ECM2
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77
Assets/VolumetricLightBeam/Scripts/Noise3D.cs
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77
Assets/VolumetricLightBeam/Scripts/Noise3D.cs
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using UnityEngine;
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#pragma warning disable 0429, 0162 // Unreachable expression code detected (because of Noise3D.isSupported on mobile)
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namespace VLB
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{
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public static class Noise3D
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{
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/// <summary>
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/// Returns if the 3D Noise feature is supported on the current platform or not.
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/// 3D Noise feature requires a graphicsShaderLevel 35 or higher (which is basically Shader Model 3.5 / OpenGL ES 3.0 or above)
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/// If not supported, the beams will look like the 3D Noise has been disabled.
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/// </summary>
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public static bool isSupported {
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get {
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if (!ms_IsSupportedChecked)
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{
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ms_IsSupported = SystemInfo.graphicsShaderLevel >= kMinShaderLevel;
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if (!ms_IsSupported)
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Debug.LogWarning(isNotSupportedString);
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ms_IsSupportedChecked = true;
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}
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return ms_IsSupported;
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}
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}
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/// <summary>
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/// Returns if the 3D Noise Texture has been successfully loaded or not.
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/// If the feature is not supported (isSupported == false), isProperlyLoaded is also false.
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/// </summary>
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public static bool isProperlyLoaded { get { return ms_NoiseTexture != null; } }
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public static string isNotSupportedString { get {
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var str = string.Format("3D Noise requires higher shader capabilities (Shader Model 3.5 / OpenGL ES 3.0), which are not available on the current platform: graphicsShaderLevel (current/required) = {0} / {1}",
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SystemInfo.graphicsShaderLevel,
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kMinShaderLevel);
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#if UNITY_EDITOR
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str += "\nPlease change the editor's graphics emulation for a more capable one via \"Edit/Graphics Emulation\" and press Play to force the light beams to be recomputed.";
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#endif
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return str;
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}
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}
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static bool ms_IsSupportedChecked = false;
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static bool ms_IsSupported = false;
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static Texture3D ms_NoiseTexture = null;
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const int kMinShaderLevel = 35; // Shader Model 3.5 / OpenGL ES 3.0 to handle sampler3D -> https://docs.unity3d.com/ScriptReference/SystemInfo-graphicsShaderLevel.html
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[RuntimeInitializeOnLoadMethod]
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static void OnStartUp()
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{
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LoadIfNeeded();
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}
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#if UNITY_EDITOR
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public static void _EditorForceReloadData()
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{
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ms_NoiseTexture = null;
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LoadIfNeeded();
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}
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#endif
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public static void LoadIfNeeded()
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{
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if (!isSupported) return;
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if (ms_NoiseTexture == null)
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{
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ms_NoiseTexture = Config.Instance.noiseTexture3D;
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Shader.SetGlobalTexture(ShaderProperties.GlobalNoiseTex3D, ms_NoiseTexture);
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Shader.SetGlobalFloat(ShaderProperties.GlobalNoiseCustomTime, -1.0f);
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}
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}
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}
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}
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