G1-Karte in Unity (Assets/Luneraria/Scenes/G1_Map.unity), reproduzierbar gebaut aus dem Godot-Weltgenerator (gebacken), den FBX-Modellen aus U2A und der Karte des C#-Kerns. - tools/godot-golden/world_export.gd: backt Gelände (Raster, Farben, Lauf- und Standhöhen), Lanebeläge, Plattform, Brücke, Randsteine, Basen, Landmarken, Vegetation, Adern, Grottentreppen, Aufstellungsbereiche und Licht. Braucht einen echten Renderer (HEADLESS=0); prüft auf Headless-Einheitstransformationen. - LuneWorldBuilder: Meshes (GUID-stabil), Szene, Licht, Himmel, Post-Processing, 16 Türme, 2 Ancients und die Grotte aus LuneMap mit Teammaterialien. - Materialsystem: Luneraria/Surface (Gelände, Kluft-Oberflächen, Fluss, Adern, Kristall, G2-Werte mit Teamvarianten und Vertex-AO) und Luneraria/Pad; LuneMaterialSet.Dress wie Godots dress. - View-Assembly: LuneSpace (Unity = (-x, h, y)), LuneGround, LuneCameraMath, LuneBuildingView (Zustände intakt bis Ruine). - Vergleichsbilder mit den Kameraeinstellungen der Godot-G2-Aufnahmen. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
304 lines
16 KiB
C#
304 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Luneraria.View;
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using Newtonsoft.Json.Linq;
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using UnityEditor;
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using UnityEngine;
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namespace Luneraria.EditorTools
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{
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/// <summary>
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/// Creates the shared materials (U2B) from the Godot material library
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/// (scripts/luneraria/view/lune_materials.gd), the baked world materials and the prop
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/// materials of map_props.fbx, with team variants for team surfaces. Every material uses
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/// Luneraria/Surface (modes see the shader) or Luneraria/Pad. Idempotent: existing assets are
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/// updated in place, so scene references stay valid.
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/// </summary>
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public static class LuneMaterialFactory
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{
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public const string Folder = "Assets/Luneraria/Materials";
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public const string SetPath = Folder + "/LuneMaterials.asset";
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const string StoneMapPath = "Assets/Luneraria/Art/Textures/limestone-albedo.png";
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// Surface modes of Luneraria/Surface.
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public const int Plain = 0, Terrain = 1, Stone = 2, Paving = 3, Soil = 4, Bark = 5, Foliage = 6, Water = 7, Vein = 8, Crystal = 9;
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/// <summary>Team style (Blau, Rot, neutral grotto) of lune_materials.gd TEAM_STYLE.</summary>
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public static readonly Color[] TeamCrystal = { Hex("78c6ff"), Hex("ff7d45"), Hex("b784ff") };
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public static readonly Color[] TeamRune = { Hex("86d2ff"), Hex("ffae5a"), Hex("c29cff") };
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public static readonly Color[] TeamMetal = { new Color(.80f, .85f, .92f), new Color(.92f, .64f, .34f), new Color(.70f, .62f, .50f) };
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public static readonly Color[] TeamCloth = { Hex("2a5aa8"), Hex("9a2c20"), Hex("45305f") };
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public static readonly Color[] TeamLight = { Hex("8cc8ff"), Hex("ffae72"), Hex("b37cff") };
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public static readonly Color[] TeamColor = { Hex("5aa8ff"), Hex("ff6a55"), Hex("b37cff") };
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static readonly string[] TeamNames = { "Blau", "Rot", "Neutral" };
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sealed class Spec
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{
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public int Mode;
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public Color Base = Color.white;
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public float Roughness = .88f;
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public float Metallic;
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public Color Emission = Color.black;
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public float Energy;
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public bool VertexColor;
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public bool DoubleSided;
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public float StoneScale = .23f;
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public float Relief = .016f;
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}
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static Shader _surface;
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static Texture2D _stone;
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public static Color Hex(string hex)
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{
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ColorUtility.TryParseHtmlString("#" + hex, out Color color);
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return color;
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}
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/// <summary>
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/// An HDR emission value for an [HDR] material colour: Godot's emission (sRGB colour, linear
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/// energy multiplier) as the linear value Unity hands to the shader unchanged.
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/// </summary>
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public static Color Hdr(Color srgb, float energy)
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{
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Color linear = srgb.linear * energy;
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return new Color(linear.r, linear.g, linear.b, 1f);
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}
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/// <summary>
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/// A plain (non-HDR) colour that Unity converts from gamma to linear, carrying a linear
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/// value above one (RenderSettings.ambientLight = colour * energy).
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/// </summary>
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public static Color GammaEncoded(Color srgb, float energy)
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{
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Color linear = srgb.linear * energy;
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return new Color(Mathf.LinearToGammaSpace(linear.r), Mathf.LinearToGammaSpace(linear.g), Mathf.LinearToGammaSpace(linear.b), 1f);
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}
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public static LuneMaterialSet Build(LuneWorldBake bake, out Dictionary<int, Material> worldMaterials)
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{
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Directory.CreateDirectory(Folder + "/Buildings");
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Directory.CreateDirectory(Folder + "/World");
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Directory.CreateDirectory(Folder + "/Props");
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AssetDatabase.Refresh();
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_surface = Shader.Find("Luneraria/Surface");
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if (_surface == null)
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throw new InvalidOperationException("shader Luneraria/Surface missing");
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_stone = AssetDatabase.LoadAssetAtPath<Texture2D>(StoneMapPath);
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var set = AssetDatabase.LoadAssetAtPath<LuneMaterialSet>(SetPath);
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if (set == null)
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{
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set = ScriptableObject.CreateInstance<LuneMaterialSet>();
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AssetDatabase.CreateAsset(set, SetPath);
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}
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set.Entries.Clear();
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BuildingMaterials(set);
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PropMaterials(set);
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worldMaterials = WorldMaterials(bake);
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EditorUtility.SetDirty(set);
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AssetDatabase.SaveAssets();
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return set;
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}
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// ------------------------------------------------------------ G2 buildings and boss (LN_*)
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static void BuildingMaterials(LuneMaterialSet set)
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{
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Fixed(set, "LN_Stone_Pale", new Spec { Mode = Stone, Base = new Color(.72f, .68f, .61f), VertexColor = true });
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Fixed(set, "LN_Stone_Dark", new Spec { Mode = Stone, Base = new Color(.30f, .30f, .33f), Roughness = .9f, VertexColor = true });
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Fixed(set, "LN_Stone_Grotto", new Spec { Mode = Stone, Base = new Color(.43f, .43f, .46f), VertexColor = true });
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Fixed(set, "LN_Rock", new Spec { Mode = Stone, Base = new Color(.38f, .38f, .40f), Roughness = .93f, VertexColor = true, StoneScale = .13f });
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Teams(set, "LN_Metal_Team", team => new Spec { Mode = Plain, Base = TeamMetal[team] * .92f, Metallic = .9f, Roughness = .32f, VertexColor = true });
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Fixed(set, "LN_Metal_Iron", new Spec { Mode = Plain, Base = new Color(.24f, .24f, .26f), Metallic = .8f, Roughness = .52f, VertexColor = true });
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Fixed(set, "LN_Metal_Bronze", new Spec { Mode = Plain, Base = new Color(.66f, .47f, .24f), Metallic = .9f, Roughness = .42f, VertexColor = true });
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Teams(set, "LN_Crystal_Team", team => new Spec { Mode = Crystal, Base = TeamCrystal[team], Emission = TeamCrystal[team], Energy = 3.2f });
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Fixed(set, "LN_Crystal_Grotto", new Spec { Mode = Crystal, Base = TeamCrystal[2], Emission = TeamCrystal[2], Energy = 3.2f });
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// Godot lights only the glyph strokes of a rune band; a dim band stands in for them.
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Teams(set, "LN_Rune_Team", team => new Spec { Mode = Plain, Base = new Color(.16f, .16f, .18f), Emission = TeamRune[team], Energy = .45f, Roughness = .5f, VertexColor = true });
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Fixed(set, "LN_Rune_Grotto", new Spec { Mode = Plain, Base = new Color(.16f, .16f, .18f), Emission = TeamRune[2], Energy = .45f, Roughness = .5f, VertexColor = true });
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Teams(set, "LN_Cloth_Team", team => new Spec { Mode = Plain, Base = TeamCloth[team], Roughness = .85f, DoubleSided = true, VertexColor = true });
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Fixed(set, "LN_Water_Glow", new Spec { Mode = Plain, Base = new Color(.45f, .35f, .80f) * .3f, Emission = new Color(.45f, .35f, .80f), Energy = 1.2f, Roughness = .1f });
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Fixed(set, "LN_Boss_Hide", new Spec { Mode = Plain, Base = new Color(.24f, .25f, .29f), Roughness = .84f, VertexColor = true });
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Fixed(set, "LN_Boss_Bone", new Spec { Mode = Plain, Base = new Color(.74f, .71f, .64f), Roughness = .62f, VertexColor = true });
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Fixed(set, "LN_Boss_Bronze", new Spec { Mode = Plain, Base = new Color(.42f, .31f, .18f), Metallic = .85f, Roughness = .42f, VertexColor = true });
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// The grotto boss glows in the neutral colour; a deployed boss in its team's.
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Teams(set, "LN_Crystal_Boss", team => new Spec { Mode = Crystal, Base = TeamCrystal[team], Emission = TeamCrystal[team], Energy = 2.4f }, neutral: true);
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Fixed(set, "LN_Wood", new Spec { Mode = Plain, Base = new Color(.33f, .23f, .15f), Roughness = .82f, VertexColor = true });
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Fixed(set, "LN_Cave", new Spec { Mode = Plain, Base = new Color(.02f, .015f, .03f), Roughness = 1f });
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}
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// ------------------------------------------------------------ props of map_props.fbx (ENV_*)
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static void PropMaterials(LuneMaterialSet set)
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{
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const string props = "Assets/Luneraria/Art/Environment/map_props.fbx";
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foreach (Material source in AssetDatabase.LoadAllAssetsAtPath(props).OfType<Material>())
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{
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string key = source.name;
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Color color = source.HasProperty("_BaseColor") ? source.GetColor("_BaseColor") : source.color;
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Spec spec;
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if (key.Contains("brass"))
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// Godot keeps the glTF material for brass (no Kluft surface).
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spec = new Spec { Mode = Plain, Base = color, Metallic = source.HasProperty("_Metallic") ? source.GetFloat("_Metallic") : .8f, Roughness = .4f };
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else if (key.StartsWith("ENV_"))
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spec = new Spec { Mode = SurfaceMode(key), Base = color };
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else
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spec = new Spec { Mode = Plain, Base = color, Roughness = .8f, DoubleSided = true };
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Add(set, key, Create(Folder + "/Props/" + key + ".mat", spec), null, null);
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}
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}
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public static int SurfaceMode(string key)
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{
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if (key.Contains("leaf"))
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return Foliage;
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if (key.Contains("bark"))
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return Bark;
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if (key.Contains("soil"))
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return Soil;
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if (key.Contains("paving"))
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return Paving;
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return Stone;
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}
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// ------------------------------------------------------------ baked world materials
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static Dictionary<int, Material> WorldMaterials(LuneWorldBake bake)
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{
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var result = new Dictionary<int, Material>();
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var materials = (JArray)bake.Data["materials"];
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var veins = 0;
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for (int index = 0; index < materials.Count; index++)
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{
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var entry = (JObject)materials[index];
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string type = (string)entry["type"];
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string shader = (string)entry["shader"] ?? "";
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string key = (string)entry["surface_key"];
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JObject parameters = (JObject)entry["params"] ?? new JObject();
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string name;
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Spec spec;
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if (key != null)
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{
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name = key;
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spec = new Spec { Mode = SurfaceMode(key), Base = ColorOf(parameters["base_color"]) };
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}
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else if (shader.EndsWith("lune_terrain.gdshader"))
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{
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name = "Terrain";
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spec = new Spec { Mode = Terrain, StoneScale = .21f };
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}
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else if (shader.EndsWith("river.gdshader"))
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{
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name = "River";
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spec = new Spec { Mode = Water };
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}
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else if (shader.EndsWith("lune_vein.gdshader"))
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{
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// Vein tint and seed are per-instance parameters in Godot; the builder assigns
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// one material per vein (see VeinMaterial).
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continue;
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}
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else if (shader.EndsWith("lune_pad.gdshader"))
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{
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Color tint = ColorOf(parameters["tint"]);
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int team = tint.r > tint.b ? 1 : 0;
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name = "Pad_" + TeamNames[team];
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result[index] = PadMaterial(Folder + "/World/" + name + ".mat", tint, (float)parameters["pad_length"], (float)parameters["row_start"]);
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continue;
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}
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else if (type == "standard")
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{
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Color albedo = ColorOf(entry["albedo"]);
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bool glow = entry["emission"] != null;
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name = "Glow_" + ColorUtility.ToHtmlStringRGB(albedo) + (glow ? "_" + ((float)entry["emission_energy"]).ToString("0.0#", System.Globalization.CultureInfo.InvariantCulture) : "");
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spec = new Spec { Mode = Plain, Base = albedo, Roughness = (float)entry["roughness"], Metallic = (float)entry["metallic"] };
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if (glow)
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{
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spec.Emission = ColorOf(entry["emission"]);
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spec.Energy = (float)entry["emission_energy"];
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}
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}
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else
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{
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throw new InvalidOperationException("unknown world material " + entry);
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}
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result[index] = Create(Folder + "/World/" + name + ".mat", spec);
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}
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return result;
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}
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/// <summary>One material per energy vein (tint from its team, seed from the bake).</summary>
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public static Material VeinMaterial(string name, Color tint, float seed)
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{
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Material material = Create(Folder + "/World/" + name + ".mat", new Spec { Mode = Vein, Base = tint });
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material.SetFloat("_Seed", seed);
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material.SetFloat("_Energy", 1f);
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EditorUtility.SetDirty(material);
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return material;
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}
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static Material PadMaterial(string path, Color tint, float length, float rowStart)
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{
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Shader shader = Shader.Find("Luneraria/Pad");
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var material = AssetDatabase.LoadAssetAtPath<Material>(path);
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if (material == null)
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{
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material = new Material(shader);
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AssetDatabase.CreateAsset(material, path);
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}
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material.shader = shader;
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material.SetColor("_Tint", tint);
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material.SetFloat("_PadLength", length);
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material.SetFloat("_RowStart", rowStart);
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EditorUtility.SetDirty(material);
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return material;
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}
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public static Color ColorOf(JToken values)
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{
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return new Color((float)values[0], (float)values[1], (float)values[2], values.Count() > 3 ? (float)values[3] : 1f);
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}
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static void Fixed(LuneMaterialSet set, string key, Spec spec)
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{
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Add(set, key, Create(Folder + "/Buildings/" + key + ".mat", spec), null, null);
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}
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static void Teams(LuneMaterialSet set, string key, Func<int, Spec> spec, bool neutral = true)
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{
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Material blau = Create(Folder + "/Buildings/" + key + "_Blau.mat", spec(0));
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Material rot = Create(Folder + "/Buildings/" + key + "_Rot.mat", spec(1));
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Material none = neutral ? Create(Folder + "/Buildings/" + key + "_Neutral.mat", spec(2)) : blau;
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Add(set, key, none, blau, rot);
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}
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static void Add(LuneMaterialSet set, string key, Material neutral, Material blau, Material rot)
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{
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set.Entries.Add(new LuneMaterialSet.Entry { Key = key, Neutral = neutral, Blau = blau, Rot = rot });
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}
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static Material Create(string path, Spec spec)
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{
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var material = AssetDatabase.LoadAssetAtPath<Material>(path);
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if (material == null)
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{
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material = new Material(_surface);
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AssetDatabase.CreateAsset(material, path);
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}
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material.shader = _surface;
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material.enableInstancing = true;
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material.SetColor("_BaseColor", spec.Base);
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material.SetFloat("_Mode", spec.Mode);
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material.SetFloat("_VertexColor", spec.VertexColor ? 1f : 0f);
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material.SetFloat("_Metallic", spec.Metallic);
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material.SetFloat("_Roughness", spec.Roughness);
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material.SetColor("_EmissionColor", spec.Energy > 0f ? Hdr(spec.Emission, spec.Energy) : Color.black);
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material.SetFloat("_StoneScale", spec.StoneScale);
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material.SetFloat("_Relief", spec.Relief);
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material.SetFloat("_Cull", spec.DoubleSided ? 0f : 2f);
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material.SetTexture("_StoneMap", _stone);
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material.globalIlluminationFlags = MaterialGlobalIlluminationFlags.None;
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EditorUtility.SetDirty(material);
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return material;
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}
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}
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}
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