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NurbsHair.cs
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NurbsHair.cs
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using UnityEngine;
public class NurbsHair : MonoBehaviour
{
public Shader NurbsHairShader;
public Color HairColor = new Color(1.0f, 0.5f, 0.5f, 1.0f);
public Color HairEnds = new Color(0.0f, 0.0f, 0.0f, 1.0f);
[Range(1.0f, 10.0f)] public float HairPower = 5.0f;
[Range(1, 100000)] public int HairCount = 50000;
[Range(0.0f, 0.5f)] public float HairEffect = 0.0f;
[Range(0.1f, 1.0f)] public float HairScale = 0.75f;
[Range(2, 64)] public int HairQuality = 32;
[Range(0.0f, 10.0f)] public float HairWind = 0.0f;
public bool HairShading = true;
public enum HairMode {NURBSDerivatives = 0, VertexPositions = 1}
public HairMode HairNormalsCalculation = HairMode.VertexPositions;
public bool HairDebugNormals = false;
public Vector4 HairWeights = Vector4.one;
private Material _Material;
void Start()
{
if (NurbsHairShader == null) NurbsHairShader = Shader.Find("Nurbs Hair");
_Material = new Material(NurbsHairShader);
}
void OnRenderObject()
{
_Material.SetPass(0);
_Material.SetFloat("_HairScale", HairScale);
_Material.SetFloat("_HairEffect", HairEffect);
_Material.SetFloat("_HairPower", HairPower);
_Material.SetInt("_HairQuality", HairQuality * 2); // must be even number
_Material.SetColor("_HairColor", HairColor);
_Material.SetColor("_HairEnds", HairEnds);
_Material.SetVector("_HairWeights", HairWeights);
_Material.SetVector("_HairPosition", this.transform.position);
_Material.SetInt("_HairShading", System.Convert.ToInt32(HairShading));
_Material.SetFloat("_HairWind", HairWind);
_Material.SetInt("_HairNormalsMode", (int)HairNormalsCalculation);
_Material.SetInt("_HairDebugNormals", System.Convert.ToInt32(HairDebugNormals));
Graphics.DrawProcedural(MeshTopology.Lines, HairQuality * HairCount, 1);
}
}