rabidus-test/Assets/Amazing Assets/Advanced Dissolve/Scripts/Core/AdvancedDissolveProperties.cs

1840 lines
99 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace AmazingAssets.AdvancedDissolve
{
static public class AdvancedDissolveProperties
{
[System.Serializable]
public class Cutout
{
[System.Serializable]
public class Standard
{
class IDs
{
public int clip;
public int map1;
public int map1Tiling;
public int map1Offset;
public int map1Scroll;
public int map1Intensity;
public int map1Channel;
public int map1Invert;
public int map2;
public int map2Tiling;
public int map2Offset;
public int map2Scroll;
public int map2Intensity;
public int map2Channel;
public int map2Invert;
public int map3;
public int map3Tiling;
public int map3Offset;
public int map3Scroll;
public int map3Intensity;
public int map3Channel;
public int map3Invert;
public int mapsBlendType;
public int mapsTriplanarMappingSpace;
public int mapsScreenSpaceUVScale;
public int baseInvert;
public IDs(int ID)
{
string id = ID == 0 ? string.Empty : ("_ID" + ID);
clip = Shader.PropertyToID("_AdvancedDissolveCutoutStandardClip" + id);
map1 = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap1" + id);
map1Tiling = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap1Tiling" + id);
map1Offset = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap1Offset" + id);
map1Scroll = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap1Scroll" + id);
map1Intensity = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap1Intensity" + id);
map1Channel = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap1Channel" + id);
map1Invert = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap1Invert" + id);
map2 = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap2" + id);
map2Tiling = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap2Tiling" + id);
map2Offset = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap2Offset" + id);
map2Scroll = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap2Scroll" + id);
map2Intensity = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap2Intensity" + id);
map2Channel = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap2Channel" + id);
map2Invert = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap2Invert" + id);
map3 = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap3" + id);
map3Tiling = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap3Tiling" + id);
map3Offset = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap3Offset" + id);
map3Scroll = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap3Scroll" + id);
map3Intensity = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap3Intensity" + id);
map3Channel = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap3Channel" + id);
map3Invert = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMap3Invert" + id);
mapsBlendType = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMapsBlendType" + id);
mapsTriplanarMappingSpace = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMapsTriplanarMappingSpace" + id);
mapsScreenSpaceUVScale = Shader.PropertyToID("_AdvancedDissolveCutoutStandardMapsScreenSpaceUVScale" + id);
baseInvert = Shader.PropertyToID("_AdvancedDissolveCutoutStandardBaseInvert" + id);
}
}
static IDs[] ids = new IDs[] { new IDs(0), new IDs(1), new IDs(2), new IDs(3), new IDs(4) };
public enum Property
{
Clip,
Map1, Map1Tiling, Map1Offset, Map1Scroll, Map1Intensity, Map1Channel, Map1Invert,
Map2, Map2Tiling, Map2Offset, Map2Scroll, Map2Intensity, Map2Channel, Map2Invert,
Map3, Map3Tiling, Map3Offset, Map3Scroll, Map3Intensity, Map3Channel, Map3Invert,
MapsBlendType, TriplanarMappingSpace, ScreenSpaceUVScale, BaseInvert
}
public enum MapsBlendType { Multiply, Add }
public enum TriplanarMappingSpace { World, Local }
public enum ScreenSpaceUVScale { Constant, CameraRelative }
public enum MapChannel { Red, Green, Blue, Alpha }
[Range(0, 1)] public float clip = 0;
[Space(10)]
public Texture2D map1;
public Vector3 map1Tiling = Vector3.one;
public Vector3 map1Offset = Vector3.zero;
public Vector3 map1Scroll = Vector3.zero;
[Range(0, 1)] public float map1Intensity = 1;
public MapChannel map1Channel = MapChannel.Alpha;
public bool map1Invert = false;
[Space(10)]
public Texture2D map2;
public Vector3 map2Tiling = Vector3.one;
public Vector3 map2Offset = Vector3.zero;
public Vector3 map2Scroll = Vector3.zero;
[Range(0, 1)] public float map2Intensity = 1;
public MapChannel map2Channel = MapChannel.Alpha;
public bool map2Invert = false;
[Space(10)]
public Texture2D map3;
public Vector3 map3Tiling = Vector3.one;
public Vector3 map3Offset = Vector3.zero;
public Vector3 map3Scroll = Vector3.zero;
[Range(0, 1)] public float map3Intensity = 1;
public MapChannel map3Channel = MapChannel.Alpha;
public bool map3Invert = false;
[Space(10)]
public MapsBlendType mapsBlendType = MapsBlendType.Multiply;
public TriplanarMappingSpace triplanarMappingSpace = TriplanarMappingSpace.World;
public ScreenSpaceUVScale screenSpaceUVScale = ScreenSpaceUVScale.Constant;
public bool baseInvert = false;
public void UpdateLocal(List<Material> materials)
{
if (materials == null)
return;
for (int i = 0; i < materials.Count; i++)
{
UpdateLocal(materials[i]);
}
}
public void UpdateLocal(Material material)
{
if (material == null)
return;
UpdateLocalProperty(material, Property.Clip, clip);
UpdateLocalProperty(material, Property.Map1, map1);
UpdateLocalProperty(material, Property.Map1Tiling, map1Tiling);
UpdateLocalProperty(material, Property.Map1Offset, map1Offset);
UpdateLocalProperty(material, Property.Map1Scroll, map1Scroll);
UpdateLocalProperty(material, Property.Map1Intensity, map1Intensity);
UpdateLocalProperty(material, Property.Map1Channel, map1Channel);
UpdateLocalProperty(material, Property.Map1Invert, map1Invert);
UpdateLocalProperty(material, Property.Map2, map2);
UpdateLocalProperty(material, Property.Map2Tiling, map2Tiling);
UpdateLocalProperty(material, Property.Map2Offset, map2Offset);
UpdateLocalProperty(material, Property.Map2Scroll, map2Scroll);
UpdateLocalProperty(material, Property.Map2Intensity, map2Intensity);
UpdateLocalProperty(material, Property.Map2Channel, map2Channel);
UpdateLocalProperty(material, Property.Map2Invert, map2Invert);
UpdateLocalProperty(material, Property.Map3, map3);
UpdateLocalProperty(material, Property.Map3Tiling, map3Tiling);
UpdateLocalProperty(material, Property.Map3Offset, map3Offset);
UpdateLocalProperty(material, Property.Map3Scroll, map3Scroll);
UpdateLocalProperty(material, Property.Map3Intensity, map3Intensity);
UpdateLocalProperty(material, Property.Map3Channel, map3Channel);
UpdateLocalProperty(material, Property.Map3Invert, map3Invert);
UpdateLocalProperty(material, Property.MapsBlendType, mapsBlendType);
UpdateLocalProperty(material, Property.TriplanarMappingSpace, triplanarMappingSpace);
UpdateLocalProperty(material, Property.ScreenSpaceUVScale, screenSpaceUVScale);
UpdateLocalProperty(material, Property.BaseInvert, baseInvert);
}
public void UpdateGlobal(AdvancedDissolve.AdvancedDissolveKeywords.GlobalControlID globalControlID)
{
if (globalControlID == AdvancedDissolveKeywords.GlobalControlID.None)
return;
UpdateGlobalProperty(globalControlID, Property.Clip, clip);
UpdateGlobalProperty(globalControlID, Property.Map1, map1);
UpdateGlobalProperty(globalControlID, Property.Map1Tiling, map1Tiling);
UpdateGlobalProperty(globalControlID, Property.Map1Offset, map1Offset);
UpdateGlobalProperty(globalControlID, Property.Map1Scroll, map1Scroll);
UpdateGlobalProperty(globalControlID, Property.Map1Intensity, map1Intensity);
UpdateGlobalProperty(globalControlID, Property.Map1Channel, map1Channel);
UpdateGlobalProperty(globalControlID, Property.Map1Invert, map1Invert);
UpdateGlobalProperty(globalControlID, Property.Map2, map2);
UpdateGlobalProperty(globalControlID, Property.Map2Tiling, map2Tiling);
UpdateGlobalProperty(globalControlID, Property.Map2Offset, map2Offset);
UpdateGlobalProperty(globalControlID, Property.Map2Scroll, map2Scroll);
UpdateGlobalProperty(globalControlID, Property.Map2Intensity, map2Intensity);
UpdateGlobalProperty(globalControlID, Property.Map2Channel, map2Channel);
UpdateGlobalProperty(globalControlID, Property.Map2Invert, map2Invert);
UpdateGlobalProperty(globalControlID, Property.Map3, map3);
UpdateGlobalProperty(globalControlID, Property.Map3Tiling, map3Tiling);
UpdateGlobalProperty(globalControlID, Property.Map3Offset, map3Offset);
UpdateGlobalProperty(globalControlID, Property.Map3Scroll, map3Scroll);
UpdateGlobalProperty(globalControlID, Property.Map3Intensity, map3Intensity);
UpdateGlobalProperty(globalControlID, Property.Map3Channel, map3Channel);
UpdateGlobalProperty(globalControlID, Property.Map3Invert, map3Invert);
UpdateGlobalProperty(globalControlID, Property.MapsBlendType, mapsBlendType);
UpdateGlobalProperty(globalControlID, Property.TriplanarMappingSpace, triplanarMappingSpace);
UpdateGlobalProperty(globalControlID, Property.ScreenSpaceUVScale, screenSpaceUVScale);
UpdateGlobalProperty(globalControlID, Property.BaseInvert, baseInvert);
}
static public void UpdateLocalProperty(Material material, Property property, object value)
{
if (material == null)
return;
if (value == null && !(property == Property.Map1 || property == Property.Map2 || property == Property.Map3))
return;
System.Type type = value == null ? null : value.GetType();
switch (property)
{
case Property.Clip:
if (type == typeof(float))
material.SetFloat(ids[0].clip, (float)value);
break;
case Property.Map1:
if (value == null)
material.SetTexture(ids[0].map1, null);
else if (type == typeof(Texture2D))
material.SetTexture(ids[0].map1, (Texture2D)value);
else if (type == typeof(Texture))
material.SetTexture(ids[0].map1, (Texture)value);
break;
case Property.Map1Tiling:
if (type == typeof(Vector3))
material.SetVector(ids[0].map1Tiling, (Vector3)value);
break;
case Property.Map1Offset:
if (type == typeof(Vector3))
material.SetVector(ids[0].map1Offset, (Vector3)value);
break;
case Property.Map1Scroll:
if (type == typeof(Vector3))
material.SetVector(ids[0].map1Scroll, (Vector3)value);
break;
case Property.Map1Intensity:
if (type == typeof(float))
material.SetFloat(ids[0].map1Intensity, (float)value);
break;
case Property.Map1Channel:
if (type == typeof(MapChannel))
material.SetInt(ids[0].map1Channel, (int)value);
break;
case Property.Map1Invert:
if (type == typeof(bool))
material.SetInt(ids[0].map1Invert, (bool)value ? 1 : 0);
break;
case Property.Map2:
if (value == null)
material.SetTexture(ids[0].map2, null);
else if (type == typeof(Texture2D))
material.SetTexture(ids[0].map2, (Texture2D)value);
else if (type == typeof(Texture))
material.SetTexture(ids[0].map2, (Texture)value);
break;
case Property.Map2Tiling:
if (type == typeof(Vector3))
material.SetVector(ids[0].map2Tiling, (Vector3)value);
break;
case Property.Map2Offset:
if (type == typeof(Vector3))
material.SetVector(ids[0].map2Offset, (Vector3)value);
break;
case Property.Map2Scroll:
if (type == typeof(Vector3))
material.SetVector(ids[0].map2Scroll, (Vector3)value);
break;
case Property.Map2Intensity:
if (type == typeof(float))
material.SetFloat(ids[0].map2Intensity, (float)value);
break;
case Property.Map2Channel:
if (type == typeof(MapChannel))
material.SetInt(ids[0].map2Channel, (int)value);
break;
case Property.Map2Invert:
if (type == typeof(bool))
material.SetInt(ids[0].map2Invert, (bool)value ? 1 : 0);
break;
case Property.Map3:
if (value == null)
material.SetTexture(ids[0].map3, null);
else if (type == typeof(Texture2D))
material.SetTexture(ids[0].map3, (Texture2D)value);
else if (type == typeof(Texture))
material.SetTexture(ids[0].map3, (Texture)value);
break;
case Property.Map3Tiling:
if (type == typeof(Vector3))
material.SetVector(ids[0].map3Tiling, (Vector3)value);
break;
case Property.Map3Offset:
if (type == typeof(Vector3))
material.SetVector(ids[0].map3Offset, (Vector3)value);
break;
case Property.Map3Scroll:
if (type == typeof(Vector3))
material.SetVector(ids[0].map3Scroll, (Vector3)value);
break;
case Property.Map3Intensity:
if (type == typeof(float))
material.SetFloat(ids[0].map3Intensity, (float)value);
break;
case Property.Map3Channel:
if (type == typeof(MapChannel))
material.SetInt(ids[0].map3Channel, (int)value);
break;
case Property.Map3Invert:
if (type == typeof(bool))
material.SetInt(ids[0].map3Invert, (bool)value ? 1 : 0);
break;
case Property.MapsBlendType:
if (type == typeof(MapsBlendType))
material.SetInt(ids[0].mapsBlendType, (int)value);
break;
case Property.TriplanarMappingSpace:
if (type == typeof(TriplanarMappingSpace))
material.SetInt(ids[0].mapsTriplanarMappingSpace, (int)value);
break;
case Property.ScreenSpaceUVScale:
if (type == typeof(ScreenSpaceUVScale))
material.SetInt(ids[0].mapsScreenSpaceUVScale, (int)value);
break;
case Property.BaseInvert:
if (type == typeof(bool))
material.SetInt(ids[0].baseInvert, (bool)value ? 1 : 0);
break;
default:
break;
}
}
static public void UpdateGlobalProperty(AdvancedDissolve.AdvancedDissolveKeywords.GlobalControlID globalControlID, Property property, object value)
{
if (globalControlID == AdvancedDissolveKeywords.GlobalControlID.None)
return;
if (value == null && !(property == Property.Map1 || property == Property.Map2 || property == Property.Map3))
return;
System.Type type = value == null ? null : value.GetType();
switch (property)
{
case Property.Clip:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].clip, (float)value);
break;
case Property.Map1:
if (value == null)
Shader.SetGlobalTexture(ids[(int)globalControlID].map1, null);
else if (type == typeof(Texture2D))
Shader.SetGlobalTexture(ids[(int)globalControlID].map1, (Texture2D)value);
else if (type == typeof(Texture))
Shader.SetGlobalTexture(ids[(int)globalControlID].map1, (Texture)value);
break;
case Property.Map1Tiling:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].map1Tiling, (Vector3)value);
break;
case Property.Map1Offset:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].map1Offset, (Vector3)value);
break;
case Property.Map1Scroll:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].map1Scroll, (Vector3)value);
break;
case Property.Map1Intensity:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].map1Intensity, (float)value);
break;
case Property.Map1Channel:
if (type == typeof(MapChannel))
Shader.SetGlobalInt(ids[(int)globalControlID].map1Channel, (int)value);
break;
case Property.Map1Invert:
if (type == typeof(bool))
Shader.SetGlobalInt(ids[(int)globalControlID].map1Invert, (bool)value ? 1 : 0);
break;
case Property.Map2:
if (value == null)
Shader.SetGlobalTexture(ids[(int)globalControlID].map2, null);
else if (type == typeof(Texture2D))
Shader.SetGlobalTexture(ids[(int)globalControlID].map2, (Texture2D)value);
else if (type == typeof(Texture))
Shader.SetGlobalTexture(ids[(int)globalControlID].map2, (Texture)value);
break;
case Property.Map2Tiling:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].map2Tiling, (Vector3)value);
break;
case Property.Map2Offset:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].map2Offset, (Vector3)value);
break;
case Property.Map2Scroll:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].map2Scroll, (Vector3)value);
break;
case Property.Map2Intensity:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].map2Intensity, (float)value);
break;
case Property.Map2Channel:
if (type == typeof(MapChannel))
Shader.SetGlobalInt(ids[(int)globalControlID].map2Channel, (int)value);
break;
case Property.Map2Invert:
if (type == typeof(bool))
Shader.SetGlobalInt(ids[(int)globalControlID].map2Invert, (bool)value ? 1 : 0);
break;
case Property.Map3:
if (value == null)
Shader.SetGlobalTexture(ids[(int)globalControlID].map3, null);
else if (type == typeof(Texture2D))
Shader.SetGlobalTexture(ids[(int)globalControlID].map3, (Texture2D)value);
else if (type == typeof(Texture))
Shader.SetGlobalTexture(ids[(int)globalControlID].map3, (Texture)value);
break;
case Property.Map3Tiling:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].map3Tiling, (Vector3)value);
break;
case Property.Map3Offset:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].map3Offset, (Vector3)value);
break;
case Property.Map3Scroll:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].map3Scroll, (Vector3)value);
break;
case Property.Map3Intensity:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].map3Intensity, (float)value);
break;
case Property.Map3Channel:
if (type == typeof(MapChannel))
Shader.SetGlobalInt(ids[(int)globalControlID].map3Channel, (int)value);
break;
case Property.Map3Invert:
if (type == typeof(bool))
Shader.SetGlobalInt(ids[(int)globalControlID].map3Invert, (bool)value ? 1 : 0);
break;
case Property.MapsBlendType:
if (type == typeof(MapsBlendType))
Shader.SetGlobalInt(ids[(int)globalControlID].mapsBlendType, (int)value);
break;
case Property.TriplanarMappingSpace:
if (type == typeof(TriplanarMappingSpace))
Shader.SetGlobalInt(ids[(int)globalControlID].mapsTriplanarMappingSpace, (int)value);
break;
case Property.ScreenSpaceUVScale:
if (type == typeof(ScreenSpaceUVScale))
Shader.SetGlobalInt(ids[(int)globalControlID].mapsScreenSpaceUVScale, (int)value);
break;
case Property.BaseInvert:
if (type == typeof(bool))
Shader.SetGlobalInt(ids[(int)globalControlID].baseInvert, (bool)value ? 1 : 0);
break;
default:
break;
}
}
}
[System.Serializable]
public class Geometric
{
class IDs
{
public int invert;
public int noise;
public int xyzAxis;
public int xyzStyle;
public int xyzSpace;
public int xyzRollout;
public int xyzPivotPointPosition;
public int position1;
public int normal1;
public int radius1;
public int height1;
public int size1;
public int matrixTRS1;
public int position2;
public int normal2;
public int radius2;
public int height2;
public int size2;
public int matrixTRS2;
public int position3;
public int normal3;
public int radius3;
public int height3;
public int size3;
public int matrixTRS3;
public int position4;
public int normal4;
public int radius4;
public int height4;
public int size4;
public int matrixTRS4;
public IDs(int ID)
{
string id = ID == 0 ? string.Empty : ("_ID" + ID);
invert = Shader.PropertyToID("_AdvancedDissolveCutoutGeometricInvert" + id);
noise = Shader.PropertyToID("_AdvancedDissolveCutoutGeometricNoise" + id);
xyzAxis = Shader.PropertyToID("_AdvancedDissolveCutoutGeometricXYZAxis" + id);
xyzStyle = Shader.PropertyToID("_AdvancedDissolveCutoutGeometricXYZStyle" + id);
xyzSpace = Shader.PropertyToID("_AdvancedDissolveCutoutGeometricXYZSpace" + id);
xyzRollout = Shader.PropertyToID("_AdvancedDissolveCutoutGeometricXYZRollout" + id);
xyzPivotPointPosition = Shader.PropertyToID("_AdvancedDissolveCutoutGeometricXYZPosition" + id);
position1 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric1Position" + id);
normal1 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric1Normal" + id);
radius1 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric1Radius" + id);
height1 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric1Height" + id);
size1 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric1Size" + id);
matrixTRS1 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric1MatrixTRS" + id);
position2 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric2Position" + id);
normal2 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric2Normal" + id);
radius2 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric2Radius" + id);
height2 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric2Height" + id);
size2 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric2Size" + id);
matrixTRS2 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric2MatrixTRS" + id);
position3 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric3Position" + id);
normal3 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric3Normal" + id);
radius3 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric3Radius" + id);
height3 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric3Height" + id);
size3 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric3Size" + id);
matrixTRS3 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric3MatrixTRS" + id);
position4 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric4Position" + id);
normal4 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric4Normal" + id);
radius4 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric4Radius" + id);
height4 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric4Height" + id);
size4 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric4Size" + id);
matrixTRS4 = Shader.PropertyToID("_AdvancedDissolveCutoutGeometric4MatrixTRS" + id);
}
}
static IDs[] ids = new IDs[] { new IDs(0), new IDs(1), new IDs(2), new IDs(3), new IDs(4) };
public enum Property
{
XYZAxis, XYZStyle, XYZSpace, XYZRollout, XYZPosition,
Position1, Normal1, Radius1, Height1, Size1, MatrixTRS1,
Position2, Normal2, Radius2, Height2, Size2, MatrixTRS2,
Position3, Normal3, Radius3, Height3, Size3, MatrixTRS3,
Position4, Normal4, Radius4, Height4, Size4, MatrixTRS4,
Invert, Noise
}
public enum XYZAxis { X, Y, Z }
public enum XYZStyle { Linear, Rollout }
public enum XYZSpace { World, Local }
static void UpdateLocal(Material material, Property property, object value)
{
if (value == null || material == null)
return;
System.Type type = value.GetType();
switch (property)
{
case Geometric.Property.XYZAxis:
if (type == typeof(XYZAxis))
material.SetInt(ids[0].xyzAxis, (int)value);
break;
case Geometric.Property.XYZStyle:
if (type == typeof(XYZStyle))
material.SetInt(ids[0].xyzStyle, (int)value);
break;
case Geometric.Property.XYZSpace:
if (type == typeof(XYZSpace))
material.SetInt(ids[0].xyzSpace, (int)value);
break;
case Geometric.Property.XYZRollout:
if (type == typeof(float))
material.SetFloat(ids[0].xyzRollout, Mathf.Abs((float)value));
break;
case Geometric.Property.XYZPosition:
if (type == typeof(Vector3))
material.SetVector(ids[0].xyzPivotPointPosition, (Vector3)value);
break;
case Geometric.Property.Position1:
if (type == typeof(Vector3))
material.SetVector(ids[0].position1, (Vector3)value);
break;
case Geometric.Property.Normal1:
if (type == typeof(Vector3))
material.SetVector(ids[0].normal1, (Vector3)value);
break;
case Geometric.Property.Radius1:
if (type == typeof(float))
material.SetFloat(ids[0].radius1, (float)value);
break;
case Geometric.Property.Height1:
if (type == typeof(float))
material.SetFloat(ids[0].height1, (float)value);
break;
case Geometric.Property.Size1:
if (type == typeof(Vector3))
material.SetVector(ids[0].size1, (Vector3)value);
break;
case Geometric.Property.MatrixTRS1:
if (type == typeof(Matrix4x4))
material.SetMatrix(ids[0].matrixTRS1, (Matrix4x4)value);
break;
case Geometric.Property.Position2:
if (type == typeof(Vector3))
material.SetVector(ids[0].position2, (Vector3)value);
break;
case Geometric.Property.Normal2:
if (type == typeof(Vector3))
material.SetVector(ids[0].normal2, (Vector3)value);
break;
case Geometric.Property.Radius2:
if (type == typeof(float))
material.SetFloat(ids[0].radius2, (float)value);
break;
case Geometric.Property.Height2:
if (type == typeof(float))
material.SetFloat(ids[0].height2, (float)value);
break;
case Geometric.Property.Size2:
if (type == typeof(Vector3))
material.SetVector(ids[0].size2, (Vector3)value);
break;
case Geometric.Property.MatrixTRS2:
if (type == typeof(Matrix4x4))
material.SetMatrix(ids[0].matrixTRS2, (Matrix4x4)value);
break;
case Geometric.Property.Position3:
if (type == typeof(Vector3))
material.SetVector(ids[0].position3, (Vector3)value);
break;
case Geometric.Property.Normal3:
if (type == typeof(Vector3))
material.SetVector(ids[0].normal3, (Vector3)value);
break;
case Geometric.Property.Radius3:
if (type == typeof(float))
material.SetFloat(ids[0].radius3, (float)value);
break;
case Geometric.Property.Height3:
if (type == typeof(float))
material.SetFloat(ids[0].height3, (float)value);
break;
case Geometric.Property.Size3:
if (type == typeof(Vector3))
material.SetVector(ids[0].size3, (Vector3)value);
break;
case Geometric.Property.MatrixTRS3:
if (type == typeof(Matrix4x4))
material.SetMatrix(ids[0].matrixTRS3, (Matrix4x4)value);
break;
case Geometric.Property.Position4:
if (type == typeof(Vector3))
material.SetVector(ids[0].position4, (Vector3)value);
break;
case Geometric.Property.Normal4:
if (type == typeof(Vector3))
material.SetVector(ids[0].normal4, (Vector3)value);
break;
case Geometric.Property.Radius4:
if (type == typeof(float))
material.SetFloat(ids[0].radius4, (float)value);
break;
case Geometric.Property.Height4:
if (type == typeof(float))
material.SetFloat(ids[0].height4, (float)value);
break;
case Geometric.Property.Size4:
if (type == typeof(Vector3))
material.SetVector(ids[0].size4, (Vector3)value);
break;
case Geometric.Property.MatrixTRS4:
if (type == typeof(Matrix4x4))
material.SetMatrix(ids[0].matrixTRS4, (Matrix4x4)value);
break;
case Geometric.Property.Invert:
if (type == typeof(bool))
material.SetInt(ids[0].invert, (bool)value ? 1 : 0);
break;
case Geometric.Property.Noise:
if (type == typeof(float))
material.SetFloat(ids[0].noise, (float)value);
break;
default:
break;
}
}
static void UpdateGlobal(AdvancedDissolve.AdvancedDissolveKeywords.GlobalControlID globalControlID, Property property, object value)
{
if (value == null || globalControlID == AdvancedDissolveKeywords.GlobalControlID.None)
return;
System.Type type = value.GetType();
switch (property)
{
case Geometric.Property.XYZAxis:
if (type == typeof(XYZAxis))
Shader.SetGlobalInt(ids[(int)globalControlID].xyzAxis, (int)value);
break;
case Geometric.Property.XYZStyle:
if (type == typeof(XYZStyle))
Shader.SetGlobalInt(ids[(int)globalControlID].xyzStyle, (int)value);
break;
case Geometric.Property.XYZSpace:
if (type == typeof(XYZSpace))
Shader.SetGlobalInt(ids[(int)globalControlID].xyzSpace, (int)value);
break;
case Geometric.Property.XYZRollout:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].xyzRollout, Mathf.Abs((float)value));
break;
case Geometric.Property.XYZPosition:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].xyzPivotPointPosition, (Vector3)value);
break;
case Geometric.Property.Position1:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].position1, (Vector3)value);
break;
case Geometric.Property.Normal1:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].normal1, (Vector3)value);
break;
case Geometric.Property.Radius1:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].radius1, (float)value);
break;
case Geometric.Property.Height1:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].height1, (float)value);
break;
case Geometric.Property.Size1:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].size1, (Vector3)value);
break;
case Geometric.Property.MatrixTRS1:
if (type == typeof(Matrix4x4))
Shader.SetGlobalMatrix(ids[(int)globalControlID].matrixTRS1, (Matrix4x4)value);
break;
case Geometric.Property.Position2:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].position2, (Vector3)value);
break;
case Geometric.Property.Normal2:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].normal2, (Vector3)value);
break;
case Geometric.Property.Radius2:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].radius2, (float)value);
break;
case Geometric.Property.Height2:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].height2, (float)value);
break;
case Geometric.Property.Size2:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].size2, (Vector3)value);
break;
case Geometric.Property.MatrixTRS2:
if (type == typeof(Matrix4x4))
Shader.SetGlobalMatrix(ids[(int)globalControlID].matrixTRS2, (Matrix4x4)value);
break;
case Geometric.Property.Position3:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].position3, (Vector3)value);
break;
case Geometric.Property.Normal3:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].normal3, (Vector3)value);
break;
case Geometric.Property.Radius3:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].radius3, (float)value);
break;
case Geometric.Property.Height3:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].height3, (float)value);
break;
case Geometric.Property.Size3:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].size3, (Vector3)value);
break;
case Geometric.Property.MatrixTRS3:
if (type == typeof(Matrix4x4))
Shader.SetGlobalMatrix(ids[(int)globalControlID].matrixTRS3, (Matrix4x4)value);
break;
case Geometric.Property.Position4:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].position4, (Vector3)value);
break;
case Geometric.Property.Normal4:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].normal4, (Vector3)value);
break;
case Geometric.Property.Radius4:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].radius4, (float)value);
break;
case Geometric.Property.Height4:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].height4, (float)value);
break;
case Geometric.Property.Size4:
if (type == typeof(Vector3))
Shader.SetGlobalVector(ids[(int)globalControlID].size4, (Vector3)value);
break;
case Geometric.Property.MatrixTRS4:
if (type == typeof(Matrix4x4))
Shader.SetGlobalMatrix(ids[(int)globalControlID].matrixTRS4, (Matrix4x4)value);
break;
case Geometric.Property.Invert:
if (type == typeof(bool))
Shader.SetGlobalInt(ids[(int)globalControlID].invert, (bool)value ? 1 : 0);
break;
case Geometric.Property.Noise:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].noise, (float)value);
break;
default:
break;
}
}
static public class UpdateLocalProperty
{
static public void XYZAxis(Material material, XYZAxis xyzAxis, XYZStyle xyzStyle, XYZSpace xyzSpace, float axisRollout, Vector3 axisPosition)
{
UpdateLocal(material, Property.XYZAxis, xyzAxis);
UpdateLocal(material, Property.XYZStyle, xyzStyle);
UpdateLocal(material, Property.XYZSpace, xyzSpace);
UpdateLocal(material, Property.XYZRollout, axisRollout);
UpdateLocal(material, Property.XYZPosition, axisPosition);
}
static public void Plane(Material material, AdvancedDissolveKeywords.CutoutGeometricCount countID, Vector3 position, Vector3 normal)
{
switch (countID)
{
case AdvancedDissolveKeywords.CutoutGeometricCount.One:
UpdateLocal(material, Property.Position1, position);
UpdateLocal(material, Property.Normal1, normal);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Two:
UpdateLocal(material, Property.Position2, position);
UpdateLocal(material, Property.Normal2, normal);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Three:
UpdateLocal(material, Property.Position3, position);
UpdateLocal(material, Property.Normal3, normal);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Four:
UpdateLocal(material, Property.Position4, position);
UpdateLocal(material, Property.Normal4, normal);
break;
default:
break;
}
}
static public void Sphere(Material material, AdvancedDissolveKeywords.CutoutGeometricCount countID, Vector3 position, float radius)
{
switch (countID)
{
case AdvancedDissolveKeywords.CutoutGeometricCount.One:
UpdateLocal(material, Property.Position1, position);
UpdateLocal(material, Property.Radius1, radius);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Two:
UpdateLocal(material, Property.Position2, position);
UpdateLocal(material, Property.Radius2, radius);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Three:
UpdateLocal(material, Property.Position3, position);
UpdateLocal(material, Property.Radius3, radius);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Four:
UpdateLocal(material, Property.Position4, position);
UpdateLocal(material, Property.Radius4, radius);
break;
default:
break;
}
}
static public void Cube(Material material, AdvancedDissolveKeywords.CutoutGeometricCount countID, Vector3 position, Quaternion rotation, Vector3 size)
{
size *= 0.5f;
Matrix4x4 TRS = Matrix4x4.TRS(position, rotation, Vector3.one).inverse;
switch (countID)
{
case AdvancedDissolveKeywords.CutoutGeometricCount.One:
UpdateLocal(material, Property.Size1, size);
UpdateLocal(material, Property.MatrixTRS1, TRS);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Two:
UpdateLocal(material, Property.Size2, size);
UpdateLocal(material, Property.MatrixTRS2, TRS);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Three:
UpdateLocal(material, Property.Size3, size);
UpdateLocal(material, Property.MatrixTRS3, TRS);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Four:
UpdateLocal(material, Property.Size4, size);
UpdateLocal(material, Property.MatrixTRS4, TRS);
break;
default:
break;
}
}
static public void Capsule(Material material, AdvancedDissolveKeywords.CutoutGeometricCount countID, Vector3 startPosition, Vector3 endPosition, float radius)
{
float height = Vector3.Distance(startPosition, endPosition);
Vector3 normal = Vector3.Normalize(endPosition - startPosition);
switch (countID)
{
case AdvancedDissolve.AdvancedDissolveKeywords.CutoutGeometricCount.One:
UpdateLocal(material, Geometric.Property.Position1, startPosition);
UpdateLocal(material, Geometric.Property.Normal1, normal);
UpdateLocal(material, Geometric.Property.Radius1, radius);
UpdateLocal(material, Geometric.Property.Height1, height);
break;
case AdvancedDissolve.AdvancedDissolveKeywords.CutoutGeometricCount.Two:
UpdateLocal(material, Geometric.Property.Position2, startPosition);
UpdateLocal(material, Geometric.Property.Normal2, normal);
UpdateLocal(material, Geometric.Property.Radius2, radius);
UpdateLocal(material, Geometric.Property.Height2, height);
break;
case AdvancedDissolve.AdvancedDissolveKeywords.CutoutGeometricCount.Three:
UpdateLocal(material, Geometric.Property.Position3, startPosition);
UpdateLocal(material, Geometric.Property.Normal3, normal);
UpdateLocal(material, Geometric.Property.Radius3, radius);
UpdateLocal(material, Geometric.Property.Height3, height);
break;
case AdvancedDissolve.AdvancedDissolveKeywords.CutoutGeometricCount.Four:
UpdateLocal(material, Geometric.Property.Position4, startPosition);
UpdateLocal(material, Geometric.Property.Normal4, normal);
UpdateLocal(material, Geometric.Property.Radius4, radius);
UpdateLocal(material, Geometric.Property.Height4, height);
break;
default:
break;
}
}
static public void ConeSmooth(Material material, AdvancedDissolveKeywords.CutoutGeometricCount countID, Vector3 startPosition, Vector3 endPosition, float radius)
{
//Same as Capsule
Capsule(material, countID, startPosition, endPosition, radius);
}
static public void Invert(Material material, bool invert)
{
UpdateLocal(material, Property.Invert, invert);
}
static public void Noise(Material material, float noise)
{
UpdateLocal(material, Property.Noise, noise);
}
}
static public class UpdateGlobalProperty
{
static public void XYZAxis(AdvancedDissolveKeywords.GlobalControlID globalControlID, XYZAxis xyzAxis, XYZStyle xyzStyle, XYZSpace xyzSpace, float axisRollout, Vector3 position)
{
UpdateGlobal(globalControlID, Property.XYZAxis, xyzAxis);
UpdateGlobal(globalControlID, Property.XYZStyle, xyzStyle);
UpdateGlobal(globalControlID, Property.XYZSpace, xyzSpace);
UpdateGlobal(globalControlID, Property.XYZRollout, axisRollout);
UpdateGlobal(globalControlID, Property.XYZPosition, position);
}
static public void Plane(AdvancedDissolveKeywords.GlobalControlID globalControlID, AdvancedDissolveKeywords.CutoutGeometricCount countID, Vector3 position, Vector3 normal)
{
switch (countID)
{
case AdvancedDissolveKeywords.CutoutGeometricCount.One:
UpdateGlobal(globalControlID, Property.Position1, position);
UpdateGlobal(globalControlID, Property.Normal1, normal);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Two:
UpdateGlobal(globalControlID, Property.Position2, position);
UpdateGlobal(globalControlID, Property.Normal2, normal);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Three:
UpdateGlobal(globalControlID, Property.Position3, position);
UpdateGlobal(globalControlID, Property.Normal3, normal);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Four:
UpdateGlobal(globalControlID, Property.Position4, position);
UpdateGlobal(globalControlID, Property.Normal4, normal);
break;
default:
break;
}
}
static public void Sphere(AdvancedDissolveKeywords.GlobalControlID globalControlID, AdvancedDissolveKeywords.CutoutGeometricCount countID, Vector3 position, float radius)
{
switch (countID)
{
case AdvancedDissolveKeywords.CutoutGeometricCount.One:
UpdateGlobal(globalControlID, Property.Position1, position);
UpdateGlobal(globalControlID, Property.Radius1, radius);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Two:
UpdateGlobal(globalControlID, Property.Position2, position);
UpdateGlobal(globalControlID, Property.Radius2, radius);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Three:
UpdateGlobal(globalControlID, Property.Position3, position);
UpdateGlobal(globalControlID, Property.Radius3, radius);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Four:
UpdateGlobal(globalControlID, Property.Position4, position);
UpdateGlobal(globalControlID, Property.Radius4, radius);
break;
default:
break;
}
}
static public void Cube(AdvancedDissolveKeywords.GlobalControlID globalControlID, AdvancedDissolveKeywords.CutoutGeometricCount countID, Vector3 position, Quaternion rotation, Vector3 size)
{
size *= 0.5f;
Matrix4x4 TRS = Matrix4x4.TRS(position, rotation, Vector3.one).inverse;
switch (countID)
{
case AdvancedDissolveKeywords.CutoutGeometricCount.One:
UpdateGlobal(globalControlID, Property.Size1, size);
UpdateGlobal(globalControlID, Property.MatrixTRS1, TRS);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Two:
UpdateGlobal(globalControlID, Property.Size2, size);
UpdateGlobal(globalControlID, Property.MatrixTRS2, TRS);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Three:
UpdateGlobal(globalControlID, Property.Size3, size);
UpdateGlobal(globalControlID, Property.MatrixTRS3, TRS);
break;
case AdvancedDissolveKeywords.CutoutGeometricCount.Four:
UpdateGlobal(globalControlID, Property.Size4, size);
UpdateGlobal(globalControlID, Property.MatrixTRS4, TRS);
break;
default:
break;
}
}
static public void Capsule(AdvancedDissolveKeywords.GlobalControlID globalControlID, AdvancedDissolveKeywords.CutoutGeometricCount countID, Vector3 startPosition, Vector3 endPosition, float radius)
{
float height = Vector3.Distance(startPosition, endPosition);
Vector3 normal = Vector3.Normalize(endPosition - startPosition);
switch (countID)
{
case AdvancedDissolve.AdvancedDissolveKeywords.CutoutGeometricCount.One:
UpdateGlobal(globalControlID, Geometric.Property.Position1, startPosition);
UpdateGlobal(globalControlID, Geometric.Property.Normal1, normal);
UpdateGlobal(globalControlID, Geometric.Property.Radius1, radius);
UpdateGlobal(globalControlID, Geometric.Property.Height1, height);
break;
case AdvancedDissolve.AdvancedDissolveKeywords.CutoutGeometricCount.Two:
UpdateGlobal(globalControlID, Geometric.Property.Position2, startPosition);
UpdateGlobal(globalControlID, Geometric.Property.Normal2, normal);
UpdateGlobal(globalControlID, Geometric.Property.Radius2, radius);
UpdateGlobal(globalControlID, Geometric.Property.Height2, height);
break;
case AdvancedDissolve.AdvancedDissolveKeywords.CutoutGeometricCount.Three:
UpdateGlobal(globalControlID, Geometric.Property.Position3, startPosition);
UpdateGlobal(globalControlID, Geometric.Property.Normal3, normal);
UpdateGlobal(globalControlID, Geometric.Property.Radius3, radius);
UpdateGlobal(globalControlID, Geometric.Property.Height3, height);
break;
case AdvancedDissolve.AdvancedDissolveKeywords.CutoutGeometricCount.Four:
UpdateGlobal(globalControlID, Geometric.Property.Position4, startPosition);
UpdateGlobal(globalControlID, Geometric.Property.Normal4, normal);
UpdateGlobal(globalControlID, Geometric.Property.Radius4, radius);
UpdateGlobal(globalControlID, Geometric.Property.Height4, height);
break;
default:
break;
}
}
static public void ConeSmooth(AdvancedDissolveKeywords.GlobalControlID globalControlID, AdvancedDissolveKeywords.CutoutGeometricCount countID, Vector3 startPosition, Vector3 endPosition, float radius)
{
//Same as Capsule
Capsule(globalControlID, countID, startPosition, endPosition, radius);
}
static public void Invert(AdvancedDissolveKeywords.GlobalControlID globalControlID, bool invert)
{
UpdateGlobal(globalControlID, Property.Invert, invert);
}
static public void Noise(AdvancedDissolveKeywords.GlobalControlID globalControlID, float noise)
{
UpdateGlobal(globalControlID, Property.Noise, noise);
}
}
}
}
[System.Serializable]
public class Edge
{
[System.Serializable]
public class Base
{
class IDs
{
public int widthStandard;
public int widthGeometric;
public int shape;
public int color;
public int colorTransparency;
public int colorIntensity;
public IDs(int ID)
{
string id = ID == 0 ? string.Empty : ("_ID" + ID);
widthStandard = Shader.PropertyToID("_AdvancedDissolveEdgeBaseWidthStandard" + id);
widthGeometric = Shader.PropertyToID("_AdvancedDissolveEdgeBaseWidthGeometric" + id);
shape = Shader.PropertyToID("_AdvancedDissolveEdgeBaseShape" + id);
color = Shader.PropertyToID("_AdvancedDissolveEdgeBaseColor" + id);
colorTransparency = Shader.PropertyToID("_AdvancedDissolveEdgeBaseColorTransparency" + id);
colorIntensity = Shader.PropertyToID("_AdvancedDissolveEdgeBaseColorIntensity" + id);
}
}
static IDs[] ids = new IDs[] { new IDs(0), new IDs(1), new IDs(2), new IDs(3), new IDs(4) };
public enum Property
{
WidthStandard, WidthGeometric, Shape,
Color, ColorTransparency, ColorIntensity
}
public enum Shape { Solid, Smooth, Smoother }
[Range(0, 1)] public float widthCutoutStandard = 0.1f;
[Range(0, 1)] public float widthCutoutGeometric = 0.1f;
public Shape shape;
[Space(10)]
[ColorUsage(false)] public Color color = Color.green;
[Range(0, 1)] public float colorTransparency = 1;
public float colorIntensity = 0;
public void UpdateLocal(List<Material> materials)
{
if (materials == null)
return;
for (int i = 0; i < materials.Count; i++)
{
UpdateLocal(materials[i]);
}
}
public void UpdateLocal(Material materia)
{
UpdateLocalProperty(materia, Property.WidthStandard, widthCutoutStandard);
UpdateLocalProperty(materia, Property.WidthGeometric, widthCutoutGeometric);
UpdateLocalProperty(materia, Property.Shape, shape);
UpdateLocalProperty(materia, Property.Color, color);
UpdateLocalProperty(materia, Property.ColorTransparency, colorTransparency);
UpdateLocalProperty(materia, Property.ColorIntensity, colorIntensity);
}
public void UpdateGlobal(AdvancedDissolve.AdvancedDissolveKeywords.GlobalControlID globalControlID)
{
UpdateGlobalProperty(globalControlID, Property.WidthStandard, widthCutoutStandard);
UpdateGlobalProperty(globalControlID, Property.WidthGeometric, widthCutoutGeometric);
UpdateGlobalProperty(globalControlID, Property.Shape, shape);
UpdateGlobalProperty(globalControlID, Property.Color, color);
UpdateGlobalProperty(globalControlID, Property.ColorTransparency, colorTransparency);
UpdateGlobalProperty(globalControlID, Property.ColorIntensity, colorIntensity);
}
static public void UpdateLocalProperty(Material material, Property property, object value)
{
if (material == null)
return;
System.Type type = value == null ? null : value.GetType();
switch (property)
{
case Property.WidthStandard:
if (type == typeof(float))
material.SetFloat(ids[0].widthStandard, (float)value);
break;
case Property.WidthGeometric:
if (type == typeof(float))
material.SetFloat(ids[0].widthGeometric, (float)value);
break;
case Property.Shape:
if (type == typeof(Shape))
material.SetInt(ids[0].shape, (int)value);
break;
case Property.Color:
if (type == typeof(Color))
material.SetColor(ids[0].color, QualitySettings.activeColorSpace == ColorSpace.Linear ? ((Color)value).linear : (Color)value);
break;
case Property.ColorTransparency:
if (type == typeof(float))
material.SetFloat(ids[0].colorTransparency, (float)value);
break;
case Property.ColorIntensity:
if (type == typeof(float))
{
float v = (float)value;
v = v < 0 ? 0 : v;
float exp = Mathf.Exp(v) - 1;
exp = exp < 0 ? 0 : exp;
material.SetVector(ids[0].colorIntensity, new Vector2(v, exp));
}
break;
default:
break;
}
}
static public void UpdateGlobalProperty(AdvancedDissolve.AdvancedDissolveKeywords.GlobalControlID globalControlID, Property property, object value)
{
if (globalControlID == AdvancedDissolveKeywords.GlobalControlID.None)
return;
System.Type type = value == null ? null : value.GetType();
switch (property)
{
case Property.WidthStandard:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].widthStandard, (float)value);
break;
case Property.WidthGeometric:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].widthGeometric, (float)value);
break;
case Property.Shape:
if (type == typeof(Shape))
Shader.SetGlobalInt(ids[(int)globalControlID].shape, (int)value);
break;
case Property.Color:
if (type == typeof(Color))
Shader.SetGlobalColor(ids[(int)globalControlID].color, QualitySettings.activeColorSpace == ColorSpace.Linear ? ((Color)value).linear : (Color)value);
break;
case Property.ColorTransparency:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].colorTransparency, (float)value);
break;
case Property.ColorIntensity:
if (type == typeof(float))
{
float v = (float)value;
v = v < 0 ? 0 : v;
float exp = Mathf.Exp(v) - 1;
exp = exp < 0 ? 0 : exp;
Shader.SetGlobalVector(ids[(int)globalControlID].colorIntensity, new Vector2(v, exp));
}
break;
default:
break;
}
}
}
[System.Serializable]
public class AdditionalColor
{
class IDs
{
public int color;
public int colorTransparency;
public int colorIntensity;
public int clipInterpolation;
public int map;
public int mapTiling;
public int mapOffset;
public int mapScroll;
public int mapReverse;
public int mapMipMap;
public int phaseOffset;
public int alphaOffset;
public IDs(int ID)
{
string id = ID == 0 ? string.Empty : ("_ID" + ID);
color = Shader.PropertyToID("_AdvancedDissolveEdgeAdditionalColor" + id);
colorTransparency = Shader.PropertyToID("_AdvancedDissolveEdgeAdditionalColorTransparency" + id);
colorIntensity = Shader.PropertyToID("_AdvancedDissolveEdgeAdditionalColorIntensity" + id);
clipInterpolation = Shader.PropertyToID("_AdvancedDissolveEdgeAdditionalColorClipInterpolation" + id);
map = Shader.PropertyToID("_AdvancedDissolveEdgeAdditionalColorMap" + id);
mapTiling = Shader.PropertyToID("_AdvancedDissolveEdgeAdditionalColorMapTiling" + id);
mapOffset = Shader.PropertyToID("_AdvancedDissolveEdgeAdditionalColorMapOffset" + id);
mapScroll = Shader.PropertyToID("_AdvancedDissolveEdgeAdditionalColorMapScroll" + id);
mapReverse = Shader.PropertyToID("_AdvancedDissolveEdgeAdditionalColorMapReverse" + id);
phaseOffset = Shader.PropertyToID("_AdvancedDissolveEdgeAdditionalColorPhaseOffset" + id);
alphaOffset = Shader.PropertyToID("_AdvancedDissolveEdgeAdditionalColorAlphaOffset" + id);
mapMipMap = Shader.PropertyToID("_AdvancedDissolveEdgeAdditionalColorMapMipmap" + id);
}
}
static IDs[] ids = new IDs[] { new IDs(0), new IDs(1), new IDs(2), new IDs(3), new IDs(4) };
public enum Property
{
Map, MapTiling, MapOffset, MapScroll, MapReverse, MapMipmap, PhaseOffset, AlphaOffset,
Color, ColorTransparency, ColorIntensity,
ClipInterpolation,
}
public Texture2D map;
public Vector2 mapTiling = Vector2.one;
public Vector2 mapOffset = Vector2.zero;
public Vector2 mapScroll = Vector2.zero;
public bool mapReverse = false;
[Range(0, 10)] public int mapMipmap;
public float phaseOffset;
[Range(-1, 1)] public float alphaOffset;
[Space(10)]
[ColorUsage(false)] public Color color = Color.red;
[Range(0, 1)] public float colorTransparency = 1;
public float colorIntensity;
[Space(10)]
public bool clipInterpolation = false;
public void UpdateLocal(List<Material> materials)
{
if (materials == null)
return;
for (int i = 0; i < materials.Count; i++)
{
UpdateLocal(materials[i]);
}
}
public void UpdateLocal(Material materia)
{
UpdateLocalProperty(materia, Property.Map, map);
UpdateLocalProperty(materia, Property.MapTiling, mapTiling);
UpdateLocalProperty(materia, Property.MapOffset, mapOffset);
UpdateLocalProperty(materia, Property.MapScroll, mapScroll);
UpdateLocalProperty(materia, Property.MapReverse, mapReverse);
UpdateLocalProperty(materia, Property.PhaseOffset, phaseOffset);
UpdateLocalProperty(materia, Property.AlphaOffset, alphaOffset);
UpdateLocalProperty(materia, Property.MapMipmap, mapMipmap);
UpdateLocalProperty(materia, Property.Color, color);
UpdateLocalProperty(materia, Property.ColorTransparency, colorTransparency);
UpdateLocalProperty(materia, Property.ColorIntensity, colorIntensity);
UpdateLocalProperty(materia, Property.ClipInterpolation, clipInterpolation);
}
public void UpdateGlobal(AdvancedDissolve.AdvancedDissolveKeywords.GlobalControlID globalControlID)
{
UpdateGlobalProperty(globalControlID, Property.Map, map);
UpdateGlobalProperty(globalControlID, Property.MapTiling, mapTiling);
UpdateGlobalProperty(globalControlID, Property.MapOffset, mapOffset);
UpdateGlobalProperty(globalControlID, Property.MapScroll, mapScroll);
UpdateGlobalProperty(globalControlID, Property.MapReverse, mapReverse);
UpdateGlobalProperty(globalControlID, Property.PhaseOffset, phaseOffset);
UpdateGlobalProperty(globalControlID, Property.AlphaOffset, alphaOffset);
UpdateGlobalProperty(globalControlID, Property.MapMipmap, mapMipmap);
UpdateGlobalProperty(globalControlID, Property.Color, color);
UpdateGlobalProperty(globalControlID, Property.ColorTransparency, colorTransparency);
UpdateGlobalProperty(globalControlID, Property.ColorIntensity, colorIntensity);
UpdateGlobalProperty(globalControlID, Property.ClipInterpolation, clipInterpolation);
}
static public void UpdateLocalProperty(Material material, Property property, object value)
{
if (material == null)
return;
if (value == null && !(property == Property.Map))
return;
System.Type type = value == null ? null : value.GetType();
switch (property)
{
case Property.Map:
if (value == null)
material.SetTexture(ids[0].map, null);
else if (type == typeof(Texture2D))
material.SetTexture(ids[0].map, (Texture2D)value);
else if (type == typeof(Texture))
material.SetTexture(ids[0].map, (Texture)value);
break;
case Property.MapTiling:
if (type == typeof(Vector2))
material.SetVector(ids[0].mapTiling, (Vector2)value);
else if (type == typeof(float))
material.SetVector(ids[0].mapTiling, Vector4.one * (float)value);
break;
case Property.MapOffset:
if (type == typeof(Vector2))
material.SetVector(ids[0].mapOffset, (Vector2)value);
else if(type == typeof(float))
material.SetVector(ids[0].mapOffset, Vector4.one * (float)value);
break;
case Property.MapScroll:
if (type == typeof(Vector2))
material.SetVector(ids[0].mapScroll, (Vector2)value);
else if (type == typeof(float))
material.SetVector(ids[0].mapScroll, Vector4.one * (float)value);
break;
case Property.MapReverse:
if (type == typeof(bool))
material.SetInt(ids[0].mapReverse, (bool)value ? 1 : 0);
break;
case Property.MapMipmap:
if (type == typeof(float))
material.SetFloat(ids[0].mapMipMap, (float)value);
break;
case Property.PhaseOffset:
if (type == typeof(float))
material.SetFloat(ids[0].phaseOffset, (float)value);
break;
case Property.AlphaOffset:
if (type == typeof(float))
material.SetFloat(ids[0].alphaOffset, (float)value);
break;
case Property.Color:
if (type == typeof(Color))
material.SetColor(ids[0].color, QualitySettings.activeColorSpace == ColorSpace.Linear ? ((Color)value).linear : (Color)value);
break;
case Property.ColorTransparency:
if (type == typeof(float))
material.SetFloat(ids[0].colorTransparency, (float)value);
break;
case Property.ColorIntensity:
if (type == typeof(float))
{
float v = (float)value;
v = v < 0 ? 0 : v;
float exp = Mathf.Exp(v) - 1;
exp = exp < 0 ? 0 : exp;
material.SetVector(ids[0].colorIntensity, new Vector2(v, exp));
}
break;
case Property.ClipInterpolation:
if (type == typeof(bool))
material.SetInt(ids[0].clipInterpolation, (bool)value ? 1 : 0);
break;
default:
break;
}
}
static public void UpdateGlobalProperty(AdvancedDissolve.AdvancedDissolveKeywords.GlobalControlID globalControlID, Property property, object value)
{
if (globalControlID == AdvancedDissolveKeywords.GlobalControlID.None)
return;
if (value == null && !(property == Property.Map))
return;
System.Type type = value == null ? null : value.GetType();
switch (property)
{
case Property.Map:
if (value == null)
Shader.SetGlobalTexture(ids[(int)globalControlID].map, null);
else if (type == typeof(Texture2D))
Shader.SetGlobalTexture(ids[(int)globalControlID].map, (Texture2D)value);
else if (type == typeof(Texture))
Shader.SetGlobalTexture(ids[(int)globalControlID].map, (Texture)value);
break;
case Property.MapTiling:
if (type == typeof(Vector2))
Shader.SetGlobalVector(ids[(int)globalControlID].mapTiling, (Vector2)value);
else if (type == typeof(float))
Shader.SetGlobalVector(ids[(int)globalControlID].mapTiling, Vector4.one * (float)value);
break;
case Property.MapOffset:
if (type == typeof(Vector2))
Shader.SetGlobalVector(ids[(int)globalControlID].mapOffset, (Vector2)value);
else if (type == typeof(float))
Shader.SetGlobalVector(ids[(int)globalControlID].mapOffset, Vector4.one * (float)value);
break;
case Property.MapScroll:
if (type == typeof(Vector2))
Shader.SetGlobalVector(ids[(int)globalControlID].mapScroll, (Vector2)value);
else if (type == typeof(float))
Shader.SetGlobalVector(ids[(int)globalControlID].mapScroll, Vector4.one * (float)value);
break;
case Property.MapReverse:
if (type == typeof(bool))
Shader.SetGlobalInt(ids[(int)globalControlID].mapReverse, (bool)value ? 1 : 0);
break;
case Property.PhaseOffset:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].phaseOffset, (float)value);
break;
case Property.AlphaOffset:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].alphaOffset, (float)value);
break;
case Property.MapMipmap:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].mapMipMap, (float)value);
break;
case Property.Color:
if (type == typeof(Color))
Shader.SetGlobalColor(ids[(int)globalControlID].color, QualitySettings.activeColorSpace == ColorSpace.Linear ? ((Color)value).linear : (Color)value);
break;
case Property.ColorTransparency:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].colorTransparency, (float)value);
break;
case Property.ColorIntensity:
if (type == typeof(float))
{
float v = (float)value;
v = v < 0 ? 0 : v;
float exp = Mathf.Exp(v) - 1;
exp = exp < 0 ? 0 : exp;
Shader.SetGlobalVector(ids[(int)globalControlID].colorIntensity, new Vector2(v, exp));
}
break;
case Property.ClipInterpolation:
if (type == typeof(bool))
Shader.SetGlobalInt(ids[(int)globalControlID].clipInterpolation, (bool)value ? 1 : 0);
break;
default:
break;
}
}
}
[System.Serializable]
public class UVDistortion
{
class IDs
{
public int map;
public int mapTiling;
public int mapOffset;
public int mapScroll;
public int strength;
public IDs(int ID)
{
string id = ID == 0 ? string.Empty : ("_ID" + ID);
map = Shader.PropertyToID("_AdvancedDissolveEdgeUVDistortionMap" + id);
mapTiling = Shader.PropertyToID("_AdvancedDissolveEdgeUVDistortionMapTiling" + id);
mapOffset = Shader.PropertyToID("_AdvancedDissolveEdgeUVDistortionMapOffset" + id);
mapScroll = Shader.PropertyToID("_AdvancedDissolveEdgeUVDistortionMapScroll" + id);
strength = Shader.PropertyToID("_AdvancedDissolveEdgeUVDistortionStrength" + id);
}
}
static IDs[] ids = new IDs[] { new IDs(0), new IDs(1), new IDs(2), new IDs(3), new IDs(4) };
public enum Property
{
Map, MapTiling, MapOffset, MapScroll, Strength,
}
public Texture2D map;
public Vector2 mapTiling = Vector2.one;
public Vector2 mapOffset = Vector2.zero;
public Vector2 mapScroll = Vector2.zero;
public float strength;
public void UpdateLocal(List<Material> materials)
{
if (materials == null)
return;
for (int i = 0; i < materials.Count; i++)
{
UpdateLocal(materials[i]);
}
}
public void UpdateLocal(Material materia)
{
UpdateLocalProperty(materia, Property.Map, map);
UpdateLocalProperty(materia, Property.MapTiling, mapTiling);
UpdateLocalProperty(materia, Property.MapOffset, mapOffset);
UpdateLocalProperty(materia, Property.MapScroll, mapScroll);
UpdateLocalProperty(materia, Property.Strength, strength);
}
public void UpdateGlobal(AdvancedDissolve.AdvancedDissolveKeywords.GlobalControlID globalControlID)
{
UpdateGlobalProperty(globalControlID, Property.Map, map);
UpdateGlobalProperty(globalControlID, Property.MapTiling, mapTiling);
UpdateGlobalProperty(globalControlID, Property.MapOffset, mapOffset);
UpdateGlobalProperty(globalControlID, Property.MapScroll, mapScroll);
UpdateGlobalProperty(globalControlID, Property.Strength, strength);
}
static public void UpdateLocalProperty(Material material, Property property, object value)
{
if (material == null)
return;
if (value == null && !(property == Property.Map))
return;
System.Type type = value == null ? null : value.GetType();
switch (property)
{
case Property.Map:
if (value == null)
material.SetTexture(ids[0].map, null);
else if (type == typeof(Texture2D))
material.SetTexture(ids[0].map, (Texture2D)value);
else if (type == typeof(Texture))
material.SetTexture(ids[0].map, (Texture)value);
break;
case Property.MapTiling:
if (type == typeof(Vector2))
material.SetVector(ids[0].mapTiling, (Vector2)value);
break;
case Property.MapOffset:
if (type == typeof(Vector2))
material.SetVector(ids[0].mapOffset, (Vector2)value);
break;
case Property.MapScroll:
if (type == typeof(Vector2))
material.SetVector(ids[0].mapScroll, (Vector2)value);
break;
case Property.Strength:
if (type == typeof(float))
material.SetFloat(ids[0].strength, (float)value);
break;
default:
break;
}
}
static public void UpdateGlobalProperty(AdvancedDissolve.AdvancedDissolveKeywords.GlobalControlID globalControlID, Property property, object value)
{
if (globalControlID == AdvancedDissolveKeywords.GlobalControlID.None)
return;
if (value == null && !(property == Property.Map))
return;
System.Type type = value == null ? null : value.GetType();
switch (property)
{
case Property.Map:
if (value == null)
Shader.SetGlobalTexture(ids[(int)globalControlID].map, null);
else if (type == typeof(Texture2D))
Shader.SetGlobalTexture(ids[(int)globalControlID].map, (Texture2D)value);
else if (type == typeof(Texture))
Shader.SetGlobalTexture(ids[(int)globalControlID].map, (Texture)value);
break;
case Property.MapTiling:
if (type == typeof(Vector2))
Shader.SetGlobalVector(ids[(int)globalControlID].mapTiling, (Vector2)value);
break;
case Property.MapOffset:
if (type == typeof(Vector2))
Shader.SetGlobalVector(ids[(int)globalControlID].mapOffset, (Vector2)value);
break;
case Property.MapScroll:
if (type == typeof(Vector2))
Shader.SetGlobalVector(ids[(int)globalControlID].mapScroll, (Vector2)value);
break;
case Property.Strength:
if (type == typeof(float))
Shader.SetGlobalFloat(ids[(int)globalControlID].strength, (float)value);
break;
default:
break;
}
}
}
[System.Serializable]
public class GlobalIllumination
{
class IDs
{
public int metaPassMultiplier;
public IDs(int ID)
{
string id = ID == 0 ? string.Empty : ("_ID" + ID);
metaPassMultiplier = Shader.PropertyToID("_AdvancedDissolveEdgeGIMetaPassMultiplier" + ID);
}
}
static IDs[] ids = new IDs[] { new IDs(0), new IDs(1), new IDs(2), new IDs(3), new IDs(4) };
public float metaPassMultiplier;
public void UpdateLocal(List<Material> materials)
{
if (materials == null)
return;
for (int i = 0; i < materials.Count; i++)
{
UpdateLocal(materials[i]);
}
}
public void UpdateLocal(Material materia)
{
UpdateLocalProperty(materia, metaPassMultiplier);
}
public void UpdateGlobal(AdvancedDissolve.AdvancedDissolveKeywords.GlobalControlID globalControlID)
{
UpdateGlobalProperty(globalControlID, metaPassMultiplier);
}
static public void UpdateLocalProperty(Material material, float value)
{
if (material == null)
return;
material.SetFloat(ids[0].metaPassMultiplier, value);
}
static public void UpdateGlobalProperty(AdvancedDissolve.AdvancedDissolveKeywords.GlobalControlID globalControlID, float value)
{
if (globalControlID == AdvancedDissolveKeywords.GlobalControlID.None)
return;
Shader.SetGlobalFloat(ids[(int)globalControlID].metaPassMultiplier, value);
}
}
}
}
}