeshBuildSourceShape.Capsule: case NavMeshBuildSourceShape.ModifierBox: result.Encapsulate(GetWorldBounds(worldToLocal * src.transform, new Bounds(Vector3.zero, src.size))); break; } } // Inflate the bounds a bit to avoid clipping co-planar sources result.Expand(0.1f); return result; } bool HasTransformChanged() { if (m_LastPosition != transform.position) return true; if (m_LastRotation != transform.rotation) return true; return false; } void UpdateDataIfTransformChanged() { if (HasTransformChanged()) { RemoveData(); AddData(); } } #if UNITY_EDITOR bool UnshareNavMeshAsset() { // Nothing to unshare if (m_NavMeshData == null) return false; // Prefab parent owns the asset reference var isInPreviewScene = EditorSceneManager.IsPreviewSceneObject(this); var isPersistentObject = EditorUtility.IsPersistent(this); if (isInPreviewScene || isPersistentObject) return false; // An instance can share asset reference only with its prefab parent var prefab = UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource(this) as NavMeshSurface; if (prefab != null && prefab.navMeshData == navMeshData) return false; // Don't allow referencing an asset that's assigned to another surface for (var i = 0; i < s_NavMeshSurfaces.Count; ++i) { var surface = s_NavMeshSurfaces[i]; if (surface != this && surface.m_NavMeshData == m_NavMeshData) return true; } // Asset is not referenced by known surfaces return false; } void OnValidate() { if (UnshareNavMeshAsset()) { Debug.LogWarning("Duplicating NavMeshSurface does not duplicate the referenced navmesh data", this); m_NavMeshData = null; } var settings = NavMesh.GetSettingsByID(m_AgentTypeID); if (settings.agentTypeID != -1) { // When unchecking the override control, revert to automatic value. const float kMinVoxelSize = 0.01f; if (!m_OverrideVoxelSize) m_VoxelSize = settings.agentRadius / 3.0f; if (m_VoxelSize < kMinVoxelSize) m_VoxelSize = kMinVoxelSize; // When unchecking the override control, revert to default value. const int kMinTileSize = 16; const int kMaxTileSize = 1024; const int kDefaultTileSize = 256; if (!m_OverrideTileSize) m_TileSize = kDefaultTileSize; // Make sure tilesize is in sane range. if (m_TileSize < kMinTileSize) m_TileSize = kMinTileSize; if (m_TileSize > kMaxTileSize) m_TileSize = kMaxTileSize; } } #endif } }
jynew/jyx2/Assets/3rd/NavMeshComponents/Scripts/NavMeshSurface.cs/0
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995
#define PRO using UnityEngine; using System.Collections; namespace ProGrids { public enum Axis { None = 0x0, X = 0x1, Y = 0x2, Z = 0x4, NegX = 0x8, NegY = 0x16, NegZ = 0x32 } public enum SnapUnit { Meter, #if PRO Centimeter, Millimeter, Inch, Foot, Yard, Parsec #endif } public static class pg_Enum { /** * Multiplies a Vector3 using the inverse value of an axis (eg, Axis.Y becomes Vector3(1, 0, 1) ) */ public static Vector3 InverseAxisMask(Vector3 v, Axis axis) { switch(axis) { case Axis.X: case Axis.NegX: return Vector3.Scale(v, new Vector3(0f, 1f, 1f)); case Axis.Y: case Axis.NegY: return Vector3.Scale(v, new Vector3(1f, 0f, 1f)); case Axis.Z: case Axis.NegZ: return Vector3.Scale(v, new Vector3(1f, 1f, 0f)); default: return v; } } public static Vector3 AxisMask(Vector3 v, Axis axis) { switch(axis) { case Axis.X: case Axis.NegX: return Vector3.Scale(v, new Vector3(1f, 0f, 0f)); case Axis.Y: case Axis.NegY: return Vector3.Scale(v, new Vector3(0f, 1f, 0f)); case Axis.Z: case Axis.NegZ: return Vector3.Scale(v, new Vector3(0f, 0f, 1f)); default: return v; } } public static float SnapUnitValue(SnapUnit su) { switch(su) { case SnapUnit.Meter: return pg_Constant.METER; #if PRO case SnapUnit.Centimeter: return pg_Constant.CENTIMETER; case SnapUnit.Millimeter: return pg_Constant.MILLIMETER; case SnapUnit.Inch: return pg_Constant.INCH; case SnapUnit.Foot: return pg_Constant.FOOT; case SnapUnit.Yard: return pg_Constant.YARD; case SnapUnit.Parsec: return pg_Constant.PARSEC; #endif default: return pg_Constant.METER; } } } }
jynew/jyx2/Assets/3rd/ProCore/ProGrids/Classes/pg_Enum.cs/0
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jynew/jyx2/Assets/3rd/QuickOutline/Resources.meta/0
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using UnityEngine; using System.Collections.Generic; using System; using UnityEngine.SceneManagement; namespace AClockworkBerry { public class ScreenLogger : MonoBehaviour { public static bool IsPersistent = true; private static ScreenLogger instance; private static bool instantiated = false; public class LogMessage { public string Message; public LogType Type; public LogMessage(string msg, LogType type) { Message = msg; Type = type; } } public enum LogAnchor { TopLeft, TopRight, BottomLeft, BottomRight } public bool ShowLog = true; public bool ShowInEditor = true; [Tooltip("Height of the log area as a percentage of the screen height")] [Range(0.3f, 1.0f)] public float Height = 0.5f; [Tooltip("Width of the log area as a percentage of the screen width")] [Range(0.3f, 1.0f)] public float Width = 0.5f; public int Margin = 20; public LogAnchor AnchorPosition = LogAnchor.BottomLeft; public int FontSize = 14; [Range(0f, 01f)] public float BackgroundOpacity = 0.5f; public Color BackgroundColor = Color.black; public bool LogMessages = true; public bool LogWarnings = true; public bool LogErrors = true; public Color MessageColor = Color.white; public Color WarningColor = Color.yellow; public Color ErrorColor = new Color(1, 0.5f, 0.5f); public bool StackTraceMessages = false; public bool StackTraceWarnings = false; public bool StackTraceErrors = true; static Queue<LogMessage> queue = new Queue<LogMessage>(); GUIStyle styleContainer, styleText; int padding = 5; private bool destroying = false; private bool styleChanged = true; public static ScreenLogger Instance { get { if (instantiated) return instance; instance = GameObject.FindObjectOfType(typeof(ScreenLogger)) as ScreenLogger; // Object not found, we create a new one if (instance == null) { // Try to load the default prefab try { instance = Instantiate(Resources.Load("ScreenLoggerPrefab", typeof(ScreenLogger))) as ScreenLogger; } catch { Debug.Log("Failed to load default Screen Logger prefab..."); instance = new GameObject("ScreenLogger", typeof(ScreenLogger)).GetComponent<ScreenLogger>(); } // Problem during the creation, this should not happen if (instance == null) { Debug.LogError("Problem during the creation of ScreenLogger"); } else instantiated = true; } else { instantiated = true; } return instance; } } public void Awake() { ScreenLogger[] obj = GameObject.FindObjectsOfType<ScreenLogger>(); if (obj.Length > 1) { Debug.Log("Destroying ScreenLogger, already exists..."); destroying = true; Destroy(gameObject); return; } InitStyles(); if (IsPersistent) DontDestroyOnLoad(this); SceneManager.sceneLoaded += OnSceneLoaded; } void OnSceneLoaded(Scene scene, LoadSceneMode mode) { styleChanged = true; } private void InitStyles() { Texture2D back = new Texture2D(1, 1); BackgroundColor.a = BackgroundOpacity; back.SetPixel(0, 0, BackgroundColor); back.Apply(); styleContainer = new GUIStyle(); styleContainer.normal.background = back; styleContainer.wordWrap = false; styleContainer.padding = new RectOffset(padding, padding, padding, padding); styleText = new GUIStyle(); styleText.fontSize = FontSize; styleChanged = false; } void OnEnable() { if (!ShowInEditor && Application.isEditor) return; queue = new Queue<LogMessage>(); #if UNITY_4_5 || UNITY_4_6 || UNITY_4_7 Application.RegisterLogCallback(HandleLog); #else Application.logMessageReceived += HandleLog; #endif } void OnDisable() { // If destroyed because already exists, don't need to de-register callback if (destroying) return; #if UNITY_4_5 || UNITY_4_6 || UNITY_4_7 Application.RegisterLogCallback(null); #else Application.logMessageReceived -= HandleLog; #endif } void Update() { if (!ShowInEditor && Application.isEditor) return; float InnerHeight = (Screen.height - 2 * Margin) * Height - 2 * padding; int TotalRows = (int) (InnerHeight / styleText.lineHeight); // Remove overflowing rows while (queue.Count > TotalRows) queue.Dequeue(); } void OnGUI() { if (!ShowLog || !Debug.isDebugBuild) return; if (!ShowInEditor && Application.isEditor) return; if (styleChanged) InitStyles(); float w = (Screen.width - 2 * Margin) * Width; float h = (Screen.height - 2 * Margin) * Height; float x = 1, y = 1; switch (AnchorPosition) { case LogAnchor.BottomLeft: x = Margin; y = Margin + (Screen.height - 2 * Margin) * (1 - Height); break; case LogAnchor.BottomRight: x = Margin + (Screen.width - 2 * Margin) * (1 - Width); y = Margin + (Screen.height - 2 * Margin) * (1 - Height); break; case LogAnchor.TopLeft: x = Margin; y = Margin; break; case LogAnchor.TopRight: x = Margin + (Screen.width - 2 * Margin) * (1 - Width); y = Margin; break; } GUILayout.BeginArea(new Rect(x, y, w, h), styleContainer); foreach (LogMessage m in queue) { switch (m.Type) { case LogType.Warning: styleText.normal.textColor = WarningColor; break; case LogType.Log: styleText.normal.textColor = MessageColor; break; case LogType.Assert: case LogType.Exception: case LogType.Error: styleText.normal.textColor = ErrorColor; break; default: styleText.normal.textColor = MessageColor; break; } GUILayout.Label(m.Message, styleText); } GUILayout.EndArea(); } void HandleLog(string message, string stackTrace, LogType type) { if (type == LogType.Assert && !LogErrors) return; if (type == LogType.Error && !LogErrors) return; if (type == LogType.Exception && !LogErrors) return; if (type == LogType.Log && !LogMessages) return; if (type == LogType.Warning && !LogWarnings) return; string[] lines = message.Split(new char[] { '\n' }); foreach (string l in lines) queue.Enqueue(new LogMessage(l, type)); if (type == LogType.Assert && !StackTraceErrors) return; if (type == LogType.Error && !StackTraceErrors) return; if (type == LogType.Exception && !StackTraceErrors) return; if (type == LogType.Log && !StackTraceMessages) return; if (type == LogType.Warning && !StackTraceWarnings) return; string[] trace = stackTrace.Split(new char[] { '\n' }); foreach (string t in trace) if (t.Length != 0) queue.Enqueue(new LogMessage(" " + t, type)); } public void InspectorGUIUpdated() { styleChanged = true; } } } /* The MIT License Copyright © 2016 Screen Logger - Giuseppe Portelli <[email protected]> Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
jynew/jyx2/Assets/3rd/ScreenLogger/ScreenLogger.cs/0
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using UnityEngine; using UnityEditor; using System.Collections; [CustomEditor(typeof(bl_HUDText))] public class bl_HUDTextEditor : UnityEditor.Editor { // target component public bl_HUDText m_Component = null; private GUIStyle m_NoteStyle = null; public void OnEnable() { m_Component = (bl_HUDText)target; } public override void OnInspectorGUI() { MainComponents(); } void MainComponents() { GUI.enabled = false; GUILayout.BeginVertical("box"); GUILayout.BeginVertical("box"); GUILayout.Label("Reference transform where texts are instantiated", NoteStyle); GUI.enabled = true; m_Component.CanvasParent = EditorGUILayout.ObjectField("Canvas Parent", m_Component.CanvasParent, typeof(Transform), true) as Transform; m_Component.TextPrefab = EditorGUILayout.ObjectField("Text Prefab", m_Component.TextPrefab, typeof(GameObject), true) as GameObject; m_Component.m_Type = (bl_HUDText.GameType)EditorGUILayout.EnumPopup("Game Type: ", m_Component.m_Type); GUI.enabled = false; GUILayout.EndVertical(); GUILayout.Space(7); EditorGUILayout.Separator(); GUILayout.BeginVertical("box"); GUILayout.Label("Global Settings", NoteStyle); GUI.enabled = true; m_Component.m_TextAnimationType = (bl_HUDText.TextAnimationType)EditorGUILayout.EnumPopup("Animation Type: ", m_Component.m_TextAnimationType); m_Component.FadeSpeed = EditorGUILayout.Slider("Fade Speed", m_Component.FadeSpeed, 0, 100); m_Component.FadeCurve = EditorGUILayout.CurveField("Fade Curve", m_Component.FadeCurve); m_Component.FloatingSpeed = EditorGUILayout.Slider("Floating Speed", m_Component.FloatingSpeed, 0, 100); m_Component.HideDistance = EditorGUILayout.Slider("Hide Distance", m_Component.HideDistance, 0, 1000); m_Component.MaxViewAngle = EditorGUILayout.Slider("Max View Angle", m_Component.MaxViewAngle, 0, 180); m_Component.FactorMultiplier = EditorGUILayout.Slider("Factor Multiplier", m_Component.FactorMultiplier, 0.1f, 1.0f); m_Component.DelayStay = EditorGUILayout.Slider("Delay Movement", m_Component.DelayStay, 0.0f, 5.0f); EditorGUILayout.Separator(); m_Component.CanReuse = EditorGUILayout.Toggle("Can Re-use", m_Component.CanReuse); if (m_Component.CanReuse) { m_Component.MaxUses = EditorGUILayout.IntSlider("Max Re-uses", m_Component.MaxUses, 0, 10); } EditorGUILayout.Separator(); m_Component.DestroyTextOnDeath = EditorGUILayout.ToggleLeft("Destroy Text On Death", m_Component.DestroyTextOnDeath); GUILayout.EndVertical(); GUILayout.EndVertical(); GUI.enabled = false; if (GUI.changed) { EditorUtility.SetDirty(m_Component); } } public GUIStyle NoteStyle { get { if (m_NoteStyle == null) { m_NoteStyle = new GUIStyle("Label"); m_NoteStyle.fontSize = 9; m_NoteStyle.alignment = TextAnchor.LowerCenter; } return m_NoteStyle; } } public bool SmallToggle(string label, bool state) { EditorGUILayout.BeginHorizontal(); state = GUILayout.Toggle(state, label, GUILayout.MaxWidth(12)); GUILayout.Label(label, LeftAlignedPathStyle); EditorGUILayout.EndHorizontal(); return state; } private GUIStyle m_LeftAlignedPathStyle = null; public GUIStyle LeftAlignedPathStyle { get { if (m_LeftAlignedPathStyle == null) { m_LeftAlignedPathStyle = new GUIStyle("Label"); m_LeftAlignedPathStyle.fontSize = 9; m_LeftAlignedPathStyle.alignment = TextAnchor.LowerLeft; m_LeftAlignedPathStyle.padding = new RectOffset(0, 0, 2, 0); } return m_LeftAlignedPathStyle; } } }
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