Aetheria/Assets/Scripts/Sector Display/VolumeSampling.cs
Reinier Vens b53e4aec8c Combat & Visibility & Collisions
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
2021-02-26 19:01:47 +00:00

97 lines
3.9 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using UnityEngine;
using Unity.Mathematics;
using UnityEngine.Experimental.Rendering;
using static Unity.Mathematics.math;
using static Unity.Mathematics.noise;
/// <summary>
/// Drives the volume render.
/// </summary>
//[ExecuteInEditMode]
[RequireComponent( typeof( Camera ) ), ImageEffectAllowedInSceneView]
public class VolumeSampling : MonoBehaviour
{
// public int Octaves = 4;
// public float Frequency = 1;
// public float Lacunarity = 2;
// public float Gain = .5f;
// public int NoiseTextureCount = 16;
// public int NoiseTextureSize = 32;
public Material _volMaterial;
public Transform GridTransform;
private Camera _camera;
// private Texture3D[] _noiseTextures;
// private int _currentNoiseTexture;
private void Start()
{
_camera = GetComponent<Camera>();
// _noiseTextures = new Texture3D[NoiseTextureCount];
// var samples = new Color[NoiseTextureSize * NoiseTextureSize * NoiseTextureSize];
// for (int i = 0; i < NoiseTextureCount; i++)
// {
// var iv = (float) i / NoiseTextureCount;
// var tex = new Texture3D(NoiseTextureSize,NoiseTextureSize,NoiseTextureSize, GraphicsFormat.R8_UNorm, TextureCreationFlags.None);
// tex.filterMode = FilterMode.Bilinear;
// for (int z = 0; z < NoiseTextureSize; z++)
// {
// var zf = (float) z / NoiseTextureSize;
// int zOffset = z * NoiseTextureSize * NoiseTextureSize;
// for (int y = 0; y < NoiseTextureSize; y++)
// {
// var yf = (float) y / NoiseTextureSize;
// int yOffset = y * NoiseTextureSize;
// for (int x = 0; x < NoiseTextureSize; x++)
// {
// var xf = (float) x / NoiseTextureSize;
// var index = x + yOffset + zOffset;
// float freq = Frequency, amp = 1;
// float sum = 0;
// var p = float4(xf, yf, zf, iv);
// for(int o = 0; o < Octaves; o++)
// {
// sum += (pnoise(p * freq, 1 / freq) + 1) / 2 * amp;
// freq *= Lacunarity;
// amp *= Gain;
// }
//
// samples[index] = Color.white * sum;
// }
// }
// }
// tex.SetPixels(samples);
// tex.Apply();
// _noiseTextures[i] = tex;
// }
}
[ImageEffectOpaque]
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
// check for no shader / shader compile error
if( _volMaterial == null )
{
Graphics.Blit(source, destination);
return;
}
// _currentNoiseTexture = (_currentNoiseTexture + 1) % NoiseTextureCount;
//
// _volMaterial.SetTexture("_NoiseTex", _noiseTextures[_currentNoiseTexture]);
// Shader needs this matrix to generate world space rays
_volMaterial.SetMatrix("_CamProj", (_camera.projectionMatrix * _camera.worldToCameraMatrix).inverse);
_volMaterial.SetMatrix("_CamInvProj", (_camera.projectionMatrix * _camera.worldToCameraMatrix).inverse);
// Shader needs to know the position and scale of cameras used to render input textures
if(GridTransform != null)
_volMaterial.SetVector("_GridTransform", new Vector4(GridTransform.position.x,GridTransform.position.z,GridTransform.localScale.x*4));
Graphics.Blit( source, destination, _volMaterial, 0 );
}
}