aboutsummaryrefslogtreecommitdiff
path: root/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Shader
diff options
context:
space:
mode:
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.cs154
-rw-r--r--Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Shader/G_GraphShader.cs.meta12
2 files changed, 0 insertions, 166 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
deleted file mode 100644
index 02ff3dc..0000000
--- a/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Shader/G_GraphShader.cs
+++ /dev/null
@@ -1,154 +0,0 @@
-/* ---------------------------------------
- * 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
deleted file mode 100644
index da0b0db..0000000
--- a/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Shader/G_GraphShader.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 0ddb605ced1369e409812b4f405221cd
-timeCreated: 1511903341
-licenseType: Store
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant: