using UnityEngine;
#pragma warning disable 0429, 0162 // Unreachable expression code detected (because of Noise3D.isSupported on mobile)
namespace VLB
{
public static class Noise3D
{
///
/// Returns if the 3D Noise feature is supported on the current platform or not.
/// 3D Noise feature requires a graphicsShaderLevel 35 or higher (which is basically Shader Model 3.5 / OpenGL ES 3.0 or above)
/// If not supported, the beams will look like the 3D Noise has been disabled.
///
public static bool isSupported {
get {
if (!ms_IsSupportedChecked)
{
ms_IsSupported = SystemInfo.graphicsShaderLevel >= kMinShaderLevel;
if (!ms_IsSupported)
Debug.LogWarning(isNotSupportedString);
ms_IsSupportedChecked = true;
}
return ms_IsSupported;
}
}
///
/// Returns if the 3D Noise Texture has been successfully loaded or not.
/// If the feature is not supported (isSupported == false), isProperlyLoaded is also false.
///
public static bool isProperlyLoaded { get { return ms_NoiseTexture != null; } }
public static string isNotSupportedString { get {
var str = string.Format("3D Noise requires higher shader capabilities (Shader Model 3.5 / OpenGL ES 3.0), which are not available on the current platform: graphicsShaderLevel (current/required) = {0} / {1}",
SystemInfo.graphicsShaderLevel,
kMinShaderLevel);
#if UNITY_EDITOR
str += "\nPlease change the editor's graphics emulation for a more capable one via \"Edit/Graphics Emulation\" and press Play to force the light beams to be recomputed.";
#endif
return str;
}
}
static bool ms_IsSupportedChecked = false;
static bool ms_IsSupported = false;
static Texture3D ms_NoiseTexture = null;
const int kMinShaderLevel = 35; // Shader Model 3.5 / OpenGL ES 3.0 to handle sampler3D -> https://docs.unity3d.com/ScriptReference/SystemInfo-graphicsShaderLevel.html
[RuntimeInitializeOnLoadMethod]
static void OnStartUp()
{
LoadIfNeeded();
}
#if UNITY_EDITOR
public static void _EditorForceReloadData()
{
ms_NoiseTexture = null;
LoadIfNeeded();
}
#endif
public static void LoadIfNeeded()
{
if (!isSupported) return;
if (ms_NoiseTexture == null)
{
ms_NoiseTexture = Config.Instance.noiseTexture3D;
Shader.SetGlobalTexture(ShaderProperties.GlobalNoiseTex3D, ms_NoiseTexture);
Shader.SetGlobalFloat(ShaderProperties.GlobalNoiseCustomTime, -1.0f);
}
}
}
}