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856 lines
32 KiB
C#
856 lines
32 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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using UnityEngine.UI;
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#if UNITY_EDITOR
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using UnityEditor.SceneManagement;
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#endif
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namespace AllIn1SpriteShader
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{
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[ExecuteInEditMode]
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[DisallowMultipleComponent]
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[AddComponentMenu("AllIn1SpriteShader/AddAllIn1Shader")]
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public class AllIn1Shader : MonoBehaviour
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{
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public enum ShaderTypes
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{
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Default,
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ScaledTime,
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MaskedUI,
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Urp2dRenderer,
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Invalid
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}
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public ShaderTypes shaderTypes = ShaderTypes.Invalid;
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private Material currMaterial, prevMaterial;
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private bool matAssigned = false, destroyed = false;
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private enum AfterSetAction { Clear, CopyMaterial, Reset};
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[Range(1f, 20f)] public float normalStrength = 5f;
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[Range(0f, 3f)] public int normalSmoothing = 1;
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[HideInInspector] public bool computingNormal = false;
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#if UNITY_EDITOR
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private static float timeLastReload = -1f;
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private void Start()
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{
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if(timeLastReload < 0) timeLastReload = Time.time;
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}
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private void Update()
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{
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if (matAssigned || Application.isPlaying || !gameObject.activeSelf) return;
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Renderer sr = GetComponent<Renderer>();
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if (sr != null)
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{
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if (sr.sharedMaterial == null)
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{
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CleanMaterial();
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MakeNewMaterial(true);
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}
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if (sr.sharedMaterial.name.Contains("Default")) MakeNewMaterial(true);
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else matAssigned = true;
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}
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else
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{
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Graphic img = GetComponent<Graphic>();
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if (img != null)
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{
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if (img.material.name.Contains("Default")) MakeNewMaterial(true);
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else matAssigned = true;
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}
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}
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}
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#endif
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private void MakeNewMaterial(bool getShaderTypeFromPrefs, string shaderName = "AllIn1SpriteShader")
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{
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SetMaterial(AfterSetAction.Clear, getShaderTypeFromPrefs, shaderName);
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}
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public void MakeCopy()
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{
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SetMaterial(AfterSetAction.CopyMaterial, false, GetStringFromShaderType());
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}
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private void ResetAllProperties(bool getShaderTypeFromPrefs, string shaderName)
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{
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SetMaterial(AfterSetAction.Reset, getShaderTypeFromPrefs, shaderName);
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}
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private string GetStringFromShaderType()
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{
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if (shaderTypes == ShaderTypes.Default) return "AllIn1SpriteShader";
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else if (shaderTypes == ShaderTypes.ScaledTime) return "AllIn1SpriteShaderScaledTime";
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else if (shaderTypes == ShaderTypes.MaskedUI) return "AllIn1SpriteShaderUiMask";
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else if (shaderTypes == ShaderTypes.Urp2dRenderer) return "AllIn1Urp2dRenderer";
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else return "AllIn1SpriteShader";
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}
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private void SetMaterial(AfterSetAction action, bool getShaderTypeFromPrefs, string shaderName)
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{
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Shader allIn1Shader = Resources.Load(shaderName, typeof(Shader)) as Shader;
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if (getShaderTypeFromPrefs)
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{
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int shaderVariant = PlayerPrefs.GetInt("allIn1DefaultShader");
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if (shaderVariant == 1) allIn1Shader = Resources.Load("AllIn1SpriteShaderScaledTime", typeof(Shader)) as Shader;
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else if (shaderVariant == 2) allIn1Shader = Resources.Load("AllIn1SpriteShaderUiMask", typeof(Shader)) as Shader;
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else if (shaderVariant == 3) allIn1Shader = Resources.Load("AllIn1Urp2dRenderer", typeof(Shader)) as Shader;
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}
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if (!Application.isPlaying && Application.isEditor && allIn1Shader != null)
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{
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bool rendererExists = false;
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Renderer sr = GetComponent<Renderer>();
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if (sr != null)
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{
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rendererExists = true;
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int renderingQueue = 3000;
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if(action == AfterSetAction.CopyMaterial) renderingQueue = GetComponent<Renderer>().sharedMaterial.renderQueue;
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prevMaterial = new Material(GetComponent<Renderer>().sharedMaterial);
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currMaterial = new Material(allIn1Shader);
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currMaterial.renderQueue = renderingQueue;
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GetComponent<Renderer>().sharedMaterial = currMaterial;
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GetComponent<Renderer>().sharedMaterial.hideFlags = HideFlags.None;
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matAssigned = true;
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DoAfterSetAction(action);
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}
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else
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{
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Graphic img = GetComponent<Graphic>();
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if (img != null)
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{
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rendererExists = true;
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int renderingQueue = 3000;
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if(action == AfterSetAction.CopyMaterial) renderingQueue = img.material.renderQueue;
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prevMaterial = new Material(img.material);
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currMaterial = new Material(allIn1Shader);
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currMaterial.renderQueue = renderingQueue;
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img.material = currMaterial;
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img.material.hideFlags = HideFlags.None;
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matAssigned = true;
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DoAfterSetAction(action);
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}
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}
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if (!rendererExists)
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{
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MissingRenderer();
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return;
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}
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else
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{
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SetSceneDirty();
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}
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}
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else if (allIn1Shader == null)
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{
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Debug.LogError("Make sure the AllIn1SpriteShader shader variants are inside the Resource folder!");
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}
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}
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private void DoAfterSetAction(AfterSetAction action)
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{
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switch (action)
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{
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case AfterSetAction.Clear:
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ClearAllKeywords();
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break;
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case AfterSetAction.CopyMaterial:
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currMaterial.CopyPropertiesFromMaterial(prevMaterial);
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break;
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}
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}
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public void TryCreateNew()
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{
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bool rendererExists = false;
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Renderer sr = GetComponent<Renderer>();
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if (sr != null)
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{
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rendererExists = true;
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if (sr != null && sr.sharedMaterial != null && sr.sharedMaterial.name.Contains("AllIn1"))
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{
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ResetAllProperties(false, GetStringFromShaderType());
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ClearAllKeywords();
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}
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else
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{
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CleanMaterial();
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MakeNewMaterial(false, GetStringFromShaderType());
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}
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}
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else
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{
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Graphic img = GetComponent<Graphic>();
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if (img != null)
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{
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rendererExists = true;
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if (img.material.name.Contains("AllIn1"))
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{
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ResetAllProperties(false, GetStringFromShaderType());
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ClearAllKeywords();
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}
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else MakeNewMaterial(false, GetStringFromShaderType());
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}
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}
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if (!rendererExists)
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{
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MissingRenderer();
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}
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SetSceneDirty();
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}
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public void ClearAllKeywords()
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{
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SetKeyword("RECTSIZE_ON");
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SetKeyword("OFFSETUV_ON");
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SetKeyword("CLIPPING_ON");
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SetKeyword("POLARUV_ON");
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SetKeyword("TWISTUV_ON");
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SetKeyword("ROTATEUV_ON");
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SetKeyword("FISHEYE_ON");
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SetKeyword("PINCH_ON");
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SetKeyword("SHAKEUV_ON");
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SetKeyword("WAVEUV_ON");
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SetKeyword("ROUNDWAVEUV_ON");
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SetKeyword("DOODLE_ON");
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SetKeyword("ZOOMUV_ON");
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SetKeyword("FADE_ON");
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SetKeyword("TEXTURESCROLL_ON");
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SetKeyword("GLOW_ON");
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SetKeyword("OUTBASE_ON");
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SetKeyword("ONLYOUTLINE_ON");
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SetKeyword("OUTTEX_ON");
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SetKeyword("OUTDIST_ON");
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SetKeyword("DISTORT_ON");
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SetKeyword("WIND_ON");
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SetKeyword("GRADIENT_ON");
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SetKeyword("GRADIENT2COL_ON");
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SetKeyword("RADIALGRADIENT_ON");
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SetKeyword("COLORSWAP_ON");
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SetKeyword("HSV_ON");
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SetKeyword("HITEFFECT_ON");
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SetKeyword("PIXELATE_ON");
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SetKeyword("NEGATIVE_ON");
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SetKeyword("GRADIENTCOLORRAMP_ON");
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SetKeyword("COLORRAMP_ON");
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SetKeyword("GREYSCALE_ON");
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SetKeyword("POSTERIZE_ON");
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SetKeyword("BLUR_ON");
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SetKeyword("MOTIONBLUR_ON");
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SetKeyword("GHOST_ON");
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SetKeyword("ALPHAOUTLINE_ON");
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SetKeyword("INNEROUTLINE_ON");
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SetKeyword("ONLYINNEROUTLINE_ON");
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SetKeyword("HOLOGRAM_ON");
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SetKeyword("CHROMABERR_ON");
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SetKeyword("GLITCH_ON");
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SetKeyword("FLICKER_ON");
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SetKeyword("SHADOW_ON");
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SetKeyword("SHINE_ON");
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SetKeyword("CONTRAST_ON");
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SetKeyword("OVERLAY_ON");
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SetKeyword("OVERLAYMULT_ON");
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SetKeyword("ALPHACUTOFF_ON");
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SetKeyword("ALPHAROUND_ON");
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SetKeyword("CHANGECOLOR_ON");
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SetKeyword("CHANGECOLOR2_ON");
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SetKeyword("CHANGECOLOR3_ON");
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SetKeyword("FOG_ON");
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SetSceneDirty();
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}
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private void SetKeyword(string keyword, bool state = false)
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{
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if (destroyed) return;
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if (currMaterial == null)
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{
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FindCurrMaterial();
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if (currMaterial == null)
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{
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MissingRenderer();
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return;
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}
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}
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if (!state) currMaterial.DisableKeyword(keyword);
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else currMaterial.EnableKeyword(keyword);
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}
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private void FindCurrMaterial()
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{
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Renderer sr = GetComponent<Renderer>();
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if (sr != null)
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{
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currMaterial = GetComponent<Renderer>().sharedMaterial;
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matAssigned = true;
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}
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else
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{
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Graphic img = GetComponent<Graphic>();
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if (img != null)
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{
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currMaterial = img.material;
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matAssigned = true;
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}
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}
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}
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public void CleanMaterial()
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{
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Renderer sr = GetComponent<Renderer>();
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if (sr != null)
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{
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sr.sharedMaterial = new Material(Shader.Find("Sprites/Default"));
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matAssigned = false;
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}
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else
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{
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Graphic img = GetComponent<Graphic>();
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if (img != null)
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{
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img.material = new Material(Shader.Find("Sprites/Default"));
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matAssigned = false;
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}
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}
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SetSceneDirty();
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}
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public void SaveMaterial()
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{
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#if UNITY_EDITOR
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string sameMaterialPath = AllIn1ShaderWindow.materialsSavesPath;
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if (PlayerPrefs.HasKey("All1ShaderMaterials")) sameMaterialPath = PlayerPrefs.GetString("All1ShaderMaterials");
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else PlayerPrefs.SetString("All1ShaderMaterials", AllIn1ShaderWindow.materialsSavesPath);
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sameMaterialPath += "/";
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if (!System.IO.Directory.Exists(sameMaterialPath))
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{
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EditorUtility.DisplayDialog("The desired Material Save Path doesn't exist",
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"Go to Window -> AllIn1ShaderWindow and set a valid folder", "Ok");
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return;
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}
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sameMaterialPath += gameObject.name;
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string fullPath = sameMaterialPath + ".mat";
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if (System.IO.File.Exists(fullPath))
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{
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SaveMaterialWithOtherName(sameMaterialPath);
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}
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else DoSaving(fullPath);
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SetSceneDirty();
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#endif
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}
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private void SaveMaterialWithOtherName(string path, int i = 1)
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{
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int number = i;
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string newPath = path + "_" + number.ToString();
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string fullPath = newPath + ".mat";
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if (System.IO.File.Exists(fullPath))
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{
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number++;
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SaveMaterialWithOtherName(path, number);
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}
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else
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{
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DoSaving(fullPath);
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}
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}
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private void DoSaving(string fileName)
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{
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#if UNITY_EDITOR
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bool rendererExists = false;
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Renderer sr = GetComponent<Renderer>();
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Material matToSave = null;
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Material createdMat = null;
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if (sr != null)
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{
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rendererExists = true;
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matToSave = sr.sharedMaterial;
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}
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else
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{
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Graphic img = GetComponent<Graphic>();
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if (img != null)
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{
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rendererExists = true;
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matToSave = img.material;
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}
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}
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if (!rendererExists)
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{
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MissingRenderer();
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return;
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}
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else
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{
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createdMat = new Material(matToSave);
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currMaterial = createdMat;
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AssetDatabase.CreateAsset(createdMat, fileName);
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Debug.Log(fileName + " has been saved!");
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EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(fileName, typeof(Material)));
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}
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if (sr != null)
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{
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sr.material = createdMat;
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}
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else
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{
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Graphic img = GetComponent<Graphic>();
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img.material = createdMat;
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}
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#endif
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}
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public void SetSceneDirty()
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{
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#if UNITY_EDITOR
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if (!Application.isPlaying) EditorSceneManager.MarkAllScenesDirty();
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//If you get an error here please delete the 2 lines below
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var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
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if (prefabStage != null) EditorSceneManager.MarkSceneDirty(prefabStage.scene);
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#endif
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}
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private void MissingRenderer()
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{
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#if UNITY_EDITOR
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EditorUtility.DisplayDialog("Missing Renderer", "This GameObject (" +
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gameObject.name + ") has no Renderer or UI Image component. This AllIn1Shader component will be removed.", "Ok");
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destroyed = true;
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DestroyImmediate(this);
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#endif
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}
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public void ToggleSetAtlasUvs(bool activate)
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{
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SetAtlasUvs atlasUvs = GetComponent<SetAtlasUvs>();
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if (activate)
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{
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if (atlasUvs == null) atlasUvs = gameObject.AddComponent<SetAtlasUvs>();
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atlasUvs.GetAndSetUVs();
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SetKeyword("ATLAS_ON", true);
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}
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else
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{
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if (atlasUvs != null)
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{
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atlasUvs.ResetAtlasUvs();
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DestroyImmediate(atlasUvs);
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}
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SetKeyword("ATLAS_ON", false);
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}
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SetSceneDirty();
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}
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public void ApplyMaterialToHierarchy()
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{
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Renderer sr = GetComponent<Renderer>();
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Graphic image = GetComponent<Graphic>();
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Material matToApply = null;
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if (sr != null) matToApply = sr.sharedMaterial;
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else if (image != null)
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{
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matToApply = image.material;
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}
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else
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{
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MissingRenderer();
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return;
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}
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List<Transform> children = new List<Transform>();
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GetAllChildren(transform, ref children);
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foreach (Transform t in children)
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{
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sr = t.gameObject.GetComponent<Renderer>();
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if (sr != null) sr.material = matToApply;
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else
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{
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image = t.gameObject.GetComponent<Graphic>();
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if (image != null) image.material = matToApply;
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}
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}
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}
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public void CheckIfValidTarget()
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{
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Renderer sr = GetComponent<Renderer>();
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Graphic image = GetComponent<Graphic>();
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if (sr == null && image == null) MissingRenderer();
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}
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private void GetAllChildren(Transform parent, ref List<Transform> transforms)
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{
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foreach (Transform child in parent)
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{
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transforms.Add(child);
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GetAllChildren(child, ref transforms);
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}
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}
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public void RenderToImage()
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{
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#if UNITY_EDITOR
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if (currMaterial == null)
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{
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FindCurrMaterial();
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if (currMaterial == null)
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{
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MissingRenderer();
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return;
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}
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}
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Texture tex = currMaterial.GetTexture("_MainTex");
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if (tex != null) RenderAndSaveTexture(currMaterial, tex);
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else
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{
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SpriteRenderer sr = GetComponent<SpriteRenderer>();
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Graphic i = GetComponent<Graphic>();
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if (sr != null) tex = sr.sprite.texture;
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else if (i != null) tex = i.mainTexture;
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if (tex != null) RenderAndSaveTexture(currMaterial, tex);
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else EditorUtility.DisplayDialog("No valid target texture found", "All In 1 Shader component couldn't find a valid Main Texture in this GameObject (" +
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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." +
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" Please make sure to have a valid Main Texture in the Material", "Ok");
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}
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#endif
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}
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public void RenderAndSaveTexture(Material targetMaterial, Texture targetTexture)
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{
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#if UNITY_EDITOR
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float scaleSlider = 1;
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if (PlayerPrefs.HasKey("All1ShaderRenderImagesScale")) scaleSlider = PlayerPrefs.GetFloat("All1ShaderRenderImagesScale");
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RenderTexture renderTarget = new RenderTexture((int)(targetTexture.width * scaleSlider), (int)(targetTexture.height * scaleSlider), 0, RenderTextureFormat.ARGB32);
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Graphics.Blit(targetTexture, renderTarget, targetMaterial);
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Texture2D reaultTex = new Texture2D(renderTarget.width, renderTarget.height, TextureFormat.ARGB32, false);
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reaultTex.ReadPixels(new Rect(0, 0, renderTarget.width, renderTarget.height), 0, 0);
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reaultTex.Apply();
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string path = AllIn1ShaderWindow.renderImagesSavesPath;
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if (PlayerPrefs.HasKey("All1ShaderRenderImages")) path = PlayerPrefs.GetString("All1ShaderRenderImages");
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else PlayerPrefs.SetString("All1ShaderRenderImages", AllIn1ShaderWindow.renderImagesSavesPath);
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path += "/";
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if (!System.IO.Directory.Exists(path))
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{
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EditorUtility.DisplayDialog("The desired Material to Image Save Path doesn't exist",
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"Go to Window -> AllIn1ShaderWindow and set a valid folder", "Ok");
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return;
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}
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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
|
|
}
|
|
} |