Пример #1
0
        protected virtual void BindData(int shapeSlot, IPropertyWrapper properties, Texture applyData, bool blendOut, ref LodTransform.RenderData renderData)
        {
            if (applyData)
            {
                properties.SetTexture(_paramsLodDataSampler[shapeSlot], applyData);
            }

            properties.SetVector(_paramsPosScale[shapeSlot], new Vector3(renderData._posSnapped.x, renderData._posSnapped.z, transform.lossyScale.x));
            properties.SetFloat(_paramsLodIdx[shapeSlot], LodTransform.LodIndex);
            properties.SetVector(_paramsOceanParams[shapeSlot],
                                 new Vector4(renderData._texelWidth, renderData._textureRes, 1f, 1f / renderData._textureRes));
        }
Пример #2
0
        protected virtual void BindData(int lodIdx, int shapeSlot, IPropertyWrapper properties, Texture applyData, bool blendOut, ref LodTransform.RenderData renderData)
        {
            if (applyData)
            {
                properties.SetTexture(GetParamIdSampler(shapeSlot), applyData);
            }

            var lt = OceanRenderer.Instance._lods[lodIdx];

            properties.SetVector(LodTransform.ParamIdPosScale(shapeSlot), new Vector3(renderData._posSnapped.x, renderData._posSnapped.z, lt.transform.lossyScale.x));
            properties.SetVector(LodTransform.ParamIdOcean(shapeSlot),
                                 new Vector4(renderData._texelWidth, renderData._textureRes, 1f, 1f / renderData._textureRes));
        }
Пример #3
0
        protected override void SetAdditionalSimParams(IPropertyWrapper simMaterial)
        {
            base.SetAdditionalSimParams(simMaterial);

            simMaterial.SetFloat(sp_Damping, Settings._damping);
            simMaterial.SetFloat(sp_Gravity, OceanRenderer.Instance.Gravity * Settings._gravityMultiplier);

            float laplacianKernelAngle = _rotateLaplacian ? Mathf.PI * 2f * Random.value : 0f;

            simMaterial.SetVector(sp_LaplacianAxisX, new Vector2(Mathf.Cos(laplacianKernelAngle), Mathf.Sin(laplacianKernelAngle)));

            // assign sea floor depth - to slot 1 current frame data. minor bug here - this depth will actually be from the previous frame,
            // because the depth is scheduled to render just before the animated waves, and this sim happens before animated waves.
            if (OceanRenderer.Instance._lodDataSeaDepths != null)
            {
                OceanRenderer.Instance._lodDataSeaDepths.BindResultData(simMaterial);
            }
            else
            {
                LodDataMgrSeaFloorDepth.BindNull(simMaterial);
            }

            if (OceanRenderer.Instance._lodDataFlow != null)
            {
                OceanRenderer.Instance._lodDataFlow.BindResultData(simMaterial);
            }
            else
            {
                LodDataMgrFlow.BindNull(simMaterial);
            }
        }
Пример #4
0
        protected override void BindData(int shapeSlot, IPropertyWrapper properties, Texture applyData, bool blendOut, ref LodTransform.RenderData renderData)
        {
            base.BindData(shapeSlot, properties, applyData, blendOut, ref renderData);

            // need to blend out shape if this is the largest lod, and the ocean might get scaled down later (so the largest lod will disappear)
            bool  needToBlendOutShape = LodTransform.LodIndex == LodTransform.LodCount - 1 && OceanRenderer.Instance.ScaleCouldDecrease && blendOut;
            float shapeWeight         = needToBlendOutShape ? OceanRenderer.Instance.ViewerAltitudeLevelAlpha : 1f;

            properties.SetVector(_paramsOceanParams[shapeSlot],
                                 new Vector4(LodTransform._renderData._texelWidth, LodTransform._renderData._textureRes, shapeWeight, 1f / LodTransform._renderData._textureRes));
        }
        public void ApplyMaterialParams(int shapeSlot, IPropertyWrapper properties, bool applyWaveHeights, bool blendOut)
        {
            if (applyWaveHeights)
            {
                properties.SetTexture("_WD_Sampler_" + shapeSlot.ToString(), cam.targetTexture);
            }

            if (_rtOceanDepth != null)
            {
                properties.SetTexture("_WD_OceanDepth_Sampler_" + shapeSlot.ToString(), _rtOceanDepth);
            }

            // need to blend out shape if this is the largest lod, and the ocean might get scaled down later (so the largest lod will disappear)
            bool  needToBlendOutShape = _lodIndex == _lodCount - 1 && OceanRenderer.Instance.ScaleCouldDecrease && blendOut;
            float shapeWeight         = needToBlendOutShape ? OceanRenderer.Instance.ViewerAltitudeLevelAlpha : 1f;

            properties.SetVector("_WD_Params_" + shapeSlot.ToString(), new Vector3(_renderData._texelWidth, _renderData._textureRes, shapeWeight));

            properties.SetVector("_WD_Pos_" + shapeSlot.ToString(), new Vector2(_renderData._posSnapped.x, _renderData._posSnapped.z));
            properties.SetFloat("_WD_LodIdx_" + shapeSlot.ToString(), _lodIndex);
        }
Пример #6
0
        public void ApplyMaterialParams(int shapeSlot, IPropertyWrapper properties, bool applyWaveHeights, bool blendOut)
        {
            if (applyWaveHeights)
            {
                properties.SetTexture(_paramsDisplacementsSampler[shapeSlot], cam.targetTexture);
            }

            if (_rtOceanDepth != null)
            {
                properties.SetTexture(_paramsOceanDepthSampler[shapeSlot], _rtOceanDepth);
            }

            // need to blend out shape if this is the largest lod, and the ocean might get scaled down later (so the largest lod will disappear)
            bool  needToBlendOutShape = _lodIndex == _lodCount - 1 && OceanRenderer.Instance.ScaleCouldDecrease && blendOut;
            float shapeWeight         = needToBlendOutShape ? OceanRenderer.Instance.ViewerAltitudeLevelAlpha : 1f;

            properties.SetVector(_paramsOceanParams[shapeSlot],
                                 new Vector4(_renderData._texelWidth, _renderData._textureRes, shapeWeight, 1f / _renderData._textureRes));

            properties.SetVector(_paramsPosScale[shapeSlot], new Vector3(_renderData._posSnapped.x, _renderData._posSnapped.z, transform.lossyScale.x));
            properties.SetFloat(_paramsLodIdx[shapeSlot], _lodIndex);
        }