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

72 lines
3.6 KiB
C#

#if VEGETATION_STUDIO_PRO
using AwesomeTechnologies.VegetationSystem;
using UnityEngine;
namespace AwesomeTechnologies.Shaders
{
public class FAEFoliageShaderController : IShaderController
{
public bool MatchShader(string shaderName)
{
if (string.IsNullOrEmpty(shaderName)) return false;
return (shaderName == "FAE/Foliage" || shaderName == "Universal Render Pipeline/FAE/FAE_Foliage") ? 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 Foliage",
Description = "Description text",
LODFadePercentage = false,
LODFadeCrossfade = false,
SampleWind = true,
SupportsInstantIndirect = true
};
Settings.AddLabelProperty("Color");
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", "Max Strength", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_MaxWindStrength"), 0, 1);
Settings.AddFloatProperty("GlobalWindMotion", "Global motion", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_GlobalWindMotion"), 0, 1);
Settings.AddFloatProperty("LeafFlutter", "Leaf flutter", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_LeafFlutter"), 0, 1);
Settings.AddFloatProperty("WindSwinging", "Swinging", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindSwinging"), 0, 1);
Settings.AddFloatProperty("WindAmplitude", "Amplitude Multiplier", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindAmplitudeMultiplier"), 0, 10);
}
public void UpdateMaterial(Material material, EnvironmentSettings environmentSettings)
{
if (Settings == null) return;
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("_GlobalWindMotion", Settings.GetFloatPropertyValue("GlobalWindMotion"));
material.SetFloat("_LeafFlutter", Settings.GetFloatPropertyValue("LeafFlutter"));
material.SetFloat("_WindSwinging", Settings.GetFloatPropertyValue("WindSwinging"));
material.SetFloat("_WindAmplitudeMultiplier", Settings.GetFloatPropertyValue("WindAmplitude"));
}
public void UpdateWind(Material material, WindSettings windSettings)
{
}
}
}
#endif