static DynamicFog CheckFog()
        {
            DynamicFog fog = DynamicFog.instance;

            // Checks Dynamic Fog image effect is attached
            if (fog == null)
            {
                Camera camera = Camera.main;
                if (camera == null)
                {
                    camera = FindObjectOfType <Camera>();
                }
                if (camera == null)
                {
                    Debug.LogError("Could not find camera to add camera effects to. Please add a camera to your scene.");
                    return(null);
                }
                fog = camera.gameObject.AddComponent <DynamicFog>();
            }

            // set nice default params
            fog.height          = 20;
            fog.distanceFallOff = 0.4f;

            // Finds a suitable Sun light and set color1 to it
            Light[] lights = FindObjectsOfType <Light>();
            Light   sun    = null;

            for (int k = 0; k < lights.Length; k++)
            {
                Light light = lights[k];
                if (light.name.Equals("Sun"))
                {
                    sun = light;
                    break;
                }
            }
            if (sun == null)
            {
                for (int k = 0; k < lights.Length; k++)
                {
                    Light light = lights[k];
                    if (light.type == LightType.Directional)
                    {
                        sun = light;
                        break;
                    }
                }
            }
            if (sun != null)
            {
                fog.color = sun.color;
            }
            // Set fog base-line height to water level
            GaiaSceneInfo sceneInfo = GaiaSceneInfo.GetSceneInfo();

            fog.baselineHeight = sceneInfo.m_seaLevel;

            return(fog);
        }
Esempio n. 2
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        public static void GX_Volumes_GlobalAnisotropyNoise()
        {
            GaiaSceneInfo gaiaSceneInfo = GaiaSceneInfo.GetSceneInfo();

            GameObject globalVolumeObject = AuraVolume.CreateGameObject("Aura Global Volume", VolumeTypeEnum.Global);

            globalVolumeObject.transform.position = gaiaSceneInfo.m_centrePointOnTerrain;
            AuraVolume globalVolume = globalVolumeObject.GetComponent <AuraVolume>();

            SetupVolumeDefaultNoise(globalVolume);
            globalVolume.density.injectionParameters.enable = false;
            globalVolume.color.injectionParameters.enable   = false;
            SetupVolumeDefaultAnisotropy(globalVolume);
        }
Esempio n. 3
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        //<summary>
        //Opens AQUAS's Setup Wizard
        //</summary>
        public static void GX_OpenSetupWizard()
        {
            //Get scene info
            GaiaSceneInfo sceneInfo = GaiaSceneInfo.GetSceneInfo();

            //Find camera
            Camera camera = Camera.main;

            if (camera == null)
            {
                camera = FindObjectOfType <Camera>();
            }

            float waterLevel = sceneInfo.m_seaLevel;

            AQUAS_SetupWizard setup = (AQUAS_SetupWizard)EditorWindow.GetWindow(typeof(AQUAS_SetupWizard), false);

            setup.camera     = camera.transform.gameObject;
            setup.waterLevel = waterLevel;

            setup.Show();
        }
Esempio n. 4
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        //<summary>
        //Adds AQUAS to the Scene
        //</summary>
        public static void GX_AddAquas()
        {
            //Get scene info
            GaiaSceneInfo sceneInfo = GaiaSceneInfo.GetSceneInfo();

            //Find camera
            Camera camera = Camera.main;

            if (camera == null)
            {
                camera = FindObjectOfType <Camera>();
            }

            //Add the AQUAS prefab to the scene

            //Check if AQUAS is imported
            GameObject aquasPrefab = Gaia.Utils.GetAssetPrefab("AQUASWater");

            if (aquasPrefab == null)
            {
                EditorUtility.DisplayDialog("Unable to locate AQUAS", "Unable to locate AQUAS - Aborting", "Ok");
                return;
            }

            //Check if AQUAS is already in the scene
            if (GameObject.Find("AQUAS Waterplane") != null)
            {
                EditorUtility.DisplayDialog("Can't add water", "AQUAS is already in the scene", "Ok");
                return;
            }

            //Try to add AQUAS
            GameObject aquasObj = Instantiate(aquasPrefab);

            if (aquasObj == null)
            {
                EditorUtility.DisplayDialog("Can't add water", "Unable to create AQUAS object", "Ok");
                return;
            }

            //Position the waterplane correctly
            else
            {
                aquasObj.name = "AQUAS Waterplane";
                aquasObj.transform.position   = new Vector3(sceneInfo.m_centrePointOnTerrain.x, sceneInfo.m_seaLevel, sceneInfo.m_centrePointOnTerrain.z);
                aquasObj.transform.localScale = sceneInfo.m_sceneBounds.extents * 150;

                if (camera.gameObject.GetComponent <AQUAS_Camera>() == null)
                {
                    camera.gameObject.AddComponent <AQUAS_Camera>();
                }

                //Check if Tenkoku is in the scene
                if (GameObject.Find("Tenkoku DynamicSky") != null)
                {
                }

                else
                {
                    GameObject refProbe = new GameObject("Reflection Probe");
                    refProbe.transform.position = new Vector3(sceneInfo.m_centrePointOnTerrain.x, sceneInfo.m_seaLevel, sceneInfo.m_centrePointOnTerrain.z);
                    refProbe.AddComponent <ReflectionProbe>();
                    refProbe.GetComponent <ReflectionProbe>().intensity = 0.3f;
                    refProbe.transform.SetParent(aquasObj.transform);
                    refProbe.GetComponent <ReflectionProbe>().mode = UnityEngine.Rendering.ReflectionProbeMode.Realtime;
                }

                //Add caustics
                GameObject primaryCausticsPrefab = Gaia.Utils.GetAssetPrefab("PrimaryCausticsProjector");
                GameObject primaryCausticsObj    = Instantiate(primaryCausticsPrefab);
                primaryCausticsObj.name = "PrimaryCausticsProjector";
                GameObject secondaryCausticsPrefab = Gaia.Utils.GetAssetPrefab("SecondaryCausticsProjector");
                GameObject secondaryCausticsObj    = Instantiate(secondaryCausticsPrefab);
                secondaryCausticsObj.name = "SecondaryCausticsProjector";

                primaryCausticsObj.transform.position   = new Vector3(sceneInfo.m_centrePointOnTerrain.x, sceneInfo.m_seaLevel, sceneInfo.m_centrePointOnTerrain.z);
                secondaryCausticsObj.transform.position = new Vector3(sceneInfo.m_centrePointOnTerrain.x, sceneInfo.m_seaLevel, sceneInfo.m_centrePointOnTerrain.z);

                primaryCausticsObj.GetComponent <Projector>().orthographicSize   = sceneInfo.m_sceneBounds.extents.x;
                secondaryCausticsObj.GetComponent <Projector>().orthographicSize = sceneInfo.m_sceneBounds.extents.x;

                primaryCausticsObj.transform.SetParent(aquasObj.transform);
                secondaryCausticsObj.transform.SetParent(aquasObj.transform);

                //Set some material parameters based on whether Tenkoku is in the scene or not
                if (GameObject.Find("Tenkoku DynamicSky") != null)
                {
                    aquasObj.GetComponent <Renderer>().sharedMaterial.SetFloat("_EnableCustomFog", 1);
                    aquasObj.GetComponent <Renderer>().sharedMaterial.SetFloat("_Specular", 0.5f);
                }

                else
                {
                    aquasObj.GetComponent <Renderer>().sharedMaterial.SetFloat("_EnableCustomFog", 0);
                    aquasObj.GetComponent <Renderer>().sharedMaterial.SetFloat("_Specular", 1);
                }
            }
        }
Esempio n. 5
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        //<summary>
        //Adds Underwater Effects to the scene
        //</summary>
        public static void GX_AddUnderwaterEffects()
        {
            //Collect Scene info
            GaiaSceneInfo sceneInfo = GaiaSceneInfo.GetSceneInfo();

            GameObject underwaterPrefab = Gaia.Utils.GetAssetPrefab("UnderWaterCameraEffects");

            //Check if AQUAS is already in the scene
            if (GameObject.Find("AQUAS Waterplane") == null)
            {
                EditorUtility.DisplayDialog("AQUAS is not in the scene", "Please add water first", "Ok");
                return;
            }

            //Try to add underwater effects
            else
            {
                if (GameObject.Find("UnderWaterCameraEffects") != null)
                {
                    EditorUtility.DisplayDialog("Can't add underwater effects", "Underwater Effects are already in the scene", "Ok");
                    return;
                }


                GameObject underwaterObj = Instantiate(underwaterPrefab);
                underwaterObj.name = "UnderWaterCameraEffects";

                //Find camera
                Camera camera = Camera.main;

                if (camera == null)
                {
                    camera = FindObjectOfType <Camera>();
                }

                camera.farClipPlane = sceneInfo.m_sceneBounds.extents.x * 2;

                //Underwater effects setup
                underwaterObj.transform.SetParent(camera.transform);
                underwaterObj.transform.localPosition    = new Vector3(0, 0, 0);
                underwaterObj.transform.localEulerAngles = new Vector3(0, 0, 0);
                underwaterObj.GetComponent <AQUAS_LensEffects>().gameObjects.mainCamera     = camera.gameObject;
                underwaterObj.GetComponent <AQUAS_LensEffects>().gameObjects.waterPlanes[0] = GameObject.Find("AQUAS Waterplane");

                if (GameObject.Find("AQUAS Waterplane").GetComponent <MeshFilter>().sharedMesh.name == "Plane" || GameObject.Find("AQUAS Waterplane").GetComponent <MeshFilter>().sharedMesh.name == "Plane Instance")
                {
                    underwaterObj.GetComponent <AQUAS_LensEffects>().gameObjects.useSquaredPlanes = true;
                }

                else
                {
                    underwaterObj.GetComponent <AQUAS_LensEffects>().gameObjects.useSquaredPlanes = false;
                }

                //Add and configure image effects neccessary for AQUAS
                if (camera.gameObject.GetComponent <PostProcessingBehaviour>() == null)
                {
                    camera.gameObject.AddComponent <PostProcessingBehaviour>();
                }

                if (camera.gameObject.GetComponent <AudioSource>() == null)
                {
                    camera.gameObject.AddComponent <AudioSource>();
                }

                //Add borders to the scene for correct fog

                if (GameObject.Find("Borders") != null)
                {
                    return;
                }

                GameObject borders = new GameObject();
                borders.name = "Borders";

                GameObject borderLeft = GameObject.CreatePrimitive(PrimitiveType.Cube);
                borderLeft.name = "Left Border";
                borderLeft.transform.localScale = new Vector3(sceneInfo.m_sceneBounds.extents.x * 2, sceneInfo.m_seaLevel, 0.1f);
                borderLeft.transform.position   = new Vector3(sceneInfo.m_sceneBounds.center.x, sceneInfo.m_seaLevel - (sceneInfo.m_seaLevel / 2), sceneInfo.m_sceneBounds.extents.z);

                GameObject borderRight = GameObject.CreatePrimitive(PrimitiveType.Cube);
                borderRight.name = "Right Border";
                borderRight.transform.localScale = new Vector3(sceneInfo.m_sceneBounds.extents.x * 2, sceneInfo.m_seaLevel, 0.1f);
                borderRight.transform.position   = new Vector3(sceneInfo.m_sceneBounds.center.x, sceneInfo.m_seaLevel - (sceneInfo.m_seaLevel / 2), -sceneInfo.m_sceneBounds.extents.z);

                GameObject borderTop = GameObject.CreatePrimitive(PrimitiveType.Cube);
                borderTop.name = "Top Border";
                borderTop.transform.localScale = new Vector3(0.1f, sceneInfo.m_seaLevel, sceneInfo.m_sceneBounds.extents.z * 2);
                borderTop.transform.position   = new Vector3(sceneInfo.m_sceneBounds.extents.x, sceneInfo.m_seaLevel - (sceneInfo.m_seaLevel / 2), sceneInfo.m_sceneBounds.center.z);

                GameObject borderBottom = GameObject.CreatePrimitive(PrimitiveType.Cube);
                borderBottom.name = "Bottom Border";
                borderBottom.transform.localScale = new Vector3(0.1f, sceneInfo.m_seaLevel, sceneInfo.m_sceneBounds.extents.z * 2);
                borderBottom.transform.position   = new Vector3(-sceneInfo.m_sceneBounds.extents.x, sceneInfo.m_seaLevel - (sceneInfo.m_seaLevel / 2), -sceneInfo.m_sceneBounds.center.z);

                borderLeft.transform.SetParent(borders.transform);
                borderRight.transform.SetParent(borders.transform);
                borderTop.transform.SetParent(borders.transform);
                borderBottom.transform.SetParent(borders.transform);

                borders.transform.SetParent(GameObject.Find("AQUAS Waterplane").transform);
            }
        }
Esempio n. 6
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        public static void GX_CreateRiverReference()
        {
            //Get scene info
            GaiaSceneInfo sceneInfo = GaiaSceneInfo.GetSceneInfo();

            //Find camera
            Camera camera = Camera.main;

            //Check if required objects (camera & river plane) are specified and abort if not
            if (camera == null)
            {
                EditorUtility.DisplayDialog("Camera Missing!", "Please specify the main camera before creating a river reference.", "OK");
                return;
            }

            if (GameObject.Find("AQUAS Waterplane") == null)
            {
                EditorUtility.DisplayDialog("River Plane Missing", "Please add a river plane before creating a river reference.", "OK");
                return;
            }

            #region Screenshot setup
            //Cache the camera's parameters
            Vector3    cameraPosition   = camera.transform.position;
            Quaternion cameraRotation   = camera.transform.rotation;
            bool       projection       = camera.GetComponent <Camera>().orthographic;
            float      orthographicSize = camera.GetComponent <Camera>().orthographicSize;

            //Set the camera's position and parameters for taking a screenshot
            camera.transform.position = new Vector3(sceneInfo.m_centrePointOnTerrain.x, sceneInfo.m_seaLevel + (camera.GetComponent <Camera>().farClipPlane - 50), sceneInfo.m_centrePointOnTerrain.z);
            camera.transform.rotation = Quaternion.Euler(90, 0, 0);
            camera.GetComponent <Camera>().orthographic     = true;
            camera.GetComponent <Camera>().orthographicSize = sceneInfo.m_sceneBounds.extents.x;

            //Cache the material from the river plane and set the material with the reference texture on it
            Material cachedMaterial  = GameObject.Find("AQUAS Waterplane").GetComponent <UnityEngine.Renderer>().sharedMaterial;
            Material referenceTexMat = (Material)AssetDatabase.LoadAssetAtPath("Assets/AQUAS/Materials/RiverRef.mat", typeof(Material));
            GameObject.Find("AQUAS Waterplane").GetComponent <UnityEngine.Renderer>().sharedMaterial = referenceTexMat;
            #endregion

            #region Take & save screenshot
            //Take a screenshot from the river plane and save it to use as a reference texture to help paint flowmaps
            //Source: http://answers.unity3d.com/questions/22954/how-to-save-a-picture-take-screenshot-from-a-camer.html
            RenderTexture rt = new RenderTexture(1024, 1024, 24);

            camera.GetComponent <Camera>().targetTexture = rt;

            Texture2D riverReference = new Texture2D(1024, 1024, TextureFormat.RGB24, false);

            camera.GetComponent <Camera>().Render();
            RenderTexture.active = rt;
            riverReference.ReadPixels(new Rect(0, 0, 1024, 1024), 0, 0);
            camera.GetComponent <Camera>().targetTexture = null;
            RenderTexture.active = null;
            DestroyImmediate(rt);

            byte[] bytes    = riverReference.EncodeToJPG();
            string filename = string.Format("{0}/RiverReferences/Reference_{1}.jpg", Application.dataPath, System.DateTime.Now.ToString("yyyy-MM-dd-HH-mm-ss"));

            if (!System.IO.Directory.Exists(string.Format("{0}/RiverReferences", Application.dataPath)))
            {
                System.IO.Directory.CreateDirectory(string.Format("{0}/RiverReferences", Application.dataPath));
            }

            System.IO.File.WriteAllBytes(filename, bytes);
            #endregion

            #region Revert scene to original state
            camera.transform.position = cameraPosition;
            camera.transform.rotation = cameraRotation;
            camera.GetComponent <Camera>().orthographic     = projection;
            camera.GetComponent <Camera>().orthographicSize = orthographicSize;

            GameObject.Find("AQUAS Waterplane").GetComponent <UnityEngine.Renderer>().sharedMaterial = cachedMaterial;
            #endregion

            AssetDatabase.Refresh();
        }
Esempio n. 7
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        //<summary>
        //Adds a river plane to the Scene
        //</summary>
        public static void GX_AddRiver()
        {
            //Get scene info
            GaiaSceneInfo sceneInfo = GaiaSceneInfo.GetSceneInfo();

            //Find camera
            Camera camera = Camera.main;

            if (camera == null)
            {
                camera = FindObjectOfType <Camera>();
            }

            //Try to add AQUAS river
            GameObject aquasObj = GameObject.CreatePrimitive(PrimitiveType.Plane);

            if (aquasObj == null)
            {
                EditorUtility.DisplayDialog("Can't add water", "Unable to create AQUAS object", "Ok");
                return;
            }

            //Position the waterplane correctly
            else
            {
                aquasObj.name = "AQUAS Waterplane";
                aquasObj.transform.position   = new Vector3(sceneInfo.m_centrePointOnTerrain.x, sceneInfo.m_seaLevel, sceneInfo.m_centrePointOnTerrain.z);
                aquasObj.transform.localScale = sceneInfo.m_sceneBounds.extents / 5;
                DestroyImmediate(aquasObj.GetComponent <MeshCollider>());
                aquasObj.GetComponent <MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
                aquasObj.GetComponent <Renderer>().material = (Material)AssetDatabase.LoadAssetAtPath("Assets/AQUAS/Materials/Water/Desktop&Web/River.mat", typeof(Material));
                aquasObj.AddComponent <AQUAS_Reflection>();
                aquasObj.AddComponent <AQUAS_RenderQueueEditor>();

                if (camera.gameObject.GetComponent <AQUAS_Camera>() == null)
                {
                    camera.gameObject.AddComponent <AQUAS_Camera>();
                }

                //Check if Tenkoku is in the scene
                if (GameObject.Find("Tenkoku DynamicSky") != null)
                {
                }

                else
                {
                    GameObject refProbe = new GameObject("Reflection Probe");
                    refProbe.transform.position = new Vector3(sceneInfo.m_centrePointOnTerrain.x, sceneInfo.m_seaLevel, sceneInfo.m_centrePointOnTerrain.z);
                    refProbe.AddComponent <ReflectionProbe>();
                    refProbe.GetComponent <ReflectionProbe>().intensity = 0.3f;
                    refProbe.transform.SetParent(aquasObj.transform);
                    refProbe.GetComponent <ReflectionProbe>().mode = UnityEngine.Rendering.ReflectionProbeMode.Realtime;
                }

                //Add caustics
                GameObject primaryCausticsPrefab = Gaia.Utils.GetAssetPrefab("PrimaryCausticsProjector");
                GameObject primaryCausticsObj    = Instantiate(primaryCausticsPrefab);
                primaryCausticsObj.name = "PrimaryCausticsProjector";
                GameObject secondaryCausticsPrefab = Gaia.Utils.GetAssetPrefab("SecondaryCausticsProjector");
                GameObject secondaryCausticsObj    = Instantiate(secondaryCausticsPrefab);
                secondaryCausticsObj.name = "SecondaryCausticsProjector";

                primaryCausticsObj.transform.position   = new Vector3(sceneInfo.m_centrePointOnTerrain.x, sceneInfo.m_seaLevel, sceneInfo.m_centrePointOnTerrain.z);
                secondaryCausticsObj.transform.position = new Vector3(sceneInfo.m_centrePointOnTerrain.x, sceneInfo.m_seaLevel, sceneInfo.m_centrePointOnTerrain.z);

                primaryCausticsObj.GetComponent <Projector>().orthographicSize   = sceneInfo.m_sceneBounds.extents.x;
                secondaryCausticsObj.GetComponent <Projector>().orthographicSize = sceneInfo.m_sceneBounds.extents.x;

                primaryCausticsObj.transform.SetParent(aquasObj.transform);
                secondaryCausticsObj.transform.SetParent(aquasObj.transform);

                //Set some material parameters based on whether Tenkoku is in the scene or not
                if (GameObject.Find("Tenkoku DynamicSky") != null)
                {
                    aquasObj.GetComponent <Renderer>().sharedMaterial.SetFloat("_EnableCustomFog", 1);
                    aquasObj.GetComponent <Renderer>().sharedMaterial.SetFloat("_Specular", 0.5f);
                }

                else
                {
                    aquasObj.GetComponent <Renderer>().sharedMaterial.SetFloat("_EnableCustomFog", 0);
                    aquasObj.GetComponent <Renderer>().sharedMaterial.SetFloat("_Specular", 1);
                }
            }
        }
Esempio n. 8
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        /// <summary>
        /// Add Suimono to the scene
        /// </summary>
        public static void GX_AddSuimono()
        {
            //Add the Suimono objects to the scene


            //Get scene info
            GaiaSceneInfo sceneInfo = GaiaSceneInfo.GetSceneInfo();


            //INSTALL Suimono Module
            GameObject suimonoPrefab = Gaia.Utils.GetAssetPrefab("SUIMONO_Module");

            if (suimonoPrefab == null)
            {
                Debug.LogWarning("Unable to locate SuimonoModule - Aborting!");
                return;
            }

            //See if we can locate it
            if (GameObject.Find("SUIMONO_Module") != null)
            {
                Debug.LogWarning("Suimono Module already in scene - Aborting!");
                return;
            }

            //See if we can create it
            GameObject suimonoObj = Instantiate(suimonoPrefab);

            if (suimonoObj == null)
            {
                Debug.LogWarning("Unable to create Suimono Module object - Aborting!");
                return;
            }
            else
            {
                suimonoObj.name = "SUIMONO_Module";
            }



            //INSTALL Suimono Surface
            GameObject surfacePrefab = Gaia.Utils.GetAssetPrefab("SUIMONO_Surface");

            if (suimonoPrefab == null)
            {
                Debug.LogWarning("Unable to locate SuimonoSurface - Aborting!");
                return;
            }

            //See if we can locate it
            if (GameObject.Find("SUIMONO_Surface") != null)
            {
                Debug.LogWarning("Suimono Surface already in scene - Aborting!");
                return;
            }

            //See if we can create it
            GameObject surfaceObj = Instantiate(surfacePrefab);

            if (surfaceObj == null)
            {
                Debug.LogWarning("Unable to create Suimono Surface object - Aborting!");
                return;
            }
            else
            {
                //set surface
                surfaceObj.name = "SUIMONO_Surface";

                //set surface position
                surfaceObj.transform.position = new Vector3(0.0f, 0.0f, 0.0f);

                //Set Water Y-Height and expansion
                if (sceneInfo != null)
                {
                    surfaceObj.transform.position   = new Vector3(sceneInfo.m_centrePointOnTerrain.x, sceneInfo.m_seaLevel, sceneInfo.m_centrePointOnTerrain.z);
                    surfaceObj.transform.localScale = sceneInfo.m_sceneBounds.extents * 1;
                }


                //set surface-specific settings
                var surfaceObject = surfaceObj.GetComponent("SuimonoObject");
                if (surfaceObject != null)
                {
                    //set surface as infinite ocean
                    FieldInfo typeIndex = surfaceObject.GetType().GetField("typeIndex", BindingFlags.Public | BindingFlags.Instance);
                    if (typeIndex != null)
                    {
                        typeIndex.SetValue(surfaceObject, 0);
                    }
                }
            }



            //See if we can configure Module - via reflection as JS and C# dont play nice
            var suimonoModule = suimonoObj.GetComponent("SuimonoModule");

            if (suimonoModule != null)
            {
                //Set the camera
                Camera camera = Camera.main;
                if (camera == null)
                {
                    camera = FindObjectOfType <Camera>();
                }
                if (camera != null)
                {
                    FieldInfo manualCamera = suimonoModule.GetType().GetField("manualCamera", BindingFlags.Public | BindingFlags.Instance);
                    if (manualCamera != null)
                    {
                        manualCamera.SetValue(suimonoModule, camera.transform);
                    }
                }


                //Add scene directional light if it exists
                Light lightObj = GameObject.Find("Directional Light").GetComponent <Light>();
                if (lightObj != null)
                {
                    FieldInfo setLight = suimonoModule.GetType().GetField("setLight", BindingFlags.Public | BindingFlags.Instance);
                    if (setLight != null)
                    {
                        setLight.SetValue(suimonoModule, lightObj);
                    }
                }
            }
        }
Esempio n. 9
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        //Adds new gaia water to your scene
        public static void GX_Water_AddWater()
        {
            if (Application.isPlaying)
            {
                Debug.LogWarning("Can only add water when application is not playing!");
                return;
            }

            //Get relevant information
            GaiaSceneInfo sceneInfo     = GaiaSceneInfo.GetSceneInfo();
            GameObject    parentObject  = GetOrCreateEnvironmentParent();
            Terrain       activeTerrain = GetActiveTerrain();
            Material      waterMaterial = GetWaterMaterial("Ambient Water Sample Material");

            //Get main directional light and make sure its set up properly
            var lightObject     = GetOrCreateDirectionalLight();
            var effectsSettings = lightObject.GetComponent <GaiaUnderWaterEffects>();

            if (lightObject.GetComponent <GaiaUnderWaterEffects>() == null)
            {
                effectsSettings = lightObject.AddComponent <GaiaUnderWaterEffects>();
            }
            effectsSettings.m_causticsSize          = 5;
            effectsSettings.m_followPlayer          = false;
            effectsSettings.m_framesPerSecond       = 25f;
            effectsSettings.m_sealevel              = sceneInfo.m_seaLevel;
            effectsSettings.m_underWaterFogColor    = new Color32(76, 112, 142, 255);
            effectsSettings.m_underWaterFogDistance = 65f;
            effectsSettings.LoadCaustics();
            #if UNITY_EDITOR
            effectsSettings.player = effectsSettings.GetThePlayer();
            #endif

            #if UNITY_POST_PROCESSING_STACK_V2
            var underwaterPostFxObject = GameObject.Find("Underwater PostFX");
            if (underwaterPostFxObject == null)
            {
                underwaterPostFxObject = new GameObject("Underwater PostFX");
                underwaterPostFxObject.transform.position = new Vector3(0f, sceneInfo.m_seaLevel - 506.5f, 0f);
                underwaterPostFxObject.transform.parent   = parentObject.transform;
                underwaterPostFxObject.layer = LayerMask.NameToLayer("TransparentFX");

                //Add the pp volume
                var ppVol = underwaterPostFxObject.AddComponent <PostProcessVolume>();
                ppVol.sharedProfile = AssetDatabase.LoadAssetAtPath <PostProcessProfile>(GetAssetPath("Ambient Sample Underwater Post Processing"));
                ppVol.blendDistance = 4f;
                ppVol.priority      = 1;

                var colliderSettings = underwaterPostFxObject.AddComponent <BoxCollider>();
                if (activeTerrain != null)
                {
                    colliderSettings.size = new Vector3(activeTerrain.terrainData.size.x * 1.5f, 1000f, activeTerrain.terrainData.size.z * 1.5f);
                }
                else
                {
                    colliderSettings.size = new Vector3(2560f, 1000f, 2560f);
                }
                colliderSettings.isTrigger = true;
            }

            var underwaterTransitionFXObject = GameObject.Find("Underwater Transition PostFX");
            if (underwaterTransitionFXObject == null)
            {
                underwaterTransitionFXObject = new GameObject("Underwater Transition PostFX");
                underwaterTransitionFXObject.transform.position = new Vector3(0f, sceneInfo.m_seaLevel, 0f);
                underwaterTransitionFXObject.transform.parent   = parentObject.transform;
                underwaterTransitionFXObject.layer = LayerMask.NameToLayer("TransparentFX");

                var ppVol = underwaterTransitionFXObject.AddComponent <PostProcessVolume>();
                ppVol.sharedProfile = AssetDatabase.LoadAssetAtPath <PostProcessProfile>(GetAssetPath("Ambient Sample Underwater Transaction Post Processing"));
                ppVol.blendDistance = 0.15f;
                ppVol.priority      = 2;

                var colliderSettings = underwaterTransitionFXObject.AddComponent <BoxCollider>();
                if (activeTerrain != null)
                {
                    colliderSettings.size = new Vector3(activeTerrain.terrainData.size.x * 1.5f, 0.1f, activeTerrain.terrainData.size.z * 1.5f);
                }
                else
                {
                    colliderSettings.size = new Vector3(2560f, 0.1f, 2560f);
                }
                colliderSettings.isTrigger = true;
            }
            #endif

            var     underwaterAudioFXObject = GameObject.Find("Underwater SoundFX");
            Terrain terrain = GetActiveTerrain();
            if (underwaterAudioFXObject == null)
            {
                underwaterAudioFXObject = new GameObject("Underwater SoundFX");
                underwaterAudioFXObject.transform.parent = parentObject.transform;
                var audio = underwaterAudioFXObject.AddComponent <AudioSource>();
                audio.clip   = AssetDatabase.LoadAssetAtPath <AudioClip>(GetAssetPath("Gaia Ambient Underwater Sound Effect"));
                audio.volume = 0f;
                audio.loop   = true;

                if (terrain != null)
                {
                    audio.maxDistance = terrain.terrainData.size.x * 1.5f;
                }
                else
                {
                    audio.maxDistance = 3000f;
                }
            }

            //Grab or create the water
            GameObject theWaterObject = GameObject.Find("Ambient Water Sample");
            if (theWaterObject == null)
            {
                theWaterObject                  = Instantiate(GetAssetPrefab("Ambient Water Sample"));
                theWaterObject.name             = "Ambient Water Sample";
                theWaterObject.transform.parent = parentObject.transform;
            }

            //And update it
            Vector3 waterPosition = sceneInfo.m_centrePointOnTerrain;
            waterPosition.y = sceneInfo.m_seaLevel;
            theWaterObject.transform.position = waterPosition;
            if (activeTerrain != null)
            {
                theWaterObject.transform.localScale = new Vector3(sceneInfo.m_sceneBounds.size.x, 1f, sceneInfo.m_sceneBounds.size.z);
            }
            else
            {
                theWaterObject.transform.localScale = new Vector3(256f, 1f, 256f);
            }

            //Update water material
            if (waterMaterial != null)
            {
                if (activeTerrain != null)
                {
                    waterMaterial.SetFloat("_GlobalTiling", sceneInfo.m_sceneBounds.size.x);
                }
                else
                {
                    waterMaterial.SetFloat("_GlobalTiling", 128f);
                }
            }

            //Adds reflection probe updater script if missing
            GetOrCreateReflectionProbe("Camera Reflection Probe");
            GameObject theReflectionProbeObject = GameObject.Find("Camera Reflection Probe");
            if (theReflectionProbeObject != null)
            {
                if (theReflectionProbeObject.GetComponent <GaiaReflectionProbeUpdate>() == null)
                {
                    GaiaReflectionProbeUpdate probeObject = theReflectionProbeObject.AddComponent <GaiaReflectionProbeUpdate>();
                    probeObject.m_followCamera = true;
                    probeObject.SetProbeSettings();
                }
            }
        }
Esempio n. 10
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        //<summary>
        //Adds Underwater Effects to the scene
        //</summary>
        public static void GX_AddUnderwaterEffects()
        {
            //Collect Scene info
            GaiaSceneInfo sceneInfo = GaiaSceneInfo.GetSceneInfo();

            GameObject underwaterPrefab = Gaia.Utils.GetAssetPrefab("UnderWaterCameraEffects");

            //Check if AQUAS is already in the scene
            if (GameObject.Find("AQUAS Waterplane") == null)
            {
                EditorUtility.DisplayDialog("AQUAS is not in the scene", "Please add water first", "Ok");
                return;
            }

            //Try to add underwater effects
            else
            {
                if (GameObject.Find("UnderWaterCameraEffects") != null)
                {
                    EditorUtility.DisplayDialog("Can't add underwater effects", "Underwater Effects are already in the scene", "Ok");
                    return;
                }


                GameObject underwaterObj = Instantiate(underwaterPrefab);
                underwaterObj.name = "UnderWaterCameraEffects";

                //Find camera
                Camera camera = Camera.main;

                if (camera == null)
                {
                    camera = FindObjectOfType <Camera>();
                }

                camera.farClipPlane = sceneInfo.m_sceneBounds.extents.x * 2;

#if UNITY_POST_PROCESSING_STACK_V2 && AQUAS_PRESENT
                underwaterObj.GetComponent <AQUAS_LensEffects>().underWaterParameters.underwaterProfile = (PostProcessProfile)AssetDatabase.LoadAssetAtPath("Assets/AQUAS/Post Processing/AQUAS_Underwater_v2.asset", typeof(PostProcessProfile));
                underwaterObj.GetComponent <AQUAS_LensEffects>().underWaterParameters.defaultProfile    = (PostProcessProfile)AssetDatabase.LoadAssetAtPath("Assets/AQUAS/Post Processing/DefaultPostProcessing_v2.asset", typeof(PostProcessProfile));
#endif

                //Underwater effects setup
                underwaterObj.transform.SetParent(camera.transform);
                underwaterObj.transform.localPosition    = new Vector3(0, 0, 0);
                underwaterObj.transform.localEulerAngles = new Vector3(0, 0, 0);
                underwaterObj.GetComponent <AQUAS_LensEffects>().gameObjects.mainCamera     = camera.gameObject;
                underwaterObj.GetComponent <AQUAS_LensEffects>().gameObjects.waterPlanes[0] = GameObject.Find("AQUAS Waterplane");

                if (GameObject.Find("AQUAS Waterplane").GetComponent <MeshFilter>().sharedMesh.name == "Plane" || GameObject.Find("AQUAS Waterplane").GetComponent <MeshFilter>().sharedMesh.name == "Plane Instance")
                {
                    underwaterObj.GetComponent <AQUAS_LensEffects>().gameObjects.useSquaredPlanes = true;
                }

                else
                {
                    underwaterObj.GetComponent <AQUAS_LensEffects>().gameObjects.useSquaredPlanes = false;
                }

                //Add and configure image effects neccessary for AQUAS
#if UNITY_POST_PROCESSING_STACK_V1 && AQUAS_PRESENT
                if (camera.gameObject.GetComponent <PostProcessingBehaviour>() == null)
                {
                    camera.gameObject.AddComponent <PostProcessingBehaviour>();
                }
#endif

#if UNITY_POST_PROCESSING_STACK_V2 && AQUAS_PRESENT
                if (camera.gameObject.GetComponent <PostProcessLayer>() == null)
                {
                    camera.gameObject.AddComponent <PostProcessLayer>();

                    PostProcessResources resources;

                    if ((PostProcessResources)AssetDatabase.LoadAssetAtPath("Assets/PostProcessing-2/PostProcessing/PostProcessResources.asset", typeof(PostProcessResources)) != null)
                    {
                        resources = (PostProcessResources)AssetDatabase.LoadAssetAtPath("Assets/PostProcessing-2/PostProcessing/PostProcessResources.asset", typeof(PostProcessResources));
                    }
                    else if ((PostProcessResources)AssetDatabase.LoadAssetAtPath("Assets/PostProcessing/PostProcessResources.asset", typeof(PostProcessResources)) != null)
                    {
                        resources = (PostProcessResources)AssetDatabase.LoadAssetAtPath("Assets/PostProcessing/PostProcessResources.asset", typeof(PostProcessResources));
                    }
                    else if ((PostProcessResources)AssetDatabase.LoadAssetAtPath("Assets/PostProcessing-2/PostProcessResources.asset", typeof(PostProcessResources)) != null)
                    {
                        resources = (PostProcessResources)AssetDatabase.LoadAssetAtPath("Assets/PostProcessing-2/PostProcessResources.asset", typeof(PostProcessResources));
                    }
                    else
                    {
                        EditorUtility.DisplayDialog("Could not locate Post Process Resource file.", "Please make sure your post processing folder is at the top level of the assets folder and named either 'PostProcessing' or 'PostProcessing-2'", "Got It!");
                        resources = null;
                    }

                    camera.gameObject.GetComponent <PostProcessLayer>().Init(resources);
                    camera.gameObject.GetComponent <PostProcessLayer>().volumeLayer = LayerMask.NameToLayer("Everything");
                }

                if (camera.gameObject.GetComponent <PostProcessVolume>() == null)
                {
                    camera.gameObject.AddComponent <PostProcessVolume>();
                    camera.gameObject.GetComponent <PostProcessVolume>().isGlobal = true;
                }
#endif

                if (camera.gameObject.GetComponent <AudioSource>() == null)
                {
                    camera.gameObject.AddComponent <AudioSource>();
                }

                //Add borders to the scene for correct fog

                if (GameObject.Find("Borders") != null)
                {
                    return;
                }

                GameObject borders = new GameObject();
                borders.name = "Borders";

                GameObject borderLeft = GameObject.CreatePrimitive(PrimitiveType.Cube);
                borderLeft.name = "Left Border";
                borderLeft.transform.localScale = new Vector3(sceneInfo.m_sceneBounds.extents.x * 2, sceneInfo.m_seaLevel, 0.1f);
                borderLeft.transform.position   = new Vector3(sceneInfo.m_sceneBounds.center.x, sceneInfo.m_seaLevel - (sceneInfo.m_seaLevel / 2), sceneInfo.m_sceneBounds.extents.z);

                GameObject borderRight = GameObject.CreatePrimitive(PrimitiveType.Cube);
                borderRight.name = "Right Border";
                borderRight.transform.localScale = new Vector3(sceneInfo.m_sceneBounds.extents.x * 2, sceneInfo.m_seaLevel, 0.1f);
                borderRight.transform.position   = new Vector3(sceneInfo.m_sceneBounds.center.x, sceneInfo.m_seaLevel - (sceneInfo.m_seaLevel / 2), -sceneInfo.m_sceneBounds.extents.z);

                GameObject borderTop = GameObject.CreatePrimitive(PrimitiveType.Cube);
                borderTop.name = "Top Border";
                borderTop.transform.localScale = new Vector3(0.1f, sceneInfo.m_seaLevel, sceneInfo.m_sceneBounds.extents.z * 2);
                borderTop.transform.position   = new Vector3(sceneInfo.m_sceneBounds.extents.x, sceneInfo.m_seaLevel - (sceneInfo.m_seaLevel / 2), sceneInfo.m_sceneBounds.center.z);

                GameObject borderBottom = GameObject.CreatePrimitive(PrimitiveType.Cube);
                borderBottom.name = "Bottom Border";
                borderBottom.transform.localScale = new Vector3(0.1f, sceneInfo.m_seaLevel, sceneInfo.m_sceneBounds.extents.z * 2);
                borderBottom.transform.position   = new Vector3(-sceneInfo.m_sceneBounds.extents.x, sceneInfo.m_seaLevel - (sceneInfo.m_seaLevel / 2), -sceneInfo.m_sceneBounds.center.z);

                borderLeft.transform.SetParent(borders.transform);
                borderRight.transform.SetParent(borders.transform);
                borderTop.transform.SetParent(borders.transform);
                borderBottom.transform.SetParent(borders.transform);

                borders.transform.SetParent(GameObject.Find("AQUAS Waterplane").transform);
            }
        }
Esempio n. 11
0
        //<summary>
        //Adds Underwater Effects to the scene
        //</summary>
        public static void GX_AddUnderwaterEffects()
        {
            //Collect Scene info
            GaiaSceneInfo sceneInfo = GaiaSceneInfo.GetSceneInfo();

            GameObject underwaterPrefab = Gaia.Utils.GetAssetPrefab("UnderWaterCameraEffects");

            //Check if AQUAS is already in the scene
            if (GameObject.Find("AQUAS Waterplane") == null)
            {
                EditorUtility.DisplayDialog("AQUAS is not in the scene", "Please add water first", "Ok");
                return;
            }

            //Try to add underwater effects
            else
            {
                if (GameObject.Find("UnderWaterCameraEffects") != null)
                {
                    EditorUtility.DisplayDialog("Can't add underwater effects", "Underwater Effects are already in the scene", "Ok");
                    return;
                }


                GameObject underwaterObj = Instantiate(underwaterPrefab);
                underwaterObj.name = "UnderWaterCameraEffects";

                //Find camera
                Camera camera = Camera.main;

                if (camera == null)
                {
                    camera = FindObjectOfType <Camera>();
                }

                camera.farClipPlane = sceneInfo.m_sceneBounds.extents.x * 2;

                //Underwater effects setup
                underwaterObj.transform.SetParent(camera.transform);
                underwaterObj.transform.localPosition    = new Vector3(0, 0, 0);
                underwaterObj.transform.localEulerAngles = new Vector3(0, 0, 0);
                underwaterObj.GetComponent <AQUAS_LensEffects>().gameObjects.mainCamera     = camera.gameObject;
                underwaterObj.GetComponent <AQUAS_LensEffects>().gameObjects.waterPlanes[0] = GameObject.Find("AQUAS Waterplane");

                if (GameObject.Find("AQUAS Waterplane").GetComponent <MeshFilter>().sharedMesh.name == "Plane" || GameObject.Find("AQUAS Waterplane").GetComponent <MeshFilter>().sharedMesh.name == "Plane Instance")
                {
                    underwaterObj.GetComponent <AQUAS_LensEffects>().gameObjects.useSquaredPlanes = true;
                }

                else
                {
                    underwaterObj.GetComponent <AQUAS_LensEffects>().gameObjects.useSquaredPlanes = false;
                }

                //Add and configure image effects neccessary for AQUAS
                if (camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.Bloom>() == null)
                {
                    camera.gameObject.AddComponent <UnityStandardAssets.ImageEffects.Bloom>();
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.Bloom>().bloomIntensity      = 0.4f;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.Bloom>().enabled             = true;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.Bloom>().bloomThreshold      = 0.5f;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.Bloom>().bloomBlurIterations = 1;
                }

                else
                {
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.Bloom>().bloomIntensity = 0.4f;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.Bloom>().enabled        = true;
                }

                if (camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>() == null)
                {
                    camera.gameObject.AddComponent <UnityStandardAssets.ImageEffects.BlurOptimized>();
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>().enabled        = false;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>().downsample     = 0;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>().blurSize       = 3;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>().blurIterations = 2;
                }

                else
                {
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>().enabled        = false;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>().downsample     = 0;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>().blurSize       = 3;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.BlurOptimized>().blurIterations = 2;
                }

                if (camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>() == null)
                {
                    camera.gameObject.AddComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>();
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>().enabled             = true;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>().intensity           = 0;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>().blur                = 0.54f;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>().blurDistance        = 1;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>().chromaticAberration = 0;
                }

                else
                {
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>().enabled             = true;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>().intensity           = 0;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>().blur                = 0.54f;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>().blurDistance        = 1;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.VignetteAndChromaticAberration>().chromaticAberration = 0;
                }

                if (camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>() == null)
                {
                    camera.gameObject.AddComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>();
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().enabled             = false;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().dx11Grain           = false;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().monochrome          = false;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().intensityMultiplier = 1.86f;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().generalIntensity    = 0;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().blackIntensity      = 1;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().whiteIntensity      = 1;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().midGrey             = 0.2f;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().softness            = 0.276f;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().tiling = new Vector3(512, 512, 512);
                }

                else
                {
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().enabled             = false;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().dx11Grain           = false;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().monochrome          = false;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().intensityMultiplier = 1.86f;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().generalIntensity    = 0;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().blackIntensity      = 1;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().whiteIntensity      = 1;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().midGrey             = 0.2f;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().softness            = 0.276f;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>().tiling = new Vector3(512, 512, 512);
                }

                if (camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.SunShafts>() == null)
                {
                    camera.gameObject.AddComponent <UnityStandardAssets.ImageEffects.SunShafts>();
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.SunShafts>().enabled              = false;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.SunShafts>().sunShaftIntensity    = 0.6f;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.SunShafts>().sunShaftBlurRadius   = 1;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.SunShafts>().radialBlurIterations = 3;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.SunShafts>().maxRadius            = 0.1f;
                }

                else
                {
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.SunShafts>().enabled              = false;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.SunShafts>().sunShaftIntensity    = 0.6f;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.SunShafts>().sunShaftBlurRadius   = 1;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.SunShafts>().radialBlurIterations = 3;
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.SunShafts>().maxRadius            = 0.1f;
                }

                if (camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.GlobalFog>() == null)
                {
                    camera.gameObject.AddComponent <UnityStandardAssets.ImageEffects.GlobalFog>();
                    camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.GlobalFog>().enabled = false;
                }

                if (camera.gameObject.GetComponent <AudioSource>() == null)
                {
                    camera.gameObject.AddComponent <AudioSource>();
                }

                //Add borders to the scene for correct fog

                if (GameObject.Find("Borders") != null)
                {
                    return;
                }

                GameObject borders = new GameObject();
                borders.name = "Borders";

                GameObject borderLeft = GameObject.CreatePrimitive(PrimitiveType.Cube);
                borderLeft.name = "Left Border";
                borderLeft.transform.localScale = new Vector3(sceneInfo.m_sceneBounds.extents.x * 2, sceneInfo.m_seaLevel, 0.1f);
                borderLeft.transform.position   = new Vector3(sceneInfo.m_sceneBounds.center.x, sceneInfo.m_seaLevel - (sceneInfo.m_seaLevel / 2), sceneInfo.m_sceneBounds.extents.z);

                GameObject borderRight = GameObject.CreatePrimitive(PrimitiveType.Cube);
                borderRight.name = "Right Border";
                borderRight.transform.localScale = new Vector3(sceneInfo.m_sceneBounds.extents.x * 2, sceneInfo.m_seaLevel, 0.1f);
                borderRight.transform.position   = new Vector3(sceneInfo.m_sceneBounds.center.x, sceneInfo.m_seaLevel - (sceneInfo.m_seaLevel / 2), -sceneInfo.m_sceneBounds.extents.z);

                GameObject borderTop = GameObject.CreatePrimitive(PrimitiveType.Cube);
                borderTop.name = "Top Border";
                borderTop.transform.localScale = new Vector3(0.1f, sceneInfo.m_seaLevel, sceneInfo.m_sceneBounds.extents.z * 2);
                borderTop.transform.position   = new Vector3(sceneInfo.m_sceneBounds.extents.x, sceneInfo.m_seaLevel - (sceneInfo.m_seaLevel / 2), sceneInfo.m_sceneBounds.center.z);

                GameObject borderBottom = GameObject.CreatePrimitive(PrimitiveType.Cube);
                borderBottom.name = "Bottom Border";
                borderBottom.transform.localScale = new Vector3(0.1f, sceneInfo.m_seaLevel, sceneInfo.m_sceneBounds.extents.z * 2);
                borderBottom.transform.position   = new Vector3(-sceneInfo.m_sceneBounds.extents.x, sceneInfo.m_seaLevel - (sceneInfo.m_seaLevel / 2), -sceneInfo.m_sceneBounds.center.z);

                borderLeft.transform.SetParent(borders.transform);
                borderRight.transform.SetParent(borders.transform);
                borderTop.transform.SetParent(borders.transform);
                borderBottom.transform.SetParent(borders.transform);

                borders.transform.SetParent(GameObject.Find("AQUAS Waterplane").transform);
            }
        }
Esempio n. 12
0
        /// <summary>
        /// Add Suimono to the scene
        /// </summary>
        public static void GX_AddSuimono()
        {
            //Add the Suimono objects to the scene


            //Get scene info
            GaiaSceneInfo sceneInfo = GaiaSceneInfo.GetSceneInfo();


            //INSTALL Suimono Module
            GameObject suimonoPrefab = Gaia.Utils.GetAssetPrefab("SUIMONO_Module");

            if (suimonoPrefab == null)
            {
                Debug.LogWarning("Unable to locate SuimonoModule - Aborting!");
                return;
            }

            //See if we can locate it
            if (GameObject.Find("SUIMONO_Module") != null)
            {
                Debug.LogWarning("Suimono Module already in scene - Aborting!");
                return;
            }

            //See if we can create it
            GameObject suimonoObj = Instantiate(suimonoPrefab);

            if (suimonoObj == null)
            {
                Debug.LogWarning("Unable to create Suimono Module object - Aborting!");
                return;
            }
            else
            {
                suimonoObj.name = "SUIMONO_Module";
            }



            //INSTALL Suimono Surface
            GameObject surfacePrefab = Gaia.Utils.GetAssetPrefab("SUIMONO_Surface");

            if (suimonoPrefab == null)
            {
                Debug.LogWarning("Unable to locate SuimonoSurface - Aborting!");
                return;
            }

            //See if we can locate it
            if (GameObject.Find("SUIMONO_Surface") != null)
            {
                Debug.LogWarning("Suimono Surface already in scene - Aborting!");
                return;
            }

            //See if we can create it
            GameObject surfaceObj = Instantiate(surfacePrefab);

            if (surfaceObj == null)
            {
                Debug.LogWarning("Unable to create Suimono Surface object - Aborting!");
                return;
            }
            else
            {
                //set surface
                surfaceObj.name = "SUIMONO_Surface";

                //set surface position
                surfaceObj.transform.position = new Vector3(0.0f, 0.0f, 0.0f);

                //Set Water Y-Height and expansion
                if (sceneInfo != null)
                {
                    surfaceObj.transform.position   = new Vector3(sceneInfo.m_centrePointOnTerrain.x, sceneInfo.m_seaLevel, sceneInfo.m_centrePointOnTerrain.z);
                    surfaceObj.transform.localScale = sceneInfo.m_sceneBounds.extents * 1;
                }


                //set surface-specific settings
                var surfaceObject = surfaceObj.GetComponent <Suimono.Core.SuimonoObject>();
                if (surfaceObject != null)
                {
                    //set surface as infinite ocean
                    surfaceObject.typeIndex = 0;
                }
            }



            //See if we can configure Module
            var suimonoModule = suimonoObj.GetComponent <Suimono.Core.SuimonoModule>();

            if (suimonoModule != null)
            {
                //Set the camera
                Camera camera = Camera.main;
                if (camera == null)
                {
                    camera = FindObjectOfType <Camera>();
                }
                if (camera != null)
                {
                    suimonoModule.manualCamera = camera.transform;
                }


                //Add scene directional light if it exists
                Light lightObj = GameObject.Find("Directional Light").GetComponent <Light>();
                if (lightObj != null)
                {
                    suimonoModule.setLight = lightObj;
                }
            }
        }
Esempio n. 13
0
        public static void GX_Setup_AddGroundFog()
        {
            //Pick colour of main light
            GameObject goLight   = GameObject.Find("Directional Light");
            Light      mainLight = null;

            if (goLight != null)
            {
                mainLight = goLight.GetComponent <Light>();
            }
            else
            {
                mainLight = GameObject.FindObjectOfType <Light>();
            }
            Color mainLightColor = Color.white;

            if (mainLight != null)
            {
                mainLightColor = mainLight.color;
            }

            //First make sure its not already in scene
            GameObject fvGroundFog = GameObject.Find("Fog Volume [Ground Fog]");

            if (fvGroundFog == null)
            {
                fvGroundFog      = new GameObject();
                fvGroundFog.name = "Fog Volume [Ground Fog]";
                fvGroundFog.AddComponent <MeshRenderer>();
                fvGroundFog.AddComponent <FogVolume>();
                fvGroundFog.GetComponent <Renderer>().shadowCastingMode    = UnityEngine.Rendering.ShadowCastingMode.Off;
                fvGroundFog.GetComponent <Renderer>().receiveShadows       = false;
                fvGroundFog.GetComponent <Renderer>().reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
                fvGroundFog.GetComponent <Renderer>().lightProbeUsage      = UnityEngine.Rendering.LightProbeUsage.Off;
            }

            //Adjust its position and size
            FogVolume fvVolume = fvGroundFog.GetComponent <FogVolume>();

            if (fvVolume != null)
            {
                GaiaSceneInfo info = GaiaSceneInfo.GetSceneInfo();

                Debug.Log(info.m_seaLevel);

                fvVolume.transform.position = new Vector3(info.m_sceneBounds.center.x, info.m_seaLevel + 0.01f + (info.m_sceneBounds.extents.y / 4f), info.m_sceneBounds.center.z); //   info.m_sceneBounds.center;
                fvVolume.fogVolumeScale     = new Vector3(info.m_sceneBounds.size.x * 3, info.m_sceneBounds.extents.y / 2f, info.m_sceneBounds.size.z * 3);

                //And adjust camera far clip as well
                float  maxClip    = Math.Max(info.m_sceneBounds.size.x, info.m_sceneBounds.size.z) * 3f;
                Camera mainCamera = Camera.main;
                if (mainCamera != null)
                {
                    if (mainCamera.farClipPlane < maxClip)
                    {
                        mainCamera.farClipPlane = maxClip + 200f;
                    }
                }

                fvVolume.FogMainColor = new Color(53f / 255f, 76f / 255f, 114f / 255f);
                //fvVolume.Visibility = maxClip;
                fvVolume.Visibility         = 800f;
                fvVolume.EnableInscattering = true;
                fvVolume.InscatteringColor  = Color.Lerp(mainLightColor, Color.black, 0.8f);
                fvVolume.VolumeFogInscatteringAnisotropy = 0.59f;
                fvVolume.InscatteringIntensity           = 0.07f;
                fvVolume.InscatteringStartDistance       = 5f;
                fvVolume.InscatteringTransitionWideness  = 300f;

                //Other
                fvVolume.DrawOrder  = 3;
                fvVolume._PushAlpha = 1.0025f;
                fvVolume._ztest     = CompareFunction.Always;
            }
        }
Esempio n. 14
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        public static void GX_Setup_AddClouds()
        {
            //Pick colour of main light
            Color      mainLightColor = Color.white;
            GameObject goLight        = GameObject.Find("Directional Light");
            Light      mainLight;

            if (goLight != null)
            {
                mainLight = goLight.GetComponent <Light>();
            }
            else
            {
                mainLight = GameObject.FindObjectOfType <Light>();
            }
            if (mainLight != null)
            {
                mainLightColor = mainLight.color;
            }

            //Get the main camera
            Camera mainCamera = Camera.main;

            //First make sure its not already in scene - if it isnt then add it
            FogVolume  fvVolume;
            GameObject goClouds = GameObject.Find("Fog Volume [Clouds]");

            if (goClouds == null)
            {
                goClouds      = new GameObject();
                goClouds.name = "Fog Volume [Clouds]";
                goClouds.AddComponent <MeshRenderer>();
                fvVolume = goClouds.AddComponent <FogVolume>();
                goClouds.GetComponent <Renderer>().shadowCastingMode    = UnityEngine.Rendering.ShadowCastingMode.Off;
                goClouds.GetComponent <Renderer>().receiveShadows       = false;
                goClouds.GetComponent <Renderer>().reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
                goClouds.GetComponent <Renderer>().lightProbeUsage      = UnityEngine.Rendering.LightProbeUsage.Off;

                //Create the horizon
                GameObject goHorizon = GameObject.CreatePrimitive(PrimitiveType.Plane);
                goHorizon.name                    = "Horizon";
                goHorizon.transform.parent        = goClouds.transform;
                goHorizon.transform.localPosition = new Vector3(0f, -79f, 0f);
                goHorizon.GetComponent <MeshRenderer>().enabled = false;
                goHorizon.GetComponent <MeshCollider>().enabled = false;


                //Create the priority script
                FogVolumePriority fvPriority = goClouds.AddComponent <FogVolumePriority>();
                fvPriority.GameCamera          = mainCamera;
                fvPriority.FogOrderCameraAbove = 4;
                fvPriority.FogOrderCameraBelow = -1;
                fvPriority.thisFog             = fvVolume;
                fvPriority.Horizon             = goHorizon;
            }

            //Adjust its position and size
            fvVolume = goClouds.GetComponent <FogVolume>();
            if (fvVolume != null)
            {
                GaiaSceneInfo info = GaiaSceneInfo.GetSceneInfo();

                //Location and scale
                fvVolume.transform.position = new Vector3(info.m_sceneBounds.center.x, info.m_seaLevel + 200f, info.m_sceneBounds.center.z);//   info.m_sceneBounds.center;
                fvVolume.fogVolumeScale     = new Vector3(info.m_sceneBounds.size.x * 3, 100f, info.m_sceneBounds.size.z * 3);

                //Camera far clip
                float maxClip = Math.Max(info.m_sceneBounds.size.x, info.m_sceneBounds.size.z) * 3f;
                if (mainCamera != null)
                {
                    if (mainCamera.farClipPlane < maxClip)
                    {
                        mainCamera.farClipPlane = maxClip + 200f;
                    }
                }

                //Fog type and blend mode
                fvVolume._FogType   = FogVolume.FogType.Textured;
                fvVolume._BlendMode = FogVolumeRenderer.BlendMode.PremultipliedTransparency;

                //Lighting
                fvVolume._AmbientColor     = Color.Lerp(mainLightColor, Color.black, 0.1f);
                fvVolume.useHeightGradient = true;
                fvVolume.Absorption        = 0.8f;
                fvVolume.HeightAbsorption  = 0.185f;
                fvVolume.bAbsorption       = true;

                fvVolume.EnableInscattering             = true;
                fvVolume.InscatteringColor              = mainLightColor;
                fvVolume.InscatteringShape              = 0.05f;
                fvVolume.InscatteringIntensity          = 0.882f;
                fvVolume.InscatteringStartDistance      = 0f;
                fvVolume.InscatteringTransitionWideness = 1f;

                fvVolume._DirectionalLighting         = true;
                fvVolume.LightExtinctionColor         = Color.Lerp(mainLightColor, Color.black, 0.8f);
                fvVolume._DirectionalLightingDistance = 0.0008f;
                fvVolume.DirectLightingShadowDensity  = 6f;
                fvVolume.DirectLightingShadowSteps    = 1;

                //Renderer
                fvVolume.NoiseIntensity      = 1f;
                fvVolume.SceneCollision      = false; //Faster i suppose ?
                fvVolume.Iterations          = 500;
                fvVolume.IterationStep       = 100;
                fvVolume._OptimizationFactor = 0.0000005f;

                fvVolume.GradMin  = 0.19f;
                fvVolume.GradMax  = 0.06f;
                fvVolume.GradMin2 = -0.25f;
                fvVolume.GradMax2 = 0.21f;

                //Noise
                fvVolume.EnableNoise             = true;
                fvVolume._3DNoiseScale           = 0.15f;
                fvVolume.Speed                   = new Vector4(0.49f, 0f, 0f, 0f);
                fvVolume.Vortex                  = 0.47f;
                fvVolume.RotationSpeed           = 0f;
                fvVolume.rotation                = 324f;
                fvVolume._VortexAxis             = FogVolume.VortexAxis.Y;
                fvVolume.Coverage                = 2.44f;
                fvVolume.NoiseContrast           = 12.9f;
                fvVolume.NoiseDensity            = 0.2f;
                fvVolume.Octaves                 = 3;
                fvVolume.BaseTiling              = 150f;
                fvVolume._BaseRelativeSpeed      = 0.85f;
                fvVolume.DetailTiling            = 285.3f;
                fvVolume._DetailRelativeSpeed    = 16.6f;
                fvVolume.DetailDistance          = 5000f;
                fvVolume._NoiseDetailRange       = 0.337f;
                fvVolume._DetailMaskingThreshold = 8f;
                fvVolume._Curl                   = 0.364f;

                //Other
                fvVolume.DrawOrder       = 4;
                fvVolume._ztest          = CompareFunction.LessEqual;
                fvVolume.CreateSurrogate = true;
            }
        }