Added Main Menu scene Tweaked world map to incorporate secondary colors in zone icons + glowing links Entity Serialization is now generic Zone Serialization now includes entities Fixed bug where wormhole traversal would unbind from player entity Game Manager no longer spawns entities (loadout file format changed) Wrote extension to randomly select weighted items from collections (for generating enemies)
48 lines
1.7 KiB
C#
48 lines
1.7 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using UnityEngine;
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using Unity.Mathematics;
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using UnityEngine.Experimental.Rendering;
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using static Unity.Mathematics.math;
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using static Unity.Mathematics.noise;
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/// <summary>
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/// Drives the volume render.
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/// </summary>
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//[ExecuteInEditMode]
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[RequireComponent( typeof( Camera ) ), ImageEffectAllowedInSceneView]
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public class VolumeSampling : MonoBehaviour
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{
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public Material _volMaterial;
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public Transform GridTransform;
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private Camera _camera;
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private void Start()
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{
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_camera = GetComponent<Camera>();
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}
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[ImageEffectOpaque]
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void OnRenderImage(RenderTexture source, RenderTexture destination)
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{
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// check for no shader / shader compile error
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if( _volMaterial == null )
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{
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Graphics.Blit(source, destination);
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return;
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}
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// Shader needs this matrix to generate world space rays
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_volMaterial.SetMatrix("_CamProj", (_camera.projectionMatrix * _camera.worldToCameraMatrix).inverse);
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_volMaterial.SetMatrix("_CamInvProj", (_camera.projectionMatrix * _camera.worldToCameraMatrix).inverse);
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// Shader needs to know the position and scale of cameras used to render input textures
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if(GridTransform != null)
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_volMaterial.SetVector("_GridTransform", new Vector4(GridTransform.position.x,GridTransform.position.z,GridTransform.localScale.x*4));
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Graphics.Blit( source, destination, _volMaterial, 0 );
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}
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}
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