fix:代码提初始化
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@@ -0,0 +1,101 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System;
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namespace Enviro
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{
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[Serializable]
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public class EnviroSkyQualitySettings
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{
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public EnviroSky.SkyMode skyMode = EnviroSky.SkyMode.Normal;
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}
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[Serializable]
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public class EnviroVolumetricCloudsQualitySettings
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{
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public bool volumetricClouds = true;
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public bool lightningSupport = true;
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public bool variableBottomNoise = false;
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public int downsampling = 4;
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public int stepsLayer1 = 128;
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public float blueNoiseIntensity = 1f;
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public float reprojectionBlendTime = 10f;
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public float lodDistance = 0.25f;
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}
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[Serializable]
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public class EnviroFlatCloudsQualitySettings
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{
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public bool cirrusClouds = true;
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public bool flatClouds = true;
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public int flatCloudsShadowSteps = 8;
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}
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[Serializable]
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public class EnviroAuroraQualitySettings
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{
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public bool aurora = true;
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[Range(6,32)]
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public int steps = 32;
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}
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[Serializable]
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public class EnviroEffectsQualitySettings
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{
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[Range(0f,2f)]
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public float particeEmissionRateModifier = 1f;
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}
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[Serializable]
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public class EnviroFogQualitySettings
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{
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public bool fog = true;
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public EnviroFogSettings.FogQualityMode fogQualityMode = EnviroFogSettings.FogQualityMode.Normal;
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public bool volumetrics = true;
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public bool unityFog = false;
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public EnviroFogSettings.Quality quality;
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[Range(16,96)]
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public int steps = 32;
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}
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[Serializable]
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public class EnviroQuality : ScriptableObject
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{
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//Inspector
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public bool showEditor, showSky, showVolumeClouds, showFog, showFlatClouds, showEffects, showAurora;
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public EnviroSkyQualitySettings skyOverride;
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public EnviroVolumetricCloudsQualitySettings volumetricCloudsOverride;
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public EnviroFogQualitySettings fogOverride;
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public EnviroFlatCloudsQualitySettings flatCloudsOverride;
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public EnviroAuroraQualitySettings auroraOverride;
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public EnviroEffectsQualitySettings effectsOverride;
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}
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public class EnviroQualityCreation
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{
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#if UNITY_EDITOR
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[UnityEditor.MenuItem("Assets/Create/Enviro3/Quality")]
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#endif
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public static EnviroQuality CreateMyAsset()
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{
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EnviroQuality wpreset = ScriptableObject.CreateInstance<EnviroQuality>();
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#if UNITY_EDITOR
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// Create and save the new profile with unique name
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string path = UnityEditor.AssetDatabase.GetAssetPath (UnityEditor.Selection.activeObject);
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if (path == "")
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{
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path = EnviroHelper.assetPath;
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}
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string assetPathAndName = UnityEditor.AssetDatabase.GenerateUniqueAssetPath (path + "/New " + "Quality" + ".asset");
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UnityEditor.AssetDatabase.CreateAsset (wpreset, assetPathAndName);
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UnityEditor.AssetDatabase.SaveAssets ();
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UnityEditor.AssetDatabase.Refresh();
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#endif
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return wpreset;
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}
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}
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}
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