Commit e08aa3d6 authored by Yuyang's avatar Yuyang

于:第6关提交

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using UnityEngine;
namespace LowPolyWaterDemo {
public class DemoFreeFlyCamera : MonoBehaviour {
public bool lockCursor = false;
public float cameraSensitivity = 4;
public float normalMoveSpeed = 10;
public float smoothTime = 10f;
private float rotationX = 0.0f;
private float rotationY = 0.0f;
void Start() {
if (lockCursor) {
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
}
void Update() {
var dt = Mathf.Clamp(Time.deltaTime, 0f, 0.03f);
rotationX += Input.GetAxis("Mouse X") * cameraSensitivity;
rotationY += Input.GetAxis("Mouse Y") * cameraSensitivity;
rotationY = Mathf.Clamp(rotationY, -90, 90);
if (rotationX > 360) rotationX -= 360f;
var locRot = Quaternion.AngleAxis(rotationX, Vector3.up);
locRot *= Quaternion.AngleAxis(rotationY, Vector3.left);
transform.localRotation = Quaternion.Slerp(transform.localRotation,
locRot, smoothTime * dt);
float speed = normalMoveSpeed * dt;
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
speed *= 4;
var deltaVertical = transform.forward;
var deltaHorizontal = transform.right;
if (Input.GetKey(KeyCode.Space)) { transform.position += Vector3.up * speed; }
if (Input.GetKey(KeyCode.E)) { transform.position -= Vector3.up * speed; }
transform.position += deltaVertical * speed * Input.GetAxis("Vertical");
transform.position += deltaHorizontal * speed * Input.GetAxis("Horizontal");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
[CustomEditor(typeof(LowPolyWater))]
public class LowPolyWaterInspector : Editor {
private LowPolyWater _myScript;
// We need to use and to call an instnace of the default MaterialEditor
private MaterialEditor _materialEditor;
void OnEnable() {
_myScript = (LowPolyWater)target;
if (_myScript.material != null) {
// Create an instance of the default MaterialEditor
_materialEditor = (MaterialEditor)CreateEditor(_myScript.material);
}
}
public override void OnInspectorGUI() {
EditorGUI.BeginChangeCheck();
// Draw the material field of LowPolyWater
//EditorGUILayout.PropertyField(serializedObject.FindProperty("material"));
base.OnInspectorGUI();
if (EditorGUI.EndChangeCheck()) {
serializedObject.ApplyModifiedProperties();
if (_materialEditor != null) {
// Free the memory used by the previous MaterialEditor
DestroyImmediate(_materialEditor);
}
if (_myScript.material != null) {
// Create a new instance of the default MaterialEditor
_materialEditor = (MaterialEditor)CreateEditor(_myScript.material);
}
}
if (_materialEditor != null) {
// Draw the material's foldout and the material shader field
// Required to call _materialEditor.OnInspectorGUI ();
_materialEditor.DrawHeader();
// We need to prevent the user to edit Unity default materials
bool isDefaultMaterial = !AssetDatabase.GetAssetPath(_myScript.material).StartsWith("Assets");
using (new EditorGUI.DisabledGroupScope(isDefaultMaterial)) {
// Draw the material properties
// Works only if the foldout of _materialEditor.DrawHeader () is open
_materialEditor.OnInspectorGUI();
}
}
}
void OnDisable() {
if (_materialEditor != null) {
// Free the memory used by default MaterialEditor
DestroyImmediate(_materialEditor);
}
}
}
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using System;
using UnityEditor;
using UnityEngine;
public class LowPolyWaterShaderGUI : ShaderGUI {
enum Shading { Flat, VertexLit, PixelLit};
MaterialProperty _Color = null;
MaterialProperty _Opacity = null;
MaterialProperty _Gloss = null;
MaterialProperty _Specular = null;
MaterialProperty _SpecColor = null;
MaterialProperty _Smoothness = null;
MaterialProperty _FresnelTex = null;
MaterialProperty _Shading = null;
MaterialProperty _Waves = null;
MaterialProperty _Length = null;
MaterialProperty _Stretch = null;
MaterialProperty _Speed = null;
MaterialProperty _Height = null;
MaterialProperty _Steepness = null;
MaterialProperty _Direction = null;
MaterialProperty _RSpeed = null;
MaterialProperty _RHeight = null;
MaterialProperty _EdgeBlend = null;
MaterialProperty _ShoreColor = null;
MaterialProperty _ShoreIntensity = null;
MaterialProperty _ShoreDistance = null;
MaterialProperty _NoiseTex = null;
MaterialProperty _ZWrite = null;
MaterialProperty __Direction = null;
MaterialProperty __Scale = null;
MaterialProperty __RHeight = null;
MaterialProperty __RSpeed = null;
MaterialProperty __TexSize = null;
MaterialProperty __Speed = null;
MaterialProperty __Height = null;
static readonly GUIContent fresnelLbl = new GUIContent("Fresnel (A)");
static readonly GUIContent noiseLbl = new GUIContent("Noise Texture (A)");
public void FindProperties(MaterialProperty[] props) {
_Color = FindProperty("_Color", props);
_Opacity = FindProperty("_Opacity", props);
_Gloss = FindProperty("_Gloss", props);
_Specular = FindProperty("_Specular", props);
_SpecColor = FindProperty("_SpecColor", props);
_Smoothness = FindProperty("_Smoothness", props);
_FresnelTex = FindProperty("_FresnelTex", props);
_Shading = FindProperty("_Shading", props);
_Waves = FindProperty("_Waves", props);
_Length = FindProperty("_Length", props);
_Stretch = FindProperty("_Stretch", props);
_Speed = FindProperty("_Speed", props);
_Height = FindProperty("_Height", props);
_Steepness = FindProperty("_Steepness", props);
_Direction = FindProperty("_Direction", props);
_RSpeed = FindProperty("_RSpeed", props);
_RHeight = FindProperty("_RHeight", props);
_EdgeBlend = FindProperty("_EdgeBlend", props);
_ShoreColor = FindProperty("_ShoreColor", props);
_ShoreIntensity = FindProperty("_ShoreIntensity", props);
_ShoreDistance = FindProperty("_ShoreDistance", props);
_NoiseTex = FindProperty("_NoiseTex", props);
_ZWrite = FindProperty("_ZWrite", props);
__Direction = FindProperty("_Direction_", props);
__Scale = FindProperty("_Scale_", props);
__RHeight = FindProperty("_RHeight_", props);
__RSpeed = FindProperty("_RSpeed_", props);
__TexSize = FindProperty("_TexSize_", props);
__Speed = FindProperty("_Speed_", props);
__Height = FindProperty("_Height_", props);
}
const int space = 10;
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) {
FindProperties(props);
materialEditor.SetDefaultGUIWidths();
materialEditor.UseDefaultMargins();
var scale = __Scale.floatValue;
GUILayout.Label("Lighting", EditorStyles.boldLabel);
materialEditor.ShaderProperty(_Color, _Color.displayName);
materialEditor.ShaderProperty(_Opacity, _Opacity.displayName);
materialEditor.ShaderProperty(_Gloss, _Gloss.displayName);
materialEditor.ShaderProperty(_Specular, _Specular.displayName);
materialEditor.ShaderProperty(_SpecColor, _SpecColor.displayName);
materialEditor.ShaderProperty(_Smoothness, _Smoothness.displayName);
materialEditor.TexturePropertySingleLine(fresnelLbl, _FresnelTex);
EditorGUIUtility.labelWidth -= 30f;
materialEditor.ShaderProperty(_Shading, _Shading.displayName);
EditorGUIUtility.labelWidth += 30f;
GUILayout.Space(space);
GUILayout.Label("Ripples", EditorStyles.boldLabel);
materialEditor.ShaderProperty(_RSpeed, _RSpeed.displayName);
materialEditor.ShaderProperty(_RHeight, _RHeight.displayName);
__RHeight.floatValue = _RHeight.floatValue * scale;
__RSpeed.floatValue = _RSpeed.floatValue * scale;
GUILayout.Space(space);
GUILayout.Label("Waves", EditorStyles.boldLabel);
EditorGUIUtility.labelWidth -= 30f;
materialEditor.ShaderProperty(_Waves, _Waves.displayName);
EditorGUIUtility.labelWidth += 30f;
EditorGUI.BeginDisabledGroup(_Waves.floatValue < .5f);
materialEditor.ShaderProperty(_Length, _Length.displayName);
materialEditor.ShaderProperty(_Stretch, _Stretch.displayName);
materialEditor.ShaderProperty(_Speed, _Speed.displayName);
materialEditor.ShaderProperty(_Height, _Height.displayName);
materialEditor.ShaderProperty(_Steepness, _Steepness.displayName);
materialEditor.ShaderProperty(_Direction, _Direction.displayName);
var steepness = _Steepness.floatValue * _Length.floatValue;
var angle = Mathf.Deg2Rad * _Direction.floatValue;
var cos = Mathf.Cos(angle);
var sin = Mathf.Sin(angle);
__Direction.vectorValue = new Vector4(cos, sin, cos * steepness, sin * steepness);
__Height.floatValue = _Height.floatValue * scale;
__Speed.floatValue = _Speed.floatValue * scale;
EditorGUI.EndDisabledGroup();
GUILayout.Space(space);
GUILayout.Label("Shore Blend", EditorStyles.boldLabel);
materialEditor.ShaderProperty(_EdgeBlend, _EdgeBlend.displayName);
EditorGUI.BeginDisabledGroup(_EdgeBlend.floatValue < .5f);
materialEditor.ShaderProperty(_ShoreColor, _ShoreColor.displayName);
materialEditor.ShaderProperty(_ShoreIntensity, _ShoreIntensity.displayName);
materialEditor.ShaderProperty(_ShoreDistance, _ShoreDistance.displayName);
EditorGUI.EndDisabledGroup();
GUILayout.Space(space);
GUILayout.Label("Other", EditorStyles.boldLabel);
materialEditor.TexturePropertySingleLine(noiseLbl, _NoiseTex);
if(_NoiseTex.textureValue!= null)
__TexSize.floatValue = _NoiseTex.textureValue.height * scale;
materialEditor.ShaderProperty(_ZWrite, _ZWrite.displayName);
//base.OnGUI(materialEditor, props);
}
}
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