Example #1
0
        public void SetOutputSizeEnumTest()
        {
            Substance.Game.Substance subs  = SubstanceExtensionsTestData.Instance.TestSubstance;
            SubstanceGraph           graph = subs.graphs[0];

            int cachedSize = graph.GetInputVector2Int(SubstanceGraphExtensions.OutputSizeParameter)[0];
            SubstanceOutputSize newSize = cachedSize == 9 ? SubstanceOutputSize._1024 : SubstanceOutputSize._512;

            Debug.Log(graph.GetGeneratedTextures()[0].width);

            graph.SetOutputSize(newSize);

            //NativeFunctions.cppProcessOutputQueue();
            graph.QueueForRender();
            Substance.Game.Substance.RenderSubstancesSync();

            int width = graph.GetGeneratedTextures()[0].width;


            Debug.Log(graph.GetGeneratedTextures()[0].width);

            Assert.AreEqual(width, (newSize == SubstanceOutputSize._1024 ? 1024 : 512));

            graph.SetOutputSize(cachedSize);

            //NativeFunctions.cppProcessOutputQueue();
            graph.QueueForRender();
            Substance.Game.Substance.RenderSubstancesSync();
        }
Example #2
0
 private void Update()
 {
     if (Input.GetKeyDown(randomizeKey))
     {
         graph.RandomizeSeed();
         graph.QueueForRender();
     }
     if (Input.GetKeyDown(outputSizeKey))
     {
         graph.SetOutputSize(SubstanceOutputSize._1024);
         graph.QueueForRender();
     }
 }
 private void Update()
 {
     if (Input.GetKeyDown(randomizeKey))
     {
         graph.RandomizeSeed();
         graph.QueueForRender();
     }
     if (Input.GetKeyDown(outputSizeKey))
     {
         graph.SetOutputSize(size);
         graph.QueueForRender();
     }
     if (Input.GetKeyDown(renderKey))
     {
         Substance.Game.Substance.RenderSubstancesAsync();
     }
 }
    public void AddScratches()
    {
        var scratches = graph.GetInputInt("Metal_Scratches_Amount");

        scratches += (int)(scratchSpeed * Time.fixedDeltaTime);
        graph.SetInputInt("Metal_Scratches_Amount", scratches);
        graph.QueueForRender();
        Substance.Game.Substance.RenderSubstancesAsync();
    }
Example #5
0
        public void SetOutputSizeTest()
        {
            Substance.Game.Substance subs  = SubstanceExtensionsTestData.Instance.TestSubstance;
            SubstanceGraph           graph = subs.graphs[0];

            int cachedSize = graph.GetInputVector2Int(SubstanceGraphExtensions.OutputSizeParameter)[0];
            int newSize    = cachedSize == 9 ? 10 : 9;

            graph.SetOutputSize(newSize);
            graph.QueueForRender();

            Substance.Game.Substance.RenderSubstancesSync();

            int width = graph.GetGeneratedTextures()[0].width;

            Debug.Log(string.Format("{0} | {1} | {2} - {3}", width, (newSize == 10 ? 1024 : 512), cachedSize, newSize));

            Assert.AreEqual(width, (newSize == 10 ? 1024 : 512));

            graph.SetOutputSize(cachedSize);
            graph.QueueForRender();

            Substance.Game.Substance.RenderSubstancesSync();
        }
Example #6
0
 void Update()
 {
     if (substance == null)
     {
         GetMat();
         Debug.LogWarning("No Graph");
         return;
     }
     time += Time.smoothDeltaTime;
     if (lava)
     {
         substance.SetInputFloat("flow_speed", flow);
     }
     substance.SetInputFloat("$time", time);
     substance.QueueForRender();
 }
Example #7
0
    public void generateNewCubemap()
    {
        //set the procedural material's properties if needed, before rendering
        inputMaterial.SetInputFloat("$randomseed", Random.Range(0.0f, 10000.0f));

        //have the procedural material render a new texture
        inputMaterial.QueueForRender();
        Substance.Game.Substance.RenderSubstancesAsync();

        /* render the cubemap
         *      This takes the input material and renders it to a cubemap of the specified size.
         *
         *      Remember, this is not increasing the resolution at which the procedural material is rendering the texture,
         *      that must be set in the procedural material itself. You will likely want the cubemap to be the same size
         *      or larger than the procedural material's size to retain all the quality.
         */
        cubemap = CubemapGeneratorHelper.instance.generateCubemap(inputMaterial, CubemapGenerator.Sizes._512);

        //set the skybox material to use the cubemap which was just rendered
        skyboxMaterial.SetTexture("_Tex", cubemap);
    }
Example #8
0
 private void Update()
 {
     if (!_right)
     {
         _value += Time.deltaTime / Velocity;
         if (_value > 1)
         {
             _right = true;
         }
     }
     else
     {
         _value -= Time.deltaTime / Velocity;
         if (_value < 0)
         {
             _right = false;
         }
     }
     WaterSubstance.SetInputFloat("disorder", _value);
     WaterSubstance.QueueForRender();
 }
Example #9
0
        private void OnRefreshClicked()
        {
            graph.QueueForRender();

            Substance.Game.Substance.RenderSubstancesSync();
        }