Exemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        // Get renderer component (in order to pass params to shader)
        MeshRenderer renderer = this.gameObject.GetComponent <MeshRenderer>();

        // Pass updated light positions to shader
        Vector3[] lightPositions = new Vector3[this.pointLights.Length];
        Color[]   lightColors    = new Color[this.pointLights.Length];
        for (int i = 0; i < this.pointLights.Length; i++)
        {
            lightPositions[i] = this.pointLights[i].GetWorldPosition();
            lightColors[i]    = this.pointLights[i].color;
        }

        // Note: We need to be careful since we only have a fixed amount of memory
        // for the light sources in the shader (MAX_LIGHTS). It's easily possible to
        // overflow it if the pointLights array has more than MAX_LIGHTS, so might be
        // worth doing an extra check like below. The only issue is if we change
        // MAX_LIGHTS in the shader, it also has to be correspondingly changed in
        // this script.
        if (this.pointLights.Length > MAX_LIGHTS)
        {
            Debug.LogError("Number of lights exceeds the maximum shader limit");
        }
        else
        {
            // Pass the actual number of lights to the shader
            renderer.material.SetInt("_NumPointLights", this.pointLights.Length);

            // For Unity 5.3 and below; Unity 5.4 and above provides an array passing interface
            // via the material class itself (like SetInt() above)
            PassArrayToShader.Vector3(renderer.material, "_PointLightPositions", lightPositions);
            PassArrayToShader.Color(renderer.material, "_PointLightColors", lightColors);
        }
    }
Exemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        //Allow Lighting Parameters to be updated during Play mode
        rend.material.SetFloat("_AmbientCoeff", ambient);
        rend.material.SetFloat("_DiffuseCoeff", diffuse);
        rend.material.SetFloat("_SpecularCoeff", specular);
        rend.material.SetFloat("_SpecularPower", powerN);

        Vector3[] lightPostions = new Vector3[this.pointLights.Length];
        Color[]   lightColors   = new Color[this.pointLights.Length];

        for (int i = 0; i < this.pointLights.Length; i++)
        {
            lightPostions[i] = this.pointLights[i].GetWorldPosition();
            lightColors[i]   = this.pointLights[i].color;
        }

        if (this.pointLights.Length > MAX_LIGHTS)
        {
            Debug.LogError("You have too many point lights. Max is " + MAX_LIGHTS);
        }
        else
        {
            rend.material.SetInt("_NumPointLights", this.pointLights.Length);
            PassArrayToShader.Vector3(rend.material, "_PointLightPositions", lightPostions);
            PassArrayToShader.Color(rend.material, "_PointLightColors", lightColors);
        }
    }
Exemplo n.º 3
0
    // Use this for initialization
    void Start()
    {
        celShadingPalette    = new Color[8];
        celShadingPalette[0] = celShadingColor1;
        celShadingPalette[1] = celShadingColor2;
        celShadingPalette[2] = celShadingColor3;
        celShadingPalette[3] = celShadingColor4;
        celShadingPalette[4] = celShadingColor5;
        celShadingPalette[5] = celShadingColor6;
        celShadingPalette[6] = celShadingColor7;
        celShadingPalette[7] = celShadingColor8;

        meshRenderer = this.gameObject.GetComponent <MeshRenderer>();
        //renderer.material.shader = grassShader;
        LightSource sun = FindObjectOfType <LightSource>();

        lightsource = sun.gameObject.transform;
        lightColor  = sun.lightColor;
        PassArrayToShader.Color(meshRenderer.material, "_CelShadingColors", celShadingPalette);
    }