// Distant Lands 2025 // COZY: Stylized Weather 3 // All code included in this file is protected under the Unity Asset Store Eula using System.Collections; using UnityEngine; #if COZY_URP using UnityEngine.Rendering; #elif UNITY_POST_PROCESSING_STACK_V2 using UnityEngine.Rendering.PostProcessing; #endif #if UNITY_EDITOR using UnityEditor; #endif namespace DistantLands.Cozy.Data { [System.Serializable] [CreateAssetMenu(menuName = "Distant Lands/Cozy/FX/Post Processing FX", order = 361)] public class VisualFX : FXProfile { public int layer; public float priority = 100; #if COZY_URP public VolumeProfile effectSettings; Volume _volume; #elif UNITY_POST_PROCESSING_STACK_V2 public PostProcessProfile effectSettings; PostProcessVolume _volume; #endif public override void PlayEffect(float i) { #if UNITY_POST_PROCESSING_STACK_V2 || COZY_URP if (!_volume) if (!InitializeEffect(weatherSphere)) return; _volume.weight = Mathf.Clamp01(transitionTimeModifier.Evaluate(i)); #endif } public override bool InitializeEffect(CozyWeather weather) { if (!Application.isPlaying) return false; base.InitializeEffect(weather); #if UNITY_POST_PROCESSING_STACK_V2 || COZY_URP if (_volume) return true; if (_volume == null) { #if COZY_URP if (weather.GetFXRuntimeRef(name)) _volume = weather.GetFXRuntimeRef(name); #elif UNITY_POST_PROCESSING_STACK_V2 _volume = weather.GetFXRuntimeRef(name); #endif if (_volume) return true; #if COZY_URP _volume = new GameObject().AddComponent(); #elif UNITY_POST_PROCESSING_STACK_V2 _volume = new GameObject().AddComponent(); #endif _volume.gameObject.name = name; _volume.transform.parent = weather.visualFXParent; _volume.transform.position = Vector3.zero; _volume.transform.rotation = Quaternion.identity; _volume.profile = effectSettings; _volume.priority = priority; _volume.weight = 0; _volume.isGlobal = true; _volume.gameObject.layer = layer; return true; } #endif return false; } } #if UNITY_EDITOR [CustomEditor(typeof(VisualFX))] [CanEditMultipleObjects] public class E_VisualFX : E_FXProfile { void OnEnable() { } public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.LayerField(new GUIContent("Volume Layer"), serializedObject.FindProperty("layer").intValue); EditorGUILayout.PropertyField(serializedObject.FindProperty("priority"), new GUIContent("Priority")); EditorGUILayout.PropertyField(serializedObject.FindProperty("transitionTimeModifier")); EditorGUILayout.PropertyField(serializedObject.FindProperty("effectSettings"), new GUIContent("Post Processing Profile")); EditorGUILayout.Space(); if (serializedObject.FindProperty("effectSettings").objectReferenceValue) CreateEditor(serializedObject.FindProperty("effectSettings").objectReferenceValue).OnInspectorGUI(); serializedObject.ApplyModifiedProperties(); } public override void RenderInWindow(Rect pos) { float space = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; var propPosA = new Rect(pos.x, pos.y + space, pos.width, EditorGUIUtility.singleLineHeight); var propPosB = new Rect(pos.x, pos.y + space * 2, pos.width, EditorGUIUtility.singleLineHeight); var propPosC = new Rect(pos.x, pos.y + space * 3, pos.width, EditorGUIUtility.singleLineHeight); var propPosD = new Rect(pos.x, pos.y + space * 4, pos.width, EditorGUIUtility.singleLineHeight); var propPosE = new Rect(pos.x, pos.y + space * 5, pos.width, EditorGUIUtility.singleLineHeight); var propPosF = new Rect(pos.x, pos.y + space * 6, pos.width, EditorGUIUtility.singleLineHeight); serializedObject.Update(); EditorGUI.LayerField(propPosA, new GUIContent("Volume Layer"), serializedObject.FindProperty("layer").intValue); EditorGUI.PropertyField(propPosB, serializedObject.FindProperty("priority")); EditorGUI.PropertyField(propPosC, serializedObject.FindProperty("effectSettings")); EditorGUI.PropertyField(propPosD, serializedObject.FindProperty("transitionTimeModifier")); serializedObject.ApplyModifiedProperties(); } public override float GetLineHeight() { return 4; } } #endif }