AudioSelector
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using UnityEngine;
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using System.Collections.Generic;
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using Assets.WasapiAudio.Scripts.Unity;
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[RequireComponent(typeof(Material))]
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public class ThemeShaderBinder : MonoBehaviour
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{
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public Material material;
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public Preferences preferences;
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private Texture2D _texture;
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private Color[] _colorCache;
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private int textureSize = 128;
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private Gradient _theme;
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private void Start() {
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if (preferences == null) {
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Debug.Log("Theme Shader Binder needs Preferences.");
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gameObject.SetActive(false);
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}
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}
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private void Update() {
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UpdateTexture();
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UpdateBinding();
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}
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public Color DecomposeHdrColor(Color linearColorHdr) {
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var maxColorComponent = linearColorHdr.maxColorComponent;
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float scaleFactor = 191f / maxColorComponent;
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float exposure = Mathf.Log(255f / scaleFactor) / Mathf.Log(2f);
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float factor = 1f / exposure;
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if (exposure <= 1f) {
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return linearColorHdr;
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}
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float r = linearColorHdr.r * factor;
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float g = linearColorHdr.g * factor;
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float b = linearColorHdr.b * factor;
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return new Color(r, g, b, linearColorHdr.a);
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}
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private void UpdateTexture() {
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if (_theme == preferences.Theme()) return;
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Debug.Log("Reinitialising Theme texture...");
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_texture = new Texture2D(textureSize, 1);
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_theme = preferences.Theme();
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_colorCache = new Color[textureSize];
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_texture.name = $"ThemeTexture{textureSize}";
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_texture.wrapMode = TextureWrapMode.Clamp;
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for (int i = 0; i < textureSize; i++) {
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if (_theme == null) return;
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Color color = DecomposeHdrColor(_theme.Evaluate((float)i / (float)textureSize));
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// Color color = _theme.Evaluate((float)i / (float)textureSize);
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_colorCache[i] = color;
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}
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_texture.SetPixels(_colorCache);
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_texture.Apply();
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}
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public void UpdateBinding() {
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UpdateTexture();
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material.SetFloat("_ThemeSize", textureSize);
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material.SetTexture("_ThemeTexture", _texture);
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}
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}
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