├── .gitattributes ├── .gitignore ├── .vscode └── settings.json ├── Assets ├── Materials.meta ├── Materials │ ├── A_S100.mat │ ├── A_S100.mat.meta │ ├── A_S50V25.mat │ ├── A_S50V25.mat.meta │ ├── Grey 1.mat │ ├── Grey 1.mat.meta │ ├── Grid Purple.mat │ ├── Grid Purple.mat.meta │ ├── Grid Teal.mat │ ├── Grid Teal.mat.meta │ ├── Grid Yellow.mat │ ├── Grid Yellow.mat.meta │ ├── Ground 2.mat │ ├── Ground 2.mat.meta │ ├── Ground Fall.mat │ ├── Ground Fall.mat.meta │ ├── Ground.mat │ ├── Ground.mat.meta │ ├── Leaf Orange.mat │ ├── Leaf Orange.mat.meta │ ├── Leaf Red.mat │ ├── Leaf Red.mat.meta │ ├── Leaf Yellow.mat │ ├── Leaf Yellow.mat.meta │ ├── Red.mat │ ├── Red.mat.meta │ ├── Rocks.mat │ ├── Rocks.mat.meta │ ├── SkyColor.mat │ ├── SkyColor.mat.meta │ ├── Water.mat │ └── Water.mat.meta ├── Models.meta ├── Models │ ├── Materials.meta │ ├── Materials │ │ ├── Brick.mat │ │ ├── Brick.mat.meta │ │ ├── Dark_brick.mat │ │ ├── Dark_brick.mat.meta │ │ ├── Glass.mat │ │ └── Glass.mat.meta │ ├── Rocks.meta │ ├── Rocks │ │ ├── rock_large1.obj │ │ ├── rock_large1.obj.meta │ │ ├── rock_large2.obj │ │ ├── rock_large2.obj.meta │ │ ├── rock_large3.obj │ │ ├── rock_large3.obj.meta │ │ ├── rock_large5.obj │ │ ├── rock_large5.obj.meta │ │ ├── rock_large6.obj │ │ └── rock_large6.obj.meta │ ├── modularBuildings_024.mtl │ ├── modularBuildings_024.mtl.meta │ ├── modularBuildings_024.obj │ ├── modularBuildings_024.obj.meta │ ├── modularBuildings_025.mtl │ ├── modularBuildings_025.mtl.meta │ ├── modularBuildings_025.obj │ ├── modularBuildings_025.obj.meta │ ├── modularBuildings_026.mtl │ ├── modularBuildings_026.mtl.meta │ ├── modularBuildings_026.obj │ ├── modularBuildings_026.obj.meta │ ├── modularBuildings_027.mtl │ ├── modularBuildings_027.mtl.meta │ ├── modularBuildings_027.obj │ ├── modularBuildings_027.obj.meta │ ├── modularBuildings_065.mtl │ ├── modularBuildings_065.mtl.meta │ ├── modularBuildings_065.obj │ └── modularBuildings_065.obj.meta ├── Prefabs.meta ├── Prefabs │ ├── FlatLeaves.prefab │ ├── FlatLeaves.prefab.meta │ ├── FullyRandomColorCube.prefab │ ├── FullyRandomColorCube.prefab.meta │ ├── GeneratedColorCube.prefab │ ├── GeneratedColorCube.prefab.meta │ ├── GridCube.prefab │ ├── GridCube.prefab.meta │ ├── Houses.meta │ ├── Houses │ │ ├── House 2 Variant.prefab │ │ ├── House 2 Variant.prefab.meta │ │ ├── House 3 Variant.prefab │ │ ├── House 3 Variant.prefab.meta │ │ ├── House RandomColor.prefab │ │ ├── House RandomColor.prefab.meta │ │ ├── House1.prefab │ │ └── House1.prefab.meta │ ├── ItemSpawner NonOverlap.prefab │ ├── ItemSpawner NonOverlap.prefab.meta │ ├── ItemSpawner.prefab │ ├── ItemSpawner.prefab.meta │ ├── ItemSpawnerAligner.prefab │ ├── ItemSpawnerAligner.prefab.meta │ ├── Leaf Randomized Material.prefab │ ├── Leaf Randomized Material.prefab.meta │ ├── Leaf Randomized Uncombined.prefab │ ├── Leaf Randomized Uncombined.prefab.meta │ ├── PlaneLeafTree Uncombined.prefab │ ├── PlaneLeafTree Uncombined.prefab.meta │ ├── PlaneLeafTreeCombiner.prefab │ ├── PlaneLeafTreeCombiner.prefab.meta │ ├── RandomRock.prefab │ ├── RandomRock.prefab.meta │ ├── Roboto Yellow.prefab │ ├── Roboto Yellow.prefab.meta │ ├── RobotoRed.prefab │ ├── RobotoRed.prefab.meta │ ├── Rocks.meta │ └── Rocks │ │ ├── MasterRock Variant.prefab │ │ ├── MasterRock Variant.prefab.meta │ │ ├── MasterRock.prefab │ │ └── MasterRock.prefab.meta ├── Scenes.meta ├── Scenes │ ├── PCGBasics MeshCombining.unity │ ├── PCGBasics MeshCombining.unity.meta │ ├── PCGBasics RaycastSpawnWithoutOverlap.unity │ ├── PCGBasics RaycastSpawnWithoutOverlap.unity.meta │ ├── PCGBasics RaycastToPlace.unity │ ├── PCGBasics RaycastToPlace.unity.meta │ ├── PCGBasics SeededSpawning.unity │ ├── PCGBasics SeededSpawning.unity.meta │ ├── PCGBasics SpawnAGrid RandomizedPosition.unity │ ├── PCGBasics SpawnAGrid RandomizedPosition.unity.meta │ ├── PCGBasics SpawningAGrid.unity │ ├── PCGBasics SpawningAGrid.unity.meta │ ├── PCGBasics SpawningTrees.unity │ ├── PCGBasics SpawningTrees.unity.meta │ ├── PCGBasics_RandomizeScale.unity │ ├── PCGBasics_RandomizeScale.unity.meta │ ├── PCGBasics_SeededSpawning_Profiles.meta │ ├── PCGBasics_SeededSpawning_Profiles │ │ ├── Global Post-process Volume Profile.asset │ │ └── Global Post-process Volume Profile.asset.meta │ ├── PCG_ColorGrid.unity │ ├── PCG_ColorGrid.unity.meta │ ├── PCG_ColorHouseGridPalette.unity │ ├── PCG_ColorHouseGridPalette.unity.meta │ ├── PCG_ColorHouseGridRandom.unity │ ├── PCG_ColorHouseGridRandom.unity.meta │ ├── PCG_RandomColorGrid.unity │ ├── PCG_RandomColorGrid.unity.meta │ ├── PCG_WorldColorGeneration.unity │ ├── PCG_WorldColorGeneration.unity.meta │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta └── Scripts │ ├── ColorGeneration.meta │ ├── ColorGeneration │ ├── ColorConvert.cs │ ├── ColorConvert.cs.meta │ ├── ColorPalettes.meta │ ├── ColorPalettes │ │ ├── BlueRed Test Palette 1.asset │ │ ├── BlueRed Test Palette 1.asset.meta │ │ ├── Test 2.asset │ │ ├── Test 2.asset.meta │ │ ├── Test 3.asset │ │ ├── Test 3.asset.meta │ │ ├── Test 4.asset │ │ ├── Test 4.asset.meta │ │ ├── TestPalette1.asset │ │ └── TestPalette1.asset.meta │ ├── CreatePaletteMaterial.cs │ ├── CreatePaletteMaterial.cs.meta │ ├── MultiColorPalette.cs │ ├── MultiColorPalette.cs.meta │ ├── ProceduralColor.cs │ ├── ProceduralColor.cs.meta │ ├── RandomColoredMaterial.cs │ ├── RandomColoredMaterial.cs.meta │ ├── SceneReloader.cs │ ├── SceneReloader.cs.meta │ ├── WorldColors.cs │ └── WorldColors.cs.meta │ ├── Editor.meta │ ├── Editor │ ├── MultipaletteEditor.cs │ └── MultipaletteEditor.cs.meta │ ├── ProceduralBasics.meta │ └── ProceduralBasics │ ├── ChooseRandomMaterial.cs │ ├── ChooseRandomMaterial.cs.meta │ ├── ItemAreaSpawner.cs │ ├── ItemAreaSpawner.cs.meta │ ├── MeshCombiningAreaSpawner.cs │ ├── MeshCombiningAreaSpawner.cs.meta │ ├── PickItem.cs │ ├── PickItem.cs.meta │ ├── RandomizeRotation.cs │ ├── RandomizeRotation.cs.meta │ ├── RandomizeScale.cs │ ├── RandomizeScale.cs.meta │ ├── RaycastAlignerNoOverlap.cs │ ├── RaycastAlignerNoOverlap.cs.meta │ ├── RaycastItemAligner.cs │ ├── RaycastItemAligner.cs.meta │ ├── SetRandomSeed.cs │ ├── SetRandomSeed.cs.meta │ ├── SpawnGridWithRandomizedPosition.cs │ ├── SpawnGridWithRandomizedPosition.cs.meta │ ├── SpawnPrefabGrid.cs │ └── SpawnPrefabGrid.cs.meta ├── LICENSE ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto 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Alias OBJ Material File 3 | # Exported from SketchUp, (c) 2000-2012 Trimble Navigation Limited 4 | 5 | newmtl Brick 6 | Ka 0.000000 0.000000 0.000000 7 | Kd 0.917647 0.898039 0.811765 8 | Ks 0.330000 0.330000 0.330000 9 | 10 | newmtl Dark_brick 11 | Ka 0.000000 0.000000 0.000000 12 | Kd 0.800000 0.780392 0.705882 13 | Ks 0.330000 0.330000 0.330000 14 | 15 | newmtl Glass 16 | Ka 0.000000 0.000000 0.000000 17 | Kd 0.611765 0.831373 0.886275 18 | Ks 0.330000 0.330000 0.330000 19 | 20 | -------------------------------------------------------------------------------- /Assets/Models/modularBuildings_025.mtl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dc43e6ecdcb5a65478fbd21e078a0510 3 | timeCreated: 1464949773 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/ColorConvert.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | 5 | public class ColorConvert : MonoBehaviour { 6 | 7 | 8 | public static Color HSVToRGB(float H, float S, float V) 9 | { 10 | if (S == 0f) 11 | return new Color(V,V,V); 12 | else if (V == 0f) 13 | return new Color (0,0,0); 14 | else 15 | { 16 | Color col = Color.black; 17 | float Hval = H * 6f; 18 | int sel = Mathf.FloorToInt(Hval); 19 | float mod = Hval - sel; 20 | float v1 = V * (1f - S); 21 | float v2 = V * (1f - S * mod); 22 | float v3 = V * (1f - S * (1f - mod)); 23 | switch (sel + 1) 24 | { 25 | case 0: 26 | col.r = V; 27 | col.g = v1; 28 | col.b = v2; 29 | break; 30 | case 1: 31 | col.r = V; 32 | col.g = v3; 33 | col.b = v1; 34 | break; 35 | case 2: 36 | col.r = v2; 37 | col.g = V; 38 | col.b = v1; 39 | break; 40 | case 3: 41 | col.r = v1; 42 | col.g = V; 43 | col.b = v3; 44 | break; 45 | case 4: 46 | col.r = v1; 47 | col.g = v2; 48 | col.b = V; 49 | break; 50 | case 5: 51 | col.r = v3; 52 | col.g = v1; 53 | col.b = V; 54 | break; 55 | case 6: 56 | col.r = V; 57 | col.g = v1; 58 | col.b = v2; 59 | break; 60 | case 7: 61 | col.r = V; 62 | col.g = v3; 63 | col.b = v1; 64 | break; 65 | } 66 | col.r = Mathf.Clamp(col.r, 0f, 1f); 67 | col.g = Mathf.Clamp(col.g, 0f, 1f); 68 | col.b = Mathf.Clamp(col.b, 0f, 1f); 69 | return col; 70 | } 71 | } 72 | 73 | public static void RGBToHSV(Color rgbColor, out float H, out float S, out float V) 74 | { 75 | if (rgbColor.b > rgbColor.g && rgbColor.b > rgbColor.r) 76 | { 77 | RGBToHSVHelper(4f, rgbColor.b, rgbColor.r, rgbColor.g, out H, out S, out V); 78 | } 79 | else 80 | { 81 | if (rgbColor.g > rgbColor.r) 82 | { 83 | RGBToHSVHelper(2f, rgbColor.g, rgbColor.b, rgbColor.r, out H, out S, out V); 84 | } 85 | else 86 | { 87 | RGBToHSVHelper(0f, rgbColor.r, rgbColor.g, rgbColor.b, out H, out S, out V); 88 | } 89 | } 90 | } 91 | 92 | private static void RGBToHSVHelper(float offset, float dominantcolor, float colorone, float colortwo, out float H, out float S, out float V) 93 | { 94 | V = dominantcolor; 95 | if (V != 0f) 96 | { 97 | float num = 0f; 98 | if (colorone > colortwo) 99 | { 100 | num = colortwo; 101 | } 102 | else 103 | { 104 | num = colorone; 105 | } 106 | float num2 = V - num; 107 | if (num2 != 0f) 108 | { 109 | S = num2 / V; 110 | H = offset + (colorone - colortwo) / num2; 111 | } 112 | else 113 | { 114 | S = 0f; 115 | H = offset + (colorone - colortwo); 116 | } 117 | H /= 6f; 118 | if (H < 0f) 119 | { 120 | H += 1f; 121 | } 122 | } 123 | else 124 | { 125 | S = 0f; 126 | H = 0f; 127 | } 128 | } 129 | } 130 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/ColorConvert.cs.meta: 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a: 1} 17 | maxSaturation: 1 18 | minSaturation: 0 19 | maxBrightnessValue: 1 20 | minBrightnessValue: 0 21 | variationsToGenerate: 16 22 | - color: {r: 0, g: 0.27121687, b: 1, a: 1} 23 | maxSaturation: 0.5 24 | minSaturation: 0 25 | maxBrightnessValue: 1 26 | minBrightnessValue: 0.5 27 | variationsToGenerate: 16 28 | - color: {r: 1, g: 0.99092615, b: 0, a: 1} 29 | maxSaturation: 0.5 30 | minSaturation: 0 31 | maxBrightnessValue: 1 32 | minBrightnessValue: 0.5 33 | variationsToGenerate: 16 34 | addInvertedColor: 0 35 | addGoldenRatioColor: 0 36 | outputColors: 37 | - {r: 1, g: 0.25833476, b: 0.25833476, a: 1} 38 | - {r: 1, g: 0.9965061, b: 0.61494666, a: 1} 39 | - {r: 1, g: 0.9993012, b: 0.9229893, a: 1} 40 | - {r: 0.12068394, g: 0.11958887, b: 0, a: 1} 41 | - {r: 0.86012566, g: 0.898062, b: 1, a: 1} 42 | - {r: 0.8321508, g: 0.87767434, b: 1, a: 1} 43 | - {r: 1, g: 0.1347239, b: 0.1347239, a: 1} 44 | - {r: 0, g: 0.09934682, b: 0.36630028, a: 1} 45 | pickReducedSublistOfColors: 1 46 | 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{fileID: 11500000, guid: 71fdfe66b4ae2554fa497d5168053c93, type: 3} 13 | m_Name: Test 3 14 | m_EditorClassIdentifier: 15 | inputColors: 16 | - color: {r: 0.06028557, g: 1, b: 0, a: 1} 17 | maxSaturation: 1 18 | minSaturation: 0 19 | maxBrightnessValue: 1 20 | minBrightnessValue: 0 21 | variationsToGenerate: 16 22 | - color: {r: 0, g: 1, b: 0.85604787, a: 1} 23 | maxSaturation: 0.5 24 | minSaturation: 0 25 | maxBrightnessValue: 1 26 | minBrightnessValue: 0.5 27 | variationsToGenerate: 16 28 | - color: {r: 1, g: 0.99092615, b: 0, a: 1} 29 | maxSaturation: 0.5 30 | minSaturation: 0 31 | maxBrightnessValue: 1 32 | minBrightnessValue: 0.5 33 | variationsToGenerate: 16 34 | addInvertedColor: 1 35 | addGoldenRatioColor: 1 36 | outputColors: 37 | - {r: 1, g: 0.99917406, b: 0.9089732, a: 1} 38 | - {r: 0.7358788, g: 1, b: 0.9619792, a: 1} 39 | - {r: 0.6478385, g: 1, b: 0.9493056, a: 1} 40 | - {r: 0.9844987, g: 1, b: 0.9835042, a: 1} 41 | - {r: 0.7358788, g: 1, b: 0.9619792, a: 1} 42 | - {r: 0, g: 0.28189808, b: 0.24131826, a: 1} 43 | - {r: 1, g: 0.999587, b: 0.9544866, a: 1} 44 | - {r: 0.9867131, g: 1, b: 0.9858607, a: 1} 45 | - {r: 0.5891449, g: 1, b: 0.9408565, a: 1} 46 | - {r: 1, g: 0.99834806, b: 0.81794643, a: 1} 47 | - {r: 1, g: 0.6375596, b: 0.6897336, a: 1} 48 | - {r: 0, g: 0.32216924, b: 0.2757923, a: 1} 49 | - {r: 0.9728444, g: 0.54955137, b: 1, a: 1} 50 | - {r: 0.853266, g: 1, b: 0.9788773, a: 1} 51 | - {r: 0.9734263, g: 1, b: 0.9717215, a: 1} 52 | - {r: 0.9734263, g: 1, b: 0.9717215, a: 1} 53 | pickReducedSublistOfColors: 1 54 | sublistLength: 16 55 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/ColorPalettes/Test 3.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c86a6bc9ceff7b7418ab4d2bdf1c668f 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/ColorPalettes/Test 4.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 71fdfe66b4ae2554fa497d5168053c93, type: 3} 13 | m_Name: Test 4 14 | m_EditorClassIdentifier: 15 | inputColors: 16 | - color: {r: 0.06028557, g: 1, b: 0, a: 1} 17 | maxSaturation: 1 18 | minSaturation: 0 19 | maxBrightnessValue: 1 20 | minBrightnessValue: 0 21 | variationsToGenerate: 16 22 | - color: {r: 0, g: 1, b: 0.85604787, a: 1} 23 | maxSaturation: 0.5 24 | minSaturation: 0 25 | maxBrightnessValue: 1 26 | minBrightnessValue: 0.5 27 | variationsToGenerate: 16 28 | - color: {r: 1, g: 0.99092615, b: 0, a: 1} 29 | maxSaturation: 0.5 30 | minSaturation: 0 31 | maxBrightnessValue: 1 32 | minBrightnessValue: 0.5 33 | variationsToGenerate: 16 34 | addInvertedColor: 1 35 | addGoldenRatioColor: 1 36 | outputColors: 37 | - {r: 0.006669143, g: 0.11062586, b: 0, a: 1} 38 | - {r: 0, g: 0.467555, b: 0.40024945, a: 1} 39 | - {r: 0.9251895, g: 1, b: 0.9892309, a: 1} 40 | - {r: 0, g: 0.7273078, b: 0.6226103, a: 1} 41 | - {r: 1, g: 0, b: 0.35208178, a: 1} 42 | - {r: 0, g: 0, b: 0, a: 1} 43 | - {r: 0, g: 0.051950555, b: 0.04447216, a: 1} 44 | - {r: 0, g: 0.31170332, b: 0.26683298, a: 1} 45 | - {r: 0.89798564, g: 1, b: 0.9853148, a: 1} 46 | - {r: 0, g: 0.31170332, b: 0.26683298, a: 1} 47 | - {r: 0.003810939, g: 0.06321478, b: 0, a: 1} 48 | - {r: 0.69913006, g: 0, b: 1, a: 1} 49 | - {r: 0, g: 0.15585166, b: 0.13341649, a: 1} 50 | - {r: 0.93199044, g: 1, b: 0.9902099, a: 1} 51 | - {r: 0.7958959, g: 0.78867406, b: 0, a: 1} 52 | - {r: 1, g: 1, b: 1, a: 1} 53 | pickReducedSublistOfColors: 1 54 | sublistLength: 16 55 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/ColorPalettes/Test 4.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1fc7146e62914ae4c97b68f4b52b3fb6 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/ColorPalettes/TestPalette1.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 71fdfe66b4ae2554fa497d5168053c93, type: 3} 13 | m_Name: TestPalette1 14 | m_EditorClassIdentifier: 15 | inputColors: 16 | - color: {r: 1, g: 0, b: 0.026065826, a: 1} 17 | maxSaturation: 1 18 | minSaturation: 0.5 19 | maxBrightnessValue: 1 20 | minBrightnessValue: 0.66 21 | variationsToGenerate: 8 22 | - color: {r: 1, g: 0.6489835, b: 0, a: 1} 23 | maxSaturation: 1 24 | minSaturation: 0.5 25 | maxBrightnessValue: 1 26 | minBrightnessValue: 0.66 27 | variationsToGenerate: 8 28 | - color: {r: 0, g: 1, b: 0.94843197, a: 1} 29 | maxSaturation: 1 30 | minSaturation: 0.5 31 | maxBrightnessValue: 1 32 | minBrightnessValue: 0.66 33 | variationsToGenerate: 8 34 | addInvertedColor: 1 35 | addGoldenRatioColor: 1 36 | outputColors: 37 | - {r: 1, g: 1, b: 1, a: 1} 38 | - {r: 1, g: 0.90777224, b: 0.9101762, a: 1} 39 | - {r: 1, g: 0.8155445, b: 0.82035244, a: 1} 40 | - {r: 1, g: 0.72331667, b: 0.73052865, a: 1} 41 | - {r: 1, g: 0.6310889, b: 0.6407049, a: 1} 42 | - {r: 1, g: 0.53886116, b: 0.55088115, a: 1} 43 | - {r: 1, g: 0.44663334, b: 0.4610573, a: 1} 44 | - {r: 1, g: 0.35440558, b: 0.37123352, a: 1} 45 | - {r: 0, g: 0, b: 0, a: 1} 46 | - {r: 0.09084825, g: 0, b: 0.0023680348, a: 1} 47 | - {r: 0.1816965, g: 0, b: 0.0047360696, a: 1} 48 | - {r: 0.27254474, g: 0, b: 0.007104104, a: 1} 49 | - {r: 0.363393, g: 0, b: 0.009472139, a: 1} 50 | - {r: 0.45424128, g: 0, b: 0.011840174, a: 1} 51 | - {r: 0.5450895, g: 0, b: 0.014208208, a: 1} 52 | - {r: 0.63593775, g: 0, b: 0.016576244, a: 1} 53 | - {r: 0.5457587, g: 1, b: 0.98815984, a: 1} 54 | - {r: 0, g: 0.31786203, b: 1, a: 1} 55 | - {r: 1, g: 1, b: 1, a: 1} 56 | - {r: 1, g: 0.9672408, b: 0.9066734, a: 1} 57 | - {r: 1, g: 0.9344816, b: 0.81334674, a: 1} 58 | - {r: 1, g: 0.90172243, b: 0.72002006, a: 1} 59 | - {r: 1, g: 0.86896324, b: 0.6266934, a: 1} 60 | - {r: 1, g: 0.83620405, b: 0.5333668, a: 1} 61 | - {r: 1, g: 0.8034448, b: 0.4400401, a: 1} 62 | - {r: 1, g: 0.7706856, b: 0.34671348, a: 1} 63 | - {r: 0, g: 0, b: 0, a: 1} 64 | - {r: 0.087191164, g: 0.056585625, b: 0, a: 1} 65 | - {r: 0.17438233, g: 0.11317125, b: 0, a: 1} 66 | - {r: 0.2615735, g: 0.16975687, b: 0, a: 1} 67 | - {r: 0.34876466, g: 0.2263425, b: 0, a: 1} 68 | - {r: 0.43595582, g: 0.28292814, b: 0, a: 1} 69 | - {r: 0.523147, g: 0.33951375, b: 0, a: 1} 70 | - {r: 0.61033815, g: 0.3960994, b: 0, a: 1} 71 | - {r: 0.5640442, g: 0.7170719, b: 1, a: 1} 72 | - {r: 0.35718727, g: 0, b: 1, a: 1} 73 | - {r: 1, g: 1, b: 1, a: 1} 74 | - {r: 0.90647143, g: 1, b: 0.9951769, a: 1} 75 | - {r: 0.81294286, g: 1, b: 0.9903538, a: 1} 76 | - {r: 0.7194143, g: 1, b: 0.98553073, a: 1} 77 | - {r: 0.6258857, g: 1, b: 0.98070765, a: 1} 78 | - {r: 0.53235716, g: 1, b: 0.97588456, a: 1} 79 | - {r: 0.4388286, g: 1, b: 0.97106147, a: 1} 80 | - {r: 0.34530002, g: 1, b: 0.96623844, a: 1} 81 | - {r: 0, g: 0, b: 0, a: 1} 82 | - {r: 0, g: 0.097372025, b: 0.09235074, a: 1} 83 | - {r: 0, g: 0.19474405, b: 0.18470149, a: 1} 84 | - {r: 0, g: 0.29211608, b: 0.27705222, a: 1} 85 | - {r: 0, g: 0.3894881, b: 0.36940297, a: 1} 86 | - {r: 0, g: 0.48686013, b: 0.4617537, a: 1} 87 | - {r: 0, g: 0.58423215, b: 0.55410445, a: 1} 88 | - {r: 0, g: 0.68160415, b: 0.64645517, a: 1} 89 | - {r: 1, g: 0.6105119, b: 0.630597, a: 1} 90 | - {r: 1, g: 0.65663624, b: 0, a: 1} 91 | pickReducedSublistOfColors: 0 92 | sublistLength: 8 93 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/ColorPalettes/TestPalette1.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e02c3c35d43be4243acc58630171d57a 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/CreatePaletteMaterial.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class CreatePaletteMaterial : MonoBehaviour 6 | { 7 | public MultiColorPalette colorPalette; 8 | 9 | public MeshRenderer[] renderers; 10 | public int targetIndexToColor = 0; 11 | 12 | void Start() 13 | { 14 | Color newColor = colorPalette.outputColors[Random.Range(0, colorPalette.outputColors.Count)]; 15 | ApplyMaterial(newColor,0); 16 | } 17 | 18 | void ApplyMaterial(Color color, int targetMaterialIndex) 19 | { 20 | Material generatedMaterial = new Material(Shader.Find("Standard")); 21 | generatedMaterial.SetColor("_Color", color); 22 | for (int i = 0; i < renderers.Length; i++) 23 | { 24 | renderers[i].material = generatedMaterial; 25 | } 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/CreatePaletteMaterial.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a7f31255b3375ac43a831d370f2cfeea 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/MultiColorPalette.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [CreateAssetMenu(menuName = "ColorToy/Multi Color Palette")] 6 | public class MultiColorPalette : ScriptableObject 7 | { 8 | 9 | public ProceduralColor[] inputColors; 10 | 11 | public bool addInvertedColor; 12 | public bool addGoldenRatioColor; 13 | public List outputColors; 14 | public bool pickReducedSublistOfColors; 15 | public int sublistLength = 16; 16 | 17 | public void Generate() 18 | { 19 | outputColors.Clear(); 20 | for (int i = 0; i < inputColors.Length; i++) 21 | { 22 | BuildListOfColorVariations(inputColors[i]); 23 | } 24 | if (pickReducedSublistOfColors) 25 | { 26 | GenerateRandomSublist(sublistLength); 27 | 28 | } 29 | } 30 | 31 | public void GenerateRandomSublist(int colorsToPick) 32 | { 33 | List tempColorList = new List(); 34 | 35 | for (int i = 0; i < colorsToPick; i++) 36 | { 37 | tempColorList.Add(outputColors[Random.Range(0, outputColors.Count)]); 38 | } 39 | 40 | outputColors = tempColorList; 41 | } 42 | 43 | public void BuildListOfColorVariations(ProceduralColor inputColor) 44 | { 45 | List tempColorList = new List(); 46 | tempColorList = GenerateSaturationVariations(inputColor, inputColor.variationsToGenerate); 47 | outputColors.AddRange(tempColorList); 48 | tempColorList = GenerateValueVariations(inputColor, inputColor.variationsToGenerate); 49 | outputColors.AddRange(tempColorList); 50 | 51 | if (addInvertedColor) 52 | { 53 | outputColors.Add(InvertColor(tempColorList[Random.Range(0, tempColorList.Count)])); 54 | } 55 | 56 | if (addGoldenRatioColor) 57 | { 58 | outputColors.Add(GoldenRatioColor(inputColor.color)); 59 | } 60 | 61 | } 62 | 63 | public List GenerateSaturationVariations(ProceduralColor inputColor, int numberOfVariations) 64 | { 65 | List generatedColorList = new List(); 66 | float saturationIncrement = Random.Range(inputColor.minSaturation, inputColor.maxSaturation) 67 | / inputColor.variationsToGenerate; 68 | 69 | for (int i = 0; i < numberOfVariations; i++) 70 | { 71 | generatedColorList.Add(Desaturate(inputColor.color, saturationIncrement * i)); 72 | } 73 | 74 | return generatedColorList; 75 | } 76 | 77 | public List GenerateValueVariations(ProceduralColor inputColor, int numberOfVariations) 78 | { 79 | List generatedColorList = new List(); 80 | 81 | float valueIncrement = Random.Range(inputColor.minBrightnessValue, inputColor.maxBrightnessValue) / inputColor.variationsToGenerate; 82 | 83 | for (int i = 0; i < numberOfVariations; i++) 84 | { 85 | generatedColorList.Add(SetLevel(inputColor.color, valueIncrement * i)); 86 | } 87 | return generatedColorList; 88 | 89 | } 90 | 91 | public Color RandomSaturated(Color rgbColor) 92 | { 93 | float myH, myS, myV; 94 | ColorConvert.RGBToHSV(rgbColor, out myH, out myS, out myV); 95 | Color returnColor = ColorConvert.HSVToRGB(myH, Random.Range(.5f, 1f), Random.Range(.5f, 1f)); 96 | return returnColor; 97 | } 98 | 99 | public Color GoldenRatioColor(Color rgbColor) 100 | { 101 | float myH, myS, myV; 102 | ColorConvert.RGBToHSV(rgbColor, out myH, out myS, out myV); 103 | float goldH = myH + 0.618033988749895f; 104 | goldH = (goldH % 1f); 105 | Color returnColor = ColorConvert.HSVToRGB(goldH, myS, myV); 106 | return returnColor; 107 | } 108 | 109 | public Color SetLevel(Color aColor, float level) 110 | { 111 | Color returnColor = new Color(level * aColor.r, level * aColor.g, level * aColor.b); 112 | return returnColor; 113 | } 114 | 115 | public Color InvertColor(Color aColor) 116 | { 117 | Color returnColor = new Color(1.0f - aColor.r, 1.0f - aColor.g, 1.0f - aColor.b); 118 | return returnColor; 119 | } 120 | 121 | public Color Desaturate(Color rgbColor, float saturation) 122 | { 123 | float myH, myS, myV; 124 | ColorConvert.RGBToHSV(rgbColor, out myH, out myS, out myV); 125 | 126 | Color returnColor = ColorConvert.HSVToRGB(myH, myS * saturation, myV); 127 | return returnColor; 128 | } 129 | 130 | } 131 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/MultiColorPalette.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 71fdfe66b4ae2554fa497d5168053c93 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/ProceduralColor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [System.Serializable] 6 | public class ProceduralColor 7 | { 8 | public Color color; 9 | public float maxSaturation = 1f; 10 | public float minSaturation = 0f; 11 | public float maxBrightnessValue = 1f; 12 | public float minBrightnessValue = 0f; 13 | public int variationsToGenerate = 8; 14 | } 15 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/ProceduralColor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9a6bebd22f476a40b4906ca847e5237 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/RandomColoredMaterial.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RandomColoredMaterial : MonoBehaviour 6 | { 7 | public MeshRenderer[] renderers; 8 | 9 | void Start() 10 | { 11 | //Color newColor = Random.ColorHSV(); 12 | //Color newColor = Random.ColorHSV(0f, .5f); 13 | Color newColor = Random.ColorHSV(0f, .25f, 0.4f, 1f); 14 | ApplyMaterial(newColor, 0); 15 | 16 | } 17 | 18 | void ApplyMaterial(Color color, int targetMaterialIndex) 19 | { 20 | Material generatedMaterial = new Material(Shader.Find("Standard")); 21 | generatedMaterial.SetColor("_Color", color); 22 | for (int i = 0; i < renderers.Length; i++) 23 | { 24 | renderers[i].material = generatedMaterial; 25 | } 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/RandomColoredMaterial.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90eee6cb5f4fd904bad9fe113b3bd40b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/SceneReloader.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | 6 | public class SceneReloader : MonoBehaviour 7 | { 8 | 9 | 10 | // Update is called once per frame 11 | void Update() 12 | { 13 | if (Input.GetButton("Jump")) 14 | { 15 | SceneManager.LoadScene(SceneManager.GetActiveScene().name); 16 | } 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/SceneReloader.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4e63541bcf4a0884c93fcdf115464410 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/WorldColors.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class WorldColors : MonoBehaviour 6 | { 7 | public MultiColorPalette colorPalette; 8 | public Camera myCamera; 9 | public float fogMin = 0.05f; 10 | public float fogMax = .04f; 11 | 12 | // Start is called before the first frame update 13 | void Start() 14 | { 15 | Color skyFogColor = colorPalette.outputColors[Random.Range(0, colorPalette.outputColors.Count)]; 16 | myCamera.backgroundColor = skyFogColor; 17 | RenderSettings.fogColor = skyFogColor; 18 | RenderSettings.fogDensity = Random.Range(fogMin, fogMax); 19 | } 20 | 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Scripts/ColorGeneration/WorldColors.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b57573711c5d33c4b844161ca2d09447 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e7e17183b33fec45a8f1b6962e9e00c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Editor/MultipaletteEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | 5 | [CustomEditor(typeof(MultiColorPalette))] 6 | public class MultipaletteEditor : Editor 7 | { 8 | public override void OnInspectorGUI() 9 | { 10 | DrawDefaultInspector(); 11 | 12 | MultiColorPalette myScript = (MultiColorPalette)target; 13 | if (GUILayout.Button("Generate Colors")) 14 | { 15 | myScript.Generate(); 16 | } 17 | } 18 | } -------------------------------------------------------------------------------- /Assets/Scripts/Editor/MultipaletteEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c6e0448b17e058d41875d2d145565d9a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4880769fdbedfb64b8da1378af68455c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/ChooseRandomMaterial.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ChooseRandomMaterial : MonoBehaviour 6 | { 7 | 8 | public Material[] materialsToChooseFrom; 9 | public Renderer thisRenderer; 10 | 11 | // Start is called before the first frame update 12 | void Start() 13 | { 14 | thisRenderer.material = materialsToChooseFrom[Random.Range(0, materialsToChooseFrom.Length)]; 15 | } 16 | 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/ChooseRandomMaterial.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: da919b0ed68440f46b2eb7b856323ced 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/ItemAreaSpawner.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ItemAreaSpawner : MonoBehaviour 6 | { 7 | public GameObject itemToSpread; 8 | public int numItemsToSpawn = 10; 9 | 10 | public float itemXSpread = 10; 11 | public float itemYSpread = 0; 12 | public float itemZSpread = 10; 13 | 14 | // Start is called before the first frame update 15 | void Start() 16 | { 17 | for (int i = 0; i < numItemsToSpawn; i++) 18 | { 19 | SpreadItem(); 20 | } 21 | } 22 | 23 | void SpreadItem() 24 | { 25 | Vector3 randPosition = new Vector3(Random.Range(-itemXSpread, itemXSpread), Random.Range(-itemYSpread, itemYSpread), Random.Range(-itemZSpread, itemZSpread)) + transform.position; 26 | GameObject clone = Instantiate(itemToSpread, randPosition, itemToSpread.transform.rotation); 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/ItemAreaSpawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6a6c77a6194498e41adf2c25600a453f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/MeshCombiningAreaSpawner.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class MeshCombiningAreaSpawner : MonoBehaviour 6 | { 7 | public GameObject itemToSpread; 8 | public int numItemsToSpawn = 10; 9 | 10 | public float itemXSpread = 10; 11 | public float itemYSpread = 0; 12 | public float itemZSpread = 10; 13 | 14 | public Vector3 randomRotationConstraints; 15 | public GameObject[] meshColorObjects; 16 | 17 | private List gameObjectsToCombine = new List(); 18 | 19 | 20 | // Start is called before the first frame update 21 | void Start() 22 | { 23 | SpreadColorAndCombine(); 24 | } 25 | 26 | void SpreadColorAndCombine() 27 | { 28 | //Spread 29 | for (int i = 0; i < numItemsToSpawn; i++) 30 | { 31 | SpreadItem(); 32 | } 33 | 34 | //Color and combine 35 | for (int j = 0; j < meshColorObjects.Length; j++) 36 | { 37 | CombineMeshes(meshColorObjects[j]); 38 | } 39 | } 40 | 41 | void SpreadItem() 42 | { 43 | Vector3 randPosition = new Vector3(Random.Range(-itemXSpread, itemXSpread), Random.Range(-itemYSpread, itemYSpread), 44 | Random.Range(-itemZSpread, itemZSpread)) + transform.position; 45 | 46 | GameObject clone = Instantiate(itemToSpread, randPosition, itemToSpread.transform.rotation); 47 | 48 | clone.transform.rotation = RandomizeByAxis(randomRotationConstraints, clone.transform); 49 | 50 | clone.transform.SetParent(meshColorObjects[Random.Range(0,meshColorObjects.Length)].transform); 51 | gameObjectsToCombine.Add(clone); 52 | } 53 | 54 | public Quaternion RandomizeByAxis(Vector3 randomRotationConstraints, Transform transformToRotate) 55 | { 56 | Quaternion randomConstrainedRotation = 57 | Quaternion.Euler(transformToRotate.rotation.eulerAngles.x + 58 | Random.Range(-randomRotationConstraints.x, randomRotationConstraints.x), 59 | transformToRotate.rotation.eulerAngles.y + Random.Range(-randomRotationConstraints.y, randomRotationConstraints.y), 60 | transformToRotate.rotation.eulerAngles.z + Random.Range(-randomRotationConstraints.z, randomRotationConstraints.z)); 61 | 62 | return randomConstrainedRotation; 63 | } 64 | 65 | public void CombineMeshes(GameObject obj) 66 | { 67 | //Temporarily set position to zero to make matrix math easier 68 | Vector3 position = obj.transform.position; 69 | obj.transform.position = Vector3.zero; 70 | 71 | //Get all mesh filters and combine 72 | MeshFilter[] meshFilters = obj.GetComponentsInChildren(); 73 | CombineInstance[] combine = new CombineInstance[meshFilters.Length]; 74 | int i = 1; 75 | while (i < meshFilters.Length) 76 | { 77 | combine[i].mesh = meshFilters[i].sharedMesh; 78 | combine[i].transform = meshFilters[i].transform.localToWorldMatrix; 79 | meshFilters[i].gameObject.SetActive(false); 80 | i++; 81 | } 82 | 83 | obj.transform.GetComponent().mesh = new Mesh(); 84 | obj.transform.GetComponent().mesh.CombineMeshes(combine, true, true); 85 | obj.transform.gameObject.SetActive(true); 86 | 87 | //Return to original position 88 | obj.transform.position = position; 89 | 90 | //Add collider to mesh (if needed) 91 | //obj.AddComponent(); 92 | } 93 | } 94 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/MeshCombiningAreaSpawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e4fbec745664dad45a03a7d64fbb1fb6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/PickItem.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class PickItem : MonoBehaviour 6 | { 7 | public GameObject[] itemsToPickFrom; 8 | 9 | // Start is called before the first frame update 10 | void Start() 11 | { 12 | Pick(); 13 | } 14 | 15 | void Pick() 16 | { 17 | int randomIndex = Random.Range(0, itemsToPickFrom.Length); 18 | GameObject clone = Instantiate(itemsToPickFrom[randomIndex], transform.position, transform.rotation); 19 | } 20 | 21 | 22 | 23 | } 24 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/PickItem.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7cfa7d59599c2f419144a4174af0f25 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/RandomizeRotation.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RandomizeRotation : MonoBehaviour 6 | { 7 | public Vector3 randomRotationRange; 8 | 9 | // Start is called before the first frame update 10 | void Start() 11 | { 12 | RandomizeByAxis(randomRotationRange); 13 | } 14 | 15 | void RandomizeMyRotation() 16 | { 17 | transform.rotation = Random.rotation; 18 | } 19 | 20 | public void RandomizeByAxis(Vector3 randomRotationConstraints) 21 | { 22 | Quaternion randomConstrainedRotation = Quaternion.Euler(transform.rotation.eulerAngles.x + Random.Range(-randomRotationConstraints.x, randomRotationConstraints.x), 23 | transform.rotation.eulerAngles.y + Random.Range(-randomRotationConstraints.y, randomRotationConstraints.y), 24 | transform.rotation.eulerAngles.z + Random.Range(-randomRotationConstraints.z, randomRotationConstraints.z)); 25 | 26 | transform.rotation = randomConstrainedRotation; 27 | } 28 | 29 | } 30 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/RandomizeRotation.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b9cd1548e09fa6a40914d7aa67a5d912 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/RandomizeScale.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RandomizeScale : MonoBehaviour 6 | { 7 | public float globalScaleMultiplier = 1f; 8 | 9 | public bool scaleUniformly; 10 | 11 | public float uniformScaleMin = .1f; 12 | public float uniformScaleMax = 1f; 13 | 14 | public float xScaleMin = .1f; 15 | public float xScaleMax = 3f; 16 | public float yScaleMin = .1f; 17 | public float yScaleMax = 3f; 18 | public float zScaleMin = .1f; 19 | public float zScaleMax = 3f; 20 | 21 | 22 | void Start() 23 | { 24 | RandomizeObjectScale(); 25 | } 26 | 27 | void RandomizeObjectScale() 28 | { 29 | Vector3 randomizedScale = Vector3.one; 30 | if (scaleUniformly) 31 | { 32 | float uniformScale = Random.Range(uniformScaleMin, uniformScaleMax); 33 | randomizedScale = new Vector3(uniformScale, uniformScale, uniformScale); 34 | } 35 | else 36 | { 37 | randomizedScale = new Vector3(Random.Range(xScaleMin, xScaleMax), Random.Range(yScaleMin, yScaleMax), Random.Range(zScaleMin, zScaleMax)); 38 | } 39 | 40 | transform.localScale = randomizedScale * globalScaleMultiplier; 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/RandomizeScale.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 43995428c987c17429af6ddab7b38cce 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/RaycastAlignerNoOverlap.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RaycastAlignerNoOverlap : MonoBehaviour 6 | { 7 | public GameObject[] itemsToPickFrom; 8 | public float raycastDistance = 100f; 9 | public float overlapTestBoxSize = 1f; 10 | public LayerMask spawnedObjectLayer; 11 | 12 | // Start is called before the first frame update 13 | void Start() 14 | { 15 | PositionRaycast(); 16 | } 17 | 18 | void PositionRaycast() 19 | { 20 | RaycastHit hit; 21 | 22 | if (Physics.Raycast(transform.position, Vector3.down, out hit, raycastDistance)) 23 | { 24 | 25 | Quaternion spawnRotation = Quaternion.FromToRotation(Vector3.up, hit.normal); 26 | 27 | Vector3 overlapTestBoxScale = new Vector3(overlapTestBoxSize, overlapTestBoxSize, overlapTestBoxSize); 28 | Collider[] collidersInsideOverlapBox = new Collider[1]; 29 | int numberOfCollidersFound = Physics.OverlapBoxNonAlloc(hit.point, overlapTestBoxScale, collidersInsideOverlapBox, spawnRotation, spawnedObjectLayer); 30 | 31 | Debug.Log("number of colliders found " + numberOfCollidersFound); 32 | 33 | if (numberOfCollidersFound == 0) 34 | { 35 | Debug.Log("spawned robot"); 36 | Pick(hit.point, spawnRotation); 37 | } 38 | else 39 | { 40 | Debug.Log("name of collider 0 found " + collidersInsideOverlapBox[0].name); 41 | } 42 | } 43 | } 44 | 45 | void Pick(Vector3 positionToSpawn, Quaternion rotationToSpawn) 46 | { 47 | int randomIndex = Random.Range(0, itemsToPickFrom.Length); 48 | GameObject clone = Instantiate(itemsToPickFrom[randomIndex], positionToSpawn, rotationToSpawn); 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/RaycastAlignerNoOverlap.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 74f162c09b15bd8439816754e804cc6b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/RaycastItemAligner.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RaycastItemAligner : MonoBehaviour 6 | { 7 | public float raycastDistance = 100f; 8 | public GameObject objectToSpawn; 9 | 10 | // Start is called before the first frame update 11 | void Start() 12 | { 13 | PositionRaycast(); 14 | } 15 | 16 | void PositionRaycast() 17 | { 18 | RaycastHit hit; 19 | 20 | if (Physics.Raycast(transform.position, Vector3.down, out hit, raycastDistance)) 21 | { 22 | Quaternion spawnRotation = Quaternion.FromToRotation(Vector3.up, hit.normal); 23 | 24 | GameObject clone = Instantiate(objectToSpawn, hit.point, spawnRotation); 25 | } 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/RaycastItemAligner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aace527a064314c409cab2e4e0861606 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/SetRandomSeed.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SetRandomSeed : MonoBehaviour 6 | { 7 | public string stringSeed = "seed string"; 8 | public bool useStringSeed; 9 | public int seed; 10 | public bool randomizeSeed; 11 | 12 | void Awake() 13 | { 14 | if (useStringSeed) 15 | { 16 | seed = stringSeed.GetHashCode(); 17 | } 18 | 19 | if (randomizeSeed) 20 | { 21 | seed = Random.Range(0, 99999); 22 | } 23 | 24 | Random.InitState(seed); 25 | } 26 | 27 | } 28 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/SetRandomSeed.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ae4a49918f366c642bfa4d8edc60c09f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/SpawnGridWithRandomizedPosition.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SpawnGridWithRandomizedPosition : MonoBehaviour 6 | { 7 | 8 | public GameObject[] itemsToPickFrom; 9 | public int gridX; 10 | public int gridZ; 11 | public float gridSpacingOffset = 1f; 12 | public Vector3 gridOrigin = Vector3.zero; 13 | public Vector3 positionRandomization; 14 | 15 | // Start is called before the first frame update 16 | void Start() 17 | { 18 | SpawnGrid(); 19 | } 20 | 21 | void SpawnGrid() 22 | { 23 | for (int x = 0; x < gridX; x++) 24 | { 25 | for (int z = 0; z < gridZ; z++) 26 | { 27 | Vector3 spawnPosition = new Vector3(x * gridSpacingOffset, 0, z * gridSpacingOffset) + gridOrigin; 28 | PickAndSpawn(RandomizedPosition(spawnPosition), Quaternion.identity); 29 | } 30 | } 31 | } 32 | 33 | Vector3 RandomizedPosition(Vector3 position) 34 | { 35 | Vector3 randomizedPosition = new Vector3(Random.Range(-positionRandomization.x, positionRandomization.x), Random.Range(-positionRandomization.y, positionRandomization.y), Random.Range(-positionRandomization.z, positionRandomization.z)) + position; 36 | 37 | return randomizedPosition; 38 | 39 | } 40 | 41 | void PickAndSpawn(Vector3 positionToSpawn, Quaternion rotationToSpawn) 42 | { 43 | int randomIndex = Random.Range(0, itemsToPickFrom.Length); 44 | GameObject clone = Instantiate(itemsToPickFrom[randomIndex], positionToSpawn, rotationToSpawn); 45 | } 46 | 47 | 48 | } 49 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/SpawnGridWithRandomizedPosition.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 38304dc201921694b95759f56a8acd78 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/SpawnPrefabGrid.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SpawnPrefabGrid : MonoBehaviour 6 | { 7 | public GameObject[] itemsToPickFrom; 8 | public int gridX; 9 | public int gridZ; 10 | public float gridSpacingOffset = 1f; 11 | public Vector3 gridOrigin = Vector3.zero; 12 | 13 | // Start is called before the first frame update 14 | void Start() 15 | { 16 | SpawnGrid(); 17 | } 18 | 19 | void SpawnGrid() 20 | { 21 | for (int x = 0; x < gridX; x++) 22 | { 23 | for (int z = 0; z < gridZ; z++) 24 | { 25 | Vector3 spawnPosition = new Vector3(x * gridSpacingOffset, 0, z * gridSpacingOffset) + gridOrigin; 26 | PickAndSpawn(spawnPosition, Quaternion.identity); 27 | } 28 | } 29 | } 30 | 31 | void PickAndSpawn(Vector3 positionToSpawn, Quaternion rotationToSpawn) 32 | { 33 | int randomIndex = Random.Range(0, itemsToPickFrom.Length); 34 | GameObject clone = Instantiate(itemsToPickFrom[randomIndex], positionToSpawn, rotationToSpawn); 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /Assets/Scripts/ProceduralBasics/SpawnPrefabGrid.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 058493c36d000554085b7a0fbb71b729 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2019 Matt MirrorFish 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. -------------------------------------------------------------------------------- /Logs/Packages-Update.log: -------------------------------------------------------------------------------- 1 | 2 | === Sat Nov 2 05:33:26 2019 3 | 4 | Packages were changed. 5 | Update Mode: updateDependencies 6 | 7 | The following packages were updated: 8 | com.unity.package-manager-ui from version 2.0.3 to 2.0.7 9 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.package-manager-ui": "2.0.7", 4 | "com.unity.postprocessing": "2.1.7", 5 | "com.unity.modules.ai": "1.0.0", 6 | "com.unity.modules.animation": "1.0.0", 7 | "com.unity.modules.assetbundle": "1.0.0", 8 | "com.unity.modules.audio": "1.0.0", 9 | "com.unity.modules.cloth": "1.0.0", 10 | "com.unity.modules.director": "1.0.0", 11 | "com.unity.modules.imageconversion": "1.0.0", 12 | "com.unity.modules.imgui": "1.0.0", 13 | "com.unity.modules.jsonserialize": "1.0.0", 14 | "com.unity.modules.particlesystem": "1.0.0", 15 | "com.unity.modules.physics": "1.0.0", 16 | "com.unity.modules.physics2d": "1.0.0", 17 | "com.unity.modules.screencapture": "1.0.0", 18 | "com.unity.modules.terrain": "1.0.0", 19 | "com.unity.modules.terrainphysics": "1.0.0", 20 | "com.unity.modules.tilemap": "1.0.0", 21 | "com.unity.modules.ui": "1.0.0", 22 | "com.unity.modules.uielements": "1.0.0", 23 | "com.unity.modules.umbra": "1.0.0", 24 | "com.unity.modules.unityanalytics": "1.0.0", 25 | "com.unity.modules.unitywebrequest": "1.0.0", 26 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 27 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 28 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 29 | "com.unity.modules.unitywebrequestwww": "1.0.0", 30 | "com.unity.modules.vehicles": "1.0.0", 31 | "com.unity.modules.video": "1.0.0", 32 | "com.unity.modules.vr": "1.0.0", 33 | "com.unity.modules.wind": "1.0.0", 34 | "com.unity.modules.xr": "1.0.0" 35 | } 36 | } 37 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # ProceduralContentGenerationBasics 2 | Demo project for Procedural Generation Basics 3 | 4 | Learn the basics of procedural generation for Unity in C#. 5 | 6 | Topics include: 7 | 8 | - Picking a random item from an array 9 | - Randomizing 3D object position 10 | - Randomizing 3D object rotation 11 | - Spawning objects on the ground / surfaces with raycasts 12 | - Combining spawned meshes 13 | - A low poly forest scene 14 | - Spawning with random seeds 15 | 16 | This project is intended as a reference to accompany the video series published here: https://www.youtube.com/playlist?list=PLuldlT8dkudoNONqbt8GDmMkoFbXfsv9m 17 | --------------------------------------------------------------------------------