// Update is called once per frame void Update() { if (mist && value < 1) { value += Time.deltaTime * 0.1f; Graph.SetInputFloat("Normal", value); Graph.SetInputFloat("Roughness", value); Graph.QueueForRender(); Graph.RenderSync(); } if (!mist && value > 0) { value -= Time.deltaTime * 0.1f; Graph.SetInputFloat("Normal", value); Graph.SetInputFloat("Roughness", value); Graph.QueueForRender(); Graph.RenderSync(); } }
// Update is called once per frame void Update() { if (IsDown && Graph.GetInputFloat("WaterLevel1") < 1) { value += Time.deltaTime * 0.7f; Graph.SetInputFloat("WaterLevel1", value); Graph.QueueForRender(); Graph.RenderSync(); } if (!IsDown && Graph.GetInputFloat("WaterLevel2") < 1) { value += Time.deltaTime * 0.7f; Graph.SetInputFloat("WaterLevel2", value); Graph.QueueForRender(); Graph.RenderSync(); } if (Input.GetButtonDown("Jump")) { ChangeBehavior(); } }
/// <summary> /// Updates procedural textures. /// Array of float values for the texture is included as well as reference to the (this) object that the texture should be sent to. /// Public becasue PlanetManagerEditor needs to access this method to force updating of procedural textures. /// </summary> /// <param name="_textureName">Name of texture to be rebuilt (or "All")</param> public override void UpdateProceduralTexture(string _textureName) { if ((int)PlanetManager.DebugLevel > 1) { Debug.Log("GasPlanet.cs: UpdateProceduralTexture(" + _textureName + ")"); } if (PlanetManager.TextureDetailMode == PlanetManager.TextureDetailModes.Progressive || PlanetManager.TextureDetailMode == PlanetManager.TextureDetailModes.Progressive_Separate) { if (textureProgressiveStep == -1) { SetDefaultProgressiveTextureLOD(); } } if (_textureName == "All" || _textureName == "Maps") { _proceduralMaterialMaps = PlanetManager.Instance.GetUniqueProceduralMaterial(_dictionaryMaterials["gas"].GetPropertyMaterial(), gameObject, "gas"); SetProceduralMaterialFloats("Maps", _proceduralMaterialMaps); _proceduralMaterialMaps.SetInputVector2Int("$outputsize", _lodGas + 4, _lodGas + 4); _proceduralMaterialMaps.RenderSync(); _textureMaps = _proceduralMaterialMaps.GetGeneratedTextures().ToList().Where(texture => texture.name.Contains("any")).FirstOrDefault(); _textureCapNormal = _proceduralMaterialMaps.GetGeneratedTextures().ToList().Where(texture => texture.name.Contains("CapNormal")).FirstOrDefault(); _textureBodyNormal = _proceduralMaterialMaps.GetGeneratedTextures().ToList().Where(texture => texture.name.Contains("BodyNormal")).FirstOrDefault(); _texturePaletteLookup = _proceduralMaterialMaps.GetGeneratedTextures().ToList().Where(texture => texture.name.Contains("Palette_Diffuse")).FirstOrDefault(); _material.SetTexture("_BodyTexture", _textureMaps); _material.SetTexture("_CapTexture", _textureMaps); _material.SetTexture("_BodyNormal", _textureBodyNormal); _material.SetTexture("_CapNormal", _textureCapNormal); _material.SetTexture("_PaletteLookup", _texturePaletteLookup); } // Start timer when rebuild of textures started _timerStartBuildingTextures = Time.realtimeSinceStartup; }