mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
107 lines
3.6 KiB
C#
107 lines
3.6 KiB
C#
|
using UnityEngine;
|
|||
|
using System.Collections;
|
|||
|
using System.Collections.Generic;
|
|||
|
|
|||
|
public class MaterialUpdateExample : MonoBehaviour {
|
|||
|
|
|||
|
public Material material;
|
|||
|
public List<Renderer> renderers = new List<Renderer>();
|
|||
|
|
|||
|
//If running in the unity editor store the original ColorMask color values so they can be reset when the Game stops running
|
|||
|
#if UNITY_EDITOR
|
|||
|
private Color redColorReset;
|
|||
|
private Color greenColorReset;
|
|||
|
private Color blueColorReset;
|
|||
|
private Color alphaColorReset;
|
|||
|
|
|||
|
void Start ()
|
|||
|
{
|
|||
|
if (material != null)
|
|||
|
{
|
|||
|
//Store the original ColorMask color values
|
|||
|
redColorReset = material.GetColor("_RedColor");
|
|||
|
greenColorReset = material.GetColor("_GreenColor");
|
|||
|
blueColorReset = material.GetColor("_BlueColor");
|
|||
|
alphaColorReset = material.GetColor("_AlphaColor");
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void OnDestroy ()
|
|||
|
{
|
|||
|
if (material != null)
|
|||
|
{
|
|||
|
//Reset to the original ColorMask color values
|
|||
|
material.SetColor("_RedColor", redColorReset);
|
|||
|
material.SetColor("_GreenColor", greenColorReset);
|
|||
|
material.SetColor("_BlueColor", blueColorReset);
|
|||
|
material.SetColor("_AlphaColor", alphaColorReset);
|
|||
|
}
|
|||
|
}
|
|||
|
#endif
|
|||
|
|
|||
|
|
|||
|
void Update ()
|
|||
|
{
|
|||
|
//Esc Exit - PC Standalone Build
|
|||
|
#if UNITY_STANDALONE_WIN
|
|||
|
if (Input.GetKey("escape"))
|
|||
|
Application.Quit();
|
|||
|
#endif
|
|||
|
|
|||
|
if (material != null)
|
|||
|
{
|
|||
|
//Stores a value of time scaled
|
|||
|
float value = Time.time * 0.12f;
|
|||
|
|
|||
|
//Calculates cyclical invert and fade values between zero and one
|
|||
|
float invert = Mathf.Pow (Mathf.Min(1f + Mathf.Sin(value * Mathf.PI), 1f), 7.5f);
|
|||
|
float fade = Mathf.Max(invert, Mathf.Pow (Mathf.Min(1f + Mathf.Sin(value * 2f * Mathf.PI), 1f), 7.5f) );
|
|||
|
|
|||
|
//Converts value to a number between 0 and 1 which is converted to a color
|
|||
|
//Also applies fade alpha value to red and green
|
|||
|
Color redColor = ConvertValueToColor (value % 1f) * new Color(1f, 1f, 1f, fade);
|
|||
|
Color greenColor = ConvertValueToColor ( (value + 0.03125f) % 1f) * new Color(0.5f, 0.5f, 0.5f, fade);
|
|||
|
Color blueColor = ConvertValueToColor ( (value + 0.75f) % 1f);
|
|||
|
Color alphaColor = ConvertValueToColor ( (value + 0.78125f) % 1f) * new Color(0.5f, 0.5f, 0.5f, 1f);
|
|||
|
|
|||
|
//Invert set red and alpha colors when invert value approaches zero
|
|||
|
redColor = Color.Lerp(new Color(1f - redColor.r, 1f - redColor.g, 1f - redColor.b, redColor.a), redColor, invert);
|
|||
|
alphaColor = Color.Lerp(new Color(1f - alphaColor.r, 1f - alphaColor.g, 1f - alphaColor.b, alphaColor.a), alphaColor, invert);
|
|||
|
|
|||
|
//Apply the new colors to the ColorMask material colors
|
|||
|
material.SetColor("_RedColor", redColor);
|
|||
|
material.SetColor("_GreenColor", greenColor);
|
|||
|
material.SetColor("_BlueColor", blueColor);
|
|||
|
material.SetColor("_AlphaColor", alphaColor);
|
|||
|
}
|
|||
|
|
|||
|
//If a static gameObject which uses a ColorMask shader affects another static gameObject(s)' Precomputed Realtime GI, then this code is necessary to see the updated GI
|
|||
|
for (int i = 0; i < renderers.Count; i++)
|
|||
|
{
|
|||
|
if (renderers[i] != null)
|
|||
|
{
|
|||
|
RendererExtensions.UpdateGIMaterials(renderers[i]);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
//This converts a value between 0 and 1 to a color between Red, Yellow, Green, Cyan, Blue and Magenta
|
|||
|
Color ConvertValueToColor (float value)
|
|||
|
{
|
|||
|
List<Color> Rainbow = new List<Color>();
|
|||
|
Rainbow.Add(Color.red);
|
|||
|
Rainbow.Add(Color.yellow);
|
|||
|
Rainbow.Add(Color.green);
|
|||
|
Rainbow.Add(Color.cyan);
|
|||
|
Rainbow.Add(Color.blue);
|
|||
|
Rainbow.Add(Color.magenta);
|
|||
|
Rainbow.Add(Color.red);
|
|||
|
|
|||
|
float RainbowCount = Rainbow.Count - 1;
|
|||
|
float idfloat = value * RainbowCount;
|
|||
|
int id = (int)idfloat;
|
|||
|
|
|||
|
return Color.Lerp(Rainbow[id], Rainbow[id + 1], (idfloat - (float)id) % 1f);
|
|||
|
}
|
|||
|
}
|