void Update() { if (rotateToNoon) { sun.transform.RotateAround(sunPos, sunUp, 180f * (Time.deltaTime / timeToSwitch)); float lerpFactor = Mathf.Clamp01(sun.transform.forward.y / noonVector.y); sunLight.intensity = lerpFactor; RenderSettings.fogColor = Color.Lerp(dayFogColor, Color.black, lerpFactor); reflectionProbe.RenderProbe(); timer += Time.deltaTime; if (timer >= timeToSwitch) { isNoon = true; rotateToNoon = false; sun.transform.forward = noonVector; RenderSettings.fogColor = dayFogColor; } } else if (rotateToMidnight) { sun.transform.RotateAround(sunPos, sunUp, 180f * (Time.deltaTime / timeToSwitch)); float lerpFactor = Mathf.Clamp01(sun.transform.forward.y / noonVector.y); sunLight.intensity = lerpFactor; RenderSettings.fogColor = Color.Lerp(Color.black, dayFogColor, lerpFactor); reflectionProbe.RenderProbe(); timer += Time.deltaTime; if (timer >= timeToSwitch) { isNoon = false; rotateToMidnight = false; RenderSettings.fogColor = Color.black; } } }
void Awake() { RenderSettings.sun = sun; roomLightsOn = false; windowIntensity = windowLight.intensity; extIntensity = exteriorLight.intensity; lampAnim = lampSwitch.GetComponent <Animation>(); rend = lamp.GetComponent <Renderer>(); paintingRend = painting.GetComponent <Renderer>(); wallNumberRend = wallNumbers.transform.GetChild(0).GetComponent <Renderer>(); wallNumberRend.sharedMaterial.SetColor("_Color", noAlpha); wallNumberRend.sharedMaterial.SetColor("_EmissionColor", Color.black); purple = new Color32(145, 0, 255, 255); blue = new Color(0, 1, 0.9f); noAlpha = new Color32(0, 0, 0, 0); white = new Color32(255, 255, 255, 255); foreach (Light light in ambientLights) { light.enabled = false; } foreach (Light light in testLights) { light.enabled = false; } if (probe != null) { probe.RenderProbe(); } }
private void SetReflections() { switch (Options.Settings.Quality) { case 0: _reflectionRefreshInterval = 1.0f / 3.0f; _reflectionProbe.resolution = 64; _reflectionProbe.refreshMode = ReflectionProbeRefreshMode.ViaScripting; break; case 1: _reflectionRefreshInterval = 1.0f / 10.0f; _reflectionProbe.resolution = 128; _reflectionProbe.refreshMode = ReflectionProbeRefreshMode.ViaScripting; break; case 2: _reflectionRefreshInterval = 1.0f / 30.0f; _reflectionProbe.resolution = 256; _reflectionProbe.refreshMode = ReflectionProbeRefreshMode.ViaScripting; break; default: break; } _reflectionProbe.RenderProbe(); }
void OnTriggerEnter(Collider collider) { UnityEngine.GameObject obj = collider.gameObject; if (null != obj) { if (obj == LogicSystem.PlayerSelf) { if (!IsNight) { LocalLevelLightmapData.LoadLightingScenario(0); Debug.Log("Switch to DayLight"); DayLight.SetActive(true); NightLight.SetActive(false); // GlobalReflectionProbe.intensity = ReflectionProbeIntensity; GlobalReflectionProbe.RenderProbe(); IsNight = true; } else { LocalLevelLightmapData.LoadLightingScenario(1); Debug.Log("Switch to NightLight"); DayLight.SetActive(false); NightLight.SetActive(true); // GlobalReflectionProbe.intensity = ReflectionProbeIntensity / 2.0f; GlobalReflectionProbe.RenderProbe(); IsNight = false; } } } }
public override void BehaviorEnabled() { probe.enabled = true; if (probe.refreshMode == ReflectionProbeRefreshMode.ViaScripting) { probe.RenderProbe(); } prevPos = transform.position; }
protected override void Refresh() { if (m_UseRenderTexture) { m_Probe.RenderProbe(m_RenderTexture); } else { m_Probe.RenderProbe(null); } }
private void Start() { Windowed(); Batchui = gameObject.AddComponent <BatchUI>(); _lastDirectory = Application.dataPath; HeightMap = null; HdHeightMap = null; DiffuseMap = null; DiffuseMapOriginal = null; NormalMap = null; MetallicMap = null; SmoothnessMap = null; EdgeMap = null; AoMap = null; _propertyCompShader = Shader.Find("Hidden/Blit_Property_Comp"); _propertyCompMaterial = new Material(_propertyCompShader); Shader.SetGlobalFloat(CorrectionId, GamaCorrection); FullMaterial = new Material(FullMaterialRef.shader); FullMaterial.CopyPropertiesFromMaterial(FullMaterialRef); SampleMaterial = new Material(SampleMaterialRef.shader); SampleMaterial.CopyPropertiesFromMaterial(SampleMaterialRef); HeightFromDiffuseGuiScript = HeightFromDiffuseGuiObject.GetComponent <HeightFromDiffuseGui>(); NormalFromHeightGuiScript = NormalFromHeightGuiObject.GetComponent <NormalFromHeightGui>(); EdgeFromNormalGuiScript = EdgeFromNormalGuiObject.GetComponent <EdgeFromNormalGui>(); AoFromNormalGuiScript = AoFromNormalGuiObject.GetComponent <AoFromNormalGui>(); EditDiffuseGuiScript = EditDiffuseGuiObject.GetComponent <EditDiffuseGui>(); MetallicGuiScript = MetallicGuiObject.GetComponent <MetallicGui>(); SmoothnessGuiScript = SmoothnessGuiObject.GetComponent <SmoothnessGui>(); MaterialGuiScript = MaterialGuiObject.GetComponent <MaterialGui>(); _tilingTextureMakerGuiScript = TilingTextureMakerGuiObject.GetComponent <TilingTextureMakerGui>(); _saveLoadProjectScript = SaveLoadProjectObject.GetComponent <SaveLoadProject>(); _settingsGuiScript = SettingsGuiObject.GetComponent <SettingsGui>(); _settingsGuiScript.LoadSettings(); if (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.WindowsPlayer) { _pathChar = '\\'; } TestObject.GetComponent <Renderer>().material = FullMaterial; SetMaterialValues(); ReflectionProbe.RenderProbe(); HideGuiLocker.LockEmpty += LoadHideState; }
private void Awake() { if (state != AzureReflectionProbeState.On) { return; } if (refreshMode == ReflectionProbeRefreshMode.ViaScripting && updateAtFirstFrame) { reflectionProbe.RenderProbe(); //DynamicGI.UpdateEnvironment(); } }
//-------------------------------------------------------------------------- private void OnEnable() { mainCamera = Camera.main.transform; RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight; RenderSettings.sun = myLight; RenderSettings.skybox = skyMaterial; RenderSettings.defaultReflectionResolution = probe.resolution; RenderSettings.defaultReflectionMode = UnityEngine.Rendering.DefaultReflectionMode.Custom; RenderSettings.customReflection = new Cubemap(probe.resolution, TextureFormat.RGBA32, true); probeRenderID = probe.RenderProbe(); #if UNITY_EDITOR lastNightDuration = -1; #endif }
IEnumerator Start() { observerIsRunning = false; EnvironmentMapSphere.SetActive(false); UnityWebRequest request = UnityWebRequest.GetTexture(URL); request.timeout = 3; yield return(request.Send()); if (request.responseCode != 200) { switch (IBLType) { case IBLTypes.ReflectionProbe: ReflectionProbe.RenderProbe(); break; case IBLTypes.Skyshop: RenderToCubemap(); UpdateSphericalHarmonics(); break; default: break; } yield break; } DefaultEnvironmentMapSphere.SetActive(false); EnvironmentMapSphere.SetActive(true); targetRenderer = EnvironmentMapSphere.GetComponent <Renderer>(); texture = new Texture2D(2, 2); imageBytes = new List <byte>(); mainCamera = Camera.main; if ((IBLType == IBLTypes.ReflectionProbe) && (ReflectionProbe != null)) { observerIsRunning = true; } #if SKYSHOP else if ((IBLType == IBLTypes.Skyshop) && (EnvironmentCubemap != null) && (Sky != null)) { observerIsRunning = true; } #endif }
// Update is called once per frame void Update() { if (directionFaced == Direction.X) { offset = (plane.transform.position.x - character.transform.position.x); transform.position = new Vector3( plane.transform.position.x + offset, character.transform.position.y, character.transform.position.z); } if (directionFaced == Direction.Y) { offset = (plane.transform.position.y - character.transform.position.y); transform.position = new Vector3( character.transform.position.x, plane.transform.position.z + offset, character.transform.position.z); } if (directionFaced == Direction.Z) { offset = (plane.transform.position.z - character.transform.position.z); transform.position = new Vector3( character.transform.position.x, character.transform.position.y, plane.transform.position.z + offset); } probe.RenderProbe(texture); }
// Refresh Methods public void RefreshReflection(bool timeSlice = false) { if (customRendering) { if (rendering == true) { return; } CreateTexturesAndMaterial(); if (renderCam == null) { CreateRenderCamera(); } UpdateCameraSettings(); renderCam.transform.position = transform.position; renderCam.targetTexture = renderTexture; if (!timeSlice) { refreshing = StartCoroutine(RefreshInstant(renderTexture, mirrorTexture)); } else { refreshing = StartCoroutine(RefreshOvertime(renderTexture, mirrorTexture)); } } else { myProbe.RenderProbe(); } }
void Update() { if (RenderProbe) { float tempHitY; float tempY; RaycastHit hit; if (Physics.Raycast(Camera.main.transform.position, Vector3.down, out hit, RayLength)) { tempHitY = hit.point.y; } else { tempHitY = 0f; } tempY = tempHitY - (Camera.main.transform.position.y - tempHitY); transform.position = new Vector3(Camera.main.transform.position.x, tempY, Camera.main.transform.position.z); if (probe) { curTime += Time.deltaTime; if (curTime > RenderDelay) { probe.RenderProbe(); curTime = 0f; } } } }
private void Update() { Vector3 pos = Camera.main.transform.position; probe.transform.position = new Vector3(pos.x, pos.y * -1, pos.z); probe.RenderProbe(); }
private IEnumerator UpdateEnvironmentMapRoutine() { UnityWebRequest request = UnityWebRequest.GetTexture(URL); yield return(request.Send()); if (request.responseCode == 200) { UpdateObserverRotation(); UpdateTexture(request.downloadHandler.data); switch (IBLType) { case IBLTypes.ReflectionProbe: ReflectionProbe.RenderProbe(); break; case IBLTypes.Skyshop: RenderToCubemap(); UpdateSphericalHarmonics(); break; default: break; } Resources.UnloadUnusedAssets(); } else if (request.isError) { Debug.Log(request.error); } }
/// <summary> /// Update the scene environment reflections /// </summary> public void UpdateReflections() { if (!probeGameObject || !probeComponent) { UpdateReflectionProbe(); } // The Update function refreshes the Reflection Probe and copies the result to the default specular reflection Cubemap. // The texture associated with the real-time Reflection Probe is a render target and RenderSettings.customReflection is a Cubemap. We have to check the support if copying from render targets to Textures is supported. if ((SystemInfo.copyTextureSupport & CopyTextureSupport.RTToTexture) != 0) { // Wait until previous RenderProbe is finished before we refresh the Reflection Probe again. // renderId is a token used to figure out when the refresh of a Reflection Probe is finished. The refresh of a Reflection Probe can take mutiple frames when time-slicing is used. if (renderId == -1 || probeComponent.IsFinishedRendering(renderId)) { if (probeComponent.IsFinishedRendering(renderId)) { //Debug.Log("probeComponent.texture.width = " + probeComponent.texture.width + " blendedCubemap.width = "+ blendedCubemap.width); //Debug.Log("probeComponent.texture.height = " + probeComponent.texture.height + " blendedCubemap.height = " + blendedCubemap.height); //Debug.Log("probeComponent.resolution = " + probeComponent.resolution); // After the previous RenderProbe is finished, we copy the probe's texture to the cubemap and set it as a custom reflection in RenderSettings. if (probeComponent.texture.width == blendedCubemap.width && probeComponent.texture.height == blendedCubemap.height) { Graphics.CopyTexture(probeComponent.texture, blendedCubemap as Texture); //Debug.Log("Copying"); } RenderSettings.customReflection = blendedCubemap; } renderId = probeComponent.RenderProbe(); } } }
/* ---------------------------------------- * At Awake, assign ReflectionProbe component to * probe' variable and update cubemap */ void Awake() { // Assign assign ReflectionProbe component to 'probe' variable probe = GetComponent <ReflectionProbe> (); // Use RenderProbe function to update reflection cubemap probe.RenderProbe(); }
private void OnDisable() { // Restore and render a default probe if (probe != null && probe.isActiveAndEnabled) { probe.mode = UnityEngine.Rendering.ReflectionProbeMode.Realtime; probe.refreshMode = UnityEngine.Rendering.ReflectionProbeRefreshMode.ViaScripting; probe.RenderProbe(); } RenderSettings.skybox = startSky; if (directionalLight != null) { directionalLight.color = startLightColor; directionalLight.transform.rotation = startLightRot; directionalLight.intensity = startLightBrightness; } if (captureCamera != null) { captureCamera.Shutdown(); } DynamicGI.UpdateEnvironment(); }
// void OnEnable() { myProbe = GetComponent <ReflectionProbe>(); if (!standalone && myProbe != null) { myProbe.enabled = true; } if (customRendering) { myProbe.mode = ReflectionProbeMode.Custom; myProbe.refreshMode = ReflectionProbeRefreshMode.ViaScripting; CreateCubemap(); CreateTexturesAndMaterial(); CreateRenderCamera(); currentRes = myProbe.resolution; rendering = false; StartCoroutine(RefreshFirstTime()); } else { myProbe.mode = ReflectionProbeMode.Realtime; myProbe.refreshMode = ReflectionProbeRefreshMode.ViaScripting; myProbe.RenderProbe(); } }
void Update() { if (!debug) { probe.transform.position = new Vector3( cam.transform.position.x, cam.transform.position.y * -1, cam.transform.position.z ); } else { #if UNITY_EDITOR var cam = SceneView.lastActiveSceneView.camera; probe.transform.position = new Vector3( cam.transform.position.x, cam.transform.position.y * -1, cam.transform.position.z ); #endif } probe.RenderProbe(); }
public override void DoUpdate() { if (Vector3.Angle(Player.instance.headTrs.position - trs.position, Player.instance.headTrs.forward) <= maxAnlgeToBlock) { reflectionProbe.RenderProbe(); } }
private void Update() { if (rf.IsFinishedRendering(RenderId)) { rf.RenderProbe(targetTexture = null); } }
void Start() { Piece.Moved += MovePiece; Piece.Rotated += RotatePiece; placeholderManager = transform.parent.GetComponent <PlaceholderManager>(); ReflectionProbe rp = transform.parent.GetComponentInChildren <ReflectionProbe>(); if (rp != null) { rps.Add(rp); rp.RenderProbe(); } Renderer r = GetComponent <Renderer>(); if (Piece.Color == PieceColor.Red) { r.material = redMaterial; } else if (Piece.Color == PieceColor.Silver) { r.material = silverMaterial; } }
/// <summary>Event triggered when the skybox exposure Slider has changed.</summary> /// <param name="exposure">The new exposure value.</param> public void OnSkyboxExposureChanged(float exposure) { _skyboxMaterial.SetFloat("_Exposure", exposure); _skyboxRenderer.material = _skyboxMaterial; RenderSettings.skybox = _skyboxMaterial; DynamicGI.UpdateEnvironment(); _reflectionProbe.RenderProbe(); }
private void UpdateEnvironment(Environment environment) { RenderSettings.skybox = environment.skybox; mainLight.color = environment.lightColor; mainLight.intensity = environment.intensity; DynamicGI.UpdateEnvironment(); _reflectionProbe.RenderProbe(); }
IEnumerator RefreshProbeEffect() { while (true) { Probe.RenderProbe(); yield return(WaitRefreshProbe); } }
IEnumerator ProcessProbesCoroutine() { yield return(null); RenderId = TheProbe.RenderProbe(null); // Debug.Log ("Processing Probes Update Coroutine!"); }
public void RenderProbe() { if (targetProbe != null) { renderID = targetProbe.RenderProbe(); StartCoroutine(WaitForRenderRoutine()); } }
public static IEnumerator UpdateProbe() { while (true) { probe.RenderProbe(); yield return(new WaitForSeconds(probeUpdateDelay)); } }
public Material[] temp_mats = new Material[5]; // array of materials used to sed materials on chrome sphere void Awake() { startpos = transform.position; chime = GetComponent <AudioSource>(); mesh = gameObject.GetComponent <MeshRenderer>(); probe = GetComponent <ReflectionProbe>(); probe.RenderProbe(); }