mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 11:05:16 +00:00
e96ce2f8b1
- Added the ability to recolor the floor and clouds in Airboarder - also did a few minor visual touchups (clouds look much better, turns out i had them set to the wrong shader whoopsies)
106 lines
3.6 KiB
C#
106 lines
3.6 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class MaterialUpdateExample : MonoBehaviour {
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public Material material;
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public List<Renderer> renderers = new List<Renderer>();
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//If running in the unity editor store the original ColorMask color values so they can be reset when the Game stops running
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#if UNITY_EDITOR
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private Color redColorReset;
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private Color greenColorReset;
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private Color blueColorReset;
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private Color alphaColorReset;
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void Start ()
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{
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if (material != null)
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{
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//Store the original ColorMask color values
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redColorReset = material.GetColor("_RedColor");
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greenColorReset = material.GetColor("_GreenColor");
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blueColorReset = material.GetColor("_BlueColor");
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alphaColorReset = material.GetColor("_AlphaColor");
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}
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}
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void OnDestroy ()
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{
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if (material != null)
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{
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//Reset to the original ColorMask color values
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material.SetColor("_RedColor", redColorReset);
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material.SetColor("_GreenColor", greenColorReset);
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material.SetColor("_BlueColor", blueColorReset);
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material.SetColor("_AlphaColor", alphaColorReset);
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}
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}
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#endif
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void Update ()
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{
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//Esc Exit - PC Standalone Build
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#if UNITY_STANDALONE_WIN
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if (Input.GetKey("escape"))
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Application.Quit();
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#endif
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if (material != null)
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{
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//Stores a value of time scaled
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float value = Time.time * 0.12f;
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//Calculates cyclical invert and fade values between zero and one
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float invert = Mathf.Pow (Mathf.Min(1f + Mathf.Sin(value * Mathf.PI), 1f), 7.5f);
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float fade = Mathf.Max(invert, Mathf.Pow (Mathf.Min(1f + Mathf.Sin(value * 2f * Mathf.PI), 1f), 7.5f) );
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//Converts value to a number between 0 and 1 which is converted to a color
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//Also applies fade alpha value to red and green
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Color redColor = ConvertValueToColor (value % 1f) * new Color(1f, 1f, 1f, fade);
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Color greenColor = ConvertValueToColor ( (value + 0.03125f) % 1f) * new Color(0.5f, 0.5f, 0.5f, fade);
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Color blueColor = ConvertValueToColor ( (value + 0.75f) % 1f);
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Color alphaColor = ConvertValueToColor ( (value + 0.78125f) % 1f) * new Color(0.5f, 0.5f, 0.5f, 1f);
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//Invert set red and alpha colors when invert value approaches zero
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redColor = Color.Lerp(new Color(1f - redColor.r, 1f - redColor.g, 1f - redColor.b, redColor.a), redColor, invert);
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alphaColor = Color.Lerp(new Color(1f - alphaColor.r, 1f - alphaColor.g, 1f - alphaColor.b, alphaColor.a), alphaColor, invert);
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//Apply the new colors to the ColorMask material colors
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material.SetColor("_RedColor", redColor);
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material.SetColor("_GreenColor", greenColor);
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material.SetColor("_BlueColor", blueColor);
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material.SetColor("_AlphaColor", alphaColor);
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}
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//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
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for (int i = 0; i < renderers.Count; i++)
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{
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if (renderers[i] != null)
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{
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RendererExtensions.UpdateGIMaterials(renderers[i]);
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}
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}
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}
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//This converts a value between 0 and 1 to a color between Red, Yellow, Green, Cyan, Blue and Magenta
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Color ConvertValueToColor (float value)
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{
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List<Color> Rainbow = new List<Color>();
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Rainbow.Add(Color.red);
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Rainbow.Add(Color.yellow);
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Rainbow.Add(Color.green);
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Rainbow.Add(Color.cyan);
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Rainbow.Add(Color.blue);
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Rainbow.Add(Color.magenta);
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Rainbow.Add(Color.red);
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float RainbowCount = Rainbow.Count - 1;
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float idfloat = value * RainbowCount;
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int id = (int)idfloat;
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return Color.Lerp(Rainbow[id], Rainbow[id + 1], (idfloat - (float)id) % 1f);
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}
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}
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