コード例 #1
0
ファイル: Ring.cs プロジェクト: zambino12/Kopernicus
 /// <summary>
 /// Queries the shader the material should use
 /// </summary>
 private Shader getShader()
 {
     if (useNewShader)
     {
         return(ShaderLoader.GetShader(newShader));
     }
     if (unlit)
     {
         return(Shader.Find(unlitShader));
     }
     return(Shader.Find(diffuseShader));
 }
コード例 #2
0
            /// <summary>
            /// Builds the Ring
            /// </summary>
            public void BuildRing()
            {
                // Prepare
                GameObject     parent   = transform.parent.gameObject;
                List <Vector3> vertices = new List <Vector3>();
                List <Vector2> Uvs      = new List <Vector2>();
                List <int>     Tris     = new List <int>();
                List <Vector3> Normals  = new List <Vector3>();

                // Mesh wrapping
                for (float i = 0f; i < 360f; i += (360f / steps))
                {
                    // Rotation
                    Vector3 eVert = Quaternion.Euler(0, i, 0) * Vector3.right;

                    // Inner Radius
                    vertices.Add(eVert * (innerRadius / parent.transform.localScale.x));
                    Normals.Add(Vector3.left);
                    Uvs.Add(Vector2.one);

                    // Outer Radius
                    vertices.Add(eVert * (outerRadius / parent.transform.localScale.x));
                    Normals.Add(Vector3.left);
                    Uvs.Add(Vector2.zero);
                }
                for (float i = 0f; i < 360f; i += (360f / steps))
                {
                    // Rotation
                    Vector3 eVert = Quaternion.Euler(0, i, 0) * Vector3.right;

                    // Inner Radius
                    vertices.Add(eVert * (innerRadius / parent.transform.localScale.x));
                    Normals.Add(Vector3.left);
                    Uvs.Add(Vector2.one);

                    // Outer Radius
                    vertices.Add(eVert * (outerRadius / parent.transform.localScale.x));
                    Normals.Add(Vector3.left);
                    Uvs.Add(Vector2.zero);
                }

                // Tri Wrapping
                int Wrapping = steps * 2;

                for (int i = 0; i < Wrapping; i += 2)
                {
                    Tris.Add((i) % Wrapping);
                    Tris.Add((i + 1) % Wrapping);
                    Tris.Add((i + 2) % Wrapping);

                    Tris.Add((i + 1) % Wrapping);
                    Tris.Add((i + 3) % Wrapping);
                    Tris.Add((i + 2) % Wrapping);
                }
                for (int i = 0; i < Wrapping; i += 2)
                {
                    Tris.Add(Wrapping + (i + 2) % Wrapping);
                    Tris.Add(Wrapping + (i + 1) % Wrapping);
                    Tris.Add(Wrapping + (i) % Wrapping);

                    Tris.Add(Wrapping + (i + 2) % Wrapping);
                    Tris.Add(Wrapping + (i + 3) % Wrapping);
                    Tris.Add(Wrapping + (i + 1) % Wrapping);
                }

                // Update Rotation
                transform.localRotation = rotation;

                // Update Scale and Layer
                transform.localScale = parent.transform.localScale;
                transform.position   = parent.transform.localPosition;
                gameObject.layer     = parent.layer;

                // Create MeshFilter
                MeshFilter meshFilter = gameObject.AddComponent <MeshFilter>();

                // Set mesh
                meshFilter.mesh           = new Mesh();
                meshFilter.mesh.vertices  = vertices.ToArray();
                meshFilter.mesh.triangles = Tris.ToArray();
                meshFilter.mesh.uv        = Uvs.ToArray();
                meshFilter.mesh.RecalculateNormals();
                meshFilter.mesh.RecalculateBounds();
                meshFilter.mesh.Optimize();
                meshFilter.sharedMesh = meshFilter.mesh;

                // Set texture
                ringMR = gameObject.AddComponent <MeshRenderer>();
                Renderer parentRenderer = parent.GetComponent <Renderer>();

                if (useNewShader)
                {
                    ringMR.material = new Material(ShaderLoader.GetShader("Kopernicus/Rings"));
                }
                else if (unlit)
                {
                    ringMR.material = new Material(Shader.Find("Unlit/Transparent"));
                }
                else
                {
                    ringMR.material = new Material(Shader.Find("Transparent/Diffuse"));
                }


                ringMR.material.SetTexture("_MainTex", texture);

                ringMR.material.SetFloat("innerRadius", innerRadius * parent.transform.localScale.x);
                ringMR.material.SetFloat("outerRadius", outerRadius * parent.transform.localScale.x);

                if (useNewShader)
                {
                    ringMR.material.SetFloat("planetRadius", planetRadius);
                    ringMR.material.SetFloat("penumbraMultiplier", penumbraMultiplier);
                }

                ringMR.material.color = color;

                ringMR.material.renderQueue = parentRenderer.material.renderQueue;
                parentRenderer.material.renderQueue--;
            }
コード例 #3
0
 /// <summary>
 /// Queries the shader the material should use
 /// </summary>
 private Shader GetShader()
 {
     return(useNewShader ? ShaderLoader.GetShader(NEW_SHADER) : Shader.Find(unlit ? UNLIT_SHADER : DIFFUSE_SHADER));
 }