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mirror of https://github.com/AcChosen/VR-Stage-Lighting.git synced 2024-11-23 23:21:07 +01:00

2.4.3 Update

- Added Global Intensity Blend Property
- Removed Blend and Blend1 Files
This commit is contained in:
AcChosen 2023-09-22 19:56:14 -04:00
parent e67854ff4d
commit 49bfe80189
130 changed files with 1506 additions and 1958 deletions

View File

@ -55,6 +55,7 @@ public class VRSLInspector : ShaderGUI
MaterialProperty _EnableLegacyGlobalMovementSpeedChannel = null;
MaterialProperty _GlobalIntensity = null;
MaterialProperty _GlobalIntensityBlend = null;
MaterialProperty _FinalIntensity = null;
MaterialProperty _UniversalIntensity = null;
MaterialProperty _Emission = null;
@ -152,12 +153,14 @@ public class VRSLInspector : ShaderGUI
//Volumetric Control Specific
MaterialProperty _FixtureMaxIntensity = null;
MaterialProperty _RenderTextureMultiplier = null;
MaterialProperty _FadeStrength = null;
MaterialProperty _InnerFadeStrength = null;
MaterialProperty _InnerIntensityCurve = null;
MaterialProperty _DistFade = null;
MaterialProperty _FadeAmt = null;
MaterialProperty _BlindingAngleMod = null;
MaterialProperty _BlindingStrength = null;
MaterialProperty _StripeSplit = null;
MaterialProperty _StripeSplitStrength = null;
MaterialProperty _StripeSplit2 = null;
@ -282,6 +285,9 @@ public class VRSLInspector : ShaderGUI
MaterialProperty _EnableAlphaDMX = null;
MaterialProperty _Cutoff = null;
MaterialProperty _MultiSampleDepth = null;
//END Discoball Exclusives
@ -539,6 +545,9 @@ public class VRSLInspector : ShaderGUI
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity."));
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensityBlend, new GUIContent("Global Intensity Blend", "Sets the overall intensity of the shader. Controls how much the Global Intesnity slider actually affects the output. Good for temporarily disabling animations that use the Global Intesnity property."));
EditorGUI.indentLevel--;
matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."));
matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced."));
GUILayout.Space(10);
@ -686,6 +695,9 @@ public class VRSLInspector : ShaderGUI
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity."));
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensityBlend, new GUIContent("Global Intensity Blend", "Sets the overall intensity of the shader. Controls how much the Global Intesnity slider actually affects the output. Good for temporarily disabling animations that use the Global Intesnity property."));
EditorGUI.indentLevel--;
matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."));
matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced."));
GUILayout.Space(10);
@ -780,6 +792,9 @@ public class VRSLInspector : ShaderGUI
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity."));
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensityBlend, new GUIContent("Global Intensity Blend", "Sets the overall intensity of the shader. Controls how much the Global Intesnity slider actually affects the output. Good for temporarily disabling animations that use the Global Intesnity property."));
EditorGUI.indentLevel--;
matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."));
matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced."));
GUILayout.Space(10);
@ -801,6 +816,15 @@ public class VRSLInspector : ShaderGUI
{
// if(isDMXCompatible)
// {
matEditor.ShaderProperty(_MultiSampleDepth, new GUIContent("Depth Multi-Sampling", "Sample the depth texture multiple times to prevent artifacting on edges of the projection. This does incurr a slight cost."));
if(target.GetInt("_MultiSampleDepth") == 1)
{
target.EnableKeyword("_MULTISAMPLEDEPTH");
}
else
{
target.DisableKeyword("_MULTISAMPLEDEPTH");
}
matEditor.ShaderProperty(_RenderMode, new GUIContent("Render Mode", "Choose between a fully transparent shader, or one that is opaque with a dithering technique."));
if(target.GetInt("_RenderMode") == 1)
{
@ -913,6 +937,9 @@ public class VRSLInspector : ShaderGUI
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity."));
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensityBlend, new GUIContent("Global Intensity Blend", "Sets the overall intensity of the shader. Controls how much the Global Intesnity slider actually affects the output. Good for temporarily disabling animations that use the Global Intesnity property."));
EditorGUI.indentLevel--;
matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."));
matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced."));
matEditor.ShaderProperty(_Emission, new GUIContent("Light Emission Color", "The color of the light!. Use this to color the emissive part of the material."));
@ -991,6 +1018,9 @@ public class VRSLInspector : ShaderGUI
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity."));
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensityBlend, new GUIContent("Global Intensity Blend", "Sets the overall intensity of the shader. Controls how much the Global Intesnity slider actually affects the output. Good for temporarily disabling animations that use the Global Intesnity property."));
EditorGUI.indentLevel--;
matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."));
matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced."));
matEditor.ShaderProperty(_Emission, new GUIContent("Light Emission Color", "The color of the light!. Use this to color the emissive part of the material."));
@ -1070,6 +1100,9 @@ public class VRSLInspector : ShaderGUI
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity."));
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensityBlend, new GUIContent("Global Intensity Blend", "Sets the overall intensity of the shader. Controls how much the Global Intesnity slider actually affects the output. Good for temporarily disabling animations that use the Global Intesnity property."));
EditorGUI.indentLevel--;
matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."));
matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced."));
matEditor.ShaderProperty(_FixtureBaseRotationY, new GUIContent("Rotation Y Offset", "Offset the Y Rotation of the fixture."));
@ -1089,6 +1122,15 @@ public class VRSLInspector : ShaderGUI
{
// if(isDMXCompatible)
// {
matEditor.ShaderProperty(_MultiSampleDepth, new GUIContent("Depth Multi-Sampling", "Sample the depth texture multiple times to prevent artifacting on edges of the projection. This does incurr a slight cost."));
if(target.GetInt("_MultiSampleDepth") == 1)
{
target.EnableKeyword("_MULTISAMPLEDEPTH");
}
else
{
target.DisableKeyword("_MULTISAMPLEDEPTH");
}
matEditor.ShaderProperty(_RenderMode, new GUIContent("Render Mode", "Choose between a fully transparent shader, or one that is opaque with a dithering technique."));
if(target.GetInt("_RenderMode") == 1)
{
@ -1184,16 +1226,19 @@ public class VRSLInspector : ShaderGUI
}
//MOVER CONTROLS
showMoverControls = VRSLStyles.ShurikenFoldout("Movement Settings", showMoverControls);
if(showMoverControls)
if(isStaticLight == false && isAudioLink == false)
{
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_FixtureRotationOrigin, new GUIContent("Fixture Pivot Origin", "Sets the rotation point of the fixture for tilt in object space. Do not change this unless you are trying to make a custom housing."));
matEditor.ShaderProperty(_MaxMinPanAngle, new GUIContent("Max/Min Pan Angles (Left/Right)", "Sets the Left/Right rotation range of the fixture by ''-Value to Value''"));
matEditor.ShaderProperty(_MaxMinTiltAngle, new GUIContent("Max/Min Tilt Angles (Up/Down)", "Sets the Up/Down rotation range of the fixture by ''-Value to Value''"));
EditorGUI.indentLevel--;
GUILayout.Space(5);
showMoverControls = VRSLStyles.ShurikenFoldout("Movement Settings", showMoverControls);
if(showMoverControls)
{
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_FixtureRotationOrigin, new GUIContent("Fixture Pivot Origin", "Sets the rotation point of the fixture for tilt in object space. Do not change this unless you are trying to make a custom housing."));
matEditor.ShaderProperty(_MaxMinPanAngle, new GUIContent("Max/Min Pan Angles (Left/Right)", "Sets the Left/Right rotation range of the fixture by ''-Value to Value''"));
matEditor.ShaderProperty(_MaxMinTiltAngle, new GUIContent("Max/Min Tilt Angles (Up/Down)", "Sets the Up/Down rotation range of the fixture by ''-Value to Value''"));
EditorGUI.indentLevel--;
GUILayout.Space(5);
}
}
GUILayout.Space(15);
@ -1240,6 +1285,9 @@ public class VRSLInspector : ShaderGUI
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity."));
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensityBlend, new GUIContent("Global Intensity Blend", "Sets the overall intensity of the shader. Controls how much the Global Intesnity slider actually affects the output. Good for temporarily disabling animations that use the Global Intesnity property."));
EditorGUI.indentLevel--;
matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."));
matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced."));
matEditor.ShaderProperty(_Emission, new GUIContent("Light Emission Color", "The color of the light!. Use this to color the emissive part of the material."));
@ -1467,6 +1515,7 @@ public class VRSLInspector : ShaderGUI
matEditor.ShaderProperty(_DistFade, new GUIContent("Distance Fade", "How close the camera needs to be before the cone starts fading away."));
matEditor.ShaderProperty(_FadeAmt, new GUIContent("Blend Amount", "How much does the cone blend with what's behind it."));
matEditor.ShaderProperty(_BlindingAngleMod, new GUIContent("Blinding Angle Modification", "Changes the angle at which the fixture starts to become blinding when looking direcily into it."));
matEditor.ShaderProperty(_BlindingStrength, new GUIContent("Blinding Strength", "Changes how strong the blinding effect is."));
// matEditor.ShaderProperty(_IntersectionMod, new GUIContent("Intersection Modification", "The rate at which the volumetric fades away when intersecting with other objects."));
GUILayout.Space(10);
matEditor.ShaderProperty(_GoboBeamSplitEnable, new GUIContent("Enable Gobo Beam Split", "Enable beam splitting on gobos 2-6 (Global)"));
@ -1504,16 +1553,19 @@ public class VRSLInspector : ShaderGUI
GUILayout.Space(5);
}
//MOVER CONTROLS
showMoverControls = VRSLStyles.ShurikenFoldout("Movement Settings", showMoverControls);
if(showMoverControls)
if(isStaticLight == false && isAudioLink == false)
{
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_FixtureRotationOrigin, new GUIContent("Fixture Pivot Origin", "Sets the rotation point of the fixture for tilt in object space. Do not change this unless you are trying to make a custom housing."));
matEditor.ShaderProperty(_MaxMinPanAngle, new GUIContent("Max/Min Pan Angles (Left/Right)", "Sets the Left/Right rotation range of the fixture by ''-Value to Value''"));
matEditor.ShaderProperty(_MaxMinTiltAngle, new GUIContent("Max/Min Tilt Angles (Up/Down)", "Sets the Up/Down rotation range of the fixture by ''-Value to Value''"));
EditorGUI.indentLevel--;
GUILayout.Space(5);
showMoverControls = VRSLStyles.ShurikenFoldout("Movement Settings", showMoverControls);
if(showMoverControls)
{
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_FixtureRotationOrigin, new GUIContent("Fixture Pivot Origin", "Sets the rotation point of the fixture for tilt in object space. Do not change this unless you are trying to make a custom housing."));
matEditor.ShaderProperty(_MaxMinPanAngle, new GUIContent("Max/Min Pan Angles (Left/Right)", "Sets the Left/Right rotation range of the fixture by ''-Value to Value''"));
matEditor.ShaderProperty(_MaxMinTiltAngle, new GUIContent("Max/Min Tilt Angles (Up/Down)", "Sets the Up/Down rotation range of the fixture by ''-Value to Value''"));
EditorGUI.indentLevel--;
GUILayout.Space(5);
}
}
GUILayout.Space(15);
@ -1559,6 +1611,9 @@ public class VRSLInspector : ShaderGUI
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity."));
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensityBlend, new GUIContent("Global Intensity Blend", "Sets the overall intensity of the shader. Controls how much the Global Intesnity slider actually affects the output. Good for temporarily disabling animations that use the Global Intesnity property."));
EditorGUI.indentLevel--;
matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."));
matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced."));
matEditor.ShaderProperty(_Emission, new GUIContent("Light Emission Color", "The color of the light!. Use this to color the emissive part of the material."));
@ -1575,16 +1630,19 @@ public class VRSLInspector : ShaderGUI
}
//MOVER CONTROLS
showMoverControls = VRSLStyles.ShurikenFoldout("Movement Settings", showMoverControls);
if(showMoverControls)
if(isStaticLight == false && isAudioLink == false)
{
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_FixtureRotationOrigin, new GUIContent("Fixture Pivot Origin", "Sets the rotation point of the fixture for tilt in object space. Do not change this unless you are trying to make a custom housing."));
matEditor.ShaderProperty(_MaxMinPanAngle, new GUIContent("Max/Min Pan Angles (Left/Right)", "Sets the Left/Right rotation range of the fixture by ''-Value to Value''"));
matEditor.ShaderProperty(_MaxMinTiltAngle, new GUIContent("Max/Min Tilt Angles (Up/Down)", "Sets the Up/Down rotation range of the fixture by ''-Value to Value''"));
EditorGUI.indentLevel--;
GUILayout.Space(5);
showMoverControls = VRSLStyles.ShurikenFoldout("Movement Settings", showMoverControls);
if(showMoverControls)
{
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_FixtureRotationOrigin, new GUIContent("Fixture Pivot Origin", "Sets the rotation point of the fixture for tilt in object space. Do not change this unless you are trying to make a custom housing."));
matEditor.ShaderProperty(_MaxMinPanAngle, new GUIContent("Max/Min Pan Angles (Left/Right)", "Sets the Left/Right rotation range of the fixture by ''-Value to Value''"));
matEditor.ShaderProperty(_MaxMinTiltAngle, new GUIContent("Max/Min Tilt Angles (Up/Down)", "Sets the Up/Down rotation range of the fixture by ''-Value to Value''"));
EditorGUI.indentLevel--;
GUILayout.Space(5);
}
}
//FIXTURE HOUSING SETTINGS
@ -1664,6 +1722,7 @@ public class VRSLInspector : ShaderGUI
matEditor.TexturePropertySingleLine(new GUIContent("Color Sampling Texture", "The texture to sample the color from when ''Enable Color Texture Sampling'' is enabled"),_SamplingTexture);
matEditor.ShaderProperty(_TextureColorSampleX, new GUIContent("X UV Coordinate", "The x uv coordinate for where on the texture to sample from (0 to 1)."));
matEditor.ShaderProperty(_TextureColorSampleY, new GUIContent("Y UV Coordinate", "The y uv coordinate for where on the texture to sample from (0 to 1)."));
matEditor.ShaderProperty(_RenderTextureMultiplier, new GUIContent("Render Texture Multiplier", "Increase the strength of the render texture color"));
EditorGUI.indentLevel--;
GUILayout.Space(5);
@ -1731,6 +1790,9 @@ public class VRSLInspector : ShaderGUI
GUILayout.Space(5);
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensity, new GUIContent("Global Intensity", "Sets the overall intensity of the shader. Good for animating or scripting effects related to intensity. Its max value is controlled by Final Intensity."));
EditorGUI.indentLevel++;
matEditor.ShaderProperty(_GlobalIntensityBlend, new GUIContent("Global Intensity Blend", "Sets the overall intensity of the shader. Controls how much the Global Intesnity slider actually affects the output. Good for temporarily disabling animations that use the Global Intesnity property."));
EditorGUI.indentLevel--;
matEditor.ShaderProperty(_FinalIntensity, new GUIContent("Final Intensity", "Sets the maximum brightness value of Global Intensity. Good for personalized settings of the max brightness of the shader by other users via UI."));
matEditor.ShaderProperty(_UniversalIntensity, new GUIContent("Universal Intensity", "Sets the maximum brightness value of both Final and GLobal Intensity. Good for personalized settings of the max brightness of the shader by other users via UI. Is non-instanced."));
matEditor.ShaderProperty(_Multiplier, new GUIContent("Intensity Multiplier", "General purpose intensity multiplier."));

View File

@ -283,7 +283,7 @@ public class AudioLinkListItem
public VRStageLighting_AudioLink_Laser laser;
//////////////////////////////////////////////////////////////////////////
private bool Z_enableAudioLink; public bool P_enableAudioLink;
private int Z_band; public int P_band;
private AudioLinkBandState Z_band; public AudioLinkBandState P_band;
private int Z_delay; public int P_delay;
private float Z_bandMultiplier; public float P_bandMultiplier;
private bool Z_enableColorChord; public bool P_enableColorChord;
@ -457,7 +457,7 @@ public class AudioLinkListItem
var so = new SerializedObject(light);
so.FindProperty("enableAudioLink").boolValue = P_enableAudioLink;
so.FindProperty("band").intValue = P_band;
so.FindProperty("band").enumValueIndex = (int) P_band;
so.FindProperty("delay").intValue = P_delay;
so.FindProperty("bandMultiplier").floatValue = P_bandMultiplier;
so.FindProperty("enableColorChord").boolValue = P_enableColorChord;
@ -520,7 +520,7 @@ public class AudioLinkListItem
var so = new SerializedObject(laser);
so.FindProperty("enableAudioLink").boolValue = P_enableAudioLink;
so.FindProperty("band").intValue = P_band;
so.FindProperty("band").enumValueIndex = (int) P_band;
so.FindProperty("delay").intValue = P_delay;
so.FindProperty("bandMultiplier").floatValue = P_bandMultiplier;
so.FindProperty("enableColorChord").boolValue = P_enableColorChord;
@ -3697,7 +3697,7 @@ public class VRSL_ManagerWindow : EditorWindow {
if(fixture.isLaser)
{
if(fixture.laser.Band == i)
if((int) fixture.laser.Band == i)
{
EditorGUILayout.BeginHorizontal();
GUILayout.Space(15f);
@ -3784,7 +3784,9 @@ public class VRSL_ManagerWindow : EditorWindow {
GUILayout.Label("AudioLink Settings", SecLabel());
GUILayout.Space(8.0f);
fixture.P_enableAudioLink = EditorGUILayout.Toggle("Enable AudioLink", fixture.P_enableAudioLink);
fixture.P_band = EditorGUILayout.IntField("Band", fixture.P_band, GUILayout.MaxWidth(sectionWidth - 10));
//fixture.P_band = EditorGUILayout.IntField("Band", fixture.P_band, GUILayout.MaxWidth(sectionWidth - 10));
fixture.P_band = (AudioLinkBandState) EditorGUILayout.EnumPopup("Band", fixture.P_band, GUILayout.MaxWidth(sectionWidth - 10));
fixture.P_delay = EditorGUILayout.IntSlider("Delay",fixture.P_delay, 0, 31, GUILayout.MaxWidth(sectionWidth - 10));
fixture.P_bandMultiplier = EditorGUILayout.Slider("Band Multiplier",fixture.P_bandMultiplier, 1f, 15f, GUILayout.MaxWidth(sectionWidth - 10));
fixture.P_enableColorChord = EditorGUILayout.Toggle("Enable Color Chord", fixture.P_enableColorChord);
@ -3825,7 +3827,7 @@ public class VRSL_ManagerWindow : EditorWindow {
}
else
{
if(fixture.light.Band == i)
if((int) fixture.light.Band == i)
{
EditorGUILayout.BeginHorizontal();
GUILayout.Space(15f);
@ -3913,7 +3915,9 @@ public class VRSL_ManagerWindow : EditorWindow {
GUILayout.Label("AudioLink Settings", SecLabel());
GUILayout.Space(8.0f);
fixture.P_enableAudioLink = EditorGUILayout.Toggle("Enable AudioLink", fixture.P_enableAudioLink);
fixture.P_band = EditorGUILayout.IntField("Band", fixture.P_band, GUILayout.MaxWidth(sectionWidth - 10));
// fixture.P_band = EditorGUILayout.IntField("Band", fixture.P_band, GUILayout.MaxWidth(sectionWidth - 10));
fixture.P_band = (AudioLinkBandState) EditorGUILayout.EnumPopup("Band", fixture.P_band, GUILayout.MaxWidth(sectionWidth - 10));
fixture.P_delay = EditorGUILayout.IntSlider("Delay",fixture.P_delay, 0, 31, GUILayout.MaxWidth(sectionWidth - 10));
fixture.P_bandMultiplier = EditorGUILayout.Slider("Band Multiplier",fixture.P_bandMultiplier, 1f, 15f, GUILayout.MaxWidth(sectionWidth - 10));
fixture.P_enableColorChord = EditorGUILayout.Toggle("Enable Color Chord", fixture.P_enableColorChord);

View File

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@ -35,7 +35,7 @@ namespace VRSL
[Tooltip("The frequency band of the spectrum to react to.")]
[FieldChangeCallback(nameof(Band))]
[SerializeField]
private int band;
private AudioLinkBandState band;
[Range(0, 31)]
@ -206,7 +206,7 @@ namespace VRSL
}
}
public int Band
public AudioLinkBandState Band
{
get
{
@ -486,7 +486,9 @@ namespace VRSL
//props.SetFloat("_NumBands", spectrumBands.Length);
props.SetFloat("_Delay", delay);
props.SetFloat("_BandMultiplier", bandMultiplier);
props.SetFloat("_Band", band);
int b = (int) band;
float ba = 1.0f * b;
props.SetFloat("_Band", ba);
//Color Texture Sampling
props.SetFloat("_TextureColorSampleX", textureSamplingCoordinates.x);
props.SetFloat("_TextureColorSampleY", textureSamplingCoordinates.y);
@ -573,7 +575,9 @@ namespace VRSL
//props.SetFloat("_NumBands", spectrumBands.Length);
props.SetFloat("_Delay", delay);
props.SetFloat("_BandMultiplier", bandMultiplier);
props.SetFloat("_Band", band);
int b = (int) band;
float ba = 1.0f * b;
props.SetFloat("_Band", ba);
//Color Texture Sampling
props.SetFloat("_TextureColorSampleX", textureSamplingCoordinates.x);
props.SetFloat("_TextureColorSampleY", textureSamplingCoordinates.y);

View File

@ -146,13 +146,19 @@ MonoBehaviour:
Data: 10|System.RuntimeType, mscorlib
- Name:
Entry: 1
Data: System.Int32, mscorlib
Data: VRSL.AudioLinkBandState, VRSL.Core
- Name:
Entry: 8
Data:
- Name: <SystemType>k__BackingField
Entry: 9
Data: 10
Entry: 7
Data: 11|System.RuntimeType, mscorlib
- Name:
Entry: 1
Data: System.Int32, mscorlib
- Name:
Entry: 8
Data:
- Name: <SyncMode>k__BackingField
Entry: 7
Data: System.Nullable`1[[UdonSharp.UdonSyncMode, UdonSharp.Runtime]], mscorlib
@ -167,22 +173,10 @@ MonoBehaviour:
Data: true
- Name: _fieldAttributes
Entry: 7
Data: 11|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib
Data: 12|System.Collections.Generic.List`1[[System.Attribute, mscorlib]], mscorlib
- Name:
Entry: 12
Data: 4
- Name:
Entry: 7
Data: 12|UnityEngine.RangeAttribute, UnityEngine.CoreModule
- Name: min
Entry: 4
Data: 0
- Name: max
Entry: 4
Data: 3
- Name:
Entry: 8
Data:
- Name:
Entry: 7
Data: 13|UnityEngine.TooltipAttribute, UnityEngine.CoreModule
@ -230,10 +224,10 @@ MonoBehaviour:
Data: delay
- Name: <UserType>k__BackingField
Entry: 9
Data: 10
Data: 11
- Name: <SystemType>k__BackingField
Entry: 9
Data: 10
Data: 11
- Name: <SyncMode>k__BackingField
Entry: 7
Data: System.Nullable`1[[UdonSharp.UdonSyncMode, UdonSharp.Runtime]], mscorlib
@ -954,10 +948,10 @@ MonoBehaviour:
Data: themeColorTarget
- Name: <UserType>k__BackingField
Entry: 9
Data: 10
Data: 11
- Name: <SystemType>k__BackingField
Entry: 9
Data: 10
Data: 11
- Name: <SyncMode>k__BackingField
Entry: 7
Data: System.Nullable`1[[UdonSharp.UdonSyncMode, UdonSharp.Runtime]], mscorlib
@ -1284,10 +1278,10 @@ MonoBehaviour:
Data: selectGOBO
- Name: <UserType>k__BackingField
Entry: 9
Data: 10
Data: 11
- Name: <SystemType>k__BackingField
Entry: 9
Data: 10
Data: 11
- Name: <SyncMode>k__BackingField
Entry: 7
Data: System.Nullable`1[[UdonSharp.UdonSyncMode, UdonSharp.Runtime]], mscorlib
@ -2364,10 +2358,10 @@ MonoBehaviour:
Data: previousGOBOSelection
- Name: <UserType>k__BackingField
Entry: 9
Data: 10
Data: 11
- Name: <SystemType>k__BackingField
Entry: 9
Data: 10
Data: 11
- Name: <SyncMode>k__BackingField
Entry: 7
Data: System.Nullable`1[[UdonSharp.UdonSyncMode, UdonSharp.Runtime]], mscorlib

View File

@ -15,6 +15,15 @@ using System.Collections.Immutable;
#endif
namespace VRSL
{
public enum AudioLinkBandState
{
Bass,
Low_Mids,
High_Mids,
Treble
}
[UdonBehaviourSyncMode(BehaviourSyncMode.None)]
public class VRStageLighting_AudioLink_Static : UdonSharpBehaviour
{
@ -30,11 +39,11 @@ namespace VRSL
//[Tooltip("The Audio Link Script to react to.")]
//public AudioLink audioLink;
[Range(0, 3)]
//[Range(0, 3)]
[Tooltip("The frequency band of the spectrum to react to.")]
[FieldChangeCallback(nameof(Band))]
[SerializeField]
private int band;
private AudioLinkBandState band;
[Range(0, 31)]
@ -353,7 +362,7 @@ namespace VRSL
_UpdateInstancedProperties();
}
}
public int Band
public AudioLinkBandState Band
{
get
{
@ -552,7 +561,9 @@ namespace VRSL
//props.SetFloat("_NumBands", spectrumBands.Length);
props.SetFloat("_Delay", delay);
props.SetFloat("_BandMultiplier", bandMultiplier);
props.SetFloat("_Band", band);
int b = (int) band;
float ba = 1.0f * b;
props.SetFloat("_Band", ba);
//Movement Stuff
// props.SetInt("_PanInvert", invertPan == true ? 1 : 0);
// props.SetInt("_TiltInvert", invertTilt == true ? 1 : 0);
@ -646,7 +657,9 @@ namespace VRSL
//props.SetFloat("_NumBands", spectrumBands.Length);
props.SetFloat("_Delay", delay);
props.SetFloat("_BandMultiplier", bandMultiplier);
props.SetFloat("_Band", band);
int b = (int) band;
float ba = 1.0f * b;
props.SetFloat("_Band", ba);
//Movement Stuff
// props.SetInt("_PanInvert", invertPan == true ? 1 : 0);
// props.SetInt("_TiltInvert", invertTilt == true ? 1 : 0);

View File

@ -12,10 +12,12 @@
_Band("AudioLink Band", Int) = 0
_BandMultiplier("AudioLink Multiplier", Float) = 1.0
_Delay("Audio Link Delay", Int) = 0
_RenderTextureMultiplier("Render Texture Multiplier", Range(1,10)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_GlobalIntensity ("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
[HideInInspector]_MainTex ("Texture", 2D) = "white" {}
[HDR]_Emission ("Emission Color" , Color) = (1.0, 1.0, 1.0, 1.0)
_Multiplier("Emission Multiplier", Range(1,10)) = 1
@ -128,6 +130,7 @@
UNITY_DEFINE_INSTANCED_PROP(float, _VertexConeWidth)
UNITY_DEFINE_INSTANCED_PROP(float, _VertexConeLength)
UNITY_DEFINE_INSTANCED_PROP(float, _GlobalIntensity)
UNITY_DEFINE_INSTANCED_PROP(float, _GlobalIntensityBlend)
UNITY_DEFINE_INSTANCED_PROP(float, _FinalIntensity)
UNITY_DEFINE_INSTANCED_PROP(float, _TextureColorSampleX)
UNITY_DEFINE_INSTANCED_PROP(float, _TextureColorSampleY)
@ -217,7 +220,7 @@
}
float getGlobalIntensity()
{
return UNITY_ACCESS_INSTANCED_PROP(Props, _GlobalIntensity);
return lerp(1.0,UNITY_ACCESS_INSTANCED_PROP(Props, _GlobalIntensity), UNITY_ACCESS_INSTANCED_PROP(Props, _GlobalIntensityBlend));
}
float getFinalIntensity()

View File

@ -28,8 +28,10 @@
_AudioSpectrum("AudioSpectrum", 2D) = "black" {}
//[Header (BASIC CONTROLS)]
_RenderTextureMultiplier("Render Texture Multiplier", Range(1,10)) = 1
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_GlobalIntensity("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1
[HDR]_Emission("Light Color Tint", Color) = (1,1,1,1)
_Saturation("Final Saturation", Range(0,1)) = 1

View File

@ -18,7 +18,7 @@ Shader "VRSL/AudioLink/Standard Mover/Projection"
[Header(Audio Section)]
[Toggle]_EnableAudioLink("Enable Audio Link", Float) = 0
[Toggle] _EnableColorChord ("Enable Color Chord Tinting", Int) = 0
_Band("Band", Float) = 0
[Enum(Bass,0,Low Mids,1,High Mids,2,Treble,3)]_Band("Band", Float) = 0
_BandMultiplier("Band Multiplier", Range(1, 15)) = 1
_Delay("Delay", Float) = 0
_NumBands("Num Bands", Float) = 4
@ -27,6 +27,7 @@ Shader "VRSL/AudioLink/Standard Mover/Projection"
//[Header (BASIC CONTROLS)]
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_GlobalIntensity("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1
[HDR]_Emission("Light Color Tint", Color) = (1,1,1,1)
[HDR]_StaticEmission("Static Light Color Tint", Color) = (1,1,1,1)
@ -43,6 +44,7 @@ Shader "VRSL/AudioLink/Standard Mover/Projection"
[Enum(UnityEngine.Rendering.BlendMode)] _BlendSrc ("Source Blend mode", Float) = 2
//[Enum(UnityEngine.Rendering.BlendMode)] _BlendDst ("Destination Blend mode", Float) = 1
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0
_RenderTextureMultiplier("Render Texture Multiplier", Range(1,10)) = 1
//[Space(16)]
//Color Texture Sampling Properties
@ -114,12 +116,15 @@ Shader "VRSL/AudioLink/Standard Mover/Projection"
[Enum(Transparent,1,AlphaToCoverage,2)] _RenderMode ("Render Mode", Int) = 1
[Enum(Off,0,On,1)] _ZWrite ("Z Write", Int) = 0
[Enum(Off,0,On,1)] _AlphaToCoverage ("Alpha To Coverage", Int) = 0
[Enum(Off,0,One,1)] _BlendDst ("Destination Blend mode", Float) = 1
[Enum(UnityEngine.Rendering.BlendOp)] _BlendOp ("Blend Operation", Float) = 0
_ClippingThreshold ("Clipping Threshold", Range (0,1)) = 0.5
_MinimumBeamRadius ("Minimum Beam Radius", Range(0.001,1)) = 1
[Enum(Off,0,On,1)] _MultiSampleDepth ("Multi Sample Depth", Int) = 1
}
SubShader
@ -150,6 +155,7 @@ Shader "VRSL/AudioLink/Standard Mover/Projection"
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local _ _ALPHATEST_ON
#pragma shader_feature_local _MULTISAMPLEDEPTH
//#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling

View File

@ -24,7 +24,7 @@
[Header(Audio Section)]
[Toggle]_EnableAudioLink("Enable Audio Link", Float) = 0
[Toggle] _EnableColorChord ("Enable Color Chord Tinting", Int) = 0
_Band("Band", Float) = 0
[Enum(Bass,0,Low Mids,1,High Mids,2,Treble,3)]_Band("Band", Float) = 0
_BandMultiplier("Band Multiplier", Range(1, 15)) = 1
_Delay("Delay", Float) = 0
_NumBands("Num Bands", Float) = 4
@ -33,6 +33,7 @@
//[Header (BASIC CONTROLS)]
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_GlobalIntensity("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1
[HDR]_Emission("Light Color Tint", Color) = (1,1,1,1)
_Saturation("Final Saturation", Range(0,1)) = 1
@ -95,6 +96,7 @@
_InnerIntensityCurve("Inner Intensity Curve", Range(0.00001,20)) = 1
_DistFade("Distance Fade", Range(0,20)) = 0.1
_FadeAmt("Intersection Offset", Range(1, 100)) = 1
_BlindingStrength("Blinding Strength", Range(0,1)) = 1
_BlindingAngleMod("Blinding Angle Modification", Range(-1, 1)) = 0
_IntersectionMod("Intersection Modification", Range(0.00001, 10)) = 1
//_IntensityCutoff("Intensity Minimum Cut Off", Range (0, 1)) = 0.2
@ -130,6 +132,7 @@
[Enum(HQTransparent,0,Transparent,1,AlphaToCoverage,2)] _RenderMode ("Render Mode", Int) = 1
[Enum(Off,0,On,1)] _ZWrite ("Z Write", Int) = 0
[Enum(Off,0,On,1)] _AlphaToCoverage ("Alpha To Coverage", Int) = 0
_RenderTextureMultiplier("Render Texture Multiplier", Range(1,10)) = 1
//[Space(16)]
@ -197,7 +200,7 @@
struct v2f
{
float2 uv : TEXCOORD0;
centroid float2 uv : TEXCOORD0;
float blindingEffect : TEXCOORD1;
float4 worldPos : TEXCOORD2;
float4 color : TEXCOORD3;

View File

@ -6,7 +6,7 @@
//[Header (INSTANCED PROPERITES)]
[HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0
[HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0
_RenderTextureMultiplier("Render Texture Multiplier", Range(1,10)) = 1
//[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0
//[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0
@ -30,6 +30,7 @@
//[Header (BASIC CONTROLS)]
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_GlobalIntensity("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1
[HDR]_Emission("Light Color Tint", Color) = (1,1,1,1)
_Saturation("Final Saturation", Range(0,1)) = 1

View File

@ -6,7 +6,7 @@
//[Header (INSTANCED PROPERITES)]
[HideInInspector][Toggle] _PanInvert ("Invert Mover Pan", Int) = 0
[HideInInspector][Toggle] _TiltInvert ("Invert Mover Tilt", Int) = 0
_RenderTextureMultiplier("Render Texture Multiplier", Range(1,10)) = 1
//[HideInInspector]_FinalStrobeFreq ("Final Strobe Frequency", Float) = 0
//[HideInInspector]_NewTimer("New Timer From Udon For Strobe", Float) = 0
[HideInInspector]_FixtureBaseRotationY("Mover Pan Offset (Blue + Green)", Range(-540,540)) = 0
@ -27,6 +27,7 @@
//[Header (BASIC CONTROLS)]
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_GlobalIntensity("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1
[HDR]_Emission("Light Color Tint", Color) = (1,1,1,1)
[HDR]_StaticEmission("Static Light Color Tint", Color) = (1,1,1,1)
@ -117,6 +118,8 @@
_ClippingThreshold ("Clipping Threshold", Range (0,1)) = 0.5
_MinimumBeamRadius ("Minimum Beam Radius", Range(0.001,1)) = 1
[Enum(Off,0,On,1)] _MultiSampleDepth ("Multi Sample Depth", Int) = 1
}
SubShader
@ -147,6 +150,7 @@
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_local _ _ALPHATEST_ON
#pragma shader_feature_local _MULTISAMPLEDEPTH
//#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling

View File

@ -29,10 +29,12 @@
_Delay("Delay", Float) = 0
_NumBands("Num Bands", Float) = 4
_AudioSpectrum("AudioSpectrum", 2D) = "black" {}
_RenderTextureMultiplier("Render Texture Multiplier", Range(1,10)) = 1
//[Header (BASIC CONTROLS)]
_BlindingStrength("Blinding Strength", Range(0,1)) = 1
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_GlobalIntensity("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1
[HDR]_Emission("Light Color Tint", Color) = (1,1,1,1)
_Saturation("Final Saturation", Range(0,1)) = 1
@ -198,7 +200,7 @@
struct v2f
{
float2 uv : TEXCOORD0;
centroid float2 uv : TEXCOORD0;
float blindingEffect : TEXCOORD1;
float4 worldPos : TEXCOORD2;
float4 color : TEXCOORD3;

View File

@ -60,7 +60,7 @@ float4 GetTextureSampleColor()
float4 rawColor = tex2Dlod(_SamplingTexture, float4(UNITY_ACCESS_INSTANCED_PROP(Props,_TextureColorSampleX), UNITY_ACCESS_INSTANCED_PROP(Props,_TextureColorSampleY), 0, 0));
float4 h = RGBtoHSV(rawColor.rgb);
h.z = 1.0;
return(HSVtoRGB(h));
return(HSVtoRGB(h) * _RenderTextureMultiplier);
}
float4 GetThemeSampleColor()
@ -138,7 +138,7 @@ float getMaxConeLength()
float getGlobalIntensity()
{
return UNITY_ACCESS_INSTANCED_PROP(Props, _GlobalIntensity);
return lerp(1.0,UNITY_ACCESS_INSTANCED_PROP(Props, _GlobalIntensity), UNITY_ACCESS_INSTANCED_PROP(Props, _GlobalIntensityBlend));
}
float getFinalIntensity()

View File

@ -17,7 +17,7 @@
_SamplingTexture ("Texture To Sample From for Color", 2D) = "white" {}
_TextureColorSampleX ("X coordinate to sample the texture from", Range(0,1)) = 0.5
_TextureColorSampleY ("Y coordinate to sample the texture from", Range(0,1)) = 0.5
_RenderTextureMultiplier("Render Texture Multiplier", Range(1,10)) = 1
[Toggle] _EnableOSC ("Enable Stream OSC/DMX Control", Int) = 0
_FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(1,15)) = 1
@ -36,6 +36,7 @@
_AudioSpectrum("AudioSpectrum", 2D) = "black" {}
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_GlobalIntensity("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1
[HDR]_Emission("Light Color Tint", Color) = (1,1,1,1)
_CurveMod ("Light Intensity Curve Modifier", Range (-3,8)) = 5.0

View File

@ -13,6 +13,7 @@
[Toggle] _EnableColorChord ("Enable Color Chord Tinting", Int) = 0
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_GlobalIntensity("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1
[HDR]_Emission("Light Color Tint", Color) = (1,1,1,1)
_MainTex ("Texture", 2D) = "white" {}
@ -24,7 +25,7 @@
_FixtureMaxIntensity ("Maximum Light Intensity",Range (0,15)) = 1
_CurveMod ("Light Intensity Curve Modifier", Range (-3,8)) = 5.0
_FixutreIntensityMultiplier ("Intensity Multipler (For Bloom Scaling)", Range(1,5)) = 1
_RenderTextureMultiplier("Render Texture Multiplier", Range(1,10)) = 1
_RemoveTextureArtifact("RemoveTextureArtifact", Range(0,0.1)) = 0
[Toggle] _EnableColorTextureSample ("Enable Color Texture Sampling", Int) = 0

View File

@ -22,12 +22,13 @@
//[Header(LIGHTING CONTROLS)]
_GlobalIntensity("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1
[HDR]_Emission("Light Color Tint", Color) = (1,1,1,1)
_FixtureMaxIntensity ("Maximum Light Intensity",Range (0,6)) = 1
//[NoScaleOffset] _SceneAlbedo ("Scene Albedo Render Texture", 2D) = "white" {}
_RenderTextureMultiplier("Render Texture Multiplier", Range(1,10)) = 1
//Color Texture Sampling Properties
[Toggle] _EnableColorTextureSample ("Enable Color Texture Sampling", Int) = 0
_SamplingTexture ("Texture To Sample From for Color", 2D) = "white" {}
@ -67,6 +68,8 @@
_GreenMultiplier ("Green Channel Multiplier", Range(1, 5)) = 1
_BlueMultiplier ("Blue Channel Multiplier", Range(1,5)) = 1
// [Header(MAIN)]
@ -105,6 +108,8 @@
_AlphaProjectionIntensity ("Alpha Projection Intesnity", Range (0,1)) = 0.5
[Enum(13CH,0,5CH,1)] _ChannelMode ("Channel Mode", Int) = 0
[Enum(Off,0,On,1)] _MultiSampleDepth ("Multi Sample Depth", Int) = 1
@ -137,6 +142,7 @@
#pragma multi_compile_fog
#pragma multi_compile_instancing
#pragma multi_compile_local _ _ALPHATEST_ON
#pragma shader_feature_local _MULTISAMPLEDEPTH
#define PROJECTION_YES
#define VRSL_AUDIOLINK

View File

@ -22,6 +22,7 @@
_FixtureMaxIntensity ("Maximum Light Intensity",Range (0,55)) = 1
_Saturation ("Color Saturation", Range (0,1)) = 0.95
_GlobalIntensity("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1
_AlphaIntensity("Alpha Intensity", Range(0,1)) = 1

View File

@ -23,6 +23,7 @@
_FixtureMaxIntensity ("Maximum Light Intensity",Range (0,15)) = 1
_Saturation ("Color Saturation", Range (0,1)) = 0.95
_GlobalIntensity("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1

View File

@ -22,6 +22,7 @@
_FixtureMaxIntensity ("Maximum Light Intensity",Range (0,55)) = 1
_Saturation ("Color Saturation", Range (0,1)) = 0.95
_GlobalIntensity("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1

View File

@ -22,6 +22,7 @@
_FixtureMaxIntensity ("Maximum Light Intensity",Range (0,55)) = 1
_Saturation ("Color Saturation", Range (0,1)) = 0.95
_GlobalIntensity("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1
_AlphaIntensity("Alpha Intensity", Range(0,1)) = 1

View File

@ -10,6 +10,7 @@
_UniversalIntensity ("Universal Intensity", Range (0,1)) = 1
_FinalIntensity("Final Intensity", Range(0,1)) = 1
_GlobalIntensity ("Global Intensity", Range(0,1)) = 1
_GlobalIntensityBlend("Global Intensity Blend", Range(0,1)) = 1
[HideInInspector]_MainTex ("Texture", 2D) = "white" {}
[HDR] _MainColor ("Main Color" , Color) = (1.0, 1.0, 1.0, 1.0)
_Emission ("Instanced Emission Color" , Color) = (1.0, 1.0, 1.0, 1.0)
@ -114,6 +115,7 @@
UNITY_DEFINE_INSTANCED_PROP(float, _VertexConeWidth)
UNITY_DEFINE_INSTANCED_PROP(float, _VertexConeLength)
UNITY_DEFINE_INSTANCED_PROP(float, _GlobalIntensity)
UNITY_DEFINE_INSTANCED_PROP(float, _GlobalIntensityBlend)
UNITY_DEFINE_INSTANCED_PROP(float, _FinalIntensity)
UNITY_DEFINE_INSTANCED_PROP(float, _TextureColorSampleX)
UNITY_DEFINE_INSTANCED_PROP(float, _TextureColorSampleY)

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