FurShell now reads an RGBA fur map (RGB = per-texel strand colour, A = fur length) so the standalone look can be driven per-texel. Alpha 0 clips the whole shell stack (root included) so a painted body shows through; _SolidRoot keeps the opaque base shell only for the full-coverage prototype. White map default keeps the standalone prototype unchanged. FurShellRenderer drops the MeshFilter requirement and resolves its mesh per frame: on a SkinnedMeshRenderer it borrows the SkinnedColliderBaker's per-frame baked pose so the fur follows the animation with no extra bake. Curvature/gravity now bends strands toward WORLD down (converted into object space via unity_WorldToObject) instead of object-local down, so a rotated player mesh droops downward correctly. Identity rotation is unchanged, so the test sphere is unaffected. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
266 lines
15 KiB
C#
266 lines
15 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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namespace Chameleon.Components
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{
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// Drives the shell-texturing fur look for FurShell.shader. Draws the source mesh _shellCount times
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// via GPU instancing (Graphics.RenderMeshInstanced); every instance is one shell layer and reads its
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// index from SV_InstanceID in the shader to pick its extrusion height. Put this next to a MeshFilter
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// (static mesh) OR on an animated character's SkinnedMeshRenderer that already carries a
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// SkinnedColliderBaker - then the fur borrows that component's per-frame baked pose and follows the
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// animation. Assign the FurShell material either way.
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//
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// This component is the SINGLE source of truth for the fur look: every tunable shader parameter is a
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// serialized field here and gets pushed via a MaterialPropertyBlock. The material's own inspector
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// sliders are therefore only template defaults - they are overridden live. (Use the "Copy Values From
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// Material" context menu to pull a material you already tuned into these fields.)
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//
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// The draw is issued from RenderPipelineManager.beginCameraRendering (not Update/LateUpdate) so it
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// renders reliably for EVERY camera pass - including the Scene View and edit-mode repaints, where
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// LateUpdate does not tick per frame. RenderParams.camera pins each submission to the camera being
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// rendered, so multiple cameras never multiply the geometry.
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[ExecuteAlways]
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public sealed class FurShellRenderer : MonoBehaviour
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{
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[Header("Shells")]
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[SerializeField] Material _furMaterial;
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[SerializeField, Range(1, 64)] int _shellCount = 32;
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[Header("Shape")]
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[SerializeField, Range(0f, 10f)] float _shellLength = 0.15f;
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[SerializeField, Range(1f, 1000f)] float _density = 250f;
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[SerializeField, Range(0f, 4f)] float _thickness = 0.5f;
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[SerializeField, Range(0.1f, 8f)] float _taper = 2f;
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// Floor on the strand radius (fraction of thickness): stops the taper thinning strands to a point,
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// so neighbouring shell slices keep overlapping and the tips don't break into floating dots.
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[SerializeField, Range(0f, 1f)] float _tipFill = 0.35f;
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[SerializeField, Range(0f, 1f)] float _curvature = 0.25f;
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// Per-strand lean: each strand tilts in its own random direction (fragment-space, see shader).
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[SerializeField, Range(0f, 1f)] float _directionRandomness = 0.3f;
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// View-dependent fix for the silhouette: elongates the strand footprint along the grazing view
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// direction so the flat shell slices merge into continuous strands at the rim instead of squished
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// dots. 0 = off (footprint stays circular everywhere).
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[SerializeField, Range(0f, 5f)] float _silhouetteStretch = 2f;
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[Header("Shading")]
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// Optional per-instance albedo override; leave null to keep the material's own texture.
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[SerializeField] Texture _baseMap;
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[SerializeField] Color _rootColor = new Color(0.42f, 0.32f, 0.20f, 1f);
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[SerializeField] Color _tipColor = new Color(0.62f, 0.52f, 0.36f, 1f);
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[SerializeField, Range(0f, 1f)] float _rootAO = 0.45f;
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[SerializeField, Range(0.5f, 8f)] float _rimPower = 3f;
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[SerializeField, Range(0f, 2f)] float _rimStrength = 0.4f;
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[Header("Fur Map")]
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// RGBA fur map: RGB = per-texel strand colour, A = fur length (0 = bald, 1 = full length). Leave
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// null on the standalone prototype - the shader's white default is uniform full-length fur.
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[SerializeField] Texture _furMap;
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// Fur is fully cut where the map's alpha is at/below this - keeps stray dilation fuzz from growing
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// hair. 0 keeps the exact "alpha 0 = no fur" contract.
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[SerializeField, Range(0f, 1f)] float _furThreshold = 0f;
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// Opaque base shell. On for the standalone prototype (full coverage); turn OFF on the painted
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// avatar so the camo body shows between strands instead of being sealed under a solid root.
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[SerializeField] bool _solidRoot = true;
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[Header("Wind")]
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[SerializeField, Range(0f, 1f)] float _windStrength = 0.1f;
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[SerializeField, Range(0f, 10f)] float _windSpeed = 2f;
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[SerializeField, Range(0f, 10f)] float _windFrequency = 1f;
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// Sway direction in the object's XZ plane; normalized in the shader.
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[SerializeField] Vector2 _windDirection = new Vector2(1f, 0f);
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[Header("Rendering")]
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[SerializeField] ShadowCastingMode _shadowMode = ShadowCastingMode.Off;
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[SerializeField] bool _receiveShadows = true;
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// Hide the plain MeshRenderer on this object so it doesn't double-draw under the fur (the root
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// shell already covers the surface). Leave off if you want a separately-shaded base mesh.
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[SerializeField] bool _hideSourceRenderer = true;
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static readonly int ShellCountId = Shader.PropertyToID("_ShellCount");
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static readonly int ShellLengthId = Shader.PropertyToID("_ShellLength");
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static readonly int DensityId = Shader.PropertyToID("_Density");
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static readonly int ThicknessId = Shader.PropertyToID("_Thickness");
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static readonly int TaperId = Shader.PropertyToID("_Taper");
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static readonly int TipFillId = Shader.PropertyToID("_TipFill");
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static readonly int CurvatureId = Shader.PropertyToID("_Curvature");
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static readonly int DirRandomnessId = Shader.PropertyToID("_DirRandomness");
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static readonly int SilhouetteStretchId = Shader.PropertyToID("_SilhouetteStretch");
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static readonly int BaseMapId = Shader.PropertyToID("_BaseMap");
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static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
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static readonly int TipColorId = Shader.PropertyToID("_TipColor");
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static readonly int RootAOId = Shader.PropertyToID("_RootAO");
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static readonly int RimPowerId = Shader.PropertyToID("_RimPower");
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static readonly int RimStrengthId = Shader.PropertyToID("_RimStrength");
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static readonly int FurMapId = Shader.PropertyToID("_FurMap");
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static readonly int FurThresholdId = Shader.PropertyToID("_FurThreshold");
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static readonly int SolidRootId = Shader.PropertyToID("_SolidRoot");
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static readonly int WindStrengthId = Shader.PropertyToID("_WindStrength");
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static readonly int WindSpeedId = Shader.PropertyToID("_WindSpeed");
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static readonly int WindFrequencyId = Shader.PropertyToID("_WindFrequency");
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static readonly int WindDirectionId = Shader.PropertyToID("_WindDirection");
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MeshFilter _meshFilter;
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SkinnedColliderBaker _baker;
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Matrix4x4[] _instances;
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MaterialPropertyBlock _mpb;
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void OnEnable()
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{
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_meshFilter = GetComponent<MeshFilter>();
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// On a skinned avatar the fur borrows this component's per-frame baked pose instead of a
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// static MeshFilter mesh (see ResolveMesh).
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_baker = GetComponent<SkinnedColliderBaker>();
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_mpb = new MaterialPropertyBlock();
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// RenderMeshInstanced requires the material's GPU-instancing flag; guarantee it here so any
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// assigned FurShell material just works without the manual inspector checkbox.
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if (_furMaterial) _furMaterial.enableInstancing = true;
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if (_hideSourceRenderer) SetSourceRenderer(false);
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RenderPipelineManager.beginCameraRendering += OnBeginCamera;
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.update += EditorWindTick;
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#endif
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}
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void OnDisable()
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{
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RenderPipelineManager.beginCameraRendering -= OnBeginCamera;
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if (_hideSourceRenderer) SetSourceRenderer(true);
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.update -= EditorWindTick;
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#endif
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}
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#if UNITY_EDITOR
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// Wind is driven by _Time.y, but the Scene/Game view doesn't repaint every frame in edit mode, so
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// without a nudge the preview looks frozen. Only requests repaints while wind is actually active.
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void EditorWindTick()
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{
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if (!Application.isPlaying && _windStrength > 0f && _windSpeed > 0f)
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UnityEditor.SceneView.RepaintAll();
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}
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#endif
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void SetSourceRenderer(bool enabled)
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{
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var mr = GetComponent<MeshRenderer>();
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if (mr) mr.enabled = enabled;
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}
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// Skinned avatar: borrow the per-frame baked pose (local space, unit scale) that
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// SkinnedColliderBaker already maintains for the collider - RenderMeshInstanced re-reads the mesh
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// each draw, so the fur follows the animation with no extra bake. Static mesh: the MeshFilter's
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// shared mesh. Resolved per frame because the skinned mesh is re-baked in place (same instance,
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// fresh vertices), and the baker may not have run its first bake when OnEnable fires.
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Mesh ResolveMesh()
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{
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if (_baker) return _baker.BakedMesh;
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return _meshFilter ? _meshFilter.sharedMesh : null;
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}
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void OnBeginCamera(ScriptableRenderContext ctx, Camera cam)
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{
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Mesh mesh = ResolveMesh();
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if (!_furMaterial || !mesh) return;
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// Guarantee the instancing flag at the draw site: a shader/material reimport can reset it back
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// to the on-disk state after OnEnable ran, and RenderMeshInstanced throws without it.
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if (!_furMaterial.enableInstancing) _furMaterial.enableInstancing = true;
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int count = Mathf.Max(1, _shellCount);
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if (_instances == null || _instances.Length != count)
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_instances = new Matrix4x4[count];
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// all shells share the object's transform; they differ only by SV_InstanceID in the shader
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Matrix4x4 m = transform.localToWorldMatrix;
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for (int i = 0; i < count; i++) _instances[i] = m;
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PushProperties(count);
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var rp = new RenderParams(_furMaterial)
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{
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camera = cam, // pin to this camera so multiple cameras don't multiply the draw
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worldBounds = new Bounds(transform.position, Vector3.one * 1000f),
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matProps = _mpb,
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shadowCastingMode = _shadowMode,
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receiveShadows = _receiveShadows,
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};
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for (int sub = 0; sub < mesh.subMeshCount; sub++)
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Graphics.RenderMeshInstanced(rp, mesh, sub, _instances, count);
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}
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void PushProperties(int shellCount)
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{
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// Clear first so a base-map override that was assigned and then cleared doesn't linger in the
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// block; every other value is (re)written below regardless.
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_mpb.Clear();
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_mpb.SetFloat(ShellCountId, shellCount);
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_mpb.SetFloat(ShellLengthId, _shellLength);
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_mpb.SetFloat(DensityId, _density);
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_mpb.SetFloat(ThicknessId, _thickness);
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_mpb.SetFloat(TaperId, _taper);
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_mpb.SetFloat(TipFillId, _tipFill);
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_mpb.SetFloat(CurvatureId, _curvature);
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_mpb.SetFloat(DirRandomnessId, _directionRandomness);
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_mpb.SetFloat(SilhouetteStretchId, _silhouetteStretch);
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if (_baseMap) _mpb.SetTexture(BaseMapId, _baseMap);
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if (_furMap) _mpb.SetTexture(FurMapId, _furMap);
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_mpb.SetColor(BaseColorId, ToRenderColor(_rootColor));
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_mpb.SetColor(TipColorId, ToRenderColor(_tipColor));
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_mpb.SetFloat(RootAOId, _rootAO);
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_mpb.SetFloat(RimPowerId, _rimPower);
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_mpb.SetFloat(RimStrengthId, _rimStrength);
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_mpb.SetFloat(FurThresholdId, _furThreshold);
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_mpb.SetFloat(SolidRootId, _solidRoot ? 1f : 0f);
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_mpb.SetFloat(WindStrengthId, _windStrength);
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_mpb.SetFloat(WindSpeedId, _windSpeed);
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_mpb.SetFloat(WindFrequencyId, _windFrequency);
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_mpb.SetVector(WindDirectionId, new Vector4(_windDirection.x, _windDirection.y, 0f, 0f));
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}
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// MaterialPropertyBlock.SetColor uploads raw values (unlike Material.SetColor it does no gamma
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// correction), so convert to linear ourselves in linear color space - otherwise the tints read too
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// bright versus the material color picker.
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static Color ToRenderColor(Color c)
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=> QualitySettings.activeColorSpace == ColorSpace.Linear ? c.linear : c;
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static Color FromRenderColor(Color c)
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=> QualitySettings.activeColorSpace == ColorSpace.Linear ? c.gamma : c;
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// Convenience for migrating a material you already tuned by hand: copies its authored values into
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// these fields (which then drive the look). Symmetric with ToRenderColor so colors round-trip.
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[ContextMenu("Copy Values From Material")]
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void CopyFromMaterial()
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{
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if (!_furMaterial) return;
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var mat = _furMaterial;
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if (mat.HasProperty(ShellLengthId)) _shellLength = mat.GetFloat(ShellLengthId);
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if (mat.HasProperty(DensityId)) _density = mat.GetFloat(DensityId);
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if (mat.HasProperty(ThicknessId)) _thickness = mat.GetFloat(ThicknessId);
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if (mat.HasProperty(TaperId)) _taper = mat.GetFloat(TaperId);
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if (mat.HasProperty(TipFillId)) _tipFill = mat.GetFloat(TipFillId);
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if (mat.HasProperty(CurvatureId)) _curvature = mat.GetFloat(CurvatureId);
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if (mat.HasProperty(DirRandomnessId)) _directionRandomness = mat.GetFloat(DirRandomnessId);
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if (mat.HasProperty(SilhouetteStretchId)) _silhouetteStretch = mat.GetFloat(SilhouetteStretchId);
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if (mat.HasProperty(BaseColorId)) _rootColor = FromRenderColor(mat.GetColor(BaseColorId));
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if (mat.HasProperty(TipColorId)) _tipColor = FromRenderColor(mat.GetColor(TipColorId));
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if (mat.HasProperty(RootAOId)) _rootAO = mat.GetFloat(RootAOId);
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if (mat.HasProperty(RimPowerId)) _rimPower = mat.GetFloat(RimPowerId);
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if (mat.HasProperty(RimStrengthId)) _rimStrength = mat.GetFloat(RimStrengthId);
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if (mat.HasProperty(FurThresholdId)) _furThreshold = mat.GetFloat(FurThresholdId);
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if (mat.HasProperty(SolidRootId)) _solidRoot = mat.GetFloat(SolidRootId) > 0.5f;
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if (mat.HasProperty(WindStrengthId)) _windStrength = mat.GetFloat(WindStrengthId);
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if (mat.HasProperty(WindSpeedId)) _windSpeed = mat.GetFloat(WindSpeedId);
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if (mat.HasProperty(WindFrequencyId)) _windFrequency = mat.GetFloat(WindFrequencyId);
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if (mat.HasProperty(WindDirectionId))
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{
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Vector4 w = mat.GetVector(WindDirectionId);
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_windDirection = new Vector2(w.x, w.y);
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}
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}
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}
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}
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