public static void ConfigureSCPEFog() { RefreshShaderFilePaths(); EditorUtility.DisplayProgressBar("Stylized Water 2", "Modifying shader...", 1f); { ToggleCodeBlock(FogLibraryFilePath, "UnityFog", false); ToggleCodeBlock(FogLibraryFilePath, "Enviro", false); ToggleCodeBlock(FogLibraryFilePath, "Azure", false); ToggleCodeBlock(FogLibraryFilePath, "AtmosphericHeightFog", false); ToggleCodeBlock(FogLibraryFilePath, "SCPE", true); //multi_compile keyword ToggleCodeBlock(ShaderFilePath, "UnityFog", false); ToggleCodeBlock(ShaderFilePath, "AtmosphericHeightFog", false); ToggleCodeBlock(TessellationFilePath, "UnityFog", false); ToggleCodeBlock(TessellationFilePath, "AtmosphericHeightFog", false); string libraryFilePath = AssetDatabase.GUIDToAssetPath(SCPE_LIBRARY_GUID); if (libraryFilePath == string.Empty) { Debug.LogError("SCPE fog shader library could not be found with GUID " + SCPE_LIBRARY_GUID + ". This means it was changed by the author. Please notify me!"); } SetIncludePath(FogLibraryFilePath, "SCPE", libraryFilePath); } EditorUtility.ClearProgressBar(); CurrentFogConfiguration = FogConfiguration.SCPostEffects; Debug.Log("Shader file modified to use " + CurrentFogConfiguration + " fog rendering"); }
public static void GetCurrentFogConfiguration() { FogConfiguration config; FogConfiguration.TryParse(GetConfiguration(FogLibraryFilePath), out config); CurrentFogConfiguration = config; }
public static void ConfigureUnityFog() { RefreshShaderFilePaths(); EditorUtility.DisplayProgressBar("Stylized Water 2", "Modifying shader...", 1f); { ToggleCodeBlock(FogLibraryFilePath, "UnityFog", true); ToggleCodeBlock(FogLibraryFilePath, "Enviro", false); ToggleCodeBlock(FogLibraryFilePath, "Azure", false); ToggleCodeBlock(FogLibraryFilePath, "AtmosphericHeightFog", false); ToggleCodeBlock(FogLibraryFilePath, "SCPE", false); //multi_compile keyword ToggleCodeBlock(ShaderFilePath, "UnityFog", true); ToggleCodeBlock(ShaderFilePath, "AtmosphericHeightFog", false); ToggleCodeBlock(TessellationFilePath, "UnityFog", true); ToggleCodeBlock(TessellationFilePath, "AtmosphericHeightFog", false); } EditorUtility.ClearProgressBar(); CurrentFogConfiguration = FogConfiguration.UnityFog; Debug.Log("Shader file modified to use " + CurrentFogConfiguration + " fog rendering"); }
public static void SetFogConfiguration(FogConfiguration config) { if (config == FogConfiguration.UnityFog) { ConfigureUnityFog(); } if (config == FogConfiguration.Enviro) { ConfigureEnviroFog(); } if (config == FogConfiguration.Azure) { ConfigureAzureFog(); } if (config == FogConfiguration.AtmosphericHeightFog) { ConfigureAtmosphericHeightFog(); } if (config == FogConfiguration.SCPostEffects) { ConfigureSCPEFog(); } }