HeavenStudioPlus/Assets/ColorMask/Scripts/MaterialUpdateExample.cs
wookywok e96ce2f8b1 Airboarder is now More Recolorable! (#889)
- 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)
2024-04-22 12:22:15 +00:00

106 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);
}
}