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ForceTractorShaderTester.cs
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114 lines (96 loc) · 3.63 KB
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using System;
using System.Collections.Generic;
using UnityEngine;
using Random = System.Random;
[ExecuteInEditMode]
public class ForceTractorShaderTester : MonoBehaviour
{
private const int Subdivisions = 10;
private const float s_divider = (float) 1.0d / int.MaxValue;
private MeshRenderer _meshRenderer;
private MeshFilter _meshFilter;
private MaterialPropertyBlock _propertyBlock;
private Vector4[] _normals, _tangents, _biNormals;
private readonly List<Vector4> _randoms = new List<Vector4>();
public Vector4[] Points = {
Vector3.zero, Vector3.one*.1f, Vector3.one*.2f, Vector3.one*.3f, Vector3.one*.4f,
Vector3.one*.5f, Vector3.one*.6f, Vector3.one*.7f, Vector3.one*.8f, Vector3.one*.9f
// Vector3.zero, Vector3.up*.1f, Vector3.up*.2f, Vector3.up*.3f, Vector3.up*.4f,
// Vector3.up*.5f, Vector3.up*.6f, Vector3.up*.7f, Vector3.up*.8f, Vector3.up*.9f
};
private static readonly int PointsPropertyId = Shader.PropertyToID("_Points");
private static readonly int TangentsPropertyId = Shader.PropertyToID("_Tangents");
private static readonly int NormalsPropertyId = Shader.PropertyToID("_Normals");
private static readonly int BiNormalsPropertyId = Shader.PropertyToID("_BiNormals");
private void Awake()
{
Init();
}
private void OnEnable()
{
Init();
}
private void Init()
{
_normals = new Vector4[Subdivisions];
_biNormals = new Vector4[Subdivisions];
_tangents = new Vector4[Subdivisions];
_propertyBlock = new MaterialPropertyBlock();
_meshRenderer = GetComponent<MeshRenderer>();
_meshFilter = GetComponent<MeshFilter>();
GenerateData();
}
private static float GetRandFloat01(Random random)
{
return random.Next() * s_divider;
}
private void GenerateData()
{
if(_meshFilter == null || _meshFilter.sharedMesh == null) return;
var random = new Random();
var mesh = _meshFilter.sharedMesh;
var vertices = mesh.vertices;
_randoms.Clear();
for(var i=0;i<vertices.Length;i++)
{
_randoms.Add(new Vector4(
GetRandFloat01(random),
GetRandFloat01(random),
GetRandFloat01(random),
GetRandFloat01(random)
));
}
mesh.SetUVs(1, _randoms);
mesh.UploadMeshData(false);
GetComponent<MeshFilter>().mesh = mesh;
}
// Update is called once per frame
private void Update()
{
UpdatePoints();
UpdateBounds();
}
private void UpdatePoints()
{
for (var i = 0; i < Subdivisions; i++)
{
var a = Mathf.Max(0, i - 1);
var b = Mathf.Min(Subdivisions - 1, i + 1);
_tangents[i] = (Points[b] - Points[a]).normalized;
var rotation = Quaternion.FromToRotation(Vector3.forward, _tangents[i]);
_normals[i] = rotation * Vector3.up;
_biNormals[i] = rotation * Vector3.right;
}
_propertyBlock.SetVectorArray(PointsPropertyId, Points);
_propertyBlock.SetVectorArray(TangentsPropertyId, _tangents);
_propertyBlock.SetVectorArray(NormalsPropertyId, _normals);
_propertyBlock.SetVectorArray(BiNormalsPropertyId, _biNormals);
_meshRenderer.SetPropertyBlock(_propertyBlock);
}
private void UpdateBounds()
{
var bounds = _meshFilter.sharedMesh.bounds;
bounds.SetMinMax(Vector3.zero, transform.worldToLocalMatrix.MultiplyPoint(Points[Subdivisions-1]));
_meshFilter.sharedMesh.bounds = bounds;
}
}