Files
Shopping_UnityVR/Assets/RealToon/RealToon Tools/SmoothObjectNormalHelper.cs

129 lines
4.7 KiB
C#

//RealToon - SmoothObjectNomal [Helper]
//©MJQStudioWorks
using UnityEngine;
namespace RealToon.Script
{
[ExecuteAlways]
[AddComponentMenu("RealToon/Tools/Smooth Object Normal - Helper")]
public class SmoothObjectNormalHelper : MonoBehaviour
{
[Header("Note: Smooth Object Normal feature will be automatically enable\nWhen you put a material that uses RealToon Shader on the Material slot.")]
[Space(25)]
[SerializeField]
[Range(0f, 1f)]
[Tooltip("The amount of Smoothed Object Normal.")]
public float Intensity = 0;
[Space(10)]
[SerializeField]
[Tooltip("A material that uses 'RealToon - Smooth Object Normal' feature.")]
public Material Material = null;
[SerializeField]
[Tooltip("An object to follow the position.")]
public Transform ObjectToFollow = null;
[Space(10)]
[SerializeField]
[Tooltip("Show object normal.")]
public bool ShowNormal = false;
[HideInInspector]
[SerializeField]
bool checkstart = true;
string RT_Sha_Nam_URP = "Universal Render Pipeline/RealToon/Version 5/Default/Default";
string RT_Sha_Nam_HDRP = "HDRP/RealToon/Version 5/Default";
string RT_Sha_Nam_BiRP_DD = "RealToon/Version 5/Default/Default";
string RT_Sha_Nam_BiRP_DFT = "RealToon/Version 5/Default/Fade Transparency";
string RT_Sha_Nam_BiRP_DR = "RealToon/Version 5/Default/Refraction";
string RT_Sha_Nam_BiRP_TDD = "RealToon/Version 5/Tessellation/Default";
string RT_Sha_Nam_BiRP_TDFT = "RealToon/Version 5/Tessellation/Fade Transparency";
string RT_Sha_Nam_BiRP_TDR = "RealToon/Version 5/Tessellation/Refraction";
string RT_Sha_Nam_BiRP_LD = "RealToon/Version 5/Lite/Default";
string RT_Sha_Nam_BiRP_LFT = "RealToon/Version 5/Lite/Fade Transparency";
void LateUpdate()
{
if (Material == null || ObjectToFollow == null)
{ }
else
{
if (Material.shader.name == RT_Sha_Nam_URP ||
Material.shader.name == RT_Sha_Nam_HDRP ||
Material.shader.name == RT_Sha_Nam_BiRP_DD ||
Material.shader.name == RT_Sha_Nam_BiRP_DFT ||
Material.shader.name == RT_Sha_Nam_BiRP_DR ||
Material.shader.name == RT_Sha_Nam_BiRP_TDD ||
Material.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Material.shader.name == RT_Sha_Nam_BiRP_TDR ||
Material.shader.name == RT_Sha_Nam_BiRP_LD ||
Material.shader.name == RT_Sha_Nam_BiRP_LFT)
{
Vector3 ObjPos = ObjectToFollow.gameObject.transform.position;
Material.SetVector("_XYZPosition", ObjPos);
Material.SetFloat("_SmoothObjectNormal", Intensity);
}
}
}
void OnValidate()
{
if (Material == null)
{
checkstart = true;
}
else if (Material != null)
{
if (Material.shader.name == RT_Sha_Nam_URP ||
Material.shader.name == RT_Sha_Nam_HDRP ||
Material.shader.name == RT_Sha_Nam_BiRP_DD ||
Material.shader.name == RT_Sha_Nam_BiRP_DFT ||
Material.shader.name == RT_Sha_Nam_BiRP_DR ||
Material.shader.name == RT_Sha_Nam_BiRP_TDD ||
Material.shader.name == RT_Sha_Nam_BiRP_TDFT ||
Material.shader.name == RT_Sha_Nam_BiRP_TDR ||
Material.shader.name == RT_Sha_Nam_BiRP_LD ||
Material.shader.name == RT_Sha_Nam_BiRP_LFT)
{
if (checkstart == true)
{
if (Material.IsKeywordEnabled("N_F_SON_ON") == false)
{
Material.EnableKeyword("N_F_SON_ON");
Material.SetFloat("_N_F_SON", 1.0f);
checkstart = false;
}
}
switch(ShowNormal)
{
case true:
Material.SetFloat("_ShowNormal", 1.0f);
break;
case false:
Material.SetFloat("_ShowNormal", 0.0f);
break;
}
}
}
}
void Reset()
{
Material = null;
ObjectToFollow = null;
checkstart = true;
}
}
}