CultivationOfBrewing/Assets/Plugins/HighlightPlus/Scripts/HighlightProfile.cs

388 lines
22 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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("Fades out effects based on distance to camera")]
public bool cameraDistanceFade;
[Tooltip("The closest distance particles can get to the camera before they fade from the cameras view.")]
public float cameraDistanceFadeNear;
[Tooltip("The farthest distance particles can get away from the camera before they fade from the cameras view.")]
public float cameraDistanceFadeFar = 1000;
[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;
public OverlayMode overlayMode = OverlayMode.WhenHighlighted;
[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;
[Tooltip("Optional overlay texture.")]
public Texture2D overlayTexture;
public TextureUVSpace overlayTextureUVSpace;
public float overlayTextureScale = 1f;
[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 ColorStyle outlineColorStyle = ColorStyle.SingleColor;
[GradientUsage(hdr: true, ColorSpace.Linear)] public Gradient outlineGradient;
public bool outlineGradientInLocalSpace;
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;
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;
[Tooltip("Seed for the dithering effect")]
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;
public GlowBlendMode glowBlendMode = GlowBlendMode.Additive;
[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;
[Tooltip("If enabled, glow effect will not use a stencil mask. This can be used to render the glow effect alone.")]
public bool glowIgnoreMask;
[Range(0, 5f)]
[Tooltip("The intensity of the inner glow effect. A value of 0 disables the glow completely.")]
public float innerGlow;
[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;
[Tooltip("Places target FX sprite at the bottom of the highlighted object.")]
public bool targetFXAlignToGround;
[Tooltip("Max distance from the center of the highlighted object to the ground.")]
public float targetFXGroundMaxDistance = 15f;
public LayerMask targetFXGroundLayerMask = -1;
[Tooltip("Fade out effect with altitude")]
public float targetFXFadePower = 32;
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 = SeeThroughMode.Never;
[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("Only display the border instead of the full see-through effect.")]
public bool seeThroughBorderOnly;
[Tooltip("Renders see-through effect on overlapping objects in a sequence that's relative to the distance to the camera")]
public bool seeThroughOrdered = true;
[Tooltip("Optional see-through mask effect texture.")]
public Texture2D seeThroughTexture;
public TextureUVSpace seeThroughTextureUVSpace;
public float seeThroughTextureScale = 1f;
[Range(0, 1)] public float hitFxInitialIntensity;
public HitFxMode hitFxMode = HitFxMode.Overlay;
public float hitFxFadeOutDuration = 0.25f;
[ColorUsage(true, true)] public Color hitFxColor = Color.white;
public float hitFxRadius = 0.5f;
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.cameraDistanceFade = cameraDistanceFade;
effect.cameraDistanceFadeFar = cameraDistanceFadeFar;
effect.cameraDistanceFadeNear = cameraDistanceFadeNear;
effect.constantWidth = constantWidth;
effect.overlay = overlay;
effect.overlayMode = overlayMode;
effect.overlayColor = overlayColor;
effect.overlayAnimationSpeed = overlayAnimationSpeed;
effect.overlayMinIntensity = overlayMinIntensity;
effect.overlayBlending = overlayBlending;
effect.overlayTexture = overlayTexture;
effect.overlayTextureUVSpace = overlayTextureUVSpace;
effect.overlayTextureScale = overlayTextureScale;
effect.outline = outline;
effect.outlineColor = outlineColor;
effect.outlineColorStyle = outlineColorStyle;
effect.outlineGradient = outlineGradient;
effect.outlineGradientInLocalSpace = outlineGradientInLocalSpace;
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.glowBlendMode = glowBlendMode;
effect.glowBlendPasses = glowBlendPasses;
effect.glowPasses = GetGlowPassesCopy(glowPasses);
effect.glowIgnoreMask = glowIgnoreMask;
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.targetFXAlignToGround = targetFXAlignToGround;
effect.targetFXGroundMaxDistance = targetFXGroundMaxDistance;
effect.targetFXGroundLayerMask = targetFXGroundLayerMask;
effect.targetFXFadePower = targetFXFadePower;
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.seeThroughBorderOnly = seeThroughBorderOnly;
effect.seeThroughDepthOffset = seeThroughDepthOffset;
effect.seeThroughMaxDepth = seeThroughMaxDepth;
effect.seeThroughOrdered = seeThroughOrdered;
effect.seeThroughTexture = seeThroughTexture;
effect.seeThroughTextureScale = seeThroughTextureScale;
effect.seeThroughTextureUVSpace = seeThroughTextureUVSpace;
effect.hitFxInitialIntensity = hitFxInitialIntensity;
effect.hitFxMode = hitFxMode;
effect.hitFxFadeOutDuration = hitFxFadeOutDuration;
effect.hitFxColor = hitFxColor;
effect.hitFxRadius = hitFxRadius;
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;
cameraDistanceFade = effect.cameraDistanceFade;
cameraDistanceFadeFar = effect.cameraDistanceFadeFar;
cameraDistanceFadeNear = effect.cameraDistanceFadeNear;
constantWidth = effect.constantWidth;
overlay = effect.overlay;
overlayMode = effect.overlayMode;
overlayColor = effect.overlayColor;
overlayAnimationSpeed = effect.overlayAnimationSpeed;
overlayMinIntensity = effect.overlayMinIntensity;
overlayBlending = effect.overlayBlending;
overlayTexture = effect.overlayTexture;
overlayTextureUVSpace = effect.overlayTextureUVSpace;
overlayTextureScale = effect.overlayTextureScale;
outline = effect.outline;
outlineColor = effect.outlineColor;
outlineColorStyle = effect.outlineColorStyle;
outlineGradient = effect.outlineGradient;
outlineGradientInLocalSpace = effect.outlineGradientInLocalSpace;
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;
glowBlendMode = effect.glowBlendMode;
glowBlendPasses = effect.glowBlendPasses;
glowPasses = GetGlowPassesCopy(effect.glowPasses);
glowIgnoreMask = effect.glowIgnoreMask;
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;
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;
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;
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;
}
public void OnValidate() {
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) };
}
}
}
}