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856 lines
32 KiB
C#

2 months ago
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.Tilemaps;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor.SceneManagement;
#endif
namespace AllIn1SpriteShader
{
[ExecuteInEditMode]
[DisallowMultipleComponent]
[AddComponentMenu("AllIn1SpriteShader/AddAllIn1Shader")]
public class AllIn1Shader : MonoBehaviour
{
public enum ShaderTypes
{
Default,
ScaledTime,
MaskedUI,
Urp2dRenderer,
Invalid
}
public ShaderTypes shaderTypes = ShaderTypes.Invalid;
private Material currMaterial, prevMaterial;
private bool matAssigned = false, destroyed = false;
private enum AfterSetAction { Clear, CopyMaterial, Reset};
[Range(1f, 20f)] public float normalStrength = 5f;
[Range(0f, 3f)] public int normalSmoothing = 1;
[HideInInspector] public bool computingNormal = false;
#if UNITY_EDITOR
private static float timeLastReload = -1f;
private void Start()
{
if(timeLastReload < 0) timeLastReload = Time.time;
}
private void Update()
{
if (matAssigned || Application.isPlaying || !gameObject.activeSelf) return;
Renderer sr = GetComponent<Renderer>();
if (sr != null)
{
if (sr.sharedMaterial == null)
{
CleanMaterial();
MakeNewMaterial(true);
}
if (sr.sharedMaterial.name.Contains("Default")) MakeNewMaterial(true);
else matAssigned = true;
}
else
{
Graphic img = GetComponent<Graphic>();
if (img != null)
{
if (img.material.name.Contains("Default")) MakeNewMaterial(true);
else matAssigned = true;
}
}
}
#endif
private void MakeNewMaterial(bool getShaderTypeFromPrefs, string shaderName = "AllIn1SpriteShader")
{
SetMaterial(AfterSetAction.Clear, getShaderTypeFromPrefs, shaderName);
}
public void MakeCopy()
{
SetMaterial(AfterSetAction.CopyMaterial, false, GetStringFromShaderType());
}
private void ResetAllProperties(bool getShaderTypeFromPrefs, string shaderName)
{
SetMaterial(AfterSetAction.Reset, getShaderTypeFromPrefs, shaderName);
}
private string GetStringFromShaderType()
{
if (shaderTypes == ShaderTypes.Default) return "AllIn1SpriteShader";
else if (shaderTypes == ShaderTypes.ScaledTime) return "AllIn1SpriteShaderScaledTime";
else if (shaderTypes == ShaderTypes.MaskedUI) return "AllIn1SpriteShaderUiMask";
else if (shaderTypes == ShaderTypes.Urp2dRenderer) return "AllIn1Urp2dRenderer";
else return "AllIn1SpriteShader";
}
private void SetMaterial(AfterSetAction action, bool getShaderTypeFromPrefs, string shaderName)
{
Shader allIn1Shader = Resources.Load(shaderName, typeof(Shader)) as Shader;
if (getShaderTypeFromPrefs)
{
int shaderVariant = PlayerPrefs.GetInt("allIn1DefaultShader");
if (shaderVariant == 1) allIn1Shader = Resources.Load("AllIn1SpriteShaderScaledTime", typeof(Shader)) as Shader;
else if (shaderVariant == 2) allIn1Shader = Resources.Load("AllIn1SpriteShaderUiMask", typeof(Shader)) as Shader;
else if (shaderVariant == 3) allIn1Shader = Resources.Load("AllIn1Urp2dRenderer", typeof(Shader)) as Shader;
}
if (!Application.isPlaying && Application.isEditor && allIn1Shader != null)
{
bool rendererExists = false;
Renderer sr = GetComponent<Renderer>();
if (sr != null)
{
rendererExists = true;
int renderingQueue = 3000;
if(action == AfterSetAction.CopyMaterial) renderingQueue = GetComponent<Renderer>().sharedMaterial.renderQueue;
prevMaterial = new Material(GetComponent<Renderer>().sharedMaterial);
currMaterial = new Material(allIn1Shader);
currMaterial.renderQueue = renderingQueue;
GetComponent<Renderer>().sharedMaterial = currMaterial;
GetComponent<Renderer>().sharedMaterial.hideFlags = HideFlags.None;
matAssigned = true;
DoAfterSetAction(action);
}
else
{
Graphic img = GetComponent<Graphic>();
if (img != null)
{
rendererExists = true;
int renderingQueue = 3000;
if(action == AfterSetAction.CopyMaterial) renderingQueue = img.material.renderQueue;
prevMaterial = new Material(img.material);
currMaterial = new Material(allIn1Shader);
currMaterial.renderQueue = renderingQueue;
img.material = currMaterial;
img.material.hideFlags = HideFlags.None;
matAssigned = true;
DoAfterSetAction(action);
}
}
if (!rendererExists)
{
MissingRenderer();
return;
}
else
{
SetSceneDirty();
}
}
else if (allIn1Shader == null)
{
Debug.LogError("Make sure the AllIn1SpriteShader shader variants are inside the Resource folder!");
}
}
private void DoAfterSetAction(AfterSetAction action)
{
switch (action)
{
case AfterSetAction.Clear:
ClearAllKeywords();
break;
case AfterSetAction.CopyMaterial:
currMaterial.CopyPropertiesFromMaterial(prevMaterial);
break;
}
}
public void TryCreateNew()
{
bool rendererExists = false;
Renderer sr = GetComponent<Renderer>();
if (sr != null)
{
rendererExists = true;
if (sr != null && sr.sharedMaterial != null && sr.sharedMaterial.name.Contains("AllIn1"))
{
ResetAllProperties(false, GetStringFromShaderType());
ClearAllKeywords();
}
else
{
CleanMaterial();
MakeNewMaterial(false, GetStringFromShaderType());
}
}
else
{
Graphic img = GetComponent<Graphic>();
if (img != null)
{
rendererExists = true;
if (img.material.name.Contains("AllIn1"))
{
ResetAllProperties(false, GetStringFromShaderType());
ClearAllKeywords();
}
else MakeNewMaterial(false, GetStringFromShaderType());
}
}
if (!rendererExists)
{
MissingRenderer();
}
SetSceneDirty();
}
public void ClearAllKeywords()
{
SetKeyword("RECTSIZE_ON");
SetKeyword("OFFSETUV_ON");
SetKeyword("CLIPPING_ON");
SetKeyword("POLARUV_ON");
SetKeyword("TWISTUV_ON");
SetKeyword("ROTATEUV_ON");
SetKeyword("FISHEYE_ON");
SetKeyword("PINCH_ON");
SetKeyword("SHAKEUV_ON");
SetKeyword("WAVEUV_ON");
SetKeyword("ROUNDWAVEUV_ON");
SetKeyword("DOODLE_ON");
SetKeyword("ZOOMUV_ON");
SetKeyword("FADE_ON");
SetKeyword("TEXTURESCROLL_ON");
SetKeyword("GLOW_ON");
SetKeyword("OUTBASE_ON");
SetKeyword("ONLYOUTLINE_ON");
SetKeyword("OUTTEX_ON");
SetKeyword("OUTDIST_ON");
SetKeyword("DISTORT_ON");
SetKeyword("WIND_ON");
SetKeyword("GRADIENT_ON");
SetKeyword("GRADIENT2COL_ON");
SetKeyword("RADIALGRADIENT_ON");
SetKeyword("COLORSWAP_ON");
SetKeyword("HSV_ON");
SetKeyword("HITEFFECT_ON");
SetKeyword("PIXELATE_ON");
SetKeyword("NEGATIVE_ON");
SetKeyword("GRADIENTCOLORRAMP_ON");
SetKeyword("COLORRAMP_ON");
SetKeyword("GREYSCALE_ON");
SetKeyword("POSTERIZE_ON");
SetKeyword("BLUR_ON");
SetKeyword("MOTIONBLUR_ON");
SetKeyword("GHOST_ON");
SetKeyword("ALPHAOUTLINE_ON");
SetKeyword("INNEROUTLINE_ON");
SetKeyword("ONLYINNEROUTLINE_ON");
SetKeyword("HOLOGRAM_ON");
SetKeyword("CHROMABERR_ON");
SetKeyword("GLITCH_ON");
SetKeyword("FLICKER_ON");
SetKeyword("SHADOW_ON");
SetKeyword("SHINE_ON");
SetKeyword("CONTRAST_ON");
SetKeyword("OVERLAY_ON");
SetKeyword("OVERLAYMULT_ON");
SetKeyword("ALPHACUTOFF_ON");
SetKeyword("ALPHAROUND_ON");
SetKeyword("CHANGECOLOR_ON");
SetKeyword("CHANGECOLOR2_ON");
SetKeyword("CHANGECOLOR3_ON");
SetKeyword("FOG_ON");
SetSceneDirty();
}
private void SetKeyword(string keyword, bool state = false)
{
if (destroyed) return;
if (currMaterial == null)
{
FindCurrMaterial();
if (currMaterial == null)
{
MissingRenderer();
return;
}
}
if (!state) currMaterial.DisableKeyword(keyword);
else currMaterial.EnableKeyword(keyword);
}
private void FindCurrMaterial()
{
Renderer sr = GetComponent<Renderer>();
if (sr != null)
{
currMaterial = GetComponent<Renderer>().sharedMaterial;
matAssigned = true;
}
else
{
Graphic img = GetComponent<Graphic>();
if (img != null)
{
currMaterial = img.material;
matAssigned = true;
}
}
}
public void CleanMaterial()
{
Renderer sr = GetComponent<Renderer>();
if (sr != null)
{
sr.sharedMaterial = new Material(Shader.Find("Sprites/Default"));
matAssigned = false;
}
else
{
Graphic img = GetComponent<Graphic>();
if (img != null)
{
img.material = new Material(Shader.Find("Sprites/Default"));
matAssigned = false;
}
}
SetSceneDirty();
}
public void SaveMaterial()
{
#if UNITY_EDITOR
string sameMaterialPath = AllIn1ShaderWindow.materialsSavesPath;
if (PlayerPrefs.HasKey("All1ShaderMaterials")) sameMaterialPath = PlayerPrefs.GetString("All1ShaderMaterials");
else PlayerPrefs.SetString("All1ShaderMaterials", AllIn1ShaderWindow.materialsSavesPath);
sameMaterialPath += "/";
if (!System.IO.Directory.Exists(sameMaterialPath))
{
EditorUtility.DisplayDialog("The desired Material Save Path doesn't exist",
"Go to Window -> AllIn1ShaderWindow and set a valid folder", "Ok");
return;
}
sameMaterialPath += gameObject.name;
string fullPath = sameMaterialPath + ".mat";
if (System.IO.File.Exists(fullPath))
{
SaveMaterialWithOtherName(sameMaterialPath);
}
else DoSaving(fullPath);
SetSceneDirty();
#endif
}
private void SaveMaterialWithOtherName(string path, int i = 1)
{
int number = i;
string newPath = path + "_" + number.ToString();
string fullPath = newPath + ".mat";
if (System.IO.File.Exists(fullPath))
{
number++;
SaveMaterialWithOtherName(path, number);
}
else
{
DoSaving(fullPath);
}
}
private void DoSaving(string fileName)
{
#if UNITY_EDITOR
bool rendererExists = false;
Renderer sr = GetComponent<Renderer>();
Material matToSave = null;
Material createdMat = null;
if (sr != null)
{
rendererExists = true;
matToSave = sr.sharedMaterial;
}
else
{
Graphic img = GetComponent<Graphic>();
if (img != null)
{
rendererExists = true;
matToSave = img.material;
}
}
if (!rendererExists)
{
MissingRenderer();
return;
}
else
{
createdMat = new Material(matToSave);
currMaterial = createdMat;
AssetDatabase.CreateAsset(createdMat, fileName);
Debug.Log(fileName + " has been saved!");
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(fileName, typeof(Material)));
}
if (sr != null)
{
sr.material = createdMat;
}
else
{
Graphic img = GetComponent<Graphic>();
img.material = createdMat;
}
#endif
}
public void SetSceneDirty()
{
#if UNITY_EDITOR
if (!Application.isPlaying) EditorSceneManager.MarkAllScenesDirty();
//If you get an error here please delete the 2 lines below
var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
if (prefabStage != null) EditorSceneManager.MarkSceneDirty(prefabStage.scene);
#endif
}
private void MissingRenderer()
{
#if UNITY_EDITOR
EditorUtility.DisplayDialog("Missing Renderer", "This GameObject (" +
gameObject.name + ") has no Renderer or UI Image component. This AllIn1Shader component will be removed.", "Ok");
destroyed = true;
DestroyImmediate(this);
#endif
}
public void ToggleSetAtlasUvs(bool activate)
{
SetAtlasUvs atlasUvs = GetComponent<SetAtlasUvs>();
if (activate)
{
if (atlasUvs == null) atlasUvs = gameObject.AddComponent<SetAtlasUvs>();
atlasUvs.GetAndSetUVs();
SetKeyword("ATLAS_ON", true);
}
else
{
if (atlasUvs != null)
{
atlasUvs.ResetAtlasUvs();
DestroyImmediate(atlasUvs);
}
SetKeyword("ATLAS_ON", false);
}
SetSceneDirty();
}
public void ApplyMaterialToHierarchy()
{
Renderer sr = GetComponent<Renderer>();
Graphic image = GetComponent<Graphic>();
Material matToApply = null;
if (sr != null) matToApply = sr.sharedMaterial;
else if (image != null)
{
matToApply = image.material;
}
else
{
MissingRenderer();
return;
}
List<Transform> children = new List<Transform>();
GetAllChildren(transform, ref children);
foreach (Transform t in children)
{
sr = t.gameObject.GetComponent<Renderer>();
if (sr != null) sr.material = matToApply;
else
{
image = t.gameObject.GetComponent<Graphic>();
if (image != null) image.material = matToApply;
}
}
}
public void CheckIfValidTarget()
{
Renderer sr = GetComponent<Renderer>();
Graphic image = GetComponent<Graphic>();
if (sr == null && image == null) MissingRenderer();
}
private void GetAllChildren(Transform parent, ref List<Transform> transforms)
{
foreach (Transform child in parent)
{
transforms.Add(child);
GetAllChildren(child, ref transforms);
}
}
public void RenderToImage()
{
#if UNITY_EDITOR
if (currMaterial == null)
{
FindCurrMaterial();
if (currMaterial == null)
{
MissingRenderer();
return;
}
}
Texture tex = currMaterial.GetTexture("_MainTex");
if (tex != null) RenderAndSaveTexture(currMaterial, tex);
else
{
SpriteRenderer sr = GetComponent<SpriteRenderer>();
Graphic i = GetComponent<Graphic>();
if (sr != null) tex = sr.sprite.texture;
else if (i != null) tex = i.mainTexture;
if (tex != null) RenderAndSaveTexture(currMaterial, tex);
else EditorUtility.DisplayDialog("No valid target texture found", "All In 1 Shader component couldn't find a valid Main Texture in this GameObject (" +
gameObject.name + "). This means that the material you are using has no Main Texture or that the texture couldn't be reached through the Renderer component you are using." +
" Please make sure to have a valid Main Texture in the Material", "Ok");
}
#endif
}
public void RenderAndSaveTexture(Material targetMaterial, Texture targetTexture)
{
#if UNITY_EDITOR
float scaleSlider = 1;
if (PlayerPrefs.HasKey("All1ShaderRenderImagesScale")) scaleSlider = PlayerPrefs.GetFloat("All1ShaderRenderImagesScale");
RenderTexture renderTarget = new RenderTexture((int)(targetTexture.width * scaleSlider), (int)(targetTexture.height * scaleSlider), 0, RenderTextureFormat.ARGB32);
Graphics.Blit(targetTexture, renderTarget, targetMaterial);
Texture2D reaultTex = new Texture2D(renderTarget.width, renderTarget.height, TextureFormat.ARGB32, false);
reaultTex.ReadPixels(new Rect(0, 0, renderTarget.width, renderTarget.height), 0, 0);
reaultTex.Apply();
string path = AllIn1ShaderWindow.renderImagesSavesPath;
if (PlayerPrefs.HasKey("All1ShaderRenderImages")) path = PlayerPrefs.GetString("All1ShaderRenderImages");
else PlayerPrefs.SetString("All1ShaderRenderImages", AllIn1ShaderWindow.renderImagesSavesPath);
path += "/";
if (!System.IO.Directory.Exists(path))
{
EditorUtility.DisplayDialog("The desired Material to Image Save Path doesn't exist",
"Go to Window -> AllIn1ShaderWindow and set a valid folder", "Ok");
return;
}
string fullPath = path + gameObject.name + ".png";
if (System.IO.File.Exists(fullPath)) fullPath = GetNewValidPath(path + gameObject.name);
string pingPath = fullPath;
string fileName = fullPath.Replace(path, "");
fileName = fileName.Replace(".png", "");
fullPath = EditorUtility.SaveFilePanel("Save Render Image", path, fileName, "png");
byte[] bytes = reaultTex.EncodeToPNG();
File.WriteAllBytes(fullPath, bytes);
AssetDatabase.ImportAsset(subPath);
AssetDatabase.Refresh();
DestroyImmediate(reaultTex);
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(pingPath, typeof(Texture)));
Debug.Log("Render Image saved to: " + fullPath + " with scale: " + scaleSlider + " (it can be changed in Window -> AllIn1ShaderWindow)");
#endif
}
private string GetNewValidPath(string path, int i = 1)
{
int number = i;
string newPath = path + "_" + number.ToString();
string fullPath = newPath + ".png";
if (System.IO.File.Exists(fullPath))
{
number++;
fullPath = GetNewValidPath(path, number);
}
return fullPath;
}
#region normalMapCreator
protected virtual void OnEnable()
{
#if UNITY_EDITOR
EditorApplication.update += OnEditorUpdate;
#endif
}
protected virtual void OnDisable()
{
#if UNITY_EDITOR
EditorApplication.update -= OnEditorUpdate;
#endif
}
bool needToWait;
int waitingCycles;
int timesWeWaited;
protected virtual void OnEditorUpdate()
{
if (computingNormal)
{
if (needToWait)
{
waitingCycles++;
if (waitingCycles > 5)
{
needToWait = false;
timesWeWaited++;
}
}
else
{
if (timesWeWaited == 1) SetNewNormalTexture2();
if (timesWeWaited == 2) SetNewNormalTexture3();
if (timesWeWaited == 3) SetNewNormalTexture4();
needToWait = true;
}
}
}
SpriteRenderer normalMapSr;
Renderer normalMapRenderer;
bool isSpriteRenderer;
public void CreateAndAssignNormalMap()
{
#if UNITY_EDITOR
if (GetComponent<TilemapRenderer>() != null)
{
EditorUtility.DisplayDialog("This is a tilemap", "This feature isn't supported on Tilemap Renderers." +
" Add a secondary normal map texture instead (you can create a Normal Map in the asset Window)", "Ok");
return;
}
normalMapSr = GetComponent<SpriteRenderer>();
normalMapRenderer = GetComponent<Renderer>();
if (normalMapSr != null)
{
isSpriteRenderer = true;
SetNewNormalTexture();
}
else if (normalMapRenderer != null)
{
isSpriteRenderer = false;
SetNewNormalTexture();
}
else
{
if (GetComponent<Graphic>() != null)
{
EditorUtility.DisplayDialog("This is a UI element", "This GameObject (" +
gameObject.name + ") is a UI element. UI elements probably shouldn't have a normal map. Why are you using the light shader variant?", "Ok");
}
else
{
MissingRenderer();
}
return;
}
#endif
}
string path;
private void SetNewNormalTexture()
{
#if UNITY_EDITOR
path = AllIn1ShaderWindow.normalMapSavesPath;
if (PlayerPrefs.HasKey("All1ShaderNormals")) path = PlayerPrefs.GetString("All1ShaderNormals");
else PlayerPrefs.SetString("All1ShaderNormals", AllIn1ShaderWindow.normalMapSavesPath);
path += "/";
if (!System.IO.Directory.Exists(path))
{
EditorUtility.DisplayDialog("The desired folder doesn't exist",
"Go to Window -> AllIn1ShaderWindow and set a valid folder", "Ok");
return;
}
#else
computingNormal = false;
return;
#endif
computingNormal = true;
needToWait = true;
waitingCycles = 0;
timesWeWaited = 0;
}
#if UNITY_EDITOR
TextureImporter importer;
Texture2D mainTex2D;
#endif
private void SetNewNormalTexture2()
{
#if UNITY_EDITOR
if (!isSpriteRenderer)
{
mainTex2D = (Texture2D)normalMapRenderer.sharedMaterial.GetTexture("_MainTex");
importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(mainTex2D)) as TextureImporter;
}
else importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(normalMapSr.sprite)) as TextureImporter;
importer.isReadable = true;
importer.SaveAndReimport();
#endif
}
string subPath;
private void SetNewNormalTexture3()
{
#if UNITY_EDITOR
Texture2D normalM = null;
if (isSpriteRenderer) normalM = CreateNormalMap(normalMapSr.sprite.texture, normalStrength, normalSmoothing);
else normalM = CreateNormalMap(mainTex2D, normalStrength, normalSmoothing);
byte[] bytes = normalM.EncodeToPNG();
path += gameObject.name;
subPath = path + ".png";
string dataPath = Application.dataPath;
dataPath = dataPath.Replace("/Assets", "/");
string fullPath = dataPath + subPath;
File.WriteAllBytes(fullPath, bytes);
AssetDatabase.ImportAsset(subPath);
AssetDatabase.Refresh();
DestroyImmediate(normalM);
#endif
}
private void SetNewNormalTexture4()
{
#if UNITY_EDITOR
importer = AssetImporter.GetAtPath(subPath) as TextureImporter;
importer.filterMode = FilterMode.Bilinear;
importer.textureType = TextureImporterType.NormalMap;
importer.wrapMode = TextureWrapMode.Repeat;
importer.SaveAndReimport();
if (currMaterial == null)
{
FindCurrMaterial();
if (currMaterial == null)
{
MissingRenderer();
return;
}
}
Texture2D normalTex = (Texture2D)AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture2D));
currMaterial.SetTexture("_NormalMap", normalTex);
Debug.Log("Normal texture saved to: " + subPath);
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(subPath, typeof(Texture)));
computingNormal = false;
#endif
}
private Texture2D CreateNormalMap(Texture2D t, float normalMult = 5f, int normalSmooth = 0)
{
Color[] pixels = new Color[t.width * t.height];
Texture2D texNormal = new Texture2D(t.width, t.height, TextureFormat.RGB24, false, false);
Vector3 vScale = new Vector3(0.3333f, 0.3333f, 0.3333f);
for (int y = 0; y < t.height; y++)
{
for (int x = 0; x < t.width; x++)
{
Color tc = t.GetPixel(x - 1, y - 1);
Vector3 cSampleNegXNegY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x, y - 1);
Vector3 cSampleZerXNegY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x + 1, y - 1);
Vector3 cSamplePosXNegY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x - 1, y);
Vector3 cSampleNegXZerY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x + 1, y);
Vector3 cSamplePosXZerY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x - 1, y + 1);
Vector3 cSampleNegXPosY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x, y + 1);
Vector3 cSampleZerXPosY = new Vector3(tc.r, tc.g, tc.g);
tc = t.GetPixel(x + 1, y + 1);
Vector3 cSamplePosXPosY = new Vector3(tc.r, tc.g, tc.g);
float fSampleNegXNegY = Vector3.Dot(cSampleNegXNegY, vScale);
float fSampleZerXNegY = Vector3.Dot(cSampleZerXNegY, vScale);
float fSamplePosXNegY = Vector3.Dot(cSamplePosXNegY, vScale);
float fSampleNegXZerY = Vector3.Dot(cSampleNegXZerY, vScale);
float fSamplePosXZerY = Vector3.Dot(cSamplePosXZerY, vScale);
float fSampleNegXPosY = Vector3.Dot(cSampleNegXPosY, vScale);
float fSampleZerXPosY = Vector3.Dot(cSampleZerXPosY, vScale);
float fSamplePosXPosY = Vector3.Dot(cSamplePosXPosY, vScale);
float edgeX = (fSampleNegXNegY - fSamplePosXNegY) * 0.25f + (fSampleNegXZerY - fSamplePosXZerY) * 0.5f + (fSampleNegXPosY - fSamplePosXPosY) * 0.25f;
float edgeY = (fSampleNegXNegY - fSampleNegXPosY) * 0.25f + (fSampleZerXNegY - fSampleZerXPosY) * 0.5f + (fSamplePosXNegY - fSamplePosXPosY) * 0.25f;
Vector2 vEdge = new Vector2(edgeX, edgeY) * normalMult;
Vector3 norm = new Vector3(vEdge.x, vEdge.y, 1.0f).normalized;
Color c = new Color(norm.x * 0.5f + 0.5f, norm.y * 0.5f + 0.5f, norm.z * 0.5f + 0.5f, 1);
pixels[x + y * t.width] = c;
}
}
if (normalSmooth > 0f)
{
float step = 0.00390625f * normalSmooth;
for (int y = 0; y < t.height; y++)
{
for (int x = 0; x < t.width; x++)
{
float pixelsToAverage = 0.0f;
Color c = pixels[(x + 0) + ((y + 0) * t.width)];
pixelsToAverage++;
if (x - normalSmooth > 0)
{
if (y - normalSmooth > 0)
{
c += pixels[(x - normalSmooth) + ((y - normalSmooth) * t.width)];
pixelsToAverage++;
}
c += pixels[(x - normalSmooth) + ((y + 0) * t.width)];
pixelsToAverage++;
if (y + normalSmooth < t.height)
{
c += pixels[(x - normalSmooth) + ((y + normalSmooth) * t.width)];
pixelsToAverage++;
}
}
if (y - normalSmooth > 0)
{
c += pixels[(x + 0) + ((y - normalSmooth) * t.width)];
pixelsToAverage++;
}
if (y + normalSmooth < t.height)
{
c += pixels[(x + 0) + ((y + normalSmooth) * t.width)];
pixelsToAverage++;
}
if (x + normalSmooth < t.width)
{
if (y - normalSmooth > 0)
{
c += pixels[(x + normalSmooth) + ((y - normalSmooth) * t.width)];
pixelsToAverage++;
}
c += pixels[(x + normalSmooth) + ((y + 0) * t.width)];
pixelsToAverage++;
if (y + normalSmooth < t.height)
{
c += pixels[(x + normalSmooth) + ((y + normalSmooth) * t.width)];
pixelsToAverage++;
}
}
pixels[x + y * t.width] = c / pixelsToAverage;
}
}
}
texNormal.SetPixels(pixels);
texNormal.Apply();
return texNormal;
}
#endregion
}
}