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{
"name": "BitGames.Terrain.Editor",
"rootNamespace": "BitGames.Terrain",
"references": [
"BitGames.Terrain.Runtime"
],
"includePlatforms": [
"Editor"
],
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using UnityEditor;
using UnityEngine;
namespace BitGames.Terrain
{
public static class MenuItems
{
[MenuItem("GameObject/Terrain/Terrain Floor")]
public static void CreateTerrain(MenuCommand command)
{
var go = new GameObject("Terrain");
var component = go.AddComponent<TerrainFloorRenderer>();
Selection.activeObject = go;
}
}
}

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using System;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace BitGames.Terrain
{
[CustomEditor(typeof(TerrainFloorRenderer))]
public class TerrainFloorRendererEditor : Editor
{
private SerializedProperty _asset;
private TerrainFloorRenderer _target => target as TerrainFloorRenderer;
private static readonly string[] _textureSizeOptions = RuntimeGlobals.SizeOptions.Select(x => $"{x.TextureSize}x{x.TextureSize}").ToArray();
private int _textureSizeOption = 1;
private void OnEnable()
{
_asset = serializedObject.FindProperty(nameof(TerrainFloorRenderer.Asset));
_target.HideMeshFilterRenderer();
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(_asset);
if (_target.Asset != null)
RenderEditGUI();
else
RenderCreateGUI();
}
private void RenderEditGUI()
{
}
private void RenderCreateGUI()
{
_textureSizeOption = EditorGUILayout.Popup("Size:", _textureSizeOption, _textureSizeOptions);
if (GUILayout.Button("Create Terrain Asset"))
{
CreateAsset();
_target.OnValidate();
}
}
private SizeOption GetSizeOption()
{
var options = RuntimeGlobals.SizeOptions;
return options[Math.Clamp(_textureSizeOption, 0, options.Length - 1)];
}
void CreateAsset()
{
Scene scene = _target.gameObject.scene;
var scenePath = Path.GetDirectoryName(scene.path);
if (string.IsNullOrEmpty(scenePath))
scenePath = Application.dataPath;
var sceneName = scene.name;
if (string.IsNullOrEmpty(sceneName))
sceneName = "SceneFloorMap";
var path = EditorUtility.SaveFilePanel(
"Save terrain asset",
scenePath,
sceneName + "_Terrain.asset",
"asset");
var relativePath = Path.GetRelativePath(".", path);
if (path.Length == 0)
return;
_target.Asset = TerrainAsset.Create(relativePath, GetSizeOption().TextureSize);
}
}
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using System.Runtime.CompilerServices;
[assembly:InternalsVisibleTo ("BitGames.Terrain.Editor")]

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using System;
using UnityEngine;
namespace BitGames.Terrain
{
[Serializable]
public struct Biome
{
public string Name;
public Color MainColor;
public Color SecondaryColor;
}
}

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using UnityEngine;
namespace BitGames.Terrain
{
[CreateAssetMenu(fileName = "Terrain Biomes", menuName = "Terrain/Biomes", order = 0)]
public class BiomesAsset : ScriptableObject
{
public Biome[] Biomes;
}
}

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{
"name": "BitGames.Terrain.Runtime",
"rootNamespace": "BitGames.Terrain",
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
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"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
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using System;
namespace BitGames.Terrain
{
[Flags]
public enum ControlFlags : byte
{
HOLE = 1 << 0,
SHADOW_UNMASK = 1 << 1,
NAVMESH_WALKABLE = 1 << 2,
NONE = 0,
DEFAULT = NAVMESH_WALKABLE
}
}

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namespace BitGames.Terrain
{
public interface ITerrainMaterialUser { }
}

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using UnityEngine;
namespace BitGames.Terrain
{
internal static class RuntimeGlobals
{
public const float TILE_SIZE = 2.5f;
public static readonly SizeOption[] SizeOptions = { new(32), new(64), new(128), new(256) };
private static Material _instancedMaterial;
private static int _materialDependencies;
private static TerrainAsset _currentAsset;
private static readonly int ControlMapId = Shader.PropertyToID("ControlMap");
private static readonly int ShadowMapId = Shader.PropertyToID("ShadowMap");
private static readonly int ShadowColorId = Shader.PropertyToID("ShadowColor");
private static readonly int TileSizeId = Shader.PropertyToID("TileSize");
public static Material RegisterMaterialUser(ITerrainMaterialUser user)
{
if (_materialDependencies == 0 || _instancedMaterial == null)
{
_instancedMaterial = new Material(Shader.Find("Terrain/Tile Terrain")) { name = "Terrain (instance)" };
}
_materialDependencies++;
return _instancedMaterial;
}
public static void RemoveMaterialUser(ITerrainMaterialUser user)
{
_materialDependencies--;
if (_materialDependencies == 0)
{
SafeDestroy(_instancedMaterial);
}
}
private static void SafeDestroy(Object obj)
{
#if UNITY_EDITOR
if(UnityEditor.EditorApplication.isPlaying)
Object.Destroy(obj);
else
Object.DestroyImmediate(obj);
#else
Object.Destroy(obj);
#endif
}
public static void ActivateAsset(TerrainAsset asset)
{
_currentAsset = asset;
Shader.SetGlobalTexture(ControlMapId, asset.ControlTexture);
Shader.SetGlobalTexture(ShadowMapId, asset.ShadowTexture);
Shader.SetGlobalColor(ShadowColorId, asset.ShadowColor);
Shader.SetGlobalFloat(TileSizeId, TILE_SIZE);
}
}
}

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using UnityEngine;
namespace BitGames.Terrain
{
public readonly struct SizeOption
{
public readonly int TextureSize;
public SizeOption(int textureSize)
{
TextureSize = textureSize;
}
}
}

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using System;
using System.Buffers;
using UnityEditor;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
namespace BitGames.Terrain
{
public class TerrainAsset : ScriptableObject
{
public int Size;
public BiomesAsset BiomesAsset;
public Texture2D ControlTexture;
public Texture2D ShadowTexture;
public Color ShadowColor = new(0.2f, 0.2f, 0.2f, 0.5f);
public static TerrainAsset Create(string path, int size)
{
var asset = CreateInstance<TerrainAsset>();
asset.Size = size;
var controlTexture = new Texture2D(size, size, TextureFormat.RG16, false);
controlTexture.name = "Control Texture";
controlTexture.filterMode = FilterMode.Point;
var shadowTexture = new Texture2D(size, size, TextureFormat.R8, true);
shadowTexture.name = "Shadow Texture";
controlTexture.filterMode = FilterMode.Bilinear;
var colorBuffer = ArrayPool<Color32>.Shared.Rent(size * size);
try
{
Array.Fill(colorBuffer, GetControlMapDefault());
controlTexture.SetPixels32(0, 0, size, size, colorBuffer);
controlTexture.Apply();
Array.Fill(colorBuffer, GetShadowMapDefault());
shadowTexture.SetPixels32(0, 0, size, size, colorBuffer);
shadowTexture.Apply();
}
finally
{
ArrayPool<Color32>.Shared.Return(colorBuffer);
}
asset.ControlTexture = controlTexture;
asset.ShadowTexture = shadowTexture;
AssetDatabase.CreateAsset(asset, path);
AssetDatabase.AddObjectToAsset(asset.ControlTexture, asset);
AssetDatabase.AddObjectToAsset(asset.ShadowTexture, asset);
AssetDatabase.ImportAsset(path);
return asset;
}
private static Color32 GetControlMapDefault()
{
return new Color32(0, (byte)ControlFlags.DEFAULT, 0, 0);
}
private static Color32 GetShadowMapDefault()
{
return Color.black;
}
}
}

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using System;
using UnityEngine;
using Object = UnityEngine.Object;
namespace BitGames.Terrain
{
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
[DisallowMultipleComponent]
public class TerrainFloorRenderer : MonoBehaviour, ITerrainMaterialUser
{
public TerrainAsset Asset;
private MeshRenderer _renderer;
private MeshFilter _meshFilter;
private Material _instancedMaterial;
private void Awake()
{
LinkMaterial();
ActivateAsset();
UpdateMesh();
}
private void UpdateMesh()
{
VerifyComponents();
transform.localScale = (Asset != null ? Asset.Size : 32) * RuntimeGlobals.TILE_SIZE * Vector3.one;
transform.position = Vector3.zero;
transform.rotation = Quaternion.Euler(90, 0, 0);
GetComponent<MeshFilter>().sharedMesh = Resources.GetBuiltinResource<Mesh>("Quad.fbx");
}
private void LinkMaterial()
{
VerifyComponents();
if (_instancedMaterial == null)
{
_instancedMaterial = RuntimeGlobals.RegisterMaterialUser(this);
}
_renderer.sharedMaterial = _instancedMaterial;
}
private void UnlinkMaterial()
{
RuntimeGlobals.RemoveMaterialUser(this);
}
private void ActivateAsset()
{
if(Asset != null)
RuntimeGlobals.ActivateAsset(Asset);
}
#if UNITY_EDITOR
internal void OnValidate()
{
UpdateMesh();
LinkMaterial();
ActivateAsset();
}
internal void HideMeshFilterRenderer()
{
VerifyComponents();
const HideFlags flags = HideFlags.HideInInspector; // Hide mesh renderer and filter
_renderer.hideFlags = flags;
_meshFilter.hideFlags = flags;
}
#endif
private void VerifyComponents()
{
EnsureComponent(ref _renderer);
EnsureComponent(ref _meshFilter);
}
private void EnsureComponent<T>(ref T component) where T : Component
{
if(component == null)
component = gameObject.TryGetComponent(out T found) ? found : gameObject.AddComponent<T>();
}
private void OnDestroy()
{
UnlinkMaterial();
}
}
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Shader "Terrain/Tile Terrain"
{
// The properties block of the Unity shader. In this example this block is empty
// because the output color is predefined in the fragment shader code.
Properties
{
}
// The SubShader block containing the Shader code.
SubShader
{
// SubShader Tags define when and under which conditions a SubShader block or
// a pass is executed.
Tags
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"RenderType"="TransparentCutout"
"IgnoreProjector" = "True"
"PreviewType" = "Plane"
"UniversalMaterialType" = "Unlit"
"Queue" = "AlphaTest"
"RenderPipeline" = "UniversalPipeline"
}
Blend One Zero
AlphaToMask On
Pass
{
// The HLSL code block. Unity SRP uses the HLSL language.
HLSLPROGRAM
// This line defines the name of the vertex shader.
#pragma vertex vert
// This line defines the name of the fragment shader.
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
float3 positionWS : TEXCOORD1;
};
CBUFFER_START(UnityPerMaterial)
half4 _Color1a;
half4 _Color1b;
half4 _Color2a;
half4 _Color2b;
CBUFFER_END
SamplerState my_point_clamp_sampler;
Varyings vert(Attributes IN)
{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
// OUT.uv = TransformWorldToControlMapUVs(OUT.positionWS);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
return half4(1, 1, 1, 1);
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// clip(controlMapPoint.a - 0.01f);
//
// half4 baseColor;
// bool isDark = GetCheckerPattern(IN.positionWS);
// if(controlMapPoint.r > 0.1)
// baseColor = isDark ? _Color2b : _Color2a;
// else
// baseColor = isDark ? _Color1b : _Color1a;
//
// ApplyShadow(baseColor.rgb, SampleShadowMask(IN.uv, controlMapPoint));
//
// return baseColor;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
ColorMask R
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex vert
#pragma fragment frag
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes
{
float4 positionOS : POSITION;
float4 uv0 : TEXCOORD0;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
CBUFFER_START(UnityPerMaterial)
half4 _Color1a;
half4 _Color1b;
half4 _Color2a;
half4 _Color2b;
CBUFFER_END
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{
Varyings OUT;
OUT.positionCS = TransformObjectToHClip(IN.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(IN.positionOS.xyz);
// OUT.uv = TransformWorldToControlMapUVs(positionWS);
return OUT;
}
half4 frag(Varyings IN) : SV_Target
{
// half4 controlMap = SamplePointControlMap(IN.uv);
// clip(controlMap.a - 0.01f);
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}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System;
using System.IO;
using System.Reflection;
[CustomEditor(typeof(Readme))]
[InitializeOnLoad]
public class ReadmeEditor : Editor
{
static string s_ShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
static string s_ReadmeSourceDirectory = "Assets/TutorialInfo";
const float k_Space = 16f;
static ReadmeEditor()
{
EditorApplication.delayCall += SelectReadmeAutomatically;
}
static void RemoveTutorial()
{
if (EditorUtility.DisplayDialog("Remove Readme Assets",
$"All contents under {s_ReadmeSourceDirectory} will be removed, are you sure you want to proceed?",
"Proceed",
"Cancel"))
{
if (Directory.Exists(s_ReadmeSourceDirectory))
{
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory);
FileUtil.DeleteFileOrDirectory(s_ReadmeSourceDirectory + ".meta");
}
else
{
Debug.Log($"Could not find the Readme folder at {s_ReadmeSourceDirectory}");
}
var readmeAsset = SelectReadme();
if (readmeAsset != null)
{
var path = AssetDatabase.GetAssetPath(readmeAsset);
FileUtil.DeleteFileOrDirectory(path + ".meta");
FileUtil.DeleteFileOrDirectory(path);
}
AssetDatabase.Refresh();
}
}
static void SelectReadmeAutomatically()
{
if (!SessionState.GetBool(s_ShowedReadmeSessionStateName, false))
{
var readme = SelectReadme();
SessionState.SetBool(s_ShowedReadmeSessionStateName, true);
if (readme && !readme.loadedLayout)
{
LoadLayout();
readme.loadedLayout = true;
}
}
}
static void LoadLayout()
{
var assembly = typeof(EditorApplication).Assembly;
var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
method.Invoke(null, new object[] { Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false });
}
static Readme SelectReadme()
{
var ids = AssetDatabase.FindAssets("Readme t:Readme");
if (ids.Length == 1)
{
var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
Selection.objects = new UnityEngine.Object[] { readmeObject };
return (Readme)readmeObject;
}
else
{
Debug.Log("Couldn't find a readme");
return null;
}
}
protected override void OnHeaderGUI()
{
var readme = (Readme)target;
Init();
var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth / 3f - 20f, 128f);
GUILayout.BeginHorizontal("In BigTitle");
{
if (readme.icon != null)
{
GUILayout.Space(k_Space);
GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
}
GUILayout.Space(k_Space);
GUILayout.BeginVertical();
{
GUILayout.FlexibleSpace();
GUILayout.Label(readme.title, TitleStyle);
GUILayout.FlexibleSpace();
}
GUILayout.EndVertical();
GUILayout.FlexibleSpace();
}
GUILayout.EndHorizontal();
}
public override void OnInspectorGUI()
{
var readme = (Readme)target;
Init();
foreach (var section in readme.sections)
{
if (!string.IsNullOrEmpty(section.heading))
{
GUILayout.Label(section.heading, HeadingStyle);
}
if (!string.IsNullOrEmpty(section.text))
{
GUILayout.Label(section.text, BodyStyle);
}
if (!string.IsNullOrEmpty(section.linkText))
{
if (LinkLabel(new GUIContent(section.linkText)))
{
Application.OpenURL(section.url);
}
}
GUILayout.Space(k_Space);
}
if (GUILayout.Button("Remove Readme Assets", ButtonStyle))
{
RemoveTutorial();
}
}
bool m_Initialized;
GUIStyle LinkStyle
{
get { return m_LinkStyle; }
}
[SerializeField]
GUIStyle m_LinkStyle;
GUIStyle TitleStyle
{
get { return m_TitleStyle; }
}
[SerializeField]
GUIStyle m_TitleStyle;
GUIStyle HeadingStyle
{
get { return m_HeadingStyle; }
}
[SerializeField]
GUIStyle m_HeadingStyle;
GUIStyle BodyStyle
{
get { return m_BodyStyle; }
}
[SerializeField]
GUIStyle m_BodyStyle;
GUIStyle ButtonStyle
{
get { return m_ButtonStyle; }
}
[SerializeField]
GUIStyle m_ButtonStyle;
void Init()
{
if (m_Initialized)
return;
m_BodyStyle = new GUIStyle(EditorStyles.label);
m_BodyStyle.wordWrap = true;
m_BodyStyle.fontSize = 14;
m_BodyStyle.richText = true;
m_TitleStyle = new GUIStyle(m_BodyStyle);
m_TitleStyle.fontSize = 26;
m_HeadingStyle = new GUIStyle(m_BodyStyle);
m_HeadingStyle.fontStyle = FontStyle.Bold;
m_HeadingStyle.fontSize = 18;
m_LinkStyle = new GUIStyle(m_BodyStyle);
m_LinkStyle.wordWrap = false;
// Match selection color which works nicely for both light and dark skins
m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f);
m_LinkStyle.stretchWidth = false;
m_ButtonStyle = new GUIStyle(EditorStyles.miniButton);
m_ButtonStyle.fontStyle = FontStyle.Bold;
m_Initialized = true;
}
bool LinkLabel(GUIContent label, params GUILayoutOption[] options)
{
var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
Handles.BeginGUI();
Handles.color = LinkStyle.normal.textColor;
Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
Handles.color = Color.white;
Handles.EndGUI();
EditorGUIUtility.AddCursorRect(position, MouseCursor.Link);
return GUI.Button(position, label, LinkStyle);
}
}

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using System;
using UnityEngine;
public class Readme : ScriptableObject
{
public Texture2D icon;
public string title;
public Section[] sections;
public bool loadedLayout;
[Serializable]
public class Section
{
public string heading, text, linkText, url;
}
}

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