├── .gitignore ├── Assets ├── EntroPi.meta └── EntroPi │ ├── Cloud Shadows.meta │ └── Cloud Shadows │ ├── Cloud Shadows Manual v1.1.1.pdf │ ├── Cloud Shadows Manual v1.1.1.pdf.meta │ ├── Editor.meta │ ├── Editor │ ├── InternalResources.meta │ └── InternalResources │ │ ├── CloudLayerBlendArrow.png │ │ ├── CloudLayerBlendArrow.png.meta │ │ ├── CloudLayersIcon.png │ │ ├── CloudLayersIcon.png.meta │ │ ├── EntroPiIcon.png │ │ ├── EntroPiIcon.png.meta │ │ ├── EntroPiLogo.png │ │ └── EntroPiLogo.png.meta │ ├── Prefabs.meta │ ├── Prefabs │ ├── Clouds_Layered_A.asset │ ├── Clouds_Layered_A.asset.meta │ ├── Clouds_Layered_B.asset │ ├── Clouds_Layered_B.asset.meta │ ├── Clouds_Morphing_A.asset │ ├── Clouds_Morphing_A.asset.meta │ ├── Clouds_Morphing_B.asset │ ├── Clouds_Morphing_B.asset.meta │ ├── Clouds_Overcast_A.asset │ ├── Clouds_Overcast_A.asset.meta │ ├── Clouds_Overcast_B.asset │ ├── Clouds_Overcast_B.asset.meta │ ├── Clouds_Simple_A.asset │ ├── Clouds_Simple_A.asset.meta │ ├── Clouds_Simple_B.asset │ └── Clouds_Simple_B.asset.meta │ ├── Resources.meta │ ├── Resources │ ├── Shaders.meta │ └── Shaders │ │ ├── CloudShadows.shader │ │ └── CloudShadows.shader.meta │ ├── Scripts.meta │ ├── Scripts │ ├── CloudLayer.cs │ ├── CloudLayer.cs.meta │ ├── CloudLayerData.cs │ ├── CloudLayerData.cs.meta │ ├── CloudLayers.cs │ ├── CloudLayers.cs.meta │ ├── CloudShadows.cs │ ├── CloudShadows.cs.meta │ ├── Editor.meta │ ├── Editor │ │ ├── CloudLayersEditor.cs │ │ ├── CloudLayersEditor.cs.meta │ │ ├── CloudShadowsEditor.cs │ │ ├── CloudShadowsEditor.cs.meta │ │ ├── EditorUtil.cs │ │ └── EditorUtil.cs.meta │ ├── Util.cs │ └── Util.cs.meta │ ├── Textures.meta │ └── Textures │ ├── CloudsFineDetail.png │ ├── CloudsFineDetail.png.meta │ ├── CloudsLargeDetail.png │ ├── CloudsLargeDetail.png.meta │ ├── CloudsMediumDetail.png │ └── CloudsMediumDetail.png.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityAnalyticsManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Mm]emoryCaptures/ 12 | 13 | # Asset meta data should only be ignored when the corresponding asset is also ignored 14 | !/[Aa]ssets/**/*.meta 15 | 16 | # Uncomment this line if you wish to ignore the asset store tools plugin 17 | # /[Aa]ssets/AssetStoreTools* 18 | 19 | # Autogenerated Jetbrains Rider plugin 20 | [Aa]ssets/Plugins/Editor/JetBrains* 21 | 22 | # Visual Studio cache directory 23 | .vs/ 24 | 25 | # Gradle cache directory 26 | .gradle/ 27 | 28 | # Autogenerated VS/MD/Consulo solution and project files 29 | ExportedObj/ 30 | .consulo/ 31 | *.csproj 32 | *.unityproj 33 | *.sln 34 | *.suo 35 | *.tmp 36 | *.user 37 | *.userprefs 38 | *.pidb 39 | *.booproj 40 | *.svd 41 | *.pdb 42 | *.mdb 43 | *.opendb 44 | *.VC.db 45 | 46 | # Unity3D generated meta files 47 | *.pidb.meta 48 | *.pdb.meta 49 | *.mdb.meta 50 | 51 | # Unity3D generated file on crash reports 52 | sysinfo.txt 53 | 54 | # Builds 55 | *.apk 56 | *.unitypackage 57 | 58 | # Crashlytics generated file 59 | crashlytics-build.properties 60 | 61 | -------------------------------------------------------------------------------- /Assets/EntroPi.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4bae61ebe4225b548823dbbd7eb6b635 3 | folderAsset: yes 4 | timeCreated: 1460493744 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: af0dd8aa68fc7fc43a2753a49f52e808 3 | folderAsset: yes 4 | timeCreated: 1460493752 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Cloud Shadows Manual v1.1.1.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/EntroPi-Games/Unity-Cloud-Shadows/b332d4f05fedf4f2113b31624911e0647fd09919/Assets/EntroPi/Cloud Shadows/Cloud Shadows Manual v1.1.1.pdf 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1460493917 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Resources/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f6a0da684ec85e843962d3d6754a4182 3 | folderAsset: yes 4 | timeCreated: 1460493917 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Resources/Shaders/CloudShadows.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/EntroPi/CloudShadow" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "" {} 6 | _LayerTex ("Layer Texture", 2D) = "" {} 7 | _LayerParams ("Layer Parameters", Vector) = (0,0,0,0) 8 | _LayerOpacity ("Layer Opacity", Float) = 1 9 | } 10 | 11 | CGINCLUDE 12 | 13 | #include "UnityCG.cginc" 14 | 15 | // Blend Macros 16 | #define BlendSubtract(base, blend) (blend - base) 17 | #define BlendMultiply(base, blend) (blend * base) 18 | #define BlendLightenf(base, blend) max(blend, base) 19 | #define BlendDarkenf(base, blend) min(blend, base) 20 | #define BlendColorDodgef(base, blend) ((blend == 1.0) ? blend : min(base / (1.0 - blend), 1.0)) 21 | #define BlendColorBurnf(base, blend) ((blend == 0.0) ? blend : max((1.0 - ((1.0 - base) / blend)), 0.0)) 22 | #define BlendVividLightf(base, blend) ((blend < 0.5) ? BlendColorBurnf(base, (2.0 * blend)) : BlendColorDodgef(base, (2.0 * (blend - 0.5)))) 23 | #define BlendPinLightf(base, blend) ((blend < 0.5) ? BlendDarkenf(base, (2.0 * blend)) : BlendLightenf(base, (2.0 *(blend - 0.5)))) 24 | #define BlendOpacity(base, blend, function, opacity) (function(base, blend) * opacity + blend * (1.0 - opacity)) 25 | 26 | sampler2D _MainTex; 27 | sampler2D _LayerTex; 28 | 29 | uniform float4 _LayerTex_ST; 30 | uniform float4 _LayerParams; 31 | uniform float _LayerOpacity; 32 | 33 | struct appdata_t 34 | { 35 | float4 vertex : POSITION; 36 | float2 texcoord : TEXCOORD0; 37 | }; 38 | 39 | struct VertexOut 40 | { 41 | float4 vertex : SV_POSITION; 42 | float2 texcoord : TEXCOORD0; 43 | float2 texcoordClouds : TEXCOORD1; 44 | }; 45 | 46 | VertexOut Vert (appdata_t v) 47 | { 48 | VertexOut o; 49 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 50 | o.texcoord = v.texcoord.xy; 51 | 52 | o.texcoordClouds = TRANSFORM_TEX(v.texcoord.xy, _LayerTex); 53 | o.texcoordClouds -= _LayerParams.xy; 54 | 55 | return o; 56 | } 57 | 58 | float CalculateLayerAlpha(VertexOut i) 59 | { 60 | float coverage = _LayerParams.z; 61 | float softness = _LayerParams.w; 62 | 63 | // Correct range 64 | float stepValue = - softness + (1 - coverage) * (1 + (softness * 2)); 65 | 66 | float coverageMin = stepValue - softness; 67 | float coverageMax = stepValue + softness; 68 | 69 | float alpha = tex2D(_LayerTex, i.texcoordClouds).g; 70 | alpha = smoothstep(coverageMin, coverageMax, alpha); 71 | 72 | return alpha; 73 | } 74 | 75 | fixed4 FragSubtract (VertexOut i) : SV_Target 76 | { 77 | fixed4 color = tex2D(_MainTex, i.texcoord); 78 | float layerAlpha = CalculateLayerAlpha(i); 79 | 80 | color.a = BlendOpacity(layerAlpha, color.a, BlendSubtract, _LayerOpacity); 81 | 82 | return color; 83 | } 84 | 85 | fixed4 FragMultiply (VertexOut i) : SV_Target 86 | { 87 | fixed4 color = tex2D(_MainTex, i.texcoord); 88 | float layerAlpha = (1 - CalculateLayerAlpha(i)); 89 | 90 | color.a = BlendOpacity(layerAlpha, color.a, BlendMultiply, _LayerOpacity); 91 | 92 | return color; 93 | } 94 | 95 | fixed4 FragColorBurn (VertexOut i) : SV_Target 96 | { 97 | fixed4 color = tex2D(_MainTex, i.texcoord); 98 | float layerAlpha = (1 - CalculateLayerAlpha(i)); 99 | 100 | color.a = BlendOpacity(layerAlpha, color.a, BlendColorBurnf, _LayerOpacity); 101 | 102 | return color; 103 | } 104 | 105 | fixed4 FragVividLight (VertexOut i) : SV_Target 106 | { 107 | fixed4 color = tex2D(_MainTex, i.texcoord); 108 | float layerAlpha = (1 - CalculateLayerAlpha(i)); 109 | 110 | color.a = BlendOpacity(layerAlpha, color.a, BlendVividLightf, _LayerOpacity); 111 | 112 | return color; 113 | } 114 | 115 | fixed4 FragPinLight (VertexOut i) : SV_Target 116 | { 117 | fixed4 color = tex2D(_MainTex, i.texcoord); 118 | float layerAlpha = (1 - CalculateLayerAlpha(i)); 119 | 120 | color.a = BlendOpacity(layerAlpha, color.a, BlendPinLightf, _LayerOpacity); 121 | 122 | return color; 123 | } 124 | 125 | ENDCG 126 | 127 | SubShader 128 | { 129 | // Pass 0: Subtract 130 | Pass 131 | { 132 | ZTest Always Cull Off ZWrite Off 133 | 134 | CGPROGRAM 135 | #pragma vertex Vert 136 | #pragma fragment FragSubtract 137 | ENDCG 138 | 139 | } 140 | 141 | // Pass 1: Multiply Inverse 142 | Pass 143 | { 144 | ZTest Always Cull Off ZWrite Off 145 | 146 | CGPROGRAM 147 | #pragma vertex Vert 148 | #pragma fragment FragMultiply 149 | ENDCG 150 | 151 | } 152 | 153 | // Pass 2: Color Burn 154 | Pass 155 | { 156 | ZTest Always Cull Off ZWrite Off 157 | 158 | CGPROGRAM 159 | #pragma vertex Vert 160 | #pragma fragment FragColorBurn 161 | ENDCG 162 | 163 | } 164 | 165 | // Pass 3: Vivid Light 166 | Pass 167 | { 168 | ZTest Always Cull Off ZWrite Off 169 | 170 | CGPROGRAM 171 | #pragma vertex Vert 172 | #pragma fragment FragVividLight 173 | ENDCG 174 | 175 | } 176 | 177 | // Pass 4: Pin Light 178 | Pass 179 | { 180 | ZTest Always Cull Off ZWrite Off 181 | 182 | CGPROGRAM 183 | #pragma vertex Vert 184 | #pragma fragment FragPinLight 185 | ENDCG 186 | 187 | } 188 | } 189 | 190 | Fallback Off 191 | } 192 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Resources/Shaders/CloudShadows.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5a82ec2a4a4b9524fad302429a30fee0 3 | timeCreated: 1460493919 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9fd0bcc89c879994bbc41db1cc2cec6c 3 | folderAsset: yes 4 | timeCreated: 1460493766 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/CloudLayer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace EntroPi 4 | { 5 | public class CloudLayer : MonoBehaviour 6 | { 7 | public enum BlendMode { Subtract, MultiplyInverse, ColorBurn, VividLight, PinLight } 8 | 9 | #region Exposed Data Members 10 | 11 | [Header("Texture Settings", order = 0)] 12 | [Tooltip("Cloud texture used by this layer.")] 13 | [SerializeField] 14 | private Texture2D m_Texture; 15 | 16 | [Tooltip("Texture tiling. Values will be rounded to nearest int value.")] 17 | [SerializeField] 18 | private Vector2 m_Tiling = Vector2.one; 19 | 20 | [Tooltip("Initial texture offset.")] 21 | [SerializeField] 22 | private Vector2 m_Offset = Vector2.zero; 23 | 24 | [Header("Blend Settings", order = 1)] 25 | [Tooltip("Mode used for blending this layer.")] 26 | [SerializeField] 27 | private BlendMode m_BlendMode = BlendMode.Subtract; 28 | 29 | [Tooltip("Opacity of this layer.")] 30 | [SerializeField] 31 | [Range(0, 1)] 32 | private float m_Opacity = 1.0f; 33 | 34 | [Header("Cloud Settings", order = 2)] 35 | [Tooltip("Cloud coverage. (0 = no clouds, 1 = overcast)")] 36 | [SerializeField] 37 | [Range(0, 1)] 38 | private float m_Coverage = 0.5f; 39 | 40 | [Tooltip("The softness of the clouds outline.")] 41 | [SerializeField] 42 | [Range(0.1f, 1)] 43 | private float m_Softness = 0.25f; 44 | 45 | [Tooltip("The velocity of the clouds in world space.")] 46 | [SerializeField] 47 | private Vector2 m_Velocity = Vector2.zero; 48 | 49 | [Header("Advanced Settings", order = 2)] 50 | [Tooltip("The angle from the horizon at which the cloud shadows fade out completely.")] 51 | [SerializeField] 52 | [Range(0, 90)] 53 | private float m_HorizonAngleThreshold = 10.0f; 54 | 55 | [Tooltip("The angle from the horizon over which the cloud shadows fade out.")] 56 | [SerializeField] 57 | [Range(0, 90)] 58 | private float m_HorizonAngleFade = 10.0f; 59 | 60 | #endregion Exposed Data Members 61 | 62 | #region Public Properties 63 | 64 | public Texture2D Texture 65 | { 66 | get { return m_Texture; } 67 | set { m_Texture = value; } 68 | } 69 | 70 | public Vector4 TextureTransform 71 | { 72 | get { return new Vector4(m_Tiling.x, m_Tiling.y, m_Offset.x, m_Offset.y); } 73 | } 74 | 75 | public Vector2 TextureTiling 76 | { 77 | get { return m_Tiling; } 78 | set { m_Tiling = value; } 79 | } 80 | 81 | public Vector2 TextureOffset 82 | { 83 | get { return m_Offset; } 84 | set { m_Offset = value; } 85 | } 86 | 87 | public BlendMode TextureBlendMode 88 | { 89 | get { return m_BlendMode; } 90 | set { m_BlendMode = value; } 91 | } 92 | 93 | public float Opacity 94 | { 95 | get { return m_Opacity; } 96 | set { m_Opacity = value; } 97 | } 98 | 99 | public float Coverage 100 | { 101 | get { return m_Coverage; } 102 | set { m_Coverage = value; } 103 | } 104 | 105 | public float Softness 106 | { 107 | get { return m_Softness; } 108 | set { m_Softness = value; } 109 | } 110 | 111 | public Vector2 Velocity 112 | { 113 | get { return m_Velocity; } 114 | set { m_Velocity = value; } 115 | } 116 | 117 | public float HorizonAngleThreshold 118 | { 119 | get { return m_HorizonAngleThreshold; } 120 | set { m_HorizonAngleThreshold = value; } 121 | } 122 | 123 | public float HorizonAngleFade 124 | { 125 | get { return m_HorizonAngleFade; } 126 | set { m_HorizonAngleFade = value; } 127 | } 128 | 129 | #endregion Public Properties 130 | 131 | #region MonoBehaviour Functions 132 | 133 | private void OnValidate() 134 | { 135 | // Validate that Texture scale is always larger than 1 and rounded to int 136 | m_Tiling.x = Mathf.Max(m_Tiling.x, 1); 137 | m_Tiling.y = Mathf.Max(m_Tiling.y, 1); 138 | 139 | m_Tiling.x = Mathf.Round(m_Tiling.x); 140 | m_Tiling.y = Mathf.Round(m_Tiling.y); 141 | } 142 | 143 | private void OnEnable() 144 | { 145 | // Verify that this component can be enabled. 146 | enabled &= Debug.Verify(m_Texture != null, "Cloud Layer texture not assigned!"); 147 | } 148 | 149 | #endregion MonoBehaviour Functions 150 | } 151 | } -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/CloudLayer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f813bb7e71c700145b7948dd63ea5ef9 3 | timeCreated: 1488557864 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - m_Texture: {fileID: 2800000, guid: b7ea5ddf3846fda4b83841e793233176, type: 3} 9 | executionOrder: 0 10 | icon: {fileID: 2800000, guid: 6d064c543946ec848b43311457ef00ea, type: 3} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/CloudLayerData.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace EntroPi 5 | { 6 | /// 7 | /// Plain Old Data container for storing Cloud Layer properties 8 | /// 9 | [Serializable] 10 | public class CloudLayerData 11 | { 12 | #region Public Constants 13 | 14 | public const string PATH_IS_VISIBLE = "m_IsVisible"; 15 | public const string PATH_LAYER_NAME = "m_LayerName"; 16 | public const string PATH_BLEND_MODE = "m_BlendMode"; 17 | public const string PATH_OPACITY = "m_Opacity"; 18 | public const string PATH_COVERAGE = "m_Coverage"; 19 | public const string PATH_SOFTNESS = "m_Softness"; 20 | public const string PATH_SPEED = "m_Speed"; 21 | public const string PATH_DIRECTION = "m_Direction"; 22 | public const string PATH_TEXTURE = "m_Texture"; 23 | public const string PATH_TEXTURE_TILING = "m_TextureTiling"; 24 | public const string PATH_TEXTURE_OFFSET = "m_TextureOffset"; 25 | 26 | #endregion Public Constants 27 | 28 | #region Exposed Data Members 29 | 30 | [SerializeField] 31 | private bool m_IsVisible = true; 32 | 33 | [SerializeField] 34 | private string m_LayerName = "Layer Name"; 35 | 36 | [Tooltip("Mode used for blending this layer")] 37 | [SerializeField] 38 | private CloudLayer.BlendMode m_BlendMode = CloudLayer.BlendMode.Subtract; 39 | 40 | [Tooltip("Opacity of this layer")] 41 | [Range(0f, 1f)] 42 | [SerializeField] 43 | private float m_Opacity = 1f; 44 | 45 | [Tooltip("Cloud coverage (0 = no clouds, 1 = overcast)")] 46 | [Range(0f, 1f)] 47 | [SerializeField] 48 | private float m_Coverage = 0.5f; 49 | 50 | [Tooltip("The softness of the clouds outline")] 51 | [Range(0f, 1f)] 52 | [SerializeField] 53 | private float m_Softness = 0.5f; 54 | 55 | [Tooltip("Movement speed of the clouds")] 56 | [SerializeField] 57 | private float m_Speed = 1.0f; 58 | 59 | [Tooltip("Movement direction of the clouds in degrees")] 60 | [Range(0f, 360f)] 61 | [SerializeField] 62 | private float m_Direction = 0f; 63 | 64 | [Tooltip("Cloud texture used by this layer")] 65 | [SerializeField] 66 | private Texture2D m_Texture = null; 67 | 68 | [Tooltip("Texture tiling (Values are rounded to nearest int value)")] 69 | [SerializeField] 70 | private Vector2 m_TextureTiling = Vector2.one; 71 | 72 | [Tooltip("Initial texture offset")] 73 | [SerializeField] 74 | private Vector2 m_TextureOffset = Vector2.zero; 75 | 76 | #endregion Exposed Data Members 77 | 78 | #region Public Properties 79 | 80 | public bool IsVisible 81 | { 82 | get { return m_IsVisible; } 83 | set { m_IsVisible = value; } 84 | } 85 | 86 | public string LayerName 87 | { 88 | get { return m_LayerName; } 89 | set { m_LayerName = value; } 90 | } 91 | 92 | public CloudLayer.BlendMode BlendMode 93 | { 94 | get { return m_BlendMode; } 95 | set { m_BlendMode = value; } 96 | } 97 | 98 | public float Opacity 99 | { 100 | get { return m_Opacity; } 101 | set { m_Opacity = Mathf.Clamp01(value); } 102 | } 103 | 104 | public float Coverage 105 | { 106 | get { return m_Coverage; } 107 | set { m_Coverage = Mathf.Clamp01(value); } 108 | } 109 | 110 | public float Softness 111 | { 112 | get { return m_Softness; } 113 | set { m_Softness = Mathf.Clamp01(value); } 114 | } 115 | 116 | public float Speed 117 | { 118 | get { return m_Speed; } 119 | set { m_Speed = Mathf.Max(0, value); } 120 | } 121 | 122 | public float DirectionAngle 123 | { 124 | get { return m_Direction; } 125 | set { m_Direction = Mathf.Clamp(value, 0, 360); } 126 | } 127 | 128 | public Texture2D Texture 129 | { 130 | get { return m_Texture; } 131 | set { m_Texture = value; } 132 | } 133 | 134 | public Vector2 TextureTiling 135 | { 136 | get { return m_TextureTiling; } 137 | set 138 | { 139 | m_TextureTiling = LimitTextureTiling(value); 140 | } 141 | } 142 | 143 | public Vector2 TextureOffset 144 | { 145 | get { return m_TextureOffset; } 146 | set { m_TextureOffset = value; } 147 | } 148 | 149 | public Vector4 TextureTransform 150 | { 151 | get { return new Vector4(m_TextureTiling.x, m_TextureTiling.y, m_TextureOffset.x, m_TextureOffset.y); } 152 | } 153 | 154 | public Vector2 AnimationOffset 155 | { 156 | get { return m_AnimationOffset; } 157 | set { m_AnimationOffset = value; } 158 | } 159 | 160 | #endregion Public Properties 161 | 162 | #region Private Data Members 163 | 164 | private Vector2 m_AnimationOffset = Vector2.zero; 165 | 166 | #endregion Private Data Members 167 | 168 | #region Public Static Functions 169 | 170 | /// 171 | /// Ensure that Texture tiling is always larger than 1 and rounded to int. 172 | /// 173 | public static Vector2 LimitTextureTiling(Vector2 tiling) 174 | { 175 | tiling.x = Mathf.Max(tiling.x, 1); 176 | tiling.y = Mathf.Max(tiling.y, 1); 177 | 178 | tiling.x = Mathf.Round(tiling.x); 179 | tiling.y = Mathf.Round(tiling.y); 180 | 181 | return tiling; 182 | } 183 | 184 | #endregion Public Static Functions 185 | } 186 | } -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/CloudLayerData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 16acb870ec0dd0d4c94619565348dc87 3 | timeCreated: 1488557855 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {fileID: 2800000, guid: 6d064c543946ec848b43311457ef00ea, type: 3} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/CloudLayers.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | namespace EntroPi 5 | { 6 | [CreateAssetMenu(fileName = "CloudLayers", menuName = "EntroPi/Cloud Shadows/Cloud Layers", order = 1)] 7 | public class CloudLayers : ScriptableObject 8 | { 9 | #region Exposed Data Members 10 | 11 | [SerializeField] 12 | private List m_LayerData = new List(); 13 | 14 | #endregion Exposed Data Members 15 | 16 | #region Public Properties 17 | 18 | public IEnumerable Layers 19 | { 20 | get 21 | { 22 | foreach (CloudLayerData cloudLayer in m_LayerData) 23 | { 24 | yield return cloudLayer; 25 | } 26 | } 27 | } 28 | 29 | public CloudLayerData this[int index] 30 | { 31 | get 32 | { 33 | CloudLayerData cloudLayerData = null; 34 | 35 | if (index >= 0 && index < m_LayerData.Count) 36 | { 37 | cloudLayerData = m_LayerData[index]; 38 | } 39 | 40 | UnityEngine.Debug.Assert(cloudLayerData != null, "Failed to get CloudLayerData. Index out of bounds"); 41 | 42 | return cloudLayerData; 43 | } 44 | } 45 | 46 | public int LayerCount { get { return m_LayerData.Count; } } 47 | 48 | #endregion Public Properties 49 | } 50 | } -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/CloudLayers.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 231418edf53223d4ea079c2ea05ce8b3 3 | timeCreated: 1488471633 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {fileID: 2800000, guid: 623d91210e297d7438bbdffc8bcbb52b, type: 3} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/CloudShadows.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace EntroPi 4 | { 5 | [AddComponentMenu("EntroPi/Cloud Shadows/Cloud Shadows")] 6 | [ExecuteInEditMode] 7 | [DisallowMultipleComponent] 8 | [RequireComponent(typeof(Light))] 9 | public class CloudShadows : MonoBehaviour 10 | { 11 | #region Type Declarations 12 | 13 | public enum ProjectMode { Mode3D = 0, Mode2D = 1 } 14 | 15 | #endregion Type Declarations 16 | 17 | #region Public Constants 18 | 19 | public const string PATH_PREVIEW_IN_EDITOR = "m_PreviewInEditor"; 20 | public const string PATH_PROJECT_MODE = "m_ProjectMode"; 21 | public const string PATH_CLOUD_LAYERS = "m_CloudLayers"; 22 | public const string PATH_WORLD_SIZE = "m_WorldSize"; 23 | public const string PATH_RENDER_TEXTURE_RESOLUTION = "m_RenderTextureResolution"; 24 | public const string PATH_OPACITY_MULTIPLIER = "m_OpacityMultiplier"; 25 | public const string PATH_COVERAGE_MODIFIER = "m_CoverageModifier"; 26 | public const string PATH_SOFTNESS_MODIFIER = "m_SoftnessModifier"; 27 | public const string PATH_SPEED_MULTIPLIER = "m_SpeedMultiplier"; 28 | public const string PATH_DIRECTION_MODIFIER = "m_DirectionModifier"; 29 | public const string PATH_HORIZON_ANGLE_THRESHOLD = "m_HorizonAngleThreshold"; 30 | public const string PATH_HORIZON_ANGLE_FADE = "m_HorizonAngleFade"; 31 | 32 | #endregion Public Constants 33 | 34 | #region Private Constants 35 | 36 | private const string SHADER_PATH_CLOUD_SHADOWS = "Shaders/CloudShadows"; 37 | 38 | private const float WORLD_SIZE_MIN = 1f; 39 | private const float ROTATION_MODIFIER_LIMIT = 180f; 40 | private const float HORIZON_ANGLE_MAX = 90f; 41 | private const float HORIZON_ANGLE_FADE_MIN = 0.1f; 42 | 43 | #endregion Private Constants 44 | 45 | #region Exposed Data Members 46 | 47 | #if UNITY_EDITOR 48 | 49 | [Tooltip("Toggle the visibility of the effect while in Edit Mode")] 50 | [SerializeField] 51 | private bool m_PreviewInEditor = true; 52 | 53 | #endif 54 | 55 | [Tooltip("Project Mode")] 56 | [SerializeField] 57 | private ProjectMode m_ProjectMode = ProjectMode.Mode3D; 58 | 59 | [Tooltip("Asset containing Cloud Layers")] 60 | [SerializeField] 61 | private CloudLayers m_CloudLayers; 62 | 63 | [Tooltip("Size in world units that the cloud layer textures will be projected on")] 64 | [SerializeField] 65 | private float m_WorldSize = 100; 66 | 67 | [Tooltip("Resolution of texture used to render layers into")] 68 | [SerializeField] 69 | private int m_RenderTextureResolution = 1024; 70 | 71 | [Tooltip("Multiplier which influences the opacity of all cloud layers")] 72 | [SerializeField] 73 | [Range(0, 1)] 74 | private float m_OpacityMultiplier = 1.0f; 75 | 76 | [Tooltip("Modifies the coverage of all cloud layers")] 77 | [SerializeField] 78 | [Range(-1, 1)] 79 | private float m_CoverageModifier = 0.0f; 80 | 81 | [Tooltip("Modifies the softness of all cloud layers")] 82 | [SerializeField] 83 | [Range(-1, 1)] 84 | private float m_SoftnessModifier = 0.0f; 85 | 86 | [Tooltip("Multiplier which influences the speed of all cloud layers")] 87 | [SerializeField] 88 | private float m_SpeedMultiplier = 1.0f; 89 | 90 | [Tooltip("Modifies the direction of all cloud layers")] 91 | [Range(-ROTATION_MODIFIER_LIMIT, ROTATION_MODIFIER_LIMIT)] 92 | [SerializeField] 93 | private float m_DirectionModifier = 0.0f; 94 | 95 | [Tooltip("The angle from the horizon at which the cloud shadows fade out completely")] 96 | [SerializeField] 97 | [Range(0, HORIZON_ANGLE_MAX)] 98 | private float m_HorizonAngleThreshold = 10.0f; 99 | 100 | [Tooltip("The angle from the horizon over which the cloud shadows fade out")] 101 | [SerializeField] 102 | [Range(HORIZON_ANGLE_FADE_MIN, HORIZON_ANGLE_MAX)] 103 | private float m_HorizonAngleFade = 10.0f; 104 | 105 | #endregion Exposed Data Members 106 | 107 | #region Public Properties 108 | 109 | public ProjectMode Mode 110 | { 111 | get { return m_ProjectMode; } 112 | set { m_ProjectMode = value; } 113 | } 114 | 115 | public CloudLayers CloudLayers 116 | { 117 | get { return m_CloudLayers; } 118 | set { m_CloudLayers = value; } 119 | } 120 | 121 | public float WorldSize 122 | { 123 | get { return m_WorldSize; } 124 | set { m_WorldSize = Mathf.Max(value, WORLD_SIZE_MIN); } 125 | } 126 | 127 | public int RenderTextureResolution 128 | { 129 | get { return m_RenderTextureResolution; } 130 | set 131 | { 132 | m_RenderTextureResolution = value; 133 | UpdateRenderTextureResolution(); 134 | } 135 | } 136 | 137 | public float OpacityMultiplier 138 | { 139 | get { return m_OpacityMultiplier; } 140 | set { m_OpacityMultiplier = Mathf.Clamp01(value); } 141 | } 142 | 143 | public float CoverageModifier 144 | { 145 | get { return m_CoverageModifier; } 146 | set { m_CoverageModifier = Mathf.Clamp(value, -1, 1); } 147 | } 148 | 149 | public float SoftnessModifier 150 | { 151 | get { return m_SoftnessModifier; } 152 | set { m_SoftnessModifier = Mathf.Clamp(value, -1, 1); } 153 | } 154 | 155 | public float SpeedMultiplier 156 | { 157 | get { return m_SpeedMultiplier; } 158 | set { m_SpeedMultiplier = value; } 159 | } 160 | 161 | public float DirectionModifier 162 | { 163 | get { return m_DirectionModifier; } 164 | set { m_DirectionModifier = Mathf.Clamp(value, -ROTATION_MODIFIER_LIMIT, ROTATION_MODIFIER_LIMIT); } 165 | } 166 | 167 | public float HorizonAngleThreshold 168 | { 169 | get { return m_HorizonAngleThreshold; } 170 | set { m_HorizonAngleThreshold = Mathf.Clamp(value, 0, HORIZON_ANGLE_MAX); } 171 | } 172 | 173 | public float HorizonAngleFade 174 | { 175 | get { return m_HorizonAngleFade; } 176 | set { m_HorizonAngleFade = Mathf.Clamp(value, HORIZON_ANGLE_FADE_MIN, HORIZON_ANGLE_MAX); } 177 | } 178 | 179 | public RenderTexture RenderTexture 180 | { 181 | get { return m_RenderTexture1; } 182 | } 183 | 184 | #endregion Public Properties 185 | 186 | #region Private Data Members 187 | 188 | private Light m_Light; 189 | private Material m_CloudShadowMaterial; 190 | private RenderTexture m_RenderTexture1; 191 | private RenderTexture m_RenderTexture2; 192 | 193 | private int m_LayerTextureID; 194 | private int m_LayerTextureTransformID; 195 | private int m_LayerParamsID; 196 | private int m_LayerOpacityID; 197 | 198 | #endregion Private Data Members 199 | 200 | #region MonoBehaviour Functions 201 | 202 | private void OnValidate() 203 | { 204 | // Validate values changed in inspector. 205 | m_WorldSize = Mathf.Max(m_WorldSize, WORLD_SIZE_MIN); 206 | m_RenderTextureResolution = Mathf.Clamp(m_RenderTextureResolution, 2, 4096); 207 | } 208 | 209 | private void OnEnable() 210 | { 211 | m_Light = GetComponent(); 212 | 213 | // Verify that this component can be enabled. 214 | enabled &= Debug.Verify(m_Light.type == LightType.Directional, "Light type needs to be directional"); 215 | } 216 | 217 | private void OnDisable() 218 | { 219 | // Hide effect. 220 | DisableEffect(); 221 | } 222 | 223 | private void Start() 224 | { 225 | // Create Shader IDs. 226 | m_LayerTextureID = Shader.PropertyToID("_LayerTex"); 227 | m_LayerTextureTransformID = Shader.PropertyToID("_LayerTex_ST"); 228 | m_LayerParamsID = Shader.PropertyToID("_LayerParams"); 229 | m_LayerOpacityID = Shader.PropertyToID("_LayerOpacity"); 230 | 231 | // Create render texture. 232 | m_RenderTexture1 = RenderTextureUtil.CreateRenderTexture(m_RenderTextureResolution); 233 | m_RenderTexture2 = RenderTextureUtil.CreateRenderTexture(m_RenderTextureResolution); 234 | 235 | // Create materials. 236 | m_CloudShadowMaterial = ResourceUtil.CreateMaterial(SHADER_PATH_CLOUD_SHADOWS); 237 | 238 | // Initial Update 239 | UpdateLightProperties(); 240 | } 241 | 242 | private void Update() 243 | { 244 | #if UNITY_EDITOR 245 | // In the editor, only update when the "Preview in editor" setting is enabled or while playing the game. 246 | if (m_PreviewInEditor || UnityEditor.EditorApplication.isPlaying) 247 | { 248 | UpdateRenderTextureResolution(); 249 | RenderCloudShadows(); 250 | } 251 | else 252 | { 253 | DisableEffect(); 254 | } 255 | #else 256 | RenderCloudShadows(); 257 | #endif 258 | } 259 | 260 | #endregion MonoBehaviour Functions 261 | 262 | #region Private Functions 263 | 264 | /// 265 | /// Recreates render textures if their resolution differs from the set resolution. 266 | /// 267 | private void UpdateRenderTextureResolution() 268 | { 269 | if (m_RenderTexture1 != null && m_RenderTexture1.width != m_RenderTextureResolution) 270 | { 271 | RenderTextureUtil.RecreateRenderTexture(ref m_RenderTexture1, m_RenderTextureResolution); 272 | RenderTextureUtil.RecreateRenderTexture(ref m_RenderTexture2, m_RenderTextureResolution); 273 | } 274 | } 275 | 276 | /// 277 | /// Renders all of the layers to a single render texture and assigns it to the light. 278 | /// 279 | private void RenderCloudShadows() 280 | { 281 | // Clear alpha channel of first render texture to white. 282 | RenderTextureUtil.ClearRenderTexture(m_RenderTexture1, new Color(0, 0, 0, 1)); 283 | 284 | // Don't render if Cloud Layers are not assigned or opacity is 0 285 | if (m_CloudLayers != null && m_OpacityMultiplier > 0.0f) 286 | { 287 | // Calculate the angle between the lights direction and the horizon. 288 | float angleToHorizon = Vector3.Angle(Vector3.up, transform.forward) - 90; 289 | 290 | // Render layers 291 | for (int i = 0; i < m_CloudLayers.LayerCount; ++i) 292 | { 293 | CloudLayerData cloudLayerData = m_CloudLayers[i]; 294 | 295 | // Update cloud layer animation offsets. 296 | UpdateCloudLayerDataAnimationOffset(cloudLayerData, m_WorldSize, m_SpeedMultiplier, m_DirectionModifier); 297 | 298 | if (cloudLayerData.IsVisible) 299 | { 300 | // Set material texture properties. 301 | m_CloudShadowMaterial.SetTexture(m_LayerTextureID, cloudLayerData.Texture); 302 | m_CloudShadowMaterial.SetVector(m_LayerTextureTransformID, cloudLayerData.TextureTransform); 303 | 304 | // Set remaining material properties. 305 | m_CloudShadowMaterial.SetVector(m_LayerParamsID, ExtractCloudLayerParameters(cloudLayerData)); 306 | m_CloudShadowMaterial.SetFloat(m_LayerOpacityID, CalculateCloudLayerOpacity(cloudLayerData, angleToHorizon)); 307 | 308 | // Blit using material. 309 | Graphics.Blit(m_RenderTexture1, m_RenderTexture2, m_CloudShadowMaterial, (int)cloudLayerData.BlendMode); 310 | 311 | // Swap render texture references. 312 | RenderTextureUtil.SwapRenderTextures(ref m_RenderTexture1, ref m_RenderTexture2); 313 | } 314 | } 315 | } 316 | 317 | UpdateLightProperties(); 318 | } 319 | 320 | /// 321 | /// Updates cloud layer animation offsets 322 | /// 323 | private static void UpdateCloudLayerDataAnimationOffset(CloudLayerData cloudLayerData, float worldSize, float globalSpeedMultiplier, float globalDirectionModifier) 324 | { 325 | Vector2 cloudLayerDirection = CalculateLayerDirection(cloudLayerData.DirectionAngle, globalDirectionModifier); 326 | Vector2 translation = cloudLayerDirection * cloudLayerData.Speed * globalSpeedMultiplier * Time.deltaTime; 327 | 328 | // Make sure cloud translation is independent from world size and texture tiling. 329 | translation /= worldSize; 330 | translation.x *= cloudLayerData.TextureTiling.x; 331 | translation.y *= cloudLayerData.TextureTiling.y; 332 | 333 | Vector2 animationOffset = cloudLayerData.AnimationOffset; 334 | animationOffset += translation; 335 | 336 | // Repeat floats to avoid precision loss problems. 337 | animationOffset.x = Mathf.Repeat(animationOffset.x, worldSize); 338 | animationOffset.y = Mathf.Repeat(animationOffset.y, worldSize); 339 | 340 | cloudLayerData.AnimationOffset = animationOffset; 341 | } 342 | 343 | /// 344 | /// Adds global direction modifier to cloud layer angle direction and converts it into a Vector2D 345 | /// 346 | private static Vector2 CalculateLayerDirection(float cloudLayerDirectionAngle, float globalDirectionModifier) 347 | { 348 | float angle = (cloudLayerDirectionAngle + globalDirectionModifier) * Mathf.Deg2Rad; 349 | Vector2 direction = Vector3.zero; 350 | 351 | direction.x = Mathf.Cos(angle); 352 | direction.y = Mathf.Sin(angle); 353 | 354 | return direction; 355 | } 356 | 357 | /// 358 | /// Combines layer properties into a single Vector4 to be used as a shader property. 359 | /// 360 | private Vector4 ExtractCloudLayerParameters(CloudLayerData cloudLayerData) 361 | { 362 | float coverage = Mathf.Clamp01(cloudLayerData.Coverage + m_CoverageModifier); 363 | float softness = Mathf.Clamp01(cloudLayerData.Softness + m_SoftnessModifier); 364 | 365 | return new Vector4(cloudLayerData.AnimationOffset.x, cloudLayerData.AnimationOffset.y, coverage, softness); 366 | } 367 | 368 | /// 369 | /// Calculates the final opacity for the passed in layer. 370 | /// 371 | private float CalculateCloudLayerOpacity(CloudLayerData cloudLayerData, float angleToHorizon) 372 | { 373 | float opacity = 1; 374 | 375 | // In 3D Mode calculate the opacity based on the angle between the lights direction and horizon. 376 | if (m_ProjectMode == ProjectMode.Mode3D) 377 | { 378 | opacity = Mathf.Clamp01((angleToHorizon - m_HorizonAngleThreshold) / m_HorizonAngleFade); 379 | } 380 | 381 | opacity *= cloudLayerData.Opacity; 382 | opacity *= m_OpacityMultiplier; 383 | 384 | return opacity; 385 | } 386 | 387 | /// 388 | /// Updates the light component properties. 389 | /// 390 | private void UpdateLightProperties() 391 | { 392 | m_Light.cookie = m_RenderTexture1; 393 | m_Light.cookieSize = m_WorldSize; 394 | } 395 | 396 | /// 397 | /// Disables the effect. 398 | /// 399 | private void DisableEffect() 400 | { 401 | // Release render texture resources 402 | if (m_RenderTexture1 != null && m_RenderTexture2 != null) 403 | { 404 | m_RenderTexture1.Release(); 405 | m_RenderTexture2.Release(); 406 | } 407 | 408 | // Remove render texture from light cookie. 409 | m_Light.cookie = null; 410 | } 411 | 412 | #endregion Private Functions 413 | } 414 | } -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/CloudShadows.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6ceb7dc61d7899947a6040600e0562c4 3 | timeCreated: 1488478867 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - m_CloudLayers: {fileID: 11400000, guid: 33b8a549f70d3d340ac1c0eca48b64a3, type: 2} 9 | executionOrder: 0 10 | icon: {fileID: 2800000, guid: 6d064c543946ec848b43311457ef00ea, type: 3} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1bb7c79fd57bd2248b4deecc65f8d39b 3 | folderAsset: yes 4 | timeCreated: 1488298613 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/Editor/CloudLayersEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | namespace EntroPi 5 | { 6 | [CustomEditor(typeof(CloudLayers))] 7 | public class CloudLayersEditor : Editor 8 | { 9 | private static GUIContent s_ExpandOn = new GUIContent("\u25BC", "Hide layer properties"); 10 | private static GUIContent s_ExpandOff = new GUIContent("\u25B6", "Show layer properties"); 11 | private static GUIContent s_VisibilityOn = new GUIContent("\u2714", "Toggle layer visibility"); 12 | private static GUIContent s_VisibilityOff = new GUIContent("\u2718", "Toggle layer visibility"); 13 | private static GUIContent s_DuplicateLayer = new GUIContent("\u274F", "Duplicate layer"); 14 | private static GUIContent s_MoveLayerUp = new GUIContent("\u25B2", "Move layer up"); 15 | private static GUIContent s_MoveLayerDown = new GUIContent("\u25BC", "Move layer down"); 16 | private static GUIContent s_DeleteLayer = new GUIContent("\u2716", "Delete layer"); 17 | private static GUILayoutOption s_MiniButtonWidth = GUILayout.Width(22f); 18 | 19 | private GUIContent m_AddLayer = new GUIContent("+", "Add Cloud Shadow layer"); 20 | private GUIContent m_ConvertPrefabButton = new GUIContent("Convert Prefab", "Converts prefabs created with older versions of this asset into the new format."); 21 | private GameObject m_CloudLayerPrefab; 22 | private Texture2D m_Logo; 23 | private Texture2D m_BlendArrow; 24 | 25 | private void OnEnable() 26 | { 27 | string pathEntroPiFolder = EditorUtil.GetEntroPiFolderPath(this); 28 | m_Logo = AssetDatabase.LoadAssetAtPath(pathEntroPiFolder + EditorUtil.PATH_RELATIVE_LOGO, typeof(Texture2D)) as Texture2D; 29 | m_BlendArrow = AssetDatabase.LoadAssetAtPath(pathEntroPiFolder + EditorUtil.PATH_RELATIVE_BLEND_ARROW, typeof(Texture2D)) as Texture2D; 30 | } 31 | 32 | public override void OnInspectorGUI() 33 | { 34 | GUILayout.Label(m_Logo); 35 | 36 | serializedObject.Update(); 37 | 38 | SerializedProperty layerList = serializedObject.FindProperty("m_LayerData"); 39 | 40 | DrawCloudLayers(layerList, m_BlendArrow); 41 | DrawFooter(layerList); 42 | 43 | serializedObject.ApplyModifiedProperties(); 44 | } 45 | 46 | private static void DrawCloudLayers(SerializedProperty layerList, Texture2D blendArrow) 47 | { 48 | for (int i = 0; i < layerList.arraySize; i++) 49 | { 50 | EditorGUILayout.BeginVertical(EditorStyles.helpBox); 51 | 52 | bool isListDirty = DrawCloudLayerHeader(layerList, i); 53 | if (isListDirty) 54 | { 55 | break; 56 | } 57 | 58 | SerializedProperty cloudLayerProperty = layerList.GetArrayElementAtIndex(i); 59 | if (cloudLayerProperty.isExpanded) 60 | { 61 | bool isVisible = cloudLayerProperty.FindPropertyRelative(CloudLayerData.PATH_IS_VISIBLE).boolValue; 62 | EditorGUI.BeginDisabledGroup(!isVisible); 63 | 64 | DrawCloudLayer(cloudLayerProperty); 65 | 66 | EditorGUI.EndDisabledGroup(); 67 | } 68 | 69 | EditorGUILayout.EndVertical(); 70 | 71 | if (cloudLayerProperty.isExpanded && i < layerList.arraySize - 1) 72 | { 73 | GUILayout.BeginHorizontal(); 74 | GUILayout.FlexibleSpace(); 75 | GUILayout.Label(blendArrow); 76 | GUILayout.FlexibleSpace(); 77 | GUILayout.EndHorizontal(); 78 | } 79 | } 80 | } 81 | 82 | private static bool DrawCloudLayerHeader(SerializedProperty layerList, int index) 83 | { 84 | bool isListDirty = false; 85 | SerializedProperty cloudLayerProperty = layerList.GetArrayElementAtIndex(index); 86 | 87 | EditorGUILayout.BeginHorizontal(); 88 | 89 | if (GUILayout.Button(cloudLayerProperty.isExpanded ? s_ExpandOn : s_ExpandOff, EditorStyles.miniButtonLeft, s_MiniButtonWidth)) 90 | { 91 | cloudLayerProperty.isExpanded = !cloudLayerProperty.isExpanded; 92 | } 93 | 94 | SerializedProperty isVisible = cloudLayerProperty.FindPropertyRelative(CloudLayerData.PATH_IS_VISIBLE); 95 | if (GUILayout.Button(isVisible.boolValue ? s_VisibilityOn : s_VisibilityOff, EditorStyles.miniButtonRight, s_MiniButtonWidth)) 96 | { 97 | isVisible.boolValue = !isVisible.boolValue; 98 | } 99 | 100 | EditorGUILayout.PropertyField(cloudLayerProperty.FindPropertyRelative(CloudLayerData.PATH_LAYER_NAME), GUIContent.none); 101 | 102 | if (GUILayout.Button(s_DuplicateLayer, EditorStyles.miniButtonMid, s_MiniButtonWidth)) 103 | { 104 | layerList.InsertArrayElementAtIndex(index); 105 | isListDirty = true; 106 | } 107 | 108 | if (GUILayout.Button(s_MoveLayerUp, EditorStyles.miniButtonMid, s_MiniButtonWidth)) 109 | { 110 | SwapCloudLayers(layerList, index, index - 1); 111 | isListDirty = true; 112 | } 113 | 114 | if (GUILayout.Button(s_MoveLayerDown, EditorStyles.miniButtonMid, s_MiniButtonWidth)) 115 | { 116 | SwapCloudLayers(layerList, index, index + 1); 117 | isListDirty = true; 118 | } 119 | 120 | if (GUILayout.Button(s_DeleteLayer, EditorStyles.miniButtonRight, s_MiniButtonWidth)) 121 | { 122 | int initialSize = layerList.arraySize; 123 | int lastIndex = initialSize - 1; 124 | // Swap index with last index 125 | if (index != lastIndex) 126 | { 127 | SwapCloudLayers(layerList, index, lastIndex); 128 | } 129 | 130 | // Clear reference in list. 131 | layerList.DeleteArrayElementAtIndex(lastIndex); 132 | 133 | // Remove element from list. 134 | if (layerList.arraySize == initialSize) 135 | { 136 | layerList.DeleteArrayElementAtIndex(lastIndex); 137 | } 138 | 139 | isListDirty = true; 140 | } 141 | 142 | EditorGUILayout.EndHorizontal(); 143 | 144 | return isListDirty; 145 | } 146 | 147 | private static void DrawCloudLayer(SerializedProperty cloudLayerElement) 148 | { 149 | EditorGUILayout.Space(); 150 | DrawBlendingOptions(cloudLayerElement); 151 | DrawCloudOptions(cloudLayerElement); 152 | DrawTextureOptions(cloudLayerElement); 153 | } 154 | 155 | private static void DrawBlendingOptions(SerializedProperty cloudLayerElement) 156 | { 157 | EditorGUILayout.BeginVertical(EditorStyles.helpBox); 158 | 159 | EditorGUILayout.LabelField("Blend Settings", EditorStyles.boldLabel); 160 | 161 | EditorGUI.indentLevel += 1; 162 | EditorGUILayout.PropertyField(cloudLayerElement.FindPropertyRelative(CloudLayerData.PATH_BLEND_MODE)); 163 | EditorGUILayout.PropertyField(cloudLayerElement.FindPropertyRelative(CloudLayerData.PATH_OPACITY)); 164 | EditorGUI.indentLevel -= 1; 165 | 166 | EditorGUILayout.EndVertical(); 167 | } 168 | 169 | private static void DrawCloudOptions(SerializedProperty cloudLayerElement) 170 | { 171 | EditorGUILayout.BeginVertical(EditorStyles.helpBox); 172 | EditorGUILayout.LabelField("Cloud Settings", EditorStyles.boldLabel); 173 | 174 | EditorGUI.indentLevel += 1; 175 | 176 | EditorGUILayout.PropertyField(cloudLayerElement.FindPropertyRelative(CloudLayerData.PATH_COVERAGE)); 177 | EditorGUILayout.PropertyField(cloudLayerElement.FindPropertyRelative(CloudLayerData.PATH_SOFTNESS)); 178 | 179 | SerializedProperty speedProperty = cloudLayerElement.FindPropertyRelative(CloudLayerData.PATH_SPEED); 180 | EditorGUILayout.PropertyField(speedProperty); 181 | speedProperty.floatValue = Mathf.Max(speedProperty.floatValue, 0); 182 | 183 | EditorGUILayout.PropertyField(cloudLayerElement.FindPropertyRelative(CloudLayerData.PATH_DIRECTION)); 184 | 185 | EditorGUI.indentLevel -= 1; 186 | 187 | EditorGUILayout.EndVertical(); 188 | } 189 | 190 | private static void DrawTextureOptions(SerializedProperty cloudLayerElement) 191 | { 192 | EditorGUILayout.BeginVertical(EditorStyles.helpBox); 193 | EditorGUILayout.LabelField("Texture Settings", EditorStyles.boldLabel); 194 | 195 | EditorGUI.indentLevel += 1; 196 | 197 | SerializedProperty textureProperty = cloudLayerElement.FindPropertyRelative(CloudLayerData.PATH_TEXTURE); 198 | EditorGUILayout.PropertyField(textureProperty); 199 | 200 | if (textureProperty.objectReferenceValue == null) 201 | { 202 | EditorGUILayout.HelpBox("No Texture assigned.", MessageType.Warning); 203 | } 204 | 205 | SerializedProperty tilingProperty = cloudLayerElement.FindPropertyRelative(CloudLayerData.PATH_TEXTURE_TILING); 206 | EditorGUILayout.PropertyField(tilingProperty); 207 | tilingProperty.vector2Value = CloudLayerData.LimitTextureTiling(tilingProperty.vector2Value); 208 | 209 | EditorGUILayout.PropertyField(cloudLayerElement.FindPropertyRelative(CloudLayerData.PATH_TEXTURE_OFFSET)); 210 | 211 | EditorGUI.indentLevel -= 1; 212 | 213 | EditorGUILayout.EndVertical(); 214 | } 215 | 216 | private void DrawFooter(SerializedProperty layerList) 217 | { 218 | if (GUILayout.Button(m_AddLayer)) 219 | { 220 | SerializedProperty element = AddCloudLayer(layerList); 221 | ResetCloudLayerDataElement(element); 222 | } 223 | 224 | if (layerList.arraySize == 0) 225 | { 226 | EditorGUILayout.HelpBox("Press the \"+\" button to add a new Cloud Layer.", MessageType.Info); 227 | 228 | EditorGUILayout.Space(); 229 | 230 | EditorGUILayout.BeginHorizontal(); 231 | 232 | EditorGUI.BeginDisabledGroup(m_CloudLayerPrefab == null || !PrefabContainsCloudLayerComponents(m_CloudLayerPrefab)); 233 | if (GUILayout.Button(m_ConvertPrefabButton)) 234 | { 235 | ConvertPrefabToCloudLayerData(m_CloudLayerPrefab, layerList); 236 | } 237 | 238 | EditorGUI.EndDisabledGroup(); 239 | 240 | m_CloudLayerPrefab = EditorGUILayout.ObjectField(m_CloudLayerPrefab, typeof(GameObject), false) as GameObject; 241 | 242 | EditorGUILayout.EndHorizontal(); 243 | 244 | if (m_CloudLayerPrefab == null) 245 | { 246 | EditorGUILayout.HelpBox("Convert Cloud Layer Prefabs created with older version of this asset to the new format.", MessageType.Info); 247 | } 248 | else 249 | { 250 | if (PrefabContainsCloudLayerComponents(m_CloudLayerPrefab)) 251 | { 252 | EditorGUILayout.HelpBox("Press the \"Convert\" button to convert the prefab into the new format.", MessageType.Info); 253 | } 254 | else 255 | { 256 | EditorGUILayout.HelpBox("Invalid Prefab!\nIt does not contain any Cloud Layer components.", MessageType.Error); 257 | } 258 | } 259 | } 260 | } 261 | 262 | private static void ConvertPrefabToCloudLayerData(GameObject prefab, SerializedProperty layerList) 263 | { 264 | CloudLayer[] cloudLayers = prefab.GetComponents(); 265 | 266 | for (int i = 0; i < cloudLayers.Length; ++i) 267 | { 268 | SerializedProperty element = AddCloudLayer(layerList); 269 | ConvertCloudLayerToCloudLayerData(cloudLayers[i], element, i); 270 | } 271 | } 272 | 273 | private static SerializedProperty AddCloudLayer(SerializedProperty layerList) 274 | { 275 | int index = layerList.arraySize; 276 | layerList.arraySize++; 277 | 278 | SerializedProperty element = layerList.GetArrayElementAtIndex(index); 279 | 280 | return element; 281 | } 282 | 283 | private static void SwapCloudLayers(SerializedProperty layerList, int index1, int index2) 284 | { 285 | int listSize = layerList.arraySize; 286 | 287 | if (index1 >= 0 && index2 >= 0 && index1 < listSize && index2 < listSize) 288 | { 289 | bool isIndex1Expanded = layerList.GetArrayElementAtIndex(index1).isExpanded; 290 | layerList.GetArrayElementAtIndex(index1).isExpanded = layerList.GetArrayElementAtIndex(index2).isExpanded; 291 | layerList.GetArrayElementAtIndex(index2).isExpanded = isIndex1Expanded; 292 | 293 | layerList.MoveArrayElement(index1, index2); 294 | } 295 | } 296 | 297 | private static void ResetCloudLayerDataElement(SerializedProperty element) 298 | { 299 | element.isExpanded = true; 300 | 301 | element.FindPropertyRelative(CloudLayerData.PATH_IS_VISIBLE).boolValue = true; 302 | element.FindPropertyRelative(CloudLayerData.PATH_LAYER_NAME).stringValue = "New Cloud Layer"; 303 | element.FindPropertyRelative(CloudLayerData.PATH_BLEND_MODE).enumValueIndex = (int)CloudLayer.BlendMode.Subtract; 304 | element.FindPropertyRelative(CloudLayerData.PATH_OPACITY).floatValue = 1f; 305 | element.FindPropertyRelative(CloudLayerData.PATH_COVERAGE).floatValue = 0.5f; 306 | element.FindPropertyRelative(CloudLayerData.PATH_SOFTNESS).floatValue = 0.25f; 307 | element.FindPropertyRelative(CloudLayerData.PATH_SPEED).floatValue = 1f; 308 | element.FindPropertyRelative(CloudLayerData.PATH_DIRECTION).floatValue = 0f; 309 | element.FindPropertyRelative(CloudLayerData.PATH_TEXTURE).objectReferenceValue = null; 310 | element.FindPropertyRelative(CloudLayerData.PATH_TEXTURE_TILING).vector2Value = Vector2.one; 311 | element.FindPropertyRelative(CloudLayerData.PATH_TEXTURE_OFFSET).vector2Value = Vector2.zero; 312 | } 313 | 314 | private static void ConvertCloudLayerToCloudLayerData(CloudLayer cloudLayer, SerializedProperty element, int index) 315 | { 316 | element.isExpanded = true; 317 | 318 | element.FindPropertyRelative(CloudLayerData.PATH_IS_VISIBLE).boolValue = cloudLayer.enabled; 319 | element.FindPropertyRelative(CloudLayerData.PATH_LAYER_NAME).stringValue = "Cloud Layer " + (index + 1); 320 | element.FindPropertyRelative(CloudLayerData.PATH_BLEND_MODE).enumValueIndex = (int)cloudLayer.TextureBlendMode; 321 | element.FindPropertyRelative(CloudLayerData.PATH_OPACITY).floatValue = cloudLayer.Opacity; 322 | element.FindPropertyRelative(CloudLayerData.PATH_COVERAGE).floatValue = cloudLayer.Coverage; 323 | element.FindPropertyRelative(CloudLayerData.PATH_SOFTNESS).floatValue = cloudLayer.Softness; 324 | element.FindPropertyRelative(CloudLayerData.PATH_SPEED).floatValue = cloudLayer.Velocity.magnitude; 325 | element.FindPropertyRelative(CloudLayerData.PATH_DIRECTION).floatValue = ConvertVelocityToDirectionAngle(cloudLayer.Velocity); 326 | element.FindPropertyRelative(CloudLayerData.PATH_TEXTURE).objectReferenceValue = cloudLayer.Texture; 327 | element.FindPropertyRelative(CloudLayerData.PATH_TEXTURE_TILING).vector2Value = cloudLayer.TextureTiling; 328 | element.FindPropertyRelative(CloudLayerData.PATH_TEXTURE_OFFSET).vector2Value = cloudLayer.TextureOffset; 329 | } 330 | 331 | private static bool PrefabContainsCloudLayerComponents(GameObject prefab) 332 | { 333 | return prefab.GetComponent() != null; 334 | } 335 | 336 | private static float ConvertVelocityToDirectionAngle(Vector2 velocity) 337 | { 338 | float directionAngle = Mathf.Rad2Deg * Mathf.Atan2(velocity.y, velocity.x); 339 | 340 | if (directionAngle < 0) 341 | { 342 | directionAngle = 360 + directionAngle; 343 | } 344 | 345 | return directionAngle; 346 | } 347 | } 348 | } -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/Editor/CloudLayersEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f6c9f8ffb5016314abb09035d5c06540 3 | timeCreated: 1488557898 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {fileID: 2800000, guid: 6d064c543946ec848b43311457ef00ea, type: 3} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/Editor/CloudShadowsEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | namespace EntroPi 5 | { 6 | [CustomEditor(typeof(CloudShadows))] 7 | public class CloudShadowsEditor : Editor 8 | { 9 | private Texture2D m_Logo; 10 | private bool m_ShowGlobalMultipliers = true; 11 | private bool m_ShowAdvancedSettings = true; 12 | 13 | private void OnEnable() 14 | { 15 | string logoAssetPath = EditorUtil.GetEntroPiFolderPath(this) + EditorUtil.PATH_RELATIVE_LOGO; 16 | m_Logo = AssetDatabase.LoadAssetAtPath(logoAssetPath, typeof(Texture2D)) as Texture2D; 17 | } 18 | 19 | public override void OnInspectorGUI() 20 | { 21 | serializedObject.Update(); 22 | 23 | EditorGUILayout.Space(); 24 | GUILayout.Label(m_Logo); 25 | 26 | if (ContainsObsoleteCloudLayerComponents()) 27 | { 28 | EditorGUILayout.HelpBox("There are obsolete Cloud Layer Script components attached to this GameObject.\nYou can safely remove these components.", MessageType.Warning); 29 | } 30 | 31 | EditorGUILayout.Space(); 32 | 33 | EditorGUILayout.PropertyField(serializedObject.FindProperty(CloudShadows.PATH_PREVIEW_IN_EDITOR)); 34 | 35 | SerializedProperty projectModeProperty = serializedObject.FindProperty(CloudShadows.PATH_PROJECT_MODE); 36 | EditorGUILayout.PropertyField(projectModeProperty); 37 | 38 | EditorGUILayout.Space(); 39 | 40 | SerializedProperty cloudLayersProperty = serializedObject.FindProperty(CloudShadows.PATH_CLOUD_LAYERS); 41 | EditorGUILayout.PropertyField(cloudLayersProperty); 42 | 43 | if (cloudLayersProperty.objectReferenceValue == null) 44 | { 45 | EditorGUILayout.HelpBox("No Cloud Layers asset assigned.", MessageType.Warning); 46 | } 47 | 48 | EditorGUILayout.PropertyField(serializedObject.FindProperty(CloudShadows.PATH_WORLD_SIZE)); 49 | EditorGUILayout.PropertyField(serializedObject.FindProperty(CloudShadows.PATH_RENDER_TEXTURE_RESOLUTION)); 50 | 51 | EditorGUILayout.Space(); 52 | 53 | m_ShowGlobalMultipliers = EditorGUILayout.Foldout(m_ShowGlobalMultipliers, "Global Mutators"); 54 | 55 | if (m_ShowGlobalMultipliers) 56 | { 57 | EditorGUI.indentLevel += 1; 58 | 59 | EditorGUILayout.PropertyField(serializedObject.FindProperty(CloudShadows.PATH_OPACITY_MULTIPLIER)); 60 | EditorGUILayout.PropertyField(serializedObject.FindProperty(CloudShadows.PATH_COVERAGE_MODIFIER)); 61 | EditorGUILayout.PropertyField(serializedObject.FindProperty(CloudShadows.PATH_SOFTNESS_MODIFIER)); 62 | EditorGUILayout.PropertyField(serializedObject.FindProperty(CloudShadows.PATH_SPEED_MULTIPLIER)); 63 | EditorGUILayout.PropertyField(serializedObject.FindProperty(CloudShadows.PATH_DIRECTION_MODIFIER)); 64 | 65 | EditorGUI.indentLevel -= 1; 66 | } 67 | 68 | if (projectModeProperty.enumValueIndex == (int)CloudShadows.ProjectMode.Mode3D) 69 | { 70 | m_ShowAdvancedSettings = EditorGUILayout.Foldout(m_ShowAdvancedSettings, "Advanced 3D Settings"); 71 | 72 | if (m_ShowAdvancedSettings) 73 | { 74 | EditorGUI.indentLevel += 1; 75 | 76 | EditorGUILayout.PropertyField(serializedObject.FindProperty(CloudShadows.PATH_HORIZON_ANGLE_THRESHOLD)); 77 | EditorGUILayout.PropertyField(serializedObject.FindProperty(CloudShadows.PATH_HORIZON_ANGLE_FADE)); 78 | 79 | EditorGUI.indentLevel -= 1; 80 | } 81 | } 82 | 83 | serializedObject.ApplyModifiedProperties(); 84 | } 85 | 86 | private bool ContainsObsoleteCloudLayerComponents() 87 | { 88 | MonoBehaviour targetScript = target as MonoBehaviour; 89 | 90 | CloudLayer cloudLayerScript = targetScript.GetComponent(); 91 | 92 | bool containsObsoleteComponents = cloudLayerScript != null; 93 | 94 | return containsObsoleteComponents; 95 | } 96 | } 97 | } -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/Editor/CloudShadowsEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c6dbe76c1c2273a4b87fe8cead1744d4 3 | timeCreated: 1488557892 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {fileID: 2800000, guid: 6d064c543946ec848b43311457ef00ea, type: 3} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/Editor/EditorUtil.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | 4 | namespace EntroPi 5 | { 6 | public static class EditorUtil 7 | { 8 | public const string PATH_RELATIVE_LOGO = "/Cloud Shadows/Editor/InternalResources/EntroPiLogo.png"; 9 | public const string PATH_RELATIVE_BLEND_ARROW = "/Cloud Shadows/Editor/InternalResources/CloudLayerBlendArrow.png"; 10 | 11 | public static string GetEntroPiFolderPath(ScriptableObject scriptableObject) 12 | { 13 | string scriptFilePath = GetScriptFilePath(scriptableObject); 14 | int index = scriptFilePath.IndexOf("/Cloud Shadows"); 15 | 16 | return scriptFilePath.Substring(0, index); 17 | } 18 | 19 | private static string GetScriptFilePath(ScriptableObject scriptableObject) 20 | { 21 | MonoScript monoScript = MonoScript.FromScriptableObject(scriptableObject); 22 | string scriptFilePath = AssetDatabase.GetAssetPath(monoScript); 23 | 24 | return scriptFilePath; 25 | } 26 | } 27 | } -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/Editor/EditorUtil.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 69730d52fa788984f8cff37ba64572b6 3 | timeCreated: 1488557887 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {fileID: 2800000, guid: 6d064c543946ec848b43311457ef00ea, type: 3} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/EntroPi/Cloud Shadows/Scripts/Util.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace EntroPi 4 | { 5 | /// 6 | /// Verify functions 7 | /// 8 | public class Debug 9 | { 10 | /// 11 | /// Verifies and returns a condition 12 | /// Raises an assert exception with message if condition is false 13 | /// 14 | public static bool Verify(bool condition, string message) 15 | { 16 | UnityEngine.Debug.Assert(condition, "Verify Failed: " + message); 17 | 18 | return condition; 19 | } 20 | 21 | /// 22 | /// Verifies and returns a condition 23 | /// Raises an assert exception if condition is false 24 | /// 25 | public static bool Verify(bool condition) 26 | { 27 | UnityEngine.Debug.Assert(condition, "Verify Failed!"); 28 | 29 | return condition; 30 | } 31 | } 32 | 33 | /// 34 | /// Util class for creating and loading resources 35 | /// 36 | public class ResourceUtil 37 | { 38 | /// 39 | /// Creates and returns material from shader. 40 | /// 41 | public static Material CreateMaterial(string shaderResource) 42 | { 43 | Material material = null; 44 | 45 | Shader shader = LoadShader(shaderResource); 46 | 47 | if (Debug.Verify(CheckShader(shader))) 48 | { 49 | material = new Material(shader); 50 | material.hideFlags = HideFlags.HideAndDontSave; 51 | } 52 | 53 | UnityEngine.Debug.Assert(material != null, "Failed to created material from shader: " + shaderResource); 54 | 55 | return material; 56 | } 57 | 58 | /// 59 | /// Creates and returns shader. 60 | /// 61 | public static Shader LoadShader(string shaderResource) 62 | { 63 | Shader shader = Resources.Load(shaderResource, typeof(Shader)) as Shader; 64 | 65 | UnityEngine.Debug.Assert(CheckShader(shader), "Shader not supported: " + shaderResource); 66 | 67 | return shader; 68 | } 69 | 70 | /// 71 | /// Checks if shader exists and is supported. 72 | /// 73 | public static bool CheckShader(Shader shader) 74 | { 75 | return (shader != null && shader.isSupported); 76 | } 77 | } 78 | 79 | /// 80 | /// Util class for managing Render Textures 81 | /// 82 | public class RenderTextureUtil 83 | { 84 | /// 85 | /// Creates and returns new render texture. 86 | /// 87 | public static RenderTexture CreateRenderTexture(int resolution, int depth = 0, TextureWrapMode wrapMode = TextureWrapMode.Repeat, FilterMode filterMode = FilterMode.Bilinear) 88 | { 89 | RenderTexture renderTexture = new RenderTexture(resolution, resolution, depth); 90 | renderTexture.wrapMode = wrapMode; 91 | renderTexture.filterMode = filterMode; 92 | 93 | return renderTexture; 94 | } 95 | 96 | /// 97 | /// Recreates and returns new render texture. 98 | /// 99 | public static void RecreateRenderTexture(ref RenderTexture renderTexture, int resolution) 100 | { 101 | renderTexture.Release(); 102 | renderTexture = CreateRenderTexture(resolution); 103 | } 104 | 105 | /// 106 | /// Clears render texture. 107 | /// 108 | public static void ClearRenderTexture(RenderTexture renderTexture, Color clearColor) 109 | { 110 | // Store currently active render texture 111 | RenderTexture lastActive = RenderTexture.active; 112 | 113 | // Set render texture parameter active and clear 114 | RenderTexture.active = renderTexture; 115 | GL.Clear(false, true, clearColor); 116 | 117 | // Revert active render texture 118 | RenderTexture.active = lastActive; 119 | } 120 | 121 | /// 122 | /// Swaps the references of 2 render textures 123 | /// 124 | public static void SwapRenderTextures(ref RenderTexture renderTexture1, ref RenderTexture renderTexture2) 125 | { 126 | 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This asset is perfectly suited for top-down strategy or city-building games, but also looks great from other viewpoints and in other type of games. 5 | 6 | * [**WebGL Demo**](http://entropi-games.com/files/cloud-shadows-demo/) 7 | * [**Video**](https://youtu.be/PmlUwmOPqIw) 8 | 9 | ![Cloud Shadows Unity](http://www.entropi-games.com/files/cloud-shadows/ScreenshotTanks.png) 10 | ![Cloud Shadows Editor](http://www.entropi-games.com/files/cloud-shadows/ScreenshotEditor.png) 11 | ![Cloud Shadows Layers](https://forum.unity.com/attachments/screenshotlayers-png.203348/) 12 | ![Cloud Shadows 2D](http://www.entropi-games.com/files/cloud-shadows/Screenshot2D.png) 13 | 14 | ## Main Features 15 | * **Customization:** The layer system enables you to customize the effect so that it matches the visual style of your project seamlessly 16 | * **Editor preview:** The cloud shadows are previewed inside the Unity scene editor, so tweaking is easy and straightforward 17 | * **Easy to use:** Full source code is included Includes several ready-to-use prefabs and full documentation 18 | * **Performance:** Designed with performance in mind, zero allocation during run-time 19 | 20 | ## Requirements 21 | * The scene needs to contain a Directional Light which is used to simulate sunlight. 22 | * This directional light needs to be rendered in real-time, baked light maps are not supported for this light (other lights can still use light maps). 23 | * The rendering path must be set to either forward or deferred. Vertex lit is not supported. 24 | 25 | ## Supported platforms 26 | * Unity 5.2 or above 27 | * Desktop (PC, Mac, Linux) 28 | * Mobile 29 | * Virtual Reality 30 | 31 | ## NOT Supported 32 | * Scriptable Render Pipelines (URP, HDRP) 33 | --------------------------------------------------------------------------------