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June 8, 2019 15:24
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Script for saving Flag shader params in vehicle sub meshes. Still requires the Flag Params mod.
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// for vehicles, vertex colors get generated and overwritten on import | |
// therefore you need to import the rotors sub mesh as a prop, save, reload | |
// and then import the vehicle sub mesh, | |
// and copy the vertex paint from the prop to the vehicle sub mesh using this script: | |
var subMesh = 1; // vehicle sub mesh id, starting from 1 | |
var asset2 = PrefabCollection<PropInfo>.FindLoaded("filename.Asset Name_Data"); // CHANGE TO PROP NAME | |
var asset = ToolsModifierControl.toolController.m_editPrefabInfo as VehicleInfo; | |
Color[] colors = new Color[asset2.m_mesh.vertices.Length]; | |
for (int i = 0; i < asset2.m_mesh.vertices.Length; i++) colors[i] = asset2.m_mesh.colors[i]; | |
asset.m_subMeshes[subMesh].m_subInfo.m_mesh.colors = colors; | |
// | |
// The vertex paint of the mesh controls the amount of movement: | |
// white means no movement and black means maximum movement. | |
// | |
// If you're using multiple "flag" textures in one prop, (like vanilla flags) | |
// the flag must be entirely black and everything else should be white, | |
// and you can't use the strength variable. | |
// (In this case for vehicles, the flag texture will change as it drives lol) | |
// | |
// If you're using just one texture, | |
// you can use shades of gray to control which parts move more or less, | |
// and also use the strength variable to reduce the movement. | |
// | |
// LOD also moves, so it should be treated the same way as the main model. | |
var subMesh = 1; // vehicle sub mesh id, starting from 1 | |
// FLAG GRID: leave at defaults if you're not using multiple flag textures in one prop | |
var columns = 1; // amount vertical columns | |
var rows = 1; // amount of horizontal rows | |
Vector2 topLeft = new Vector2(0, 0); // top left corner x,y position in pixels | |
Vector2 bottomRight = new Vector2(0, 0); // bottom right corner x,y position in pixels | |
// FLAG MOVEMENT: | |
var strength = 0.1f; // movement strength (0.0 - 1.0) | |
// can't be used if you're using multiple flag textures in one prop | |
Vector3 axis = new Vector4(0.0f, 1.0f, 0.0f); // movement axis | |
Vector3 pivot = new Vector4(0.0f, 0.0f, 0.0f); // pivot point of the flag, where it is "attached" | |
var asset = (ToolsModifierControl.toolController.m_editPrefabInfo as VehicleInfo).m_subMeshes[subMesh].m_subInfo; | |
var shader = Shader.Find("Custom/Props/Prop/Flag"); | |
asset.m_material.shader = shader; if(asset.m_lodMaterial) asset.m_lodMaterial.shader = shader; | |
var tex = asset.m_material.GetTexture("_MainTex"); | |
var x = - ((bottomRight.x - topLeft.x) / columns) / tex.width; | |
var y = ((bottomRight.y - topLeft.y) / rows) / tex.height; | |
Vector4 a = new Vector4(axis.x, axis.y, axis.z, 0f); | |
Vector4 p = new Vector4(pivot.x, pivot.y, pivot.z, 0f); | |
Vector4 t = new Vector4(columns, rows, x, y); | |
asset.m_material.SetVector("_RollParams3", t); | |
asset.m_material.SetVector("_RollLocation0", p); | |
asset.m_material.SetVector("_RollParams0", a); | |
Vector3[] v = asset.m_mesh.vertices; var c = asset.m_mesh.colors; Color[] nc = new Color[v.Length]; | |
for (int i = 0; i < v.Length; i++) nc[i] = new Color(c[i].r, c[i].g, 1-((1-c[i].r)*strength), 1f); | |
asset.m_mesh.colors = nc; | |
asset.m_mesh.name="FlagShader "+axis.x.ToString("R")+" "+axis.y.ToString("R")+" "+axis.z.ToString("R")+" "+pivot.x.ToString("R")+" "+pivot.y.ToString("R")+" "+pivot.z.ToString("R")+" "+((float)columns).ToString("R")+" "+((float)rows).ToString("R")+" "+x.ToString("R")+" "+y.ToString("R")+" "; | |
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