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Enviro Scripts
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using UnityEngine; | |
using System.Collections.Generic; | |
public class NightLight : MonoBehaviour | |
{ | |
[SerializeField] public List<GameObject> objects; | |
public bool isNight = false; | |
private void Awake() | |
{ | |
InvokeRepeating("EnviroCheck", 4.0f, 4.0f); | |
} | |
private void EnviroCheck() | |
{ | |
if (EnviroSkyMgr.instance.IsNight()) | |
{ | |
//Night Time | |
if (!isNight) | |
{ | |
if (objects != null) | |
{ | |
for (int i = 0; i < objects.Count; i++) | |
{ | |
objects[i].SetActive(true); | |
} | |
} | |
isNight = true; | |
//Debug.Log("[NightLight] Turned lights on."); | |
} | |
} | |
else | |
{ | |
//Day Time | |
if (isNight) | |
{ | |
if (objects != null) | |
{ | |
for (int i = 0; i < objects.Count; i++) | |
{ | |
objects[i].SetActive(false); | |
} | |
} | |
//Debug.Log("[NightLight] Turned off lights."); | |
isNight = false; | |
} | |
} | |
} | |
} |
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//Adjusts Fog Volumetrics for Enviro | |
//Editing HDRP Shadows/Highlights doesn't seem to work | |
//By HolyFot | |
using UnityEngine; | |
#if UNITY_2019_3 || UNITY_2019_4 | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.HighDefinition; | |
#else | |
using UnityEngine.Experimental.Rendering.HDPipeline; | |
#endif | |
public class PostAdjuster : MonoBehaviour | |
{ | |
[SerializeField] public VolumeProfile post; | |
[SerializeField] public VolumeProfile fogPost; | |
//[SerializeField] public Color dayTimeShadows; | |
//[SerializeField] public Color nightTimeShadows; | |
//[SerializeField] public Color dayTimeHighlights; | |
//[SerializeField] public Color nightTimeHighlights; | |
[SerializeField] public float dayTimeAnisotropy; | |
[SerializeField] public float nightTimeAnisotropy; | |
[SerializeField] public float nightTimeShadows = 0.2f; | |
[SerializeField] public float dayTimeShadows = 0.7f; | |
[SerializeField] public float nightTimeVolumetric = 1f; | |
[SerializeField] public float dayTimeVolumetric = 5f; | |
[SerializeField] Light light1; | |
private ShadowsMidtonesHighlights shadowz; | |
private SplitToning splitTone; | |
private Fog fog1; | |
public bool isNight = false; | |
private void Awake() | |
{ | |
post = GameOptions.Instance.hdrpProfile; | |
Debug.Log("Enviro PP Adjuster Started."); | |
/*for (int i = 0; i < post.components.Count; i++) | |
{ | |
if (post.components[i].name.Contains("SplitToning")) | |
{ | |
splitTone = (SplitToning)post.components[i]; | |
} | |
}*/ | |
/*for (int i = 0; i < post.components.Count; i++) | |
{ | |
if (post.components[i].name.Contains("ShadowsMidtonesHighlights")) | |
{ | |
shadowz = (ShadowsMidtonesHighlights)post.components[i]; | |
} | |
}*/ | |
for (int i = 0; i < fogPost.components.Count; i++) | |
{ | |
if (fogPost.components[i].name.Contains("Fog")) | |
{ | |
fog1 = (Fog)fogPost.components[i]; | |
} | |
} | |
InvokeRepeating("EnviroCheck", 4.0f, 4.0f); | |
} | |
private void EnviroCheck() | |
{ | |
if (EnviroSkyMgr.instance.IsNight()) | |
{ | |
//Night Time | |
if (!isNight) | |
{ | |
//ColorParameter test = new ColorParameter(nightTimeShadows, false); | |
//splitTone.shadows = test; | |
//ColorParameter test2 = new ColorParameter(nightTimeHighlights, false); | |
//splitTone.highlights = test2; | |
//Fog | |
fog1.colorMode.value = FogColorMode.ConstantColor; | |
fog1.anisotropy.value = nightTimeAnisotropy; | |
isNight = true; | |
//Volumetrics | |
light1.GetComponent<UnityEngine.Rendering.HighDefinition.HDAdditionalLightData>().volumetricDimmer = nightTimeVolumetric; | |
Debug.Log("[PostAdjuster] Night time set volumetrics to: " + light1.GetComponent<UnityEngine.Rendering.HighDefinition.HDAdditionalLightData>().volumetricDimmer.ToString()); | |
/*if (shadowz == null) | |
{ | |
Debug.Log("couldnt get ShadowMidtonesHighlights"); | |
return; | |
} | |
else | |
{ | |
//New Shadows | |
Vector4 temp = new Vector4(1f, 1f, 1f, nightTimeShadows-1f); | |
Vector4Parameter shadowsNew = new Vector4Parameter(temp, true); | |
shadowz.shadows.SetValue(shadowsNew); | |
}*/ | |
} | |
} | |
else | |
{ | |
//Day Time | |
if (isNight) | |
{ | |
//ColorParameter test = new ColorParameter(dayTimeShadows, false); | |
//splitTone.shadows = test; | |
//ColorParameter test2 = new ColorParameter(dayTimeHighlights, false); | |
//splitTone.highlights = test2; | |
//Fog | |
fog1.colorMode.value = FogColorMode.SkyColor; | |
fog1.anisotropy.value = dayTimeAnisotropy; | |
isNight = false; | |
//Volumetrics | |
light1.GetComponent<UnityEngine.Rendering.HighDefinition.HDAdditionalLightData>().volumetricDimmer = dayTimeVolumetric; | |
//Shadows | |
/*if (shadowz == null) | |
{ | |
Debug.Log("couldnt get ShadowMidtonesHighlights"); | |
return; | |
} | |
else | |
{ | |
//New Shadows | |
Vector4 temp = new Vector4(1f, 1f, 1f, dayTimeShadows-1f); | |
Vector4Parameter shadowsNew = new Vector4Parameter(temp, true); | |
shadowz.shadows.SetValue(shadowsNew); | |
}*/ | |
} | |
} | |
} | |
} |
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