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84 lines
2.1 KiB
JavaScript
84 lines
2.1 KiB
JavaScript
2 months ago
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var bumpTextures : Texture2D[] = new Texture2D[8];
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var specTextures : Texture2D[] = new Texture2D[8];
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var tilesPerMeter : float[] = new float[8];
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var terDat : TerrainData;
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private var blankNormal : Texture2D;
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private var blankSpec : Texture2D;
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function Start () {
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setTerrainValues ();
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}
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function setTerrainValues () {
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if ( blankNormal == null ) {
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blankNormal = generateBlankNormal ();
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}
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if ( blankSpec == null ) {
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blankSpec = generateBlankSpec ();
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}
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if ( ( GetComponent ( Terrain ) != null ) && ( terDat == null ) ) {
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terDat = GetComponent ( Terrain ).terrainData;
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}
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if ( terDat != null ) {
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var splatLength : int = terDat.splatPrototypes.length;
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for ( var i : int = 0; i < splatLength; i++ ) {
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if ( bumpTextures[i] != null ) {
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Shader.SetGlobalTexture ( "_BumpMap" + i, bumpTextures[i] );
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}
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else {
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Shader.SetGlobalTexture ( "_BumpMap" + i, blankNormal );
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}
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if ( specTextures[i] != null ) {
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Shader.SetGlobalTexture ( "_SpecMap" + i, specTextures[i] );
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}
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else {
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Shader.SetGlobalTexture ( "_SpecMap" + i, blankSpec );
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}
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if ( tilesPerMeter[i] != null ) {
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Shader.SetGlobalFloat ( "_TerrainTexScale" + i, ( 1.0 / tilesPerMeter[i] ) );
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}
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else {
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Shader.SetGlobalFloat ( "_TerrainTexScale" + i, 1.0 );
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}
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}
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while ( i < 8 ) {
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bumpTextures[i] = null;
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specTextures[i] = null;
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tilesPerMeter[i] = 1.0;
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i++;
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}
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}
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}
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function generateBlankNormal ():Texture2D {
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var texture = new Texture2D ( 16, 16, TextureFormat.ARGB32, false );
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var cols = texture.GetPixels32 ( 0 );
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var colsLength = cols.Length;
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for( var i : int = 0; i < colsLength; i++ ) {
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cols[i] = Color ( 0, 0.5, 0, 0.5 );
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}
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texture.SetPixels32 ( cols, 0 );
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texture.Apply ( false );
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texture.Compress ( false );
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return texture;
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}
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function generateBlankSpec ():Texture2D {
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var texture = new Texture2D ( 16, 16, TextureFormat.RGB24, false );
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var cols = texture.GetPixels ( 0 );
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var colsLength = cols.Length;
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for( var i : int = 0; i < colsLength; i++ ) {
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cols[i] = Color ( 0.1, 0.1, 0, 0 );
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}
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texture.SetPixels ( cols, 0 );
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texture.Apply ( false );
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texture.Compress ( false );
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return texture;
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}
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