Browse Source

Lil level fixes, gradient skybox

yeah that
master
Casey D 4 years ago
parent
commit
bc4dc5d28f
17 changed files with 916 additions and 401 deletions
  1. +159
    -401
      Assets/Scenes/CaseyTest.unity
  2. +9
    -0
      Assets/SkyboxPlus.meta
  3. +83
    -0
      Assets/SkyboxPlus/Cubemap.shader
  4. +9
    -0
      Assets/SkyboxPlus/Cubemap.shader.meta
  5. +9
    -0
      Assets/SkyboxPlus/Editor.meta
  6. +79
    -0
      Assets/SkyboxPlus/Editor/CubemapMaterialEditor.cs
  7. +12
    -0
      Assets/SkyboxPlus/Editor/CubemapMaterialEditor.cs.meta
  8. +130
    -0
      Assets/SkyboxPlus/Editor/GradientsMaterialEditor.cs
  9. +12
    -0
      Assets/SkyboxPlus/Editor/GradientsMaterialEditor.cs.meta
  10. +109
    -0
      Assets/SkyboxPlus/Gradients.shader
  11. +9
    -0
      Assets/SkyboxPlus/Gradients.shader.meta
  12. +58
    -0
      Assets/SkyboxPlus/Hemisphere.shader
  13. +9
    -0
      Assets/SkyboxPlus/Hemisphere.shader.meta
  14. +122
    -0
      Assets/WorldAssets/Materials/Sky01.mat
  15. +8
    -0
      Assets/WorldAssets/Materials/Sky01.mat.meta
  16. +3
    -0
      Assets/WorldAssets/Models/SM_Level_Rev03.fbx
  17. +96
    -0
      Assets/WorldAssets/Models/SM_Level_Rev03.fbx.meta

+ 159
- 401
Assets/Scenes/CaseyTest.unity View File

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Shader "SkyboxPlus/Cubemap"
{
Properties
{
[NoScaleOffset] _Tex("-", Cube) = "grey"{}
_Tint("-", Color) = (.5, .5, .5)
_Euler("-", Vector) = (0, 0, 0)
[HideInInspector] _Rotation1("-", Vector) = (1, 0, 0)
[HideInInspector] _Rotation2("-", Vector) = (0, 1, 0)
[HideInInspector] _Rotation3("-", Vector) = (0, 0, 1)
[Gamma] _Exposure("-", Range(0, 8)) = 1
_Saturation("-", Range(0, 2)) = 1
[Toggle] _Lod("-", Float) = 0
_LodLevel("-", Range(0, 10)) = 0
}
CGINCLUDE
#pragma shader_feature _LOD_ON
#include "UnityCG.cginc"
samplerCUBE _Tex;
half4 _Tex_HDR;
half4 _Tint;
half _Exposure;
half _Saturation;
float _LodLevel;
float4 _Rotation1;
float4 _Rotation2;
float4 _Rotation3;
struct appdata_t {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
float3x3 m = float3x3(_Rotation1.xyz, _Rotation2.xyz, _Rotation3.xyz);
float4 vp = float4(mul(m, v.vertex.xyz), v.vertex.w);
o.vertex = UnityObjectToClipPos(vp);
o.texcoord = v.vertex.xyz;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
#ifdef _LOD_ON
half4 tex = texCUBElod(_Tex, float4(i.texcoord, _LodLevel));
#else
half4 tex = texCUBE(_Tex, i.texcoord);
#endif
half3 c = DecodeHDR(tex, _Tex_HDR);
c *= _Tint.rgb * unity_ColorSpaceDouble.rgb * _Exposure;
c = lerp((half3)Luminance(c), c, _Saturation);
return half4(c, 1);
}
ENDCG
SubShader
{
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback Off
CustomEditor "SkyboxPlus.CubemapMaterialEditor"
}

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Assets/SkyboxPlus/Editor/CubemapMaterialEditor.cs View File

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using UnityEngine;
using UnityEditor;
namespace SkyboxPlus
{
public class CubemapMaterialEditor : ShaderGUI
{
MaterialProperty _cubemap;
MaterialProperty _tint;
MaterialProperty _euler;
MaterialProperty _exposure;
MaterialProperty _saturation;
MaterialProperty _lod;
MaterialProperty _lodLevel;
static GUIContent _textCubemap = new GUIContent("Cubemap");
bool _initial = true;
void FindProperties(MaterialProperty[] props)
{
_cubemap = FindProperty("_Tex", props);
_tint = FindProperty("_Tint", props);
_euler = FindProperty("_Euler", props);
_exposure = FindProperty("_Exposure", props);
_saturation = FindProperty("_Saturation", props);
_lod = FindProperty("_Lod", props);
_lodLevel = FindProperty("_LodLevel", props);
}
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
FindProperties(properties);
if (ShaderPropertiesGUI(materialEditor) || _initial)
foreach (Material m in materialEditor.targets)
SetMatrix(m);
_initial = false;
}
bool ShaderPropertiesGUI(MaterialEditor materialEditor)
{
EditorGUI.BeginChangeCheck();
materialEditor.TexturePropertySingleLine(_textCubemap, _cubemap, _tint);
Vector3Property(materialEditor, _euler, "Rotation");
materialEditor.ShaderProperty(_exposure, "Exposure");
materialEditor.ShaderProperty(_saturation, "Saturation");
materialEditor.ShaderProperty(_lod, "Specify MIP Level");
if (_lod.hasMixedValue || _lod.floatValue > 0)
{
EditorGUI.indentLevel++;
materialEditor.ShaderProperty(_lodLevel, "Level");
EditorGUI.indentLevel--;
}
return EditorGUI.EndChangeCheck();
}
static void SetMatrix(Material material)
{
var r = material.GetVector("_Euler");
var q = Quaternion.Euler(r.x, r.y, r.z);
var m = Matrix4x4.TRS(Vector3.zero, q, Vector3.one);
material.SetVector("_Rotation1", m.GetRow(0));
material.SetVector("_Rotation2", m.GetRow(1));
material.SetVector("_Rotation3", m.GetRow(2));
}
void Vector3Property(MaterialEditor materialEditor, MaterialProperty prop, string label)
{
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = prop.hasMixedValue;
var newValue = EditorGUILayout.Vector3Field(label, prop.vectorValue);
EditorGUI.showMixedValue = false;
if (EditorGUI.EndChangeCheck()) prop.vectorValue = newValue;
}
}
}

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Assets/SkyboxPlus/Editor/GradientsMaterialEditor.cs View File

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using UnityEngine;
using UnityEditor;
namespace SkyboxPlus
{
public class GradientsMaterialEditor : ShaderGUI
{
MaterialProperty _baseColor;
MaterialProperty _exposure;
MaterialProperty _switch2;
MaterialProperty _switch3;
MaterialProperty _switch4;
MaterialProperty _direction1;
MaterialProperty _direction2;
MaterialProperty _direction3;
MaterialProperty _direction4;
MaterialProperty _color1;
MaterialProperty _color2;
MaterialProperty _color3;
MaterialProperty _color4;
MaterialProperty _exponent1;
MaterialProperty _exponent2;
MaterialProperty _exponent3;
MaterialProperty _exponent4;
bool _initial = true;
void FindProperties(MaterialProperty[] props)
{
_baseColor = FindProperty("_BaseColor", props);
_exposure = FindProperty("_Exposure", props);
_switch2 = FindProperty("_Switch2", props);
_switch3 = FindProperty("_Switch3", props);
_switch4 = FindProperty("_Switch4", props);
_direction1 = FindProperty("_Direction1", props);
_direction2 = FindProperty("_Direction2", props);
_direction3 = FindProperty("_Direction3", props);
_direction4 = FindProperty("_Direction4", props);
_color1 = FindProperty("_Color1", props);
_color2 = FindProperty("_Color2", props);
_color3 = FindProperty("_Color3", props);
_color4 = FindProperty("_Color4", props);
_exponent1 = FindProperty("_Exponent1", props);
_exponent2 = FindProperty("_Exponent2", props);
_exponent3 = FindProperty("_Exponent3", props);
_exponent4 = FindProperty("_Exponent4", props);
}
public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
{
FindProperties(properties);
if (ShaderPropertiesGUI(materialEditor) || _initial)
foreach (Material m in materialEditor.targets)
UpdateMaterial(m);
_initial = false;
}
bool ShaderPropertiesGUI(MaterialEditor materialEditor)
{
EditorGUI.BeginChangeCheck();
materialEditor.ShaderProperty(_baseColor, "Base Color");
materialEditor.ShaderProperty(_exposure, "Exposure");
EditorGUILayout.Space();
EditorGUILayout.LabelField("Gradient 1");
Vector3Property(materialEditor, _direction1, "Direction");
materialEditor.ShaderProperty(_color1, "Color");
materialEditor.ShaderProperty(_exponent1, "Exponent");
EditorGUILayout.Space();
materialEditor.ShaderProperty(_switch2, "Gradient 2");
if (_switch2.floatValue > 0)
{
Vector3Property(materialEditor, _direction2, "Direction");
materialEditor.ShaderProperty(_color2, "Color");
materialEditor.ShaderProperty(_exponent2, "Exponent");
EditorGUILayout.Space();
}
materialEditor.ShaderProperty(_switch3, "Gradient 3");
if (_switch3.floatValue > 0)
{
Vector3Property(materialEditor, _direction3, "Direction");
materialEditor.ShaderProperty(_color3, "Color");
materialEditor.ShaderProperty(_exponent3, "Exponent");
EditorGUILayout.Space();
}
materialEditor.ShaderProperty(_switch4, "Gradient 4");
if (_switch4.floatValue > 0)
{
Vector3Property(materialEditor, _direction4, "Direction");
materialEditor.ShaderProperty(_color4, "Color");
materialEditor.ShaderProperty(_exponent4, "Exponent");
}
return EditorGUI.EndChangeCheck();
}
void Vector3Property(MaterialEditor materialEditor, MaterialProperty prop, string label)
{
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = prop.hasMixedValue;
var newValue = EditorGUILayout.Vector3Field(label, prop.vectorValue);
EditorGUI.showMixedValue = false;
if (EditorGUI.EndChangeCheck()) prop.vectorValue = newValue;
}
void UpdateMaterial(Material m)
{
Vector3 d1 = m.GetVector("_Direction1");
Vector3 d2 = m.GetVector("_Direction2");
Vector3 d3 = m.GetVector("_Direction3");
Vector3 d4 = m.GetVector("_Direction4");
m.SetVector("_NormalizedVector1", d1.normalized);
m.SetVector("_NormalizedVector2", d2.normalized);
m.SetVector("_NormalizedVector3", d3.normalized);
m.SetVector("_NormalizedVector4", d4.normalized);
}
}
}

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Shader "SkyboxPlus/Gradients"
{
Properties
{
[HDR] _BaseColor("Base Color", Color) = (0.1, 0.1, 0.1)
[Gamma] _Exposure("Exposure", Range(0, 8)) = 1
[Toggle] _Switch2("Gradient 2", Float) = 1
[Toggle] _Switch3("Gradient 3", Float) = 1
[Toggle] _Switch4("Gradient 4", Float) = 1
_Direction1("Direction 1", Vector) = (0, 1, 0)
_Direction2("Direction 2", Vector) = (0.5, 1, 0)
_Direction3("Direction 3", Vector) = (-0.3, -1, -0.2)
_Direction4("Direction 4", Vector) = (0, 1, 0)
[HDR] _Color1("Color 1", Color) = (0.16, 0.18, 0.19)
[HDR] _Color2("Color 2", Color) = (0.26, 0.28, 0.21)
[HDR] _Color3("Color 3", Color) = (0.15, 0.15, 0.12)
[HDR] _Color4("Color 4", Color) = (1.00, 0.99, 0.95)
_Exponent1("Exponent 1", Range(1, 20)) = 1
_Exponent2("Exponent 2", Range(1, 20)) = 1
_Exponent3("Exponent 3", Range(1, 20)) = 1
_Exponent4("Exponent 4", Range(1, 20)) = 20
[HideInInspector] _NormalizedVector1("-", Vector) = (0, 1, 0)
[HideInInspector] _NormalizedVector2("-", Vector) = (0, 1, 0)
[HideInInspector] _NormalizedVector3("-", Vector) = (0, 1, 0)
[HideInInspector] _NormalizedVector4("-", Vector) = (0, 1, 0)
}
CGINCLUDE
#pragma shader_feature _SWITCH2_ON
#pragma shader_feature _SWITCH3_ON
#pragma shader_feature _SWITCH4_ON
#include "UnityCG.cginc"
half3 _BaseColor;
half _Exposure;
half3 _NormalizedVector1;
half3 _NormalizedVector2;
half3 _NormalizedVector3;
half3 _NormalizedVector4;
half3 _Color1;
half3 _Color2;
half3 _Color3;
half3 _Color4;
half _Exponent1;
half _Exponent2;
half _Exponent3;
half _Exponent4;
struct appdata_t {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.vertex.xyz;
return o;
}
half4 frag(v2f i) : SV_Target
{
half3 d = normalize(i.texcoord.xyz);
half3 c = _BaseColor;
c += _Color1 * pow((dot(d, _NormalizedVector1) + 1) * 0.5, _Exponent1);
#ifdef _SWITCH2_ON
c += _Color2 * pow((dot(d, _NormalizedVector2) + 1) * 0.5, _Exponent2);
#endif
#ifdef _SWITCH3_ON
c += _Color3 * pow((dot(d, _NormalizedVector3) + 1) * 0.5, _Exponent3);
#endif
#ifdef _SWITCH4_ON
c += _Color4 * pow((dot(d, _NormalizedVector4) + 1) * 0.5, _Exponent4);
#endif
return half4(c * _Exposure, 1);
}
ENDCG
SubShader
{
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback Off
CustomEditor "SkyboxPlus.GradientsMaterialEditor"
}

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Shader "SkyboxPlus/Hemisphere"
{
Properties
{
[HDR] _TopColor("North Pole", Color) = (0.35, 0.37, 0.42)
[HDR] _MiddleColor("Equator", Color) = (0.15, 0.15, 0.15)
[HDR] _BottomColor("South Pole", Color) = (0.12, 0.13, 0.15)
[Gamma] _Exposure("Exposure", Range(0, 8)) = 1
}
CGINCLUDE
#include "UnityCG.cginc"
half3 _TopColor;
half3 _MiddleColor;
half3 _BottomColor;
half _Exposure;
struct appdata_t {
float4 vertex : POSITION;
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
};
v2f vert(appdata_t v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.vertex.xyz;
return o;
}
half4 frag(v2f i) : SV_Target
{
half t1 = max(+i.texcoord.y, 0);
half t2 = max(-i.texcoord.y, 0);
half3 c = lerp(lerp(_MiddleColor, _TopColor, t1), _BottomColor, t2);
return half4(c * _Exposure, 1);
}
ENDCG
SubShader
{
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
Fallback Off
}

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