Move Files, remove 2D world gen
This commit is contained in:
@@ -0,0 +1,375 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace InfiniteWorld.VoxelWorld
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{
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public enum VoxelSurfaceType : byte
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{
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CliffTop,
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CliffSide,
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Dirt,
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WalkableSurface
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}
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[CreateAssetMenu(menuName = "Infinite World/Voxel Biome Profile", fileName = "VoxelBiomeProfile")]
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public sealed class VoxelBiomeProfile : ScriptableObject
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{
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public Sprite cliffTopSprite;
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public Sprite cliffSideSprite;
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public Sprite dirtSprite;
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public Sprite walkableSurfaceSprite;
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public Sprite GetSprite(VoxelSurfaceType surfaceType)
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{
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return surfaceType switch
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{
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VoxelSurfaceType.CliffTop => cliffTopSprite,
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VoxelSurfaceType.CliffSide => cliffSideSprite,
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VoxelSurfaceType.Dirt => dirtSprite,
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VoxelSurfaceType.WalkableSurface => walkableSurfaceSprite,
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_ => walkableSurfaceSprite
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};
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}
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public bool HasAnyAssignedSprites()
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{
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return cliffTopSprite != null || cliffSideSprite != null || dirtSprite != null || walkableSurfaceSprite != null;
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}
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}
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internal sealed class VoxelWorldAtlas : IDisposable
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{
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private const int FallbackTileSize = 32;
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private const string ShaderName = "Infinite World/VoxelWorld/TextureArrayUnlit";
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private static readonly VoxelSurfaceType[] SurfaceOrder =
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{
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VoxelSurfaceType.CliffTop,
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VoxelSurfaceType.CliffSide,
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VoxelSurfaceType.Dirt,
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VoxelSurfaceType.WalkableSurface
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};
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private readonly Dictionary<int, Dictionary<VoxelSurfaceType, int>> layerLookup;
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private VoxelWorldAtlas(Texture2DArray textureArray, Material material, Dictionary<int, Dictionary<VoxelSurfaceType, int>> layers)
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{
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TextureArray = textureArray;
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Material = material;
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layerLookup = layers;
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}
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public Texture2DArray TextureArray { get; }
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public Material Material { get; }
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public int BiomeCount => layerLookup.Count;
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public int GetTextureLayer(int biomeIndex, VoxelSurfaceType surfaceType)
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{
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if (layerLookup.TryGetValue(biomeIndex, out Dictionary<VoxelSurfaceType, int> biomeLayers) && biomeLayers.TryGetValue(surfaceType, out int layer))
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{
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return layer;
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}
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return layerLookup[0][surfaceType];
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}
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public static VoxelWorldAtlas CreateRuntimeAtlas(IReadOnlyList<VoxelBiomeProfile> biomeProfiles)
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{
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List<VoxelBiomeProfile> sourceBiomes = new List<VoxelBiomeProfile>();
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if (biomeProfiles != null)
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{
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for (int i = 0; i < biomeProfiles.Count; i++)
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{
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if (biomeProfiles[i] != null)
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{
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sourceBiomes.Add(biomeProfiles[i]);
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}
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}
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}
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if (sourceBiomes.Count == 0)
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{
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sourceBiomes.Add(null);
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}
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int tileSize = DetermineTileSize(sourceBiomes);
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int layerCount = sourceBiomes.Count * SurfaceOrder.Length;
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Texture2DArray textureArray = new Texture2DArray(tileSize, tileSize, layerCount, TextureFormat.RGBA32, false, false)
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{
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filterMode = FilterMode.Point,
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wrapMode = TextureWrapMode.Repeat,
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anisoLevel = 1,
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name = "VoxelWorld_RuntimeTextureArray",
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hideFlags = HideFlags.HideAndDontSave
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};
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Dictionary<int, Dictionary<VoxelSurfaceType, int>> layers = new Dictionary<int, Dictionary<VoxelSurfaceType, int>>(sourceBiomes.Count);
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int layerIndex = 0;
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for (int biomeIndex = 0; biomeIndex < sourceBiomes.Count; biomeIndex++)
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{
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Dictionary<VoxelSurfaceType, int> biomeLayers = new Dictionary<VoxelSurfaceType, int>(SurfaceOrder.Length);
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layers[biomeIndex] = biomeLayers;
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for (int surfaceIndex = 0; surfaceIndex < SurfaceOrder.Length; surfaceIndex++)
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{
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VoxelSurfaceType surfaceType = SurfaceOrder[surfaceIndex];
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Texture2D tileTexture = BuildSurfaceTexture(sourceBiomes[biomeIndex], surfaceType, tileSize);
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CopyTextureToArrayLayer(tileTexture, textureArray, layerIndex);
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biomeLayers[surfaceType] = layerIndex;
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layerIndex++;
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if (Application.isPlaying)
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{
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UnityEngine.Object.Destroy(tileTexture);
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}
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else
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{
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UnityEngine.Object.DestroyImmediate(tileTexture);
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}
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}
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}
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textureArray.Apply(false, false);
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Shader shader = Shader.Find(ShaderName);
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if (shader == null)
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{
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shader = Shader.Find("Universal Render Pipeline/Unlit") ?? Shader.Find("Standard");
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Debug.LogError($"Shader '{ShaderName}' was not found. Falling back to '{shader?.name ?? "<missing>"}', but voxel texture array sampling will not work until the shader asset is imported correctly.");
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}
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Material material = new Material(shader)
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{
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name = "VoxelWorld_RuntimeMaterial",
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hideFlags = HideFlags.HideAndDontSave
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};
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if (material.HasProperty("_TextureArray"))
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{
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material.SetTexture("_TextureArray", textureArray);
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}
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if (material.HasProperty("_BaseColor"))
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{
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material.SetColor("_BaseColor", Color.white);
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}
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if (material.HasProperty("_Color"))
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{
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material.SetColor("_Color", Color.white);
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}
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return new VoxelWorldAtlas(textureArray, material, layers);
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}
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public void Dispose()
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{
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if (Application.isPlaying)
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{
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UnityEngine.Object.Destroy(TextureArray);
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UnityEngine.Object.Destroy(Material);
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}
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else
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{
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UnityEngine.Object.DestroyImmediate(TextureArray);
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UnityEngine.Object.DestroyImmediate(Material);
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}
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}
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private static int DetermineTileSize(IReadOnlyList<VoxelBiomeProfile> biomeProfiles)
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{
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int tileSize = FallbackTileSize;
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for (int biomeIndex = 0; biomeIndex < biomeProfiles.Count; biomeIndex++)
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{
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VoxelBiomeProfile biome = biomeProfiles[biomeIndex];
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for (int surfaceIndex = 0; surfaceIndex < SurfaceOrder.Length; surfaceIndex++)
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{
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Sprite sprite = biome != null ? biome.GetSprite(SurfaceOrder[surfaceIndex]) : null;
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if (sprite == null)
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{
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continue;
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}
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Rect rect = sprite.textureRect;
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tileSize = Mathf.Max(tileSize, Mathf.CeilToInt(Mathf.Max(rect.width, rect.height)));
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}
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}
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return Mathf.Max(FallbackTileSize, tileSize);
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}
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private static Texture2D BuildSurfaceTexture(VoxelBiomeProfile biome, VoxelSurfaceType surfaceType, int tileSize)
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{
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Texture2D texture = new Texture2D(tileSize, tileSize, TextureFormat.RGBA32, false)
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{
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filterMode = FilterMode.Point,
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wrapMode = TextureWrapMode.Repeat,
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hideFlags = HideFlags.HideAndDontSave
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};
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Fill(texture, new Color(1f, 0f, 1f, 1f));
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Sprite sprite = biome != null ? biome.GetSprite(surfaceType) : null;
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if (sprite == null || !TryBlitSprite(texture, sprite))
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{
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DrawFallbackSurface(texture, new RectInt(0, 0, tileSize, tileSize), surfaceType);
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}
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texture.Apply(false, false);
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return texture;
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}
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private static void CopyTextureToArrayLayer(Texture2D source, Texture2DArray destination, int layerIndex)
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{
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bool canUseCopyTexture = SystemInfo.supports2DArrayTextures &&
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SystemInfo.copyTextureSupport != UnityEngine.Rendering.CopyTextureSupport.None &&
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source.width == destination.width &&
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source.height == destination.height;
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if (canUseCopyTexture)
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{
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try
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{
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Graphics.CopyTexture(source, 0, 0, destination, layerIndex, 0);
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return;
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}
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catch (Exception)
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{
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// Fall back to CPU copy when runtime copy is unavailable for this platform/import setup.
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}
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}
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destination.SetPixels(source.GetPixels(), layerIndex, 0);
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}
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private static bool TryBlitSprite(Texture2D target, Sprite sprite)
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{
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try
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{
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Texture2D source = sprite.texture;
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Rect spriteRect = sprite.textureRect;
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for (int y = 0; y < target.height; y++)
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{
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float sampleY = Mathf.Lerp(spriteRect.yMin, spriteRect.yMax - 1f, y / (float)Mathf.Max(1, target.height - 1));
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int sourceY = Mathf.Clamp(Mathf.RoundToInt(sampleY), 0, source.height - 1);
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for (int x = 0; x < target.width; x++)
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{
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float sampleX = Mathf.Lerp(spriteRect.xMin, spriteRect.xMax - 1f, x / (float)Mathf.Max(1, target.width - 1));
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int sourceX = Mathf.Clamp(Mathf.RoundToInt(sampleX), 0, source.width - 1);
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target.SetPixel(x, y, source.GetPixel(sourceX, sourceY));
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}
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}
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return true;
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}
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catch (UnityException)
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{
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Debug.LogWarning($"Sprite '{sprite.name}' texture is not readable. Falling back to generated tile for voxel biome texture array.");
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return false;
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}
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}
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private static void DrawFallbackSurface(Texture2D texture, RectInt rect, VoxelSurfaceType surfaceType)
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{
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Color baseColor;
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Color accentColor;
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switch (surfaceType)
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{
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case VoxelSurfaceType.CliffTop:
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baseColor = new Color(0.40f, 0.72f, 0.28f, 1f);
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accentColor = new Color(0.18f, 0.35f, 0.13f, 1f);
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break;
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case VoxelSurfaceType.CliffSide:
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baseColor = new Color(0.47f, 0.34f, 0.22f, 1f);
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accentColor = new Color(0.25f, 0.52f, 0.18f, 1f);
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break;
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case VoxelSurfaceType.Dirt:
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baseColor = new Color(0.44f, 0.31f, 0.20f, 1f);
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accentColor = new Color(0.31f, 0.20f, 0.12f, 1f);
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break;
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default:
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baseColor = new Color(0.28f, 0.58f, 0.25f, 1f);
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accentColor = new Color(0.18f, 0.40f, 0.16f, 1f);
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break;
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}
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FillRect(texture, rect, baseColor);
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ApplyNoise(texture, rect, 0.06f, 101 + (int)surfaceType * 43);
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if (surfaceType == VoxelSurfaceType.CliffSide)
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{
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FillRect(texture, new RectInt(rect.x, rect.yMax - Mathf.Max(4, rect.height / 6), rect.width, Mathf.Max(4, rect.height / 6)), accentColor);
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}
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else if (surfaceType == VoxelSurfaceType.CliffTop)
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{
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FillRect(texture, new RectInt(rect.x, rect.yMax - Mathf.Max(4, rect.height / 5), rect.width, Mathf.Max(4, rect.height / 5)), accentColor);
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}
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else
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{
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for (int y = rect.y + 4; y < rect.yMax - 4; y += Mathf.Max(6, rect.height / 4))
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{
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for (int x = rect.x + 4; x < rect.xMax - 4; x += Mathf.Max(6, rect.width / 4))
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{
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DrawDisc(texture, x, y, 2, accentColor);
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}
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}
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}
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}
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private static void Fill(Texture2D texture, Color color)
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{
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Color[] pixels = new Color[texture.width * texture.height];
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for (int i = 0; i < pixels.Length; i++)
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{
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pixels[i] = color;
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}
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texture.SetPixels(pixels);
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}
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private static void FillRect(Texture2D texture, RectInt rect, Color color)
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{
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for (int y = rect.yMin; y < rect.yMax; y++)
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{
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for (int x = rect.xMin; x < rect.xMax; x++)
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{
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texture.SetPixel(x, y, color);
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}
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}
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}
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private static void DrawDisc(Texture2D texture, int centerX, int centerY, int radius, Color color)
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{
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int sqrRadius = radius * radius;
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for (int y = -radius; y <= radius; y++)
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{
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for (int x = -radius; x <= radius; x++)
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{
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if (x * x + y * y > sqrRadius)
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{
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continue;
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}
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texture.SetPixel(centerX + x, centerY + y, color);
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}
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}
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}
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private static void ApplyNoise(Texture2D texture, RectInt rect, float strength, int seed)
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{
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for (int y = rect.yMin; y < rect.yMax; y++)
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{
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for (int x = rect.xMin; x < rect.xMax; x++)
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{
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Color pixel = texture.GetPixel(x, y);
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float noise = Mathf.PerlinNoise((x + seed) * 0.18f, (y - seed) * 0.18f) - 0.5f;
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texture.SetPixel(x, y, pixel * (1f + noise * strength * 2f));
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}
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}
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}
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}
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}
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