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Difference between revisions of "Scripting/SRenderSettings"

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Line 159: Line 159:
 
Space.RenderSettings.SubtractiveShadowColor=Color.Red<br>
 
Space.RenderSettings.SubtractiveShadowColor=Color.Red<br>
 
''--get value.''<br>
 
''--get value.''<br>
Space.Log(Space.RenderSettings.SubtractiveShadowColor.ToString())
+
Space.Log(Space.RenderSettings.SubtractiveShadowColor.ToString())|6=<pre>--clicking the object will open a color picker that changes the Subtractive Shadow Color
 +
thisGameObject = Space.Host.ExecutingObject
 +
originalColor = Space.RenderSettings.SubtractiveShadowColor
 +
 
 +
OnChange = function(SColor)
 +
Space.RenderSettings.SubtractiveShadowColor = SColor
 +
end
 +
 
 +
OnSelect = function(SColor)
 +
Space.RenderSettings.SubtractiveShadowColor = SColor
 +
end
 +
 
 +
OnCancel = function()
 +
Space.RenderSettings.SubtractiveShadowColor = originalColor
 +
end
 +
 
 +
OnClick = function()
 +
Space.Dialogues.ColorPicker("title","okbutton", OnChange, OnSelect, OnCancel, originalColor)
 +
end
 +
 
 +
 
 +
thisGameObject.AddClickable()
 +
thisGameObject.Clickable.OnClick(OnClick)</pre>
 
}}
 
}}
  

Revision as of 07:02, 13 October 2021

The Render Settings include values for a range of visual elements in Scene, such as fog and ambient light.

Members

SetGlobalShaderTexture

void SetGlobalShaderTexture {string name, SResource dir;}

Set a global texture property.

--Create a shader first and define it "half _Mult".
--Use "_Mult" as "_Metallic" and delete "_Metallic".
--set value and put on a gameobject
Space.RenderSettings.SetGlobalShaderTexture("_TestTex",Space.Resources[3])


SetGlobalShaderFloat

void SetGlobalShaderFloat {string name, float dir;}

Set a global float property for all shaders.

--Create a shader first and define "sampler2D _TestTex".
--Use "_TestTex" as "_MainTex" and delete "_MainTex".
--set value and put on a gameobject
Space.RenderSettings.SetGlobalShaderFloat("_Mult",1)


SetGlobalShaderColor

void SetGlobalShaderColor {string name, SColor dir;}

Set a global color property for all shaders.

--create a shader first and define "fixed4 _TestColor"
--use "_TestColor" as "_Color" and delete "_TestColor".
--set value and put on a gameobject
Space.RenderSettings.SetGlobalShaderFloat("_TestColor",Color.Red)


SetGlobalShaderVector

void SetGlobalShaderVector {string name, SVector dir;}

Set a global color property for all shaders.

--Create a shader first and define "vector _TestVector"

--set value and put on a gameobject
Space.RenderSettings.SetGlobalShaderFloat("_TestVector",Vector.One)



Properties

DefaultReflectionResolution

int DefaultReflectionResolution {get, set;}

Cubemap resolution for default reflection.

--set value.

Space.RenderSettings.DefaultReflectionResolution=256
--get value.

Space.Log(Space.RenderSettings.DefaultReflectionResolution)


--the below script will make a slider change the Render Setting's Cube Map Resolution

thisGameObject = Space.Host.ExecutingObject

slider = Space.Host.GetReference("slider").UISlider --add reference to Scripting Runtime

OVC = function()
Space.RenderSettings.DefaultReflectionResolution = slider.Value * 4096 -- from 0 to 40906
end

slider.OnValueChanged(OVC)

Skybox

SMaterial Skybox {get, set;}

The global skybox to use.

--set value.

Space.RenderSettings.Skybox=Space.Resources[1].AsMaterial
--get value.

Space.Log(Space.RenderSettings.Skybox.Name)


--clicking this object will toggle between two Skyboxes
--[Add 2 materials to the first two Resource slots in Scripting Runtime component]
thisGameObject = Space.Host.ExecutingObject

OnClick = function()
  if Space.RenderSettings.Skybox==Space.Resources[1].AsMaterial then
    Space.RenderSettings.Skybox=Space.Resources[2].AsMaterial
  else 
    Space.RenderSettings.Skybox=Space.Resources[1].AsMaterial
  end
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

FlareFadeSpeed

float FlareFadeSpeed {get, set;}

The fade speed of all flares in the Scene.

--set value.

Space.RenderSettings.FlareFadeSpeed=5
--get value.

Space.Log(Space.RenderSettings.FlareFadeSpeed)


--the below script will make a slider change the Render Setting's Flare Fade Speed

thisGameObject = Space.Host.ExecutingObject

slider = Space.Host.GetReference("slider").UISlider --add reference to Scripting Runtime

OVC = function()
Space.RenderSettings.FlareFadeSpeed = slider.Value * 5 -- from 0 to 5
end

slider.OnValueChanged(OVC)

FlareStrength

float FlareStrength {get, set;}

The intensity of all flares in the Scene.

--set value.

Space.RenderSettings.FlareStrength=1
--get value.

Space.Log(Space.RenderSettings.FlareStrength)


--the below script will make a slider change the Render Setting's Flare Strength

thisGameObject = Space.Host.ExecutingObject

slider = Space.Host.GetReference("slider").UISlider --add reference to Scripting Runtime

OVC = function()
Space.RenderSettings.FlareStrength = slider.Value * 5 -- from 0 to 5
end

slider.OnValueChanged(OVC)

HaloStrength

float HaloStrength {get, set;}

Size of the light halos.

--set value.

Space.RenderSettings.HaloStrength=1
--get value.

Space.Log(Space.RenderSettings.HaloStrength)


--the below script will make a slider change the Render Setting's Halo Strength

thisGameObject = Space.Host.ExecutingObject

slider = Space.Host.GetReference("slider").UISlider --add reference to Scripting Runtime

OVC = function()
Space.RenderSettings.HaloStrength = slider.Value * 5 -- from 0 to 5
end

slider.OnValueChanged(OVC)

ReflectionBounces

int ReflectionBounces {get, set;}

The number of times a reflection includes other reflections.

--set value.

Space.RenderSettings.ReflectionBounces=5
--get value.

Space.Log(Space.RenderSettings.ReflectionBounces)


--the below script will make a slider change the Render Setting's Reflection Bounces

thisGameObject = Space.Host.ExecutingObject

slider = Space.Host.GetReference("slider").UISlider --add reference to Scripting Runtime

OVC = function()
Space.RenderSettings.ReflectionBounces = slider.Value * 5 -- from 0 to 5
end

slider.OnValueChanged(OVC)

ReflectionIntensity

float ReflectionIntensity {get, set;}

How much the skybox / custom cubemap reflection affects the Scene.

--set value.

Space.RenderSettings.ReflectionIntensity=1
--get value.

Space.Log(Space.RenderSettings.ReflectionIntensity)


--the below script will make a slider change the Render Setting's Reflection Intensity

thisGameObject = Space.Host.ExecutingObject

slider = Space.Host.GetReference("slider").UISlider --add reference to Scripting Runtime

OVC = function()
Space.RenderSettings.ReflectionIntensity = slider.Value * 5 -- from 0 to 5
end

slider.OnValueChanged(OVC)

SubtractiveShadowColor

SColor SubtractiveShadowColor {get, set;}

The color used for the sun shadows in the Subtractive lightmode.

--set value.

Space.RenderSettings.SubtractiveShadowColor=Color.Red
--get value.

Space.Log(Space.RenderSettings.SubtractiveShadowColor.ToString())


--clicking the object will open a color picker that changes the Subtractive Shadow Color
thisGameObject = Space.Host.ExecutingObject
originalColor = Space.RenderSettings.SubtractiveShadowColor

OnChange = function(SColor) 
 Space.RenderSettings.SubtractiveShadowColor = SColor
end

OnSelect = function(SColor)
 Space.RenderSettings.SubtractiveShadowColor = SColor
end

OnCancel = function()
 Space.RenderSettings.SubtractiveShadowColor = originalColor
end

OnClick = function()
Space.Dialogues.ColorPicker("title","okbutton", OnChange, OnSelect, OnCancel, originalColor)
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

AmbientIntensity

float AmbientIntensity {get, set;}

How much the light from the Ambient Source affects the Scene.

--set value.

Space.RenderSettings.AmbientIntensity=1
--get value.

Space.Log(Space.RenderSettings.AmbientIntensity)


--the below script will make a slider change the Render Setting's Ambient Intensity

thisGameObject = Space.Host.ExecutingObject

slider = Space.Host.GetReference("slider").UISlider --add reference to Scripting Runtime

OVC = function()
Space.RenderSettings.AmbientIntensity = slider.Value * 5 -- from 0 to 5
end

slider.OnValueChanged(OVC)

AmbientLight

SColor AmbientLight {get, set;}

Flat ambient lighting color.

--set value.

Space.RenderSettings.AmbientLight=Color.Blue
--get value.

Space.Log(Space.RenderSettings.AmbientLight.ToString())


AmbientGroundColor

SColor AmbientGroundColor {get, set;}

Ambient lighting coming from below.

--set value.

Space.RenderSettings.AmbientGroundColor=Color.Green
--get value.

Space.Log(Space.RenderSettings.AmbientGroundColor.ToString())



AmbientEquatorColor

SColor AmbientEquatorColor {get, set;}

Ambient lighting coming from the sides.

--set value.

Space.RenderSettings.AmbientEquatorColor=Color.Green
--get value.

Space.Log(Space.RenderSettings.AmbientEquatorColor.ToString())


AmbientSkyColor

SColor AmbientSkyColor {get, set;}

Ambient lighting coming from above.

--set value.

Space.RenderSettings.AmbientSkyColor=Color.White
--get value.

Space.Log(Space.RenderSettings.AmbientSkyColor.ToString())


AmbientMode

SAmbientMode AmbientMode {get, set;}

Ambient lighting mode.

--set value.

Space.RenderSettings.AmbientMode=0
--Skybox = 0.
--Trilight = 1.
--Flat = 3.
--Custom = 4.

Space.Log(Space.RenderSettings.AmbientMode)



FogEndDistance

float FogEndDistance {get, set;}

The ending distance of linear fog.

--set value.

Space.RenderSettings.FogEndDistance=300
--get value.

Space.Log(Space.RenderSettings.FogEndDistance)


--the below script will make a slider change the Render Setting's Fog End Distance

thisGameObject = Space.Host.ExecutingObject

slider = Space.Host.GetReference("slider").UISlider --add reference to Scripting Runtime

OVC = function()
Space.RenderSettings.FogEndDistance = (slider.Value * 170) + 30-- from 30 to 200
end

slider.OnValueChanged(OVC)

FogStartDistance

float FogStartDistance {get, set;}

The starting distance of linear fog.

--set value.

Space.RenderSettings.FogStartDistance=10
--get value.

Space.Log(Space.RenderSettings.FogStartDistance)


--the below script will make a slider change the Render Setting's Fog Start Distance

thisGameObject = Space.Host.ExecutingObject

slider = Space.Host.GetReference("slider").UISlider --add reference to Scripting Runtime

OVC = function()
Space.RenderSettings.FogStartDistance = (slider.Value * 10) -- from 0 to 10
end

slider.OnValueChanged(OVC)

FogDensity

float FogDensity {get, set;}

The density of the exponential fog.

--set value.

Space.RenderSettings.FogDensity=10
--get value.

Space.Log(Space.RenderSettings.FogDensity)


--the below script will make a slider change the Render Setting's Fog Density

thisGameObject = Space.Host.ExecutingObject

slider = Space.Host.GetReference("slider").UISlider --add reference to Scripting Runtime

OVC = function()
Space.RenderSettings.FogDensity = (slider.Value * 10) -- from 0 to 10
end

slider.OnValueChanged(OVC)

FogMode

SFogMode FogMode {get, set;}

Ambient lighting mode.

--set value.

Space.RenderSettings.FogMode=2
--Linear = 1.
--Exponential = 2.
--ExponentialSquared = 3.

Space.Log(Space.RenderSettings.FogMode)


--clicking this object will toggle between 3 Fog Modes

thisGameObject = Space.Host.ExecutingObject

OnClick = function()
  if Space.RenderSettings.FogMode==3 then
    Space.RenderSettings.FogMode=1
  else 
    Space.RenderSettings.FogMode = Space.RenderSettings.FogMode + 1
  end
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

Fog

bool Fog {get, set;}

Whether Fog is enabled or not

Space.RenderSettings.Fog=true


--clicking this object will toggle enable/disable Fog

thisGameObject = Space.Host.ExecutingObject

OnClick = function()
Space.RenderSettings.Fog = not Space.RenderSettings.Fog
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

FogColor

SColor FogColor {get, set;}

The color of the fog.

Space.RenderSettings.FogColor = Color.Red


--clicking the object will open a color picker that changes the Fog color
thisGameObject = Space.Host.ExecutingObject
originalColor = Space.RenderSettings.FogColor

OnChange = function(SColor) 
 Space.RenderSettings.FogColor = SColor
end

OnSelect = function(SColor)
 Space.RenderSettings.FogColor = SColor
end

OnCancel = function()
 Space.RenderSettings.FogColor = originalColor
end

OnClick = function()
Space.Dialogues.ColorPicker("title","okbutton", OnChange, OnSelect, OnCancel, originalColor)
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)

AmbientSkyboxAmount

float AmbientSkyboxAmount {get, set;}

How much the light from the Ambient Source affects the Scene.

--set value.

Space.RenderSettings.AmbientSkyboxAmount=10
--get value.

Space.Log(Space.RenderSettings.AmbientSkyboxAmount)


--the below script will make a slider change the Render Setting's Ambient Skybox Amount

thisGameObject = Space.Host.ExecutingObject

slider = Space.Host.GetReference("slider").UISlider --add reference to Scripting Runtime

OVC = function()
Space.RenderSettings.AmbientSkyboxAmount = (slider.Value * 10) -- from 0 to 10
end

slider.OnValueChanged(OVC)

DefaultReflectionMode

SDefaultReflectionMode DefaultReflectionMode {get, set;}

Ambient lighting mode.

--set value.

Space.RenderSettings.DefaultReflectionMode=1
--Skybox = 0.
--Custom = 1.
--get value.

Space.Log(Space.RenderSettings.DefaultReflectionMode)


--clicking this object will toggle between two Default Reflection Modes

thisGameObject = Space.Host.ExecutingObject

OnClick = function()
  if Space.RenderSettings.DefaultReflectionMode==1 then
    Space.RenderSettings.DefaultReflectionMode=0
  else 
    Space.RenderSettings.DefaultReflectionMode=1
  end
end


thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)