public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "Fantasy Adventure Environment Tree", Description = "", LODFadePercentage = true, LODFadeCrossfade = true, SampleWind = true, SupportsInstantIndirect = true }; Settings.AddLabelProperty("Branch"); Settings.AddColorProperty("Color", "Main color", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_Color")); Settings.AddColorProperty("HueVariation", "Hue Variation", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_HueVariation")); Settings.AddColorProperty("TransmissionColor", "Transmission Color", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_TransmissionColor")); Settings.AddFloatProperty("AmbientOcclusionBranch", "Ambient Occlusion", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_AmbientOcclusion"), 0, 1); Settings.AddFloatProperty("GradientBrightnessBranch", "Gradient Brightness", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_GradientBrightness"), 0, 2); Settings.AddLabelProperty("Trunk"); Settings.AddFloatProperty("GradientBrightnessTrunk", "Gradient Brightness", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_GradientBrightness"), 0, 2); Settings.AddFloatProperty("AmbientOcclusionTrunk", "Ambient Occlusion", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_AmbientOcclusion"), 0, 1); Settings.AddLabelProperty("Branch Wind"); Settings.AddFloatProperty("WindInfluence", "Max Strength", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_MaxWindStrength"), 0, 1); Settings.AddFloatProperty("WindAmplitude", "Amplitude Multiplier", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindAmplitudeMultiplier"), 0, 10); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "Mtree settings", Description = "", LODFadePercentage = true, LODFadeCrossfade = true, SampleWind = true, }; Settings.AddLabelProperty("Foliage settings"); Settings.AddColorProperty("BarkTintColor", "Bark Color", "", GetColor(materials, "_Color", "Bark")); Settings.AddColorProperty("FoliageTintColor", "Leaf Color", "", GetColor(materials, "_Color", "Leafs")); Settings.AddFloatProperty("MtreeCutoff", "Alpha Cutoff", "", GetFloatValue(materials, "_Cutoff", "Leafs"), 0, 1); Settings.AddLabelProperty("Translucency Settings"); Settings.AddFloatProperty("TranslucentStrength", "Srength", "", GetFloatValue(materials, "_Translucency", "Leafs"), 0, 50); Settings.AddFloatProperty("TransNormalDistortion", "Normal Distortion", "", GetFloatValue(materials, "_TransNormalDistortion", "Leafs"), 0, 1); Settings.AddFloatProperty("TransScattering", "Scattering Falloff", "", GetFloatValue(materials, "_TransScattering", "Leafs"), 1, 50); Settings.AddColorProperty("TranslucentColor", "Translucent Color", "Only Works if Translucent Light Mode set to Custom!", GetColor(materials, "_TranslucencyTint", "Leafs")); Settings.AddLabelProperty("Other Settings"); Settings.AddFloatProperty("AmbientOcclusion", "AO Strength", "", GetGlobalFloatValue(materials, "_OcclusionStrength"), 0, 1); Settings.AddFloatProperty("MtreeGlobalWindInfluence", "Global Wind Influence", "", GetGlobalFloatValue(materials, "_GlobalWindInfluence"), 0, 1); Settings.AddFloatProperty("MtreeGlobalWindTurbulence", "Global Wind Turbulence Influence", "", GetFloatValue(materials, "_GlobalTurbulenceInfluence", "Leafs"), 0, 1); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "Mtree settings", Description = "", LODFadePercentage = true, LODFadeCrossfade = true, SampleWind = true, //DynamicHUE = true, //BillboardHDWind = false }; Settings.AddLabelProperty("Foliage settings"); Settings.AddColorProperty("FoliageTintColor", "Foliage tint color", "", GetLeafColor(materials)); Settings.AddFloatProperty("MtreeCutoff", "Alpha Cutoff", "", GetFloatValue(materials, "_Cutoff"), 0, 1); Settings.AddLabelProperty("Bark settings"); Settings.AddColorProperty("BarkTintColor", "Bark tint color", "", GetBarkColor(materials)); Settings.AddLabelProperty("Translucency Settings"); Settings.AddFloatProperty("TranslucentScale", "Translucency Scale", "", GetFloatValue(materials, "_Scale"), 0, 10); Settings.AddFloatProperty("TranslucentPower", "Translucency Power", "", GetFloatValue(materials, "_Power"), 0, 10); Settings.AddFloatProperty("TranslucentDistortion", "Translucency Distortion", "", GetFloatValue(materials, "_Distortion"), 0, 10); Settings.AddColorProperty("TranslucentColor", "Translucency Color", "Only Works if Translucent Light Mode set to Custom!", GetTranslucentColor(materials)); Settings.AddLabelProperty("Mtree Wind Settings"); Settings.AddFloatProperty("MtreeGlobalWindInfluence", "Global Wind Influence", "", GetGlobalFloatValue(materials, "_GlobalWindInfluence"), 0, 1); Settings.AddFloatProperty("MtreeGlobalWindTurbulence", "Global Wind Turbulence Influence", "", GetFloatValue(materials, "_GlobalTurbulenceInfluence"), 0, 1); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "Nature Manufacture tree", Description = "", LODFadePercentage = false, LODFadeCrossfade = false, SampleWind = false, SupportsInstantIndirect = true, BillboardHDWind = true }; Settings.AddLabelProperty("Foliage settings"); Settings.AddColorProperty("HealtyColor", "Healthy Color", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_HealthyColor")); Settings.AddColorProperty("DryColor", "DryColor", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_DryColor")); Settings.AddLabelProperty("Bark settings"); Settings.AddColorProperty("BarkColor", "Bark Color", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_Color")); Settings.AddLabelProperty("Wind settings"); Settings.AddFloatProperty("InitialBend", "Initial Bend", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_InitialBend"), 0, 10); Settings.AddFloatProperty("Stiffness", "Stiffness", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Stiffness"), 0, 10); Settings.AddFloatProperty("Drag", "Drag", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Drag"), 0, 10); Settings.AddFloatProperty("ShiverDrag", "Shiver Drag", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ShiverDrag"), 0, 10); Settings.AddFloatProperty("ShiverDirectionality", "Shiver Directionality", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ShiverDirectionality"), 0, 1); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "Vegetation Studio Grass", Description = "", LODFadePercentage = false, LODFadeCrossfade = false, SampleWind = false, SupportsInstantIndirect = true, BillboardHDWind = false }; Settings.AddLabelProperty("Foliage settings"); Settings.AddColorProperty("TintColor1", "Dry color tint", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_Color")); Settings.AddColorProperty("TintColor2", "Healthy color tint", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_ColorB")); Vector4 colorScale = ShaderControllerSettings.GetVector4FromMaterials(materials, "_AG_ColorNoiseArea"); Settings.AddFloatProperty("TintAreaScale", "Tint area scale", "", colorScale.y, 10f, 150f); Settings.AddFloatProperty("RandomDarkening", "Random darkening", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_RandomDarkening"), 0, 1); Settings.AddFloatProperty("RootAmbient", "Root ambient", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_RootAmbient"), 0, 1); Settings.AddFloatProperty("AlphaCutoff", "Alpha cutoff", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Cutoff"), 0, 1); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "Nature Manufacture Advanced Grass Snow", Description = "", LODFadePercentage = false, LODFadeCrossfade = false, SampleWind = false, SupportsInstantIndirect = true, BillboardHDWind = false }; Settings.AddLabelProperty("Snow settings"); Settings.AddBooleanProperty("GlobalSnow", "Use Global Snow Value", "", true); Settings.AddFloatProperty("SnowAmount", "Snow Amount", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Snow_Amount"), 0, 1); Settings.AddFloatProperty("SnowColorBrightness", "Snow Color Brightness", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_SnowColorBrightness"), 0, 2); Settings.AddLabelProperty("Foliage settings"); Settings.AddColorProperty("HealthyColorTint", "Healthy color tint", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_HealthyColor")); Settings.AddColorProperty("DryColorTint", "Dry color tint", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_DryColor")); Settings.AddFloatProperty("ColorNoiseSpread", "Color noise spread", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ColorNoiseSpread"), 1, 150); Settings.AddFloatProperty("AlphaCutoff", "Alpha cutoff", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Cutoff"), 0, 1); Settings.AddLabelProperty("Wind settings"); Settings.AddFloatProperty("InitialBend", "Initial Bend", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_InitialBend"), 0, 10); Settings.AddFloatProperty("Stiffness", "Stiffness", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Stiffness"), 0, 10); Settings.AddFloatProperty("Drag", "Drag", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Drag"), 0, 10); Settings.AddFloatProperty("ShiverDrag", "Shiver Drag", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ShiverDrag"), 0, 10); Settings.AddFloatProperty("ShiverDirectionality", "Shiver Directionality", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ShiverDirectionality"), 0, 1); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "ANGRYMESH Rocks", Description = "", LODFadePercentage = false, LODFadeCrossfade = false, SampleWind = false, SupportsInstantIndirect = false, BillboardHDWind = false }; Settings.AddLabelProperty("Base Rock settings"); Settings.AddFloatProperty("BaseSmoothness", "Base smoothness", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_BaseSmoothness"), 0, 1); Settings.AddFloatProperty("BaseAOIntensity", "Base AO intensity", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_BaseAOIntensity"), 0, 1); Settings.AddColorProperty("BaseColor", "Base color", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_BaseColor")); Settings.AddLabelProperty("Top settings"); Settings.AddFloatProperty("TopIntensity", "Top intensity", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TopIntensity"), 0, 1); Settings.AddFloatProperty("TopOffset", "Top offset", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TopOffset"), 0, 1); Settings.AddFloatProperty("TopContrast", "Top contrast", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TopContrast"), 0, 1); Settings.AddFloatProperty("TopNormalIntensity", "Top normal intensity", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TopNormalIntensity"), 0, 1); Settings.AddColorProperty("TopColor", "Top color", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_TopColor")); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "Fantasy Adventure Environment Foliage", Description = "Description text", LODFadePercentage = false, LODFadeCrossfade = false, SampleWind = true, SupportsInstantIndirect = true }; Settings.AddLabelProperty("Color"); Settings.AddFloatProperty("AmbientOcclusion", "Ambient Occlusion", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_AmbientOcclusion"), 0, 1); Settings.AddLabelProperty("Translucency"); Settings.AddFloatProperty("TranslucencyAmount", "Amount", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TransmissionAmount"), 0, 10); Settings.AddFloatProperty("TranslucencySize", "Size", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TransmissionSize"), 1, 20); Settings.AddLabelProperty("Wind"); Settings.AddFloatProperty("WindInfluence", "Max Strength", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_MaxWindStrength"), 0, 1); Settings.AddFloatProperty("GlobalWindMotion", "Global motion", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_GlobalWindMotion"), 0, 1); Settings.AddFloatProperty("LeafFlutter", "Leaf flutter", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_LeafFlutter"), 0, 1); Settings.AddFloatProperty("WindSwinging", "Swinging", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindSwinging"), 0, 1); Settings.AddFloatProperty("WindAmplitude", "Amplitude Multiplier", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindAmplitudeMultiplier"), 0, 10); }
public void UpdateMaterial(Material material, EnvironmentSettings environmentSettings) { if (Settings == null) { return; } Shader.SetGlobalFloat("_Lux_SnowAmount", environmentSettings.SnowAmount); Shader.SetGlobalColor("_Lux_SnowColor", environmentSettings.SnowColor); Shader.SetGlobalColor("_Lux_SnowSpecColor", environmentSettings.SnowSpecularColor); Shader.SetGlobalVector("_Lux_RainfallRainSnowIntensity", new Vector3(environmentSettings.RainAmount, environmentSettings.RainAmount, environmentSettings.SnowAmount)); Shader.SetGlobalVector("_Lux_WaterFloodlevel", new Vector4(environmentSettings.RainAmount, environmentSettings.RainAmount, environmentSettings.RainAmount, environmentSettings.RainAmount)); if (ShaderControllerSettings.HasShader(material, FoliageShaderNames)) { material.SetColor("_HueVariation", Settings.GetColorPropertyValue("ColorVariation")); material.SetFloat("_TranslucencyStrength", Settings.GetFloatPropertyValue("TranslucencyStrength")); material.SetFloat("_Cutoff", Settings.GetFloatPropertyValue("AlphaCutoff")); } else { material.SetColor("_HueVariation", Settings.GetColorPropertyValue("BarkColorVariation")); material.SetFloat("_TranslucencyStrength", Settings.GetFloatPropertyValue("BarkTranslucencyStrength")); material.SetFloat("_Cutoff", Settings.GetFloatPropertyValue("BarkAlphaCutoff")); } material.SetFloat("_TumbleStrength", Settings.GetFloatPropertyValue("TumbleStrength")); material.SetFloat("_TumbleFrequency", Settings.GetFloatPropertyValue("TumbleFrequency")); material.SetFloat("_TimeOffset", Settings.GetFloatPropertyValue("TimeOffset")); material.SetFloat("_LeafTurbulence", Settings.GetFloatPropertyValue("LeafTurbulence")); material.SetFloat("_EdgeFlutterInfluence", Settings.GetFloatPropertyValue("EdgeFlutterInfluence")); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "CTI Tree shader", Description = "", LODFadePercentage = true, LODFadeCrossfade = true, SampleWind = false, SupportsInstantIndirect = false, BillboardHDWind = false, OverrideBillboardAtlasNormalShader = "AwesomeTechnologies/Billboards/RenderNormalsAtlasCTI", OverrideBillboardAtlasShader = "AwesomeTechnologies/Billboards/RenderDiffuseAtlasCTI" }; Settings.AddLabelProperty("Foliage settings"); Settings.AddColorProperty("ColorVariation", "Color variation", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_HueVariation")); Settings.AddFloatProperty("TranslucencyStrength", "Translucency strength", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TranslucencyStrength"), 0, 1); Settings.AddFloatProperty("AlphaCutoff", "Alpha cutoff", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Cutoff"), 0, 1); Settings.AddLabelProperty("Wind settings"); Settings.AddFloatProperty("TumbleStrength", "Tumble Strength", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TumbleStrength"), -1, 1); Settings.AddFloatProperty("TumbleFrequency", "Tumble Frequency", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TumbleFrequency"), 0, 4); Settings.AddFloatProperty("TimeOffset", "Time Offset", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TimeOffset"), 0, 2); Settings.AddFloatProperty("LeafTurbulence", "Leaf Turbulence", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_LeafTurbulence"), 0, 4); Settings.AddFloatProperty("EdgeFlutterInfluence", "Edge Flutter Influence", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_EdgeFlutterInfluence"), 0, 1); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "SpeedTree settings", Description = "", LODFadePercentage = true, LODFadeCrossfade = true, SampleWind = true, DynamicHUE = true, BillboardHDWind = true }; Settings.AddBooleanProperty("ReplaceShader", "Replace shader", "This will replace the speedtree shader with a Vegetation Studio version that supports instanced indirect", true); Settings.AddLabelProperty("Foliage settings"); Settings.AddColorProperty("FoliageHue", "Foliage HUE variation", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_HueVariation")); Settings.AddColorProperty("FoliageTintColor", "Foliage tint color", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_Color")); Settings.AddLabelProperty("Bark settings"); Settings.AddColorProperty("BarkHue", "Bark HUE variation", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_HueVariation")); Settings.AddColorProperty("BarkTintColor", "Bark tint color", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_Color")); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "Stylized Grass", Description = "Description text", LODFadePercentage = true, LODFadeCrossfade = false, UpdateWind = true, SampleWind = true, DynamicHUE = true, SupportsInstantIndirect = true }; fadeParams = ShaderControllerSettings.GetVector4FromMaterials(materials, "_FadeParams"); Settings.AddBooleanProperty("enableDistFade", "Distance fading", "", fadeParams.z == 1f ? true : false); Settings.AddFloatProperty("fadeStartDist", "Fade start", "", fadeParams.x, 0, 100); Settings.AddFloatProperty("fadeEndDist", "Fade end", "", fadeParams.y, 0, 500); Settings.AddLabelProperty(" "); Settings.AddLabelProperty("Color"); Settings.AddColorProperty("_BaseColor", "Base color", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_BaseColor")); Settings.AddColorProperty("_HueVariation", "Hue variation", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_HueVariation")); Settings.AddFloatProperty("_ColorMapStrength", "Colormap strength", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ColorMapStrength"), 0, 1); if (Shader.GetGlobalVector("_ColorMapUV").w == 0f) { Settings.AddLabelProperty("No color map is currently active"); } Settings.AddFloatProperty("_ColorMapHeight", "Colormap height", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ColorMapHeight"), 0, 1); //No support for vectors! //Settings.add("_HeightmapScaleInfluence", "Heightmap scale influence", "", ShaderControllerSettings.GetVector4FromMaterials(materials, "_HeightmapScaleInfluence"), 0, 1); Settings.AddFloatProperty("_OcclusionStrength", "Ambient Occlusion", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_OcclusionStrength"), 0, 1); Settings.AddFloatProperty("_VertexDarkening", "Random darkening", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_VertexDarkening"), 0, 1); Settings.AddFloatProperty("_Translucency", "Translucency", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Translucency"), 0, 1); Settings.AddLabelProperty(" "); Settings.AddLabelProperty("Bending"); Settings.AddBooleanProperty("_BendMode", "Per-vertex", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_BendMode") == 0 ? true : false); Settings.AddFloatProperty("_BendPushStrength", "Pushing", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_BendPushStrength"), 0, 1); Settings.AddFloatProperty("_BendFlattenStrength", "Flattening", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_BendFlattenStrength"), 0, 1); Settings.AddFloatProperty("_PerspectiveCorrection", "Perspective Correction", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_PerspectiveCorrection"), 0, 1); Settings.AddLabelProperty(" "); Settings.AddLabelProperty("Wind"); Settings.AddFloatProperty("_WindAmbientStrength", "Ambient Strength", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindAmbientStrength"), 0, 1); Settings.AddFloatProperty("_WindSpeed", "Speed", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindSpeed"), 0, 10); Settings.AddFloatProperty("_WindVertexRand", "Vertex randomization", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindVertexRand"), 0, 1); Settings.AddFloatProperty("_WindObjectRand", "Object randomization", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindObjectRand"), 0, 1); Settings.AddFloatProperty("_WindRandStrength", "Random strength", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindRandStrength"), 0, 1); Settings.AddFloatProperty("_WindSwinging", "Swinging", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindSwinging"), 0, 1); Settings.AddFloatProperty("_WindGustStrength", "Gust Strength", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindGustStrength"), 0, 1); Settings.AddFloatProperty("_WindGustFreq", "Gust Frequency", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindGustFreq"), 0, 10); Settings.AddFloatProperty("_WindGustTint", "Gust Tint", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindGustTint"), 0, 1); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "Synty Studios Tree shader", Description = "", LODFadePercentage = false, LODFadeCrossfade = false, SampleWind = false, SupportsInstantIndirect = false, BillboardHDWind = false, OverrideBillboardAtlasNormalShader = "AwesomeTechnologies/Billboards/RenderNormalsAtlas", OverrideBillboardAtlasShader = "AwesomeTechnologies/Billboards/RenderDiffuseAtlasPolygonTree", BillboardRenderMode = BillboardRenderMode.Standard }; }
public ShaderControllerSettings(ShaderControllerSettings source) { Heading = source.Heading; Description = source.Description; SupportsInstantIndirect = source.SupportsInstantIndirect; LODFadeCrossfade = source.LODFadeCrossfade; LODFadePercentage = source.LODFadePercentage; SampleWind = source.SampleWind; UpdateWind = source.UpdateWind; BillboardSnow = source.BillboardSnow; DynamicHUE = source.DynamicHUE; for (int i = 0; i <= source.ControlerPropertyList.Count - 1; i++) { ControlerPropertyList.Add(new SerializedControllerProperty(source.ControlerPropertyList[i])); } }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "Nature Manufacture Standard Snow", Description = "", LODFadePercentage = false, LODFadeCrossfade = false, SampleWind = false, SupportsInstantIndirect = true, BillboardHDWind = false }; Settings.AddLabelProperty("Snow settings"); Settings.AddBooleanProperty("GlobalSnow", "Use Global Snow Value", "", true); Settings.AddFloatProperty("SnowAmount", "Snow Amount", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_Snow_Amount"), 0, 1); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "Mtree settings", Description = "", LODFadePercentage = true, LODFadeCrossfade = true, SampleWind = true, //DynamicHUE = true, //BillboardHDWind = false }; Settings.AddLabelProperty("Foliage settings"); Settings.AddColorProperty("FoliageTintColor", "Foliage tint color", "", GetLeafColor(materials)); Settings.AddColorProperty("FoliageTranslucencyColor", "Foliage Translucency color", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_TranslucencyColor")); Settings.AddLabelProperty("Bark settings"); Settings.AddColorProperty("BarkTintColor", "Bark tint color", "", GetBarkColor(materials)); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings { Heading = "Fantasy Adventure Environment Grass", Description = "Description text", LODFadePercentage = false, LODFadeCrossfade = false, SampleWind = true, SupportsInstantIndirect = true }; bool hasPigmentMap = Shader.GetGlobalTexture("_PigmentMap"); Settings.AddLabelProperty("Color"); Settings.AddBooleanProperty("EnablePigmentMap", "Use pigment map", "", hasPigmentMap); Settings.AddColorProperty("TopColor", "Top", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_ColorTop")); Settings.AddColorProperty("BottomColor", "Bottom", "", ShaderControllerSettings.GetColorFromMaterials(materials, "_ColorBottom")); Settings.AddFloatProperty("WindTint", "Wind tint", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_ColorVariation"), 0, 1); Settings.AddFloatProperty("AmbientOcclusion", "Ambient Occlusion", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_AmbientOcclusion"), 0, 1); Settings.AddLabelProperty("Translucency"); Settings.AddFloatProperty("TranslucencyAmount", "Amount", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TransmissionAmount"), 0, 10); Settings.AddFloatProperty("TranslucencySize", "Size", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_TransmissionSize"), 1, 20); Settings.AddLabelProperty("Wind"); Settings.AddFloatProperty("WindInfluence", "Influence", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_MaxWindStrength"), 0, 1); Settings.AddFloatProperty("WindSwinging", "Swinging", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindSwinging"), 0, 1); Settings.AddFloatProperty("WindAmplitude", "Amplitude Multiplier", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_WindAmplitudeMultiplier"), 0, 10); #if TOUCH_REACT Settings.AddLabelProperty("Touch React"); #else Settings.AddLabelProperty("Player bending"); #endif Settings.AddFloatProperty("BendingInfluence", "Influence", "", ShaderControllerSettings.GetFloatFromMaterials(materials, "_BendingInfluence"), 0, 1); }
public void CreateDefaultSettings(Material[] materials) { Settings = new ShaderControllerSettings(); }