public static Texture2D GenerateBillboardNormalTexture(GameObject prefab, BillboardQuality billboardQuality, LODLevel billboardSourceLODLevel, Quaternion rotationOffset, string overrideBillboardAtlasNormalShader, bool recalculateNormals, float normalBlendFactor, bool flipBackNormals) { Shader normalShader = BillboardShaderDetector.GetNormalBillboardAtlasShader(prefab); if (overrideBillboardAtlasNormalShader != "") { normalShader = Shader.Find(overrideBillboardAtlasNormalShader); } if (flipBackNormals) { Shader.SetGlobalInt("_FlipBackNormals", 1); } else { Shader.SetGlobalInt("_FlipBackNormals", 0); } Material minPostfilter = (Material)Resources.Load("MinPostFilter/MinPostFilter", typeof(Material)); Texture2D texture = GenerateBillboardNew(prefab, GetBillboardQualityTileWidth(billboardQuality), GetBillboardQualityTileWidth(billboardQuality), GetBillboardQualityColumnCount(billboardQuality), GetBillboardQualityRowCount(billboardQuality), normalShader, new Color(0.5f, 0.5f, 1, 0), minPostfilter, billboardSourceLODLevel, rotationOffset, false, recalculateNormals, normalBlendFactor); Shader.SetGlobalInt("_FlipBackNormals", 0); return(texture); }
public static Texture2D GenerateBillboardTexture(GameObject prefab, BillboardQuality billboardQuality, LODLevel billboardSourceLODLevel, VegetationShaderType vegetationShaderType, Quaternion rotationOffset, Color backgroundColor, string overrideBillboardAtlasShader, bool recalculateNormals, float normalBlendFactor) { Shader diffuseShader = BillboardShaderDetector.GetDiffuceBillboardAtlasShader(prefab); if (overrideBillboardAtlasShader != "") { diffuseShader = Shader.Find(overrideBillboardAtlasShader); } //if (vegetationShaderType == VegetationShaderType.Speedtree) //{ // diffuseShader = Shader.Find("AwesomeTechnologies/Billboards/RenderDiffuseAtlas"); //} //else //{ // diffuseShader = Shader.Find("AwesomeTechnologies/Billboards/RenderDiffuseAtlasBright"); //} Material minPostfilter = (Material)Resources.Load("MinPostFilter/MinPostFilter", typeof(Material)); Texture2D texture = GenerateBillboardNew(prefab, GetBillboardQualityTileWidth(billboardQuality), GetBillboardQualityTileWidth(billboardQuality), GetBillboardQualityColumnCount(billboardQuality), GetBillboardQualityRowCount(billboardQuality), diffuseShader, backgroundColor, minPostfilter, billboardSourceLODLevel, rotationOffset, false, recalculateNormals, normalBlendFactor); return(texture); }
public static Texture2D GenerateBillboardTexture(GameObject prefab, BillboardQuality billboardQuality, int billboardLodIndex, VegetationShaderType vegetationShaderType, Quaternion rotationOffset, Color backgroundColor) { Shader diffuseShader = BillboardShaderDetector.GetDiffuceBillboardAtlasShader(prefab); //if (vegetationShaderType == VegetationShaderType.Speedtree) //{ // diffuseShader = Shader.Find("AwesomeTechnologies/Billboards/RenderDiffuseAtlas"); //} //else //{ // diffuseShader = Shader.Find("AwesomeTechnologies/Billboards/RenderDiffuseAtlasBright"); //} Material minPostfilter = (Material)Resources.Load("MinPostFilter/MinPostFilter", typeof(Material)); Texture2D texture = GenerateBillboardNew(prefab, GetBillboardQualityTileWidth(billboardQuality), GetBillboardQualityTileWidth(billboardQuality), GetBillboardQualityColumnCount(billboardQuality), GetBillboardQualityRowCount(billboardQuality), diffuseShader, backgroundColor, minPostfilter, billboardLodIndex, rotationOffset); return(texture); }
public static Texture2D GenerateBillboardNormalTexture(GameObject prefab, BillboardQuality billboardQuality, int billboardLodIndex, Quaternion rotationOffset) { Shader normalShader = BillboardShaderDetector.GetNormalBillboardAtlasShader(prefab); Material minPostfilter = (Material)Resources.Load("MinPostFilter/MinPostFilter", typeof(Material)); Texture2D texture = GenerateBillboardNew(prefab, GetBillboardQualityTileWidth(billboardQuality), GetBillboardQualityTileWidth(billboardQuality), GetBillboardQualityColumnCount(billboardQuality), GetBillboardQualityRowCount(billboardQuality), normalShader, new Color(0.5f, 0.5f, 1, 0), minPostfilter, billboardLodIndex, rotationOffset); return(texture); }