Merge remote-tracking branch 'origin/feat/inport-props' into feat/craft-discovery
# Conflicts: # Assets/External/Animated PBR Chest Demo/Materials/WoodChest.mat # Packages/com.distantlands.cozy.core/Content/Integration/Import for BiRP.unitypackage.meta # Packages/com.distantlands.cozy.core/Content/Integration/Import for HDRP.unitypackage.meta # Packages/com.distantlands.cozy.core/Content/Integration/Import for URP.unitypackage.meta
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packageName: 'Better Fog: Height Fog, Light Scattering & More'
|
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packageVersion: 3.1
|
||||
assetPath: Assets/INab Studio/Post Processing Assets/Better Fog/Core URP 6/Scripts/BetterFog.cs
|
||||
uploadId: 916910
|
||||
+125
@@ -0,0 +1,125 @@
|
||||
using INab.BetterFog.Core;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
|
||||
namespace INab.BetterFog.URP
|
||||
{
|
||||
[VolumeComponentMenu("INab Studio/Better Fog")]
|
||||
[VolumeRequiresRendererFeatures(typeof(BetterFog))]
|
||||
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
|
||||
public sealed class BetterFogVolumeComponent : VolumeComponent, IPostProcessComponent
|
||||
{
|
||||
[Serializable]
|
||||
public sealed class FogParameterURP : VolumeParameter<FogMode> { public FogParameterURP(FogMode value, bool overrideState = false) : base(value, overrideState) { } }
|
||||
|
||||
[Serializable]
|
||||
public sealed class HeightFogParameterURP : VolumeParameter<HeightFogType> { public HeightFogParameterURP(HeightFogType value, bool overrideState = false) : base(value, overrideState) { } }
|
||||
|
||||
[Serializable]
|
||||
public sealed class NoiseAffectParameterURP : VolumeParameter<NoiseAffect> { public NoiseAffectParameterURP(NoiseAffect value, bool overrideState = false) : base(value, overrideState) { } }
|
||||
|
||||
[Serializable]
|
||||
public class MyTextureParameter : TextureParameter
|
||||
{
|
||||
public MyTextureParameter(Texture value, bool overrideState = false)
|
||||
: this(value, TextureDimension.Any, overrideState) { }
|
||||
|
||||
public MyTextureParameter(Texture value, TextureDimension dimension, bool overrideState = false)
|
||||
: base(value, overrideState)
|
||||
{
|
||||
this.dimension = dimension;
|
||||
}
|
||||
|
||||
public float LerpValue;
|
||||
public Texture FromTexture;
|
||||
|
||||
public override void Interp(Texture from, Texture to, float t)
|
||||
{
|
||||
LerpValue = t;
|
||||
FromTexture = from;
|
||||
value = to;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public BetterFogVolumeComponent()
|
||||
{
|
||||
displayName = "Better Fog";
|
||||
}
|
||||
|
||||
#region FogParameters
|
||||
|
||||
public ClampedFloatParameter _FogIntensity = new ClampedFloatParameter(value: 1, min: 0, max: 1);
|
||||
public FloatParameter _EnergyLoss = new ClampedFloatParameter(value: 0, min: 0, max: 1);
|
||||
public BoolParameter _UseGradient = new BoolParameter(false);
|
||||
public ColorParameter _FogColor = new ColorParameter(new Color(.8f, .8f, .8f, 1f));
|
||||
public FloatParameter _GradientStart = new FloatParameter(0);
|
||||
public FloatParameter _GradientEnd = new FloatParameter(100);
|
||||
public MyTextureParameter _GradientTexture = new MyTextureParameter(null);
|
||||
|
||||
// Sun Light Parameters
|
||||
public BoolParameter _UseSunLight = new BoolParameter(false);
|
||||
public ColorParameter _SunColor = new ColorParameter(new Color(.9f, .85f, .8f, 1f));
|
||||
public ClampedFloatParameter _SunIntensity = new ClampedFloatParameter(value: 0, min: 0, max: 1);
|
||||
public ClampedFloatParameter _SunPower = new ClampedFloatParameter(value: 2, min: .1f, max: 12);
|
||||
|
||||
// Distance Fog Parameters
|
||||
public BoolParameter _UseDistanceFog = new BoolParameter(true);
|
||||
public BoolParameter _UseRadialDistance = new BoolParameter(false);
|
||||
public FogParameterURP _FogType = new FogParameterURP(FogMode.ExponentialSquared);
|
||||
public FloatParameter _DistanceFogOffset = new FloatParameter(-20);
|
||||
|
||||
// Scene Parameters
|
||||
public FloatParameter _SceneStart = new FloatParameter(10);
|
||||
public FloatParameter _SceneEnd = new FloatParameter(100);
|
||||
|
||||
// Fog Density
|
||||
public ClampedFloatParameter _FogDensity = new ClampedFloatParameter(value: 0, min: 0, max: .1f);
|
||||
|
||||
// Skybox Height Fog Parameters
|
||||
public BoolParameter _UseSkyboxHeightFog = new BoolParameter(false);
|
||||
public ClampedFloatParameter _SkyboxFogOffset = new ClampedFloatParameter(value: 0, min: -.1f, max: .1f);
|
||||
public ClampedFloatParameter _SkyboxFogHardness = new ClampedFloatParameter(value: .75f, min: 0, max: .999f);
|
||||
public ClampedFloatParameter _SkyboxFogIntensity = new ClampedFloatParameter(value: 1, min: 0, max: 1);
|
||||
public ClampedFloatParameter _SkyboxFill = new ClampedFloatParameter(value: 0, min: 0, max: 1);
|
||||
|
||||
// Height Fog Parameters
|
||||
public BoolParameter _UseHeightFog = new BoolParameter(false);
|
||||
public FloatParameter _Height = new FloatParameter(4);
|
||||
public ClampedFloatParameter _HeightDensity = new ClampedFloatParameter(value: 0, min: 0, max: .5f);
|
||||
public HeightFogParameterURP _HeightFogType = new HeightFogParameterURP(HeightFogType.ExponentialSquared);
|
||||
|
||||
// Noise Parameters
|
||||
public BoolParameter _UseNoise = new BoolParameter(false);
|
||||
public NoiseAffectParameterURP _NoiseAffect = new NoiseAffectParameterURP(NoiseAffect.Both);
|
||||
public ClampedFloatParameter _NoiseIntensity = new ClampedFloatParameter(value: 0, min: 0, max: 1);
|
||||
public FloatParameter _NoiseDistanceEnd = new FloatParameter(80);
|
||||
public ClampedFloatParameter _NoiseEndHardness = new ClampedFloatParameter(value: 0.35f, min: 1, max: 16);
|
||||
|
||||
// First Noise Layer
|
||||
public ClampedFloatParameter _Scale1 = new ClampedFloatParameter(value: 40, min: 5, max: 140);
|
||||
public ClampedFloatParameter _Lerp1 = new ClampedFloatParameter(value: .5f, min: 0, max: 1);
|
||||
public Vector3Parameter _NoiseSpeed1 = new Vector3Parameter(new Vector3(0, 0, 0));
|
||||
public ClampedFloatParameter _NoiseTimeScale1 = new ClampedFloatParameter(value: .1f, min: 0, max: .5f);
|
||||
|
||||
#endregion
|
||||
|
||||
#region SSMSParameters
|
||||
public BoolParameter _UseSSMS = new BoolParameter(false);
|
||||
public ClampedFloatParameter _Threshold = new ClampedFloatParameter(value: 0, min: -1, max: 1);
|
||||
public FloatParameter _SoftKnee = new FloatParameter(0.5f);
|
||||
public ClampedFloatParameter _Radius = new ClampedFloatParameter(value: 7, min: 1, max: 7);
|
||||
public ClampedFloatParameter _BlurWeight = new ClampedFloatParameter(value: 1, min: 0.1f, max: 100);
|
||||
public ClampedFloatParameter _Intensity = new ClampedFloatParameter(value: 1, min: 0, max: 1);
|
||||
public BoolParameter _HighQuality = new BoolParameter(false);
|
||||
public BoolParameter _AntiFlicker = new BoolParameter(false);
|
||||
public TextureParameter _FadeRamp = new TextureParameter(null);
|
||||
#endregion
|
||||
|
||||
public bool IsActive() => _FogIntensity.value > 0;
|
||||
|
||||
//public bool IsTileCompatible() => true;
|
||||
}
|
||||
}
|
||||
+9
@@ -0,0 +1,9 @@
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fileFormatVersion: 2
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AssetOrigin:
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||||
serializedVersion: 1
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||||
productId: 259457
|
||||
packageName: 'Better Fog: Height Fog, Light Scattering & More'
|
||||
packageVersion: 3.1
|
||||
assetPath: Assets/INab Studio/Post Processing Assets/Better Fog/Core URP 6/Scripts/BetterFogVolumeComponent.cs
|
||||
uploadId: 916910
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
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guid: 945e3c050ab43484e946d4adde215f8b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
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||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+263
@@ -0,0 +1,263 @@
|
||||
using INab.BetterFog.Core;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.Rendering.Universal;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Rendering;
|
||||
|
||||
namespace INab.BetterFog.URP
|
||||
{
|
||||
[CustomEditor(typeof(INab.BetterFog.URP.BetterFogVolumeComponent))]
|
||||
public class BetterFogVolumeComponentEditor : VolumeComponentEditor
|
||||
{
|
||||
// FogParameters
|
||||
SerializedDataParameter _FogIntensity;
|
||||
SerializedDataParameter _EnergyLoss;
|
||||
SerializedDataParameter _FogColor;
|
||||
SerializedDataParameter _UseGradient;
|
||||
SerializedDataParameter _GradientStart;
|
||||
SerializedDataParameter _GradientEnd;
|
||||
SerializedDataParameter _GradientTexture;
|
||||
SerializedDataParameter _UseSunLight;
|
||||
SerializedDataParameter _SunColor;
|
||||
SerializedDataParameter _SunIntensity;
|
||||
SerializedDataParameter _SunPower;
|
||||
SerializedDataParameter _UseDistanceFog;
|
||||
SerializedDataParameter _UseRadialDistance;
|
||||
SerializedDataParameter _FogType;
|
||||
SerializedDataParameter _DistanceFogOffset;
|
||||
SerializedDataParameter _SceneStart;
|
||||
SerializedDataParameter _SceneEnd;
|
||||
SerializedDataParameter _FogDensity;
|
||||
SerializedDataParameter _UseSkyboxHeightFog;
|
||||
SerializedDataParameter _SkyboxFogOffset;
|
||||
SerializedDataParameter _SkyboxFogHardness;
|
||||
SerializedDataParameter _SkyboxFogIntensity;
|
||||
SerializedDataParameter _SkyboxFill;
|
||||
SerializedDataParameter _UseHeightFog;
|
||||
SerializedDataParameter _Height;
|
||||
SerializedDataParameter _HeightDensity;
|
||||
SerializedDataParameter _HeightFogType;
|
||||
SerializedDataParameter _UseNoise;
|
||||
SerializedDataParameter _NoiseAffect;
|
||||
SerializedDataParameter _NoiseIntensity;
|
||||
SerializedDataParameter _NoiseDistanceEnd;
|
||||
SerializedDataParameter _NoiseEndHardness;
|
||||
SerializedDataParameter _Scale1;
|
||||
SerializedDataParameter _Lerp1;
|
||||
SerializedDataParameter _NoiseSpeed1;
|
||||
SerializedDataParameter _NoiseTimeScale1;
|
||||
|
||||
// SSMSParameters
|
||||
SerializedDataParameter _UseSSMS;
|
||||
SerializedDataParameter _Threshold;
|
||||
SerializedDataParameter _SoftKnee;
|
||||
SerializedDataParameter _Radius;
|
||||
SerializedDataParameter _BlurWeight;
|
||||
SerializedDataParameter _Intensity;
|
||||
SerializedDataParameter _HighQuality;
|
||||
SerializedDataParameter _AntiFlicker;
|
||||
SerializedDataParameter _FadeRamp;
|
||||
|
||||
|
||||
public override void OnEnable()
|
||||
{
|
||||
var o = new PropertyFetcher<BetterFogVolumeComponent>(serializedObject);
|
||||
|
||||
_FogIntensity = Unpack(o.Find(x => x._FogIntensity));
|
||||
_EnergyLoss = Unpack(o.Find(x => x._EnergyLoss));
|
||||
_FogColor = Unpack(o.Find(x => x._FogColor));
|
||||
_UseGradient = Unpack(o.Find(x => x._UseGradient));
|
||||
_GradientStart = Unpack(o.Find(x => x._GradientStart));
|
||||
_GradientEnd = Unpack(o.Find(x => x._GradientEnd));
|
||||
_GradientTexture = Unpack(o.Find(x => x._GradientTexture));
|
||||
_UseSunLight = Unpack(o.Find(x => x._UseSunLight));
|
||||
_SunColor = Unpack(o.Find(x => x._SunColor));
|
||||
_SunIntensity = Unpack(o.Find(x => x._SunIntensity));
|
||||
_SunPower = Unpack(o.Find(x => x._SunPower));
|
||||
_UseDistanceFog = Unpack(o.Find(x => x._UseDistanceFog));
|
||||
_UseRadialDistance = Unpack(o.Find(x => x._UseRadialDistance));
|
||||
_FogType = Unpack(o.Find(x => x._FogType));
|
||||
_DistanceFogOffset = Unpack(o.Find(x => x._DistanceFogOffset));
|
||||
_SceneStart = Unpack(o.Find(x => x._SceneStart));
|
||||
_SceneEnd = Unpack(o.Find(x => x._SceneEnd));
|
||||
_FogDensity = Unpack(o.Find(x => x._FogDensity));
|
||||
_UseSkyboxHeightFog = Unpack(o.Find(x => x._UseSkyboxHeightFog));
|
||||
_SkyboxFogOffset = Unpack(o.Find(x => x._SkyboxFogOffset));
|
||||
_SkyboxFogHardness = Unpack(o.Find(x => x._SkyboxFogHardness));
|
||||
_SkyboxFogIntensity = Unpack(o.Find(x => x._SkyboxFogIntensity));
|
||||
_SkyboxFill = Unpack(o.Find(x => x._SkyboxFill));
|
||||
_UseHeightFog = Unpack(o.Find(x => x._UseHeightFog));
|
||||
_Height = Unpack(o.Find(x => x._Height));
|
||||
_HeightDensity = Unpack(o.Find(x => x._HeightDensity));
|
||||
_HeightFogType = Unpack(o.Find(x => x._HeightFogType));
|
||||
_UseNoise = Unpack(o.Find(x => x._UseNoise));
|
||||
_NoiseAffect = Unpack(o.Find(x => x._NoiseAffect));
|
||||
_NoiseIntensity = Unpack(o.Find(x => x._NoiseIntensity));
|
||||
_NoiseDistanceEnd = Unpack(o.Find(x => x._NoiseDistanceEnd));
|
||||
_NoiseEndHardness = Unpack(o.Find(x => x._NoiseEndHardness));
|
||||
_Scale1 = Unpack(o.Find(x => x._Scale1));
|
||||
_Lerp1 = Unpack(o.Find(x => x._Lerp1));
|
||||
_NoiseSpeed1 = Unpack(o.Find(x => x._NoiseSpeed1));
|
||||
_NoiseTimeScale1 = Unpack(o.Find(x => x._NoiseTimeScale1));
|
||||
|
||||
// SSMSParameters
|
||||
_UseSSMS = Unpack(o.Find(x => x._UseSSMS));
|
||||
_Threshold = Unpack(o.Find(x => x._Threshold));
|
||||
_SoftKnee = Unpack(o.Find(x => x._SoftKnee));
|
||||
_Radius = Unpack(o.Find(x => x._Radius));
|
||||
_BlurWeight = Unpack(o.Find(x => x._BlurWeight));
|
||||
_Intensity = Unpack(o.Find(x => x._Intensity));
|
||||
_HighQuality = Unpack(o.Find(x => x._HighQuality));
|
||||
_AntiFlicker = Unpack(o.Find(x => x._AntiFlicker));
|
||||
_FadeRamp = Unpack(o.Find(x => x._FadeRamp));
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
EditorGUILayout.LabelField("Main", BetterFogUtility.centeredBoldLabel);
|
||||
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
|
||||
{
|
||||
PropertyField(_FogIntensity);
|
||||
PropertyField(_EnergyLoss);
|
||||
}
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("Colors", BetterFogUtility.centeredBoldLabel);
|
||||
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
|
||||
{
|
||||
PropertyField(_UseGradient);
|
||||
|
||||
if (_UseGradient.value.boolValue)
|
||||
{
|
||||
PropertyField(_GradientStart);
|
||||
PropertyField(_GradientEnd);
|
||||
PropertyField(_GradientTexture);
|
||||
}
|
||||
else
|
||||
{
|
||||
PropertyField(_FogColor);
|
||||
}
|
||||
}
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("Sun Light", BetterFogUtility.centeredBoldLabel);
|
||||
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
|
||||
{
|
||||
PropertyField(_UseSunLight);
|
||||
|
||||
if (_UseSunLight.value.boolValue)
|
||||
{
|
||||
PropertyField(_SunColor);
|
||||
PropertyField(_SunIntensity);
|
||||
PropertyField(_SunPower);
|
||||
}
|
||||
}
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("Distance Fog", BetterFogUtility.centeredBoldLabel);
|
||||
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
|
||||
{
|
||||
PropertyField(_UseDistanceFog);
|
||||
|
||||
if (_UseDistanceFog.value.boolValue)
|
||||
{
|
||||
PropertyField(_UseRadialDistance);
|
||||
PropertyField(_DistanceFogOffset);
|
||||
PropertyField(_FogType);
|
||||
|
||||
if (_FogType.value.enumValueIndex == 0)
|
||||
{
|
||||
PropertyField(_SceneStart);
|
||||
PropertyField(_SceneEnd);
|
||||
}
|
||||
else
|
||||
{
|
||||
PropertyField(_FogDensity);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("Skybox Height Fog", BetterFogUtility.centeredBoldLabel);
|
||||
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
|
||||
{
|
||||
PropertyField(_UseSkyboxHeightFog);
|
||||
|
||||
if (_UseSkyboxHeightFog.value.boolValue)
|
||||
{
|
||||
PropertyField(_SkyboxFogOffset);
|
||||
PropertyField(_SkyboxFogHardness);
|
||||
PropertyField(_SkyboxFogIntensity);
|
||||
PropertyField(_SkyboxFill);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("Height Fog", BetterFogUtility.centeredBoldLabel);
|
||||
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
|
||||
{
|
||||
PropertyField(_UseHeightFog);
|
||||
|
||||
if (_UseHeightFog.value.boolValue)
|
||||
{
|
||||
PropertyField(_Height);
|
||||
PropertyField(_HeightDensity);
|
||||
PropertyField(_HeightFogType);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("3D Noise", BetterFogUtility.centeredBoldLabel);
|
||||
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox))
|
||||
{
|
||||
PropertyField(_UseNoise);
|
||||
|
||||
|
||||
if (_UseNoise.value.boolValue)
|
||||
{
|
||||
PropertyField(_NoiseAffect);
|
||||
PropertyField(_NoiseIntensity);
|
||||
PropertyField(_NoiseDistanceEnd);
|
||||
PropertyField(_NoiseEndHardness);
|
||||
PropertyField(_Scale1);
|
||||
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||||
float3 i = floor( v + dot( v, C.yyy ) );
|
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float3 x0 = v - i + dot( i, C.xxx );
|
||||
float3 g = step( x0.yzx, x0.xyz );
|
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float3 l = 1.0 - g;
|
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float3 i1 = min( g.xyz, l.zxy );
|
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float3 i2 = max( g.xyz, l.zxy );
|
||||
float3 x1 = x0 - i1 + C.xxx;
|
||||
float3 x2 = x0 - i2 + C.yyy;
|
||||
float3 x3 = x0 - 0.5;
|
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|
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float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
|
||||
float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
|
||||
float4 x_ = floor( j / 7.0 );
|
||||
float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
|
||||
float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
|
||||
float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
|
||||
float4 h = 1.0 - abs( x ) - abs( y );
|
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float4 b0 = float4( x.xy, y.xy );
|
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float4 b1 = float4( x.zw, y.zw );
|
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float4 s0 = floor( b0 ) * 2.0 + 1.0;
|
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float4 s1 = floor( b1 ) * 2.0 + 1.0;
|
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float4 sh = -step( h, 0.0 );
|
||||
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
|
||||
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
|
||||
float3 g0 = float3( a0.xy, h.x );
|
||||
float3 g1 = float3( a0.zw, h.y );
|
||||
float3 g2 = float3( a1.xy, h.z );
|
||||
float3 g3 = float3( a1.zw, h.w );
|
||||
float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
|
||||
g0 *= norm.x;
|
||||
g1 *= norm.y;
|
||||
g2 *= norm.z;
|
||||
g3 *= norm.w;
|
||||
float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
|
||||
m = m* m;
|
||||
m = m* m;
|
||||
float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
|
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Out = 42.0 * dot( m, px);
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}
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Shader "Hidden/INabStudio/SSMS_URP"
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{
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SubShader
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{
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ZTest Always Cull Off ZWrite Off
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HLSLINCLUDE
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{
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ENDHLSL
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{
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#pragma vertex Vert
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#pragma fragment frag_downsample1
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ENDHLSL
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}
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ENDHLSL
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}
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}
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#ifndef SSMS_HLSL
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#define SSMS_HLSL
|
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// The Blit.hlsl file provides the vertex shader (Vert),
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// input structure (Attributes) and output strucutre (Varyings)
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TEXTURE2D(_BaseTexture);
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//SAMPLER(sampler_BaseTexture);
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TEXTURE2D(_BaseTextureUpscale);
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float _PrefilterOffs;
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float _Threshold;
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float3 _Curve;
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float _SampleScale;
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float _Intensity;
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// SMSS
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TEXTURE2D(_FadeTex);
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SAMPLER(sampler_FadeTex);
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TEXTURE2D(_FogFactor_RT);
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SAMPLER(sampler_FogFactor_RT);
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float _Radius;
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float _BlurWeight;
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#pragma shader_feature ANTI_FLICKER_ON
|
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#pragma shader_feature _HIGH_QUALITY_ON
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// Brightness function
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float Brightness(float3 c)
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{
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return max(max(c.r, c.g), c.b);
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}
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// 3-tap median filter
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float3 Median(float3 a, float3 b, float3 c)
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{
|
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return a + b + c - min(min(a, b), c) - max(max(a, b), c);
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}
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float CustomLuminocity(float3 a)
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{
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float sum = a.r + a.b + a.z;
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sum /=3;
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sum = sum * (1 / sum);
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return sum;
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}
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float4 ToFloat4(float3 rgb)
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{
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return float4(rgb, 0);
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}
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float3 ToFloat3(float4 rgba)
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{
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return rgba.rgb;
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}
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#define HALF_MAX 65504.0 // (2 - 2^-10) * 2^15
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// Clamp HDR value within a safe range
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half3 SafeHDR(half3 c)
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{
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}
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half4 SafeHDR(half4 c)
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{
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}
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float3 DownsampleFilter(float2 uv)
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{
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float4 d = _BlitTexture_TexelSize.xyxy * float4(-1, -1, +1, +1);
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float3 s;
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s = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
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s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
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s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw));
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s += ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw));
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return s * (1.0 / 4);
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}
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// Downsample with a 4x4 box filter + anti-flicker filter
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float3 DownsampleAntiFlickerFilter(float2 uv)
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{
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float3 s1 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xy));
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float3 s2 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zy));
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float3 s3 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.xw));
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float3 s4 = ToFloat3(SAMPLE_TEXTURE2D(_BlitTexture, sampler_LinearClamp, uv + d.zw));
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// Karis's luma weighted average (using brightness instead of luma)
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float s3w = 1 / (Brightness(s3) + 1);
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float s4w = 1 / (Brightness(s4) + 1);
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float3 UpsampleFilter(float2 uv)
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{
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float3 s;
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//
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// fragment shader
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//
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
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float depth = AdjustDepth(SAMPLE_TEXTURE2D(_FogFactor_RT,sampler_FogFactor_RT, i.texcoord));
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using INab.BetterFog.Runtime;
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using UnityEditor;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace INab.BetterFog.Editor
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{
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[CustomEditor(typeof(GradientTexture), true), CanEditMultipleObjects]
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public class GradientTextureEditor : UnityEditor.Editor
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{
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GradientTexture _gradientTexture;
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UnityEditor.Editor _editor;
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public override bool HasPreviewGUI() => true;
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void OnEnable()
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{
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_gradientTexture = target as GradientTexture;
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}
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public override void OnInspectorGUI()
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{
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if (_gradientTexture.GetTexture() == null)
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{
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(_gradientTexture as IGradientTextureForEditor).CreateTexture();
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}
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base.OnInspectorGUI();
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GradientTexture targetTexture = target as GradientTexture;
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string buttonText = "Encode to PNG" + (targets.Length > 1 ? $" ({targets.Length})" : "");
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if (GUILayout.Button(buttonText))
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{
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foreach (Object target in targets)
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{
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var currentRampObjPath = AssetDatabase.GetAssetPath(serializedObject.targetObject);
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var defaultDirectory = System.IO.Path.GetDirectoryName(currentRampObjPath);
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string path = EditorUtility.SaveFilePanelInProject("Save file",
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$"{targetTexture.name}",
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"png",
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"Choose path to save file",
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defaultDirectory);
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if (string.IsNullOrEmpty(path))
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{
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Debug.LogError("[ GradientTextureEditor ] EncodeToPNG() save path is empty! canceled",
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targetTexture);
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return;
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}
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byte[] bytes = ImageConversion.EncodeToPNG(targetTexture.GetTexture());
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int length = "Assets".Length;
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string dataPath = Application.dataPath;
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dataPath = dataPath.Remove(dataPath.Length - length, length);
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dataPath += path;
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File.WriteAllBytes(dataPath, bytes);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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AssetDatabase.ImportAsset(path);
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Texture2D image = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
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TextureImporter importer = (TextureImporter) AssetImporter.GetAtPath(path);
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importer.sRGBTexture = false;
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importer.wrapMode = TextureWrapMode.Clamp;
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importer.mipmapEnabled = false;
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importer.SaveAndReimport();
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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Debug.Log($"[ GradientTextureEditor ] EncodeToPNG() Success! png-gradient saved at '{path}'",
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image);
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EditorGUIUtility.PingObject(image);
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Selection.activeObject = image;
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}
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}
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Gradient Utilities");
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if (GUILayout.Button("Invert Gradient"))
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{
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targetTexture.InvertGradient();
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}
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if (GUILayout.Button("Fill Gradient With Hexadecimals"))
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{
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targetTexture.FillGradientWithHexadecimals();
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}
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}
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public override void DrawPreview(Rect previewArea)
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{
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Texture2D texture = _gradientTexture.GetTexture();
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bool check = !_editor || _editor.target != texture;
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|
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if (check && texture && (_editor == null || _editor.target != texture))
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{
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try
|
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{
|
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_editor = CreateEditor(targets.Select(t => (t as GradientTexture)?.GetTexture()).ToArray());
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}
|
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catch
|
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{
|
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_editor = null;
|
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//Debug.LogException(e);
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//throw;
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}
|
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}
|
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|
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if (_editor && _editor.target)
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{
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try
|
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{
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_editor.DrawPreview(previewArea);
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}
|
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catch
|
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{
|
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//Debug.LogException(e);
|
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//throw;
|
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}
|
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}
|
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}
|
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|
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public override void OnPreviewSettings()
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{
|
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if (_editor && _editor.target)
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{
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try
|
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{
|
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_editor.OnPreviewSettings();
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}
|
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catch
|
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{
|
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//Debug.LogException(e);
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//throw;
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}
|
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}
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}
|
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|
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public override void ReloadPreviewInstances()
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{
|
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if (_editor && _editor.target)
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{
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try
|
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{
|
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_editor.ReloadPreviewInstances();
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}
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catch
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{
|
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//Debug.LogException(e);
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//throw;
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}
|
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}
|
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}
|
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|
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public override void OnInteractivePreviewGUI(Rect r, GUIStyle background)
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{
|
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if (_editor && _editor.target)
|
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{
|
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try
|
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{
|
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_editor.OnInteractivePreviewGUI(r, background);
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}
|
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catch
|
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{
|
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//Debug.LogException(e);
|
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//throw;
|
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}
|
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}
|
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}
|
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|
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public override void OnPreviewGUI(Rect r, GUIStyle background)
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{
|
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if (_editor && _editor.target)
|
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{
|
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try
|
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{
|
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_editor.OnPreviewGUI(r, background);
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}
|
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catch
|
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{
|
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//Debug.LogException(e);
|
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//throw;
|
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}
|
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}
|
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}
|
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|
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public override Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height)
|
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{
|
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if (_gradientTexture == null) return null;
|
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if (_gradientTexture.GetTexture() == null) return null;
|
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Texture2D tex = new Texture2D(width, height);
|
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EditorUtility.CopySerialized(_gradientTexture.GetTexture(), tex);
|
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return tex;
|
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}
|
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|
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void OnDisable()
|
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{
|
||||
if (_editor)
|
||||
{
|
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_editor.GetType().GetMethod("OnDisable", BindingFlags.NonPublic)?.Invoke(_editor, null);
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy()
|
||||
{
|
||||
if (_editor)
|
||||
{
|
||||
DestroyImmediate(_editor);
|
||||
}
|
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}
|
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}
|
||||
}
|
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+10
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serializedVersion: 1
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productId: 259457
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packageName: 'Better Fog: Height Fog, Light Scattering & More'
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packageVersion: 3.1
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assetPath: Assets/INab Studio/Post Processing Assets/Better Fog/Core/GradientCreator/Editor/GradientTextureEditor.cs
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fadeOut: 0
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mipMapsPreserveCoverage: 0
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alphaTestReferenceValue: 0.5
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streamingMipmapsPriority: 0
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grayScaleToAlpha: 0
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generateCubemap: 6
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cubemapConvolution: 0
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seamlessCubemap: 0
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textureFormat: 1
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maxTextureSize: 2048
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textureSettings:
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serializedVersion: 2
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filterMode: 0
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aniso: 1
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mipBias: 0
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wrapU: 0
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wrapV: 0
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wrapW: 0
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nPOTScale: 0
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lightmap: 0
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compressionQuality: 50
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spriteMode: 3
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spriteExtrude: 1
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spriteMeshType: 1
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spritePixelsToUnits: 4
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 8
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textureShape: 1
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singleChannelComponent: 0
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maxTextureSizeSet: 0
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compressionQualitySet: 0
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textureFormatSet: 0
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||||
platformSettings:
|
||||
- serializedVersion: 2
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buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: 4
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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spriteSheet:
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||||
serializedVersion: 2
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sprites: []
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outline:
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- - {x: -2, y: -2}
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- {x: -2, y: 2}
|
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- {x: 2, y: 2}
|
||||
- {x: 2, y: -2}
|
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physicsShape:
|
||||
- - {x: -2, y: -2}
|
||||
- {x: -2, y: 2}
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- {x: 2, y: 2}
|
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- {x: 2, y: -2}
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bones: []
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spriteID: b9df806e3139d9e4c87d360cb8bda300
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vertices: []
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indices:
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edges: []
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weights: []
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spritePackingTag:
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pSDRemoveMatte: 0
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 259457
|
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packageName: 'Better Fog: Height Fog, Light Scattering & More'
|
||||
packageVersion: 3.1
|
||||
assetPath: Assets/INab Studio/Post Processing Assets/Better Fog/Core/GradientCreator/Gizmos/GradientTextureIcon.png
|
||||
uploadId: 916910
|
||||
@@ -0,0 +1,21 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2022 mitay-walle Dmitry Lazarev-Lobachev
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
+14
@@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
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guid: a9d0d8c0793e5054f83513eaad531242
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
AssetOrigin:
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||||
serializedVersion: 1
|
||||
productId: 259457
|
||||
packageName: 'Better Fog: Height Fog, Light Scattering & More'
|
||||
packageVersion: 3.1
|
||||
assetPath: Assets/INab Studio/Post Processing Assets/Better Fog/Core/GradientCreator/License.txt
|
||||
uploadId: 916910
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 78b4723e40fb191429f9e45c69dbbe8f
|
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folderAsset: yes
|
||||
DefaultImporter:
|
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externalObjects: {}
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+238
@@ -0,0 +1,238 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace INab.BetterFog.Runtime
|
||||
{
|
||||
public interface IGradientTextureForEditor
|
||||
{
|
||||
void CreateTexture();
|
||||
|
||||
Texture2D GetTexture();
|
||||
|
||||
void LoadExisitingTexture();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Main Asset, holds settings, create, hold and change Texture2D's pixels, name
|
||||
/// </summary>
|
||||
[CreateAssetMenu(fileName = "NewGradientName", menuName = "BetterFog/Gradient")]
|
||||
public class GradientTexture : ScriptableObject, IEquatable<Texture2D>, ISerializationCallbackReceiver,
|
||||
IGradientTextureForEditor
|
||||
{
|
||||
[SerializeField] Vector2Int _resolution = new Vector2Int(256, 1);
|
||||
[SerializeField, GradientUsage(false)] Gradient _gradient = GetDefaultGradient();
|
||||
[SerializeField, HideInInspector] Texture2D _texture = default;
|
||||
[SerializeField] List<string> _hexadecimals;
|
||||
|
||||
public Texture2D GetTexture() => _texture;
|
||||
|
||||
int _width => _resolution.x;
|
||||
int _height => _resolution.y;
|
||||
|
||||
public static implicit operator Texture2D(GradientTexture asset) => asset.GetTexture();
|
||||
|
||||
//TODO better default gradient
|
||||
static Gradient GetDefaultGradient() => new Gradient
|
||||
{
|
||||
alphaKeys = new[] { new GradientAlphaKey(1, 1) },
|
||||
colorKeys = new[]
|
||||
{
|
||||
new GradientColorKey(Color.black, 0),
|
||||
new GradientColorKey(Color.white, 1)
|
||||
}
|
||||
};
|
||||
|
||||
public void FillGradientWithHexadecimals()
|
||||
{
|
||||
if(_hexadecimals.Count < 1)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int i = 0;
|
||||
float lerp = 0;
|
||||
float step = (float)1 / (float)(_hexadecimals.Count-1);
|
||||
|
||||
var colorKeys = new GradientColorKey[_hexadecimals.Count];
|
||||
var alphaKeys = new GradientAlphaKey[_hexadecimals.Count];
|
||||
|
||||
foreach (var item in _hexadecimals)
|
||||
{
|
||||
string hex = item;
|
||||
if (hex[0] != '#') hex = "#" + hex;
|
||||
|
||||
|
||||
Color color;
|
||||
ColorUtility.TryParseHtmlString(hex, out color);
|
||||
|
||||
colorKeys[i] = new GradientColorKey(color,lerp);
|
||||
alphaKeys[i] = new GradientAlphaKey(1, lerp);
|
||||
lerp += step;
|
||||
|
||||
i++;
|
||||
}
|
||||
|
||||
_gradient.SetKeys(colorKeys, alphaKeys);
|
||||
|
||||
ValidateTextureValues();
|
||||
}
|
||||
|
||||
public void InvertGradient()
|
||||
{
|
||||
// Invert colors
|
||||
GradientColorKey[] originalColorKeys = _gradient.colorKeys;
|
||||
GradientColorKey[] invertedColorKeys = new GradientColorKey[originalColorKeys.Length];
|
||||
|
||||
for (int i = 0; i < originalColorKeys.Length; i++)
|
||||
{
|
||||
invertedColorKeys[i].color = originalColorKeys[originalColorKeys.Length - 1 - i].color;
|
||||
invertedColorKeys[i].time = 1.0f - originalColorKeys[originalColorKeys.Length - 1 - i].time;
|
||||
}
|
||||
|
||||
// Invert alphas
|
||||
GradientAlphaKey[] originalAlphaKeys = _gradient.alphaKeys;
|
||||
GradientAlphaKey[] invertedAlphaKeys = new GradientAlphaKey[originalAlphaKeys.Length];
|
||||
|
||||
for (int i = 0; i < originalAlphaKeys.Length; i++)
|
||||
{
|
||||
invertedAlphaKeys[i].alpha = originalAlphaKeys[originalAlphaKeys.Length - 1 - i].alpha;
|
||||
invertedAlphaKeys[i].time = 1.0f - originalAlphaKeys[originalAlphaKeys.Length - 1 - i].time;
|
||||
}
|
||||
|
||||
_gradient.SetKeys(invertedColorKeys, invertedAlphaKeys);
|
||||
|
||||
ValidateTextureValues();
|
||||
}
|
||||
|
||||
public void FillColors()
|
||||
{
|
||||
_texture.wrapMode = TextureWrapMode.Clamp;
|
||||
|
||||
for (int y = 0; y < _height; y++)
|
||||
{
|
||||
for (int x = 0; x < _width; x++)
|
||||
{
|
||||
float tHorizontal = (float) x / _width;
|
||||
|
||||
Color color = _gradient.Evaluate(tHorizontal);
|
||||
_texture.SetPixel(x, y, color);
|
||||
}
|
||||
}
|
||||
|
||||
_texture.Apply();
|
||||
}
|
||||
|
||||
public bool Equals(Texture2D other)
|
||||
{
|
||||
return _texture.Equals(other);
|
||||
}
|
||||
|
||||
void OnValidate() => ValidateTextureValues();
|
||||
|
||||
void IGradientTextureForEditor.LoadExisitingTexture()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!_texture)
|
||||
{
|
||||
string assetPath = AssetDatabase.GetAssetPath(this);
|
||||
_texture = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private string GetName()
|
||||
{
|
||||
return "Preview_" + name;
|
||||
}
|
||||
|
||||
void IGradientTextureForEditor.CreateTexture()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
|
||||
string assetPath = AssetDatabase.GetAssetPath(this);
|
||||
if (string.IsNullOrEmpty(assetPath)) return;
|
||||
|
||||
if (!_texture && this != null && !EditorApplication.isUpdating)
|
||||
{
|
||||
AssetDatabase.ImportAsset(assetPath);
|
||||
_texture = AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath);
|
||||
}
|
||||
|
||||
if (!_texture)
|
||||
{
|
||||
_texture = new Texture2D(_resolution.x, _resolution.y,TextureFormat.RGBAFloat,false,true);
|
||||
if (_texture.name != GetName()) _texture.name = GetName();
|
||||
}
|
||||
|
||||
if (!_texture) return;
|
||||
|
||||
ValidateTextureValues();
|
||||
|
||||
if (!EditorUtility.IsPersistent(this)) return;
|
||||
if (AssetDatabase.IsSubAsset(_texture)) return;
|
||||
if (AssetDatabase.LoadAssetAtPath<Texture2D>(assetPath)) return;
|
||||
|
||||
if (AssetDatabase.IsAssetImportWorkerProcess()) return;
|
||||
AssetDatabase.AddObjectToAsset(_texture, this);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
AssetDatabase.ImportAsset(assetPath, ImportAssetOptions.ForceUpdate);
|
||||
#endif
|
||||
}
|
||||
|
||||
void ValidateTextureValues()
|
||||
{
|
||||
if (!_texture) return;
|
||||
if (_texture.name != GetName())
|
||||
{
|
||||
_texture.name = GetName();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_texture.width != _resolution.x ||
|
||||
_texture.height != _resolution.y)
|
||||
{
|
||||
_texture.Reinitialize(_resolution.x, _resolution.y);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
_texture.alphaIsTransparency = true;
|
||||
#endif
|
||||
FillColors();
|
||||
SetDirtyTexture();
|
||||
}
|
||||
}
|
||||
|
||||
#region Editor
|
||||
|
||||
void SetDirtyTexture()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!_texture) return;
|
||||
|
||||
EditorUtility.SetDirty(_texture);
|
||||
#endif
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public void OnAfterDeserialize()
|
||||
{
|
||||
}
|
||||
|
||||
public void OnBeforeSerialize()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (!_texture || _texture.name == GetName()) return;
|
||||
|
||||
_texture.name = GetName();
|
||||
|
||||
//AssetDatabase.SaveAssets();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
+18
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e8ef7d5181eac5241bc82c05b74d5719
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 259457
|
||||
packageName: 'Better Fog: Height Fog, Light Scattering & More'
|
||||
packageVersion: 3.1
|
||||
assetPath: Assets/INab Studio/Post Processing Assets/Better Fog/Core/GradientCreator/Runtime/GradientTexture.cs
|
||||
uploadId: 916910
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 18860f80b3167cc4987fe349b54d9be4
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+27
@@ -0,0 +1,27 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
namespace INab.BetterFog.Core
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(Camera))]
|
||||
[ImageEffectAllowedInSceneView] // We need this flag
|
||||
public class BetterFogRenderers : MonoBehaviour
|
||||
{
|
||||
public List<CustomRenderer> depthRenderers = new List<CustomRenderer>();
|
||||
public List<CustomRenderer> fogOffsetRenderers = new List<CustomRenderer>();
|
||||
}
|
||||
|
||||
|
||||
[Serializable]
|
||||
public class CustomRenderer
|
||||
{
|
||||
public bool render = true;
|
||||
public bool alwaysRender = true;
|
||||
public Renderer renderer;
|
||||
public bool drawAllSubmeshes = false;
|
||||
public Material material;
|
||||
}
|
||||
}
|
||||
+18
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
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guid: b19ecde445a88b646b6d2f75496475bc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 259457
|
||||
packageName: 'Better Fog: Height Fog, Light Scattering & More'
|
||||
packageVersion: 3.1
|
||||
assetPath: Assets/INab Studio/Post Processing Assets/Better Fog/Core/Scripts/BetterFogRenderers.cs
|
||||
uploadId: 916910
|
||||
@@ -0,0 +1,31 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace INab.BetterFog.Core
|
||||
{
|
||||
public enum HeightFogType
|
||||
{
|
||||
Exponential = 1,
|
||||
ExponentialSquared = 2
|
||||
}
|
||||
|
||||
public enum NoiseAffect
|
||||
{
|
||||
HeightOnly,
|
||||
DistanceOnly,
|
||||
Both
|
||||
}
|
||||
|
||||
public class BetterFogUtility
|
||||
{
|
||||
public static GUIStyle centeredBoldLabel = new GUIStyle(GUI.skin.label)
|
||||
{
|
||||
alignment = TextAnchor.MiddleLeft,
|
||||
fontStyle = FontStyle.Bold,
|
||||
fontSize = 12,
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
+18
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d0cd1791be252c4a8464510e25121d4
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
AssetOrigin:
|
||||
serializedVersion: 1
|
||||
productId: 259457
|
||||
packageName: 'Better Fog: Height Fog, Light Scattering & More'
|
||||
packageVersion: 3.1
|
||||
assetPath: Assets/INab Studio/Post Processing Assets/Better Fog/Core/Scripts/BetterFogUtility.cs
|
||||
uploadId: 916910
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 264605c8a0f088e48801a1c906d44bb6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+8
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a2c1ffee7382a7740878d66d97495295
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+1124
File diff suppressed because it is too large
Load Diff
+18
@@ -0,0 +1,18 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f8533d0ff2af265468cb68a830574789
|
||||
ScriptedImporter:
|
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internalIDToNameTable: []
|
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externalObjects: {}
|
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serializedVersion: 2
|
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
|
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
AssetOrigin:
|
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serializedVersion: 1
|
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productId: 259457
|
||||
packageName: 'Better Fog: Height Fog, Light Scattering & More'
|
||||
packageVersion: 3.1
|
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