Commit 2bd2bd95 authored by wanqing's avatar wanqing

Merge remote-tracking branch 'origin/YuYang'

# Conflicts:
#	TruckJourney/Assets/#A1_Scenes/DemoScenes.unity
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Toony Colors Free, version 2.0
2019/03/20
2019, Jean Moreno
==============================
PLEASE LEAVE A REVIEW OR RATE THE PACKAGE IF YOU FIND IT USEFUL!
Enjoy! :)
CONTACT
-------
Questions, suggestions, help needed?
Contact me at:
jean.moreno.public+unity@gmail.com
I'd be happy to see any shader used in your project, so feel free to drop me a line about that! :)
UPDATE NOTES
------------
v2.0.1
- Removed 'JMOAssets.dll', became obsolete with the Asset Store update notification system
v2.0
- new shaders based on Toony Colors Pro 2
- new demo scene
v1.41
- fixed alpha output for opaque shaders, could cause issues with RenderTextures
v1.4
- updated "JMO Assets" menu
- Unity 5 compatibility
v1.3
- changed name to "Toony Colors"
v1.2
- added JMO Assets menu (Window -> JMO Assets), to check for updates or get support
v1.1
- added Toony Gooch RimOutline Hard shader
- added 2 new toon ramp textures (3 tones lightning & soft shadow)
v1.0
- Initial Release
\ No newline at end of file
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// Toony Colors Free
// (c) 2012,2015 Jean Moreno
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace ToonyColors
{
public class TCF_Demo : MonoBehaviour
{
#if UNITY_4 || UNITY_4_3 || UNITY_4_5 || UNITY_4_6
const float LightIntensity_TCF = 1.5f;
const float LightIntensity_Diff = 2f;
#else
const float LightIntensity_TCF = 3f;
const float LightIntensity_Diff = 4f;
#endif
public GUISkin guiSkin;
public Shader unityDiffuse;
public Light DirLight;
public Light PointLight;
public Material[] Materials;
//--------------------------------------------------------------------------------------------------
private Dictionary<Material, Shader> OriginalShaders = new Dictionary<Material, Shader>();
private bool viewUnityShader;
private bool viewPointLight;
private bool cameraRotate;
private float cameraSpeed = 0f;
private float targetCamSpeed = 1f;
private float cameraDir = 1f;
private bool cameraDirInv;
//--------------------------------------------------------------------------------------------------
void Awake()
{
//Ref to base shaders
foreach(Material m in Materials)
{
OriginalShaders.Add(m, m.shader);
}
}
void OnDestroy()
{
//Restore base shaders
foreach(KeyValuePair<Material, Shader> kvp in OriginalShaders)
{
kvp.Key.shader = kvp.Value;
}
}
void Update()
{
Camera.main.transform.RotateAround(Vector3.zero, Vector3.up, 20 * Time.deltaTime * cameraDir * cameraSpeed);
if(cameraRotate)
cameraSpeed = Mathf.Lerp(cameraSpeed, targetCamSpeed, 4 * Time.deltaTime);
else
{
if(cameraSpeed > 0.01f)
cameraSpeed = Mathf.Lerp(cameraSpeed, 0f, 4 * Time.deltaTime);
else
cameraSpeed = 0f;
}
Rect uiRect = new Rect(16,16,500,140);
Vector2 mousePos = Input.mousePosition;
mousePos.y = Screen.height - mousePos.y;
if(!uiRect.Contains( mousePos ) && Input.GetMouseButton(0))
targetCamSpeed = 5f;
else
targetCamSpeed = 1f;
}
//--------------------------------------------------------------------------------------------------
// Interface
void OnGUI()
{
GUI.skin = guiSkin;
Rect r = new Rect(16,16,500,140);
GUI.Box(r, "");
r.xMin += 10;
r.xMax -= 10;
r.yMin += 4;
r.yMax -= 6;
GUILayout.BeginArea(r);
GUILayout.Label("Demo Settings:", "Header");
// Shader
GUILayout.BeginHorizontal();
GUILayout.Label("Shader: ");
GUI.enabled = viewUnityShader;
if(GUILayout.Button("Toony Colors Free", GUILayout.Width(180)))
{
ToonyColorsShader();
SetLightsIntensity(LightIntensity_TCF);
viewUnityShader = false;
}
GUI.enabled = !viewUnityShader;
if(GUILayout.Button("Unity Diffuse", GUILayout.Width(180)))
{
SetShader(unityDiffuse);
SetLightsIntensity(LightIntensity_Diff);
viewUnityShader = true;
}
GUILayout.EndHorizontal();
// Light
GUILayout.BeginHorizontal();
GUILayout.Label("Light: ");
GUI.enabled = !DirLight.gameObject.activeSelf;
if(GUILayout.Button("Directional Light", GUILayout.Width(180)))
{
DirLight.gameObject.SetActive(true);
PointLight.gameObject.SetActive(false);
}
GUI.enabled = DirLight.gameObject.activeSelf;
if(GUILayout.Button("Point Light", GUILayout.Width(180)))
{
PointLight.gameObject.SetActive(true);
DirLight.gameObject.SetActive(false);
}
GUILayout.EndHorizontal();
// Camera
GUILayout.BeginHorizontal();
GUI.enabled = true;
GUILayout.Label("Camera: ");
cameraRotate = GUILayout.Toggle(cameraRotate, "Rotation", GUILayout.Width(180));
GUI.enabled = cameraRotate;
if(GUILayout.Button("Inverse Direction", GUILayout.Width(180)))
{
StopAllCoroutines();
StartCoroutine("CR_InverseDir");
cameraDirInv = !cameraDirInv;
}
GUI.enabled = true;
GUILayout.EndHorizontal();
GUILayout.Label("Hold mouse button to speed up rotation!");
GUILayout.EndArea();
}
//--------------------------------------------------------------------------------------------------
private IEnumerator CR_InverseDir()
{
float initial = cameraDir;
float target = cameraDirInv ? 1f : -1f;
float t = 0f;
float d = 0.75f;
while(t < d)
{
t += Time.deltaTime;
float delta = Mathf.Clamp01(t/d);
cameraDir = Mathf.Lerp(initial, target, delta);
yield return null;
}
}
private void ToonyColorsShader()
{
foreach(KeyValuePair<Material, Shader> kvp in OriginalShaders)
{
kvp.Key.shader = kvp.Value;
}
}
private void SetShader(Shader shader)
{
foreach(Material m in Materials)
{
m.shader = shader;
}
}
private void SetLightsIntensity(float intensity)
{
PointLight.intensity = intensity;
DirLight.intensity = intensity;
}
}
}
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