Merge remote-tracking branch 'origin/hdrp' into hdrp
This commit is contained in:
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using System.Collections;
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##HDRP v14.0.8
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#Offest
|
||||
#R_Metallic,G_Occulsion,A_Smoothness
|
||||
Channel packing consistent with Unity
|
||||
|
||||
#Metallic
|
||||
#OcclusionStrength
|
||||
#Smoothness
|
||||
#OcclusionMap
|
||||
#OcclusionStength
|
||||
#RGB_SpecularMap,A_Smoothness
|
||||
Channel packing
|
||||
RGB SpecularMap
|
||||
A Smoothness
|
||||
|
||||
#SpecularColor
|
||||
#UseSpecularMap
|
||||
Weight between SpecularColor and SpecularMap
|
||||
|
||||
#DissolveThe weight value of dissolving, 1 means all dissolving, and vice versa
|
||||
#NoiseScale
|
||||
Scaling of the noise mask
|
||||
|
||||
#NoiseUVSpeed
|
||||
The flow velocity of the noise mask
|
||||
|
||||
#EdgeWidth
|
||||
Dissolve boundary width
|
||||
|
||||
#EdgeColor
|
||||
Dissolve boundary color
|
||||
|
||||
#EdgeColorIntensity
|
||||
Color intensity of the border
|
||||
|
||||
#DissolveOffest
|
||||
Dissolved offset point
|
||||
|
||||
#DissolveDirection
|
||||
#DiertionEdgeWithScale
|
||||
#DissolveDirection Is EulerAngle
|
||||
The unit of DissolveDirection is Euler angle
|
||||
|
||||
#UseWorldSpace
|
||||
The default is
|
||||
Localspace
|
||||
|
||||
#UseWorldOrigin
|
||||
It will only take effect when UseWorldSpace is turned on.
|
||||
DissolveOffest origin is WorldOrigin
|
|
@ -0,0 +1,7 @@
|
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|
@ -0,0 +1,55 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DissolveExample
|
||||
{
|
||||
public class DissolveChilds : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
List<Material> materials = new List<Material>();
|
||||
bool PingPong = false;
|
||||
void Start()
|
||||
{
|
||||
var renders = GetComponentsInChildren<Renderer>();
|
||||
for (int i = 0; i < renders.Length; i++)
|
||||
{
|
||||
materials.AddRange(renders[i].materials);
|
||||
}
|
||||
}
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
Start();
|
||||
SetValue(0);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
var value = Mathf.PingPong(Time.time * 0.5f, 1f);
|
||||
SetValue(value);
|
||||
}
|
||||
|
||||
//IEnumerator enumerator()
|
||||
//{
|
||||
|
||||
// //float value = while (true)
|
||||
// //{
|
||||
// // Mathf.PingPong(value, 1f);
|
||||
// // value += Time.deltaTime;
|
||||
// // SetValue(value);
|
||||
// // yield return new WaitForEndOfFrame();
|
||||
// //}
|
||||
//}
|
||||
|
||||
public void SetValue(float value)
|
||||
{
|
||||
for (int i = 0; i < materials.Count; i++)
|
||||
{
|
||||
materials[i].SetFloat("_Dissolve", value);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
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userData:
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|
@ -0,0 +1,62 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
namespace DissolveExample
|
||||
{
|
||||
public class DissolveOffest : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
List<Material> materials = new List<Material>();
|
||||
bool PingPong = false;
|
||||
void Start()
|
||||
{
|
||||
var renders = GetComponents<Renderer>();
|
||||
for (int i = 0; i < renders.Length; i++)
|
||||
{
|
||||
materials.AddRange(renders[i].materials);
|
||||
}
|
||||
}
|
||||
|
||||
private void Reset()
|
||||
{
|
||||
Start();
|
||||
SetValue(0);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.I))
|
||||
{
|
||||
//StartCoroutine(enumerator());
|
||||
PingPong = true;
|
||||
}
|
||||
if (PingPong)
|
||||
{
|
||||
var value = Mathf.PingPong(Time.time * 0.5f, 1.6f);
|
||||
value -= 0.5f;
|
||||
SetValue(value);
|
||||
}
|
||||
}
|
||||
|
||||
//IEnumerator enumerator()
|
||||
//{
|
||||
|
||||
// //float value = while (true)
|
||||
// //{
|
||||
// // Mathf.PingPong(value, 1f);
|
||||
// // value += Time.deltaTime;
|
||||
// // SetValue(value);
|
||||
// // yield return new WaitForEndOfFrame();
|
||||
// //}
|
||||
//}
|
||||
|
||||
public void SetValue(float value)
|
||||
{
|
||||
for (int i = 0; i < materials.Count; i++)
|
||||
{
|
||||
materials[i].SetVector("_DissolveOffest", new Vector4(0f,value,0f,0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
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guid: 74df1da90448a4c49ac2b7f0673eed53
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|
@ -0,0 +1,27 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
namespace DissolveExample
|
||||
{
|
||||
|
||||
|
||||
public class Follow : MonoBehaviour
|
||||
{
|
||||
[Range(0, 5f)]
|
||||
public float speed;
|
||||
public float height;
|
||||
Vector3 pos;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
pos = transform.position;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
var value = Mathf.PingPong(Time.time * speed, height);
|
||||
transform.position = (pos + value * Vector3.up);
|
||||
}
|
||||
}
|
||||
}
|
|
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@ -0,0 +1,21 @@
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|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DissolveExample
|
||||
{
|
||||
|
||||
|
||||
|
||||
public class Rotator : MonoBehaviour
|
||||
{
|
||||
public float Speed;
|
||||
|
||||
|
||||
|
||||
public void Update()
|
||||
{
|
||||
transform.Rotate(Vector3.right, Speed * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
|
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@ -0,0 +1,29 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DissolveExample
|
||||
{
|
||||
public class RotatorDissolveDir : MonoBehaviour
|
||||
{
|
||||
public Vector3 Speed;
|
||||
List<Material> materials = new List<Material>();
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
materials.AddRange(GetComponent<Renderer>().materials);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
for (int i = 0; i < materials.Count; i++)
|
||||
{
|
||||
var value = materials[i].GetVector("_DissolveDirection");
|
||||
var delta = Speed * Time.deltaTime;
|
||||
value += new Vector4(delta.x,delta.y,delta.z,0f);
|
||||
materials[i].SetVector("_DissolveDirection", value);
|
||||
}
|
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}
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}
|
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}
|
|
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Loading…
Reference in New Issue