diff options
Diffstat (limited to 'Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Shader')
| -rw-r--r-- | Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Shader/G_GraphShader.cs | 154 | ||||
| -rw-r--r-- | Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Shader/G_GraphShader.cs.meta | 12 |
2 files changed, 166 insertions, 0 deletions
diff --git a/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Shader/G_GraphShader.cs b/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Shader/G_GraphShader.cs new file mode 100644 index 0000000..02ff3dc --- /dev/null +++ b/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Shader/G_GraphShader.cs @@ -0,0 +1,154 @@ +/* --------------------------------------- + * Author: Martin Pane (martintayx@gmail.com) (@tayx94) + * Collaborators: Lars Aalbertsen (@Rockylars) + * Project: Graphy - Ultimate Stats Monitor + * Date: 22-Nov-17 + * Studio: Tayx + * + * This project is released under the MIT license. + * Attribution is not required, but it is always welcomed! + * -------------------------------------*/ + +using UnityEngine; +using UnityEngine.UI; + +namespace Tayx.Graphy +{ + /// <summary> + /// This class communicates directly with the shader to draw the graphs. Performance here is of upmost importance + /// to reduce as much overhead as possible, as we are updating hundreds of values every frame. + /// </summary> + public class G_GraphShader + { + /* ----- TODO: ---------------------------- + * Add summaries to the variables. + * --------------------------------------*/ + + #region Variables -> Array + + public const int ArrayMaxSizeFull = 512; + public const int ArrayMaxSizeLight = 128; + + public int ArrayMaxSize = 128; + + public float[] Array; // The values + + #endregion + + #region Variables -> Image + + public Image Image = null; + + #endregion + + #region Variables -> Name + + private string Name = "GraphValues"; // The name of the array + private string Name_Length = "GraphValues_Length"; + + #endregion + + #region Variables -> Average + + public float Average = 0; + private int averagePropertyId = 0; + + #endregion + + #region Variables -> Thresholds + + public float GoodThreshold = 0; + public float CautionThreshold = 0; + + private int goodThresholdPropertyId = 0; + private int cautionThresholdPropertyId = 0; + + #endregion + + #region Variables -> Color + + public Color GoodColor = Color.white; + public Color CautionColor = Color.white; + public Color CriticalColor = Color.white; + + private int goodColorPropertyId = 0; + private int cautionColorPropertyId = 0; + private int criticalColorPropertyId = 0; + + #endregion + + #region Methods -> Public + + /// <summary> + /// This is done to avoid a design problem that arrays in shaders have, + /// and should be called before initializing any shader graph. + /// The first time that you use initialize an array, the size of the array in the shader is fixed. + /// This is why sometimes you will get a warning saying that the array size will be capped. + /// It shouldn't generate any issues, but in the worst case scenario just reset the Unity Editor + /// (if for some reason the shaders reload). + /// I also cache the Property IDs, that make access faster to modify shader parameters. + /// </summary> + public void InitializeShader() + { + Image.material.SetFloatArray(Name, new float[ArrayMaxSize]); + + averagePropertyId = Shader.PropertyToID("Average"); + + goodThresholdPropertyId = Shader.PropertyToID("_GoodThreshold"); + cautionThresholdPropertyId = Shader.PropertyToID("_CautionThreshold"); + + goodColorPropertyId = Shader.PropertyToID("_GoodColor"); + cautionColorPropertyId = Shader.PropertyToID("_CautionColor"); + criticalColorPropertyId = Shader.PropertyToID("_CriticalColor"); + } + + /// <summary> + /// Updates the material linked with this shader graph with the values in the float[] array. + /// </summary> + public void UpdateArray() + { + Image.material.SetInt(Name_Length, Array.Length); + } + + /// <summary> + /// Updates the average parameter in the material. + /// </summary> + public void UpdateAverage() + { + Image.material.SetFloat(averagePropertyId, Average); + } + + /// <summary> + /// Updates the thresholds in the material. + /// </summary> + public void UpdateThresholds() + { + Image.material.SetFloat(goodThresholdPropertyId, GoodThreshold); + Image.material.SetFloat(cautionThresholdPropertyId, CautionThreshold); + } + + /// <summary> + /// Updates the colors in the material. + /// </summary> + public void UpdateColors() + { + Image.material.SetColor(goodColorPropertyId, GoodColor); + Image.material.SetColor(cautionColorPropertyId, CautionColor); + Image.material.SetColor(criticalColorPropertyId, CriticalColor); + } + + /// <summary> + /// Updates the points in the graph with the set array of values. + /// </summary> + public void UpdatePoints() + { + // Requires an array called "name" + // and another one called "name_Length" + + Image.material.SetFloatArray(Name, Array); + } + + #endregion + } +} + diff --git a/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Shader/G_GraphShader.cs.meta b/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Shader/G_GraphShader.cs.meta new file mode 100644 index 0000000..da0b0db --- /dev/null +++ b/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Shader/G_GraphShader.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0ddb605ced1369e409812b4f405221cd +timeCreated: 1511903341 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: |
