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https://github.com/DeMuenu/MoonlightVRC.git
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Rename PlayerPositionsToShader to LightUpdater
Renamed all references, scripts, and editor helpers from PlayerPositionsToShader to LightUpdater for improved clarity and consistency. Updated README and editor preview documentation to reflect the new naming. Added new shader Standard_Lightmap_2SP for enhanced lighting and shadow support.
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@@ -1,15 +1,15 @@
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// Assets/Editor/PlayerPositionsToShaderPreview.cs
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// Assets/Editor/LightUpdaterPreview.cs
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine;
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using System.Collections.Generic;
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[InitializeOnLoad]
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public static class PlayerPositionsToShaderPreview
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public static class LightUpdaterPreview
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{
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const double kTickInterval = 0.1; // seconds
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static double _nextTick;
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static readonly Dictionary<PlayerPositionsToShader, Cache> _cache = new Dictionary<PlayerPositionsToShader, Cache>();
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static readonly Dictionary<LightUpdater, Cache> _cache = new Dictionary<LightUpdater, Cache>();
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struct Cache
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{
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@@ -21,7 +21,7 @@ public static class PlayerPositionsToShaderPreview
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public int size;
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}
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static PlayerPositionsToShaderPreview()
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static LightUpdaterPreview()
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{
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EditorApplication.update += Update;
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EditorApplication.hierarchyChanged += ForceTick;
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@@ -53,18 +53,18 @@ public static class PlayerPositionsToShaderPreview
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SceneView.RepaintAll();
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}
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static PlayerPositionsToShader[] FindAllInScene()
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static LightUpdater[] FindAllInScene()
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{
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#if UNITY_2023_1_OR_NEWER
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return Object.FindObjectsByType<PlayerPositionsToShader>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
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return Object.FindObjectsByType<LightUpdater>(FindObjectsInactive.Exclude, FindObjectsSortMode.None);
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#elif UNITY_2020_1_OR_NEWER
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return Object.FindObjectsOfType<PlayerPositionsToShader>(true);
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return Object.FindObjectsOfType<LightUpdater>(true);
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#else
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return Resources.FindObjectsOfTypeAll<PlayerPositionsToShader>();
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return Resources.FindObjectsOfTypeAll<LightUpdater>();
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#endif
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}
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static void EnsureArrays(PlayerPositionsToShader src, int required)
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static void EnsureArrays(LightUpdater src, int required)
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{
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if (!_cache.TryGetValue(src, out var c) ||
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c.positions == null || c.colors == null || c.directions == null || c.types == null || c.shadowMapIndices == null ||
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@@ -83,7 +83,7 @@ public static class PlayerPositionsToShaderPreview
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}
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}
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static void PushFromBehaviour(PlayerPositionsToShader src)
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static void PushFromBehaviour(LightUpdater src)
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{
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int max = Mathf.Max(1, src.maxLights);
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EnsureArrays(src, max);
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@@ -171,8 +171,8 @@ public static class PlayerPositionsToShaderPreview
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}
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}
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[CustomEditor(typeof(PlayerPositionsToShader))]
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public class PlayerPositionsToShaderInspector : Editor
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[CustomEditor(typeof(LightUpdater))]
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public class LightUpdaterInspector : Editor
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{
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public override void OnInspectorGUI()
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{
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@@ -186,7 +186,7 @@ public class PlayerPositionsToShaderInspector : Editor
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if (GUILayout.Button("Refresh Now"))
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{
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PlayerPositionsToShaderPreview.ForceTick();
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LightUpdaterPreview.ForceTick();
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EditorApplication.QueuePlayerLoopUpdate();
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SceneView.RepaintAll();
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}
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@@ -1,8 +1,8 @@
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// Assets/Lighting/Scripts/PlayerPositionsToShader.Editor.cs
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// Assets/Lighting/Scripts/LightUpdater.Editor.cs
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#if UNITY_EDITOR
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using UnityEngine;
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public partial class PlayerPositionsToShader
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public partial class LightUpdater
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{
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public void Editor_BuildPreview(
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out Vector4[] positions,
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