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

127 lines
5.5 KiB
C#

#if VEGETATION_STUDIO_PRO
using AwesomeTechnologies.VegetationSystem;
using UnityEngine;
namespace AwesomeTechnologies.Shaders
{
// ReSharper disable once InconsistentNaming
public class FAETreeShaderController : IShaderController
{
private static readonly string[] BranchShaderNames =
{
"FAE/Tree Branch",
"Universal Render Pipeline/FAE/FAE_TreeBranch"
};
private static readonly string[] TrunkShaderNames =
{
"FAE/Tree Trunk",
"Universal Render Pipeline/FAE/FAE_TreeTrunk"
};
public bool MatchShader(string shaderName)
{
if (string.IsNullOrEmpty(shaderName)) return false;
for (int i = 0; i <= BranchShaderNames.Length - 1; i++)
{
if (BranchShaderNames[i].Contains(shaderName)) return true;
}
for (int i = 0; i <= TrunkShaderNames.Length - 1; i++)
{
if (TrunkShaderNames[i].Contains(shaderName)) return true;
}
return false;
}
public bool MatchBillboardShader(Material[] materials)
{
//VSP will skip any LODs matching this shader, bypass when URP is in use so billboards are still rendered
if (UnityEngine.Rendering.GraphicsSettings.renderPipelineAsset != null) return false;
for (int i = 0; i <= materials.Length - 1; i++)
{
if (materials[i].shader.name == "FAE/Tree Billboard" || materials[i].shader.name == "Universal Render Pipeline/FAE/FAE_TreeBillboard") return true;
}
return false;
}
bool IsTrunkShader(string shaderName)
{
for (int i = 0; i <= TrunkShaderNames.Length - 1; i++)
{
if (TrunkShaderNames[i].Contains(shaderName)) return true;
}
return false;
}
public ShaderControllerSettings Settings { get; set; }
public void CreateDefaultSettings(Material[] materials)
{
Settings = new ShaderControllerSettings
{
Heading = "Fantasy Adventure Environment Tree",
Description = "",
LODFadePercentage = true,
LODFadeCrossfade = true,
SampleWind = true,
SupportsInstantIndirect = true
};
Settings.AddLabelProperty("Branch");
Settings.AddColorProperty("Color", "Main color", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_Color"));
Settings.AddColorProperty("HueVariation", "Hue Variation", "",
ShaderControllerSettings.GetColorFromMaterials(materials, "_HueVariation"));
Settings.AddColorProperty("TransmissionColor", "Transmission Color", "",
ShaderControllerSettings.GetColorFromMaterials(materials, "_TransmissionColor"));
Settings.AddFloatProperty("AmbientOcclusionBranch", "Ambient Occlusion", "",
ShaderControllerSettings.GetFloatFromMaterials(materials, "_AmbientOcclusion"), 0, 1);
Settings.AddFloatProperty("GradientBrightnessBranch", "Gradient Brightness", "",
ShaderControllerSettings.GetFloatFromMaterials(materials, "_GradientBrightness"), 0, 2);
Settings.AddLabelProperty("Trunk");
Settings.AddFloatProperty("GradientBrightnessTrunk", "Gradient Brightness", "",
ShaderControllerSettings.GetFloatFromMaterials(materials, "_GradientBrightness"), 0, 2);
Settings.AddFloatProperty("AmbientOcclusionTrunk", "Ambient Occlusion", "",
ShaderControllerSettings.GetFloatFromMaterials(materials, "_AmbientOcclusion"), 0, 1);
Settings.AddLabelProperty("Branch Wind");
Settings.AddFloatProperty("WindInfluence", "Max Strength", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_MaxWindStrength"), 0, 1);
Settings.AddFloatProperty("WindAmplitude", "Amplitude Multiplier", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindAmplitudeMultiplier"), 0, 10);
}
public void UpdateMaterial(Material material, EnvironmentSettings environmentSettings)
{
if (Settings == null) return;
bool isTrunk = IsTrunkShader(material.shader.name);
if (isTrunk)
{
material.SetFloat("_AmbientOcclusion", Settings.GetFloatPropertyValue("AmbientOcclusionTrunk"));
material.SetFloat("_GradientBrightness", Settings.GetFloatPropertyValue("GradientBrightnessTrunk"));
}
else
{
material.SetColor("_Color", Settings.GetColorPropertyValue("Color"));
material.SetColor("_HueVariation", Settings.GetColorPropertyValue("HueVariation"));
material.SetColor("_TransmissionColor", Settings.GetColorPropertyValue("TransmissionColor"));
material.SetFloat("_AmbientOcclusion", Settings.GetFloatPropertyValue("AmbientOcclusionBranch"));
material.SetFloat("_GradientBrightness", Settings.GetFloatPropertyValue("GradientBrightnessBranch"));
material.SetFloat("_MaxWindStrength", Settings.GetFloatPropertyValue("WindInfluence"));
material.SetFloat("_WindAmplitudeMultiplier", Settings.GetFloatPropertyValue("WindAmplitude"));
}
}
public void UpdateWind(Material material, WindSettings windSettings)
{
}
}
}
#endif