clean select cell shader prop, change checks for editor, enum shader update funcs, code cleanup

This commit is contained in:
Xevion
2020-07-08 22:55:23 -05:00
parent e8dc2f2a9f
commit 73326562e3
11 changed files with 779 additions and 263 deletions

View File

@@ -1,4 +1,5 @@
using UnityEditor; using UnityEditor;
using UnityEngine;
namespace Editor { namespace Editor {
[CustomEditor(typeof(GridController))] [CustomEditor(typeof(GridController))]
@@ -14,6 +15,9 @@ namespace Editor {
controller.UpdateShader(PropertyName.Values); controller.UpdateShader(PropertyName.Values);
controller.UpdateShader(PropertyName.ValueLength); controller.UpdateShader(PropertyName.ValueLength);
} }
controller.gridMaterial =
(Material) EditorGUILayout.ObjectField("Grid Material", controller.gridMaterial, typeof(Material));
EditorGUI.BeginChangeCheck(); EditorGUI.BeginChangeCheck();
controller.perlinScale = EditorGUILayout.Slider("Perlin Scale", controller.perlinScale, 0.001f, 0.5f); controller.perlinScale = EditorGUILayout.Slider("Perlin Scale", controller.perlinScale, 0.001f, 0.5f);

View File

@@ -4,10 +4,11 @@
Material: Material:
serializedVersion: 6 serializedVersion: 6
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
m_PrefabParentObject: {fileID: 0} m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInternal: {fileID: 0} m_PrefabInstance: {fileID: 0}
m_Name: GridMat m_PrefabAsset: {fileID: 0}
m_Shader: {fileID: 4800000, guid: 27a637801b8646a4182d0a32a8d2f4d9, type: 3} m_Name: Grid Material
m_Shader: {fileID: 4800000, guid: d6cad9defc554804fb8bd9e6a8128f69, type: 3}
m_ShaderKeywords: m_ShaderKeywords:
m_LightmapFlags: 4 m_LightmapFlags: 4
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@@ -18,67 +19,20 @@ Material:
m_SavedProperties: m_SavedProperties:
serializedVersion: 3 serializedVersion: 3
m_TexEnvs: m_TexEnvs:
- _BumpMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailAlbedoMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailMask:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _DetailNormalMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _EmissionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _MainTex: - _MainTex:
m_Texture: {fileID: 0} m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1} m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
- _MetallicGlossMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _OcclusionMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ParallaxMap:
m_Texture: {fileID: 0}
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
m_Floats: m_Floats:
- _BumpScale: 1 - _GridSize: 20
- _Cutoff: 0.5 - _LineSize: 0
- _DetailNormalMapScale: 1 - _SelectCell: 0
- _DstBlend: 0 - _SelectedCellX: 6
- _GlossMapScale: 1 - _SelectedCellY: 0
- _Glossiness: 0 - _valueLength: 400
- _GlossyReflections: 1
- _GridSize: 10
- _LineSize: 0.16
- _Metallic: 0
- _Mode: 0
- _OcclusionStrength: 1
- _Parallax: 0.02
- _SelectCell: 1
- _SelectedCellX: 2
- _SelectedCellY: 3
- _SmoothnessTextureChannel: 0
- _SpecularHighlights: 1
- _SrcBlend: 1
- _UVSec: 0
- _ZWrite: 1
m_Colors: m_Colors:
- _CellColor: {r: 1, g: 0, b: 0, a: 0} - _ActiveColor: {r: 1, g: 1, b: 1, a: 1}
- _Color: {r: 0.935151, g: 0.9705882, b: 0.3282872, a: 0} - _CellColor: {r: 0, g: 1, b: 0, a: 1}
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _InactiveColor: {r: 0, g: 0, b: 0, a: 1}
- _LineColor: {r: 1, g: 1, b: 1, a: 1} - _LineColor: {r: 1, g: 1, b: 1, a: 1}
- _SelectedColor: {r: 0.1586206, g: 1, b: 0, a: 1} - _SelectedColor: {r: 1, g: 0, b: 0, a: 1}

View File

@@ -31,7 +31,260 @@ Shader "PDT Shaders/TestGrid" {
float4 _LineColor; float4 _LineColor;
float4 _InactiveColor; float4 _InactiveColor;
float4 _ActiveColor; float4 _ActiveColor;
static const float4 _gradient[250] = {
float4(0.443, 0.0, 0.0, 1.0),
float4(0.486, 0.0, 0.0, 1.0),
float4(0.506, 0.0, 0.0, 1.0),
float4(0.522, 0.0, 0.0, 1.0),
float4(0.537, 0.0, 0.0, 1.0),
float4(0.553, 0.0, 0.0, 1.0),
float4(0.573, 0.0, 0.0, 1.0),
float4(0.588, 0.0, 0.0, 1.0),
float4(0.604, 0.0, 0.0, 1.0),
float4(0.62, 0.0, 0.0, 1.0),
float4(0.639, 0.0, 0.0, 1.0),
float4(0.659, 0.0, 0.0, 1.0),
float4(0.675, 0.0, 0.0, 1.0),
float4(0.69, 0.0, 0.0, 1.0),
float4(0.706, 0.0, 0.0, 1.0),
float4(0.725, 0.0, 0.0, 1.0),
float4(0.741, 0.0, 0.0, 1.0),
float4(0.757, 0.0, 0.0, 1.0),
float4(0.792, 0.0, 0.0, 1.0),
float4(0.808, 0.0, 0.0, 1.0),
float4(0.808, 0.0, 0.0, 1.0),
float4(0.824, 0.0, 0.0, 1.0),
float4(0.843, 0.0, 0.0, 1.0),
float4(0.875, 0.012, 0.0, 1.0),
float4(0.89, 0.027, 0.0, 1.0),
float4(0.91, 0.039, 0.0, 1.0),
float4(0.91, 0.039, 0.0, 1.0),
float4(0.925, 0.055, 0.0, 1.0),
float4(0.945, 0.078, 0.0, 1.0),
float4(0.945, 0.094, 0.0, 1.0),
float4(0.945, 0.11, 0.0, 1.0),
float4(0.945, 0.125, 0.0, 1.0),
float4(0.945, 0.133, 0.0, 1.0),
float4(0.945, 0.149, 0.0, 1.0),
float4(0.945, 0.165, 0.0, 1.0),
float4(0.945, 0.176, 0.0, 1.0),
float4(0.945, 0.192, 0.0, 1.0),
float4(0.945, 0.204, 0.0, 1.0),
float4(0.945, 0.216, 0.0, 1.0),
float4(0.945, 0.231, 0.0, 1.0),
float4(0.945, 0.247, 0.0, 1.0),
float4(0.945, 0.263, 0.0, 1.0),
float4(0.945, 0.271, 0.0, 1.0),
float4(0.945, 0.286, 0.0, 1.0),
float4(0.945, 0.302, 0.0, 1.0),
float4(0.945, 0.314, 0.0, 1.0),
float4(0.945, 0.329, 0.0, 1.0),
float4(0.945, 0.341, 0.0, 1.0),
float4(0.945, 0.353, 0.0, 1.0),
float4(0.945, 0.369, 0.0, 1.0),
float4(0.945, 0.384, 0.0, 1.0),
float4(0.945, 0.4, 0.0, 1.0),
float4(0.945, 0.408, 0.0, 1.0),
float4(0.945, 0.424, 0.0, 1.0),
float4(0.945, 0.439, 0.0, 1.0),
float4(0.945, 0.451, 0.0, 1.0),
float4(0.945, 0.467, 0.0, 1.0),
float4(0.945, 0.478, 0.0, 1.0),
float4(0.945, 0.494, 0.0, 1.0),
float4(0.945, 0.506, 0.0, 1.0),
float4(0.945, 0.522, 0.0, 1.0),
float4(0.945, 0.537, 0.0, 1.0),
float4(0.945, 0.545, 0.0, 1.0),
float4(0.945, 0.576, 0.0, 1.0),
float4(0.945, 0.576, 0.0, 1.0),
float4(0.945, 0.588, 0.0, 1.0),
float4(0.945, 0.604, 0.0, 1.0),
float4(0.945, 0.616, 0.0, 1.0),
float4(0.945, 0.643, 0.0, 1.0),
float4(0.945, 0.659, 0.0, 1.0),
float4(0.945, 0.675, 0.0, 1.0),
float4(0.945, 0.675, 0.0, 1.0),
float4(0.945, 0.682, 0.0, 1.0),
float4(0.945, 0.714, 0.0, 1.0),
float4(0.945, 0.725, 0.0, 1.0),
float4(0.945, 0.741, 0.0, 1.0),
float4(0.945, 0.753, 0.0, 1.0),
float4(0.945, 0.769, 0.0, 1.0),
float4(0.945, 0.78, 0.0, 1.0),
float4(0.945, 0.796, 0.0, 1.0),
float4(0.945, 0.808, 0.0, 1.0),
float4(0.945, 0.82, 0.0, 1.0),
float4(0.945, 0.835, 0.0, 1.0),
float4(0.945, 0.851, 0.0, 1.0),
float4(0.945, 0.867, 0.0, 1.0),
float4(0.941, 0.875, 0.0, 1.0),
float4(0.929, 0.89, 0.0, 1.0),
float4(0.918, 0.906, 0.0, 1.0),
float4(0.902, 0.918, 0.004, 1.0),
float4(0.89, 0.933, 0.02, 1.0),
float4(0.878, 0.945, 0.031, 1.0),
float4(0.871, 0.945, 0.043, 1.0),
float4(0.855, 0.945, 0.055, 1.0),
float4(0.843, 0.945, 0.067, 1.0),
float4(0.831, 0.945, 0.078, 1.0),
float4(0.82, 0.945, 0.09, 1.0),
float4(0.808, 0.945, 0.102, 1.0),
float4(0.796, 0.945, 0.114, 1.0),
float4(0.784, 0.945, 0.129, 1.0),
float4(0.773, 0.945, 0.137, 1.0),
float4(0.761, 0.945, 0.149, 1.0),
float4(0.745, 0.945, 0.161, 1.0),
float4(0.737, 0.945, 0.176, 1.0),
float4(0.725, 0.945, 0.188, 1.0),
float4(0.714, 0.945, 0.2, 1.0),
float4(0.702, 0.945, 0.208, 1.0),
float4(0.686, 0.945, 0.22, 1.0),
float4(0.675, 0.945, 0.235, 1.0),
float4(0.655, 0.945, 0.259, 1.0),
float4(0.655, 0.945, 0.259, 1.0),
float4(0.639, 0.945, 0.267, 1.0),
float4(0.627, 0.945, 0.282, 1.0),
float4(0.616, 0.945, 0.294, 1.0),
float4(0.592, 0.945, 0.318, 1.0),
float4(0.58, 0.945, 0.333, 1.0),
float4(0.569, 0.945, 0.341, 1.0),
float4(0.569, 0.945, 0.341, 1.0),
float4(0.557, 0.945, 0.353, 1.0),
float4(0.533, 0.945, 0.376, 1.0),
float4(0.522, 0.945, 0.392, 1.0),
float4(0.51, 0.945, 0.404, 1.0),
float4(0.498, 0.945, 0.412, 1.0),
float4(0.498, 0.945, 0.412, 1.0),
float4(0.471, 0.945, 0.439, 1.0),
float4(0.463, 0.945, 0.451, 1.0),
float4(0.451, 0.945, 0.463, 1.0),
float4(0.439, 0.945, 0.471, 1.0),
float4(0.424, 0.945, 0.482, 1.0),
float4(0.412, 0.945, 0.498, 1.0),
float4(0.404, 0.945, 0.51, 1.0),
float4(0.392, 0.945, 0.522, 1.0),
float4(0.376, 0.945, 0.533, 1.0),
float4(0.365, 0.945, 0.545, 1.0),
float4(0.353, 0.945, 0.557, 1.0),
float4(0.341, 0.945, 0.569, 1.0),
float4(0.333, 0.945, 0.58, 1.0),
float4(0.318, 0.945, 0.592, 1.0),
float4(0.306, 0.945, 0.604, 1.0),
float4(0.294, 0.945, 0.616, 1.0),
float4(0.282, 0.945, 0.627, 1.0),
float4(0.267, 0.945, 0.639, 1.0),
float4(0.259, 0.945, 0.655, 1.0),
float4(0.247, 0.945, 0.667, 1.0),
float4(0.235, 0.945, 0.675, 1.0),
float4(0.22, 0.945, 0.686, 1.0),
float4(0.208, 0.945, 0.702, 1.0),
float4(0.2, 0.945, 0.714, 1.0),
float4(0.188, 0.945, 0.725, 1.0),
float4(0.176, 0.945, 0.737, 1.0),
float4(0.161, 0.945, 0.745, 1.0),
float4(0.149, 0.945, 0.761, 1.0),
float4(0.137, 0.945, 0.773, 1.0),
float4(0.129, 0.945, 0.784, 1.0),
float4(0.102, 0.945, 0.808, 1.0),
float4(0.102, 0.945, 0.808, 1.0),
float4(0.09, 0.945, 0.82, 1.0),
float4(0.078, 0.945, 0.831, 1.0),
float4(0.067, 0.937, 0.843, 1.0),
float4(0.043, 0.906, 0.871, 1.0),
float4(0.031, 0.89, 0.878, 1.0),
float4(0.031, 0.89, 0.878, 1.0),
float4(0.02, 0.875, 0.89, 1.0),
float4(0.004, 0.859, 0.902, 1.0),
float4(0.0, 0.831, 0.929, 1.0),
float4(0.0, 0.816, 0.941, 1.0),
float4(0.0, 0.804, 0.945, 1.0),
float4(0.0, 0.788, 0.945, 1.0),
float4(0.0, 0.788, 0.945, 1.0),
float4(0.0, 0.757, 0.945, 1.0),
float4(0.0, 0.741, 0.945, 1.0),
float4(0.0, 0.729, 0.945, 1.0),
float4(0.0, 0.714, 0.945, 1.0),
float4(0.0, 0.698, 0.945, 1.0),
float4(0.0, 0.682, 0.945, 1.0),
float4(0.0, 0.671, 0.945, 1.0),
float4(0.0, 0.655, 0.945, 1.0),
float4(0.0, 0.639, 0.945, 1.0),
float4(0.0, 0.62, 0.945, 1.0),
float4(0.0, 0.608, 0.945, 1.0),
float4(0.0, 0.596, 0.945, 1.0),
float4(0.0, 0.58, 0.945, 1.0),
float4(0.0, 0.565, 0.945, 1.0),
float4(0.0, 0.549, 0.945, 1.0),
float4(0.0, 0.537, 0.945, 1.0),
float4(0.0, 0.522, 0.945, 1.0),
float4(0.0, 0.502, 0.945, 1.0),
float4(0.0, 0.49, 0.945, 1.0),
float4(0.0, 0.475, 0.945, 1.0),
float4(0.0, 0.463, 0.945, 1.0),
float4(0.0, 0.447, 0.945, 1.0),
float4(0.0, 0.427, 0.945, 1.0),
float4(0.0, 0.416, 0.945, 1.0),
float4(0.0, 0.404, 0.945, 1.0),
float4(0.0, 0.388, 0.945, 1.0),
float4(0.0, 0.369, 0.945, 1.0),
float4(0.0, 0.357, 0.945, 1.0),
float4(0.0, 0.341, 0.945, 1.0),
float4(0.0, 0.329, 0.945, 1.0),
float4(0.0, 0.298, 0.945, 1.0),
float4(0.0, 0.298, 0.945, 1.0),
float4(0.0, 0.282, 0.945, 1.0),
float4(0.0, 0.267, 0.945, 1.0),
float4(0.0, 0.251, 0.945, 1.0),
float4(0.0, 0.224, 0.945, 1.0),
float4(0.0, 0.208, 0.945, 1.0),
float4(0.0, 0.208, 0.945, 1.0),
float4(0.0, 0.192, 0.945, 1.0),
float4(0.0, 0.18, 0.945, 1.0),
float4(0.0, 0.149, 0.945, 1.0),
float4(0.0, 0.133, 0.945, 1.0),
float4(0.0, 0.122, 0.945, 1.0),
float4(0.0, 0.106, 0.945, 1.0),
float4(0.0, 0.106, 0.945, 1.0),
float4(0.0, 0.071, 0.945, 1.0),
float4(0.0, 0.063, 0.945, 1.0),
float4(0.0, 0.047, 0.945, 1.0),
float4(0.0, 0.031, 0.945, 1.0),
float4(0.0, 0.012, 0.945, 1.0),
float4(0.0, 0.0, 0.945, 1.0),
float4(0.0, 0.0, 0.945, 1.0),
float4(0.0, 0.0, 0.945, 1.0),
float4(0.0, 0.0, 0.945, 1.0),
float4(0.0, 0.0, 0.945, 1.0),
float4(0.0, 0.0, 0.925, 1.0),
float4(0.0, 0.0, 0.91, 1.0),
float4(0.0, 0.0, 0.89, 1.0),
float4(0.0, 0.0, 0.875, 1.0),
float4(0.0, 0.0, 0.859, 1.0),
float4(0.0, 0.0, 0.839, 1.0),
float4(0.0, 0.0, 0.824, 1.0),
float4(0.0, 0.0, 0.808, 1.0),
float4(0.0, 0.0, 0.792, 1.0),
float4(0.0, 0.0, 0.773, 1.0),
float4(0.0, 0.0, 0.757, 1.0),
float4(0.0, 0.0, 0.741, 1.0),
float4(0.0, 0.0, 0.725, 1.0),
float4(0.0, 0.0, 0.706, 1.0),
float4(0.0, 0.0, 0.69, 1.0),
float4(0.0, 0.0, 0.675, 1.0),
float4(0.0, 0.0, 0.659, 1.0),
float4(0.0, 0.0, 0.639, 1.0),
float4(0.0, 0.0, 0.62, 1.0),
float4(0.0, 0.0, 0.604, 1.0),
float4(0.0, 0.0, 0.588, 1.0),
float4(0.0, 0.0, 0.573, 1.0),
float4(0.0, 0.0, 0.553, 1.0),
float4(0.0, 0.0, 0.537, 1.0),
float4(0.0, 0.0, 0.522, 1.0),
float4(0.0, 0.0, 0.486, 1.0),
float4(0.0, 0.0, 0.471, 1.0)
};
float _GridSize; float _GridSize;
float _LineSize; float _LineSize;
@@ -73,7 +326,9 @@ Shader "PDT Shaders/TestGrid" {
} else { } else {
float pos = id.y * _GridSize + id.x; float pos = id.y * _GridSize + id.x;
if(pos < _valueLength) { if(pos < _valueLength) {
color = lerp(_InactiveColor, _ActiveColor, _values[pos]); float index = clamp(floor(_values[pos] * 250), 0, 99);
color = _gradient[index];
// color = lerp(_InactiveColor, _ActiveColor, _values[pos]);
brightness = color.w; brightness = color.w;
} }
} }

View File

@@ -1,188 +0,0 @@
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m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
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using System; using System;
using UnityEngine; using UnityEngine;
using Random = UnityEngine.Random;
public enum PropertyName { public enum PropertyName {
GridSize, GridSize,
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public int size = 32; public int size = 32;
public float perlinScale = 16; public float perlinScale = 16;
public Vector2 offsetChange = new Vector2(1, 0); public Vector2 offsetChange = new Vector2(1, 0);
private Vector2 _offset; private Vector2 _offset;
private float[] _values; private float[] _values;
private ComputeBuffer _buffer; private ComputeBuffer _buffer;
// Get all property IDs // Get all property IDs
private static readonly int ValueLength = Shader.PropertyToID("_valueLength"); private static readonly int ValueLength = Shader.PropertyToID("_valueLength");
private static readonly int Values = Shader.PropertyToID("_values"); private static readonly int Values = Shader.PropertyToID("_values");
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_values = new float[size * size]; _values = new float[size * size];
for (int x = 0; x < size; x++) { for (int x = 0; x < size; x++) {
for (int y = 0; y < size; y++) { for (int y = 0; y < size; y++) {
SetValue(x, y, Mathf.PerlinNoise((x + _offset.x) * perlinScale, (y + _offset.y) * perlinScale)); // SetValue(x, y, Random.value);
SetValue(x, y,
Mathf.PerlinNoise((x + _offset.x) * perlinScale, (y + _offset.y) * perlinScale));
} }
} }
} }
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_buffer = new ComputeBuffer((int) Mathf.Pow(2048, 2), 4); _buffer = new ComputeBuffer((int) Mathf.Pow(2048, 2), 4);
RegenerateValues(); RegenerateValues();
// Update all Shader properties // Update all Shader properties
foreach(PropertyName property in Enum.GetValues(typeof(PropertyName))) foreach (PropertyName property in Enum.GetValues(typeof(PropertyName)))
UpdateShader(property); UpdateShader(property);
} }
@@ -70,7 +73,7 @@ public class GridController : MonoBehaviour {
// Regenerate new position then send values to Shader // Regenerate new position then send values to Shader
RegenerateValues(); RegenerateValues();
UpdateShader(PropertyName.Values); UpdateShader(PropertyName.Values);
// Move offset // Move offset
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