Aetheria/Assets/Scripts/CultCache/UnityExtensions.cs
2026-08-10 14:57:50 +01:00

53 lines
No EOL
1.7 KiB
C#

using System.Linq;
using Unity.Mathematics;
using UnityEngine;
using static Unity.Mathematics.math;
public static class UnityExtensions
{
public static Texture2D ToTexture(this Color c)
{
Texture2D result = new Texture2D(1, 1);
result.SetPixels(new[]{c});
result.Apply();
return result;
}
private const int GradSteps = 32;
public static Texture2D ToTexture(this Gradient g)
{
var tex = new Texture2D(GradSteps, 1) {wrapMode = TextureWrapMode.Clamp};
for (int x = 0; x < GradSteps; x++)
{
tex.SetPixel(x, 0, g.Evaluate( (float)x / GradSteps));
}
tex.Apply();
return tex;
}
public static Gradient ToGradient(this float4[] keys, bool sharp = false)
{
var grad = new Gradient();
grad.mode = sharp ? GradientMode.Fixed : GradientMode.Blend;
grad.alphaKeys = new[] {new GradientAlphaKey(1, 0), new GradientAlphaKey(1, 1)};
grad.colorKeys = keys.Select(k => new GradientColorKey(k.xyz.ToColor(), k.w)).ToArray();
return grad;
}
public static AnimationCurve ToCurve(this float4[] keys)
{
return new AnimationCurve(keys.Select(v => new Keyframe(v.x, v.y, v.z, v.w)).ToArray());
}
public static AnimationCurve ToCurve(this BezierCurve curve)
{
return new AnimationCurve(curve.Keys.Select(v => new Keyframe(v.x, v.y, v.z, v.w)).ToArray());
}
public static Color ToColor(this float3 v) => new Color(v.x,v.y,v.z);
public static float3 ToFloat3(this Color c) => float3(c.r,c.g,c.b);
public static Color ToColor(this float4 v) => new Color(v.x,v.y,v.z, v.w);
public static float4 ToFloat4(this Color c) => float4(c.r, c.g, c.b, c.a);
}