示例#1
0
        private void DrawDitheringSettingsGUI(MaterialEditor materialEditor)
        {
            // Hack:    Get Palette and Pattern objects.
            //          Because it's not possible to save references to other objects within a shader or material object,
            //			This hack saves the instance id's in shader properties, by converting the exact bit setup to vectors.
            _palette = BeffioDitherEditorUtilities.GetAssetFromVector(_paletteRefProperty.vectorValue) as Palette;
            _pattern = BeffioDitherEditorUtilities.GetAssetFromVector(_patternRefProperty.vectorValue) as Pattern;

            if (_palette == null)
            {
                _palette = AssetDatabase.LoadAssetAtPath <Palette>(_defaultPalettePath);
            }

            if (_pattern == null)
            {
                _pattern = AssetDatabase.LoadAssetAtPath <Pattern>(_defaultPatternPath);
            }

            bool hasPatternTexture = (_hasPatternTextureProperty.floatValue > 0.5f);

            EditorGUI.indentLevel = 2;

            // Palette
            _palette = EditorGUILayout.ObjectField(ContentText.paletteProperty, _palette, typeof(Palette), false) as Palette;
            if (_palette != null)
            {
                _colorCountProperty.floatValue    = _palette.MixedColorCount;
                _paletteHeightProperty.floatValue = _palette.Texture.height;
                _paletteTexProperty.textureValue  = _palette.Texture;
                _paletteRefProperty.vectorValue   = BeffioDitherEditorUtilities.AssetToVector4GUID(_palette);
            }
            else
            {
                _colorCountProperty.floatValue    = 0;
                _paletteHeightProperty.floatValue = Texture2D.whiteTexture.height;
                _paletteTexProperty.textureValue  = Texture2D.whiteTexture;
                _paletteRefProperty.vectorValue   = Vector4.zero;
            }

            // Pattern Asset
            if (!hasPatternTexture)
            {
                EditorGUI.BeginChangeCheck();
                {
                    _pattern = EditorGUILayout.ObjectField(ContentText.patternProperty, _pattern, typeof(Pattern), false) as Pattern;
                    if (EditorGUI.EndChangeCheck())
                    {
                        if (_pattern != null)
                        {
                            _patternSizeProperty.floatValue  = _pattern.Texture.height;
                            _patternTexProperty.textureValue = _pattern.Texture;
                            _patternRefProperty.vectorValue  = BeffioDitherEditorUtilities.AssetToVector4GUID(_pattern);
                        }
                        else
                        {
                            _patternSizeProperty.floatValue  = 0;
                            _patternTexProperty.textureValue = null;
                            _patternRefProperty.vectorValue  = Vector4.zero;
                        }
                        _hasPatternTextureProperty.floatValue = 0;
                    }
                }
            }


            // Pattern Texture
            if (_pattern == null)
            {
                EditorGUI.BeginChangeCheck();
                {
                    EditorGUI.indentLevel = 0;
                    materialEditor.TexturePropertySingleLine(ContentText.patternTextureProperty, _patternTexProperty);
                    if (EditorGUI.EndChangeCheck())
                    {
                        if (_patternTexProperty.textureValue)
                        {
                            _patternSizeProperty.floatValue = _patternTexProperty.textureValue.height;
                        }
                        else
                        {
                            _patternSizeProperty.floatValue = 0;
                        }
                        _hasPatternTextureProperty.floatValue = (_patternTexProperty.textureValue == null ? 0 : 1);
                    }
                }
            }

            EditorGUI.indentLevel = 2;

            // Pattern Scale
            materialEditor.FloatProperty(_patternScaleProperty, ContentText.patternScaleProperty.text);

            // Screen Space Dithering
            EditorGUI.BeginChangeCheck();
            {
                bool enabled = EditorGUILayout.Toggle(ContentText.screenSpaceProperty, _targetMat.IsKeywordEnabled("_SCREENSPACEDITHER"));
                if (EditorGUI.EndChangeCheck())
                {
                    EnableKeyword("_SCREENSPACEDITHER", enabled, ContentText.screenSpaceUndo);
                }
            }

            // Alpha Cutout
            if (_targetMat.HasProperty("_Cutout"))
            {
                materialEditor.ShaderProperty(_cutoutProperty, ContentText.cutoutProperty.text);
            }
        }
示例#2
0
        /* SETUP */
        #region Setup
        private void OnEnable()
        {
            m_Grain = AddComponent(new GrainComp());
            cam     = GetComponent <Camera>();

            mat = new Material(Shader.Find("Unlit/Texture"));


#if UNITY_EDITOR
            string _noiseTexturePath   = "Assets/Stylizer/Resources/Shaders/NoiseAndGrain.png";
            string _defaultPalettePath = "Assets/Stylizer/Styles/Palette/Palette_1.asset";
            string _defaultNoisePath   = "Assets/Stylizer/Styles/Pattern/Pattern_1.asset";

            string _profilePath = "Assets/Stylizer/Resources/Scripts/UnityGrain/Grain.asset";
            string _ubPath      = "Assets/Stylizer/Resources/Scripts/UnityGrain/Shaders/Build materials/ub.mat";
            string _gmPath      = "Assets/Stylizer/Resources/Scripts/UnityGrain/Shaders/Build materials/gm.mat";


            if (profile == null)
            {
                profile = AssetDatabase.LoadAssetAtPath <PostProf>(_profilePath);
                if (profile == null)
                {
                    Debug.LogWarningFormat("No grain profile found.", _profilePath);
                }
            }

            if (ub == null)
            {
                ub = AssetDatabase.LoadAssetAtPath <Material>(_ubPath);
                if (ub == null)
                {
                    Debug.LogWarningFormat("No ub material found.", _ubPath);
                }
            }

            if (gm == null)
            {
                gm = AssetDatabase.LoadAssetAtPath <Material>(_gmPath);
                if (gm == null)
                {
                    Debug.LogWarningFormat("No ub material found.", _gmPath);
                }
            }

            if (_palette == null)
            {
                _palette = AssetDatabase.LoadAssetAtPath <Palette>(_defaultPalettePath);
                if (_palette == null)
                {
                    Debug.LogWarningFormat("No default palette found.", _defaultPalettePath);
                }
            }

            if (_pattern == null)
            {
                _pattern = AssetDatabase.LoadAssetAtPath <Pattern>(_defaultNoisePath);
                if (_pattern == null)
                {
                    Debug.LogWarningFormat("No default pattern found.", _defaultNoisePath);
                }
            }

            if (noiseTexture == null)
            {
                noiseTexture = AssetDatabase.LoadAssetAtPath <Texture2D>(_noiseTexturePath);
                if (noiseTexture == null)
                {
                    Debug.LogWarningFormat("No branding logo texture found at {0}, please make sure a texture is available at that path, or change the path in the variable _brandingLogoPath in this script.", _noiseTexturePath);
                }
            }
#endif

            checkSupport();
        }
示例#3
0
        /* PALETTE GENERATION */
        #region Palette generation

        /// <summary>
        ///  Creates and saves a palette image from the unique colors in another image.
        ///
        ///  The palette image structure:
        ///
        ///  |  |  |  |  |  |  |  |    row of 16 16x16 squares with the third mix color
        ///  |__|__|__|__|__|__|__|__
        ///  |  |  |  |  |  |  |  |    row of 16 16x16 squares with the second mix color
        ///  |__|__|__|__|__|__|__|__
        ///  |  |  |  |  |  |  |  |    row of 16 16x16 squares with the first mix color
        ///  |__|__|__|__|__|__|__|__
        ///
        ///  Each horizontal square has a fixed Red component: 0/15 to 15/15.
        ///  The blue component increases from 0 to 1 horizontally over a square.
        ///  The green component increases from 0 to 1 vertically over a square.
        ///
        ///  The palette image is used in the shaders to convert a truecolor to several dithered colors.
        ///  The truecolor RGB components points to N colors in the palette, one color per row of squares.
        ///  The N colors are mixed together in a dithering pattern to produce a close approximation of the original truecolor.
        ///
        ///  The steps to create the palette image:
        ///
        ///	 1. Load the color image to a Texture2D
        ///	 2. Create a list of all the unique colors in the color image
        ///	 3. Create the palette image
        ///	 4. a) Loop through each pixel in the palette image and determine the truecolor for that pixel
        ///		b) Device a mixing plan to achieve the truecolor
        ///		c) Save the N colors in the square column
        ///  5. Save the palette image
        /// </summary>
        private void GeneratePaletteTexture(Palette palette)
        {
            if (palette.Colors.Count == 0)
            {
                Debug.LogError(ContentText.emptyColorListError);
                return;
            }

            uint[]        paletteColors = ConvertColorListToPaletteList(palette.Colors);
            MixingPlanner mixingPlanner = new MixingPlanner(paletteColors);

            // Create the palette image
            int height = (int)Math.Pow(2, Math.Ceiling(Math.Log(_colorSquares * CurrentPalette.MixedColorCount - 1) / Math.Log(2)));

            if (palette.Texture == null)
            {
                palette.Texture            = new Texture2D(_colorSquares * _colorSquares, height, TextureFormat.RGB24, false);
                palette.Texture.name       = "Palette Texture";
                palette.Texture.filterMode = FilterMode.Point;
                palette.Texture.wrapMode   = TextureWrapMode.Repeat;

                AssetDatabase.AddObjectToAsset(palette.Texture, palette);
                AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(palette.Texture));
            }
            else if (palette.Texture.height != height)
            {
                palette.Texture.Resize(_colorSquares * _colorSquares, height);
            }

            // Fill empty rows with magenta
            int x = 0, y = 0;

            for (int i = 0; i < palette.Texture.height * palette.Texture.width; i++)
            {
                x = i / palette.Texture.height;
                y = i % palette.Texture.width;
                palette.Texture.SetPixel(x, y, Color.magenta);
            }

            // Loop through each pixel in the palette image and determine the target color for that pixel
            for (x = 0; x < _colorSquares * _colorSquares; x++)
            {
                for (y = 0; y < _colorSquares; y++)
                {
                    byte r           = (byte)((float)(x / _colorSquares) / (_colorSquares - 1) * 255);
                    byte g           = (byte)((float)y / (_colorSquares - 1) * 255);
                    byte b           = (byte)(((float)x % _colorSquares) / (_colorSquares - 1) * 255);
                    uint targetColor = (uint)((r << 16) + (g << 8) + b);

                    // Device a mixing plan to achieve the truecolor
                    uint[] mixingPlan = mixingPlanner.DeviseBestMixingPlan(targetColor, (uint)CurrentPalette.MixedColorCount);

                    // Save the N colors in the square column
                    for (int c = 0; c < CurrentPalette.MixedColorCount; c++)
                    {
                        palette.Texture.SetPixel(x, y + (CurrentPalette.MixedColorCount - c - 1) * _colorSquares, palette.Colors[(int)mixingPlan[c]]);
                    }
                }
            }

            palette.Texture.Apply();
            palette.HasTexture = true;

            // Save the palette image
            //		SaveTexture(texture);
        }