Added MPL license headers SectorRenderer renders entities in sector, manages particle systems for ship thrusters Thrusters apply torque based on orientation and position relative to ship center of mass GameManager controls the player ship's thrusters Player can dock with station if they are near
44 lines
1.5 KiB
C#
44 lines
1.5 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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/// <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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