Ejemplo n.º 1
0
        //Methods
        private void Add(SurfaceData sd, SurfaceBlends.NormalizedBlends blendResults, Color tint, float weightMultiplier, ref float totalWeight)
        {
            if (weightMultiplier <= 0.0000000001f)
            {
                return;
            }

            for (int i = 0; i < blendResults.result.Count; i++)
            {
                var blend = blendResults.result[i];
                blend.color *= tint;
                sd.AddBlend(blend, false, weightMultiplier, ref totalWeight);
            }
        }
Ejemplo n.º 2
0
        internal bool TryAddBlends(SurfaceData sd, Mesh mesh, int submeshID, Vector3 point, int triangleID, out float totalWeight)
        {
            totalWeight = 0;

            //Finds Barycentric
            var triangle = triangleID * 3;
            var t0       = triangles[triangle + 0];
            var t1       = triangles[triangle + 1];
            var t2       = triangles[triangle + 2];
            var a        = vertices[t0];
            var b        = vertices[t1];
            var c        = vertices[t2];

            point = transform.InverseTransformPoint(point);
            var bary = new Barycentric(a, b, c, point);

#if UNITY_EDITOR
            lastSampledColors.Clear();
#endif

            float totalTotalWeight = 0;
            for (int i = 0; i < blendMaps.Length; i++)
            {
                var bm = blendMaps[i];
                bm.sampled = false;

                for (int ii = 0; ii < bm.subMaterials.Length; ii++)
                {
                    if (bm.subMaterials[ii].materialID == submeshID)
                    {
                        var uv = bary.Interpolate(bm.uvs[t0], bm.uvs[t1], bm.uvs[t2]);
                        uv = uv * new Vector2(bm.uvScaleOffset.x, bm.uvScaleOffset.y) + new Vector2(bm.uvScaleOffset.z, bm.uvScaleOffset.w); //?

                        Color color = bm.map.GetPixelBilinear(uv.x, uv.y);                                                                   //this only works for clamp or repeat btw (not mirror etc.)
                        bm.sampledColor = color;

                        void SampleColor(BlendMap.SurfaceBlends2 sb2)
                        {
                            if (sb2.colorMap != null)
                            {
                                sb2.sampledColor = sb2.colorMap.GetPixelBilinear(uv.x, uv.y);
                            }
                            else
                            {
                                sb2.sampledColor = Color.white;
                            }
                        }

                        SampleColor(bm.r);
                        SampleColor(bm.g);
                        SampleColor(bm.b);
                        SampleColor(bm.a);

                        totalTotalWeight += bm.weight * (color.r + color.g + color.b + color.a);

#if UNITY_EDITOR
                        lastSampledColors.Add(color);
#endif

                        bm.sampled = true;
                        break;
                    }
                }
            }

            if (totalTotalWeight > 0)
            {
                float invTotalTotal = 1f / totalTotalWeight;

                for (int i = 0; i < blendMaps.Length; i++)
                {
                    var bm = blendMaps[i];

                    if (bm.sampled)
                    {
                        float invTotal = bm.weight * invTotalTotal;

                        var color = bm.sampledColor;
                        Add(sd, bm.r.result, bm.r.sampledColor, color.r * invTotal, ref totalWeight);
                        Add(sd, bm.g.result, bm.g.sampledColor, color.g * invTotal, ref totalWeight);
                        Add(sd, bm.b.result, bm.b.sampledColor, color.b * invTotal, ref totalWeight);
                        Add(sd, bm.a.result, bm.a.sampledColor, color.a * invTotal, ref totalWeight);
                    }
                }

                return(true);
            }

            return(false);
        }