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440 lines
25 KiB
440 lines
25 KiB
5 months ago
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using UnityEngine;
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namespace HighlightPlus {
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[CreateAssetMenu(menuName = "Highlight Plus Profile", fileName = "Highlight Plus Profile", order = 100)]
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[HelpURL("https://www.dropbox.com/s/1p9h8xys68lm4a3/Documentation.pdf?dl=0")]
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public class HighlightProfile : ScriptableObject {
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[Tooltip("Different options to specify which objects are affected by this Highlight Effect component.")]
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public TargetOptions effectGroup = TargetOptions.Children;
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[Tooltip("The layer that contains the affected objects by this effect when effectGroup is set to LayerMask.")]
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public LayerMask effectGroupLayer = -1;
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[Tooltip("Only include objects whose names contains this text.")]
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public string effectNameFilter;
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[Tooltip("Use RegEx to determine if an object name matches the effectNameFilter.")]
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public bool effectNameUseRegEx;
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[Tooltip("Combine meshes of all objects in this group affected by Highlight Effect reducing draw calls.")]
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public bool combineMeshes;
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[Tooltip("The alpha threshold for transparent cutout objects. Pixels with alpha below this value will be discarded.")]
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[Range(0, 1)]
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public float alphaCutOff;
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[Tooltip("If back facing triangles are ignored.Backfaces triangles are not visible but you may set this property to false to force highlight effects to act on those triangles as well.")]
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public bool cullBackFaces = true;
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[Tooltip("Normals handling option:\nPreserve original: use original mesh normals.\nSmooth: average normals to produce a smoother outline/glow mesh based effect.\nReorient: recomputes normals based on vertex direction to centroid.")]
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public NormalsOption normalsOption;
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public float fadeInDuration;
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public float fadeOutDuration;
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[Tooltip("Fades out effects based on distance to camera")]
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public bool cameraDistanceFade;
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[Tooltip("The closest distance particles can get to the camera before they fade from the camera’s view.")]
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public float cameraDistanceFadeNear;
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[Tooltip("The farthest distance particles can get away from the camera before they fade from the camera’s view.")]
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public float cameraDistanceFadeFar = 1000;
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[Tooltip("Keeps the outline/glow size unaffected by object distance.")]
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public bool constantWidth = true;
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[Range(0, 1)]
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[Tooltip("Intensity of the overlay effect. A value of 0 disables the overlay completely.")]
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public float overlay;
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public OverlayMode overlayMode = OverlayMode.WhenHighlighted;
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[ColorUsage(true, true)] public Color overlayColor = Color.yellow;
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public float overlayAnimationSpeed = 1f;
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[Range(0, 1)]
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public float overlayMinIntensity = 0.5f;
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[Range(0, 1)]
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[Tooltip("Controls the blending or mix of the overlay color with the natural colors of the object.")]
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public float overlayBlending = 1.0f;
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[Tooltip("Optional overlay texture.")]
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public Texture2D overlayTexture;
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public TextureUVSpace overlayTextureUVSpace;
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public float overlayTextureScale = 1f;
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public Vector2 overlayTextureScrolling;
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public Visibility overlayVisibility = Visibility.Normal;
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[Range(0, 1)]
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[Tooltip("Intensity of the outline. A value of 0 disables the outline completely.")]
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public float outline = 1f;
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[ColorUsage(true, true)] public Color outlineColor = Color.black;
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public ColorStyle outlineColorStyle = ColorStyle.SingleColor;
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[GradientUsage(hdr: true, ColorSpace.Linear)] public Gradient outlineGradient;
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public bool outlineGradientInLocalSpace;
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[Range(1, 3)]
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public int outlineBlurPasses = 2;
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public float outlineWidth = 0.45f;
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public QualityLevel outlineQuality = QualityLevel.High;
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public OutlineEdgeMode outlineEdgeMode = OutlineEdgeMode.Exterior;
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public float outlineEdgeThreshold = 0.995f;
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public float outlineSharpness = 1f;
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[Range(1, 8)]
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[Tooltip("Reduces the quality of the outline but improves performance a bit.")]
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public int outlineDownsampling = 1;
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public ContourStyle outlineContourStyle = ContourStyle.AroundVisibleParts;
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public Visibility outlineVisibility = Visibility.Normal;
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[Tooltip("If enabled, this object won't combine the outline with other objects.")]
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public bool outlineIndependent;
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[Tooltip("Select the mask mode used with this effect.")]
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public MaskMode outlineMaskMode = MaskMode.Stencil;
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[Range(0, 5)]
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[Tooltip("The intensity of the outer glow effect. A value of 0 disables the glow completely.")]
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public float glow;
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public float glowWidth = 0.4f;
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public QualityLevel glowQuality = QualityLevel.High;
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public BlurMethod glowBlurMethod = BlurMethod.Gaussian;
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[Range(1, 8)]
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[Tooltip("Reduces the quality of the glow but improves performance a bit.")]
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public int glowDownsampling = 2;
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[ColorUsage(true, true)] public Color glowHQColor = new Color(0.64f, 1f, 0f, 1f);
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[Tooltip("When enabled, outer glow renders with dithering. When disabled, glow appears as a solid color.")]
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[Range(0, 1)]
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public float glowDithering = 1;
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public GlowDitheringStyle glowDitheringStyle = GlowDitheringStyle.Pattern;
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[Tooltip("Seed for the dithering effect")]
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public float glowMagicNumber1 = 0.75f;
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[Tooltip("Another seed for the dithering effect that combines with first seed to create different patterns")]
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public float glowMagicNumber2 = 0.5f;
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public float glowAnimationSpeed = 1f;
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public Visibility glowVisibility = Visibility.Normal;
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public GlowBlendMode glowBlendMode = GlowBlendMode.Additive;
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[Tooltip("Blends glow passes one after another. If this option is disabled, glow passes won't overlap (in this case, make sure the glow pass 1 has a smaller offset than pass 2, etc.)")]
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public bool glowBlendPasses = true;
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public GlowPassData[] glowPasses;
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[Tooltip("Select the mask mode used with this effect.")]
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public MaskMode glowMaskMode = MaskMode.Stencil;
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[Range(0, 5f)]
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[Tooltip("The intensity of the inner glow effect. A value of 0 disables the glow completely.")]
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public float innerGlow;
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[Range(0, 2)]
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public float innerGlowWidth = 1f;
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public InnerGlowBlendMode innerGlowBlendMode = InnerGlowBlendMode.Additive;
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[ColorUsage(true, true)] public Color innerGlowColor = Color.white;
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public Visibility innerGlowVisibility = Visibility.Normal;
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[Tooltip("Enables the targetFX effect. This effect draws an animated sprite over the object.")]
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public bool targetFX;
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public Texture2D targetFXTexture;
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[ColorUsage(true, true)] public Color targetFXColor = Color.white;
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public float targetFXRotationSpeed = 50f;
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public float targetFXInitialScale = 4f;
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public float targetFXEndScale = 1.5f;
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[Tooltip("Makes target scale relative to object renderer bounds.")]
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public bool targetFXScaleToRenderBounds;
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[Tooltip("Places target FX sprite at the bottom of the highlighted object.")]
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public bool targetFXAlignToGround;
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[Tooltip("Max distance from the center of the highlighted object to the ground.")]
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public float targetFXGroundMaxDistance = 15f;
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public LayerMask targetFXGroundLayerMask = -1;
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[Tooltip("Fade out effect with altitude")]
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public float targetFXFadePower = 32;
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[Tooltip("Enable to render a single target FX effect at the center of the enclosing bounds")]
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public bool targetFXUseEnclosingBounds;
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[Tooltip("Optional worlds space offset for the position of the targetFX effect")]
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public Vector3 targetFXOffset;
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public float targetFXTransitionDuration = 0.5f;
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public float targetFXStayDuration = 1.5f;
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public Visibility targetFXVisibility = Visibility.AlwaysOnTop;
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[Tooltip("See-through mode for this Highlight Effect component.")]
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public SeeThroughMode seeThrough = SeeThroughMode.Never;
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[Tooltip("This mask setting let you specify which objects will be considered as occluders and cause the see-through effect for this Highlight Effect component. For example, you assign your walls to a different layer and specify that layer here, so only walls and not other objects, like ground or ceiling, will trigger the see-through effect.")]
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public LayerMask seeThroughOccluderMask = -1;
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[Tooltip("Uses stencil buffers to ensure pixel-accurate occlusion test. If this option is disabled, only physics raycasting is used to test for occlusion.")]
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public bool seeThroughOccluderMaskAccurate;
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[Tooltip("A multiplier for the occluder volume size which can be used to reduce the actual size of occluders when Highlight Effect checks if they're occluding this object.")]
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[Range(0.01f, 0.9f)] public float seeThroughOccluderThreshold = 0.4f;
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[Tooltip("The interval of time between occlusion tests.")]
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public float seeThroughOccluderCheckInterval = 1f;
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[Tooltip("If enabled, occlusion test is performed for each children element. If disabled, the bounds of all children is combined and a single occlusion test is performed for the combined bounds.")]
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public bool seeThroughOccluderCheckIndividualObjects;
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[Tooltip("Shows the see-through effect only if the occluder if at this 'offset' distance from the object.")]
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public float seeThroughDepthOffset;
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[Tooltip("Hides the see-through effect if the occluder is further than this distance from the object (0 = infinite)")]
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public float seeThroughMaxDepth;
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[Range(0, 5f)] public float seeThroughIntensity = 0.8f;
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[Range(0, 1)] public float seeThroughTintAlpha = 0.5f;
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public Color seeThroughTintColor = Color.red;
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[Range(0, 1)] public float seeThroughNoise = 1f;
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[Range(0, 1)] public float seeThroughBorder;
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public Color seeThroughBorderColor = Color.black;
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public float seeThroughBorderWidth = 0.45f;
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[Tooltip("Only display the border instead of the full see-through effect.")]
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public bool seeThroughBorderOnly;
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[Tooltip("This option clears the stencil buffer after rendering the see-through effect which results in correct rendering order and supports other stencil-based effects that render afterwards.")]
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public bool seeThroughOrdered;
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[Tooltip("Optional see-through mask effect texture.")]
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public Texture2D seeThroughTexture;
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public TextureUVSpace seeThroughTextureUVSpace;
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public float seeThroughTextureScale = 1f;
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[Tooltip("The order by which children objects are rendered by the see-through effect")]
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public SeeThroughSortingMode seeThroughChildrenSortingMode = SeeThroughSortingMode.Default;
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[Range(0, 1)] public float hitFxInitialIntensity;
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public HitFxMode hitFxMode = HitFxMode.Overlay;
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public float hitFxFadeOutDuration = 0.25f;
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[ColorUsage(true, true)] public Color hitFxColor = Color.white;
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public float hitFxRadius = 0.5f;
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public void Load(HighlightEffect effect) {
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effect.effectGroup = effectGroup;
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effect.effectGroupLayer = effectGroupLayer;
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effect.effectNameFilter = effectNameFilter;
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effect.effectNameUseRegEx = effectNameUseRegEx;
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effect.combineMeshes = combineMeshes;
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effect.alphaCutOff = alphaCutOff;
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effect.cullBackFaces = cullBackFaces;
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effect.normalsOption = normalsOption;
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effect.fadeInDuration = fadeInDuration;
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effect.fadeOutDuration = fadeOutDuration;
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effect.cameraDistanceFade = cameraDistanceFade;
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effect.cameraDistanceFadeFar = cameraDistanceFadeFar;
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effect.cameraDistanceFadeNear = cameraDistanceFadeNear;
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effect.constantWidth = constantWidth;
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effect.overlay = overlay;
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effect.overlayMode = overlayMode;
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effect.overlayColor = overlayColor;
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effect.overlayAnimationSpeed = overlayAnimationSpeed;
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effect.overlayMinIntensity = overlayMinIntensity;
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effect.overlayBlending = overlayBlending;
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effect.overlayTexture = overlayTexture;
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effect.overlayTextureUVSpace = overlayTextureUVSpace;
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effect.overlayTextureScale = overlayTextureScale;
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effect.overlayTextureScrolling = overlayTextureScrolling;
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effect.overlayVisibility = overlayVisibility;
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effect.outline = outline;
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effect.outlineColor = outlineColor;
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effect.outlineColorStyle = outlineColorStyle;
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effect.outlineGradient = outlineGradient;
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effect.outlineGradientInLocalSpace = outlineGradientInLocalSpace;
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effect.outlineWidth = outlineWidth;
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effect.outlineBlurPasses = outlineBlurPasses;
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effect.outlineQuality = outlineQuality;
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effect.outlineEdgeMode = outlineEdgeMode;
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effect.outlineEdgeThreshold = outlineEdgeThreshold;
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effect.outlineSharpness = outlineSharpness;
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effect.outlineDownsampling = outlineDownsampling;
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effect.outlineVisibility = outlineVisibility;
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effect.outlineIndependent = outlineIndependent;
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effect.outlineContourStyle = outlineContourStyle;
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effect.outlineMaskMode = outlineMaskMode;
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effect.glow = glow;
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effect.glowWidth = glowWidth;
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effect.glowQuality = glowQuality;
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effect.glowBlurMethod = glowBlurMethod;
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effect.glowDownsampling = glowDownsampling;
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effect.glowHQColor = glowHQColor;
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effect.glowDithering = glowDithering;
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effect.glowDitheringStyle = glowDitheringStyle;
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effect.glowMagicNumber1 = glowMagicNumber1;
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effect.glowMagicNumber2 = glowMagicNumber2;
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effect.glowAnimationSpeed = glowAnimationSpeed;
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effect.glowVisibility = glowVisibility;
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effect.glowBlendMode = glowBlendMode;
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effect.glowBlendPasses = glowBlendPasses;
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effect.glowPasses = GetGlowPassesCopy(glowPasses);
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effect.glowMaskMode = glowMaskMode;
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effect.innerGlow = innerGlow;
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effect.innerGlowWidth = innerGlowWidth;
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effect.innerGlowColor = innerGlowColor;
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effect.innerGlowBlendMode = innerGlowBlendMode;
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effect.innerGlowVisibility = innerGlowVisibility;
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effect.targetFX = targetFX;
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effect.targetFXColor = targetFXColor;
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effect.targetFXInitialScale = targetFXInitialScale;
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effect.targetFXEndScale = targetFXEndScale;
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effect.targetFXScaleToRenderBounds = targetFXScaleToRenderBounds;
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effect.targetFXAlignToGround = targetFXAlignToGround;
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effect.targetFXGroundMaxDistance = targetFXGroundMaxDistance;
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effect.targetFXGroundLayerMask = targetFXGroundLayerMask;
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effect.targetFXFadePower = targetFXFadePower;
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effect.targetFXRotationSpeed = targetFXRotationSpeed;
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effect.targetFXStayDuration = targetFXStayDuration;
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effect.targetFXTexture = targetFXTexture;
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effect.targetFXTransitionDuration = targetFXTransitionDuration;
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effect.targetFXVisibility = targetFXVisibility;
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effect.targetFXUseEnclosingBounds = targetFXUseEnclosingBounds;
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effect.targetFXOffset = targetFXOffset;
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effect.seeThrough = seeThrough;
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effect.seeThroughOccluderMask = seeThroughOccluderMask;
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effect.seeThroughOccluderMaskAccurate = seeThroughOccluderMaskAccurate;
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effect.seeThroughOccluderThreshold = seeThroughOccluderThreshold;
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effect.seeThroughOccluderCheckInterval = seeThroughOccluderCheckInterval;
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effect.seeThroughOccluderCheckIndividualObjects = seeThroughOccluderCheckIndividualObjects;
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effect.seeThroughIntensity = seeThroughIntensity;
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effect.seeThroughTintAlpha = seeThroughTintAlpha;
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effect.seeThroughTintColor = seeThroughTintColor;
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effect.seeThroughNoise = seeThroughNoise;
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effect.seeThroughBorder = seeThroughBorder;
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effect.seeThroughBorderColor = seeThroughBorderColor;
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effect.seeThroughBorderWidth = seeThroughBorderWidth;
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effect.seeThroughBorderOnly = seeThroughBorderOnly;
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effect.seeThroughDepthOffset = seeThroughDepthOffset;
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effect.seeThroughMaxDepth = seeThroughMaxDepth;
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effect.seeThroughOrdered = seeThroughOrdered;
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effect.seeThroughTexture = seeThroughTexture;
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effect.seeThroughTextureScale = seeThroughTextureScale;
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effect.seeThroughTextureUVSpace = seeThroughTextureUVSpace;
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effect.seeThroughChildrenSortingMode = seeThroughChildrenSortingMode;
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effect.hitFxInitialIntensity = hitFxInitialIntensity;
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effect.hitFxMode = hitFxMode;
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effect.hitFxFadeOutDuration = hitFxFadeOutDuration;
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effect.hitFxColor = hitFxColor;
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effect.hitFxRadius = hitFxRadius;
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effect.UpdateMaterialProperties();
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}
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public void Save(HighlightEffect effect) {
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effectGroup = effect.effectGroup;
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effectGroupLayer = effect.effectGroupLayer;
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effectNameFilter = effect.effectNameFilter;
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effectNameUseRegEx = effect.effectNameUseRegEx;
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combineMeshes = effect.combineMeshes;
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alphaCutOff = effect.alphaCutOff;
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cullBackFaces = effect.cullBackFaces;
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normalsOption = effect.normalsOption;
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fadeInDuration = effect.fadeInDuration;
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fadeOutDuration = effect.fadeOutDuration;
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cameraDistanceFade = effect.cameraDistanceFade;
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cameraDistanceFadeFar = effect.cameraDistanceFadeFar;
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cameraDistanceFadeNear = effect.cameraDistanceFadeNear;
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constantWidth = effect.constantWidth;
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overlay = effect.overlay;
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overlayMode = effect.overlayMode;
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overlayColor = effect.overlayColor;
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overlayAnimationSpeed = effect.overlayAnimationSpeed;
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overlayMinIntensity = effect.overlayMinIntensity;
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overlayBlending = effect.overlayBlending;
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overlayTexture = effect.overlayTexture;
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overlayTextureUVSpace = effect.overlayTextureUVSpace;
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overlayTextureScale = effect.overlayTextureScale;
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overlayTextureScrolling = effect.overlayTextureScrolling;
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overlayVisibility = effect.overlayVisibility;
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outline = effect.outline;
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outlineColor = effect.outlineColor;
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outlineColorStyle = effect.outlineColorStyle;
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outlineGradient = effect.outlineGradient;
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outlineGradientInLocalSpace = effect.outlineGradientInLocalSpace;
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outlineWidth = effect.outlineWidth;
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outlineBlurPasses = effect.outlineBlurPasses;
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outlineQuality = effect.outlineQuality;
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outlineEdgeMode = effect.outlineEdgeMode;
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outlineEdgeThreshold = effect.outlineEdgeThreshold;
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outlineSharpness = effect.outlineSharpness;
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outlineDownsampling = effect.outlineDownsampling;
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outlineVisibility = effect.outlineVisibility;
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outlineIndependent = effect.outlineIndependent;
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outlineContourStyle = effect.outlineContourStyle;
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outlineMaskMode = effect.outlineMaskMode;
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glow = effect.glow;
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glowWidth = effect.glowWidth;
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glowQuality = effect.glowQuality;
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glowBlurMethod = effect.glowBlurMethod;
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glowDownsampling = effect.glowDownsampling;
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glowHQColor = effect.glowHQColor;
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glowDithering = effect.glowDithering;
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glowDitheringStyle = effect.glowDitheringStyle;
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glowMagicNumber1 = effect.glowMagicNumber1;
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glowMagicNumber2 = effect.glowMagicNumber2;
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||
|
glowAnimationSpeed = effect.glowAnimationSpeed;
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||
|
glowVisibility = effect.glowVisibility;
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||
|
glowBlendMode = effect.glowBlendMode;
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||
|
glowBlendPasses = effect.glowBlendPasses;
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|
glowPasses = GetGlowPassesCopy(effect.glowPasses);
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||
|
glowMaskMode = effect.glowMaskMode;
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||
|
innerGlow = effect.innerGlow;
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||
|
innerGlowWidth = effect.innerGlowWidth;
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||
|
innerGlowColor = effect.innerGlowColor;
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||
|
innerGlowBlendMode = effect.innerGlowBlendMode;
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||
|
innerGlowVisibility = effect.innerGlowVisibility;
|
||
|
targetFX = effect.targetFX;
|
||
|
targetFXColor = effect.targetFXColor;
|
||
|
targetFXInitialScale = effect.targetFXInitialScale;
|
||
|
targetFXEndScale = effect.targetFXEndScale;
|
||
|
targetFXScaleToRenderBounds = effect.targetFXScaleToRenderBounds;
|
||
|
targetFXAlignToGround = effect.targetFXAlignToGround;
|
||
|
targetFXGroundMaxDistance = effect.targetFXGroundMaxDistance;
|
||
|
targetFXGroundLayerMask = effect.targetFXGroundLayerMask;
|
||
|
targetFXFadePower = effect.targetFXFadePower;
|
||
|
targetFXRotationSpeed = effect.targetFXRotationSpeed;
|
||
|
targetFXStayDuration = effect.targetFXStayDuration;
|
||
|
targetFXTexture = effect.targetFXTexture;
|
||
|
targetFXTransitionDuration = effect.targetFXTransitionDuration;
|
||
|
targetFXVisibility = effect.targetFXVisibility;
|
||
|
targetFXUseEnclosingBounds = effect.targetFXUseEnclosingBounds;
|
||
|
targetFXOffset = effect.targetFXOffset;
|
||
|
seeThrough = effect.seeThrough;
|
||
|
seeThroughOccluderMask = effect.seeThroughOccluderMask;
|
||
|
seeThroughOccluderMaskAccurate = effect.seeThroughOccluderMaskAccurate;
|
||
|
seeThroughOccluderThreshold = effect.seeThroughOccluderThreshold;
|
||
|
seeThroughOccluderCheckInterval = effect.seeThroughOccluderCheckInterval;
|
||
|
seeThroughOccluderCheckIndividualObjects = effect.seeThroughOccluderCheckIndividualObjects;
|
||
|
seeThroughIntensity = effect.seeThroughIntensity;
|
||
|
seeThroughTintAlpha = effect.seeThroughTintAlpha;
|
||
|
seeThroughTintColor = effect.seeThroughTintColor;
|
||
|
seeThroughNoise = effect.seeThroughNoise;
|
||
|
seeThroughBorder = effect.seeThroughBorder;
|
||
|
seeThroughBorderColor = effect.seeThroughBorderColor;
|
||
|
seeThroughBorderWidth = effect.seeThroughBorderWidth;
|
||
|
seeThroughDepthOffset = effect.seeThroughDepthOffset;
|
||
|
seeThroughBorderOnly = effect.seeThroughBorderOnly;
|
||
|
seeThroughMaxDepth = effect.seeThroughMaxDepth;
|
||
|
seeThroughOrdered = effect.seeThroughOrdered;
|
||
|
seeThroughTexture = effect.seeThroughTexture;
|
||
|
seeThroughTextureScale = effect.seeThroughTextureScale;
|
||
|
seeThroughTextureUVSpace = effect.seeThroughTextureUVSpace;
|
||
|
seeThroughChildrenSortingMode = effect.seeThroughChildrenSortingMode;
|
||
|
hitFxInitialIntensity = effect.hitFxInitialIntensity;
|
||
|
hitFxMode = effect.hitFxMode;
|
||
|
hitFxFadeOutDuration = effect.hitFxFadeOutDuration;
|
||
|
hitFxColor = effect.hitFxColor;
|
||
|
hitFxRadius = effect.hitFxRadius;
|
||
|
}
|
||
|
|
||
|
GlowPassData[] GetGlowPassesCopy(GlowPassData[] glowPasses) {
|
||
|
if (glowPasses == null) {
|
||
|
return new GlowPassData[0];
|
||
|
}
|
||
|
GlowPassData[] pd = new GlowPassData[glowPasses.Length];
|
||
|
for (int k = 0; k < glowPasses.Length; k++) {
|
||
|
pd[k].alpha = glowPasses[k].alpha;
|
||
|
pd[k].color = glowPasses[k].color;
|
||
|
pd[k].offset = glowPasses[k].offset;
|
||
|
}
|
||
|
return pd;
|
||
|
}
|
||
|
|
||
|
private void OnValidate() {
|
||
|
outlineEdgeThreshold = Mathf.Clamp01(outlineEdgeThreshold);
|
||
|
outlineSharpness = Mathf.Max(outlineSharpness, 1f);
|
||
|
seeThroughDepthOffset = Mathf.Max(0, seeThroughDepthOffset);
|
||
|
seeThroughMaxDepth = Mathf.Max(0, seeThroughMaxDepth);
|
||
|
seeThroughBorderWidth = Mathf.Max(0, seeThroughBorderWidth);
|
||
|
targetFXFadePower = Mathf.Max(0, targetFXFadePower);
|
||
|
cameraDistanceFadeNear = Mathf.Max(0, cameraDistanceFadeNear);
|
||
|
cameraDistanceFadeFar = Mathf.Max(0, cameraDistanceFadeFar);
|
||
|
if (glowPasses == null || glowPasses.Length == 0) {
|
||
|
glowPasses = new GlowPassData[4];
|
||
|
glowPasses[0] = new GlowPassData() { offset = 4, alpha = 0.1f, color = new Color(0.64f, 1f, 0f, 1f) };
|
||
|
glowPasses[1] = new GlowPassData() { offset = 3, alpha = 0.2f, color = new Color(0.64f, 1f, 0f, 1f) };
|
||
|
glowPasses[2] = new GlowPassData() { offset = 2, alpha = 0.3f, color = new Color(0.64f, 1f, 0f, 1f) };
|
||
|
glowPasses[3] = new GlowPassData() { offset = 1, alpha = 0.4f, color = new Color(0.64f, 1f, 0f, 1f) };
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|