上海虹口龙之梦项目
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using UnityEngine;
namespace HighlightPlus {
[CreateAssetMenu(menuName = "Highlight Plus Profile", fileName = "Highlight Plus Profile", order = 100)]
[HelpURL("https://www.dropbox.com/s/v9qgn68ydblqz8x/Documentation.pdf?dl=0")]
public class HighlightProfile : ScriptableObject {
[Tooltip("Different options to specify which objects are affected by this Highlight Effect component.")]
public TargetOptions effectGroup = TargetOptions.Children;
[Tooltip("The layer that contains the affected objects by this effect when effectGroup is set to LayerMask.")]
public LayerMask effectGroupLayer = -1;
[Tooltip("Only include objects whose names contains this text.")]
public string effectNameFilter;
[Tooltip("Combine meshes of all objects in this group affected by Highlight Effect reducing draw calls.")]
public bool combineMeshes;
[Tooltip("The alpha threshold for transparent cutout objects. Pixels with alpha below this value will be discarded.")]
[Range(0, 1)]
public float alphaCutOff;
[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.")]
public bool cullBackFaces = true;
public bool depthClip;
[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.")]
public NormalsOption normalsOption;
public float fadeInDuration;
public float fadeOutDuration;
[Tooltip("Keeps the outline/glow size unaffected by object distance.")]
public bool constantWidth = true;
[Range(0, 1)]
[Tooltip("Intensity of the overlay effect. A value of 0 disables the overlay completely.")]
public float overlay = 0.5f;
[ColorUsage(true, true)] public Color overlayColor = Color.yellow;
public float overlayAnimationSpeed = 1f;
[Range(0, 1)]
public float overlayMinIntensity = 0.5f;
[Range(0, 1)]
[Tooltip("Controls the blending or mix of the overlay color with the natural colors of the object.")]
public float overlayBlending = 1.0f;
[Range(0, 1)]
[Tooltip("Intensity of the outline. A value of 0 disables the outline completely.")]
public float outline = 1f;
[ColorUsage(true, true)] public Color outlineColor = Color.black;
public float outlineWidth = 0.45f;
public QualityLevel outlineQuality = QualityLevel.High;
[Range(1, 8)]
[Tooltip("Reduces the quality of the outline but improves performance a bit.")]
public int outlineDownsampling = 2;
public bool outlineOptimalBlit = true;
public Visibility outlineVisibility = Visibility.Normal;
[Tooltip("If enabled, this object won't combine the outline with other objects.")]
public bool outlineIndependent;
[Range(0, 5)]
[Tooltip("The intensity of the outer glow effect. A value of 0 disables the glow completely.")]
public float glow = 1f;
public float glowWidth = 0.4f;
public QualityLevel glowQuality = QualityLevel.High;
[Range(1, 8)]
[Tooltip("Reduces the quality of the glow but improves performance a bit.")]
public int glowDownsampling = 2;
[ColorUsage(true, true)] public Color glowHQColor = new Color (0.64f, 1f, 0f, 1f);
[Tooltip("When enabled, outer glow renders with dithering. When disabled, glow appears as a solid color.")]
public bool glowDithering = true;
public bool glowOptimalBlit = true;
public float glowMagicNumber1 = 0.75f;
[Tooltip("Another seed for the dithering effect that combines with first seed to create different patterns")]
public float glowMagicNumber2 = 0.5f;
public float glowAnimationSpeed = 1f;
public Visibility glowVisibility = Visibility.Normal;
[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.)")]
public bool glowBlendPasses = true;
public GlowPassData[] glowPasses;
[Range(0, 5f)]
[Tooltip("The intensity of the inner glow effect. A value of 0 disables the glow completely.")]
public float innerGlow = 0f;
[Range(0, 2)]
public float innerGlowWidth = 1f;
[ColorUsage(true, true)] public Color innerGlowColor = Color.white;
public Visibility innerGlowVisibility = Visibility.Normal;
[Tooltip("Enables the targetFX effect. This effect draws an animated sprite over the object.")]
public bool targetFX;
public Texture2D targetFXTexture;
[ColorUsage(true, true)] public Color targetFXColor = Color.white;
public float targetFXRotationSpeed = 50f;
public float targetFXInitialScale = 4f;
public float targetFXEndScale = 1.5f;
[Tooltip("Makes target scale relative to object renderer bounds")]
public bool targetFXScaleToRenderBounds;
public float targetFXTransitionDuration = 0.5f;
public float targetFXStayDuration = 1.5f;
public Visibility targetFXVisibility = Visibility.AlwaysOnTop;
[Tooltip("See-through mode for this Highlight Effect component.")]
public SeeThroughMode seeThrough;
[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.")]
public LayerMask seeThroughOccluderMask = -1;
[Tooltip("Uses stencil buffers to ensure pixel-accurate occlusion test. If this option is disabled, only physics raycasting is used to test for occlusion.")]
public bool seeThroughOccluderMaskAccurate;
[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.")]
[Range(0.01f, 0.9f)] public float seeThroughOccluderThreshold = 0.4f;
[Tooltip("The interval of time between occlusion tests.")]
public float seeThroughOccluderCheckInterval = 1f;
[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.")]
public bool seeThroughOccluderCheckIndividualObjects;
[Tooltip("Shows the see-through effect only if the occluder if at this 'offset' distance from the object.")]
public float seeThroughDepthOffset;
[Tooltip("Hides the see-through effect if the occluder is further than this distance from the object (0 = infinite)")]
public float seeThroughMaxDepth;
[Range(0, 5f)] public float seeThroughIntensity = 0.8f;
[Range(0, 1)] public float seeThroughTintAlpha = 0.5f;
public Color seeThroughTintColor = Color.red;
[Range(0, 1)] public float seeThroughNoise = 1f;
[Range(0, 1)] public float seeThroughBorder;
public Color seeThroughBorderColor = Color.black;
public float seeThroughBorderWidth = 0.45f;
[Tooltip("Renders see-through effect on overlapping objects in a sequence that's relative to the distance to the camera")]
public bool seeThroughOrdered = true;
[Range(0, 1)] public float hitFxInitialIntensity = 1f;
public HitFxMode hitFxMode = HitFxMode.Overlay;
public float hitFxFadeOutDuration = 0.25f;
[ColorUsage(true, true)] public Color hitFxColor = Color.white;
public void Load(HighlightEffect effect) {
effect.effectGroup = effectGroup;
effect.effectGroupLayer = effectGroupLayer;
effect.effectNameFilter = effectNameFilter;
effect.combineMeshes = combineMeshes;
effect.alphaCutOff = alphaCutOff;
effect.cullBackFaces = cullBackFaces;
effect.depthClip = depthClip;
effect.normalsOption = normalsOption;
effect.fadeInDuration = fadeInDuration;
effect.fadeOutDuration = fadeOutDuration;
effect.constantWidth = constantWidth;
effect.overlay = overlay;
effect.overlayColor = overlayColor;
effect.overlayAnimationSpeed = overlayAnimationSpeed;
effect.overlayMinIntensity = overlayMinIntensity;
effect.overlayBlending = overlayBlending;
effect.outline = outline;
effect.outlineColor = outlineColor;
effect.outlineWidth = outlineWidth;
effect.outlineQuality = outlineQuality;
effect.outlineOptimalBlit = outlineOptimalBlit;
effect.outlineDownsampling = outlineDownsampling;
effect.outlineVisibility = outlineVisibility;
effect.outlineIndependent = outlineIndependent;
effect.glow = glow;
effect.glowWidth = glowWidth;
effect.glowQuality = glowQuality;
effect.glowOptimalBlit = glowOptimalBlit;
effect.glowDownsampling = glowDownsampling;
effect.glowHQColor = glowHQColor;
effect.glowDithering = glowDithering;
effect.glowMagicNumber1 = glowMagicNumber1;
effect.glowMagicNumber2 = glowMagicNumber2;
effect.glowAnimationSpeed = glowAnimationSpeed;
effect.glowVisibility = glowVisibility;
effect.glowBlendPasses = glowBlendPasses;
effect.glowPasses = GetGlowPassesCopy(glowPasses);
effect.innerGlow = innerGlow;
effect.innerGlowWidth = innerGlowWidth;
effect.innerGlowColor = innerGlowColor;
effect.innerGlowVisibility = innerGlowVisibility;
effect.targetFX = targetFX;
effect.targetFXColor = targetFXColor;
effect.targetFXInitialScale = targetFXInitialScale;
effect.targetFXEndScale = targetFXEndScale;
effect.targetFXScaleToRenderBounds = targetFXScaleToRenderBounds;
effect.targetFXRotationSpeed = targetFXRotationSpeed;
effect.targetFXStayDuration = targetFXStayDuration;
effect.targetFXTexture = targetFXTexture;
effect.targetFXTransitionDuration = targetFXTransitionDuration;
effect.targetFXVisibility = targetFXVisibility;
effect.seeThrough = seeThrough;
effect.seeThroughOccluderMask = seeThroughOccluderMask;
effect.seeThroughOccluderMaskAccurate = seeThroughOccluderMaskAccurate;
effect.seeThroughOccluderThreshold = seeThroughOccluderThreshold;
effect.seeThroughOccluderCheckInterval = seeThroughOccluderCheckInterval;
effect.seeThroughOccluderCheckIndividualObjects = seeThroughOccluderCheckIndividualObjects;
effect.seeThroughIntensity = seeThroughIntensity;
effect.seeThroughTintAlpha = seeThroughTintAlpha;
effect.seeThroughTintColor = seeThroughTintColor;
effect.seeThroughNoise = seeThroughNoise;
effect.seeThroughBorder = seeThroughBorder;
effect.seeThroughBorderColor = seeThroughBorderColor;
effect.seeThroughBorderWidth = seeThroughBorderWidth;
effect.seeThroughDepthOffset = seeThroughDepthOffset;
effect.seeThroughMaxDepth = seeThroughMaxDepth;
effect.seeThroughOrdered = seeThroughOrdered;
effect.hitFxInitialIntensity = hitFxInitialIntensity;
effect.hitFxMode = hitFxMode;
effect.hitFxFadeOutDuration = hitFxFadeOutDuration;
effect.hitFxColor = hitFxColor;
effect.UpdateMaterialProperties();
}
public void Save(HighlightEffect effect) {
effectGroup = effect.effectGroup;
effectGroupLayer = effect.effectGroupLayer;
effectNameFilter = effect.effectNameFilter;
combineMeshes = effect.combineMeshes;
alphaCutOff = effect.alphaCutOff;
cullBackFaces = effect.cullBackFaces;
depthClip = effect.depthClip;
normalsOption = effect.normalsOption;
fadeInDuration = effect.fadeInDuration;
fadeOutDuration = effect.fadeOutDuration;
constantWidth = effect.constantWidth;
overlay = effect.overlay;
overlayColor = effect.overlayColor;
overlayAnimationSpeed = effect.overlayAnimationSpeed;
overlayMinIntensity = effect.overlayMinIntensity;
overlayBlending = effect.overlayBlending;
outline = effect.outline;
outlineColor = effect.outlineColor;
outlineWidth = effect.outlineWidth;
outlineQuality = effect.outlineQuality;
outlineDownsampling = effect.outlineDownsampling;
outlineVisibility = effect.outlineVisibility;
outlineIndependent = effect.outlineIndependent;
outlineOptimalBlit = effect.outlineOptimalBlit;
glow = effect.glow;
glowWidth = effect.glowWidth;
glowQuality = effect.glowQuality;
glowOptimalBlit = effect.glowOptimalBlit;
glowDownsampling = effect.glowDownsampling;
glowHQColor = effect.glowHQColor;
glowDithering = effect.glowDithering;
glowMagicNumber1 = effect.glowMagicNumber1;
glowMagicNumber2 = effect.glowMagicNumber2;
glowAnimationSpeed = effect.glowAnimationSpeed;
glowVisibility = effect.glowVisibility;
glowBlendPasses = effect.glowBlendPasses;
glowPasses = GetGlowPassesCopy(effect.glowPasses);
innerGlow = effect.innerGlow;
innerGlowWidth = effect.innerGlowWidth;
innerGlowColor = effect.innerGlowColor;
innerGlowVisibility = effect.innerGlowVisibility;
targetFX = effect.targetFX;
targetFXColor = effect.targetFXColor;
targetFXInitialScale = effect.targetFXInitialScale;
targetFXEndScale = effect.targetFXEndScale;
targetFXScaleToRenderBounds = effect.targetFXScaleToRenderBounds;
targetFXRotationSpeed = effect.targetFXRotationSpeed;
targetFXStayDuration = effect.targetFXStayDuration;
targetFXTexture = effect.targetFXTexture;
targetFXTransitionDuration = effect.targetFXTransitionDuration;
targetFXVisibility = effect.targetFXVisibility;
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;
seeThroughMaxDepth = effect.seeThroughMaxDepth;
seeThroughOrdered = effect.seeThroughOrdered;
hitFxInitialIntensity = effect.hitFxInitialIntensity;
hitFxMode = effect.hitFxMode;
hitFxFadeOutDuration = effect.hitFxFadeOutDuration;
hitFxColor = effect.hitFxColor;
}
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;
}
public void OnValidate() {
seeThroughDepthOffset = Mathf.Max(0, seeThroughDepthOffset);
seeThroughMaxDepth = Mathf.Max(0, seeThroughMaxDepth);
seeThroughBorderWidth = Mathf.Max(0, seeThroughBorderWidth);
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) };
}
}
}
}