示例#1
0
        protected override void BuildMaterial()
        {
            base.BuildMaterial();

            if (Softness > 0.0f)
            {
                SgtHelper.EnableKeyword("LIGHT_2", material);                 // Softness

                material.SetFloat("_SoftParticlesFactor", SgtHelper.Reciprocal(Softness));
            }
            else
            {
                SgtHelper.DisableKeyword("LIGHT_2", material);                 // Softness
            }

            if (Far == true)
            {
                SgtHelper.EnableKeyword("SGT_E", material);                 // Far

                material.SetTexture("_FarTex", FarTex);
                material.SetFloat("_FarRadius", FarRadius);
                material.SetFloat("_FarScale", SgtHelper.Reciprocal(FarThickness));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_E", material);                 // Far
            }

            material.SetVector("_WrapSize", Size);
            material.SetVector("_WrapScale", SgtHelper.Reciprocal3(Size));
        }
示例#2
0
        public void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Cloudsphere (Generated)", SgtHelper.ShaderNamePrefix + "Cloudsphere");

                if (model != null)
                {
                    model.SetMaterial(material);
                }
            }

            var color = SgtHelper.Brighten(Color, Brightness);

            material.renderQueue = RenderQueue;

            material.SetColor("_Color", color);
            material.SetTexture("_MainTex", MainTex);
            material.SetTexture("_DepthTex", DepthTex);
            material.SetTexture("_LightingTex", LightingTex);

            if (Near == true)
            {
                SgtHelper.EnableKeyword("SGT_A", material);                 // Near

                material.SetTexture("_NearTex", NearTex);
                material.SetFloat("_NearScale", SgtHelper.Reciprocal(NearDistance));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_A", material);                 // Near
            }
        }
示例#3
0
        protected override void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Starfield (Generated)", SgtHelper.ShaderNamePrefix + "Backdrop");
            }

            base.UpdateMaterial();

            if (blendMode == BlendModeType.Default)
            {
                BuildAdditive();
            }

            if (powerRgb == true)
            {
                SgtHelper.EnableKeyword("SGT_B", material);                 // PowerRgb
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", material);                 // PowerRgb
            }

            if (clampSize == true)
            {
                SgtHelper.EnableKeyword("SGT_C", material);                 // Clamp Size

                material.SetFloat(SgtShader._ClampSizeMin, clampSizeMin * radius);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_C", material);                 // Clamp Size
            }
        }
示例#4
0
        protected override void BuildMaterial()
        {
            base.BuildMaterial();

            if (BlendMode == BlendModeType.Default)
            {
                BuildAlphaTest();
            }

            material.SetFloat(SgtShader._Age, OrbitOffset);

            if (Lit == true)
            {
                material.SetTexture(SgtShader._LightingTex, LightingTex);
                material.SetColor(SgtShader._AmbientColor, AmbientColor);
            }

            if (PowerRgb == true)
            {
                SgtHelper.EnableKeyword("SGT_B", material);                 // PowerRgb
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", material);                 // PowerRgb
            }
        }
示例#5
0
        protected override void BuildMaterial()
        {
            base.BuildMaterial();

            if (BlendMode == BlendModeType.Default)
            {
                BuildAdditive();
            }

            if (PowerRgb == true)
            {
                SgtHelper.EnableKeyword("SGT_B", material);                 // PowerRgb
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", material);                 // PowerRgb
            }

            if (ClampSize == true)
            {
                SgtHelper.EnableKeyword("SGT_C", material);                 // Clamp Size

                material.SetFloat(SgtShader._ClampSizeMin, ClampSizeMin * Radius);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_C", material);                 // Clamp Size
            }
        }
示例#6
0
        protected override void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Starfield (Generated)", SgtHelper.ShaderNamePrefix + "Belt");
            }

            base.UpdateMaterial();

            if (blendMode == BlendModeType.Default)
            {
                BuildAlphaTest();
            }

            material.SetFloat(SgtShader._Age, orbitOffset);

            if (lit == true)
            {
                material.SetTexture(SgtShader._LightingTex, lightingTex);
                material.SetColor(SgtShader._AmbientColor, ambientColor);
            }

            if (powerRgb == true)
            {
                SgtHelper.EnableKeyword("SGT_B", material);                 // PowerRgb
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", material);                 // PowerRgb
            }

            material.SetTexture(SgtShader._LightingTex, lightingTex);
        }
        public void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Singulairty (Generated)", SgtHelper.ShaderNamePrefix + "Singularity");

                if (model != null)
                {
                    model.SetMaterial(material);
                }
            }

            material.renderQueue = RenderQueue;

            material.SetVector(SgtShader._Center, SgtHelper.NewVector4(transform.position, 1.0f));

            material.SetFloat(SgtShader._PinchPower, PinchPower);
            material.SetFloat(SgtShader._PinchScale, SgtHelper.Reciprocal(1.0f - PinchOffset));
            material.SetFloat(SgtShader._PinchOffset, PinchOffset);

            material.SetFloat(SgtShader._HolePower, HolePower);
            material.SetColor(SgtShader._HoleColor, HoleColor);

            SgtHelper.SetTempMaterial(material);

            if (Tint == true)
            {
                SgtHelper.EnableKeyword("SGT_A");                 // Tint

                material.SetFloat(SgtShader._TintPower, TintPower);
                material.SetColor(SgtShader._TintColor, TintColor);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_A");                 // Tint
            }

            if (EdgeFade == EdgeFadeType.Center)
            {
                SgtHelper.EnableKeyword("SGT_B");                 // Fade Center

                material.SetFloat(SgtShader._EdgeFadePower, EdgeFadePower);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B");                 // Fade Center
            }

            if (EdgeFade == EdgeFadeType.Fragment)
            {
                SgtHelper.EnableKeyword("SGT_C");                 // Fade Fragment

                material.SetFloat(SgtShader._EdgeFadePower, EdgeFadePower);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_C");                 // Fade Fragment
            }
        }
示例#8
0
        public void UpdateMaterial()
        {
            renderedThisFrame = false;

            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Cloudsphere (Generated)", SgtHelper.ShaderNamePrefix + "Cloudsphere");

                if (model != null)
                {
                    model.SetMaterial(material);
                }
            }

            var color = SgtHelper.Brighten(Color, Brightness);

            material.renderQueue = RenderQueue;

            material.SetColor(SgtShader._Color, color);
            material.SetTexture(SgtShader._CubeTex, MainTex);
            material.SetTexture(SgtShader._DepthTex, DepthTex);
            material.SetTexture(SgtShader._LightingTex, LightingTex);

            if (Near == true)
            {
                SgtHelper.EnableKeyword("SGT_A", material);                 // Near

                material.SetTexture(SgtShader._NearTex, NearTex);
                material.SetFloat(SgtShader._NearScale, SgtHelper.Reciprocal(NearDistance));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_A", material);                 // Near
            }

            if (Detail == true)
            {
                SgtHelper.EnableKeyword("SGT_B", material);                 // Detail

                material.SetTexture(SgtShader._DetailTex, DetailTex);
                material.SetFloat(SgtShader._DetailScale, DetailScale);
                material.SetFloat(SgtShader._DetailTiling, DetailTiling);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", material);                 // Detail
            }

            if (Softness > 0.0f)
            {
                SgtHelper.EnableKeyword("SGT_C", material);                 // Softness

                material.SetFloat(SgtShader._SoftParticlesFactor, SgtHelper.Reciprocal(Softness));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_C", material);                 // Softness
            }
        }
示例#9
0
        protected void BuildAdditiveSmooth()
        {
            material.SetInt(SgtShader._SrcMode, (int)UnityEngine.Rendering.BlendMode.One);
            material.SetInt(SgtShader._DstMode, (int)UnityEngine.Rendering.BlendMode.OneMinusSrcColor);
            material.SetInt(SgtShader._ZWriteMode, 0);

            SgtHelper.DisableKeyword("SGT_A", material);             // Alpha Test
        }
示例#10
0
文件: SgtQuads.cs 项目: dqchess/twin
        protected void BuildAdditive()
        {
            material.SetInt("_SrcMode", (int)UnityEngine.Rendering.BlendMode.One);
            material.SetInt("_DstMode", (int)UnityEngine.Rendering.BlendMode.One);
            material.SetInt("_ZWriteMode", 0);

            SgtHelper.DisableKeyword("SGT_A", material);             // Alpha Test
        }
示例#11
0
        public virtual void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Ring (Generated)", SgtHelper.ShaderNamePrefix + "Ring");
            }

            var color = SgtHelper.Brighten(this.color, brightness);

            material.renderQueue = renderQueue;

            material.SetColor(SgtShader._Color, color);
            material.SetTexture(SgtShader._MainTex, mainTex);

            if (detail == true)
            {
                SgtHelper.EnableKeyword("SGT_B", material);                 // Detail

                material.SetTexture(SgtShader._DetailTex, detailTex);
                material.SetVector(SgtShader._DetailOffset, detailOffset);
                material.SetVector(SgtShader._DetailScale, new Vector2(detailScaleX, detailScaleY));
                material.SetFloat(SgtShader._DetailTwist, detailTwist);
                material.SetFloat(SgtShader._DetailTwistBias, detailTwistBias);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", material);                 // Detail
            }

            if (near == true)
            {
                SgtHelper.EnableKeyword("SGT_C", material);                 // Near

                material.SetTexture(SgtShader._NearTex, nearTex);
                material.SetFloat(SgtShader._NearScale, SgtHelper.Reciprocal(nearDistance));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_C", material);                 // Near
            }

            if (lit == true)
            {
                material.SetTexture(SgtShader._LightingTex, lightingTex);
                material.SetColor(SgtShader._AmbientColor, ambientColor);
            }

            if (scattering == true)
            {
                SgtHelper.EnableKeyword("SGT_A", material);                 // Scattering

                material.SetFloat(SgtShader._ScatteringMie, scatteringMie * scatteringMie);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_A", material);                 // Scattering
            }
        }
        private void UpdateMaterial()
        {
            if (generatedMaterial == null)
            {
                generatedMaterial = SgtHelper.CreateTempMaterial("Cloudsphere (Generated)", SgtHelper.ShaderNamePrefix + "Cloudsphere");
            }

            var color = SgtHelper.Brighten(this.color, brightness);

            generatedMaterial.renderQueue = renderQueue;

            generatedMaterial.SetColor(SgtShader._Color, color);
            generatedMaterial.SetTexture(SgtShader._CubeTex, mainTex);
            generatedMaterial.SetTexture(SgtShader._DepthTex, depthTex);

            if (lit == true)
            {
                generatedMaterial.SetTexture(SgtShader._LightingTex, lightingTex);
                generatedMaterial.SetColor(SgtShader._AmbientColor, ambientColor);
            }

            if (near == true)
            {
                SgtHelper.EnableKeyword("SGT_A", generatedMaterial);                 // Near

                generatedMaterial.SetTexture(SgtShader._NearTex, nearTex);
                generatedMaterial.SetFloat(SgtShader._NearScale, SgtHelper.Reciprocal(nearDistance));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_A", generatedMaterial);                 // Near
            }

            if (detail == true)
            {
                SgtHelper.EnableKeyword("SGT_B", generatedMaterial);                 // Detail

                generatedMaterial.SetTexture(SgtShader._DetailTex, detailTex);
                generatedMaterial.SetFloat(SgtShader._DetailScale, detailScale);
                generatedMaterial.SetFloat(SgtShader._DetailTiling, detailTiling);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", generatedMaterial);                 // Detail
            }

            if (softness > 0.0f)
            {
                SgtHelper.EnableKeyword("SGT_C", generatedMaterial);                 // Softness

                generatedMaterial.SetFloat(SgtShader._SoftParticlesFactor, SgtHelper.Reciprocal(softness));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_C", generatedMaterial);                 // Softness
            }
        }
示例#13
0
        public void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Aurora (Generated)", SgtHelper.ShaderNamePrefix + "Aurora");

                if (models != null)
                {
                    for (var i = models.Count - 1; i >= 0; i--)
                    {
                        var model = models[i];

                        if (model != null)
                        {
                            model.SetMaterial(material);
                        }
                    }
                }
            }

            var color = SgtHelper.Premultiply(SgtHelper.Brighten(Color, Brightness));

            material.renderQueue = RenderQueue;

            material.SetColor(SgtShader._Color, color);
            material.SetTexture(SgtShader._MainTex, MainTex);
            material.SetFloat(SgtShader._RadiusMin, RadiusMin);
            material.SetFloat(SgtShader._RadiusSize, RadiusMax - RadiusMin);

            SgtHelper.SetTempMaterial(material);

            if (Near == true)
            {
                SgtHelper.EnableKeyword("SGT_A");                 // Near

                material.SetTexture(SgtShader._NearTex, NearTex);
                material.SetFloat(SgtShader._NearScale, SgtHelper.Reciprocal(NearDistance));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_A");                 // Near
            }

            if (Anim == true)
            {
                SgtHelper.EnableKeyword("SGT_B");                 // Anim

                material.SetFloat(SgtShader._AnimOffset, AnimOffset);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B");                 // Anim
            }
        }
示例#14
0
        public void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Prominence (Generated)", SgtHelper.ShaderNamePrefix + "Prominence");

                if (models != null)
                {
                    for (var i = models.Count - 1; i >= 0; i--)
                    {
                        var model = models[i];

                        if (model != null)
                        {
                            model.SetMaterial(material);
                        }
                    }
                }
            }

            var color = SgtHelper.Premultiply(SgtHelper.Brighten(Color, Brightness));

            material.renderQueue = RenderQueue;

            material.SetTexture("_MainTex", MainTex);
            material.SetColor("_Color", color);
            material.SetVector("_WorldPosition", transform.position);

            SgtHelper.SetTempMaterial(material);

            if (FadeEdge == true)
            {
                SgtHelper.EnableKeyword("SGT_A");

                material.SetFloat("_FadePower", FadePower);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_A");
            }

            if (ClipNear == true)
            {
                SgtHelper.EnableKeyword("SGT_B");

                material.SetFloat("_ClipPower", ClipPower);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B");
            }
        }
示例#15
0
文件: SgtLight.cs 项目: dqchess/twin
        public static void Write(bool lit, Vector3 center, Transform directionTransform, Transform positionTransform, float scatterStrength, int maxLights)
        {
            var lightCount = 0;

            if (lit == true)
            {
                var lights = Find();

                for (var i = 0; i < lights.Count; i++)
                {
                    var light      = lights[i];
                    var properties = GetLightProperties(lightCount++);
                    var direction  = default(Vector3);
                    var position   = default(Vector3);
                    var color      = default(Color);

                    Calculate(light.CachedLight, center, directionTransform, positionTransform, ref position, ref direction, ref color);

                    for (var j = SgtHelper.tempMaterials.Count - 1; j >= 0; j--)
                    {
                        var tempMaterial = SgtHelper.tempMaterials[j];

                        if (tempMaterial != null)
                        {
                            tempMaterial.SetVector(properties.Direction, direction);
                            tempMaterial.SetVector(properties.Position, SgtHelper.NewVector4(position, 1.0f));
                            tempMaterial.SetColor(properties.Color, color);
                            tempMaterial.SetColor(properties.Scatter, color * scatterStrength);
                        }
                    }

                    if (lightCount >= maxLights)
                    {
                        break;
                    }
                }
            }

            for (var i = 0; i <= maxLights; i++)
            {
                var keyword = GetLightKeyword(i);

                if (lit == true && i == lightCount)
                {
                    SgtHelper.EnableKeyword(keyword);
                }
                else
                {
                    SgtHelper.DisableKeyword(keyword);
                }
            }
        }
示例#16
0
        protected override void BuildMaterial()
        {
            base.BuildMaterial();

            if (BlendMode == SgtQuads.BlendModeType.Default)
            {
                BuildAdditive();
            }

            if (PowerRgb == true)
            {
                SgtHelper.EnableKeyword("SGT_B", material);                 // PowerRgb
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", material);                 // PowerRgb
            }

            if (Stretch == true)
            {
                SgtHelper.EnableKeyword("SGT_C", material);                 // Stretch
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_C", material);                 // Stretch
            }

            if (Near == true)
            {
                SgtHelper.EnableKeyword("SGT_D", material);                 // Near

                material.SetTexture(SgtShader._NearTex, NearTex);
                material.SetFloat(SgtShader._NearScale, SgtHelper.Reciprocal(NearThickness));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_D", material);                 // Near
            }

            if (Pulse == true)
            {
                SgtHelper.EnableKeyword("LIGHT_1", material);                 // Pulse

                // This is also set in Update
                material.SetFloat(SgtShader._PulseOffset, PulseOffset);
            }
            else
            {
                SgtHelper.DisableKeyword("LIGHT_1", material);                 // Pulse
            }
        }
示例#17
0
        public virtual void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Accretion (Generated)", SgtHelper.ShaderNamePrefix + "Accretion");

                if (models != null)
                {
                    for (var i = models.Count - 1; i >= 0; i--)
                    {
                        var model = models[i];

                        if (model != null)
                        {
                            model.SetMaterial(material);
                        }
                    }
                }
            }

            material.renderQueue = RenderQueue;

            material.SetColor("_Color", SgtHelper.Brighten(Color, Brightness));
            material.SetTexture("_MainTex", MainTex);

            if (Detail == true)
            {
                SgtHelper.EnableKeyword("SGT_B", material);                 // Detail

                material.SetTexture("_DetailTex", DetailTex);
                material.SetVector("_DetailScale", new Vector2(DetailScaleX, DetailScaleY));
                material.SetFloat("_DetailTwist", DetailTwist);
                material.SetFloat("_DetailTwistBias", DetailTwistBias);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", material);                 // Detail
            }

            if (Near == true)
            {
                SgtHelper.EnableKeyword("SGT_C", material);                 // Near

                material.SetTexture("_NearTex", NearTex);
                material.SetFloat("_NearScale", SgtHelper.Reciprocal(NearDistance));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_C", material);                 // Near
            }
        }
示例#18
0
        public void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Spacetime (Generated)", SgtHelper.ShaderNamePrefix + "Spacetime");

                CachedSharedMaterial.Material = material;
            }

            var ambientColor      = SgtHelper.Brighten(AmbientColor, AmbientBrightness);
            var displacementColor = SgtHelper.Brighten(DisplacementColor, DisplacementBrightness);
            var higlightColor     = SgtHelper.Brighten(HighlightColor, HighlightBrightness);

            material.renderQueue = RenderQueue;

            material.SetTexture("_MainTex", MainTex);
            material.SetColor("_Color", SgtHelper.Brighten(Color, Brightness));
            material.SetColor("_AmbientColor", ambientColor);
            material.SetColor("_DisplacementColor", displacementColor);
            material.SetColor("_HighlightColor", higlightColor);
            material.SetFloat("_HighlightPower", HighlightPower);
            material.SetFloat("_HighlightScale", HighlightScale);
            material.SetFloat("_Tile", Tile);

            if (Displacement == DisplacementType.Pinch)
            {
                material.SetFloat("_Power", Power);
            }

            if (Displacement == DisplacementType.Offset)
            {
                SgtHelper.EnableKeyword("SGT_A", material);

                material.SetVector("_Offset", Offset);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_A", material);
            }

            if (Accumulate == true)
            {
                SgtHelper.EnableKeyword("SGT_B", material);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", material);
            }
        }
示例#19
0
        private void CameraPreRender(Camera camera)
        {
            if (model != null)
            {
                model.Restore(camera);
            }

            // Write camera-dependant shader values
            if (innerMaterial != null && outerMaterial != null)
            {
                var cameraPosition       = camera.transform.position;
                var localCameraPosition  = transform.InverseTransformPoint(cameraPosition);
                var localDistance        = localCameraPosition.magnitude;
                var clampedSky           = Mathf.InverseLerp(OuterRadius, InnerMeshRadius, localDistance);
                var innerAtmosphereDepth = default(float);
                var outerAtmosphereDepth = default(float);
                var radiusRatio          = SgtHelper.Divide(InnerMeshRadius, OuterRadius);
                var scaleDistance        = SgtHelper.Divide(localDistance, OuterRadius);
                var innerDensity         = 1.0f - InnerFog;
                var outerDensity         = 1.0f - OuterFog;

                SgtHelper.CalculateAtmosphereThicknessAtHorizon(radiusRatio, 1.0f, scaleDistance, out innerAtmosphereDepth, out outerAtmosphereDepth);

                SgtHelper.SetTempMaterial(innerMaterial, outerMaterial);

                if (scaleDistance > 1.0f)
                {
                    SgtHelper.EnableKeyword("SGT_A");                     // Outside
                }
                else
                {
                    SgtHelper.DisableKeyword("SGT_A");                     // Outside
                }

                innerMaterial.SetFloat("_HorizonLengthRecip", SgtHelper.Reciprocal(innerAtmosphereDepth * innerDensity));
                outerMaterial.SetFloat("_HorizonLengthRecip", SgtHelper.Reciprocal(outerAtmosphereDepth * outerDensity));

                if (OuterDepthTex != null)
                {
#if UNITY_EDITOR
                    SgtHelper.MakeTextureReadable(OuterDepthTex);
#endif
                    outerMaterial.SetFloat("_Sky", GetSky(camera) * OuterDepthTex.GetPixelBilinear(clampedSky / outerDensity, 0.0f).a);
                }

                UpdateMaterialNonSerialized();
            }
        }
示例#20
0
        private void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Spacetime (Generated)", SgtHelper.ShaderNamePrefix + "Spacetime");
            }

            var ambientColor      = SgtHelper.Brighten(this.ambientColor, ambientBrightness);
            var displacementColor = SgtHelper.Brighten(this.displacementColor, displacementBrightness);
            var higlightColor     = SgtHelper.Brighten(highlightColor, highlightBrightness);

            material.renderQueue = renderQueue;

            material.SetTexture(SgtShader._MainTex, mainTex);
            material.SetColor(SgtShader._Color, SgtHelper.Brighten(color, brightness));
            material.SetColor(SgtShader._AmbientColor, ambientColor);
            material.SetColor(SgtShader._DisplacementColor, displacementColor);
            material.SetColor(SgtShader._HighlightColor, higlightColor);
            material.SetFloat(SgtShader._HighlightPower, highlightPower);
            material.SetFloat(SgtShader._HighlightScale, highlightScale);
            material.SetFloat(SgtShader._Tile, tile);

            if (displacement == DisplacementType.Pinch)
            {
                material.SetFloat(SgtShader._Power, power);
            }

            if (displacement == DisplacementType.Offset)
            {
                SgtHelper.EnableKeyword("SGT_A", material);

                material.SetVector(SgtShader._Offset, offset);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_A", material);
            }

            if (accumulate == true)
            {
                SgtHelper.EnableKeyword("SGT_B", material);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", material);
            }
        }
示例#21
0
        public void UpdateMaterials()
        {
            if (innerMaterial == null)
            {
                innerMaterial = SgtHelper.CreateTempMaterial("Corona Inner (Generated)", SgtHelper.ShaderNamePrefix + "CoronaInner");

                CachedSharedMaterial.Material = innerMaterial;
            }

            if (outerMaterial == null)
            {
                outerMaterial = SgtHelper.CreateTempMaterial("Corona Outer (Generated)", SgtHelper.ShaderNamePrefix + "CoronaOuter");

                if (model != null)
                {
                    model.SetMaterial(outerMaterial);
                }
            }

            var color      = SgtHelper.Brighten(Color, Brightness);
            var innerRatio = SgtHelper.Divide(InnerMeshRadius, OuterRadius);

            innerMaterial.renderQueue = outerMaterial.renderQueue = RenderQueue;

            innerMaterial.SetColor(SgtShader._Color, color);
            outerMaterial.SetColor(SgtShader._Color, color);

            innerMaterial.SetTexture(SgtShader._DepthTex, InnerDepthTex);
            outerMaterial.SetTexture(SgtShader._DepthTex, OuterDepthTex);

            innerMaterial.SetFloat(SgtShader._InnerRatio, innerRatio);
            innerMaterial.SetFloat(SgtShader._InnerScale, 1.0f / (1.0f - innerRatio));

            if (OuterSoftness > 0.0f)
            {
                SgtHelper.EnableKeyword("SGT_A", outerMaterial);                 // Softness

                outerMaterial.SetFloat(SgtShader._SoftParticlesFactor, SgtHelper.Reciprocal(OuterSoftness));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_A", outerMaterial);                 // Softness
            }

            UpdateMaterialNonSerialized();
        }
示例#22
0
文件: SgtJovian.cs 项目: dqchess/twin
        private void CameraPreRender(Camera camera)
        {
            if (material != null)
            {
                var cameraPosition      = camera.transform.position;
                var localCameraPosition = transform.InverseTransformPoint(cameraPosition);
                var localDistance       = localCameraPosition.magnitude;
                var scaleDistance       = SgtHelper.Divide(localDistance, Radius);

                if (scaleDistance > 1.0f)
                {
                    SgtHelper.EnableKeyword("SGT_A", material);                     // Outside
                }
                else
                {
                    SgtHelper.DisableKeyword("SGT_A", material);                     // Outside

                    if (DepthTex != null)
                    {
#if UNITY_EDITOR
                        SgtHelper.MakeTextureReadable(DepthTex);
#endif
                        material.SetFloat("_Sky", Sky * DepthTex.GetPixelBilinear(1.0f - scaleDistance, 0.0f).a);
                    }
                }

                // Write these once to save CPU
                if (renderedThisFrame == false)
                {
                    renderedThisFrame = true;

                    // Write lights and shadows
                    SgtHelper.SetTempMaterial(material);

                    SgtLight.Write(Lit, transform.position, transform, null, ScatteringStrength, 2);
                    SgtShadow.Write(Lit, gameObject, 2);

                    // Write matrices
                    var localToWorld = transform.localToWorldMatrix * SgtHelper.Scaling(Radius * 2.0f);                     // Double mesh radius so the max thickness caps at 1.0

                    material.SetMatrix("_WorldToLocal", localToWorld.inverse);

                    material.SetMatrix("_LocalToWorld", localToWorld);
                }
            }
        }
示例#23
0
        protected override void BuildMaterial()
        {
            base.BuildMaterial();

            if (BlendMode == BlendModeType.Default)
            {
                BuildAdditive();
            }

            if (PowerRgb == true)
            {
                SgtHelper.EnableKeyword("SGT_B", material);                 // PowerRgb
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", material);                 // PowerRgb
            }
        }
示例#24
0
        private void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Aurora (Generated)", SgtHelper.ShaderNamePrefix + "Aurora");
            }

            var color = SgtHelper.Premultiply(SgtHelper.Brighten(this.color, brightness));

            material.renderQueue = renderQueue;

            material.SetColor(SgtShader._Color, color);
            material.SetTexture(SgtShader._MainTex, mainTex);
            material.SetFloat(SgtShader._RadiusMin, radiusMin);
            material.SetFloat(SgtShader._RadiusSize, radiusMax - radiusMin);

            SgtHelper.SetTempMaterial(material);

            if (near == true)
            {
                SgtHelper.EnableKeyword("SGT_A");                 // Near

                material.SetTexture(SgtShader._NearTex, nearTex);
                material.SetFloat(SgtShader._NearScale, SgtHelper.Reciprocal(nearDistance));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_A");                 // Near
            }

            if (anim == true)
            {
                SgtHelper.EnableKeyword("SGT_B");                 // Anim

                material.SetFloat(SgtShader._AnimOffset, animOffset);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B");                 // Anim
            }
        }
        public static void Write(bool lit, int mask, int maxShadows)
        {
            var shadowCount = 0;

            for (var i = 0; i < tempShadows.Count; i++)
            {
                var shadow     = tempShadows[i];
                var properties = GetShadowProperties(shadowCount++);

                for (var j = SgtHelper.tempMaterials.Count - 1; j >= 0; j--)
                {
                    var tempMaterial = SgtHelper.tempMaterials[j];

                    if (tempMaterial != null)
                    {
                        tempMaterial.SetTexture(properties.Texture, shadow.cachedTexture);
                        tempMaterial.SetMatrix(properties.Matrix, shadow.cachedMatrix);
                        tempMaterial.SetFloat(properties.Ratio, shadow.cachedRatio);
                    }
                }

                if (shadowCount >= maxShadows)
                {
                    break;
                }
            }

            for (var i = 0; i <= maxShadows; i++)
            {
                var keyword = GetShadowKeyword(i);

                if (lit == true && i == shadowCount)
                {
                    SgtHelper.EnableKeyword(keyword);
                }
                else
                {
                    SgtHelper.DisableKeyword(keyword);
                }
            }
        }
示例#26
0
        private void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Accretion (Generated)", SgtHelper.ShaderNamePrefix + "Accretion");
            }

            material.renderQueue = renderQueue;

            material.SetColor(SgtShader._Color, SgtHelper.Brighten(color, brightness));
            material.SetTexture(SgtShader._MainTex, mainTex);

            if (detail == true)
            {
                SgtHelper.EnableKeyword("SGT_B", material);                 // Detail

                material.SetTexture(SgtShader._DetailTex, detailTex);
                material.SetVector(SgtShader._DetailScale, new Vector2(detailScaleX, detailScaleY));
                material.SetFloat(SgtShader._DetailTwist, detailTwist);
                material.SetFloat(SgtShader._DetailTwistBias, detailTwistBias);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", material);                 // Detail
            }

            if (near == true)
            {
                SgtHelper.EnableKeyword("SGT_C", material);                 // Near

                material.SetTexture(SgtShader._NearTex, nearTex);
                material.SetFloat(SgtShader._NearScale, SgtHelper.Reciprocal(nearDistance));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_C", material);                 // Near
            }
        }
示例#27
0
        public void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Jovian Material (Generated)", SgtHelper.ShaderNamePrefix + "Jovian");

                if (model != null)
                {
                    model.SetMaterial(material);
                }
            }

            material.renderQueue = RenderQueue;

            material.SetTexture(SgtShader._CubeTex, MainTex);
            material.SetTexture(SgtShader._DepthTex, DepthTex);
            material.SetColor(SgtShader._Color, SgtHelper.Brighten(Color, Brightness));

            if (Lit == true)
            {
                material.SetTexture(SgtShader._LightingTex, LightingTex);
                material.SetColor(SgtShader._AmbientColor, AmbientColor);
            }

            SgtHelper.SetTempMaterial(material);

            if (Scattering == true)
            {
                material.SetTexture(SgtShader._ScatteringTex, ScatteringTex);

                SgtHelper.EnableKeyword("SGT_B");                 // Scattering
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B");                 // Scattering
            }
        }
示例#28
0
        private void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Jovian Material (Generated)", SgtHelper.ShaderNamePrefix + "Jovian");
            }

            material.renderQueue = renderQueue;

            material.SetTexture(SgtShader._CubeTex, mainTex);
            material.SetTexture("_FlowTex", flowTex);
            material.SetFloat("_FlowSpeed", flowSpeed);
            material.SetFloat("_FlowStrength", flowStrength);
            material.SetFloat("_FlowNoiseTiling", flowNoiseTiling);
            material.SetTexture(SgtShader._DepthTex, depthTex);
            material.SetColor(SgtShader._Color, SgtHelper.Brighten(color, brightness));

            if (lit == true)
            {
                material.SetTexture(SgtShader._LightingTex, lightingTex);
                material.SetColor(SgtShader._AmbientColor, ambientColor);
            }

            SgtHelper.SetTempMaterial(material);

            if (scattering == true)
            {
                material.SetTexture(SgtShader._ScatteringTex, scatteringTex);

                SgtHelper.EnableKeyword("SGT_B");                 // Scattering
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B");                 // Scattering
            }
        }
示例#29
0
        protected override void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Starfield (Generated)", SgtHelper.ShaderNamePrefix + "StarfieldInfinite");
            }

            base.UpdateMaterial();

            if (softness > 0.0f)
            {
                SgtHelper.EnableKeyword("LIGHT_2", material);                 // Softness

                material.SetFloat(SgtShader._SoftParticlesFactor, SgtHelper.Reciprocal(softness));
            }
            else
            {
                SgtHelper.DisableKeyword("LIGHT_2", material);                 // Softness
            }

            if (far == true)
            {
                SgtHelper.EnableKeyword("SGT_E", material);                 // Far

                material.SetTexture(SgtShader._FarTex, farTex);
                material.SetFloat(SgtShader._FarRadius, farRadius);
                material.SetFloat(SgtShader._FarScale, SgtHelper.Reciprocal(farThickness));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_E", material);                 // Far
            }

            material.SetVector(SgtShader._WrapSize, size);
            material.SetVector(SgtShader._WrapScale, SgtHelper.Reciprocal3(size));
        }
        public virtual void UpdateMaterial()
        {
            if (material == null)
            {
                material = SgtHelper.CreateTempMaterial("Ring (Generated)", SgtHelper.ShaderNamePrefix + "Ring");

                if (models != null)
                {
                    for (var i = models.Count - 1; i >= 0; i--)
                    {
                        var model = models[i];

                        if (model != null)
                        {
                            model.SetMaterial(material);
                        }
                    }
                }
            }

            var color = SgtHelper.Brighten(Color, Brightness);

            material.renderQueue = RenderQueue;

            material.SetColor(SgtShader._Color, color);
            material.SetTexture(SgtShader._MainTex, MainTex);

            if (Detail == true)
            {
                SgtHelper.EnableKeyword("SGT_B", material);                 // Detail

                material.SetTexture(SgtShader._DetailTex, DetailTex);
                material.SetVector(SgtShader._DetailOffset, DetailOffset);
                material.SetVector(SgtShader._DetailScale, new Vector2(DetailScaleX, DetailScaleY));
                material.SetFloat(SgtShader._DetailTwist, DetailTwist);
                material.SetFloat(SgtShader._DetailTwistBias, DetailTwistBias);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_B", material);                 // Detail
            }

            if (Near == true)
            {
                SgtHelper.EnableKeyword("SGT_C", material);                 // Near

                material.SetTexture(SgtShader._NearTex, NearTex);
                material.SetFloat(SgtShader._NearScale, SgtHelper.Reciprocal(NearDistance));
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_C", material);                 // Near
            }

            if (Lit == true)
            {
                material.SetTexture(SgtShader._LightingTex, LightingTex);
            }

            if (Scattering == true)
            {
                SgtHelper.EnableKeyword("SGT_A", material);                 // Scattering

                material.SetFloat(SgtShader._ScatteringMie, ScatteringMie * ScatteringMie);
            }
            else
            {
                SgtHelper.DisableKeyword("SGT_A", material);                 // Scattering
            }
        }