Heroes_of_Hiis/Assets/Fantasy Adventure Environment/Runtime/VegetationStudioPro/FAEGrassShaderController.cs

103 lines
4.6 KiB
C#
Raw Permalink Normal View History

2022-03-07 16:33:30 +00:00
#if VEGETATION_STUDIO_PRO
using AwesomeTechnologies.VegetationSystem;
using UnityEngine;
namespace AwesomeTechnologies.Shaders
{
public class FAEGrassShaderController : IShaderController
{
public bool MatchShader(string shaderName)
{
if (string.IsNullOrEmpty(shaderName)) return false;
return (shaderName == "FAE/Grass") ? true : false;
}
public bool MatchBillboardShader(Material[] materials)
{
return false;
}
public ShaderControllerSettings Settings { get; set; }
public void CreateDefaultSettings(Material[] materials)
{
Settings = new ShaderControllerSettings
{
Heading = "Fantasy Adventure Environment Grass",
Description = "Description text",
LODFadePercentage = false,
LODFadeCrossfade = false,
SampleWind = true,
SupportsInstantIndirect = true
};
bool hasPigmentMap = Shader.GetGlobalTexture("_PigmentMap");
Settings.AddLabelProperty("Color");
Settings.AddBooleanProperty("EnablePigmentMap", "Use pigment map", "", hasPigmentMap);
Settings.AddColorProperty("TopColor", "Top", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_ColorTop"));
Settings.AddColorProperty("BottomColor", "Bottom", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_ColorBottom"));
Settings.AddFloatProperty("WindTint", "Wind tint", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ColorVariation"), 0, 1);
Settings.AddFloatProperty("AmbientOcclusion", "Ambient Occlusion", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_AmbientOcclusion"), 0, 1);
Settings.AddLabelProperty("Translucency");
Settings.AddFloatProperty("TranslucencyAmount", "Amount", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TransmissionAmount"), 0, 10);
Settings.AddFloatProperty("TranslucencySize", "Size", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TransmissionSize"), 1, 20);
Settings.AddLabelProperty("Wind");
Settings.AddFloatProperty("WindInfluence", "Influence", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_MaxWindStrength"), 0, 1);
Settings.AddFloatProperty("WindSwinging", "Swinging", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindSwinging"), 0, 1);
Settings.AddFloatProperty("WindAmplitude", "Amplitude Multiplier", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindAmplitudeMultiplier"), 0, 10);
#if TOUCH_REACT
Settings.AddLabelProperty("Touch React");
#else
Settings.AddLabelProperty("Player bending");
#endif
Settings.AddFloatProperty("BendingInfluence", "Influence", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_BendingInfluence"), 0, 1);
}
public void UpdateMaterial(Material material, EnvironmentSettings environmentSettings)
{
if (Settings == null) return;
//Force enable touch react usage
#if TOUCH_REACT
material.SetFloat("_VS_TOUCHBEND", 0);
#endif
material.SetFloat("_PigmentMapInfluence", Settings.GetBooleanPropertyValue("EnablePigmentMap") ? 1 : 0);
//Allow VS heightmaps to control the height
material.SetFloat("_MaxHeight", 0.5f);
material.SetColor("_ColorTop", Settings.GetColorPropertyValue("TopColor"));
material.SetColor("_ColorBottom", Settings.GetColorPropertyValue("BottomColor"));
material.SetFloat("_ColorVariation", Settings.GetFloatPropertyValue("WindTint"));
material.SetFloat("_AmbientOcclusion", Settings.GetFloatPropertyValue("AmbientOcclusion"));
material.SetFloat("_TransmissionAmount", Settings.GetFloatPropertyValue("TranslucencyAmount"));
material.SetFloat("_TransmissionSize", Settings.GetFloatPropertyValue("TranslucencySize"));
material.SetFloat("_MaxWindStrength", Settings.GetFloatPropertyValue("WindInfluence"));
material.SetFloat("_WindSwinging", Settings.GetFloatPropertyValue("WindSwinging"));
material.SetFloat("_WindAmplitudeMultiplier", Settings.GetFloatPropertyValue("WindAmplitude"));
material.SetFloat("_BendingInfluence", Settings.GetFloatPropertyValue("BendingInfluence"));
}
public void UpdateWind(Material material, WindSettings windSettings)
{
}
}
}
#endif