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2025-06-04 09:09:39 +08:00
parent 83ced83b6b
commit d76b763fbf
1718 changed files with 1234489 additions and 1 deletions

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using UnityEngine;
using System.Collections;
using UnityEditor;
namespace JBooth.MicroSplat.VertexPainter
{
// interface class for utilities that plug into the vertex painter window
public interface IVertexPainterUtility
{
string GetName();
void OnGUI(PaintJob[] jobs);
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
#if __MICROSPLAT__
namespace JBooth.MicroSplat.VertexPainter
{
[System.Serializable]
public class SaveMeshes : IVertexPainterUtility
{
public string GetName()
{
return "Save Meshes";
}
public void OnGUI(PaintJob[] jobs)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.Space();
if (GUILayout.Button("Save Mesh"))
{
VertexPainterUtilities.SaveMesh(jobs);
}
EditorGUILayout.Space();
EditorGUILayout.EndHorizontal();
}
}
}
#endif

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Shader "Custom/DebugVertex" {
Properties {
_Channel ("Metallic", Int) = 0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Upgrade NOTE: excluded shader from DX11 because it uses wrong array syntax (type[size] name)
#pragma exclude_renderers d3d11
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard vertex:vert fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
int _Channel;
struct Input {
fixed4 w0, w7;
};
float4 DecodeToFloat4(float v)
{
uint vi = (uint)(v * (256.0f * 256.0f * 256.0f * 256.0f));
int ex = (int)(vi / (256 * 256 * 256) % 256);
int ey = (int)((vi / (256 * 256)) % 256);
int ez = (int)((vi / (256)) % 256);
int ew = (int)(vi % 256);
float4 e = float4(ex / 255.0, ey / 255.0, ez / 255.0, ew / 255.0);
return e;
}
void EncodeVertex(appdata_full i, inout Input IN)
{
IN.w0 = DecodeToFloat4(i.color.r);
//IN.w1 = DecodeToFloat4(i.color.g);
//IN.w2 = DecodeToFloat4(i.color.b);
//IN.w3 = DecodeToFloat4(i.color.a);
//IN.w4 = DecodeToFloat4(i.texcoord1.z);
//IN.w5 = DecodeToFloat4(i.texcoord1.w);
//IN.w6 = DecodeToFloat4(i.texcoord2.z);
IN.w7 = DecodeToFloat4(i.texcoord2.w);
}
void vert(inout appdata_full v, out Input i)
{
i = (Input)0;
EncodeVertex(v, i);
}
void surf (Input i, inout SurfaceOutputStandard o)
{
int c = clamp(_Channel, 0, 7);
float fs[8];
fs[0] = i.w0.x;
fs[1] = i.w0.y;
fs[2] = i.w0.z;
fs[3] = i.w0.w;
fs[4] = i.w7.x;
fs[5] = i.w7.y;
fs[6] = i.w7.z;
fs[7] = i.w7.w;
float f = fs[c];
o.Albedo = f;
}
ENDCG
}
FallBack "Diffuse"
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace JBooth.MicroSplat.VertexPainter
{
public class PaintJob
{
public MeshFilter meshFilter;
public Renderer renderer;
public VertexInstanceStream _stream;
public MicroSplatVertexMesh vertexMesh;
// cache of data we often need so we don't have to cross the c#->cpp bridge often
public Vector3[] verts;
// getters which take stream into account
public Vector3 GetPosition(int i)
{
if (stream.positions != null && stream.positions.Length == verts.Length)
return stream.positions[i];
return verts[i];
}
public bool HasStream() { return _stream != null; }
public bool HasData()
{
if (_stream == null)
return false;
int vertexCount = verts.Length;
bool hasColors = (stream.colors != null && stream.colors.Length == vertexCount);
bool hasPositions = (stream.positions != null && stream.positions.Length == vertexCount);
return (hasColors || hasPositions);
}
public void EnforceStream()
{
if (_stream == null && renderer != null && meshFilter != null)
{
_stream = meshFilter.gameObject.AddComponent<VertexInstanceStream>();
}
}
public VertexInstanceStream stream
{
get
{
if (_stream == null)
{
if (meshFilter == null)
{ // object has been deleted
return null;
}
_stream = meshFilter.gameObject.GetComponent<VertexInstanceStream>();
if (_stream == null)
{
_stream = meshFilter.gameObject.AddComponent<VertexInstanceStream>();
}
else
{
_stream.Apply();
}
}
return _stream;
}
}
public PaintJob(MeshFilter mf, Renderer r, MicroSplatVertexMesh vmesh)
{
meshFilter = mf;
renderer = r;
vertexMesh = vmesh;
_stream = r.gameObject.GetComponent<VertexInstanceStream>();
verts = mf.sharedMesh.vertices;
}
}
}

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using UnityEngine;
using UnityEditor;
using System.Collections;
using System;
using System.Linq;
using System.Reflection;
// https://gist.github.com/MattRix/9205bc62d558fef98045
namespace JBooth.MicroSplat.VertexPainter
{
[InitializeOnLoad]
public class RXLookingGlass
{
public static Type type_HandleUtility;
protected static MethodInfo meth_IntersectRayMesh;
static RXLookingGlass()
{
var editorTypes = typeof(Editor).Assembly.GetTypes();
type_HandleUtility = editorTypes.FirstOrDefault(t => t.Name == "HandleUtility");
meth_IntersectRayMesh = type_HandleUtility.GetMethod("IntersectRayMesh",(BindingFlags.Static | BindingFlags.NonPublic));
}
public static bool IntersectRayMesh(Ray ray, MeshFilter meshFilter, out RaycastHit hit)
{
return IntersectRayMesh(ray,meshFilter.sharedMesh,meshFilter.transform.localToWorldMatrix,out hit);
}
static object[] parameters = new object[4];
public static bool IntersectRayMesh(Ray ray, Mesh mesh, Matrix4x4 matrix, out RaycastHit hit)
{
parameters[0] = ray;
parameters[1] = mesh;
parameters[2] = matrix;
parameters[3] = null;
bool result = (bool)meth_IntersectRayMesh.Invoke(null, parameters);
hit = (RaycastHit)parameters[3];
return result;
}
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
#if __MICROSPLAT__
namespace JBooth.MicroSplat.VertexPainter
{
public class VertexPainterUtilities
{
public static GameObject MergeMeshes(PaintJob[] jobs)
{
if (jobs.Length == 0)
return null;
List<CombineInstance> meshes = new List<CombineInstance>();
for (int i = 0; i < jobs.Length; ++i)
{
Mesh m = BakeDownMesh(jobs[i].meshFilter.sharedMesh, jobs[i].stream);
CombineInstance ci = new CombineInstance();
ci.mesh = m;
ci.transform = jobs[i].meshFilter.transform.localToWorldMatrix;
meshes.Add(ci);
}
Mesh mesh = new Mesh();
mesh.CombineMeshes(meshes.ToArray());
GameObject go = new GameObject("Combined Mesh");
go.AddComponent<MeshRenderer>();
var mf = go.AddComponent<MeshFilter>();
;
mesh.RecalculateBounds();
mesh.UploadMeshData(false);
mf.sharedMesh = mesh;
for (int i = 0; i < meshes.Count; ++i)
{
GameObject.DestroyImmediate(meshes[i].mesh);
}
return go;
}
// copy a mesh, and bake it's vertex stream into the mesh data.
public static Mesh BakeDownMesh(Mesh mesh, VertexInstanceStream stream)
{
var copy = GameObject.Instantiate(mesh);
if (stream.colors != null && stream.colors.Length > 0) { copy.colors = stream.colors; }
if (stream.uv1 != null && stream.uv1.Count > 0) { copy.SetUVs(1, stream.uv1); }
if (stream.uv2 != null && stream.uv2.Count > 0) { copy.SetUVs(2, stream.uv2); }
if (stream.positions != null && stream.positions.Length == copy.vertexCount)
{
copy.vertices = stream.positions;
}
copy.RecalculateBounds();
copy.UploadMeshData(false);
return copy;
}
public static void SaveMesh(PaintJob[] jobs)
{
if (jobs.Length != 0)
{
string path = EditorUtility.SaveFilePanel("Save Asset", Application.dataPath, "models", "asset");
if (!string.IsNullOrEmpty(path))
{
path = FileUtil.GetProjectRelativePath(path);
Mesh firstMesh = BakeDownMesh(jobs[0].meshFilter.sharedMesh, jobs[0].stream);
AssetDatabase.CreateAsset(firstMesh, path);
for (int i = 1; i < jobs.Length; ++i)
{
Mesh m = BakeDownMesh(jobs[i].meshFilter.sharedMesh, jobs[i].stream);
AssetDatabase.AddObjectToAsset(m, firstMesh);
}
AssetDatabase.SaveAssets();
AssetDatabase.ImportAsset(path);
}
}
}
}
}
#endif

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using System.Collections;
using UnityEditor;
using System.Collections.Generic;
/* VertexPainterWindow
* - Jason Booth
*
* Uses Unity 5.0+ MeshRenderer.additionalVertexStream so that you can paint per-instance vertex colors on your meshes.
* A component is added to your mesh to serialize this data and set it at load time. This is more effecient than making
* duplicate meshes, and certainly less painful than saving them as separate asset files on disk. However, if you only have
* one copy of the vertex information in your game and want to burn it into the original mesh, you can use the save feature
* to save a new version of your mesh with the data burned into the verticies, avoiding the need for the runtime component.
*
* In other words, bake it if you need to instance the paint job - however, if you want tons of the same instances painted
* uniquely in your scene, keep the component version and skip the baking..
*
* One possible optimization is to have the component free the array after updating the mesh when in play mode..
*
* Also supports burning data into the UV channels, in case you want some additional channels to work with, which also
* happen to be full 32bit floats. You can set a viewable range; so if your floats go from 0-120, it will remap it to
* 0-1 for display in the shader. That way you can always see your values, even when they go out of color ranges.
*
* Note that as of this writing Unity has a bug in the additionalVertexStream function. The docs claim the data applied here
* will supply or overwrite the data in the mesh, however, this is not true. Rather, it will only replace the data that's
* there - if your mesh has no color information, it will not upload the color data in additionalVertexStream, which is sad
* because the original mesh doesn't need this data. As a workaround, if your mesh does not have color channels on the verts,
* they will be created for you.
*
* There is another bug in additionalVertexStream, in that the mesh keeps disapearing in edit mode. So the component
* which holds the data caches the mesh and keeps assigning it in the Update call, but only when running in the editor
* and not in play mode.
*
* Really, the additionalVertexStream mesh should be owned by the MeshRenderer and saved as part of the objects instance
* data. That's essentially what the VertexInstaceStream component does, but it's annoying and wasteful of memory to do
* it this way since it doesn't need to be on the CPU at all. Enlighten somehow does this with the UVs it generates
* this way, but appears to be handled specially. Oh, Unity..
*/
#if __MICROSPLAT__
namespace JBooth.MicroSplat.VertexPainter
{
public partial class VertexPainterWindow : EditorWindow
{
[MenuItem("Window/MicroSplat/Vertex Mesh Painter")]
public static void ShowWindow()
{
var window = GetWindow<JBooth.MicroSplat.VertexPainter.VertexPainterWindow>();
window.InitMeshes();
window.Show();
}
}
}
#endif

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using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
using System.Reflection;
using System.Linq;
/* VertexPainterWindow
* - Jason Booth
*
* Uses Unity 5.0+ MeshRenderer.additionalVertexStream so that you can paint per-instance vertex colors on your meshes.
* A component is added to your mesh to serialize this data and set it at load time. This is more effecient than making
* duplicate meshes, and certainly less painful than saving them as separate asset files on disk. However, if you only have
* one copy of the vertex information in your game and want to burn it into the original mesh, you can use the save feature
* to save a new version of your mesh with the data burned into the verticies, avoiding the need for the runtime component.
*
* In other words, bake it if you need to instance the paint job - however, if you want tons of the same instances painted
* uniquely in your scene, keep the component version and skip the baking..
*
* One possible optimization is to have the component free the array after updating the mesh when in play mode..
*
* Also supports burning data into the UV channels, in case you want some additional channels to work with, which also
* happen to be full 32bit floats. You can set a viewable range; so if your floats go from 0-120, it will remap it to
* 0-1 for display in the shader. That way you can always see your values, even when they go out of color ranges.
*
* Note that as of this writing Unity has a bug in the additionalVertexStream function. The docs claim the data applied here
* will supply or overwrite the data in the mesh, however, this is not true. Rather, it will only replace the data that's
* there - if your mesh has no color information, it will not upload the color data in additionalVertexStream, which is sad
* because the original mesh doesn't need this data. As a workaround, if your mesh does not have color channels on the verts,
* they will be created for you.
*
* There is another bug in additionalVertexStream, in that the mesh keeps disapearing in edit mode. So the component
* which holds the data caches the mesh and keeps assigning it in the Update call, but only when running in the editor
* and not in play mode.
*
* Really, the additionalVertexStream mesh should be owned by the MeshRenderer and saved as part of the objects instance
* data. That's essentially what the VertexInstaceStream component does, but it's annoying and wasteful of memory to do
* it this way since it doesn't need to be on the CPU at all. Enlighten somehow does this with the UVs it generates
* this way, but appears to be handled specially. Oh, Unity..
*/
#if __MICROSPLAT__
namespace JBooth.MicroSplat.VertexPainter
{
public partial class VertexPainterWindow : EditorWindow
{
enum Tab
{
Paint = 0,
#if __MICROSPLAT_STREAMS__
Wetness,
Puddles,
Streams,
Lava,
#endif
Utility,
}
string[] tabNames =
{
"Paint",
#if __MICROSPLAT_STREAMS__
"Wetness",
"Puddles",
"Streams",
"Lava",
#endif
"Utility",
};
Tab tab = Tab.Paint;
bool hideMeshWireframe = false;
bool DrawClearButton(string label)
{
if (GUILayout.Button(label, GUILayout.Width(46)))
{
return (EditorUtility.DisplayDialog("Confirm", "Clear " + label + " data?", "ok", "cancel"));
}
return false;
}
static Dictionary<string, bool> rolloutStates = new Dictionary<string, bool>();
static GUIStyle rolloutStyle;
public static bool DrawRollup(string text, bool defaultState = true, bool inset = false)
{
if (rolloutStyle == null)
{
rolloutStyle = GUI.skin.box;
rolloutStyle.normal.textColor = EditorGUIUtility.isProSkin ? Color.white : Color.black;
}
GUI.contentColor = EditorGUIUtility.isProSkin ? Color.white : Color.black;
if (inset == true)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.GetControlRect(GUILayout.Width(40));
}
if (!rolloutStates.ContainsKey(text))
{
rolloutStates[text] = defaultState;
}
if (GUILayout.Button(text, rolloutStyle, new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(20)}))
{
rolloutStates[text] = !rolloutStates[text];
}
if (inset == true)
{
EditorGUILayout.GetControlRect(GUILayout.Width(40));
EditorGUILayout.EndHorizontal();
}
return rolloutStates[text];
}
Vector2 scroll;
void OnGUI()
{
if (Selection.activeGameObject == null)
{
EditorGUILayout.LabelField("No objects selected. Please select an object with a MicroSplatVertexMesh component on it");
return;
}
DrawChannelGUI();
tab = (Tab)GUILayout.Toolbar((int)tab, tabNames);
if (tab != Tab.Utility)
{
scroll = EditorGUILayout.BeginScrollView(scroll);
DrawPaintGUI();
}
else
{
scroll = EditorGUILayout.BeginScrollView(scroll);
DrawUtilityGUI();
}
EditorGUILayout.EndScrollView();
}
void DrawChannelGUI()
{
EditorGUILayout.Separator();
GUI.skin.box.normal.textColor = Color.white;
if (DrawRollup ("Vertex Painter"))
{
bool oldEnabled = enabled;
enabled = GUILayout.Toggle (enabled, "Active (ESC)");
if (enabled != oldEnabled)
{
InitMeshes ();
}
EditorGUILayout.BeginHorizontal ();
bool emptyStreams = false;
for (int i = 0; i < jobs.Length; ++i)
{
if (!jobs [i].HasStream ())
emptyStreams = true;
}
EditorGUILayout.EndHorizontal ();
if (emptyStreams)
{
if (GUILayout.Button ("Add Vertex Stream"))
{
for (int i = 0; i < jobs.Length; ++i)
{
jobs [i].EnforceStream ();
}
}
}
brushVisualization = (BrushVisualization)EditorGUILayout.EnumPopup ("Brush Visualization", brushVisualization);
EditorGUILayout.BeginHorizontal ();
showVertexPoints = GUILayout.Toggle (showVertexPoints, "Show Brush Influence");
showVertexSize = EditorGUILayout.Slider (showVertexSize, 0.2f, 10);
EditorGUILayout.EndHorizontal ();
bool oldHideMeshWireframe = hideMeshWireframe;
hideMeshWireframe = !GUILayout.Toggle (!hideMeshWireframe, "Show Wireframe (ctrl-W)");
if (hideMeshWireframe != oldHideMeshWireframe)
{
for (int i = 0; i < jobs.Length; ++i)
{
SetWireframeDisplay (jobs [i].renderer, hideMeshWireframe);
}
}
}
EditorGUILayout.Separator();
GUILayout.Box("", new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(1)});
EditorGUILayout.Separator();
}
void DrawBrushSettingsGUI()
{
if (jobs == null || jobs.Length == 0 || jobs [0] == null || jobs [0].vertexMesh == null )
return;
int maxTex = 27;
Texture2DArray ta = null;
if (jobs [0].vertexMesh.templateMaterial != null)
{
ta = jobs [0].vertexMesh.templateMaterial.GetTexture ("_Diffuse") as Texture2DArray;
if (ta != null && ta.depth > 0)
{
maxTex = ta.depth - 1;
}
}
if (tab == Tab.Paint)
{
if (ta != null)
{
channel = MicroSplatUtilities.DrawTextureSelector (channel, ta);
}
else
{
channel = EditorGUILayout.IntSlider ("Texture Index", channel, 0, maxTex);
}
}
targetValue = EditorGUILayout.Slider ("Target Value", targetValue, 0.0f, 1.0f);
brushSize = EditorGUILayout.Slider("Brush Size", brushSize, 0.01f, 90.0f);
brushFlow = EditorGUILayout.Slider("Brush Flow", brushFlow, 0.1f, 128.0f);
brushFalloff = EditorGUILayout.Slider("Brush Falloff", brushFalloff, 0.1f, 3.5f);
EditorGUILayout.Separator();
GUILayout.Box("", new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(1)});
EditorGUILayout.Separator();
}
void DrawPaintGUI()
{
GUILayout.Box("Brush Settings", new GUILayoutOption[]{GUILayout.ExpandWidth(true), GUILayout.Height(20)});
DrawBrushSettingsGUI();
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Fill"))
{
if (OnBeginStroke != null)
{
OnBeginStroke(jobs);
}
for (int i = 0; i < jobs.Length; ++i)
{
Undo.RecordObject(jobs[i].stream, "Vertex Painter Fill");
FillMesh(jobs[i]);
}
if (OnEndStroke != null)
{
OnEndStroke();
}
Undo.CollapseUndoOperations(Undo.GetCurrentGroup());
}
EditorGUILayout.EndHorizontal();
}
List<IVertexPainterUtility> utilities = new List<IVertexPainterUtility>();
void InitPluginUtilities()
{
if (utilities == null || utilities.Count == 0)
{
var interfaceType = typeof(IVertexPainterUtility);
var all = System.AppDomain.CurrentDomain.GetAssemblies()
.SelectMany(x => x.GetTypes())
.Where(x => interfaceType.IsAssignableFrom(x) && !x.IsInterface && !x.IsAbstract)
.Select(x => System.Activator.CreateInstance(x));
foreach (var o in all)
{
IVertexPainterUtility u = o as IVertexPainterUtility;
if (u != null)
{
utilities.Add(u);
}
}
utilities = utilities.OrderBy(o=>o.GetName()).ToList();
}
}
void DrawUtilityGUI()
{
InitPluginUtilities();
for (int i = 0; i < utilities.Count; ++i)
{
var u = utilities[i];
if (DrawRollup(u.GetName(), false))
{
u.OnGUI(jobs);
}
}
}
void OnFocus()
{
if (painting)
{
EndStroke();
}
#if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui -= this.OnSceneGUI;
SceneView.duringSceneGui += this.OnSceneGUI;
#else
SceneView.onSceneGUIDelegate -= this.OnSceneGUI;
SceneView.onSceneGUIDelegate += this.OnSceneGUI;
#endif
Undo.undoRedoPerformed -= this.OnUndo;
Undo.undoRedoPerformed += this.OnUndo;
this.titleContent = new GUIContent("Vertex Paint");
Repaint();
}
void OnInspectorUpdate()
{
// unfortunate...
Repaint ();
}
void OnSelectionChange()
{
InitMeshes();
this.Repaint();
}
void OnDestroy()
{
#if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui -= this.OnSceneGUI;
#else
SceneView.onSceneGUIDelegate -= this.OnSceneGUI;
#endif
}
}
}
#endif

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fileFormatVersion: 2
guid: ae410e13fcd2a4249980c7bef9494a95
timeCreated: 1447732490
licenseType: Store
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
#if __MICROSPLAT__
namespace JBooth.MicroSplat.VertexPainter
{
public partial class VertexPainterWindow : EditorWindow
{
// for external tools
public System.Action<PaintJob[]> OnBeginStroke;
public System.Action<PaintJob, bool> OnStokeModified; // bool is true when doing a fill or other non-bounded opperation
public System.Action OnEndStroke;
// C# doesn't have *& or **, so it's not easy to pass a reference to a value for changing.
// instead, we wrap the setter into a templated lambda which allows us to pass a changable
// reference around via a function which sets it. Pretty tricky sis, but I'd rather just
// be able to pass the freaking reference already..
// Note the ref object, which is there just to prevent boxing of Vector/Color structs. Also
// note the complete lack of type safety, etc.. ugh..
// whats worse- this could also be condensed down to a macro, which would actually be MORE
// safe in terms of potential bugs than all this; and it would be like a dozen lines to boot.
public bool enabled;
public Vector3 oldpos = Vector3.zero;
public float brushSize = 1;
public float brushFlow = 8;
public float brushFalloff = 1; // linear
public int channel = 0;
public float targetValue = 1.0f;
public bool showVertexPoints = false;
public float showVertexSize = 1;
public enum BrushVisualization
{
Sphere,
Disk
}
public BrushVisualization brushVisualization = BrushVisualization.Sphere;
public PaintJob[] jobs = new PaintJob[0];
// bool used to know if we've registered an undo with this object or not
public bool[] jobEdits = new bool[0];
void InitMeshes()
{
List<PaintJob> pjs = new List<PaintJob>();
Object[] objs = Selection.GetFiltered(typeof(GameObject), SelectionMode.Editable | SelectionMode.Deep);
for (int i = 0; i < objs.Length; ++i)
{
GameObject go = objs[i] as GameObject;
if (go != null)
{
MeshFilter mf = go.GetComponent<MeshFilter>();
Renderer r = go.GetComponent<Renderer>();
MicroSplatVertexMesh vmesh = go.GetComponent<MicroSplatVertexMesh> ();
if (mf != null && r != null && mf.sharedMesh != null && mf.sharedMesh.isReadable && vmesh != null)
{
pjs.Add(new PaintJob(mf, r, vmesh));
}
}
}
jobs = pjs.ToArray();
jobEdits = new bool[jobs.Length];
}
void SetWireframeDisplay(Renderer r, bool hidden)
{
EditorUtility.SetSelectedRenderState(r, hidden ?
EditorSelectedRenderState.Hidden : EditorSelectedRenderState.Highlight);
}
void OnUndo()
{
for (int i = 0; i < jobs.Length; ++i)
{
if (jobs[i].stream != null)
{
jobs[i].stream.Apply(false);
}
}
}
public bool IsFXEnabled(PaintJob j)
{
return (j.vertexMesh.keywordSO.IsKeywordEnabled ("_STREAMS") ||
j.vertexMesh.keywordSO.IsKeywordEnabled ("_LAVA") ||
j.vertexMesh.keywordSO.IsKeywordEnabled ("_WETNESS") ||
j.vertexMesh.keywordSO.IsKeywordEnabled ("_PUDDLES"));
}
int GetChannel()
{
int c = channel;
#if __MICROSPLAT_STREAMS__
if (tab == Tab.Wetness)
{
c = 28;
}
else if (tab == Tab.Puddles)
{
c = 29;
}
else if (tab == Tab.Streams)
{
c = 30;
}
else if (tab == Tab.Lava)
{
c = 31;
}
#endif
return c;
}
public void FillMesh(PaintJob job)
{
PrepBrushMode(job);
int c = GetChannel ();
if (c >= 28)
{
for (int i = 0; i < job.verts.Length; ++i)
{
Color clr = job.stream.colors [i];
var uv1 = job.stream.uv1 [i];
var uv2 = job.stream.uv2 [i];
ToTemp (clr, uv1, uv2);
tempWeights [c] = targetValue;
FromTemp (ref clr, ref uv1, ref uv2);
job.stream.colors [i] = clr;
job.stream.uv1 [i] = uv1;
job.stream.uv2 [i] = uv2;
}
}
else
{
for (int i = 0; i < job.verts.Length; ++i)
{
Color clr = job.stream.colors [i];
var uv1 = job.stream.uv1 [i];
var uv2 = job.stream.uv2 [i];
ToTemp (clr, uv1, uv2);
for (int x = 0; x < 28; ++x)
{
tempWeights [x] = 0;
}
tempWeights [c] = 1;
FromTemp (ref clr, ref uv1, ref uv2);
job.stream.colors [i] = clr;
job.stream.uv1 [i] = uv1;
job.stream.uv2 [i] = uv2;
}
}
job.stream.Apply();
if (OnStokeModified != null)
{
OnStokeModified(job, true);
}
}
public void InitColors(PaintJob j)
{
Color[] colors = j.stream.colors;
if (colors == null || colors.Length != j.verts.Length)
{
Color[] orig = j.meshFilter.sharedMesh.colors;
if (j.meshFilter.sharedMesh.colors != null && j.meshFilter.sharedMesh.colors.Length > 0)
{
j.stream.colors = orig;
}
else
{
j.stream.SetColor(Color.white, j.verts.Length);
}
}
}
public void InitUV1 (PaintJob j)
{
var uvs = j.stream.uv1;
if (uvs == null || uvs.Count != j.verts.Length)
{
if (j.meshFilter.sharedMesh.uv2 != null && j.meshFilter.sharedMesh.uv2.Length == j.verts.Length)
{
List<Vector4> nuv = new List<Vector4> (j.meshFilter.sharedMesh.vertices.Length);
j.meshFilter.sharedMesh.GetUVs (1, nuv);
j.stream.uv1 = nuv;
}
else
{
j.stream.SetUV1 (Vector2.zero, j.verts.Length);
}
}
}
public void InitUV2 (PaintJob j)
{
var uvs = j.stream.uv2;
if (uvs == null || uvs.Count != j.verts.Length)
{
if (j.meshFilter.sharedMesh.uv3 != null && j.meshFilter.sharedMesh.uv3.Length == j.verts.Length)
{
List<Vector4> nuv = new List<Vector4> (j.meshFilter.sharedMesh.vertices.Length);
j.meshFilter.sharedMesh.GetUVs (2, nuv);
j.stream.uv2 = nuv;
}
else
{
j.stream.SetUV2 (Vector2.zero, j.verts.Length);
}
}
}
public void InitPositions(PaintJob j)
{
Vector3[] pos = j.stream.positions;
if (pos == null || pos.Length != j.verts.Length)
{
int vc = j.meshFilter.sharedMesh.vertexCount;
if (j.stream.positions == null || j.stream.positions.Length != vc)
{
j.stream.positions = new Vector3[j.meshFilter.sharedMesh.vertices.Length];
j.meshFilter.sharedMesh.vertices.CopyTo(j.stream.positions, 0);
}
}
return;
}
public void PrepBrushMode(PaintJob j)
{
InitColors (j);
InitUV1 (j);
InitUV2 (j);
}
void DrawVertexPoints(PaintJob j, Vector3 point)
{
if (j.HasStream() && j.HasData())
{
PrepBrushMode(j);
}
if (j.renderer == null)
{
return;
}
// convert point into local space, so we don't have to convert every point
var mtx = j.renderer.transform.localToWorldMatrix;
point = j.renderer.transform.worldToLocalMatrix.MultiplyPoint3x4(point);
// for some reason this doesn't handle scale, seems like it should
// we handle it poorly until I can find a better solution
float scale = 1.0f / Mathf.Abs(j.renderer.transform.lossyScale.x);
float bz = scale * brushSize;
bz *= bz;
for (int i = 0; i < j.verts.Length; ++i)
{
//float d = Vector3.Distance(point, j.verts[i]);
var p = j.verts[i];
float x = point.x - p.x;
float y = point.y - p.y;
float z = point.z - p.z;
float dist = x * x + y * y + z * z;
if (dist < bz)
{
Vector3 wp = mtx.MultiplyPoint(j.verts[i]);
Handles.SphereHandleCap(0, point, Quaternion.identity, HandleUtility.GetHandleSize(wp) * 0.02f * showVertexSize, EventType.Repaint);
}
}
}
Color DecodeToColor (float v)
{
var vi = (uint)(v * (256.0f * 256.0f * 256.0f * 256.0f));
var ex = (int)(vi / (256 * 256 * 256) % 256);
var ey = (int)((vi / (256 * 256)) % 256);
var ez = (int)((vi / (256)) % 256);
var ew = (int)(vi % 256);
var e = new Color (ex / 255.0f, ey / 255.0f, ez / 255.0f, ew / 255.0f);
return e;
}
float EncodeToFloat (Color enc)
{
var ex = (uint)(enc.r * 255);
var ey = (uint)(enc.g * 255);
var ez = (uint)(enc.b * 255);
var ew = (uint)(enc.a * 255);
var v = (ex << 24) + (ey << 16) + (ez << 8) + ew;
return v / (256.0f * 256.0f * 256.0f * 256.0f);
}
float [] tempWeights = new float [32];
void ToTemp(Color c, Vector4 uv1, Vector4 uv2)
{
Color s0 = DecodeToColor (c.r);
Color s1 = DecodeToColor (c.g);
Color s2 = DecodeToColor (c.b);
Color s3 = DecodeToColor (c.a);
Color s4 = DecodeToColor (uv1.z);
Color s5 = DecodeToColor (uv1.w);
Color s6 = DecodeToColor (uv2.z);
Color s7 = DecodeToColor (uv2.w);
tempWeights [0] = s0.r;
tempWeights [1] = s0.g;
tempWeights [2] = s0.b;
tempWeights [3] = s0.a;
tempWeights [4] = s1.r;
tempWeights [5] = s1.g;
tempWeights [6] = s1.b;
tempWeights [7] = s1.a;
tempWeights [8] = s2.r;
tempWeights [9] = s2.g;
tempWeights [10] = s2.b;
tempWeights [11] = s2.a;
tempWeights [12] = s3.r;
tempWeights [13] = s3.g;
tempWeights [14] = s3.b;
tempWeights [15] = s3.a;
tempWeights [16] = s4.r;
tempWeights [17] = s4.g;
tempWeights [18] = s4.b;
tempWeights [19] = s4.a;
tempWeights [20] = s5.r;
tempWeights [21] = s5.g;
tempWeights [22] = s5.b;
tempWeights [23] = s5.a;
tempWeights [24] = s6.r;
tempWeights [25] = s6.g;
tempWeights [26] = s6.b;
tempWeights [27] = s6.a;
tempWeights [28] = s7.r;
tempWeights [29] = s7.g;
tempWeights [30] = s7.b;
tempWeights [31] = s7.a;
}
void FromTemp(ref Color c, ref Vector4 uv1, ref Vector4 uv2)
{
c.r = EncodeToFloat (new Color (tempWeights [0], tempWeights [1], tempWeights [2], tempWeights [3]));
c.g = EncodeToFloat (new Color (tempWeights [4], tempWeights [5], tempWeights [6], tempWeights [7]));
c.b = EncodeToFloat (new Color (tempWeights [8], tempWeights [9], tempWeights [10], tempWeights [11]));
c.a = EncodeToFloat (new Color (tempWeights [12], tempWeights [13], tempWeights [14], tempWeights [15]));
uv1.z = EncodeToFloat (new Color (tempWeights [16], tempWeights [17], tempWeights [18], tempWeights [19]));
uv1.w = EncodeToFloat (new Color (tempWeights [20], tempWeights [21], tempWeights [22], tempWeights [23]));
uv2.z = EncodeToFloat (new Color (tempWeights [24], tempWeights [25], tempWeights [26], tempWeights [27]));
uv2.w = EncodeToFloat (new Color (tempWeights [28], tempWeights [29], tempWeights [30], tempWeights [31]));
}
void NormalizeTempWeights(bool fx)
{
float total = 0;
for (int i = 0; i < 28; ++i)
{
total += tempWeights [i];
}
for (int i = 0; i < 28; ++i)
{
tempWeights [i] /= total;
}
}
void PaintMesh(PaintJob j, Vector3 point, float value)
{
bool affected = false;
PrepBrushMode(j);
// convert point into local space, so we don't have to convert every point
point = j.renderer.transform.worldToLocalMatrix.MultiplyPoint3x4(point);
// for some reason this doesn't handle scale, seems like it should
// we handle it poorly until I can find a better solution
float scale = 1.0f / Mathf.Abs(j.renderer.transform.lossyScale.x);
float bz = scale * brushSize;
bz *= bz;
float pressure = Event.current.pressure > 0 ? Event.current.pressure : 1.0f;
bool modPos = !(j.stream.positions == null || j.stream.positions.Length == 0);
{
bool fx = IsFXEnabled (j);
int cnl = GetChannel ();
for (int i = 0; i < j.verts.Length; ++i)
{
Vector3 p = modPos ? j.stream.positions[i] : j.verts[i];
float x = point.x - p.x;
float y = point.y - p.y;
float z = point.z - p.z;
float dist = x * x + y * y + z * z;
if (dist < bz)
{
float str = 1.0f - dist / bz;
str = Mathf.Pow(str, brushFalloff);
float finalStr = str * (float)deltaTime * brushFlow * pressure;
if (finalStr > 0)
{
affected = true;
Color c = j.stream.colors [i];
var uv1 = j.stream.uv1 [i];
var uv2 = j.stream.uv2 [i];
ToTemp (c, uv1, uv2);
var twv = tempWeights [cnl];
var after = Mathf.Clamp01(Mathf.Lerp(twv, value, finalStr));
tempWeights [cnl] = after;
NormalizeTempWeights (fx);
FromTemp (ref c, ref uv1, ref uv2);
j.stream.colors [i] = c;
j.stream.uv1 [i] = uv1;
j.stream.uv2 [i] = uv2;
}
}
}
}
if (affected)
{
j.stream.Apply();
if (OnStokeModified != null)
{
OnStokeModified(j, false);
}
}
}
void EndStroke()
{
if (OnEndStroke != null)
{
OnEndStroke();
}
painting = false;
for (int i = 0; i < jobs.Length; ++i)
{
PaintJob j = jobs[i];
if (j.HasStream())
{
EditorUtility.SetDirty(j.stream);
EditorUtility.SetDirty(j.stream.gameObject);
}
}
}
double deltaTime = 0;
double lastTime = 0;
bool painting = false;
void DoShortcuts()
{
if (Event.current.type == EventType.KeyDown && Event.current.keyCode == KeyCode.Escape)
{
enabled = !enabled;
if (enabled)
{
InitMeshes();
Event.current.Use();
}
}
// brush adjustments
const float adjustSpeed = 0.3f;
if (Event.current.isKey && Event.current.type == EventType.KeyDown)
{
if (Event.current.keyCode == KeyCode.LeftBracket)
{
brushSize -= adjustSpeed;
Repaint();
}
else if (Event.current.keyCode == KeyCode.RightBracket)
{
brushSize += adjustSpeed;
Repaint();
}
else if (Event.current.keyCode == KeyCode.Semicolon)
{
brushFlow -= adjustSpeed;
Repaint();
}
else if (Event.current.keyCode == KeyCode.Quote)
{
brushFlow += adjustSpeed;
Repaint();
}
else if (Event.current.keyCode == KeyCode.Period)
{
brushFalloff -= adjustSpeed;
Repaint();
}
else if (Event.current.keyCode == KeyCode.Slash)
{
brushFlow += adjustSpeed;
Repaint();
}
}
}
void OnSceneGUI(SceneView sceneView)
{
DoShortcuts();
deltaTime = EditorApplication.timeSinceStartup - lastTime;
lastTime = EditorApplication.timeSinceStartup;
if (jobs.Length == 0 && Selection.activeGameObject != null)
{
InitMeshes();
}
if (!enabled || jobs.Length == 0 || Selection.activeGameObject == null)
{
return;
}
if (tab == Tab.Utility)
{
return;
}
RaycastHit hit;
float distance = float.MaxValue;
Vector3 mousePosition = Event.current.mousePosition;
// So, in 5.4, Unity added this value, which is basically a scale to mouse coordinates for retna monitors.
// Not all monitors, just some of them.
// What I don't get is why the fuck they don't just pass me the correct fucking value instead. I spent hours
// finding this, and even the paid Unity support my company pays many thousands of dollars for had no idea
// after several weeks of back and forth. If your going to fake the coordinates for some reason, please do
// it everywhere to not just randomly break things everywhere you don't multiply some new value in.
float mult = EditorGUIUtility.pixelsPerPoint;
mousePosition.y = sceneView.camera.pixelHeight - mousePosition.y * mult;
mousePosition.x *= mult;
Vector3 fakeMP = mousePosition;
fakeMP.z = 20;
Vector3 point = sceneView.camera.ScreenToWorldPoint(fakeMP);
Vector3 normal = Vector3.forward;
Ray ray = sceneView.camera.ScreenPointToRay(mousePosition);
bool registerUndo = (Event.current.type == EventType.MouseDown && Event.current.button == 0 && Event.current.alt == false);
bool toggleWireframe = (Event.current.type == EventType.KeyUp && Event.current.control);
for (int i = 0; i < jobs.Length; ++i)
{
if (jobs[i] == null || jobs[i].meshFilter == null)
continue;
// Early out if we're not in the area..
Bounds b = jobs[i].renderer.bounds;
b.Expand(brushSize*2);
if (!b.IntersectRay(ray))
{
continue;
}
if (registerUndo)
{
painting = true;
// clear job edits
for (int x = 0; x < jobEdits.Length; ++x)
{
jobEdits[x] = false;
}
if (OnBeginStroke != null)
{
OnBeginStroke(jobs);
}
}
if (toggleWireframe)
{
SetWireframeDisplay(jobs[i].renderer, hideMeshWireframe);
}
Matrix4x4 mtx = jobs[i].meshFilter.transform.localToWorldMatrix;
Mesh msh = jobs[i].meshFilter.sharedMesh;
if (jobs[i].HasStream())
{
msh = jobs[i].stream.GetModifierMesh();
}
if (msh == null)
{
msh = jobs[i].meshFilter.sharedMesh;
}
if (RXLookingGlass.IntersectRayMesh(ray, msh, mtx, out hit))
{
if (Event.current.shift == false)
{
if (hit.distance < distance)
{
distance = hit.distance;
point = hit.point;
oldpos = hit.point;
normal = hit.normal;
// if we don't have normal overrides, we have to recast against the shared mesh to get it's normal
// This could get a little strange if you modify the mesh, then delete the normal data, but in that
// case there's no real correct answer anyway without knowing the index of the vertex we're hitting.
if (normal.magnitude < 0.1f)
{
RXLookingGlass.IntersectRayMesh(ray, jobs[i].meshFilter.sharedMesh, mtx, out hit);
normal = hit.normal;
}
}
}
else
{
point = oldpos;
}
}
else
{
if (Event.current.shift == true)
{
point = oldpos;
}
}
}
if (Event.current.type == EventType.MouseMove && Event.current.shift)
{
brushSize += Event.current.delta.x * (float)deltaTime * 6.0f;
brushFalloff -= Event.current.delta.y * (float)deltaTime * 48.0f;
}
if (Event.current.rawType == EventType.MouseUp)
{
EndStroke();
}
if (Event.current.type == EventType.MouseMove && Event.current.alt)
{
brushSize += Event.current.delta.y * (float)deltaTime;
}
Handles.color = new Color(1, 0, 0, 0.4f);
if (brushVisualization == BrushVisualization.Sphere)
{
Handles.SphereHandleCap(0, point, Quaternion.identity, brushSize * 2, EventType.Repaint);
}
else
{
Handles.color = new Color(0.8f, 0, 0, 1.0f);
float r = Mathf.Pow(0.5f, brushFalloff);
Handles.DrawWireDisc(point, normal, brushSize * r);
Handles.color = new Color(0.9f, 0, 0, 0.8f);
Handles.DrawWireDisc(point, normal, brushSize);
}
// eat current event if mouse event and we're painting
if (Event.current.isMouse && painting)
{
Event.current.Use();
}
if (Event.current.type == EventType.Layout)
{
HandleUtility.AddDefaultControl(GUIUtility.GetControlID(GetHashCode(), FocusType.Passive));
}
if (jobs.Length > 0 && painting)
{
for (int i = 0; i < jobs.Length; ++i)
{
Bounds b = jobs[i].renderer.bounds;
b.Expand(brushSize*2);
if (!b.IntersectRay(ray))
{
continue;
}
if (jobEdits[i] == false)
{
jobEdits[i] = true;
Undo.RegisterCompleteObjectUndo(jobs[i].stream, "Vertex Painter Stroke");
}
PaintMesh(jobs[i], point, targetValue);
Undo.RecordObject(jobs[i].stream, "Vertex Painter Stroke");
}
}
if (jobs.Length > 0 && showVertexPoints)
{
for (int i = 0; i < jobs.Length; ++i)
{
DrawVertexPoints(jobs[i], point);
}
}
// update views
sceneView.Repaint();
HandleUtility.Repaint();
}
}
}
#endif

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