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>
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GLOBAL CONTROLLER/Scripts/Editor/TTFE_Graphic Editor.png
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uploadId: 912944
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using UnityEngine;
|
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using UnityEditor;
|
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namespace TobyFredson
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{
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[CustomEditor(typeof(TobyGlobalShadersController))]
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public class TobyGlobalShadersController_Editor : Editor
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{
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private Texture2D HFGUI_GrassifyHeader;
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private SerializedProperty windType;
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private SerializedProperty windStrength;
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private SerializedProperty windSpeed;
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private SerializedProperty windMotion;
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private SerializedProperty season;
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private SerializedProperty _showWindDirectionGizmo;
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void OnEnable()
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{
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HFGUI_GrassifyHeader = AssetDatabase.LoadAssetAtPath<Texture2D>(
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"Assets/Toby Fredson/The Toby Foliage Engine/(TTFE)_Core/Resources/(TTFE) GLOBAL CONTROLLER/Scripts/Editor/TTFE_Graphic Editor.png");
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windType = serializedObject.FindProperty("windType");
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windStrength = serializedObject.FindProperty("windStrength");
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windSpeed = serializedObject.FindProperty("windSpeed");
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windMotion = serializedObject.FindProperty("windMotion");
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season = serializedObject.FindProperty("season");
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_showWindDirectionGizmo = serializedObject.FindProperty("_showWindDirectionGizmo");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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GUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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GUILayout.Label(HFGUI_GrassifyHeader, GUILayout.Width(192), GUILayout.Height(96));
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GUILayout.FlexibleSpace();
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GUILayout.EndHorizontal();
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EditorGUILayout.BeginVertical(EditorStyles.helpBox, GUILayout.ExpandWidth(true));
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GUILayout.Space(10);
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EditorGUILayout.LabelField("The Toby Foliage Engine version 2.0.0", EditorStyles.centeredGreyMiniLabel);
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GUILayout.BeginHorizontal();
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GUILayout.Space(7);
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EditorGUILayout.BeginVertical(GUILayout.ExpandWidth(true));
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Color rectColor = new Color(0.303f, 0.364f, 0.303f, 1f);
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float luminance = 0.2126f * rectColor.r + 0.7152f * rectColor.g + 0.0722f * rectColor.b;
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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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GUIStyle textStyle = new GUIStyle(EditorStyles.label)
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{
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alignment = TextAnchor.MiddleCenter,
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fontStyle = FontStyle.Bold,
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fontSize = 12,
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normal = { textColor = textColor }
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};
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|
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// Global Wind Parameters
|
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Rect windRect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight + 6);
|
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windRect.width -= 14; windRect.x += 7; windRect.height = EditorGUIUtility.singleLineHeight + 6;
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EditorGUI.DrawRect(windRect, rectColor);
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Rect windTextRect = new Rect(windRect.x + 12, windRect.y + 1, windRect.width - 24, EditorGUIUtility.singleLineHeight + 2);
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EditorGUI.LabelField(windTextRect, "Global Wind Parameters", textStyle);
|
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|
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EditorGUILayout.Space();
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EditorGUILayout.PropertyField(windType);
|
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EditorGUILayout.PropertyField(windStrength);
|
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EditorGUILayout.PropertyField(windSpeed);
|
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EditorGUILayout.PropertyField(windMotion);
|
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EditorGUILayout.Space();
|
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EditorGUILayout.HelpBox("Choose between 'Gentle Breeze' or 'Wind Off'. When Gentle Breeze is selected, use the sliders above to control intensity.", MessageType.Info);
|
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EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
|
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EditorGUILayout.Space();
|
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|
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// Global Season Settings
|
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Rect seasonRect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight + 6);
|
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seasonRect.width -= 14; seasonRect.x += 7; seasonRect.height = EditorGUIUtility.singleLineHeight + 6;
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EditorGUI.DrawRect(seasonRect, rectColor);
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Rect seasonTextRect = new Rect(seasonRect.x + 12, seasonRect.y + 1, seasonRect.width - 24, EditorGUIUtility.singleLineHeight + 2);
|
||||
EditorGUI.LabelField(seasonTextRect, "Global Season Settings", textStyle);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.PropertyField(season);
|
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EditorGUILayout.Space();
|
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EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Debug TTFE
|
||||
Rect debugRect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight + 6);
|
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debugRect.width -= 14; debugRect.x += 7; debugRect.height = EditorGUIUtility.singleLineHeight + 6;
|
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EditorGUI.DrawRect(debugRect, rectColor);
|
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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();
|
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GUILayout.Space(10);
|
||||
EditorGUILayout.EndVertical();
|
||||
|
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serializedObject.ApplyModifiedProperties();
|
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}
|
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}
|
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}
|
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GLOBAL CONTROLLER/Scripts/Editor/TobyGlobalShadersController_Editor.cs
|
||||
uploadId: 912944
|
||||
+14
@@ -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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}
|
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+19
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|
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GLOBAL CONTROLLER/Scripts/TobyConstants.cs
|
||||
uploadId: 912944
|
||||
+126
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
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protected void Start()
|
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{
|
||||
SetGlobalShaderProperties();
|
||||
}
|
||||
|
||||
protected void Update()
|
||||
{
|
||||
// Restrict rotation to Y-axis for wind direction
|
||||
transform.eulerAngles = new Vector3(0, transform.eulerAngles.y, 0);
|
||||
|
||||
var newValues = GetNewValues();
|
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if (!newValues.Equals(lastInputValues))
|
||||
{
|
||||
lastInputValues = newValues;
|
||||
SetGlobalShaderProperties();
|
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}
|
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}
|
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|
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private void OnDrawGizmos()
|
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{
|
||||
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);
|
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Shader.SetGlobalVector(TobyConstants.SHADER_VAR_VECTOR_WIND_DIRECTION,
|
||||
new Vector4(transform.forward.x, transform.forward.y, transform.forward.z, 0f));
|
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}
|
||||
|
||||
// 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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}
|
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}
|
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uploadId: 912944
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+40
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using UnityEngine;
|
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|
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namespace TobyFredson
|
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{
|
||||
[System.Serializable]
|
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public struct TobyShaderValuesModel
|
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{
|
||||
public float season;
|
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public TobyWindType windType;
|
||||
public float windStrength;
|
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public float windSpeed;
|
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public float windMotion;
|
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public Vector3 windDirection;
|
||||
|
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public override bool Equals(object obj)
|
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{
|
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if (obj == null || GetType() != obj.GetType()) return false;
|
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var other = (TobyShaderValuesModel)obj;
|
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return windType == other.windType &&
|
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Mathf.Approximately(windStrength, other.windStrength) &&
|
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Mathf.Approximately(windSpeed, other.windSpeed) &&
|
||||
Mathf.Approximately(windMotion, other.windMotion) &&
|
||||
Mathf.Approximately(season, other.season) &&
|
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windDirection == other.windDirection;
|
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}
|
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|
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public override int GetHashCode()
|
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{
|
||||
return System.HashCode.Combine(
|
||||
windType, windStrength, windSpeed, windMotion, season, windDirection);
|
||||
}
|
||||
}
|
||||
|
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public enum TobyWindType
|
||||
{
|
||||
GentleBreeze,
|
||||
WindOff
|
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// StrongWind was removed
|
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}
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packageName: The Toby Foliage Engine / Light
|
||||
packageVersion: 2.0.0
|
||||
assetPath: Assets/Toby Fredson/The Toby Foliage Engine/(TTFE)_Core/Shaders/Default/(TTFE)
|
||||
Tree Bark.shader
|
||||
uploadId: 912944
|
||||
+6574
File diff suppressed because it is too large
Load Diff
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@@ -0,0 +1,17 @@
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packageName: The Toby Foliage Engine / Light
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packageVersion: 2.0.0
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||||
assetPath: Assets/Toby Fredson/The Toby Foliage Engine/(TTFE)_Core/Shaders/Default/(TTFE)
|
||||
Tree Billboard.shader
|
||||
uploadId: 912944
|
||||
+7676
File diff suppressed because it is too large
Load Diff
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productId: 282901
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packageName: The Toby Foliage Engine / Light
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packageVersion: 2.0.0
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assetPath: Assets/Toby Fredson/The Toby Foliage Engine/(TTFE)_Core/Shaders/Default/(TTFE)
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Tree Foliage (Mobile).shader
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uploadId: 912944
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userData:
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+26
@@ -0,0 +1,26 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System;
|
||||
|
||||
namespace TobyFredson.Drawers
|
||||
{
|
||||
public class TTFE_DrawerDivider : MaterialPropertyDrawer
|
||||
{
|
||||
public override void OnGUI(Rect position, MaterialProperty prop, string label, MaterialEditor editor)
|
||||
{
|
||||
// Adjust position for label and divider
|
||||
position.width -= 24;
|
||||
|
||||
|
||||
// Draw a thicker, lighter gray divider line
|
||||
Rect dividerRect = new Rect(position.x, position.y + position.height - 20, position.width, 2); // Thicker (2px)
|
||||
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)
|
||||
{
|
||||
return EditorGUIUtility.singleLineHeight + 3; // Add space for thicker divider
|
||||
}
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||||
}
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||||
}
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+18
@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: 84d09fc41bfdd774a963f0ff26976c5a
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 282901
|
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packageName: The Toby Foliage Engine / Light
|
||||
packageVersion: 2.0.0
|
||||
assetPath: Assets/Toby Fredson/The Toby Foliage Engine/(TTFE)_Core/Shaders/Editor/Drawer/TTFE_DrawerDivider.cs
|
||||
uploadId: 912944
|
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+40
@@ -0,0 +1,40 @@
|
||||
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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}
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+18
@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 282901
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packageName: The Toby Foliage Engine / Light
|
||||
packageVersion: 2.0.0
|
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assetPath: Assets/Toby Fredson/The Toby Foliage Engine/(TTFE)_Core/Shaders/Editor/Drawer/TTFE_DrawerFeatureBorder.cs
|
||||
uploadId: 912944
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+47
@@ -0,0 +1,47 @@
|
||||
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
|
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GUIStyle titleStyle = new GUIStyle(EditorStyles.label);
|
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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
|
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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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+18
@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: c1cb3b45e46f56344bd04812bf9e5659
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 282901
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packageName: The Toby Foliage Engine / Light
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packageVersion: 2.0.0
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assetPath: Assets/Toby Fredson/The Toby Foliage Engine/(TTFE)_Core/Shaders/Editor/Drawer/TTFE_DrawerTitle.cs
|
||||
uploadId: 912944
|
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+23
@@ -0,0 +1,23 @@
|
||||
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();
|
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EditorGUI.showMixedValue = prop.hasMixedValue;
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Texture value = editor.TexturePropertyMiniThumbnail( position, prop, label, string.Empty );
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EditorGUI.showMixedValue = false;
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if( EditorGUI.EndChangeCheck() )
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{
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prop.textureValue = value;
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}
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}
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}
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}
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uploadId: 912944
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|
||||
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Reference in New Issue
Block a user