private void OnDestroy() { // since the material is shared our settings will persist; loaded scenes should have full transition alpha for (int materialIndex = 0; materialIndex < materials.Length; ++materialIndex) { if (materials[materialIndex] != null && settings != null) { MaterialSettings matset = settings[materialIndex]; if (matset.material != null) { matset.material.SetFloat("_TransitionAlpha", 1.0f); if (matset.originalSourceBlend != -1) { matset.material.SetInt("_SRCBLEND", matset.originalSourceBlend); } if (matset.originalDestinationBlend != -1) { matset.material.SetInt("_DSTBLEND", matset.originalDestinationBlend); } } } } }
// This void sets the shader properties from MaterialSettings previously taken in the inspector public void SetTransitionSettingsToShader(MaterialSettings _settings) { if (WorldManager.worldInstance.shaderType == eShaderType.Shader_OriginalMode) { material.SetFloat("_Transition1", _settings.transitionLength1); material.SetFloat("_Transition2", _settings.transitionLength2); material.SetFloat("_TransitionPos1", _settings.transitionPos1); material.SetFloat("_TransitionPos2", _settings.transitionPos2); material.SetFloat("_TransitionType1", _settings.transitionType1); material.SetFloat("_TransitionType2", _settings.transitionType2); material.SetFloat("_LimitMin", _settings.limitMin); material.SetFloat("_LimitMax", _settings.limitMax); material.SetTexture("_TransitionTex1", _settings.tex11); material.SetTexture("_TransitionTex2", _settings.tex12); material.SetTexture("_TransitionTex3", _settings.tex13); material.SetTexture("_TransitionTex4", _settings.tex14); material.SetTexture("_TransitionTex11", _settings.tex21); material.SetTexture("_TransitionTex12", _settings.tex22); material.SetTexture("_TransitionTex13", _settings.tex23); material.SetTexture("_TransitionTex14", _settings.tex24); } settings = _settings; }
private void MaterialSettings_OnMaterialUpdated(MaterialSettings sender) { if (sender == materialSettings) { Invalidate(); } }
public bool TryGetScreenClearColor(ref Color color) { return(MaterialSettings.TryGetScreenClearColor(ref color) || RenderingSettings.TryGetScreenClearColor(ref color) || LightingSettings.TryGetScreenClearColor(ref color) || ValidationSettings.TryGetScreenClearColor(ref color)); }
private void materialFloatingActionButton1_Click(object sender, EventArgs e) { MaterialSettings objSettings = new MaterialSettings(this); objSettings.ShowThemeSettings = true; objSettings.Show(); }
// This void sets the shader properties from MaterialSettings previously taken in the inspector public void SetMaterialSettingsToShader(MaterialSettings _settings) { material.SetFloat("_Tex2Height", _settings.tex2h); material.SetFloat("_Tex2Blend", _settings.tex2b); material.SetFloat("_Tex3Height", _settings.tex3h); material.SetFloat("_Tex3Blend", _settings.tex3b); material.SetFloat("_Tex4Height", _settings.tex4h); material.SetFloat("_Tex4Blend", _settings.tex4b); if (WorldManager.worldInstance.shaderType == eShaderType.Shader_NoTransition) { material.SetFloat("_Tex5Height", _settings.tex5h); material.SetFloat("_Tex5Blend", _settings.tex5b); } material.SetColor("_Color", _settings.color); material.SetFloat("_Metallic", _settings.metallic); material.SetFloat("_Glossiness", _settings.glossines); material.SetFloat("_Scale", _settings.scale); material.SetTextureScale("_Cliff", new Vector2(_settings.cliffScale.x, _settings.cliffScale.y)); material.SetFloat("_CliffFade", _settings.cliffFade); material.SetFloat("_CliffBlend", _settings.cliffB); material.SetFloat("_CliffMinH", _settings.cliffMin); material.SetFloat("_CliffMaxH", _settings.cliffMax); material.SetFloat("_CliffFadeBottom", _settings.cliffFadeBottom); material.SetFloat("_CliffFadeTop", _settings.cliffFadeTop); material.SetFloat("_SteepNes", _settings.steepnes); material.SetFloat("_SteepNesBlend", _settings.steepnesBlend); material.SetFloat("_CliffFadeTreshold", _settings.cliffFadeTreshold); material.SetTexture("_NormalTex0", _settings.nrm1); material.SetTexture("_NormalTex1", _settings.nrm2); material.SetTexture("_NormalTex2", _settings.nrm3); material.SetTexture("_NormalTex3", _settings.nrm4); material.SetTexture("_NormalTex4", _settings.nrm5); material.SetTexture("_CliffBump", _settings.nrmCliff); if (withoutTextures) { return; } material.SetTexture("_Texture0", _settings.tex1); material.SetTexture("_Texture1", _settings.tex2); material.SetTexture("_Texture2", _settings.tex3); material.SetTexture("_Texture3", _settings.tex4); if (WorldManager.worldInstance.shaderType == eShaderType.Shader_NoTransition) { material.SetTexture("_Texture4", _settings.tex5); } material.SetTexture("_Cliff", _settings.texCliff); settings = _settings; }
private void SetMaterialSettings(MaterialSettings settings) { waterMaterial.SetFloat(waveHeight, settings.amplitude); waterMaterial.SetFloat(waveLength, settings.frequency); waterMaterial.SetFloat(waveSpeed, settings.speed); waterMaterial.SetColor(color, settings.waterColor); }
void InitializeSettings() { if (settingsInitialized == false) { Debug.Log("Initializing MaterialSettings"); MatS = new MaterialSettings(); myColorTexture = new Texture2D(1, 1, TextureFormat.ARGB32, false); settingsInitialized = true; } }
private void InitializeSettings() { if (_settingsInitialized) { return; } Debug.Log("Initializing MaterialSettings"); _materialSettings = new MaterialSettings(); _myColorTexture = new Texture2D(1, 1, TextureFormat.ARGB32, false); _settingsInitialized = true; }
public void SetValues(ProjectObject projectObject) { InitializeSettings(); if (projectObject.MatS != null) { MatS = projectObject.MatS; } else { settingsInitialized = false; InitializeSettings(); } }
public void SetValues(ProjectObject projectObject) { InitializeSettings(); if (projectObject.MaterialSettings != null) { _materialSettings = projectObject.MaterialSettings; } else { _settingsInitialized = false; InitializeSettings(); } }
public UI3DPreview() { HdriManager.Scan(); HdriManager.OnHdriLoaded += HdriManager_OnHdriLoaded; InitializeComponent(); previewRenderMode = PreviewRenderMode.FullShading; Instance = this; materialSettings = new MaterialSettings(); materialSettings.Load(); materialSettings.OnMaterialUpdated += MaterialSettings_OnMaterialUpdated; lightSettings = new LightingSettings(); lightSettings.OnLightingUpdated += LightSettings_OnLightingUpdated; InitGL(); Log.Info("3d view inited"); }
public MainWindow() { BuildingsSettings.Load("../../Game/Settings/BuildingsSettings.xml"); ResourceSettings.Load("../../Game/Settings/ResourceSettings.xml"); MaterialSettings.Load("../../Game/Settings/MaterialSettings.xml"); InitializeComponent(); initComboBuild(); initMaterialList(); this.KeyDown += Arrows; this.MouseWheel += Zoom; if (System.IO.File.Exists("../../Mapa.xml")) { loadMap("../../Mapa.xml"); } // Canv.Key // Canv.key }
/// <summary> /// Zwraca typ surowca odpowiadający danemu typowi zasobu. /// </summary> /// <param name="type">Typ zasobu</param> /// <returns>Odpowiadający typ surowca</returns> public static MaterialType GetTypeOfMaterial(ResourceType type) { return(MaterialSettings.GetMaterialFromResource(type)); }
private void InitSettings() { _Settings = new MaterialSettings(this); _Settings.ShowThemeSettings = true; _Settings.FormClosing += SaveSettings; }
public MaterialChange(DistanceField field, MaterialSettings materialSettings) { Field = field; MaterialSettings = materialSettings; }