Started working on XP and leveling/stats system
This commit is contained in:
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{
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"name": "OccaSoftware.SuperSimpleSkybox.Runtime",
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"rootNamespace": "OccaSoftware.SuperSimpleSkybox.Runtime",
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"references": [],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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@@ -0,0 +1,14 @@
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serializedVersion: 1
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packageName: 'Super Simple Skybox: Dynamic Sky / Procedural Skybox (URP & BIRP)'
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packageVersion: 4.2.1
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assetPath: Packages/com.occasoftware.super-simple-skybox/Runtime/OccaSoftware.SuperSimpleSkybox.Runtime.asmdef
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uploadId: 612339
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@@ -0,0 +1,11 @@
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using UnityEngine;
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namespace OccaSoftware.SuperSimpleSkybox.Runtime
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{
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internal static class ShaderParams
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{
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public static int _StarMatrix = Shader.PropertyToID("_MainLightMatrix");
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public static int _SunDirection = Shader.PropertyToID("_SunDirection");
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public static int _MoonDirection = Shader.PropertyToID("_MoonDirection");
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}
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}
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@@ -0,0 +1,18 @@
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packageName: 'Super Simple Skybox: Dynamic Sky / Procedural Skybox (URP & BIRP)'
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packageVersion: 4.2.1
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assetPath: Packages/com.occasoftware.super-simple-skybox/Runtime/ShaderParams.cs
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@@ -0,0 +1,166 @@
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using System;
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using UnityEngine;
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namespace OccaSoftware.SuperSimpleSkybox.Runtime
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{
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/// <summary>
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/// This component automatically rotates the sun and sets the light intensity from the angle.
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/// </summary>
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[ExecuteAlways]
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[RequireComponent(typeof(Light))]
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// We hide this component in the inspector Add Component Menu
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// It doesn't do anything on its own and is intended only as a base class
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// It is extended by Sun.cs, Moon.cs as base functions for automatic light handling.
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[AddComponentMenu("OccaSoftware/Super Simple Skybox/")]
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public class DirectionalLight : MonoBehaviour
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{
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[SerializeField]
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[Min(0)]
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private float rotationsPerHour = 1f;
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/// <summary>
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/// The rate of rotation of the directional light. Set as number of rotations per hour.
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/// </summary>
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public float RotationsPerHour
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{
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get => rotationsPerHour;
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set => rotationsPerHour = value;
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}
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[SerializeField]
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private bool automaticLightIntensity = true;
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/// <summary>
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/// When enabled, the light intensity will be set automatically based on the maximum intensity and alignment with the zenith.
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/// </summary>
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public bool AutomaticLightIntensity
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{
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get => automaticLightIntensity;
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set => automaticLightIntensity = value;
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}
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[SerializeField]
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[Min(0)]
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private float maximumLightIntensity = 2f;
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/// <summary>
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/// The light intensity when at the zenith.
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/// </summary>
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public float MaximumLightIntensity
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{
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get => maximumLightIntensity;
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set => maximumLightIntensity = value;
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}
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private Light _light = null;
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public event Action OnRise = null;
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public event Action OnSet = null;
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/// <summary>
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/// Returns the current state of the light (up or down).
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/// </summary>
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public LightState State
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{
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get => state;
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}
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private LightState state;
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private float lightAngle;
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private float GetLightAngle()
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{
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return Vector3.Dot(Vector3.down, transform.forward);
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}
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protected virtual void OnEnable()
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{
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_light = GetComponent<Light>();
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lightAngle = GetLightAngle();
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SetInitialLightState();
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}
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protected virtual void Update()
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{
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Rotate();
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lightAngle = GetLightAngle();
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SetLightState();
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SetLightIntensity();
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}
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private void SetInitialLightState()
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{
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state = LightState.Up;
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if (lightAngle < 0f)
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state = LightState.Down;
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}
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/// <summary>
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/// Updates the light state if needed.
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/// Triggers the appropriate callback.
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/// </summary>
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private void SetLightState()
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{
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if (lightAngle > 0f && state == LightState.Down)
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{
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state = LightState.Up;
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OnRise?.Invoke();
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}
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if (lightAngle < 0f && state == LightState.Up)
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{
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state = LightState.Down;
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OnSet?.Invoke();
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}
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}
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/// <summary>
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/// Rotates the transform based on the rotation speed.
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/// </summary>
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private void Rotate()
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{
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if (!Application.isPlaying)
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return;
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if (rotationsPerHour == 0f)
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return;
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transform.Rotate(
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transform.right * rotationsPerHour * Time.deltaTime * 0.1f,
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Space.World
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);
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}
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/// <summary>
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/// Sets the light intensity based on the alignment between the light direction and the sky peak.
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/// </summary>
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private void SetLightIntensity()
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{
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if (!automaticLightIntensity)
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return;
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if (state == LightState.Down)
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{
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_light.intensity = 0;
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return;
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}
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float t = Mathf.Clamp01(lightAngle);
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t = 1f - Mathf.Pow(1f - t, 2f);
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_light.intensity = t * maximumLightIntensity;
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_light.shadowStrength = t;
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}
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/// <summary>
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/// The state of the light object.
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/// </summary>
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public enum LightState
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{
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Down,
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Up
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}
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}
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: 0a19356b94217ec4591aeee9efc4feeb
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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||||
serializedVersion: 1
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||||
productId: 210177
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packageName: 'Super Simple Skybox: Dynamic Sky / Procedural Skybox (URP & BIRP)'
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packageVersion: 4.2.1
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assetPath: Packages/com.occasoftware.super-simple-skybox/Runtime/SkyObjects/DirectionalLight.cs
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uploadId: 612339
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@@ -0,0 +1,14 @@
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using UnityEngine;
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namespace OccaSoftware.SuperSimpleSkybox.Runtime
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{
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[AddComponentMenu("OccaSoftware/Super Simple Skybox/Moon")]
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public class Moon : DirectionalLight
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{
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protected override void Update()
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{
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base.Update();
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Shader.SetGlobalVector(ShaderParams._MoonDirection, -transform.forward);
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}
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}
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}
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@@ -0,0 +1,18 @@
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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||||
productId: 210177
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||||
packageName: 'Super Simple Skybox: Dynamic Sky / Procedural Skybox (URP & BIRP)'
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packageVersion: 4.2.1
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assetPath: Packages/com.occasoftware.super-simple-skybox/Runtime/SkyObjects/Moon.cs
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uploadId: 612339
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@@ -0,0 +1,14 @@
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using UnityEngine;
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namespace OccaSoftware.SuperSimpleSkybox.Runtime
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{
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[ExecuteAlways]
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[AddComponentMenu("OccaSoftware/Super Simple Skybox/Moon (Static)")]
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public class MoonStatic : MonoBehaviour
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{
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private void Update()
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{
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Shader.SetGlobalVector(ShaderParams._MoonDirection, -transform.forward);
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}
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}
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}
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@@ -0,0 +1,18 @@
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||||
fileFormatVersion: 2
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serializedVersion: 2
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assetBundleVariant:
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serializedVersion: 1
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productId: 210177
|
||||
packageName: 'Super Simple Skybox: Dynamic Sky / Procedural Skybox (URP & BIRP)'
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packageVersion: 4.2.1
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||||
assetPath: Packages/com.occasoftware.super-simple-skybox/Runtime/SkyObjects/MoonStatic.cs
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uploadId: 612339
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@@ -0,0 +1,27 @@
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using UnityEngine;
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namespace OccaSoftware.SuperSimpleSkybox.Runtime
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{
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/// <summary>
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/// This component uses the local to world matrix of the transform to set the rotation of the stars.
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/// Typically, you would set this component on the main directional light in your scene.
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/// </summary>
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[ExecuteAlways]
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[AddComponentMenu("OccaSoftware/Super Simple Skybox/Set Star Rotation")]
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public class SetStarRotation : MonoBehaviour
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{
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void Update()
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{
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SetMatrix();
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}
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/// <summary>
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/// Sets the main light matrix for the star rotation in the shader.
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/// </summary>
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private void SetMatrix()
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{
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Shader.SetGlobalMatrix(ShaderParams._StarMatrix, transform.localToWorldMatrix);
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}
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}
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}
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@@ -0,0 +1,18 @@
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productId: 210177
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packageName: 'Super Simple Skybox: Dynamic Sky / Procedural Skybox (URP & BIRP)'
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packageVersion: 4.2.1
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assetPath: Packages/com.occasoftware.super-simple-skybox/Runtime/SkyObjects/SetStarRotation.cs
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uploadId: 612339
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@@ -0,0 +1,14 @@
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using UnityEngine;
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namespace OccaSoftware.SuperSimpleSkybox.Runtime
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{
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[AddComponentMenu("OccaSoftware/Super Simple Skybox/Sun")]
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public class Sun : DirectionalLight
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{
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protected override void Update()
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{
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base.Update();
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Shader.SetGlobalVector(ShaderParams._SunDirection, -transform.forward);
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}
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}
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}
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@@ -0,0 +1,18 @@
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productId: 210177
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||||
packageName: 'Super Simple Skybox: Dynamic Sky / Procedural Skybox (URP & BIRP)'
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packageVersion: 4.2.1
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assetPath: Packages/com.occasoftware.super-simple-skybox/Runtime/SkyObjects/Sun.cs
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uploadId: 612339
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@@ -0,0 +1,14 @@
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using UnityEngine;
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namespace OccaSoftware.SuperSimpleSkybox.Runtime
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{
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[ExecuteAlways]
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[AddComponentMenu("OccaSoftware/Super Simple Skybox/Sun (Static)")]
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public class SunStatic : MonoBehaviour
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{
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private void Update()
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{
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Shader.SetGlobalVector(ShaderParams._SunDirection, -transform.forward);
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}
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}
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}
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||||
@@ -0,0 +1,18 @@
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|
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packageName: 'Super Simple Skybox: Dynamic Sky / Procedural Skybox (URP & BIRP)'
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||||
packageVersion: 4.2.1
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||||
assetPath: Packages/com.occasoftware.super-simple-skybox/Runtime/SkyObjects/SunStatic.cs
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||||
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|
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@@ -0,0 +1,43 @@
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using UnityEngine;
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namespace OccaSoftware.SuperSimpleSkybox.Runtime
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||||
{
|
||||
/// <summary>
|
||||
/// This component synchronizes the position of the VR Skybox with the targeted camera component.
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||||
/// </summary>
|
||||
[ExecuteAlways]
|
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[AddComponentMenu("OccaSoftware/Super Simple Skybox/VR-Compatible Skybox")]
|
||||
public class VRSkybox : MonoBehaviour
|
||||
{
|
||||
[SerializeField]
|
||||
Camera target;
|
||||
|
||||
void Start()
|
||||
{
|
||||
if (target == null)
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||||
return;
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||||
transform.position = target.transform.position;
|
||||
}
|
||||
|
||||
int farClipPlaneCached;
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (target == null)
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||||
return;
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||||
transform.position = target.transform.position;
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||||
|
||||
if (farClipPlaneCached != (int)target.farClipPlane)
|
||||
{
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float targetScale = (int)target.farClipPlane - 1;
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farClipPlaneCached = (int)target.farClipPlane;
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transform.localScale = FloatToV3(targetScale);
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||||
}
|
||||
}
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|
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Vector3 FloatToV3(float x)
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{
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return new Vector3(x, x, x);
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||||
}
|
||||
}
|
||||
}
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@@ -0,0 +1,18 @@
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|
||||
packageName: 'Super Simple Skybox: Dynamic Sky / Procedural Skybox (URP & BIRP)'
|
||||
packageVersion: 4.2.1
|
||||
assetPath: Packages/com.occasoftware.super-simple-skybox/Runtime/XR/VRSkybox.cs
|
||||
uploadId: 612339
|
||||
Reference in New Issue
Block a user