chore: add project scaffolding, third-party assets and settings

- Terrain, Prefabs, Textures, Modelle (u. a. Lieferkarton-/Vibrations-
  Rohdaten in Assets/Data)
- Third-Party-Pakete: TextMesh Pro, Toby Fredson Foliage Engine, Sat
  Productions Street Lights, ProBuilder Data
- Neue Szene Boot.unity, Shop-Szenenordner
- Package-Manifest/Lock, ProjectSettings, Build-Profile, .slnx
- Doku: EDITOR_SETUP.md, INSTALL.md, TODO.md

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
2026-08-14 19:22:02 +02:00
co-authored by Claude Sonnet 5
parent 7e4cebbf13
commit 2fd424b2bf
1156 changed files with 2492022 additions and 12 deletions
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GLOBAL CONTROLLER/Scripts/Editor/TTFE_Graphic Editor.png
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using UnityEngine;
using UnityEditor;
namespace TobyFredson
{
[CustomEditor(typeof(TobyGlobalShadersController))]
public class TobyGlobalShadersController_Editor : Editor
{
private Texture2D HFGUI_GrassifyHeader;
private SerializedProperty windType;
private SerializedProperty windStrength;
private SerializedProperty windSpeed;
private SerializedProperty windMotion;
private SerializedProperty season;
private SerializedProperty _showWindDirectionGizmo;
void OnEnable()
{
HFGUI_GrassifyHeader = AssetDatabase.LoadAssetAtPath<Texture2D>(
"Assets/Toby Fredson/The Toby Foliage Engine/(TTFE)_Core/Resources/(TTFE) GLOBAL CONTROLLER/Scripts/Editor/TTFE_Graphic Editor.png");
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windStrength = serializedObject.FindProperty("windStrength");
windSpeed = serializedObject.FindProperty("windSpeed");
windMotion = serializedObject.FindProperty("windMotion");
season = serializedObject.FindProperty("season");
_showWindDirectionGizmo = serializedObject.FindProperty("_showWindDirectionGizmo");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUILayout.Label(HFGUI_GrassifyHeader, GUILayout.Width(192), GUILayout.Height(96));
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
EditorGUILayout.BeginVertical(EditorStyles.helpBox, GUILayout.ExpandWidth(true));
GUILayout.Space(10);
EditorGUILayout.LabelField("The Toby Foliage Engine version 2.0.0", EditorStyles.centeredGreyMiniLabel);
GUILayout.BeginHorizontal();
GUILayout.Space(7);
EditorGUILayout.BeginVertical(GUILayout.ExpandWidth(true));
Color rectColor = new Color(0.303f, 0.364f, 0.303f, 1f);
float luminance = 0.2126f * rectColor.r + 0.7152f * rectColor.g + 0.0722f * rectColor.b;
Color textColor = luminance < 0.5f ? new Color(0.92f, 0.92f, 0.92f, 1f) : new Color(0.1f, 0.1f, 0.1f, 1f);
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{
alignment = TextAnchor.MiddleCenter,
fontStyle = FontStyle.Bold,
fontSize = 12,
normal = { textColor = textColor }
};
// Global Wind Parameters
Rect windRect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight + 6);
windRect.width -= 14; windRect.x += 7; windRect.height = EditorGUIUtility.singleLineHeight + 6;
EditorGUI.DrawRect(windRect, rectColor);
Rect windTextRect = new Rect(windRect.x + 12, windRect.y + 1, windRect.width - 24, EditorGUIUtility.singleLineHeight + 2);
EditorGUI.LabelField(windTextRect, "Global Wind Parameters", textStyle);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(windType);
EditorGUILayout.PropertyField(windStrength);
EditorGUILayout.PropertyField(windSpeed);
EditorGUILayout.PropertyField(windMotion);
EditorGUILayout.Space();
EditorGUILayout.HelpBox("Choose between 'Gentle Breeze' or 'Wind Off'. When Gentle Breeze is selected, use the sliders above to control intensity.", MessageType.Info);
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
EditorGUILayout.Space();
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seasonRect.width -= 14; seasonRect.x += 7; seasonRect.height = EditorGUIUtility.singleLineHeight + 6;
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EditorGUI.LabelField(seasonTextRect, "Global Season Settings", textStyle);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(season);
EditorGUILayout.Space();
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
EditorGUILayout.Space();
// Debug TTFE
Rect debugRect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight + 6);
debugRect.width -= 14; debugRect.x += 7; debugRect.height = EditorGUIUtility.singleLineHeight + 6;
EditorGUI.DrawRect(debugRect, rectColor);
Rect debugTextRect = new Rect(debugRect.x + 12, debugRect.y + 1, debugRect.width - 24, EditorGUIUtility.singleLineHeight + 2);
EditorGUI.LabelField(debugTextRect, "Debug TTFE", textStyle);
EditorGUILayout.Space();
GUILayout.BeginHorizontal();
GUILayout.Space(5);
EditorGUILayout.LabelField("Show Wind Direction Gizmo", GUILayout.ExpandWidth(true));
GUILayout.FlexibleSpace();
EditorGUILayout.PropertyField(_showWindDirectionGizmo, GUIContent.none, GUILayout.Width(20));
GUILayout.Space(5);
GUILayout.EndHorizontal();
EditorGUILayout.Space();
EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
GUILayout.Space(7);
GUILayout.EndHorizontal();
GUILayout.Space(10);
EditorGUILayout.EndVertical();
serializedObject.ApplyModifiedProperties();
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GLOBAL CONTROLLER/Scripts/Editor/TobyGlobalShadersController_Editor.cs
uploadId: 912944
@@ -0,0 +1,14 @@
namespace TobyFredson
{
public static class TobyConstants
{
public const string SHADER_VAR_FLOAT_SEASON = "_SeasonChangeGlobal";
public const string SHADER_VAR_FLOAT_WIND_STRENGTH = "_GlobalWindStrength";
public const string SHADER_VAR_FLOAT_WIND_SPEED = "_StrongWindSpeed"; // still used rename later if desired
public const string SHADER_VAR_FLOAT_WIND_MOTION = "_WindMotion";
public const string SHADER_VAR_VECTOR_WIND_DIRECTION = "_WindDirection";
public const string SHADER_WIND_TYPE_VALUE_GENTLEBREEZE = "_WINDTYPE_GENTLEBREEZE";
public const string SHADER_WIND_TYPE_VALUE_WINDOFF = "_WINDTYPE_WINDOFF";
}
}
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GLOBAL CONTROLLER/Scripts/TobyConstants.cs
uploadId: 912944
@@ -0,0 +1,126 @@
using UnityEngine;
using UnityEngine.SceneManagement;
namespace TobyFredson
{
[ExecuteInEditMode]
public class TobyGlobalShadersController : MonoBehaviour
{
#region Inspector Fields
[SerializeField] private TobyWindType windType;
[SerializeField] [Range(0f, 3f)] private float windStrength;
[SerializeField] [Range(1f, 3f)] private float windSpeed;
[SerializeField] [Range(0f, 1f)] private float windMotion;
[SerializeField] [Range(-2f, 2f)] private float season;
[SerializeField] private bool _showWindDirectionGizmo; // Toggle for wind direction gizmo
#endregion
#region Private Fields
private TobyShaderValuesModel lastInputValues;
#endregion
#region Unity Callbacks
protected void Awake()
{
// Ensure only one controller exists
TobyGlobalShadersController[] controllers = FindObjectsOfType<TobyGlobalShadersController>(true);
if (controllers.Length > 1)
{
Debug.LogWarning($"Multiple controllers found in scene {SceneManager.GetActiveScene().name}. Destroying duplicates.");
for (int i = 1; i < controllers.Length; i++)
{
Destroy(controllers[i].gameObject);
}
}
}
protected void Start()
{
SetGlobalShaderProperties();
}
protected void Update()
{
// Restrict rotation to Y-axis for wind direction
transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0);
var newValues = GetNewValues();
if (!newValues.Equals(lastInputValues))
{
lastInputValues = newValues;
SetGlobalShaderProperties();
}
}
private void OnDrawGizmos()
{
if (_showWindDirectionGizmo)
{
Gizmos.color = Color.green;
Vector3 windDirection = transform.forward;
Vector3 position = transform.position;
float gizmoLength = 3f;
Vector3 endPoint = position + windDirection * gizmoLength;
Gizmos.DrawLine(position, endPoint);
float arrowSize = 0.5f;
Vector3 arrowPoint1 = endPoint - windDirection * arrowSize + Quaternion.Euler(0, 30, 0) * windDirection * arrowSize;
Vector3 arrowPoint2 = endPoint - windDirection * arrowSize + Quaternion.Euler(0, -30, 0) * windDirection * arrowSize;
Gizmos.DrawLine(endPoint, arrowPoint1);
Gizmos.DrawLine(endPoint, arrowPoint2);
}
}
#endregion
#region Private Methods
private void SetGlobalShaderProperties()
{
Shader.SetGlobalFloat(TobyConstants.SHADER_VAR_FLOAT_SEASON, season);
if (windType == TobyWindType.WindOff)
{
Shader.SetGlobalFloat(TobyConstants.SHADER_VAR_FLOAT_WIND_STRENGTH, 0f);
Shader.SetGlobalFloat(TobyConstants.SHADER_VAR_FLOAT_WIND_SPEED, 0f);
Shader.SetGlobalFloat(TobyConstants.SHADER_VAR_FLOAT_WIND_MOTION, 0f);
Shader.SetGlobalVector(TobyConstants.SHADER_VAR_VECTOR_WIND_DIRECTION, Vector4.zero);
}
else
{
// GentleBreeze → use the sliders
Shader.SetGlobalFloat(TobyConstants.SHADER_VAR_FLOAT_WIND_STRENGTH, windStrength);
Shader.SetGlobalFloat(TobyConstants.SHADER_VAR_FLOAT_WIND_SPEED, windSpeed);
Shader.SetGlobalFloat(TobyConstants.SHADER_VAR_FLOAT_WIND_MOTION, windMotion);
Shader.SetGlobalVector(TobyConstants.SHADER_VAR_VECTOR_WIND_DIRECTION,
new Vector4(transform.forward.x, transform.forward.y, transform.forward.z, 0f));
}
// Wind type keywords only GentleBreeze and WindOff remain
Shader.DisableKeyword(TobyConstants.SHADER_WIND_TYPE_VALUE_GENTLEBREEZE);
Shader.DisableKeyword(TobyConstants.SHADER_WIND_TYPE_VALUE_WINDOFF);
switch (windType)
{
case TobyWindType.GentleBreeze:
Shader.EnableKeyword(TobyConstants.SHADER_WIND_TYPE_VALUE_GENTLEBREEZE);
break;
case TobyWindType.WindOff:
Shader.EnableKeyword(TobyConstants.SHADER_WIND_TYPE_VALUE_WINDOFF);
break;
}
}
private TobyShaderValuesModel GetNewValues()
{
return new TobyShaderValuesModel
{
season = season,
windType = windType,
windStrength = windStrength,
windSpeed = windSpeed,
windMotion = windMotion,
windDirection = transform.forward
};
}
#endregion
}
}
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GLOBAL CONTROLLER/Scripts/TobyGlobalShadersController.cs
uploadId: 912944
@@ -0,0 +1,40 @@
using UnityEngine;
namespace TobyFredson
{
[System.Serializable]
public struct TobyShaderValuesModel
{
public float season;
public TobyWindType windType;
public float windStrength;
public float windSpeed;
public float windMotion;
public Vector3 windDirection;
public override bool Equals(object obj)
{
if (obj == null || GetType() != obj.GetType()) return false;
var other = (TobyShaderValuesModel)obj;
return windType == other.windType &&
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Mathf.Approximately(season, other.season) &&
windDirection == other.windDirection;
}
public override int GetHashCode()
{
return System.HashCode.Combine(
windType, windStrength, windSpeed, windMotion, season, windDirection);
}
}
public enum TobyWindType
{
GentleBreeze,
WindOff
// StrongWind was removed
}
}
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using UnityEngine;
using UnityEditor;
using System;
namespace TobyFredson.Drawers
{
public class TTFE_DrawerDivider : MaterialPropertyDrawer
{
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{
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EditorGUI.DrawRect(dividerRect, new Color(0.5f, 0.5f, 0.5f, 1f)); // Lighter gray color
}
// Ensure the drawer has a fixed height
public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor)
{
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}
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using UnityEngine;
using UnityEditor;
using System;
namespace TobyFredson.Drawers
{
public class TTFE_DrawerFeatureBorder : MaterialPropertyDrawer
{
public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor)
{
// Adjust position for the rectangle
position.width -= 24;
position.height = EditorGUIUtility.singleLineHeight + 12; // Height for bigger text
// Draw a solid desaturated green rectangle
Color rectColor = new Color(0.303f, 0.364f, 0.303f, 1f); // 4% lighter green
EditorGUI.DrawRect(position, rectColor); // Fill the entire rectangle
// Calculate luminance of rectColor
float luminance = 0.2126f * rectColor.r + 0.7152f * rectColor.g + 0.0722f * rectColor.b;
// Choose text color based on border luminance (threshold of 0.5 for light/dark)
Color textColor = luminance < 0.5f ? new Color(0.92f, 0.92f, 0.92f, 1f) : new Color(0.2f, 0.2f, 0.2f, 1f);
// Draw the text inside, centered both vertically and horizontally
Rect textRect = new Rect(position.x + 12, position.y + 3, position.width - 24, EditorGUIUtility.singleLineHeight + 6);
GUIStyle textStyle = new GUIStyle(EditorStyles.label);
textStyle.alignment = TextAnchor.MiddleCenter; // Center vertically and horizontally
textStyle.fontStyle = FontStyle.Bold; // Bold text
textStyle.fontSize = 12; // Bigger text
textStyle.normal.textColor = textColor; // Dynamic text color
EditorGUI.LabelField(textRect, label, textStyle);
}
// Set the height for the drawer
public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor)
{
return EditorGUIUtility.singleLineHeight + 12; // Height for green rectangle and bigger text
}
}
}
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using UnityEngine;
using UnityEditor;
using System;
namespace TobyFredson.Drawers
{
public class TTFE_DrawerTitle : MaterialPropertyDrawer
{
public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor)
{
// Adjust position for the title
position.width -= 24; // Match previous drawers' alignment
position.height = EditorGUIUtility.singleLineHeight + 4; // Slightly taller for big text
position.x += 12; // Offset to center within inspector width
// Approximate background luminance based on Editor theme
bool isDarkTheme = EditorGUIUtility.isProSkin; // True for dark theme, false for light
float backgroundLuminance = isDarkTheme ? 0.22f : 0.85f;
// Choose text color based on background luminance (opposite intensity)
Color textColor = backgroundLuminance < 0.5f ? new Color(0.92f, 0.92f, 0.92f, 1f) : new Color(0.1f, 0.1f, 0.1f, 1f);
// Choose shadow color (black for dark theme, white for light theme)
Color shadowColor = isDarkTheme ? new Color(0f, 0f, 0f, 0.5f) : new Color(1f, 1f, 1f, 0.5f);
// Create style for the title
GUIStyle titleStyle = new GUIStyle(EditorStyles.label);
titleStyle.fontStyle = FontStyle.Bold; // Bold text
titleStyle.fontSize = 14; // Big text (14pt)
titleStyle.alignment = TextAnchor.MiddleCenter; // Center horizontally and vertically
titleStyle.margin = new RectOffset(0, 0, 5, 10); // Margin for spacing
// Draw shadow (offset by 1 pixel down and right)
Rect shadowRect = new Rect(position.x + 1, position.y + 1, position.width, position.height);
titleStyle.normal.textColor = shadowColor; // Set shadow color
EditorGUI.LabelField(shadowRect, label.ToUpper(), titleStyle);
// Draw main text on top
titleStyle.normal.textColor = textColor; // Set main text color
EditorGUI.LabelField(position, label.ToUpper(), titleStyle);
}
// Set the height for the drawer
public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor)
{
return EditorGUIUtility.singleLineHeight + 4; // Height for big text
}
}
}
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using UnityEngine;
using UnityEditor;
using System;
namespace TobyFredson.Drawers
{
public class TTFE_Drawer_SingleLineTexture : MaterialPropertyDrawer
{
public override void OnGUI( Rect position, MaterialProperty prop, String label, MaterialEditor editor )
{
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = prop.hasMixedValue;
Texture value = editor.TexturePropertyMiniThumbnail( position, prop, label, string.Empty );
EditorGUI.showMixedValue = false;
if( EditorGUI.EndChangeCheck() )
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prop.textureValue = value;
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}
}
}
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