Removed hard zone boundaries Fixed stuff that broke because of hard zone boundary assumption (stardust placement, vertical fog) Added a skybox! Removed density-based albedo boost (_TintExponent) to improve perceptual uniformity at different step sizes, reconfigured shader to achieve / surpass previous looks and performance Cell Brush has a material editor now to enable variant selection Enabled Caching Shader Preprocessor Moved raymarching loop into CloudShader Get environment settings from game manager to enable configuration / variation Introduced slope-based nebulae damping and volumetric flow Hid optional volumetric features behind preprocessor branches Created shader variants selected by global keywords for all shaders depending on volumetrics Environment settings used to configure shader variant selection Moved dynamic lighting settings to own subclass Dynamically adjust gravity map isoline contour depth range according to zone contents
35 lines
No EOL
937 B
C#
35 lines
No EOL
937 B
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using System.Linq;
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public class CellBrushEditor : MaterialEditor
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{
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private static readonly string[] Keywords = new[] {"A", "B", "C", "D", "E", "F", "G", "H"};
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public override void OnInspectorGUI ()
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{
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// Draw the default inspector.
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base.OnInspectorGUI ();
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// If we are not visible, return.
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if (!isVisible)
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return;
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// Get the current keywords from the material
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Material targetMat = target as Material;
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string[] keyWords = targetMat.shaderKeywords;
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int selected = keyWords.Any()?Array.IndexOf(Keywords,keyWords.First()):0;
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EditorGUI.BeginChangeCheck();
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selected = EditorGUILayout.Popup("Variant", selected, Keywords);
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// If something has changed, update the material.
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if (EditorGUI.EndChangeCheck())
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{
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targetMat.shaderKeywords = new []{Keywords[selected]};
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EditorUtility.SetDirty (targetMat);
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}
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}
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} |