#6 Add Toon Water And GerstnerWave / InputAction Change
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@ -1,7 +1,7 @@
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//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
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// version 1.6.1
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||||
// version 1.6.3
|
||||
// from Assets/02.Scritps/BlueWater.inputactions
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
@ -22,9 +22,102 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
|
||||
{
|
||||
asset = InputActionAsset.FromJson(@"{
|
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""name"": ""BlueWater"",
|
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""maps"": [],
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""controlSchemes"": []
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""maps"": [
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{
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""actions"": [
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{
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""name"": ""Move"",
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""type"": ""Value"",
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""id"": ""e46165d9-8066-4400-8950-9b7d4bb9ca75"",
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""expectedControlType"": ""Vector2"",
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""processors"": """",
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""interactions"": """",
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""initialStateCheck"": true
|
||||
}
|
||||
],
|
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""bindings"": [
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{
|
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""name"": ""2D Vector"",
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""id"": ""4dc5b54c-0e59-461e-a12d-470900925a36"",
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""path"": ""2DVector"",
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""interactions"": """",
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""processors"": """",
|
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""groups"": """",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": true,
|
||||
""isPartOfComposite"": false
|
||||
},
|
||||
{
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""name"": ""up"",
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""id"": ""07083b18-8b38-4c90-ae78-28c2927a5f82"",
|
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""path"": ""<Keyboard>/w"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""Keyboard"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""down"",
|
||||
""id"": ""3b75699e-1063-4230-9ac3-95292c44d2bd"",
|
||||
""path"": ""<Keyboard>/s"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""Keyboard"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""left"",
|
||||
""id"": ""6bdc290d-3bc8-4e00-b868-1977d3f2267d"",
|
||||
""path"": ""<Keyboard>/a"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""Keyboard"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
},
|
||||
{
|
||||
""name"": ""right"",
|
||||
""id"": ""03206e08-b0b8-4a95-9bf8-a3e4fd10d4db"",
|
||||
""path"": ""<Keyboard>/d"",
|
||||
""interactions"": """",
|
||||
""processors"": """",
|
||||
""groups"": ""Keyboard"",
|
||||
""action"": ""Move"",
|
||||
""isComposite"": false,
|
||||
""isPartOfComposite"": true
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
""controlSchemes"": [
|
||||
{
|
||||
""name"": ""Keyboard"",
|
||||
""bindingGroup"": ""Keyboard"",
|
||||
""devices"": [
|
||||
{
|
||||
""devicePath"": ""<Keyboard>"",
|
||||
""isOptional"": false,
|
||||
""isOR"": false
|
||||
},
|
||||
{
|
||||
""devicePath"": ""<Mouse>"",
|
||||
""isOptional"": false,
|
||||
""isOR"": false
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}");
|
||||
// Player
|
||||
m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
|
||||
m_Player_Move = m_Player.FindAction("Move", throwIfNotFound: true);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
@ -82,4 +175,63 @@ public partial class @BlueWater: IInputActionCollection2, IDisposable
|
||||
{
|
||||
return asset.FindBinding(bindingMask, out action);
|
||||
}
|
||||
|
||||
// Player
|
||||
private readonly InputActionMap m_Player;
|
||||
private List<IPlayerActions> m_PlayerActionsCallbackInterfaces = new List<IPlayerActions>();
|
||||
private readonly InputAction m_Player_Move;
|
||||
public struct PlayerActions
|
||||
{
|
||||
private @BlueWater m_Wrapper;
|
||||
public PlayerActions(@BlueWater wrapper) { m_Wrapper = wrapper; }
|
||||
public InputAction @Move => m_Wrapper.m_Player_Move;
|
||||
public InputActionMap Get() { return m_Wrapper.m_Player; }
|
||||
public void Enable() { Get().Enable(); }
|
||||
public void Disable() { Get().Disable(); }
|
||||
public bool enabled => Get().enabled;
|
||||
public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }
|
||||
public void AddCallbacks(IPlayerActions instance)
|
||||
{
|
||||
if (instance == null || m_Wrapper.m_PlayerActionsCallbackInterfaces.Contains(instance)) return;
|
||||
m_Wrapper.m_PlayerActionsCallbackInterfaces.Add(instance);
|
||||
@Move.started += instance.OnMove;
|
||||
@Move.performed += instance.OnMove;
|
||||
@Move.canceled += instance.OnMove;
|
||||
}
|
||||
|
||||
private void UnregisterCallbacks(IPlayerActions instance)
|
||||
{
|
||||
@Move.started -= instance.OnMove;
|
||||
@Move.performed -= instance.OnMove;
|
||||
@Move.canceled -= instance.OnMove;
|
||||
}
|
||||
|
||||
public void RemoveCallbacks(IPlayerActions instance)
|
||||
{
|
||||
if (m_Wrapper.m_PlayerActionsCallbackInterfaces.Remove(instance))
|
||||
UnregisterCallbacks(instance);
|
||||
}
|
||||
|
||||
public void SetCallbacks(IPlayerActions instance)
|
||||
{
|
||||
foreach (var item in m_Wrapper.m_PlayerActionsCallbackInterfaces)
|
||||
UnregisterCallbacks(item);
|
||||
m_Wrapper.m_PlayerActionsCallbackInterfaces.Clear();
|
||||
AddCallbacks(instance);
|
||||
}
|
||||
}
|
||||
public PlayerActions @Player => new PlayerActions(this);
|
||||
private int m_KeyboardSchemeIndex = -1;
|
||||
public InputControlScheme KeyboardScheme
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_KeyboardSchemeIndex == -1) m_KeyboardSchemeIndex = asset.FindControlSchemeIndex("Keyboard");
|
||||
return asset.controlSchemes[m_KeyboardSchemeIndex];
|
||||
}
|
||||
}
|
||||
public interface IPlayerActions
|
||||
{
|
||||
void OnMove(InputAction.CallbackContext context);
|
||||
}
|
||||
}
|
||||
|
@ -1 +1,95 @@
|
||||
{}
|
||||
{
|
||||
"name": "BlueWater",
|
||||
"maps": [
|
||||
{
|
||||
"name": "Player",
|
||||
"id": "9fe03cc1-5cd3-4b79-a95e-461613cb242e",
|
||||
"actions": [
|
||||
{
|
||||
"name": "Move",
|
||||
"type": "Value",
|
||||
"id": "e46165d9-8066-4400-8950-9b7d4bb9ca75",
|
||||
"expectedControlType": "Vector2",
|
||||
"processors": "",
|
||||
"interactions": "",
|
||||
"initialStateCheck": true
|
||||
}
|
||||
],
|
||||
"bindings": [
|
||||
{
|
||||
"name": "2D Vector",
|
||||
"id": "4dc5b54c-0e59-461e-a12d-470900925a36",
|
||||
"path": "2DVector",
|
||||
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|
||||
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|
||||
"groups": "",
|
||||
"action": "Move",
|
||||
"isComposite": true,
|
||||
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|
||||
},
|
||||
{
|
||||
"name": "up",
|
||||
"id": "07083b18-8b38-4c90-ae78-28c2927a5f82",
|
||||
"path": "<Keyboard>/w",
|
||||
"interactions": "",
|
||||
"processors": "",
|
||||
"groups": "Keyboard",
|
||||
"action": "Move",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
"name": "down",
|
||||
"id": "3b75699e-1063-4230-9ac3-95292c44d2bd",
|
||||
"path": "<Keyboard>/s",
|
||||
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|
||||
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|
||||
"groups": "Keyboard",
|
||||
"action": "Move",
|
||||
"isComposite": false,
|
||||
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|
||||
},
|
||||
{
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
"action": "Move",
|
||||
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|
||||
"isPartOfComposite": true
|
||||
},
|
||||
{
|
||||
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|
||||
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|
||||
"path": "<Keyboard>/d",
|
||||
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|
||||
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|
||||
"groups": "Keyboard",
|
||||
"action": "Move",
|
||||
"isComposite": false,
|
||||
"isPartOfComposite": true
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"controlSchemes": [
|
||||
{
|
||||
"name": "Keyboard",
|
||||
"bindingGroup": "Keyboard",
|
||||
"devices": [
|
||||
{
|
||||
"devicePath": "<Keyboard>",
|
||||
"isOptional": false,
|
||||
"isOR": false
|
||||
},
|
||||
{
|
||||
"devicePath": "<Mouse>",
|
||||
"isOptional": false,
|
||||
"isOR": false
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
@ -1,26 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Float : MonoBehaviour
|
||||
{
|
||||
public float waterLevel = 0.0f;
|
||||
public float floatThreshold = 2.0f;
|
||||
public float waterDensity = 0.125f;
|
||||
public float downForce = 4.0f;
|
||||
|
||||
float forceFactor;
|
||||
Vector3 floatForce;
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
forceFactor = 1.0f - ((transform.position.y - waterLevel) / floatThreshold);
|
||||
|
||||
if (forceFactor > 0.0f)
|
||||
{
|
||||
floatForce = -Physics.gravity * GetComponent<Rigidbody>().mass * (forceFactor - GetComponent<Rigidbody>().velocity.y * waterDensity);
|
||||
floatForce += new Vector3(0.0f, -downForce * GetComponent<Rigidbody>().mass, 0.0f);
|
||||
GetComponent<Rigidbody>().AddForceAtPosition(floatForce, transform.position);
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using UnityEngine;
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||||
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public class Floater : MonoBehaviour
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public Rigidbody rigidBody;
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public float depthBeforeSubmerged = 1f;
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|
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public int floaterCount = 1;
|
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public float waterDrag = 0.99f;
|
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public float waterAngularDrag = 0.5f;
|
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private void FixedUpdate()
|
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{
|
||||
rigidBody.AddForceAtPosition(Physics.gravity / floaterCount, transform.position, ForceMode.Acceleration);
|
||||
float waveHeight = WaveManager.Instance.GetWaveHeight(transform.position.x);
|
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if (transform.position.y < waveHeight)
|
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{
|
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float displacementMultiplier = Mathf.Clamp01((waveHeight - transform.position.y) / depthBeforeSubmerged) * displacementAmount;
|
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rigidBody.AddForceAtPosition(new Vector3(0f, Mathf.Abs(Physics.gravity.y) * displacementMultiplier, 0f), transform.position, ForceMode.Acceleration);
|
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rigidBody.AddForce(displacementMultiplier * -rigidBody.velocity * waterDrag * Time.fixedDeltaTime, ForceMode.VelocityChange);
|
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rigidBody.AddTorque(displacementMultiplier * -rigidBody.angularVelocity * waterAngularDrag * Time.fixedDeltaTime, ForceMode.VelocityChange);
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public class Floater : MonoBehaviour
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{
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public GerstnerWave waveGenerator;
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|
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void Start()
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|
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float phaseConstant = waveGenerator.speed * waveNumber;
|
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|
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|
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|
||||
|
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// Calculate the new height
|
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float newY = waveGenerator.amplitude * Mathf.Sin(wavePhase) + boatOffset; // added offset here
|
||||
position.y = newY;
|
||||
|
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rb.MovePosition(position);
|
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|
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// get wave's normal
|
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Mesh mesh = waveGenerator.GetComponent<MeshFilter>().mesh;
|
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Vector3 normal = mesh.normals[0];
|
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|
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Quaternion targetRotation = Quaternion.FromToRotation(transform.up, normal) * transform.rotation;
|
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rb.MoveRotation(Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * waveGenerator.speed));
|
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
|
||||
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public class GerstnerWave : MonoBehaviour
|
||||
{
|
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public float waveLength = 0.1f;
|
||||
public float amplitude = 0.1f;
|
||||
public float speed = 1f;
|
||||
public Vector2 direction = new Vector2(1.0f, 0.0f);
|
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|
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void Update()
|
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{
|
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|
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Vector3[] vertices = mesh.vertices;
|
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|
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|
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float phaseConstant = speed * waveNumber;
|
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|
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|
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{
|
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Vector3 vertex = vertices[i];
|
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float dotProduct = Vector2.Dot(new Vector2(vertex.x, vertex.z), direction);
|
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float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
|
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vertex.y = amplitude * Mathf.Sin(wavePhase);
|
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vertices[i] = vertex;
|
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}
|
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|
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mesh.vertices = vertices;
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using System;
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using System.Collections;
|
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using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
[RequireComponent(typeof(MeshFilter))]
|
||||
[RequireComponent(typeof(MeshRenderer))]
|
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public class WaterManager : MonoBehaviour
|
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{
|
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private MeshFilter meshFilter;
|
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|
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private void Awake()
|
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{
|
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meshFilter = GetComponent<MeshFilter>();
|
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}
|
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|
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private void Update()
|
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{
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Vector3[] vertices = meshFilter.mesh.vertices;
|
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for (int i = 0; i < vertices.Length; i++)
|
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{
|
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vertices[i].y = WaveManager.Instance.GetWaveHeight(transform.position.x + vertices[i].x);
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}
|
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meshFilter.mesh.vertices = vertices;
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meshFilter.mesh.RecalculateNormals();
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@ -1,35 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
|
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using UnityEngine;
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public class WaveManager : MonoBehaviour
|
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{
|
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public static WaveManager Instance { get; private set; }
|
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public float amplitude = 1f;
|
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public float length = 2f;
|
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public float speed = 1f;
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private void Awake()
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{
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if (Instance == null)
|
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Instance = this;
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else if (Instance != this)
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{
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|
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Destroy(this);
|
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}
|
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}
|
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|
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private void Update()
|
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{
|
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offset += Time.deltaTime * speed;
|
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}
|
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|
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public float GetWaveHeight(float x)
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{
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148
BlueWater/Assets/Toon Water URP/Editor/ToonWaterInspector.cs
Normal file
148
BlueWater/Assets/Toon Water URP/Editor/ToonWaterInspector.cs
Normal file
@ -0,0 +1,148 @@
|
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using UnityEngine;
|
||||
using UnityEditor;
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||||
using System;
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|
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public class ToonWaterInspector : ShaderGUI
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{
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private const string SHALLOW_WATER_COLOR_ID = "Color_1139F668";
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private const string DEEP_WATER_COLOR_ID = "Color_198818EE";
|
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private const string SPECULAR_COLOR_ID = "Color_77A2EDE9";
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private const string FOAM_COLOR_ID = "Color_626750DD";
|
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private const string SPECULAR_ID = "Vector1_301E02E2";
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private const string WATER_DEPTH_ID = "Vector1_45F25267";
|
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private const string REFRACTION_STRENGTH_ID = "Vector1_31894ABB";
|
||||
private const string USE_REFRACTION_IN_DEPTH_BASED_WATER_COLOR = "Boolean_2918AA79";
|
||||
private const string WAVE_DIRECTION_ID = "Vector2_D26C9C89";
|
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private const string WAVE_SIZE_ID = "Vector2_1E1B6943";
|
||||
private const string NORMALS_STRENGTH_ID = "Vector1_9C73072A";
|
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private const string SPECULAR_CUTOFF_ID = "Vector1_20DB7652";
|
||||
private const string FOAM_AMOUNT_ID = "Vector1_854A7D8C";
|
||||
private const string FOAM_CUTOFF_ID = "Vector1_E71BB35E";
|
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private const string FOAM_DIRECTION_ID = "Vector2_D06E76BC";
|
||||
private const string FOAM_SCALE_ID = "Vector2_F678228C";
|
||||
private const string FRESNEL_POWER_ID = "Vector1_A524D234";
|
||||
private const string SPECULAR_EDGES_SMOOTHNESS_FACTOR_ID = "Vector1_B9CC1720";
|
||||
private const string REFLECTION_VISIBILITY_ID = "Vector1_3632ABA2";
|
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private const string REFLECTION_DISTORTION_STRENGHT = "Vector1_738B39CF";
|
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|
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private static bool colorsFoldout = true;
|
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private static bool lightningFoldout = false;
|
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private static bool fresnelFoldout = false;
|
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private static bool refractionFoldout = false;
|
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private static bool foamFoldout = false;
|
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private static bool wavesFoldout = false;
|
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private static bool reflectionFoldout = false;
|
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|
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public override void OnGUI(MaterialEditor editor, MaterialProperty[] properties)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
GUILayout.Label(Resources.Load<Texture>("TOON_WATER_LOGO"), GUILayout.Width(308), GUILayout.Height(244));
|
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GUILayout.EndHorizontal();
|
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|
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//WATER COLORS
|
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colorsFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(colorsFoldout, "Water Colors");
|
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if(colorsFoldout)
|
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{
|
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MaterialProperty waterDepth = FindProperty(WATER_DEPTH_ID, properties);
|
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editor.FloatProperty(waterDepth, "Water Depth");
|
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|
||||
MaterialProperty shallowColor = FindProperty(SHALLOW_WATER_COLOR_ID, properties);
|
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editor.ColorProperty(shallowColor, "Shallow Water Color");
|
||||
|
||||
MaterialProperty deepColor = FindProperty(DEEP_WATER_COLOR_ID, properties);
|
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editor.ColorProperty(deepColor, "Deep Water Color");
|
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}
|
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EditorGUILayout.EndFoldoutHeaderGroup();
|
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|
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//LIGHTNING
|
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lightningFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(lightningFoldout, "Light settings");
|
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if(lightningFoldout)
|
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{
|
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MaterialProperty specularPower = FindProperty(SPECULAR_ID, properties);
|
||||
editor.RangeProperty(specularPower, "Specular Power");
|
||||
|
||||
MaterialProperty specularCutoff = FindProperty(SPECULAR_CUTOFF_ID, properties);
|
||||
editor.RangeProperty(specularCutoff, "Specular Cutoff");
|
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|
||||
MaterialProperty specularEdgesSmoothnessFactor = FindProperty(SPECULAR_EDGES_SMOOTHNESS_FACTOR_ID, properties);
|
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editor.RangeProperty(specularEdgesSmoothnessFactor, "Specular Edges Smoothness Factor");
|
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|
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MaterialProperty specularColor = FindProperty(SPECULAR_COLOR_ID, properties);
|
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editor.ColorProperty(specularColor, "Specular Color");
|
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|
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MaterialProperty normalsStrenght = FindProperty(NORMALS_STRENGTH_ID, properties);
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editor.FloatProperty(normalsStrenght, "Normals Strength");
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}
|
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EditorGUILayout.EndFoldoutHeaderGroup();
|
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|
||||
//FRESNEL
|
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fresnelFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(fresnelFoldout, "Fresnel");
|
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if(fresnelFoldout)
|
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{
|
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MaterialProperty fresnelPower = FindProperty(FRESNEL_POWER_ID, properties);
|
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editor.RangeProperty(fresnelPower, "Fresnel Power");
|
||||
|
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if(fresnelPower.floatValue <= 0)
|
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EditorGUILayout.HelpBox("When Fresnel Power is set to 0 effect is disabled and Planar Reflections will not be visible!", MessageType.Info);
|
||||
}
|
||||
EditorGUILayout.EndFoldoutHeaderGroup();
|
||||
|
||||
//REFRACTION
|
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refractionFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(refractionFoldout, "Refraction");
|
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if(refractionFoldout)
|
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{
|
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MaterialProperty refractionStrenght = FindProperty(REFRACTION_STRENGTH_ID, properties);
|
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editor.RangeProperty(refractionStrenght, "Refraction Strength");
|
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|
||||
MaterialProperty useRefraction = FindProperty(USE_REFRACTION_IN_DEPTH_BASED_WATER_COLOR, properties);
|
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useRefraction.floatValue = EditorGUILayout.Toggle("Use Refraction In Depth Based Water Color", useRefraction.floatValue > 0) ? 1 : 0;
|
||||
|
||||
}
|
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EditorGUILayout.EndFoldoutHeaderGroup();
|
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|
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//REFLECTION
|
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reflectionFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(reflectionFoldout, "Planar Reflections");
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if(reflectionFoldout)
|
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{
|
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MaterialProperty reflectionVisiblity = FindProperty(REFLECTION_VISIBILITY_ID, properties);
|
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editor.RangeProperty(reflectionVisiblity, "Reflection Visibility");
|
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|
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MaterialProperty reflectionDistortion = FindProperty(REFLECTION_DISTORTION_STRENGHT, properties);
|
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editor.RangeProperty(reflectionDistortion, "Reflection Distortion Strenght");
|
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}
|
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EditorGUILayout.EndFoldoutHeaderGroup();
|
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|
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//FOAM
|
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foamFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(foamFoldout, "Foam");
|
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if(foamFoldout)
|
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{
|
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MaterialProperty foamColor = FindProperty(FOAM_COLOR_ID, properties);
|
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editor.ColorProperty(foamColor, "Foam Color");
|
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|
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MaterialProperty foamAmount = FindProperty(FOAM_AMOUNT_ID, properties);
|
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editor.FloatProperty(foamAmount, "Foam Amount");
|
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|
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MaterialProperty foamCutoff = FindProperty(FOAM_CUTOFF_ID, properties);
|
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editor.FloatProperty(foamCutoff, "Foam Cutoff");
|
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|
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MaterialProperty foamDirection = FindProperty(FOAM_DIRECTION_ID, properties);
|
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editor.VectorProperty(foamDirection, "Foam Direction");
|
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|
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MaterialProperty foamScale = FindProperty(FOAM_SCALE_ID, properties);
|
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editor.VectorProperty(foamScale, "Foam Scale");
|
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}
|
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EditorGUILayout.EndFoldoutHeaderGroup();
|
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|
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//WAVES
|
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wavesFoldout = EditorGUILayout.BeginFoldoutHeaderGroup(wavesFoldout, "Waves");
|
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if(wavesFoldout)
|
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{
|
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MaterialProperty waveDir = FindProperty(WAVE_DIRECTION_ID, properties);
|
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editor.VectorProperty(waveDir, "Wave Direction");
|
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|
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MaterialProperty waveSize = FindProperty(WAVE_SIZE_ID, properties);
|
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editor.VectorProperty(waveSize, "Wave Size");
|
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}
|
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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8
BlueWater/Assets/Toon Water URP/Functions.meta
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BlueWater/Assets/Toon Water URP/Functions/ClipValues.cginc
Normal file
15
BlueWater/Assets/Toon Water URP/Functions/ClipValues.cginc
Normal file
@ -0,0 +1,15 @@
|
||||
void ClipValues_half(out half2 Out)
|
||||
{
|
||||
Out = half2(
|
||||
UNITY_NEAR_CLIP_VALUE,
|
||||
UNITY_RAW_FAR_CLIP_VALUE
|
||||
);
|
||||
}
|
||||
|
||||
void ClipValues_float(out half2 Out)
|
||||
{
|
||||
Out = half2(
|
||||
UNITY_NEAR_CLIP_VALUE,
|
||||
UNITY_RAW_FAR_CLIP_VALUE
|
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);
|
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}
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19
BlueWater/Assets/Toon Water URP/Functions/DirLightInfo.cginc
Normal file
19
BlueWater/Assets/Toon Water URP/Functions/DirLightInfo.cginc
Normal file
@ -0,0 +1,19 @@
|
||||
void DirLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half Attenuation)
|
||||
{
|
||||
#if SHADERGRAPH_PREVIEW
|
||||
Direction = half3(0.5, 0.5, 0);
|
||||
Color = 1;
|
||||
Attenuation = 1;
|
||||
#else
|
||||
#if SHADOWS_SCREEN
|
||||
half4 clipPos = TransformWorldToHClip(WorldPos);
|
||||
half4 shadowCoord = ComputeScreenPos(clipPos);
|
||||
#else
|
||||
half4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
|
||||
#endif
|
||||
Light mainLight = GetMainLight(shadowCoord);
|
||||
Direction = mainLight.direction;
|
||||
Color = mainLight.color;
|
||||
Attenuation = mainLight.distanceAttenuation * mainLight.shadowAttenuation;
|
||||
#endif
|
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}
|
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|
||||
void OtherLights_half(half4 SpecColor, half SpecularPower, half SpecularCutoff, half SpecularTolerance, half3 WorldPosition, half3 WorldNormal, half3 WorldView, out half3 Specular)
|
||||
{
|
||||
half3 specularColor = 0;
|
||||
|
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71
BlueWater/Assets/Toon Water URP/README.txt
Normal file
71
BlueWater/Assets/Toon Water URP/README.txt
Normal file
@ -0,0 +1,71 @@
|
||||
Hello, thank you for purchasing my asset!
|
||||
If you have questions or problems please let me know at piotrtplaystore@gmail.com
|
||||
|
||||
If you like my asset don't forget to write a review it helps me and my future customers a lot :)!
|
||||
|
||||
Setup for mobile & normal version of the shader:
|
||||
I) Make sure you have URP version at least 7.2.1 (it will work on older version but shadow problem can occur when using cascades) to do so:
|
||||
1. Go to Package Manager
|
||||
2. Search for Universal RP on the list
|
||||
3. If your version if under 7.2.1:
|
||||
- Click on Universal RP
|
||||
- Click the arrow on the left side to show more options
|
||||
- Click on the newer version number that just showed
|
||||
- Click 'Update to <version_you_selected>' on the right side under description of package
|
||||
|
||||
II) Now we have to make sure that depth texture and opaque texture option (only if you use refraction) is enabled:
|
||||
1. Go to your URP settings files (usually they should be in the folder called Settings folder in the Project inspector)
|
||||
2. In every settings file (UniversalRP-HighQuality, UniversalRP-LowQuality, UniversalRP-MediumQuality)
|
||||
make sure the option called Depth Texture and option called Opaque Texture is checked (you can leave the second setting disabled if don't want refractions)
|
||||
3. When you enabled the Opaque Texture option you can see you can choose Opaque Downsampling option 4x Bilinear is the fastest but will result in pixelated refractions,
|
||||
None is the slowest but will make refractions look the best. Setting this option is up to you and your performance preferences.
|
||||
|
||||
IIIA) If you want to use Planar Reflections:
|
||||
1. Select your scene camera
|
||||
2. Add script called "Planar Reflections Renderer" to the camera
|
||||
3. Remember this effect is resources intense (this option renders again everything above water surface) play around with settings in Planar Reflections Renderer to get better performance
|
||||
4. To make the reflection of the water visible Fresnel Power parameter must be above 0!
|
||||
|
||||
IIIB) If you don't want to use Planar Reflections:
|
||||
1. MAKE SURE THE PARAMETER Reflection Visibility IN WATER MATERIAL YOU'RE USING IS SET TO 0 TO AVOID ARTIFACTS!
|
||||
|
||||
IV) Create material or apply premade by me Toon Water Material to surface that should be water in your scene!
|
||||
|
||||
V) Done I hope you will like my asset. Remember to write me an email if you have any problems.
|
||||
|
||||
When using ORTHOGRAPHIC CAMERA and mobile version of the shader be sure to check the option called Using Orthographic Camera in your material!!!!
|
||||
|
||||
|
||||
When using the mobile version:
|
||||
The Mobile version of the shader is designed to give you the ability to control what features of the shader are enabled/disabled here are available options:
|
||||
-Stylized Specular Enabled - decide if you want to use stylized specular or unity build in, leaving this option disabled will give you a performance boost
|
||||
-Refraction Enabled - performance heavy option if enabled, if this option is enabled you have to have opaque texture option enabled!!
|
||||
-Using Orthographic Camera - to squeeze out every performance bit I could you have to switch from perspective to orthographic mode manually
|
||||
-Use Normal Texture - performance heavy option if enabled, should surface of water be flat or have waves?
|
||||
|
||||
What mobile version lacks compared to normal:
|
||||
-Support for stylized specular for point lights
|
||||
-Procedurally generated foam & normals, mobile version uses textures
|
||||
-Automatic switch from orthographic to perspective, in the mobile version you have to click the checkbox manually in material inspector
|
||||
-Fresnel effect
|
||||
-Planar reflections
|
||||
|
||||
Useful pieces of information:
|
||||
- When Fresnel Power is set to 0 it means Fresnel effect and Planar Reflections are disabled
|
||||
- To control the transparency of the water use alpha values of Shallow and Deep watercolor
|
||||
- Specular Edges Smoothness Factor - is used to smooth out the edges of toon specular highlight however setting this value too big will make your highlight look not sharp
|
||||
- Use Refraction In Depth Based Water Color - decide whether depth gradient should also wave or be static
|
||||
|
||||
How to setup postprocessing volume for simple underwater effects:
|
||||
|
||||
If you don't want to set up the volume from scratch please look up how it's done in the demo scene (you can find it here Pool 1 or Pool 2 -> Underwater Effect Post-process Volume), you can copy it and paste it into your scene and only adjust box volume dimensions and position.
|
||||
|
||||
I) Right mouse click on objects tree Volume -> Box Volume
|
||||
II) Click on the newly created object and adjust its settings:
|
||||
-Mode - Local
|
||||
-Blend Distance - I would suggest 0.1 but you can try other values
|
||||
-Weight - 1
|
||||
-Priority - 2 or higher
|
||||
-Profile - create your own profile or made premade one called "Underwater Effect Post-process Profile
|
||||
III) Adjust position and size using scale tool of your Box volume created in point I) to be just under your water plane.
|
||||
IV) Experiment with post-processing Profile effects to get the effect you're looking for.
|
7
BlueWater/Assets/Toon Water URP/README.txt.meta
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8
BlueWater/Assets/Toon Water URP/Scripts.meta
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using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
[ExecuteAlways]
|
||||
public class PlanarReflectionsRenderer : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// Global Vars
|
||||
/// </summary>
|
||||
|
||||
[Tooltip("Select the resolution of reflection texture relative to screen resolution. Full means the best reflection quality but the worst performance. You should keep this setting set to Quarter or Third to get the best performance.")]
|
||||
public ResolutionScales ResolutionScale = ResolutionScales.Half;
|
||||
|
||||
[Tooltip("Skip every n frame to gain performance. For example this setting set to EverySecondFrame will make refelction render with half the fps of your game. However setting to anything over NoSkipFrame creates effect where objects are a bit off their position when changing camera position/rotation.")]
|
||||
public SkipFrames SkipEveryNFrame = SkipFrames.NoSkipFrame;
|
||||
|
||||
[Tooltip("Always make sure water layer is deselected (and your water plane is assigned to water layer)! Which layers of objects should we relfect? Usefull to skip in rendering f.e. small obejcts and make rendering reflections faster.")]
|
||||
public LayerMask LayersToReflect = -1;
|
||||
|
||||
[Tooltip("Render objects in reflection texture with shadows? Usually you want to turn it off because it's hard to notice that there is lack of shadows in reflections.")]
|
||||
public bool RenderWithShadows = false;
|
||||
|
||||
[Tooltip("Select to use occlusion culling when rendering objects to reflection texture. If you see some artifacts disable this option.")]
|
||||
public bool RenderWithOcclusionCulling = true;
|
||||
|
||||
[Tooltip("Water plane")]
|
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public GameObject WaterPlane;
|
||||
|
||||
[Tooltip("Offset reflection rendering to fix artifacts at geometry borders")]
|
||||
public float ClipPlaneOffset = 0.03f;
|
||||
|
||||
[Tooltip("Which renderer should this script use to render reflections texture? If you are not using any custom post processing/rendering with render features you probably want to leave it set to 0.")]
|
||||
public int CameraRendererIndex = 0;
|
||||
|
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[Serializable]
|
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public enum ResolutionScales
|
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{
|
||||
Full,
|
||||
Half,
|
||||
Third,
|
||||
Quarter
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public enum SkipFrames
|
||||
{
|
||||
NoSkipFrame,
|
||||
EverySecondFrame,
|
||||
EveryThirdFrame,
|
||||
EveryFourthFrame
|
||||
}
|
||||
|
||||
//local vars
|
||||
private Camera reflectionCamera;
|
||||
private RenderTexture reflectionTexture;
|
||||
private int reflectionTextureId = Shader.PropertyToID("_WaterReflectionTexture");
|
||||
|
||||
//quality settings
|
||||
private bool fogBeforeReflections;
|
||||
private int maxLodBeforeReflections;
|
||||
private float lodBiasBeforeReflections;
|
||||
|
||||
private int currentFrame = 0;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
RenderPipelineManager.beginCameraRendering += RenderReflections;
|
||||
}
|
||||
|
||||
private void Cleanup()
|
||||
{
|
||||
RenderPipelineManager.beginCameraRendering -= RenderReflections;
|
||||
|
||||
if(reflectionCamera)
|
||||
{
|
||||
reflectionCamera.targetTexture = null;
|
||||
|
||||
if(Application.isEditor)
|
||||
{
|
||||
DestroyImmediate(reflectionCamera.gameObject);
|
||||
} else
|
||||
{
|
||||
Destroy(reflectionCamera.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
if(reflectionTexture)
|
||||
{
|
||||
RenderTexture.ReleaseTemporary(reflectionTexture);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
Cleanup();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
Cleanup();
|
||||
}
|
||||
|
||||
private void UpdateCamera(Camera src, Camera dest)
|
||||
{
|
||||
if(dest == null)
|
||||
return;
|
||||
|
||||
//copy normal camera settings
|
||||
dest.CopyFrom(src);
|
||||
|
||||
//update occlusion culling and shadows rendering setting
|
||||
dest.useOcclusionCulling = RenderWithOcclusionCulling;
|
||||
UniversalAdditionalCameraData data = dest.gameObject.GetComponent<UniversalAdditionalCameraData>();
|
||||
if(data != null)
|
||||
{
|
||||
data.renderShadows = RenderWithShadows;
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateReflectionCamera(Camera realCamera)
|
||||
{
|
||||
//check if we allready created reflection camera
|
||||
if(reflectionCamera == null)
|
||||
{
|
||||
reflectionCamera = CreateReflectionCamera();
|
||||
}
|
||||
|
||||
//get water plane informations
|
||||
Vector3 planePosition = new Vector3(0, 0, 0);
|
||||
Vector3 planeNormal = new Vector3(0, 1, 0);
|
||||
if(WaterPlane != null)
|
||||
{
|
||||
planeNormal = WaterPlane.transform.up;
|
||||
planePosition = WaterPlane.transform.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("(Toon Water URP) Please attach water plane game object!");
|
||||
}
|
||||
|
||||
UpdateCamera(realCamera, reflectionCamera);
|
||||
|
||||
float w = -Vector3.Dot(planeNormal, planePosition) - ClipPlaneOffset;
|
||||
Vector4 reflectionPlane = new Vector4(planeNormal.x, planeNormal.y, planeNormal.z, w);
|
||||
|
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Matrix4x4 reflection = Matrix4x4.identity;
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reflection *= Matrix4x4.Scale(new Vector3(1, -1, 1));
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CalculateReflectionMatrix(ref reflection, reflectionPlane);
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reflectionCamera.transform.forward = Vector3.Scale(realCamera.transform.forward, new Vector3(1, -1, 1));
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return reflectionCamera;
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{
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Vector3 cameraPosition = m.MultiplyPoint(offsetPos);
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Vector3 cameraNormal = m.MultiplyVector(normal).normalized * sideSign;
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return new Vector4(cameraNormal.x, cameraNormal.y, cameraNormal.z, -Vector3.Dot(cameraPosition, cameraNormal));
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private void CreatePlanarReflectionTexture(Camera cam)
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{
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//check if user changed render texture resolution if so destroy the texture and immediately create new one wih proper properties
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if(reflectionTexture != null && (reflectionTexture.width != textureRes.x || reflectionTexture.height != textureRes.y))
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RenderTexture.ReleaseTemporary(reflectionTexture);
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reflectionTexture = null;
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}
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if(reflectionTexture == null)
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{
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reflectionTexture = RenderTexture.GetTemporary((int) textureRes.x, (int) textureRes.y, 16, format);
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reflectionCamera.targetTexture = reflectionTexture;
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private void RenderReflections(ScriptableRenderContext context, Camera camera)
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{
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if(camera.cameraType == CameraType.Reflection || camera.cameraType == CameraType.Preview)
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return;
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currentFrame++;
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if(currentFrame % GetSkipFrameValue() != 0)
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UpdateReflectionCamera(camera);
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CreatePlanarReflectionTexture(camera);
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fogBeforeReflections = RenderSettings.fog;
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maxLodBeforeReflections = QualitySettings.maximumLODLevel;
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//change quality settings to lower
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RenderSettings.fog = false;
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QualitySettings.maximumLODLevel = 1;
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QualitySettings.lodBias = lodBiasBeforeReflections * 0.5f;
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//render
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UniversalRenderPipeline.RenderSingleCamera(context, reflectionCamera);
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//restore quality settings
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QualitySettings.maximumLODLevel = maxLodBeforeReflections;
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//make reflection texture global and accessible in every shader
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private static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane)
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{
|
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reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]);
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reflectionMat.m01 = (-2F * plane[0] * plane[1]);
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reflectionMat.m02 = (-2F * plane[0] * plane[2]);
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reflectionMat.m03 = (-2F * plane[3] * plane[0]);
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reflectionMat.m10 = (-2F * plane[1] * plane[0]);
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reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]);
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reflectionMat.m12 = (-2F * plane[1] * plane[2]);
|
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reflectionMat.m13 = (-2F * plane[3] * plane[1]);
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reflectionMat.m20 = (-2F * plane[2] * plane[0]);
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reflectionMat.m21 = (-2F * plane[2] * plane[1]);
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reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]);
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reflectionMat.m23 = (-2F * plane[3] * plane[2]);
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reflectionMat.m30 = 0F;
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reflectionMat.m31 = 0F;
|
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reflectionMat.m32 = 0F;
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reflectionMat.m33 = 1F;
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}
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private float GetScaleValue()
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{
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switch(ResolutionScale)
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{
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case ResolutionScales.Full:
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case ResolutionScales.Half:
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case ResolutionScales.Third:
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case ResolutionScales.Quarter:
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{
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{
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case SkipFrames.NoSkipFrame:
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case SkipFrames.EverySecondFrame:
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Loading…
Reference in New Issue
Block a user