Screw it, I added light

This commit is contained in:
RochesterX
2025-04-20 22:23:34 -04:00
parent 14970499b8
commit be63f2e19d
19 changed files with 9834 additions and 29 deletions

BIN
Assets/.DS_Store vendored

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29
Assets/LightCycle.cs Normal file
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering.Universal;
public class LightCycle : MonoBehaviour
{
public List<Color> colors;
public int targetColorIndex = 0;
public float speed = 1.0f;
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void Update()
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m_Layer: 0
m_Name: HELPER
m_Name: Shadow Updater
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m_PreviousShadowCastingSource: 1
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m_AnchorMax: {x: 0, y: 0}
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@@ -0,0 +1,27 @@
using System.Collections.Generic;
using System.Reflection;
using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace TilemapShadowCaster.Runtime
{
public class PathShadow : ShadowCaster2D
{
static FieldInfo shapeFieldInfo = typeof(ShadowCaster2D).GetField("m_ShapePath",
BindingFlags.NonPublic | BindingFlags.Instance);
static FieldInfo shapeHashFieldInfo = typeof(ShadowCaster2D).GetField("m_ShapePathHash",
BindingFlags.NonPublic | BindingFlags.Instance);
static FieldInfo sortingLayersFieldInfo = typeof(ShadowCaster2D).GetField("m_ApplyToSortingLayers",
BindingFlags.NonPublic | BindingFlags.Instance);
internal void SetShape(List<Vector2> points, int[] sortingLayers)
{
Vector3[] shapev3 = points.ConvertAll((point) => new Vector3(point.x, point.y)).ToArray();
shapeFieldInfo.SetValue(this, shapev3);
sortingLayersFieldInfo.SetValue(this, sortingLayers);
shapeHashFieldInfo.SetValue(this, (int) UnityEngine.Random.Range(0f, 10000000f));
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using System.Linq;
namespace TilemapShadowCaster.Runtime
{
[ExecuteInEditMode]
[DisallowMultipleComponent]
[AddComponentMenu("Rendering/2D/Tilemap Shadow Caster")]
public class TilemapShadowCaster2D : MonoBehaviour
{
[SerializeField] private uint colliderHash;
[SerializeField] private bool m_SelfShadows = false;
[SerializeField] private int m_ApplyToSortingLayers = -1;
private void Update()
{
CompositeCollider2D collider = GetComponent<CompositeCollider2D>();
uint shapeHash = collider.GetShapeHash();
if (shapeHash == colliderHash) return;
colliderHash = shapeHash;
ReinitializeShapes(collider);
}
private int[] getLayers(){
int[] values = SortingLayer.layers.Select(l => l.id).ToArray();
List<int> sortingLayers = new List<int>();
int propCount = 0;
for (int i = 0; i < values.Length; i++)
{
int layer = 1 << i;
if ((m_ApplyToSortingLayers & layer) != 0)
{
sortingLayers.Add(values[propCount]);
propCount ++;
}
}
int[] layerArray = sortingLayers.ToArray();
return layerArray;
}
private void ReinitializeShapes(CompositeCollider2D collider)
{
RemoveCurrentShadows();
for (int i = 0; i < collider.pathCount; i++)
{
List<Vector2> points = new List<Vector2>();
collider.GetPath(i, points);
GameObject go = new GameObject("AutogeneratedShadowPath", typeof(MeshRenderer));
go.transform.parent = transform;
PathShadow path = go.AddComponent<PathShadow>();
path.useRendererSilhouette = false;
path.selfShadows = m_SelfShadows;
path.SetShape(points, getLayers());
}
}
private void RemoveCurrentShadows()
{
new List<PathShadow>(GetComponentsInChildren<PathShadow>())
.ConvertAll(comp => comp.transform.gameObject)
.ForEach(gameObject =>
{
if (Application.isEditor)
{
DestroyImmediate(gameObject);
}
else
{
Destroy(gameObject);
}
});
}
public void ReinitializeShapes()
{
ReinitializeShapes(GetComponent<CompositeCollider2D>());
}
public void OnDestroy()
{
RemoveCurrentShadows();
}
}
}

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m_RuntimeSettings:
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m_DefaultSpriteMaterial: {fileID: 2100000, guid: 9dfc825aed78fcd4ba02077103263b40, type: 2}
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probeVolumeUploadDataL2CS: {fileID: 7200000, guid: 6196f34ed825db14b81fb3eb0ea8d931, type: 3}
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16
Assets/ShadowUpdater.cs Normal file
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@@ -0,0 +1,16 @@
using UnityEngine;
using UnityEngine.Rendering.Universal;
public class ShadowUpdater : MonoBehaviour
{
public bool restrictSelfShadows = false;
private void Start()
{
gameObject.AddComponent<ShadowCaster2D>();
if (restrictSelfShadows)
{
ShadowCaster2D shadowCaster = GetComponent<ShadowCaster2D>();
shadowCaster.selfShadows = false;
}
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}

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