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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[Serializable]
public class Flare
{
public FlareAtlas Atlas; // flare atlas
public int Index; // flare texture
public float MaxSize; // 最大,单位unit
public float MinSize = 0; // 最小,单位unit
public Color Color; // 颜色
[Range(0, 360)]
public float Rotation; // 初始的旋转值,即正对着阳光时的姿势
public bool OverridePixelPerUnit; //
public float PixelPerUnit;
[Range(-5, 10)]
public float Distance = 0; // 一个相对于光源的偏移距离
[HideInInspector]
public const float DistanceAmount = 15;
public float DistanceAspect
{
get
{
return Distance / DistanceAmount;
}
}
public FlareTexture Texture
{
get
{
if (Index < Atlas.SubTextures.Count)
return Atlas.SubTextures[Index];
return null;
}
}
}
// 光源
public class FlareSource : MonoBehaviour
{
[SerializeField] private Camera m_GameCamera;
[SerializeField] private Camera m_FlareCamera;
public float PixelPerUnit = 100; // 用来控制缩放,在flare space生成网格的大小依据
public AnimationCurve FadeInCurve; // 淡入的alpha曲线
public AnimationCurve FadeOutCurve; // 淡出的alpha曲线
public List<Flare> Flares;
private Vector3 m_ViewportPosition;
public Vector3 ViewportPosition
{
get
{
return m_ViewportPosition;
}
}
public bool IsVisible
{
get;private set;
}
// Start is called before the first frame update
void Start()
{
IsVisible = false;
if (m_GameCamera == null)
m_GameCamera = Camera.main;
}
// Update is called once per frame
void Update()
{
Vector3 position = transform.position;
m_ViewportPosition = m_GameCamera.WorldToViewportPoint(position);
Ray ray = new Ray(m_GameCamera.transform.position, position - m_GameCamera.transform.position);
RaycastHit hit;
if(Physics.Raycast(ray, out hit))
{
IsVisible = false;
}
else
{
IsVisible = true;
}
}
// 获取flare space下的初始大小,用来构建mesh
public Vector2 GetFlareSize(Flare flare)
{
Vector2 size = flare.Texture.PixelSize;
if(flare.OverridePixelPerUnit && flare.PixelPerUnit > 0)
{
size /= flare.PixelPerUnit;
}
else
{
size /= PixelPerUnit;
}
return size;
}
private void OnDrawGizmos()
{
Gizmos.DrawLine(transform.position, m_GameCamera.transform.position);
}
}
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