/// <summary>
        /// Get a color for a gradient given directional light position
        /// </summary>
        /// <param name="gradient">Gradient</param>
        /// <returns>Color</returns>
        public Color GetGradientColor(Gradient gradient)
        {
            if (gradient == null)
            {
                return(WeatherMakerLightManagerScript.EvaluateGradient(gradient, 1.0f));
            }
            float sunGradientLookup = GetGradientLookup();

            return(WeatherMakerLightManagerScript.EvaluateGradient(gradient, sunGradientLookup));
        }
Exemple #2
0
        private void UpdateUnityFog(Camera camera)
        {
            if (!UseUnityFog)
            {
                return;
            }

            WeatherMakerCelestialObjectScript sun = WeatherMakerLightManagerScript.SunForCamera(camera);

            if (sun == null)
            {
                return;
            }

            RenderSettings.fog = (FogProfile.fogDensity > 0.0001f && FogProfile.FogMode != WeatherMakerFogMode.None);
            Color fogColor = (FogProfile.FogColor * (sun == null || !sun.LightIsOn ? Color.black : sun.GetGradientColor(FogProfile.FogGradientColor)));

            if (WeatherMakerLightManagerScript.Instance != null)
            {
                bool cameraIsPerspective = (camera == null || !camera.orthographic);
                foreach (WeatherMakerLightManagerScript.LightState light in WeatherMakerLightManagerScript.Instance.Lights)
                {
                    if (light.Light.type == LightType.Directional && light.Light != sun.Light)
                    {
                        WeatherMakerCelestialObjectScript obj = light.Light.GetComponent <WeatherMakerCelestialObjectScript>();
                        if (obj != null && obj.OrbitTypeIsPerspective == cameraIsPerspective)
                        {
                            fogColor += (FogProfile.FogColor * (light.Light.color * light.Light.intensity));
                        }
                        break;
                    }
                }
            }
            RenderSettings.fogColor   = fogColor;
            RenderSettings.fogDensity = FogProfile.fogDensity;
            switch (FogProfile.FogMode)
            {
            case WeatherMakerFogMode.Constant:
            case WeatherMakerFogMode.Linear:
                RenderSettings.fogMode = FogMode.Linear;
                break;

            case WeatherMakerFogMode.None:
                RenderSettings.fogDensity = 0.0f;
                break;

            case WeatherMakerFogMode.Exponential:
                RenderSettings.fogMode = FogMode.Exponential;
                break;

            case WeatherMakerFogMode.ExponentialSquared:
                RenderSettings.fogMode = FogMode.ExponentialSquared;
                break;
            }
        }
        private void RaycastForEclipse(Camera camera, Material material)
        {
            if (WeatherMakerLightManagerScript.Instance == null)
            {
                return;
            }

            // disable allow eclipses everywhere by default
            float eclipsePower = 0.0f;

            foreach (WeatherMakerCelestialObjectScript moon in WeatherMakerLightManagerScript.Instance.Moons)
            {
                Shader.SetGlobalInt(WMS._WeatherMakerSkyEnableSunEclipse, 0);
                if (moon.Collider != null)
                {
                    moon.Collider.enabled = CheckForEclipse;
                }
            }

            if (CheckForEclipse)
            {
                WeatherMakerCelestialObjectScript sun = WeatherMakerLightManagerScript.SunForCamera(camera);
                if (sun != null)
                {
                    float   sunRadius = Mathf.Lerp(0.0f, 1000.0f, Mathf.Pow(sun.Scale, 0.15f));
                    Vector3 origin    = camera.transform.position - (sun.transform.forward * camera.farClipPlane * 1.7f);
                    int     hitCount  = Physics.SphereCastNonAlloc(origin, sunRadius, sun.transform.forward, eclipseHits, camera.farClipPlane);
                    for (int i = 0; i < hitCount; i++)
                    {
                        foreach (WeatherMakerCelestialObjectScript moon in WeatherMakerLightManagerScript.Instance.Moons)
                        {
                            if (moon != null && moon.transform.gameObject == eclipseHits[i].collider.gameObject)
                            {
                                float dot = Mathf.Abs(Vector3.Dot(eclipseHits[i].normal, sun.transform.forward));
                                eclipsePower += Mathf.Pow(dot, 256.0f);
                                Shader.SetGlobalInt(WMS._WeatherMakerSkyEnableSunEclipse, 1);
                                //Debug.LogFormat("Eclipse raycast normal: {0}, dot: {1}, power: {2}", eclipseHits[i].normal, dot, eclipsePower);
                                break;
                            }
                        }
                    }
                }
            }

            if (eclipsePower == 0.0f)
            {
                WeatherMakerLightManagerScript.Instance.DirectionalLightIntensityMultipliers["WeatherMakerSkySphereScriptEclipse"] = 1.0f;
            }
            else
            {
                float eclipseLightReducer = 1.0f - Mathf.Clamp(eclipsePower, 0.0f, 1.0f);
                WeatherMakerLightManagerScript.Instance.DirectionalLightIntensityMultipliers["WeatherMakerSkySphereScriptEclipse"] = eclipseLightReducer;
                Shader.SetGlobalFloat(WMS._NightSkyMultiplier, Mathf.Max(1.0f - Mathf.Min(1.0f, AtmosphereProfile.AtmosphereThickness), Mathf.Max(eclipsePower, WeatherMakerDayNightCycleManagerScript.Instance.NightMultiplier)));
            }
        }
Exemple #4
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        /// <summary>
        /// Update a fog material with fog properties from this object
        /// </summary>
        /// <param name="material">Fog material</param>
        /// <param name="camera">Camera</param>
        /// <param name="global">Whether to set global shader properties</param>
        public virtual void UpdateMaterialProperties(Material material, Camera camera, bool global)
        {
            WeatherMakerCelestialObjectScript sun = WeatherMakerLightManagerScript.SunForCamera(camera);

            if (sun == null)
            {
                return;
            }

            fogLightAbsorption = (FogLightAbsorption == null ? 0.4f : sun.GetGradientColor(FogLightAbsorption).a);
            bool  gamma        = (QualitySettings.activeColorSpace == ColorSpace.Gamma);
            float scatterCover = (WeatherMakerFullScreenCloudsScript.Instance != null && WeatherMakerFullScreenCloudsScript.Instance.enabled && WeatherMakerFullScreenCloudsScript.Instance.CloudProfile != null ? WeatherMakerFullScreenCloudsScript.Instance.CloudProfile.CloudCoverTotal : 0.0f);

            scatterCover = Mathf.Pow(scatterCover, 4.0f);
            Color fogEmissionColor = FogEmissionColor * FogEmissionColor.a;

            fogEmissionColor.a = FogEmissionColor.a;
            float fogNoiseSampleCount    = (float)(WeatherMakerScript.Instance == null ? FogNoiseSampleCount : WeatherMakerScript.Instance.PerformanceProfile.FogNoiseSampleCount);
            float invFogNoiseSampleCount = 1.0f / fogNoiseSampleCount;
            int   hasNoiseInt            = (HasNoise ? 1 : 0);
            float ditherLevel            = (gamma ? DitherLevel : DitherLevel * 0.5f);
            Color fogDensityColor        = sun.GetGradientColor(FogDensityGradient);

            fogDensity = FogDensity * fogDensityColor.a;

            if (!(this is WeatherMakerFullScreenFogProfileScript) || FogMode == WeatherMakerFogMode.None || fogDensity <= 0.0f || MaxFogFactor <= 0.001f)
            {
                fogScatterReduction = 1.0f;
            }
            else if (FogMode == WeatherMakerFogMode.Exponential)
            {
                fogScatterReduction = Mathf.Clamp(1.0f - ((fogDensity + scatterCover) * 0.5f), 0.15f, 1.0f);
            }
            else if (FogMode == WeatherMakerFogMode.Linear)
            {
                fogScatterReduction = Mathf.Clamp((1.0f - ((fogDensity + scatterCover) * 0.25f)), 0.15f, 1.0f);
            }
            else if (FogMode == WeatherMakerFogMode.ExponentialSquared)
            {
                fogScatterReduction = Mathf.Clamp((1.0f - ((fogDensity + scatterCover) * 0.75f)), 0.15f, 1.0f);
            }
            else if (FogMode == WeatherMakerFogMode.Constant)
            {
                fogScatterReduction = Mathf.Clamp(1.0f - (fogDensity + scatterCover), 0.5f, 1.0f);
            }
            if (global)
            {
                Shader.SetGlobalFloat(WMS._WeatherMakerFogDensityScatter, fogScatterReduction);
                Shader.SetGlobalInt(WMS._WeatherMakerFogNoiseEnabled, hasNoiseInt);
            }
            else
            {
                material.SetFloat(WMS._WeatherMakerFogDensityScatter, fogScatterReduction);
                material.SetInt(WMS._WeatherMakerFogNoiseEnabled, hasNoiseInt);
            }
            if (WeatherMakerScript.Instance == null || WeatherMakerScript.Instance.PerformanceProfile.EnableFogLights)
            {
                float fogShadowSampleCount = (float)(WeatherMakerScript.Instance == null ? FogShadowSampleCount : WeatherMakerScript.Instance.PerformanceProfile.FogShadowSampleCount);
                float brightness           = Mathf.Min(sun.Light.intensity, Mathf.Pow(sun.Light.intensity, 2.0f));
                if (QualitySettings.shadows != ShadowQuality.Disable &&
                    fogShadowSampleCount > 0 &&
                    sun.Light.intensity > 0.0f &&
                    sun.Light.shadows != LightShadows.None &&
                    FogShadowMaxRayLength > 0.0f &&
                    brightness > 0.0f)
                {
                    float invFogShadowSampleCount = 1.0f / fogShadowSampleCount;
                    float fogShadowBrightness     = brightness * FogShadowBrightness;

                    if (global)
                    {
                        Shader.SetGlobalInt(WMS._WeatherMakerFogVolumetricLightMode, 2);
                        Shader.SetGlobalFloat(WMS._WeatherMakerFogLightShadowSampleCount, fogShadowSampleCount);
                        Shader.SetGlobalFloat(WMS._WeatherMakerFogLightShadowInvSampleCount, invFogShadowSampleCount);
                        Shader.SetGlobalFloat(WMS._WeatherMakerFogLightShadowMaxRayLength, FogShadowMaxRayLength);
                        Shader.SetGlobalFloat(WMS._WeatherMakerFogLightShadowMultiplier, FogShadowMultiplier);
                        Shader.SetGlobalFloat(WMS._WeatherMakerFogLightShadowPower, FogShadowPower);
                        Shader.SetGlobalFloat(WMS._WeatherMakerFogLightShadowBrightness, fogShadowBrightness);
                        Shader.SetGlobalFloat(WMS._WeatherMakerFogLightShadowDecay, FogShadowDecay);
                        Shader.SetGlobalFloat(WMS._WeatherMakerFogLightShadowDither, FogShadowDither);
                        Shader.SetGlobalVector(WMS._WeatherMakerFogLightShadowDitherMagic, FogShadowDitherMagic);
                        Shader.SetGlobalFloat(WMS._WeatherMakerFogCloudShadowStrength, FogCloudShadowStrength);
                    }
                    else
                    {
                        material.SetInt(WMS._WeatherMakerFogVolumetricLightMode, 2);
                        material.SetFloat(WMS._WeatherMakerFogLightShadowSampleCount, fogShadowSampleCount);
                        material.SetFloat(WMS._WeatherMakerFogLightShadowInvSampleCount, invFogShadowSampleCount);
                        material.SetFloat(WMS._WeatherMakerFogLightShadowMaxRayLength, FogShadowMaxRayLength);
                        material.SetFloat(WMS._WeatherMakerFogLightShadowMultiplier, FogShadowMultiplier);
                        material.SetFloat(WMS._WeatherMakerFogLightShadowPower, FogShadowPower);
                        material.SetFloat(WMS._WeatherMakerFogLightShadowBrightness, fogShadowBrightness);
                        material.SetFloat(WMS._WeatherMakerFogLightShadowDecay, FogShadowDecay);
                        material.SetFloat(WMS._WeatherMakerFogLightShadowDither, FogShadowDither);
                        material.SetVector(WMS._WeatherMakerFogLightShadowDitherMagic, FogShadowDitherMagic);
                        material.SetFloat(WMS._WeatherMakerFogCloudShadowStrength, FogCloudShadowStrength);
                    }
                }
                else
                {
                    if (global)
                    {
                        Shader.SetGlobalInt(WMS._WeatherMakerFogVolumetricLightMode, 1);
                    }
                    else
                    {
                        material.SetInt(WMS._WeatherMakerFogVolumetricLightMode, 1);
                    }
                }
            }
            else
            {
                if (global)
                {
                    Shader.SetGlobalInt(WMS._WeatherMakerFogVolumetricLightMode, 0);
                }
                else
                {
                    material.SetInt(WMS._WeatherMakerFogVolumetricLightMode, 0);
                }
            }

            Color fogColor = sun.GetGradientColor(FogGradientColor) * FogColor;

            FogEndDepth = Mathf.Max(FogStartDepth, FogEndDepth);
            float endDepth           = (FogEndDepth <= FogStartDepth ? FogStartDepth + 5000.0f : FogEndDepth);
            float fogLinearFogFactor = 0.1f * (1.0f / Mathf.Max(0.0001f, (endDepth - FogStartDepth))) * fogDensity * (endDepth - FogStartDepth);

            if (global)
            {
                Shader.SetGlobalFloat(WMS._WeatherMakerFogStartDepth, FogStartDepth);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogEndDepth, endDepth);
                Shader.SetGlobalColor(WMS._WeatherMakerFogColor, fogColor);
                Shader.SetGlobalColor(WMS._WeatherMakerFogEmissionColor, fogEmissionColor);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogHeightFalloffPower, FogHeightFalloffPower);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogLightAbsorption, fogLightAbsorption);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogLinearFogFactor, fogLinearFogFactor);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogNoisePercent, fogNoisePercent);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogNoiseScale, FogNoiseScale);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogNoiseAdder, FogNoiseAdder);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogNoiseMultiplier, FogNoiseMultiplier);
                Shader.SetGlobalVector(WMS._WeatherMakerFogNoiseVelocity, fogNoiseVelocityAccum);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogNoiseSampleCount, fogNoiseSampleCount);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogNoiseSampleCountInverse, invFogNoiseSampleCount);
                Shader.SetGlobalVector(WMS._WeatherMakerFogNoisePositionOffset, fogNoisePositionOffset);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogFactorMax, MaxFogFactor);
                Shader.SetGlobalInt(WMS._WeatherMakerFogMode, (int)FogMode);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogDitherLevel, ditherLevel);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogDensity, fogDensity);
                Shader.SetGlobalFloat(WMS._WeatherMakerFogFactorMultiplier, FogFactorMultiplier);
            }
            else
            {
                material.SetFloat(WMS._WeatherMakerFogStartDepth, FogStartDepth);
                material.SetFloat(WMS._WeatherMakerFogEndDepth, endDepth);
                material.SetColor(WMS._WeatherMakerFogColor, fogColor);
                material.SetColor(WMS._WeatherMakerFogEmissionColor, fogEmissionColor);
                material.SetFloat(WMS._WeatherMakerFogHeightFalloffPower, FogHeightFalloffPower);
                material.SetFloat(WMS._WeatherMakerFogLightAbsorption, fogLightAbsorption);
                material.SetFloat(WMS._WeatherMakerFogLinearFogFactor, fogLinearFogFactor);
                material.SetFloat(WMS._WeatherMakerFogNoisePercent, fogNoisePercent);
                material.SetFloat(WMS._WeatherMakerFogNoiseScale, FogNoiseScale);
                material.SetFloat(WMS._WeatherMakerFogNoiseAdder, FogNoiseAdder);
                material.SetFloat(WMS._WeatherMakerFogNoiseMultiplier, FogNoiseMultiplier);
                material.SetVector(WMS._WeatherMakerFogNoiseVelocity, fogNoiseVelocityAccum);
                material.SetFloat(WMS._WeatherMakerFogNoiseSampleCount, fogNoiseSampleCount);
                material.SetFloat(WMS._WeatherMakerFogNoiseSampleCountInverse, invFogNoiseSampleCount);
                material.SetVector(WMS._WeatherMakerFogNoisePositionOffset, fogNoisePositionOffset);
                material.SetFloat(WMS._WeatherMakerFogFactorMax, MaxFogFactor);
                material.SetInt(WMS._WeatherMakerFogMode, (int)FogMode);
                material.SetFloat(WMS._WeatherMakerFogDitherLevel, ditherLevel);
                material.SetFloat(WMS._WeatherMakerFogDensity, fogDensity);
                material.SetFloat(WMS._WeatherMakerFogFactorMultiplier, FogFactorMultiplier);
            }
        }
Exemple #5
0
        private void Strike(Vector3?_start, Vector3?_end, bool intense, float intensity, Camera camera, bool forceVisible)
        {
            WeatherMakerCelestialObjectScript sun = WeatherMakerLightManagerScript.SunForCamera(camera);

            if (sun == null)
            {
                return;
            }

            // save the generations and trunk width in case of cloud only lightning which will modify these properties
            int           generations = LightningBoltScript.Generations;
            RangeOfFloats trunkWidth  = LightningBoltScript.TrunkWidthRange;

            if (UnityEngine.Random.value < CloudLightningChance)
            {
                // cloud only lightning
                LightningBoltScript.TrunkWidthRange = new RangeOfFloats();
                LightningBoltScript.Generations     = 1;
            }

            Vector3 anchorPosition = camera.transform.position;
            Vector3 start          = _start ?? CalculateStartPosition(ref anchorPosition, (forceVisible ? camera : null), intense, LightningBoltScript.Generations <= 1);
            Vector3 end            = _end ?? CalculateEndPosition(ref anchorPosition, ref start, (forceVisible ? camera : null), intense);

            float      intensityModifier = 1.0f;
            CameraMode mode = WeatherMakerScript.ResolveCameraMode(null, camera);

            if (sun != null)
            {
                if (mode != CameraMode.Perspective)
                {
                    float sunX = (sun.transform.eulerAngles.x + 180.0f);
                    sunX = (sunX >= 360.0f ? sunX - 360.0f : sunX);
                    sunX = Mathf.Abs((sunX * 0.5f) - 90.0f);
                    intensityModifier = Mathf.Lerp(0.1f, 0.75f, sunX * 0.016f);
                }
                else
                {
                    float sunX = (sun.transform.eulerAngles.x + 90.0f);
                    sunX = (sunX >= 360.0f ? sunX - 360.0f : sunX);
                    sunX = Mathf.Abs((sunX * 0.5f) - 90.0f);
                    intensityModifier = Mathf.Lerp(0.1f, 0.75f, sunX * 0.006f);
                }
            }
            LightningBoltScript.LightParameters.LightIntensity = Mathf.Max(1.0f, intensity * intensityModifier);
            if (mode == CameraMode.Perspective)
            {
                if (LightningBoltScript.Generations > 1)
                {
                    Vector3 lightStart = start;
                    if (camera != null)
                    {
                        // HACK: Pull light toward camera to light clouds better, for some reason the light appears behind the lightning bolt
                        //  need to figure out why...
                        Vector3 toLight = camera.transform.position - lightStart;
                        lightStart  += (toLight * 0.5f);
                        lightStart.y = 1000.0f;
                    }
                    LightningBoltScript.LightParameters.LightPosition = lightStart;
                }
                else
                {
                    LightningBoltScript.LightParameters.LightPosition = start;
                }
                LightningBoltScript.LightParameters.LightRange = Random.Range(3000.0f, 6000.0f);
            }
            LightningBoltScript.Trigger(start, end);

            // restore properties in case they were modified
            LightningBoltScript.TrunkWidthRange = trunkWidth;
            LightningBoltScript.Generations     = generations;
        }