public override void CalculateShadow(SgtLight light) { var direction = default(Vector3); var position = default(Vector3); var color = default(Color); SgtLight.Calculate(light, transform.position, null, null, ref position, ref direction, ref color); var dot = Vector3.Dot(direction, transform.up); var radiusXZ = (transform.lossyScale.x + transform.lossyScale.z) * 0.5f * RadiusMax; var radiusY = transform.lossyScale.y * RadiusMax; var radius = GetRadius(radiusY, radiusXZ, dot * Mathf.PI * 0.5f); var rotation = Quaternion.FromToRotation(direction, Vector3.back); var vector = rotation * transform.up; var spin = Quaternion.LookRotation(Vector3.forward, new Vector2(-vector.x, vector.y)); // Orient the shadow ellipse var scale = SgtHelper.Reciprocal3(new Vector3(radiusXZ, radius, 1.0f)); var shadowT = Matrix4x4.Translate(-transform.position); var shadowR = Matrix4x4.Rotate(spin * rotation); var shadowS = Matrix4x4.Scale(scale); cachedActive = true; cachedMatrix = shadowS * shadowR * shadowT; cachedRatio = SgtHelper.Divide(RadiusMax, RadiusMax - RadiusMin); cachedRadius = SgtHelper.UniformScale(transform.lossyScale) * RadiusMax; cachedTexture = generatedTexture; }
private float GetSky(Camera camera) { if (Lit == true && Night == true) { var mask = 1 << gameObject.layer; var lights = SgtLight.Find(Lit, mask); var lighting = 0.0f; var cameraDirection = (camera.transform.position - transform.position).normalized; for (var i = 0; i < lights.Count && i < 2; i++) { var light = lights[i]; var position = default(Vector3); var direction = default(Vector3); var color = default(Color); SgtLight.Calculate(light, transform.position, null, null, ref position, ref direction, ref color); var dot = Vector3.Dot(direction, cameraDirection) * 0.5f + 0.5f; var night01 = Mathf.InverseLerp(NightEnd, NightStart, dot); var night = SgtEase.Evaluate(NightEase, 1.0f - Mathf.Pow(night01, NightPower)); if (night > lighting) { lighting = night; } } return(Mathf.Lerp(NightSky, Sky, lighting)); } return(Sky); }
protected virtual void LateUpdate() { if (generatedMesh == null || dirtyMesh == true) { Rebuild(); } if (generatedMesh != null && material != null) { Properties.SetFloat(SgtShader._WaterLevel, waterLevel); // Write direction of nearest light? if (material.GetFloat("_HasNight") == 1.0f) { var mask = 1 << gameObject.layer; var lights = SgtLight.Find(true, mask, transform.position); SgtLight.FilterOut(transform.position); if (lights.Count > 0) { var position = Vector3.zero; var direction = Vector3.forward; var color = Color.white; SgtLight.Calculate(lights[0], transform.position, default(Transform), default(Transform), ref position, ref direction, ref color); properties.SetVector(Shader.PropertyToID("_NightDirection"), -direction); } } } }
public override void CalculateShadow(SgtLight light) { if (Texture != null) { var direction = default(Vector3); var position = default(Vector3); var color = default(Color); SgtLight.Calculate(light, transform.position, null, null, ref position, ref direction, ref color); var rotation = Quaternion.FromToRotation(direction, Vector3.back); var squash = Vector3.Dot(direction, transform.up); // Find how squashed the ellipse is based on light direction var width = transform.lossyScale.x * RadiusMax; var length = transform.lossyScale.z * RadiusMax; var axis = rotation * transform.up; // Find the transformed up axis var spin = Quaternion.LookRotation(Vector3.forward, new Vector2(-axis.x, axis.y)); // Orient the shadow ellipse var scale = SgtHelper.Reciprocal3(new Vector3(width, length * Mathf.Abs(squash), 1.0f)); var skew = Mathf.Tan(SgtHelper.Acos(-squash)); var shadowT = Matrix4x4.Translate(-transform.position); var shadowR = Matrix4x4.Rotate(spin * rotation); // Spin the shadow so lines up with its tilt var shadowS = Matrix4x4.Scale(scale); // Scale the ring into an oval var shadowK = SgtHelper.ShearingZ(new Vector2(0.0f, skew)); // Skew the shadow so it aligns with the ring plane cachedActive = true; cachedMatrix = shadowS * shadowK * shadowR * shadowT; cachedRatio = SgtHelper.Divide(RadiusMax, RadiusMax - RadiusMin); cachedRadius = SgtHelper.UniformScale(transform.lossyScale) * RadiusMax; cachedTexture = Texture; } else { cachedActive = false; } }
public override bool CalculateShadow(ref Matrix4x4 matrix, ref float ratio) { var light = default(SgtLight); if (SgtLight.Find(ref light) == true) { var direction = default(Vector3); var position = default(Vector3); var color = default(Color); SgtLight.Calculate(light.CachedLight, transform.position, null, null, ref position, ref direction, ref color); var dot = Vector3.Dot(direction, transform.up); var radiusXZ = (transform.lossyScale.x + transform.lossyScale.z) * 0.5f * RadiusMax; var radiusY = transform.lossyScale.y * RadiusMax; var radius = GetRadius(radiusY, radiusXZ, dot * Mathf.PI * 0.5f); var rotation = Quaternion.FromToRotation(direction, Vector3.back); var vector = rotation * transform.up; var spin = Quaternion.LookRotation(Vector3.forward, new Vector2(-vector.x, vector.y)); // Orient the shadow ellipse var scale = SgtHelper.Reciprocal3(new Vector3(radiusXZ, radius, 1.0f)); var shadowT = SgtHelper.Translation(-transform.position); var shadowR = SgtHelper.Rotation(spin * rotation); var shadowS = SgtHelper.Scaling(scale); matrix = shadowS * shadowR * shadowT; ratio = SgtHelper.Divide(RadiusMax, RadiusMax - RadiusMin); return(true); } return(false); }
public override bool CalculateShadow(ref Matrix4x4 matrix, ref float ratio) { var light = default(SgtLight); if (Texture != null && SgtLight.Find(ref light) == true) { var direction = default(Vector3); var position = default(Vector3); var color = default(Color); SgtLight.Calculate(light.CachedLight, transform.position, null, null, ref position, ref direction, ref color); var rotation = Quaternion.FromToRotation(direction, Vector3.back); var squash = Vector3.Dot(direction, transform.up); // Find how squashed the ellipse is based on light direction var width = transform.lossyScale.x * RadiusMax; var length = transform.lossyScale.z * RadiusMax; var axis = rotation * transform.up; // Find the transformed up axis var spin = Quaternion.LookRotation(Vector3.forward, new Vector2(-axis.x, axis.y)); // Orient the shadow ellipse var scale = SgtHelper.Reciprocal3(new Vector3(width, length * Mathf.Abs(squash), 1.0f)); var skew = Mathf.Tan(SgtHelper.Acos(-squash)); var shadowT = SgtHelper.Translation(-transform.position); var shadowR = SgtHelper.Rotation(spin * rotation); // Spin the shadow so lines up with its tilt var shadowS = SgtHelper.Scaling(scale); // Scale the ring into an oval var shadowK = SgtHelper.ShearingZ(new Vector2(0.0f, skew)); // Skew the shadow so it aligns with the ring plane matrix = shadowS * shadowK * shadowR * shadowT; ratio = SgtHelper.Divide(RadiusMax, RadiusMax - RadiusMin); return(true); } return(false); }
private float GetSky(Vector3 eye, float localDistance) { var height01 = Mathf.InverseLerp(OuterRadius, innerMeshRadius, localDistance); var mul = outerDepthTex.GetPixelBilinear(height01 / (1.0f - outerFog), 0.0f).a; if (lit == true && night == true) { var mask = 1 << gameObject.layer; var lights = SgtLight.Find(lit, mask, cachedTransform.position); var lighting = 0.0f; var cameraDirection = (eye - cachedTransform.position).normalized; for (var i = 0; i < lights.Count && i < 2; i++) { var light = lights[i]; var position = default(Vector3); var direction = default(Vector3); var color = default(Color); SgtLight.Calculate(light, cachedTransform.position, null, null, ref position, ref direction, ref color); var dot = Vector3.Dot(direction, cameraDirection) * 0.5f + 0.5f; var night01 = Mathf.InverseLerp(nightEnd, nightStart, dot); var night = SgtEase.Evaluate(nightEase, 1.0f - Mathf.Pow(night01, nightPower)); if (night > lighting) { lighting = night; } } return(Mathf.Lerp(nightSky, sky, lighting) * mul); } return(sky * mul); }