Re: [WIP] Prefab Nature
Publié : 22 Nov 2018 22:48
oui je vais reessayer encore une foie et faire un screen
Le forum de la communauté francophone d'Unity
http://www.unity3d-france.com/unity/phpBB3/
http://www.unity3d-france.com/unity/phpBB3/viewtopic.php?f=12&t=16144
OKRegarde mon WIP sur ma simu de conduite
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go.GetComponent.<Camera>().farClipPlane = 5000;
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go.GetComponent.<Camera>().aspect = 1.0;
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using UnityEngine;
public class DetailDistance : MonoBehaviour {
// Use this for initialization
void Start () {
Terrain.activeTerrain.detailObjectDistance = 400;
}
}
Tu as essayé de passer le WrapMode de tes textures sur Clamp ?
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Shader "Example/Custom Vertex Data" {
Properties {
_MainTex1 ("TropicalRainForest", 2D) = "white" {}
_MainTex2 ("TropicalSeasonForest", 2D) = "white" {}
_MainTex3 ("GrassLand", 2D) = "white" {}
_MainTex4 ("SubTropicalDesert", 2D) = "white" {}
_MainTex5 ("TemperateRainForest", 2D) = "white" {}
_MainTex6 ("TemperateDecidousForest", 2D) = "white" {}
_MainTex7 ("TemperateDesert", 2D) = "white" {}
_MainTex8 ("Taiga", 2D) = "white" {}
_MainTex9 ("ShrubLand", 2D) = "white" {}
_MainTex10 ("Snow", 2D) = "white" {}
_MainTex11 ("Tundra", 2D) = "white" {}
}
SubShader {
Tags { "RenderType" = "Opaque" }
LOD 300
CGPROGRAM
#pragma surface surf Lambert vertex:vert
#pragma target 5.0
struct Input {
float2 uv_MainTex1;
half4 COL;
half4 COL1;
half4 COL2;
half4 COL3;
half4 couleur;
};
void vert (inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input,o);
o.COL.r = max(v.color.r-v.color.b*v.color.b-v.color.g*v.color.g-v.color.a*v.color.a ,0.0) ;
o.COL.g = max(v.color.b-v.color.r*v.color.r-v.color.g*v.color.g-v.color.a*v.color.a ,0.0) ;
o.COL.b = max(v.color.g-v.color.r*v.color.r-v.color.b*v.color.b-v.color.a*v.color.a ,0.0) ;
o.COL.a = max(v.color.a-v.color.r*v.color.r-v.color.g*v.color.g-v.color.b*v.color.b ,0.0) ;
o.COL1.r = v.color.r * v.color.g;
o.COL1.g = v.color.g * v.color.b;
o.COL1.b = v.color.b * v.color.a;
o.COL1.a = v.color.r * v.color.a;
o.COL2.r = max(1.0-v.color.r*v.color.r-v.color.b*v.color.b-v.color.g*v.color.g-v.color.a*v.color.a ,0.0) ;
o.COL2.g = v.color.g * v.color.a;
o.COL2.b = v.color.r * v.color.b;
o.couleur = v.color;
}
sampler2D _MainTex1;
sampler2D _MainTex2;
sampler2D _MainTex3;
sampler2D _MainTex4;
sampler2D _MainTex5;
sampler2D _MainTex6;
sampler2D _MainTex7;
sampler2D _MainTex8;
sampler2D _MainTex9;
sampler2D _MainTex10;
sampler2D _MainTex11;
void surf (Input IN, inout SurfaceOutput o) {
half3 Col1 = (IN.COL.r) * tex2D (_MainTex1, IN.uv_MainTex1).rgb;
half3 Col2 = (IN.COL.g) * tex2D (_MainTex2, IN.uv_MainTex1).rgb;
half3 Col3 = (IN.COL.b) * tex2D (_MainTex3, IN.uv_MainTex1).rgb;
half3 Col4 = (IN.COL.a) * tex2D (_MainTex4, IN.uv_MainTex1).rgb;
half3 Col5 = (IN.COL1.r) * tex2D (_MainTex5, IN.uv_MainTex1).rgb;
half3 Col6 = (IN.COL1.g) * tex2D (_MainTex6, IN.uv_MainTex1).rgb;
half3 Col7 = (IN.COL1.b) * tex2D (_MainTex7, IN.uv_MainTex1).rgb;
half3 Col8 = (IN.COL1.a) * tex2D (_MainTex8, IN.uv_MainTex1).rgb;
half3 Col9 = (IN.COL2.r) * tex2D (_MainTex9, IN.uv_MainTex1).rgb;
half3 Col10 = (IN.COL2.g) * tex2D (_MainTex10, IN.uv_MainTex1).rgb;
half3 Col11 = (IN.COL2.b) * tex2D (_MainTex11, IN.uv_MainTex1).rgb;
// pour afficher les textures : //
o.Albedo = Col1 + Col2 + Col3 + Col4 + Col5 + Col6 + Col7 + Col8 + Col9 + Col10 + Col11;
// pour afficher les Vertex Color : //
//o.Albedo = IN.couleur;
}
ENDCG
}
Fallback "Diffuse"
}
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///Color ( r,g,b,a) disponibles :
TropicalRainForest = Color(1,0,0,0);
TropicalSeasonForest = Color(0,1,0,0);
GrassLand = Color(0,0,1,0);
SubTropicalDesert = Color(0,0,0,1);
TemperateRainForest = Color(1,1,0,0);
TemperateDecidousForest = Color(0,1,1,0);
TemperateDesert = Color(0,0,1,1);
Taiga = Color(1,0,0,1);
ShrubLand = Color(0,0,0,0);
Snow = Color(0,1,0,1);
Tundra = Color(1,0,1,0);