skybox subsetter

This commit is contained in:
SoulliesOfficial
2025-07-09 01:01:06 -04:00
parent 6533997d59
commit 537caabfa9
128 changed files with 13280 additions and 2268 deletions

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using UnityEngine;
using UnityEngine.InputSystem;
namespace SkyboxBlenderSpace
{
public class SpacebarClick : MonoBehaviour
{
public SkyboxBlender skyboxScript;
bool isStopped;
void Update()
{
if (Keyboard.current.spaceKey.wasPressedThisFrame) {
skyboxScript.Blend();
isStopped = false;
}
// stop blending
if (Keyboard.current.eKey.wasPressedThisFrame) {
if (isStopped) {
skyboxScript.Resume();
isStopped = false;
}
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skyboxScript.Stop();
isStopped = true;
}
}
}
}
}

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using UnityEngine;
using UnityEngine.InputSystem;
namespace SkyboxBlenderSpace
{
public class SpacebarClick2 : MonoBehaviour
{
public SkyboxBlender skyboxScript;
bool isStopped;
void Update()
{
if (Keyboard.current.spaceKey.wasPressedThisFrame) {
skyboxScript.Blend(true);
isStopped = false;
}
// stop blending
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using UnityEngine;
namespace SkyboxBlenderSpace
{
public class SpacebarClick3 : MonoBehaviour
{
public SkyboxBlender skyboxScript;
bool isStopped;
void Update()
{
if (Input.GetKeyDown(KeyCode.Space)) {
skyboxScript.Blend(2);
isStopped = false;
}
// stop blending
if (Input.GetKeyDown(KeyCode.E)) {
if (isStopped) {
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isStopped = false;
}
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skyboxScript.Stop();
isStopped = true;
}
}
}
}
}

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Please consider leaving us your feedback and tell us what you think. We always appreciate it as it helps us make this asset better and supports us.

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using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(SkyboxBlender))]
public class SkyboxBlenderInspector : Editor
{
SerializedProperty skyboxMaterials,
makeFirstMaterialSkybox,
blendSpeed,
timeToWait,
loop,
updateLighting,
updateReflections,
updateEveryFrames,
keepRotating,
rotateToAngle,
rotationSpeed,
stopRotationOnBlendFinish;
void OnEnable()
{
skyboxMaterials = serializedObject.FindProperty("skyboxMaterials");
makeFirstMaterialSkybox = serializedObject.FindProperty("makeFirstMaterialSkybox");
blendSpeed = serializedObject.FindProperty("blendSpeed");
timeToWait = serializedObject.FindProperty("timeToWait");
loop = serializedObject.FindProperty("loop");
updateLighting = serializedObject.FindProperty("updateLighting");
updateReflections = serializedObject.FindProperty("updateReflections");
updateEveryFrames = serializedObject.FindProperty("updateEveryFrames");
keepRotating = serializedObject.FindProperty("keepRotating");
rotateToAngle = serializedObject.FindProperty("rotateToAngle");
rotationSpeed = serializedObject.FindProperty("rotationSpeed");
stopRotationOnBlendFinish = serializedObject.FindProperty("stopRotationOnBlendFinish");
}
public override void OnInspectorGUI()
{
var button = GUILayout.Button("Click for more tools");
if (button) Application.OpenURL("https://bit.ly/3CyjBzT");
EditorGUILayout.Space(5);
SkyboxBlender script = (SkyboxBlender) target;
int space = 15;
EditorGUILayout.Space(space);
EditorGUILayout.LabelField("Material Options", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(skyboxMaterials);
EditorGUILayout.PropertyField(makeFirstMaterialSkybox);
EditorGUILayout.Space(space);
EditorGUILayout.LabelField("Blend Options", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(blendSpeed);
EditorGUILayout.PropertyField(timeToWait);
EditorGUILayout.PropertyField(loop);
EditorGUILayout.Space(space);
EditorGUILayout.LabelField("Lighting Options", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(updateLighting);
EditorGUILayout.PropertyField(updateReflections);
if (script.updateLighting || script.updateReflections) {
EditorGUILayout.PropertyField(updateEveryFrames);
}
EditorGUILayout.Space(space);
EditorGUILayout.LabelField("Rotations Options", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(keepRotating);
if (!script.keepRotating) {
EditorGUILayout.PropertyField(rotateToAngle);
}
EditorGUILayout.PropertyField(rotationSpeed);
EditorGUILayout.PropertyField(stopRotationOnBlendFinish);
serializedObject.ApplyModifiedProperties();
}
}

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Shader "Skybox/SkyboxBlender" {
Properties {
_Tint ("Tint Color", Color) = (.5, .5, .5, 1)
_Tint2 ("Tint Color 2", Color) = (.5, .5, .5, 1)
[Gamma] _Exposure ("Exposure", Range(0, 8)) = 1.0
_Rotation ("Rotation", Range(0, 360)) = 0
_BlendCubemaps ("Blend Cubemaps", Range(0, 1)) = 0
[NoScaleOffset] _Tex ("Cubemap (HDR)", Cube) = "grey" {}
[NoScaleOffset] _Tex2 ("Cubemap (HDR) 2", Cube) = "grey" {}
}
SubShader {
Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" }
Cull Off ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
samplerCUBE _Tex;
samplerCUBE _Tex2;
float _BlendCubemaps;
half4 _Tex_HDR;
half4 _Tint;
half4 _Tint2;
half _Exposure;
float _Rotation;
float4 RotateAroundYInDegrees (float4 vertex, float degrees)
{
float alpha = degrees * UNITY_PI / 180.0;
float sina, cosa;
sincos(alpha, sina, cosa);
float2x2 m = float2x2(cosa, -sina, sina, cosa);
return float4(mul(m, vertex.xz), vertex.yw).xzyw;
}
struct appdata_t {
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f {
float4 vertex : SV_POSITION;
float3 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert (appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(RotateAroundYInDegrees(v.vertex, _Rotation));
o.texcoord = v.vertex;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
float4 env1 = texCUBE (_Tex, i.texcoord);
float4 env2 = texCUBE (_Tex2, i.texcoord);
float4 env = lerp( env1, env2, _BlendCubemaps );
float4 tint = lerp( _Tint, _Tint2, _BlendCubemaps );
half3 c = DecodeHDR (env, _Tex_HDR);
c = c * tint.rgb * unity_ColorSpaceDouble;
c *= _Exposure;
return half4(c, 1);
}
ENDCG
}
}
Fallback Off
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Rendering;
[ExecuteInEditMode]
[AddComponentMenu("Skybox Blender/Skybox Blender")]
public class SkyboxBlender : MonoBehaviour
{
[Tooltip("The materials you want to blend to linearly.")]
public List<Material> skyboxMaterials;
[Tooltip("Checking this will instantly make the first material your current skybox.")]
public bool makeFirstMaterialSkybox;
[Min(0), Tooltip("The speed of the blending between the skyboxes.")]
public float blendSpeed = 0.5f;
[Min(0), Tooltip("The time to wait before blending the next skybox material.")]
public float timeToWait = 0f;
[Tooltip("If enabled, will loop the materials list. When the blender reaches the last skybox in the list, it'll blend back to the first one.")]
public bool loop = true;
[Tooltip("If enabled, the lighting of the world will be updated to that of the skyboxes blending.")]
public bool updateLighting;
[Tooltip("If enabled, the reflections of the world will be updated to that of the skyboxes blending.")]
public bool updateReflections;
[Range(1, 30), Tooltip("Set how many frames need to pass during blend before updating the reflections & lighting each time. Updating these take a toll on performance so the higher this number is, the more performant your game will be (during blend) but the less accurate the lighting & reflections update will be. The less this number is, the slower the game will be but the accuracy increases. By average the best performance/accuracy results is setting it between 5-10.")]
public int updateEveryFrames = 5;
[Tooltip("Keep rotating the skybox infinetly while blending.")]
public bool keepRotating;
[Tooltip("if you would prefer a certain degree to rotate the skybox to during blending - 360 is a full turn.")]
public float rotateToAngle = 180;
[Min(0), Tooltip("The speed of the skybox rotation.")]
public float rotationSpeed;
[Tooltip("If enabled, the rotation will stop when the blend finishes. If disabled, even after blending the skybox will continue rotating. TAKE NOTE: if loop is enabled in blend options. This will not take effect.")]
public bool stopRotationOnBlendFinish;
#region SYSTEM VARIABLES
Material defaultSkyboxMaterial;
Material skyboxBlenderMaterial;
Texture currentTexture;
float totalBlendValue = 1f;
public float blendValue { private set; get; }
float defaultBlend;
float defaultRotation;
float rotationSpeedValue;
int index = 0;
public int CurrentIndex {
get { return index; }
}
int indexToBlend;
int usedBlend;
int LightAndReflectionFrames;
bool linearBlending;
bool currentSkyboxNotFirstMaterialBlending;
bool comingFromLoop;
bool rotateSkybox;
bool oneTickBlend = false;
bool stillRunning = false;
bool singleBlend = false;
bool stopped = false;
bool blendByIndex;
bool stopRotation;
bool blendFinished;
bool blendingCurrentSkyToListNotSingleBlend;
bool isLinearBlend;
bool isSetReflectionProbeOnStart;
ReflectionProbe reflectionProbe;
Cubemap cubemap = null;
#endregion
#region UNITY METHODS
void Awake()
{
// load the material
skyboxBlenderMaterial = Resources.Load("Material & Shader/Skybox Blend Material", typeof(Material)) as Material;
if (skyboxBlenderMaterial)
{
defaultBlend = skyboxBlenderMaterial.GetFloat("_BlendCubemaps");
defaultRotation = skyboxBlenderMaterial.GetFloat("_Rotation");
defaultSkyboxMaterial = skyboxBlenderMaterial;
InspectorAndAwakeChanges();
}
else {
Debug.LogWarning("Can't find Skybox Blend Material in resources. Please re-import!");
}
if (updateLighting || updateReflections)
{
SetReflectionProbe();
UpdateLightingAndReflections(true);
}
}
void OnValidate()
{
if (skyboxBlenderMaterial == null) {
skyboxBlenderMaterial = Resources.Load("Material & Shader/Skybox Blend Material", typeof(Material)) as Material;
}
InspectorAndAwakeChanges();
}
void OnApplicationQuit()
{
// return the material to original blend
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", defaultBlend);
skyboxBlenderMaterial.SetFloat("_Rotation", defaultRotation);
if (currentTexture != null) {
skyboxBlenderMaterial.SetTexture("_Tex", currentTexture);
}
RenderSettings.skybox = defaultSkyboxMaterial;
}
void Update()
{
// when in editor mode, set the skybox material in the skybox linearBlendmaterial
if (!Application.isPlaying)
{
if (RenderSettings.skybox == null) {
return;
}
if (RenderSettings.skybox.HasProperty("_Tex"))
{
skyboxBlenderMaterial.SetTexture("_Tex", RenderSettings.skybox.GetTexture("_Tex"));
skyboxBlenderMaterial.SetColor("_Tint", RenderSettings.skybox.GetColor("_Tint"));
}
return;
}
if (updateReflections && !isSetReflectionProbeOnStart)
{
if (!SetReflectionProbeTexture()) {
return;
}
}
// skybox blending linearly the list
if (linearBlending && !stopped)
{
// set the type of the used blending
usedBlend = 1;
blendValue += Time.deltaTime * blendSpeed;
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", blendValue);
UpdateLightingAndReflections();
if (skyboxBlenderMaterial.GetFloat("_BlendCubemaps") >= totalBlendValue)
{
blendFinished = true;
linearBlending = false;
blendValue = 0f;
StopAllCoroutines();
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", 0f);
SetSkyBoxes(true, index, false, 0, true);
UpdateLightingAndReflections(true);
if (comingFromLoop)
{
index = 0;
}
// increment index and linearBlend if not reached end
if ((index + 1) < skyboxMaterials.Count)
{
if (!comingFromLoop) {
index++;
}
comingFromLoop = false;
SetSkyBoxes(true, index);
if (index + 1 < skyboxMaterials.Count) {
SetSkyBoxes(false, 0, true, index+1);
}
if (index - (skyboxMaterials.Count - 1) > 0) {
if (!oneTickBlend) linearBlending = true;
}
else {
if (!oneTickBlend) StartCoroutine(WaitBeforeBlending());
}
}
// if reached end and loopable
if (index >= skyboxMaterials.Count-1)
{
if (loop)
{
if (oneTickBlend)
{
stillRunning = false;
return;
}
SetSkyBoxes(true, index, true, 0, true);
comingFromLoop = true;
StartCoroutine(WaitBeforeBlending());
}
else {
stillRunning = false;
if (stopRotationOnBlendFinish) {
StopRotation();
}
}
}
}
else {
blendFinished = false;
}
}
// single blending
if (singleBlend && !stopped)
{
blendValue += Time.deltaTime * blendSpeed;
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", blendValue);
UpdateLightingAndReflections();
if (skyboxBlenderMaterial.GetFloat("_BlendCubemaps") >= totalBlendValue)
{
blendFinished = true;
singleBlend = false;
blendValue = 0f;
StopAllCoroutines();
if (blendByIndex)
{
index = indexToBlend;
blendByIndex = false;
}
else {
if (index + 1 < skyboxMaterials.Count) index++;
else index = 0;
}
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", 0f);
SetSkyBoxes(true, index, false, 0, true);
UpdateLightingAndReflections(true);
stillRunning = false;
if (stopRotationOnBlendFinish) {
StopRotation();
}
}
else {
blendFinished = false;
}
}
// blending for if the current skybox is not the same as first material
if (currentSkyboxNotFirstMaterialBlending && !stopped)
{
// set the type of the used blending
usedBlend = 2;
blendValue += Time.deltaTime * blendSpeed;
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", blendValue);
UpdateLightingAndReflections();
if (skyboxBlenderMaterial.GetFloat("_BlendCubemaps") >= totalBlendValue)
{
blendFinished = true;
currentSkyboxNotFirstMaterialBlending = false;
blendValue = 0f;
StopAllCoroutines();
int indexForFirst = 0;
int indexForSecond = 1;
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", 0f);
if (skyboxMaterials.Count == 1) {
indexForSecond = 0;
}
SetSkyBoxes(true, 0, true, indexForSecond, true);
UpdateLightingAndReflections(true);
if (oneTickBlend) {
stillRunning = false;
}
else {
StartCoroutine(WaitBeforeBlending());
}
if (stopRotationOnBlendFinish && !blendingCurrentSkyToListNotSingleBlend) {
StopRotation();
}
blendingCurrentSkyToListNotSingleBlend = false;
}
else {
blendFinished = false;
}
}
// skybox rotation
if (rotateSkybox && !stopRotation)
{
rotationSpeedValue += Time.deltaTime * rotationSpeed;
if (keepRotating) {
skyboxBlenderMaterial.SetFloat("_Rotation", rotationSpeedValue);
}
else {
if (skyboxBlenderMaterial.GetFloat("_Rotation") < rotateToAngle) {
skyboxBlenderMaterial.SetFloat("_Rotation", rotationSpeedValue);
}
else {
rotateSkybox = false;
skyboxBlenderMaterial.SetFloat("_Rotation", rotateToAngle);
}
}
}
}
#endregion
#region SYSTEM METHODS
// set the skybox material
void SetSkyBoxes(bool firstTex = false, int firstTexIndex = 0, bool secondTex = false, int secondTexIndex = 0, bool apply = false)
{
if (firstTex)
{
skyboxBlenderMaterial.SetTexture("_Tex", skyboxMaterials[firstTexIndex].GetTexture("_Tex"));
skyboxBlenderMaterial.SetColor("_Tint", skyboxMaterials[firstTexIndex].GetColor("_Tint"));
}
if (secondTex)
{
skyboxBlenderMaterial.SetTexture("_Tex2", skyboxMaterials[secondTexIndex].GetTexture("_Tex"));
skyboxBlenderMaterial.SetColor("_Tint2", skyboxMaterials[secondTexIndex].GetColor("_Tint"));
}
if (apply) {
RenderSettings.skybox = skyboxBlenderMaterial;
}
}
// setup the skybox material before blending
void PrepareMaterialForBlend(int skyboxIndex)
{
// set texture
skyboxBlenderMaterial.SetTexture("_Tex", RenderSettings.skybox.GetTexture("_Tex"));
skyboxBlenderMaterial.SetTexture("_Tex2", skyboxMaterials[skyboxIndex].GetTexture("_Tex"));
// set tint
skyboxBlenderMaterial.SetColor("_Tint", RenderSettings.skybox.GetColor("_Tint"));
skyboxBlenderMaterial.SetColor("_Tint2", skyboxMaterials[skyboxIndex].GetColor("_Tint"));
}
// wait for time for normal blending
IEnumerator WaitBeforeBlending()
{
isLinearBlend = true;
yield return new WaitForSeconds(timeToWait);
linearBlending = true;
}
// change skyboxes and material textures on inspector change and script awake
public void InspectorAndAwakeChanges()
{
if (makeFirstMaterialSkybox)
{
if (skyboxMaterials.Count >= 1)
{
if (skyboxMaterials[0] != null)
{
skyboxBlenderMaterial.SetTexture("_Tex", skyboxMaterials[0].GetTexture("_Tex"));
skyboxBlenderMaterial.SetColor("_Tint", skyboxMaterials[0].GetColor("_Tint"));
RenderSettings.skybox = skyboxBlenderMaterial;
Debug.Log("Skybox set to the first material in the list: " + skyboxMaterials[0].name);
}
}
else {
Debug.LogWarning("You need to set a material first to make it the skybox");
}
}
if (skyboxMaterials != null)
{
if (skyboxMaterials.Count > 1)
{
if (skyboxMaterials[1] != null) {
skyboxBlenderMaterial.SetTexture("_Tex2", skyboxMaterials[1].GetTexture("_Tex"));
skyboxBlenderMaterial.SetColor("_Tint2", skyboxMaterials[1].GetColor("_Tint"));
}
}
}
}
// set reflection probe for reflections
void SetReflectionProbe()
{
reflectionProbe = GetComponent<ReflectionProbe>();
if (reflectionProbe == null) {
reflectionProbe = gameObject.AddComponent<ReflectionProbe>() as ReflectionProbe;
}
reflectionProbe.cullingMask = 0;
reflectionProbe.refreshMode = ReflectionProbeRefreshMode.ViaScripting;
reflectionProbe.mode = ReflectionProbeMode.Realtime;
reflectionProbe.timeSlicingMode = ReflectionProbeTimeSlicingMode.NoTimeSlicing;
if (updateReflections)
{
RenderSettings.defaultReflectionMode = DefaultReflectionMode.Custom;
cubemap = new Cubemap(reflectionProbe.resolution, reflectionProbe.hdr ? TextureFormat.RGBAHalf : TextureFormat.RGBA32, true);
}
}
// update the lighting and reflections of the world
void UpdateLightingAndReflections(bool forceUpdate=false)
{
// exit if both options are off
if (!updateReflections && !updateLighting)
{
LightAndReflectionFrames = 0;
return;
}
if (!forceUpdate)
{
// run every set frames for performance
if (LightAndReflectionFrames < updateEveryFrames) {
LightAndReflectionFrames++;
return;
}
}
// update the lighting if set
if (updateLighting) {
DynamicGI.UpdateEnvironment();
}
// if update reflections is off then exit the function
if (!updateReflections) {
return;
}
LightAndReflectionFrames = 0;
reflectionProbe.RenderProbe();
if (reflectionProbe.texture != null)
{
Graphics.CopyTexture(reflectionProbe.texture, cubemap as Texture);
RenderSettings.customReflection = cubemap;
return;
}
}
bool SetReflectionProbeTexture()
{
if (!isSetReflectionProbeOnStart)
{
SetReflectionProbe();
UpdateLightingAndReflections(true);
if (reflectionProbe.texture != null) {
isSetReflectionProbeOnStart = true;
}
}
return isSetReflectionProbeOnStart;
}
#endregion
#region PUBLIC APIs
// trigger the skybox blend
public void Blend(bool singlePassBlend = false, bool rotate = true)
{
if (currentSkyboxNotFirstMaterialBlending && !stopped) {
return;
}
if (isLinearBlend && !stopped) {
return;
}
if (rotate) {
rotateSkybox = true;
stopRotation = false;
}
if ((stopped || stillRunning) && !singlePassBlend) {
stopped = false;
if (blendFinished) {
if ((usedBlend == 1 || usedBlend == 2) && !stillRunning) {
StartCoroutine(WaitBeforeBlending());
return;
}
}
}
stopped = false;
blendByIndex = false;
StopAllCoroutines();
currentTexture = RenderSettings.skybox.GetTexture("_Tex");
if (blendValue > 0) {
oneTickBlend = singlePassBlend;
return;
}
if (singlePassBlend) {
if (index == 0 && currentTexture != skyboxMaterials[0].GetTexture("_Tex")) {
PrepareMaterialForBlend(0);
currentSkyboxNotFirstMaterialBlending = true;
}
else {
int indexToTransition = index;
if (!stopped) {
if (index >= skyboxMaterials.Count - 1) {
indexToTransition = 0;
}
else {
indexToTransition++;
}
}
PrepareMaterialForBlend(indexToTransition);
singleBlend = true;
}
RenderSettings.skybox = skyboxBlenderMaterial;
stillRunning = true;
}
else {
// if only one element then linear blend from current scene skybox to the first material
if (skyboxMaterials.Count == 1) {
if (currentTexture != skyboxMaterials[0].GetTexture("_Tex")) {
PrepareMaterialForBlend(0);
RenderSettings.skybox = skyboxBlenderMaterial;
}
}
else {
if (index == 0 && skyboxMaterials[0] != null) {
if (currentTexture == skyboxMaterials[0].GetTexture("_Tex")) {
SetSkyBoxes(true, 0, false, 0, true);
}
else {
SetSkyBoxes(false, 0, true, 0, true);
currentSkyboxNotFirstMaterialBlending = true;
blendingCurrentSkyToListNotSingleBlend = true;
}
}
}
// is this the last material
if (index >= skyboxMaterials.Count - 1) {
comingFromLoop = true;
}
// if the rotate parameter passed
if (rotate) {
rotateSkybox = true;
stopRotation = false;
}
// flag some vars to start the blending in Update
if (!currentSkyboxNotFirstMaterialBlending) {
linearBlending = true;
stillRunning = true;
if (rotate) rotateSkybox = true;
}
isLinearBlend = true;
}
oneTickBlend = singlePassBlend;
}
// call using material index
public void Blend(int skyboxIndex, bool rotate = true)
{
stopped = false;
if (stillRunning) return;
if (index == skyboxIndex) {
Debug.Log("Skybox material already set on the one you're trying to call.");
return;
}
if (skyboxIndex > skyboxMaterials.Count - 1) {
Debug.Log("The passed index is bigger than the Count of the skybox materials list.");
return;
}
if (skyboxIndex < 0) {
skyboxIndex = skyboxMaterials.Count - 1;
}
if (skyboxMaterials[skyboxIndex] == null) {
Debug.Log("There is no material in the list with the passed index.");
return;
}
StopAllCoroutines();
currentTexture = RenderSettings.skybox.GetTexture("_Tex");
blendByIndex = true;
indexToBlend = skyboxIndex;
PrepareMaterialForBlend(skyboxIndex);
singleBlend = true;
RenderSettings.skybox = skyboxBlenderMaterial;
if (rotate) {
rotateSkybox = true;
stopRotation = false;
}
stillRunning = true;
oneTickBlend = true;
}
// cancel the current blend and reset the skybox to what it was before the blend
public void Cancel()
{
StopAllCoroutines();
linearBlending = false;
singleBlend = false;
currentSkyboxNotFirstMaterialBlending = false;
blendingCurrentSkyToListNotSingleBlend = false;
oneTickBlend = false;
stopped = false;
blendValue = 0;
stillRunning = false;
isLinearBlend = false;
comingFromLoop = false;
skyboxBlenderMaterial.SetFloat("_BlendCubemaps", 0f);
SetSkyBoxes(true, index, false, 0, true);
UpdateLightingAndReflections(true);
}
// stop the blending
public void Stop(bool stopRot=true)
{
stopped = true;
StopAllCoroutines();
if (stopRot && rotateSkybox) {
stopRotation = true;
}
}
// resume the blending
public void Resume(bool resumeRot=true)
{
stopped = false;
if (resumeRot) {
stopRotation = false;
}
if (usedBlend == 1 || usedBlend == 2) {
if (blendFinished) {
StartCoroutine(WaitBeforeBlending());
}
}
}
// check if blending is in process
public bool IsBlending()
{
if (stopped) {
return false;
}
if (linearBlending|| singleBlend || currentSkyboxNotFirstMaterialBlending) {
return true;
}
return false;
}
// rotate the skybox only
public void Rotate()
{
skyboxBlenderMaterial.SetTexture("_Tex", RenderSettings.skybox.GetTexture("_Tex"));
skyboxBlenderMaterial.SetColor("_Tint", RenderSettings.skybox.GetColor("_Tint"));
RenderSettings.skybox = skyboxBlenderMaterial;
rotateSkybox = true;
stopRotation = false;
}
// stop the rotation only
public void StopRotation()
{
rotateSkybox = false;
stopRotation = false;
}
#endregion
}

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