| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162 | using UnityEngine;using System.Collections;namespace Enviro{    [ExecuteInEditMode]     [AddComponentMenu("Enviro 3/Integrations/MicroSplat Integration")]    public class EnviroMicrosplatIntegration : MonoBehaviour      {         [Header("Wetness")]        public bool UpdateWetness = true;        [Range(0f, 1f)]        public float minWetness = 0f;        [Range(0f, 1f)]        public float maxWetness = 1f;        [Header("Rain Ripples")]        public bool UpdateRainRipples = true;        [Header("Puddle Settings")]        public bool UpdatePuddles = true;        [Header("Stream Settings")]         public bool UpdateStreams = true;        [Header("Snow Settings")]        public bool UpdateSnow = true;        //[Header("Wind Settings")]        //public bool UpdateWindStrength = true;        //public bool UpdateWindRotation = true;        void Update ()         {            if (EnviroManager.instance == null || EnviroManager.instance.Environment == null)                return;            if (UpdateSnow){                Shader.SetGlobalFloat ("_Global_SnowLevel", EnviroManager.instance.Environment.Settings.snow);            }            if (UpdateWetness) {                float currWetness = Mathf.Clamp(EnviroManager.instance.Environment.Settings.wetness, minWetness, maxWetness);                Shader.SetGlobalVector("_Global_WetnessParams", new Vector2(minWetness, currWetness));            }                            if (UpdatePuddles) {                Shader.SetGlobalFloat("_Global_PuddleParams", EnviroManager.instance.Environment.Settings.wetness);            }            if (UpdateRainRipples)             {                if(EnviroManager.instance.Effects != null)                {                    float rainIntensity = Mathf.Clamp(EnviroManager.instance.Effects.Settings.rain1Emission + EnviroManager.instance.Effects.Settings.rain2Emission,0f,1f);                    Shader.SetGlobalFloat("_Global_RainIntensity", rainIntensity);                }            }            if (UpdateStreams) {                Shader.SetGlobalFloat("_Global_StreamMax", EnviroManager.instance.Environment.Settings.wetness);            }        }    }} 
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