71 lines
2.2 KiB
C#
71 lines
2.2 KiB
C#
using UnityEngine;
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[ExecuteInEditMode]
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public class NM_Wind : MonoBehaviour
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{
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[Header ("General Parameters")]
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[Tooltip ("Wind Speed in Kilometers per hour")]
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public float WindSpeed = 30;
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[Range (0.0f, 2.0f)]
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[Tooltip ("Wind Turbulence in percentage of wind Speed")]
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public float Turbulence = 0.25f;
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[Header ("Noise Parameters")]
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[Tooltip ("Texture used for wind turbulence")]
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public Texture2D NoiseTexture;
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[Tooltip ("Size of one world tiling patch of the Noise Texture, for bending trees")]
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public float FlexNoiseWorldSize = 175.0f;
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[Tooltip ("Size of one world tiling patch of the Noise Texture, for leaf shivering")]
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public float ShiverNoiseWorldSize = 10.0f;
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[Header ("Gust Parameters")]
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[Tooltip ("Texture used for wind gusts")]
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public Texture2D GustMaskTexture;
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[Tooltip ("Size of one world tiling patch of the Gust Texture, for leaf shivering")]
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public float GustWorldSize = 600.0f;
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[Tooltip ("Wind Gust Speed in Kilometers per hour")]
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public float GustSpeed = 50;
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[Tooltip ("Wind Gust Influence on trees")]
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public float GustScale = 1.0f;
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// Use this for initialization
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void Start ()
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{
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ApplySettings ();
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}
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// Update is called once per frame
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void Update ()
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{
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ApplySettings ();
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}
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void OnValidate ()
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{
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ApplySettings ();
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}
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void ApplySettings ()
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{
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Shader.SetGlobalTexture ("WIND_SETTINGS_TexNoise", NoiseTexture);
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Shader.SetGlobalTexture ("WIND_SETTINGS_TexGust", GustMaskTexture);
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Shader.SetGlobalVector ("WIND_SETTINGS_WorldDirectionAndSpeed", GetDirectionAndSpeed ());
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Shader.SetGlobalFloat ("WIND_SETTINGS_FlexNoiseScale", 1.0f / Mathf.Max (0.01f, FlexNoiseWorldSize));
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Shader.SetGlobalFloat ("WIND_SETTINGS_ShiverNoiseScale", 1.0f / Mathf.Max (0.01f, ShiverNoiseWorldSize));
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Shader.SetGlobalFloat ("WIND_SETTINGS_Turbulence", WindSpeed * Turbulence);
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Shader.SetGlobalFloat ("WIND_SETTINGS_GustSpeed", GustSpeed);
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Shader.SetGlobalFloat ("WIND_SETTINGS_GustScale", GustScale);
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Shader.SetGlobalFloat ("WIND_SETTINGS_GustWorldScale", 1.0f / Mathf.Max (0.01f, GustWorldSize));
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}
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Vector4 GetDirectionAndSpeed ()
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{
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Vector3 dir = transform.forward.normalized;
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return new Vector4 (dir.x, dir.y, dir.z, WindSpeed * 0.2777f);
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}
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} |