diff --git a/Assets/Editor/CrossPlatformInput.meta b/Assets/Editor/CrossPlatformInput.meta deleted file mode 100644 index 714506c..0000000 --- a/Assets/Editor/CrossPlatformInput.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 41e4f29e5dee9ec48a2538955ef1de71 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs b/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs deleted file mode 100644 index 7318107..0000000 --- a/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs +++ /dev/null @@ -1,146 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEditor; - -namespace UnityStandardAssets.CrossPlatformInput.Inspector -{ - [InitializeOnLoad] - public class CrossPlatformInitialize - { - // Custom compiler defines: - // - // CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions. - // EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app). - // MOBILE_INPUT : denotes that mobile input should be used right now! - - static CrossPlatformInitialize() - { - var defines = GetDefinesList(buildTargetGroups[0]); - if (!defines.Contains("CROSS_PLATFORM_INPUT")) - { - SetEnabled("CROSS_PLATFORM_INPUT", true, false); - SetEnabled("MOBILE_INPUT", true, true); - } - } - - - [MenuItem("Mobile Input/Enable")] - private static void Enable() - { - SetEnabled("MOBILE_INPUT", true, true); - switch (EditorUserBuildSettings.activeBuildTarget) - { - case BuildTarget.Android: - case BuildTarget.iOS: - case BuildTarget.WP8Player: - case BuildTarget.BlackBerry: - case BuildTarget.PSM: - case BuildTarget.Tizen: - case BuildTarget.WSAPlayer: - EditorUtility.DisplayDialog("Mobile Input", - "You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.", - "OK"); - break; - - default: - EditorUtility.DisplayDialog("Mobile Input", - "You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.", - "OK"); - break; - } - } - - - [MenuItem("Mobile Input/Enable", true)] - private static bool EnableValidate() - { - var defines = GetDefinesList(mobileBuildTargetGroups[0]); - return !defines.Contains("MOBILE_INPUT"); - } - - - [MenuItem("Mobile Input/Disable")] - private static void Disable() - { - SetEnabled("MOBILE_INPUT", false, true); - switch (EditorUserBuildSettings.activeBuildTarget) - { - case BuildTarget.Android: - case BuildTarget.iOS: - case BuildTarget.WP8Player: - case BuildTarget.BlackBerry: - EditorUtility.DisplayDialog("Mobile Input", - "You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.", - "OK"); - break; - } - } - - - [MenuItem("Mobile Input/Disable", true)] - private static bool DisableValidate() - { - var defines = GetDefinesList(mobileBuildTargetGroups[0]); - return defines.Contains("MOBILE_INPUT"); - } - - - private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[] - { - BuildTargetGroup.Standalone, - BuildTargetGroup.WebPlayer, - BuildTargetGroup.Android, - BuildTargetGroup.iOS, - BuildTargetGroup.WP8, - BuildTargetGroup.BlackBerry - }; - - private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[] - { - BuildTargetGroup.Android, - BuildTargetGroup.iOS, - BuildTargetGroup.WP8, - BuildTargetGroup.BlackBerry, - BuildTargetGroup.PSM, - BuildTargetGroup.Tizen, - BuildTargetGroup.WSA - }; - - - private static void SetEnabled(string defineName, bool enable, bool mobile) - { - //Debug.Log("setting "+defineName+" to "+enable); - foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups) - { - var defines = GetDefinesList(group); - if (enable) - { - if (defines.Contains(defineName)) - { - return; - } - defines.Add(defineName); - } - else - { - if (!defines.Contains(defineName)) - { - return; - } - while (defines.Contains(defineName)) - { - defines.Remove(defineName); - } - } - string definesString = string.Join(";", defines.ToArray()); - PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString); - } - } - - - private static List GetDefinesList(BuildTargetGroup group) - { - return new List(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';')); - } - } -} diff --git a/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta b/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta deleted file mode 100644 index 56f7e86..0000000 --- a/Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: db7667203062c644ea1877077e30ebd6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Editor/Water.meta b/Assets/Editor/Water.meta deleted file mode 100644 index a5b563d..0000000 --- a/Assets/Editor/Water.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 498e1d885dcf89b43ba3396ada0c7e7e -folderAsset: yes -timeCreated: 1430834358 -licenseType: Store -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Editor/Water/Water4.meta b/Assets/Editor/Water/Water4.meta deleted file mode 100644 index 7651220..0000000 --- a/Assets/Editor/Water/Water4.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 66207ff69de6b4d73a445036c3a195f6 -DefaultImporter: - userData: diff --git a/Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs b/Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs deleted file mode 100644 index 50b0bd2..0000000 --- a/Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs +++ /dev/null @@ -1,108 +0,0 @@ -using UnityEngine; -using System; -using UnityEditor; - - -namespace UnityStandardAssets.Water -{ - [CustomEditor(typeof(GerstnerDisplace))] - public class GerstnerDisplaceEditor : Editor - { - private SerializedObject serObj; - - public void OnEnable() - { - serObj = new SerializedObject(target); - } - - public override void OnInspectorGUI() - { - serObj.Update(); - - GameObject go = ((GerstnerDisplace)serObj.targetObject).gameObject; - WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase)); - Material sharedWaterMaterial = wb.sharedMaterial; - - GUILayout.Label("Animates vertices using up 4 generated waves", EditorStyles.miniBoldLabel); - - if (sharedWaterMaterial) - { - Vector4 amplitude = WaterEditorUtility.GetMaterialVector("_GAmplitude", sharedWaterMaterial); - Vector4 frequency = WaterEditorUtility.GetMaterialVector("_GFrequency", sharedWaterMaterial); - Vector4 steepness = WaterEditorUtility.GetMaterialVector("_GSteepness", sharedWaterMaterial); - Vector4 speed = WaterEditorUtility.GetMaterialVector("_GSpeed", sharedWaterMaterial); - Vector4 directionAB = WaterEditorUtility.GetMaterialVector("_GDirectionAB", sharedWaterMaterial); - Vector4 directionCD = WaterEditorUtility.GetMaterialVector("_GDirectionCD", sharedWaterMaterial); - - amplitude = EditorGUILayout.Vector4Field("Amplitude (Height offset)", amplitude); - frequency = EditorGUILayout.Vector4Field("Frequency (Tiling)", frequency); - steepness = EditorGUILayout.Vector4Field("Steepness", steepness); - speed = EditorGUILayout.Vector4Field("Speed", speed); - directionAB = EditorGUILayout.Vector4Field("Direction scale (Wave 1 (X,Y) and 2 (Z,W))", directionAB); - directionCD = EditorGUILayout.Vector4Field("Direction scale (Wave 3 (X,Y) and 4 (Z,W))", directionCD); - - if (GUI.changed) - { - WaterEditorUtility.SetMaterialVector("_GAmplitude", amplitude, sharedWaterMaterial); - WaterEditorUtility.SetMaterialVector("_GFrequency", frequency, sharedWaterMaterial); - WaterEditorUtility.SetMaterialVector("_GSteepness", steepness, sharedWaterMaterial); - WaterEditorUtility.SetMaterialVector("_GSpeed", speed, sharedWaterMaterial); - WaterEditorUtility.SetMaterialVector("_GDirectionAB", directionAB, sharedWaterMaterial); - WaterEditorUtility.SetMaterialVector("_GDirectionCD", directionCD, sharedWaterMaterial); - } - - /* - - Vector4 animationTiling = WaterEditorUtility.GetMaterialVector("_AnimationTiling", sharedWaterMaterial); - Vector4 animationDirection = WaterEditorUtility.GetMaterialVector("_AnimationDirection", sharedWaterMaterial); - - float firstTilingU = animationTiling.x*100.0F; - float firstTilingV = animationTiling.y*100.0F; - float firstDirectionU = animationDirection.x; - float firstDirectionV = animationDirection.y; - - float secondTilingU = animationTiling.z*100.0F; - float secondTilingV = animationTiling.w*100.0F; - float secondDirectionU = animationDirection.z; - float secondDirectionV = animationDirection.w; - - - EditorGUILayout.BeginHorizontal (); - firstTilingU = EditorGUILayout.FloatField("First Tiling U", firstTilingU); - firstTilingV = EditorGUILayout.FloatField("First Tiling V", firstTilingV); - EditorGUILayout.EndHorizontal (); - EditorGUILayout.BeginHorizontal (); - secondTilingU = EditorGUILayout.FloatField("Second Tiling U", secondTilingU); - secondTilingV = EditorGUILayout.FloatField("Second Tiling V", secondTilingV); - EditorGUILayout.EndHorizontal (); - - EditorGUILayout.BeginHorizontal (); - firstDirectionU = EditorGUILayout.FloatField("1st Animation U", firstDirectionU); - firstDirectionV = EditorGUILayout.FloatField("1st Animation V", firstDirectionV); - EditorGUILayout.EndHorizontal (); - EditorGUILayout.BeginHorizontal (); - secondDirectionU = EditorGUILayout.FloatField("2nd Animation U", secondDirectionU); - secondDirectionV = EditorGUILayout.FloatField("2nd Animation V", secondDirectionV); - EditorGUILayout.EndHorizontal (); - - animationDirection = new Vector4(firstDirectionU,firstDirectionV, secondDirectionU,secondDirectionV); - animationTiling = new Vector4(firstTilingU/100.0F,firstTilingV/100.0F, secondTilingU/100.0F,secondTilingV/100.0F); - - WaterEditorUtility.SetMaterialVector("_AnimationTiling", animationTiling, sharedWaterMaterial); - WaterEditorUtility.SetMaterialVector("_AnimationDirection", animationDirection, sharedWaterMaterial); - - EditorGUILayout.Separator (); - - GUILayout.Label ("Displacement Strength", EditorStyles.boldLabel); - - float heightDisplacement = WaterEditorUtility.GetMaterialFloat("_HeightDisplacement", sharedWaterMaterial); - - heightDisplacement = EditorGUILayout.Slider("Height", heightDisplacement, 0.0F, 5.0F); - WaterEditorUtility.SetMaterialFloat("_HeightDisplacement", heightDisplacement, sharedWaterMaterial); - */ - } - - serObj.ApplyModifiedProperties(); - } - } -} \ No newline at end of file diff --git a/Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs.meta b/Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs.meta deleted file mode 100644 index fc485c3..0000000 --- a/Assets/Editor/Water/Water4/GerstnerDisplaceEditor.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 1dfa22e5547fb4a4585ba225887d89dd -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} diff --git a/Assets/Editor/Water/Water4/PlanarReflectionEditor.cs b/Assets/Editor/Water/Water4/PlanarReflectionEditor.cs deleted file mode 100644 index 14f4f2d..0000000 --- a/Assets/Editor/Water/Water4/PlanarReflectionEditor.cs +++ /dev/null @@ -1,68 +0,0 @@ -using UnityEngine; -using UnityEditor; - - -namespace UnityStandardAssets.Water -{ - [CustomEditor(typeof(PlanarReflection))] - public class PlanarReflectionEditor : Editor - { - private SerializedObject serObj; - - //private SerializedProperty wavesFrequency; - - // reflection - private SerializedProperty reflectionMask; - private SerializedProperty reflectSkybox; - private SerializedProperty clearColor; - - bool showKidsWithReflectionHint = false; - - public void OnEnable() - { - serObj = new SerializedObject(target); - - reflectionMask = serObj.FindProperty("reflectionMask"); - reflectSkybox = serObj.FindProperty("reflectSkybox"); - clearColor = serObj.FindProperty("clearColor"); - } - - public override void OnInspectorGUI() - { - GUILayout.Label("Render planar reflections and use GrabPass for refractions", EditorStyles.miniBoldLabel); - - if (!SystemInfo.supportsRenderTextures) - EditorGUILayout.HelpBox("Realtime reflections not supported", MessageType.Warning); - - serObj.Update(); - - EditorGUILayout.PropertyField(reflectionMask, new GUIContent("Reflection layers")); - EditorGUILayout.PropertyField(reflectSkybox, new GUIContent("Use skybox")); - EditorGUILayout.PropertyField(clearColor, new GUIContent("Clear color")); - - showKidsWithReflectionHint = EditorGUILayout.BeginToggleGroup("Show all tiles", showKidsWithReflectionHint); - if (showKidsWithReflectionHint) - { - int i = 0; - foreach (Transform t in ((PlanarReflection)target).transform) - { - if (t.GetComponent()) - { - if (i % 2 == 0) - EditorGUILayout.BeginHorizontal(); - EditorGUILayout.ObjectField(t, typeof(Transform), true); - if (i % 2 == 1) - EditorGUILayout.EndHorizontal(); - i = (i + 1) % 2; - } - } - if (i > 0) - EditorGUILayout.EndHorizontal(); - } - EditorGUILayout.EndToggleGroup(); - - serObj.ApplyModifiedProperties(); - } - - } -} \ No newline at end of file diff --git a/Assets/Editor/Water/Water4/PlanarReflectionEditor.cs.meta b/Assets/Editor/Water/Water4/PlanarReflectionEditor.cs.meta deleted file mode 100644 index 15c2da5..0000000 --- a/Assets/Editor/Water/Water4/PlanarReflectionEditor.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: ff3b0e14a61014f50be83e1a18c6d43e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} diff --git a/Assets/Editor/Water/Water4/SpecularLightingEditor.cs b/Assets/Editor/Water/Water4/SpecularLightingEditor.cs deleted file mode 100644 index 5a69b03..0000000 --- a/Assets/Editor/Water/Water4/SpecularLightingEditor.cs +++ /dev/null @@ -1,52 +0,0 @@ -using UnityEngine; -using UnityEditor; - -namespace UnityStandardAssets.Water -{ - [CustomEditor(typeof(SpecularLighting))] - public class SpecularLightingEditor : Editor - { - private SerializedObject serObj; - private SerializedProperty specularLight; - - public void OnEnable() - { - serObj = new SerializedObject(target); - specularLight = serObj.FindProperty("specularLight"); - } - - public override void OnInspectorGUI() - { - serObj.Update(); - - GameObject go = ((SpecularLighting)serObj.targetObject).gameObject; - WaterBase wb = (WaterBase)go.GetComponent(typeof(WaterBase)); - - if (!wb.sharedMaterial) - return; - - if (wb.sharedMaterial.HasProperty("_WorldLightDir")) - { - GUILayout.Label("Transform casting specular highlights", EditorStyles.miniBoldLabel); - EditorGUILayout.PropertyField(specularLight, new GUIContent("Specular light")); - - if (wb.sharedMaterial.HasProperty("_SpecularColor")) - WaterEditorUtility.SetMaterialColor( - "_SpecularColor", - EditorGUILayout.ColorField("Specular", - WaterEditorUtility.GetMaterialColor("_SpecularColor", wb.sharedMaterial)), - wb.sharedMaterial); - if (wb.sharedMaterial.HasProperty("_Shininess")) - WaterEditorUtility.SetMaterialFloat("_Shininess", EditorGUILayout.Slider( - "Specular power", - WaterEditorUtility.GetMaterialFloat("_Shininess", wb.sharedMaterial), - 0.0F, 500.0F), wb.sharedMaterial); - } - else - GUILayout.Label("The shader doesn't have the needed _WorldLightDir property.", EditorStyles.miniBoldLabel); - - serObj.ApplyModifiedProperties(); - } - - } -} \ No newline at end of file diff --git a/Assets/Editor/Water/Water4/SpecularLightingEditor.cs.meta b/Assets/Editor/Water/Water4/SpecularLightingEditor.cs.meta deleted file mode 100644 index 3ae4430..0000000 --- a/Assets/Editor/Water/Water4/SpecularLightingEditor.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 33f51eb21122c4ca6a199d561065ae30 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} diff --git a/Assets/Editor/Water/Water4/WaterBaseEditor.cs b/Assets/Editor/Water/Water4/WaterBaseEditor.cs deleted file mode 100644 index a08999d..0000000 --- a/Assets/Editor/Water/Water4/WaterBaseEditor.cs +++ /dev/null @@ -1,196 +0,0 @@ -using UnityEngine; -using UnityEditor; - - -namespace UnityStandardAssets.Water -{ - [CustomEditor(typeof(WaterBase))] - public class WaterBaseEditor : Editor - { - public GameObject oceanBase; - private WaterBase waterBase; - private Material oceanMaterial = null; - - private SerializedObject serObj; - private SerializedProperty sharedMaterial; - - - public SerializedProperty waterQuality; - public SerializedProperty edgeBlend; - - public void OnEnable() - { - serObj = new SerializedObject(target); - sharedMaterial = serObj.FindProperty("sharedMaterial"); - waterQuality = serObj.FindProperty("waterQuality"); - edgeBlend = serObj.FindProperty("edgeBlend"); - } - - public override void OnInspectorGUI() - { - serObj.Update(); - - waterBase = (WaterBase)serObj.targetObject; - oceanBase = ((WaterBase)serObj.targetObject).gameObject; - if (!oceanBase) - return; - - GUILayout.Label("This script helps adjusting water material properties", EditorStyles.miniBoldLabel); - - EditorGUILayout.PropertyField(sharedMaterial, new GUIContent("Material")); - oceanMaterial = (Material)sharedMaterial.objectReferenceValue; - - if (!oceanMaterial) - { - sharedMaterial.objectReferenceValue = (Object)WaterEditorUtility.LocateValidWaterMaterial(oceanBase.transform); - serObj.ApplyModifiedProperties(); - oceanMaterial = (Material)sharedMaterial.objectReferenceValue; - if (!oceanMaterial) - return; - } - - EditorGUILayout.Separator(); - - GUILayout.Label("Overall Quality", EditorStyles.boldLabel); - EditorGUILayout.PropertyField(waterQuality, new GUIContent("Quality")); - EditorGUILayout.PropertyField(edgeBlend, new GUIContent("Edge blend?")); - - if (waterQuality.intValue > (int)WaterQuality.Low && !SystemInfo.supportsRenderTextures) - EditorGUILayout.HelpBox("Water features not supported", MessageType.Warning); - if (edgeBlend.boolValue && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) - EditorGUILayout.HelpBox("Edge blend not supported", MessageType.Warning); - - EditorGUILayout.Separator(); - - bool hasShore = oceanMaterial.HasProperty("_ShoreTex"); - - GUILayout.Label("Main Colors", EditorStyles.boldLabel); - GUILayout.Label("Alpha values define blending with realtime textures", EditorStyles.miniBoldLabel); - - WaterEditorUtility.SetMaterialColor("_BaseColor", EditorGUILayout.ColorField("Refraction", WaterEditorUtility.GetMaterialColor("_BaseColor", oceanMaterial)), oceanMaterial); - WaterEditorUtility.SetMaterialColor("_ReflectionColor", EditorGUILayout.ColorField("Reflection", WaterEditorUtility.GetMaterialColor("_ReflectionColor", oceanMaterial)), oceanMaterial); - - EditorGUILayout.Separator(); - - GUILayout.Label("Main Textures", EditorStyles.boldLabel); - GUILayout.Label("Used for small waves (bumps), foam and white caps", EditorStyles.miniBoldLabel); - - WaterEditorUtility.SetMaterialTexture("_BumpMap", (Texture)EditorGUILayout.ObjectField("Normals", WaterEditorUtility.GetMaterialTexture("_BumpMap", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial); - if (hasShore) - WaterEditorUtility.SetMaterialTexture("_ShoreTex", (Texture)EditorGUILayout.ObjectField("Shore & Foam", WaterEditorUtility.GetMaterialTexture("_ShoreTex", waterBase.sharedMaterial), typeof(Texture), false), waterBase.sharedMaterial); - - Vector4 animationTiling; - Vector4 animationDirection; - - Vector2 firstTiling; - Vector2 secondTiling; - Vector2 firstDirection; - Vector2 secondDirection; - - animationTiling = WaterEditorUtility.GetMaterialVector("_BumpTiling", oceanMaterial); - animationDirection = WaterEditorUtility.GetMaterialVector("_BumpDirection", oceanMaterial); - - firstTiling = new Vector2(animationTiling.x * 100.0F, animationTiling.y * 100.0F); - secondTiling = new Vector2(animationTiling.z * 100.0F, animationTiling.w * 100.0F); - - firstTiling = EditorGUILayout.Vector2Field("Tiling 1", firstTiling); - secondTiling = EditorGUILayout.Vector2Field("Tiling 2", secondTiling); - - //firstTiling.x = EditorGUILayout.FloatField("1st Tiling U", firstTiling.x); - //firstTiling.y = EditorGUILayout.FloatField("1st Tiling V", firstTiling.y); - //secondTiling.x = EditorGUILayout.FloatField("2nd Tiling U", secondTiling.x); - //secondTiling.y = EditorGUILayout.FloatField("2nd Tiling V", secondTiling.y); - - firstDirection = new Vector2(animationDirection.x, animationDirection.y); - secondDirection = new Vector2(animationDirection.z, animationDirection.w); - - //firstDirection.x = EditorGUILayout.FloatField("1st Animation U", firstDirection.x); - //firstDirection.y = EditorGUILayout.FloatField("1st Animation V", firstDirection.y); - //secondDirection.x = EditorGUILayout.FloatField("2nd Animation U", secondDirection.x); - //secondDirection.y = EditorGUILayout.FloatField("2nd Animation V", secondDirection.y); - - firstDirection = EditorGUILayout.Vector2Field("Direction 1", firstDirection); - secondDirection = EditorGUILayout.Vector2Field("Direction 2", secondDirection); - - animationTiling = new Vector4(firstTiling.x / 100.0F, firstTiling.y / 100.0F, secondTiling.x / 100.0F, secondTiling.y / 100.0F); - animationDirection = new Vector4(firstDirection.x, firstDirection.y, secondDirection.x, secondDirection.y); - - WaterEditorUtility.SetMaterialVector("_BumpTiling", animationTiling, oceanMaterial); - WaterEditorUtility.SetMaterialVector("_BumpDirection", animationDirection, oceanMaterial); - - Vector4 displacementParameter = WaterEditorUtility.GetMaterialVector("_DistortParams", oceanMaterial); - Vector4 fade = WaterEditorUtility.GetMaterialVector("_InvFadeParemeter", oceanMaterial); - - EditorGUILayout.Separator(); - - GUILayout.Label("Normals", EditorStyles.boldLabel); - GUILayout.Label("Displacement for fresnel, specular and reflection/refraction", EditorStyles.miniBoldLabel); - - float gerstnerNormalIntensity = WaterEditorUtility.GetMaterialFloat("_GerstnerIntensity", oceanMaterial); - gerstnerNormalIntensity = EditorGUILayout.Slider("Per Vertex", gerstnerNormalIntensity, -2.5F, 2.5F); - WaterEditorUtility.SetMaterialFloat("_GerstnerIntensity", gerstnerNormalIntensity, oceanMaterial); - - displacementParameter.x = EditorGUILayout.Slider("Per Pixel", displacementParameter.x, -4.0F, 4.0F); - displacementParameter.y = EditorGUILayout.Slider("Distortion", displacementParameter.y, -0.5F, 0.5F); - // fade.z = EditorGUILayout.Slider("Distance fade", fade.z, 0.0f, 0.5f); - - EditorGUILayout.Separator(); - - GUILayout.Label("Fresnel", EditorStyles.boldLabel); - GUILayout.Label("Defines reflection to refraction relation", EditorStyles.miniBoldLabel); - - if (!oceanMaterial.HasProperty("_Fresnel")) - { - if (oceanMaterial.HasProperty("_FresnelScale")) - { - float fresnelScale = EditorGUILayout.Slider("Intensity", WaterEditorUtility.GetMaterialFloat("_FresnelScale", oceanMaterial), 0.1F, 4.0F); - WaterEditorUtility.SetMaterialFloat("_FresnelScale", fresnelScale, oceanMaterial); - } - displacementParameter.z = EditorGUILayout.Slider("Power", displacementParameter.z, 0.1F, 10.0F); - displacementParameter.w = EditorGUILayout.Slider("Bias", displacementParameter.w, -3.0F, 3.0F); - } - else - { - Texture fresnelTex = (Texture)EditorGUILayout.ObjectField( - "Ramp", - (Texture)WaterEditorUtility.GetMaterialTexture("_Fresnel", - oceanMaterial), - typeof(Texture), - false); - WaterEditorUtility.SetMaterialTexture("_Fresnel", fresnelTex, oceanMaterial); - } - - EditorGUILayout.Separator(); - - WaterEditorUtility.SetMaterialVector("_DistortParams", displacementParameter, oceanMaterial); - - if (edgeBlend.boolValue) - { - GUILayout.Label("Fading", EditorStyles.boldLabel); - - fade.x = EditorGUILayout.Slider("Edge fade", fade.x, 0.001f, 3.0f); - if (hasShore) - fade.y = EditorGUILayout.Slider("Shore fade", fade.y, 0.001f, 3.0f); - fade.w = EditorGUILayout.Slider("Extinction fade", fade.w, 0.0f, 2.5f); - - WaterEditorUtility.SetMaterialVector("_InvFadeParemeter", fade, oceanMaterial); - } - EditorGUILayout.Separator(); - - if (oceanMaterial.HasProperty("_Foam")) - { - GUILayout.Label("Foam", EditorStyles.boldLabel); - - Vector4 foam = WaterEditorUtility.GetMaterialVector("_Foam", oceanMaterial); - - foam.x = EditorGUILayout.Slider("Intensity", foam.x, 0.0F, 1.0F); - foam.y = EditorGUILayout.Slider("Cutoff", foam.y, 0.0F, 1.0F); - - WaterEditorUtility.SetMaterialVector("_Foam", foam, oceanMaterial); - } - - serObj.ApplyModifiedProperties(); - } - - } -} \ No newline at end of file diff --git a/Assets/Editor/Water/Water4/WaterBaseEditor.cs.meta b/Assets/Editor/Water/Water4/WaterBaseEditor.cs.meta deleted file mode 100644 index c4a7ec1..0000000 --- a/Assets/Editor/Water/Water4/WaterBaseEditor.cs.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 9c2c627f6fe3945b39581fc103d32251 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} diff --git a/Assets/Editor/Water/Water4/WaterEditorUtility.cs b/Assets/Editor/Water/Water4/WaterEditorUtility.cs deleted file mode 100644 index eff3267..0000000 --- a/Assets/Editor/Water/Water4/WaterEditorUtility.cs +++ /dev/null @@ -1,75 +0,0 @@ -using UnityEngine; -using UnityEditor; - -class WaterEditorUtility -{ - // helper functions to retrieve & set material values - - public static float GetMaterialFloat(System.String name, Material mat) { - return mat.GetFloat(name); - } - public static void SetMaterialFloat(System.String name, float f, Material mat) { - mat.SetFloat(name, f); - } - - public static Color GetMaterialColor(System.String name, Material mat) { - return mat.GetColor(name); - } - public static void SetMaterialColor(System.String name, Color color, Material mat) { - mat.SetColor(name, color); - } - public static Vector4 GetMaterialVector(System.String name, Material mat) { - return mat.GetVector(name); - } - public static void SetMaterialVector(System.String name, Vector4 vector, Material mat) { - mat.SetVector(name, vector); - } - public static Texture GetMaterialTexture(System.String theName, Material mat) { - return mat.GetTexture(theName); - } - public static void SetMaterialTexture(System.String theName, Texture parameter, Material mat) { - mat.SetTexture(theName, parameter); - } - - public static Material LocateValidWaterMaterial(Transform parent) - { - if(parent.GetComponent() && parent.GetComponent().sharedMaterial) - return parent.GetComponent().sharedMaterial; - foreach( Transform t in parent) - { - if(t.GetComponent() && t.GetComponent().sharedMaterial) - return t.GetComponent().sharedMaterial; - } - return null; - } - - public static void CurveGui (System.String name, SerializedObject serObj, Color color) - { - AnimationCurve curve = new AnimationCurve(new Keyframe(0, 0.0f, 1.0f, 1.0f), new Keyframe(1, 1.0f, 1.0f, 1.0f)); - curve = EditorGUILayout.CurveField(new GUIContent (name), curve, color, new Rect (0.0f,0.0f,1.0f,1.0f)); - - //if (GUI.changed) { - // AnimationCurveChanged(((WaterBase)serObj.targetObject).sharedMaterial, curve); - //((WaterBase)serObj.targetObject).gameObject.SendMessage ("AnimationCurveChanged", SendMessageOptions.DontRequireReceiver); - //} - } - /* - public static void AnimationCurveChanged(Material sharedMaterial, AnimationCurve fresnelCurve) - { - Debug.Log("AnimationCurveChanged"); - Texture2D fresnel = 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deleted file mode 100644 index 0265358..0000000 --- a/Assets/SampleScenes/Menu/Scripts/PauseMenu.cs +++ /dev/null @@ -1,63 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.UI; - -public class PauseMenu : MonoBehaviour -{ - private Toggle m_MenuToggle; - private float m_TimeScaleRef = 1f; - private float m_VolumeRef = 1f; - private bool m_Paused; - - - void Awake() - { - m_MenuToggle = GetComponent (); - } - - - private void MenuOn () - { - m_TimeScaleRef = Time.timeScale; - Time.timeScale = 0f; - - m_VolumeRef = AudioListener.volume; - AudioListener.volume = 0f; - - m_Paused = true; - } - - - public void MenuOff () - { - Time.timeScale = m_TimeScaleRef; - AudioListener.volume = m_VolumeRef; - m_Paused = false; - } - - - public void OnMenuStatusChange () - { - if (m_MenuToggle.isOn && !m_Paused) - { - MenuOn(); - } - else if (!m_MenuToggle.isOn && m_Paused) - { - MenuOff(); - } - } - - -#if !MOBILE_INPUT - void Update() - { - if(Input.GetKeyUp(KeyCode.Escape)) - { - m_MenuToggle.isOn = !m_MenuToggle.isOn; - Cursor.visible = m_MenuToggle.isOn;//force the cursor visible if anythign had hidden it - } - } -#endif - -} diff --git a/Assets/SampleScenes/Menu/Scripts/PauseMenu.cs.meta b/Assets/SampleScenes/Menu/Scripts/PauseMenu.cs.meta deleted file mode 100644 index 8ee0559..0000000 --- a/Assets/SampleScenes/Menu/Scripts/PauseMenu.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 2e24edb1e0408479aabee4aab0833870 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/SampleScenes/Menu/Scripts/ReturnToMainMenu.cs b/Assets/SampleScenes/Menu/Scripts/ReturnToMainMenu.cs deleted file mode 100644 index 0b690d3..0000000 --- a/Assets/SampleScenes/Menu/Scripts/ReturnToMainMenu.cs +++ /dev/null @@ -1,39 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.SceneManagement; - -public class ReturnToMainMenu : MonoBehaviour -{ - private bool m_Levelloaded; - - - public void Start() - { - DontDestroyOnLoad(this); - } - - - //private void OnLevelWasLoaded(int level) - //{ - // m_Levelloaded = true; - //} - - - private void Update() - { - if (m_Levelloaded) - { - Canvas component = gameObject.GetComponent(); - component.enabled = false; - component.enabled = true; - m_Levelloaded = false; - } - } - - - public void GoBackToMainMenu() - { - Debug.Log("going back to main menu"); - SceneManager.LoadScene("MainMenu"); - } -} diff --git a/Assets/SampleScenes/Menu/Scripts/ReturnToMainMenu.cs.meta b/Assets/SampleScenes/Menu/Scripts/ReturnToMainMenu.cs.meta deleted file mode 100644 index 623d2a2..0000000 --- a/Assets/SampleScenes/Menu/Scripts/ReturnToMainMenu.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a45fdaaacc2638b40a6d1f848d03c4a2 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git 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UnityEngine; -using UnityEngine.UI; - -public class CameraSwitch : MonoBehaviour -{ - public GameObject[] objects; - public Text text; - - private int m_CurrentActiveObject; - - - private void OnEnable() - { - text.text = objects[m_CurrentActiveObject].name; - } - - - public void NextCamera() - { - int nextactiveobject = m_CurrentActiveObject + 1 >= objects.Length ? 0 : m_CurrentActiveObject + 1; - - for (int i = 0; i < objects.Length; i++) - { - objects[i].SetActive(i == nextactiveobject); - } - - m_CurrentActiveObject = nextactiveobject; - text.text = objects[m_CurrentActiveObject].name; - } -} diff --git a/Assets/SampleScenes/Scripts/CameraSwitch.cs.meta b/Assets/SampleScenes/Scripts/CameraSwitch.cs.meta deleted file mode 100644 index 9b9ca80..0000000 --- a/Assets/SampleScenes/Scripts/CameraSwitch.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 92e373d5f05ca4f4b8ee311c44f4d801 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/SampleScenes/Scripts/LevelReset.cs b/Assets/SampleScenes/Scripts/LevelReset.cs deleted file mode 100644 index 877d638..0000000 --- a/Assets/SampleScenes/Scripts/LevelReset.cs +++ /dev/null @@ -1,18 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.EventSystems; -using UnityEngine.SceneManagement; - -public class LevelReset :MonoBehaviour , IPointerClickHandler -{ - public void OnPointerClick(PointerEventData data) - { - // reload the scene - SceneManager.LoadScene(SceneManager.GetSceneAt(0).path); - } - - - private void Update() - { - } -} diff --git a/Assets/SampleScenes/Scripts/LevelReset.cs.meta b/Assets/SampleScenes/Scripts/LevelReset.cs.meta deleted file mode 100644 index 7cda718..0000000 --- a/Assets/SampleScenes/Scripts/LevelReset.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 3d72a710d92c34e47beaa42373beec95 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/SampleScenes/Scripts/ParticleSceneControls.cs b/Assets/SampleScenes/Scripts/ParticleSceneControls.cs deleted file mode 100644 index 2b72762..0000000 --- a/Assets/SampleScenes/Scripts/ParticleSceneControls.cs +++ /dev/null @@ -1,240 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.EventSystems; -using UnityEngine.UI; -using UnityStandardAssets.Effects; - - -namespace UnityStandardAssets.SceneUtils -{ - public class ParticleSceneControls : MonoBehaviour - { - public enum Mode - { - Activate, - Instantiate, - Trail - } - - public enum AlignMode - { - Normal, - Up - } - - - public DemoParticleSystemList demoParticles; - public float spawnOffset = 0.5f; - public float multiply = 1; - public bool clearOnChange = false; - public Text titleText; - public Transform sceneCamera; - public Text instructionText; - public Button previousButton; - public Button nextButton; - public GraphicRaycaster graphicRaycaster; - public EventSystem eventSystem; - - - private ParticleSystemMultiplier m_ParticleMultiplier; - private List m_CurrentParticleList = new List(); - private Transform m_Instance; - private static int s_SelectedIndex = 0; - private Vector3 m_CamOffsetVelocity = Vector3.zero; - private Vector3 m_LastPos; - private static DemoParticleSystem s_Selected; - - - private void Awake() - { - Select(s_SelectedIndex); - - previousButton.onClick.AddListener(Previous); - nextButton.onClick.AddListener(Next); - } - - - private void OnDisable() - { - previousButton.onClick.RemoveListener (Previous); - nextButton.onClick.RemoveListener (Next); - } - - - private void Previous() - { - s_SelectedIndex--; - if (s_SelectedIndex == -1) - { - s_SelectedIndex = demoParticles.items.Length - 1; - } - Select(s_SelectedIndex); - } - - - public void Next() - { - s_SelectedIndex++; - if (s_SelectedIndex == demoParticles.items.Length) - { - s_SelectedIndex = 0; - } - Select(s_SelectedIndex); - } - - - private void Update() - { - -#if !MOBILE_INPUT - KeyboardInput(); -#endif - - - - sceneCamera.localPosition = Vector3.SmoothDamp(sceneCamera.localPosition, Vector3.forward*-s_Selected.camOffset, - ref m_CamOffsetVelocity, 1); - - if (s_Selected.mode == Mode.Activate) - { - // this is for a particle system that just needs activating, and needs no interaction (eg, duststorm) - return; - } - - if (CheckForGuiCollision()) return; - - bool oneShotClick = (Input.GetMouseButtonDown(0) && s_Selected.mode == Mode.Instantiate); - bool repeat = (Input.GetMouseButton(0) && s_Selected.mode == Mode.Trail); - - if (oneShotClick || repeat) - { - Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); - RaycastHit hit; - if (Physics.Raycast(ray, out hit)) - { - var rot = Quaternion.LookRotation(hit.normal); - - if (s_Selected.align == AlignMode.Up) - { - rot = Quaternion.identity; - } - - var pos = hit.point + hit.normal*spawnOffset; - - if ((pos - m_LastPos).magnitude > s_Selected.minDist) - { - if (s_Selected.mode != Mode.Trail || m_Instance == null) - { - m_Instance = (Transform) Instantiate(s_Selected.transform, pos, rot); - - if (m_ParticleMultiplier != null) - { - m_Instance.GetComponent().multiplier = multiply; - } - - m_CurrentParticleList.Add(m_Instance); - - if (s_Selected.maxCount > 0 && m_CurrentParticleList.Count > s_Selected.maxCount) - { - if (m_CurrentParticleList[0] != null) - { - Destroy(m_CurrentParticleList[0].gameObject); - } - m_CurrentParticleList.RemoveAt(0); - } - } - else - { - m_Instance.position = pos; - m_Instance.rotation = rot; - } - - if (s_Selected.mode == Mode.Trail) - { - var emission = m_Instance.transform.GetComponent().emission; - emission.enabled = false; - m_Instance.transform.GetComponent().Emit(1); - } - - m_Instance.parent = hit.transform; - m_LastPos = pos; - } - } - } - } - - -#if !MOBILE_INPUT - void KeyboardInput() - { - if(Input.GetKeyDown(KeyCode.LeftArrow)) - Previous(); - - if (Input.GetKeyDown(KeyCode.RightArrow)) - Next(); - } -#endif - - - bool CheckForGuiCollision() - { - PointerEventData eventData = new PointerEventData(eventSystem); - eventData.pressPosition = Input.mousePosition; - eventData.position = Input.mousePosition; - - List list = new List(); - graphicRaycaster.Raycast(eventData, list); - return list.Count > 0; - } - - private void Select(int i) - { - s_Selected = demoParticles.items[i]; - m_Instance = null; - foreach (var otherEffect in demoParticles.items) - { - if ((otherEffect != s_Selected) && (otherEffect.mode == Mode.Activate)) - { - otherEffect.transform.gameObject.SetActive(false); - } - } - if (s_Selected.mode == Mode.Activate) - { - s_Selected.transform.gameObject.SetActive(true); - } - m_ParticleMultiplier = s_Selected.transform.GetComponent(); - multiply = 1; - if (clearOnChange) - { - while (m_CurrentParticleList.Count > 0) - { - Destroy(m_CurrentParticleList[0].gameObject); - m_CurrentParticleList.RemoveAt(0); - } - } - - instructionText.text = s_Selected.instructionText; - titleText.text = s_Selected.transform.name; - } - - - [Serializable] - public class DemoParticleSystem - { - public Transform transform; - public Mode mode; - public AlignMode align; - public int maxCount; - public float minDist; - public int camOffset = 15; - public string instructionText; - } - - [Serializable] - public class DemoParticleSystemList - { - public DemoParticleSystem[] items; - } - } -} diff --git a/Assets/SampleScenes/Scripts/ParticleSceneControls.cs.meta b/Assets/SampleScenes/Scripts/ParticleSceneControls.cs.meta deleted file mode 100644 index d491f78..0000000 --- a/Assets/SampleScenes/Scripts/ParticleSceneControls.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: acea13a76cc56d74db53fc5bc2d9d315 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/SampleScenes/Scripts/PlaceTargetWithMouse.cs b/Assets/SampleScenes/Scripts/PlaceTargetWithMouse.cs deleted file mode 100644 index 4bc5d1b..0000000 --- a/Assets/SampleScenes/Scripts/PlaceTargetWithMouse.cs +++ /dev/null @@ -1,32 +0,0 @@ -using System; -using UnityEngine; - - -namespace UnityStandardAssets.SceneUtils -{ - public class PlaceTargetWithMouse : MonoBehaviour - { - public float surfaceOffset = 1.5f; - public GameObject setTargetOn; - - // Update is called once per frame - private void Update() - { - if (!Input.GetMouseButtonDown(0)) - { - return; - } - Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); - RaycastHit hit; - if (!Physics.Raycast(ray, out hit)) - { - return; - } - transform.position = hit.point + hit.normal*surfaceOffset; - if (setTargetOn != null) - { - setTargetOn.SendMessage("SetTarget", transform); - } - } - } -} diff --git a/Assets/SampleScenes/Scripts/PlaceTargetWithMouse.cs.meta b/Assets/SampleScenes/Scripts/PlaceTargetWithMouse.cs.meta deleted file mode 100644 index 07c93ba..0000000 --- a/Assets/SampleScenes/Scripts/PlaceTargetWithMouse.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 8336d9bb1ba56ae49b0d343112f2a5f8 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/SampleScenes/Scripts/SlowMoButton.cs b/Assets/SampleScenes/Scripts/SlowMoButton.cs deleted file mode 100644 index fe4b52f..0000000 --- a/Assets/SampleScenes/Scripts/SlowMoButton.cs +++ /dev/null @@ -1,46 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.UI; - -namespace UnityStandardAssets.SceneUtils -{ - public class SlowMoButton : MonoBehaviour - { - public Sprite FullSpeedTex; // the ui texture for full speed - public Sprite SlowSpeedTex; // the ui texture for slow motion mode - public float fullSpeed = 1; - public float slowSpeed = 0.3f; - public Button button; // reference to the ui texture that will be changed - - - private bool m_SlowMo; - - - void Start() - { - m_SlowMo = false; - } - - void OnDestroy() - { - Time.timeScale = 1; - } - - public void ChangeSpeed() - { - // toggle slow motion state - m_SlowMo = !m_SlowMo; - - // update button texture - var image = button.targetGraphic as Image; - if (image != null) - { - image.sprite = m_SlowMo ? SlowSpeedTex : FullSpeedTex; - } - - button.targetGraphic = image; - - Time.timeScale = m_SlowMo ? slowSpeed : fullSpeed; - } - } -} diff --git a/Assets/SampleScenes/Scripts/SlowMoButton.cs.meta b/Assets/SampleScenes/Scripts/SlowMoButton.cs.meta deleted file mode 100644 index cbb6ddf..0000000 --- a/Assets/SampleScenes/Scripts/SlowMoButton.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a24b7aa9e2aea85489b4e8071ea81500 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/SampleScenes/Shaders.meta b/Assets/SampleScenes/Shaders.meta deleted file mode 100644 index 87f13a8..0000000 --- a/Assets/SampleScenes/Shaders.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: bf7e2c6946c8b754fb8e8f818aa82fc8 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/Assets/SampleScenes/Shaders/Skybox-Procedural.shader b/Assets/SampleScenes/Shaders/Skybox-Procedural.shader deleted file mode 100644 index 6e4fd8f..0000000 --- a/Assets/SampleScenes/Shaders/Skybox-Procedural.shader +++ /dev/null @@ -1,244 +0,0 @@ -// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' - -Shader "Skybox/Procedural" { -Properties { - _SunTint ("Sun Tint", Color) = (1, 1, 1, 1) - _SunStrength ("Sun Strength", Float) = 1.0 - _Color ("Atmosphere Tint", Color) = (.5, .5, .5, 1) - _GroundColor ("Ground", Color) = (.369, .349, .341, 1) - _HdrExposure("HDR Exposure", Float) = 1.3 - -} - -SubShader { - Tags { "Queue"="Background" "RenderType"="Background" "PreviewType"="Skybox" } - Cull Off ZWrite Off - - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - #include "Lighting.cginc" - - - uniform half _HdrExposure; // HDR exposure - uniform half3 _GroundColor; - - half3 _Color; - half3 _SunTint; - half _SunStrength; - - // RGB wavelengths - #define GAMMA .454545 - static const float MN = 2; - static const float MX = .7; - #define WR (0.65*lerp(MN, MX, pow(_Color.r,GAMMA))) - #define WG (0.57*lerp(MN, MX, pow(_Color.g,GAMMA))) - #define WB (0.475*lerp(MN, MX, pow(_Color.b,GAMMA))) - //#define WR pow(0.65,GAMMA) - //#define WG pow(0.57,GAMMA) - //#define WB pow(0.475,GAMMA) - static const float3 kInvWavelength = float3(1.0 / (WR*WR*WR*WR), 1.0 / (WG*WG*WG*WG), 1.0 / (WB*WB*WB*WB)); - #define OUTER_RADIUS 1.025 - static const float kOuterRadius = OUTER_RADIUS; - static const float kOuterRadius2 = OUTER_RADIUS*OUTER_RADIUS; - static const float kInnerRadius = 1.0; - static const float kInnerRadius2 = 1.0; - - static const float kCameraHeight = 0.0001; - - #define kRAYLEIGH 0.0025 // Rayleigh constant - #define kMIE 0.0010 // Mie constant - #define kSUN_BRIGHTNESS 20.0 // Sun brightness - - static const float kKrESun = kRAYLEIGH * kSUN_BRIGHTNESS; - static const float kKmESun = kMIE * kSUN_BRIGHTNESS; - static const float kKr4PI = kRAYLEIGH * 4.0 * 3.14159265; - static const float kKm4PI = kMIE * 4.0 * 3.14159265; - static const float kScale = 1.0 / (OUTER_RADIUS - 1.0); - static const float kScaleDepth = 0.25; - static const float kScaleOverScaleDepth = (1.0 / (OUTER_RADIUS - 1.0)) / 0.25; - static const float kSamples = 2.0; // THIS IS UNROLLED MANUALLY, DON'T TOUCH - - #define MIE_G (-0.990) - #define MIE_G2 0.9801 - - - struct appdata_t { - float4 vertex : POSITION; - }; - - struct v2f { - float4 pos : SV_POSITION; - half3 rayDir : TEXCOORD0; // Vector for incoming ray, normalized ( == -eyeRay ) - half3 cIn : TEXCOORD1; // In-scatter coefficient - half3 cOut : TEXCOORD2; // Out-scatter coefficient - }; - - float scale(float inCos) - { - float x = 1.0 - inCos; - return 0.25 * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); - } - - v2f vert (appdata_t v) - { - v2f OUT; - OUT.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - float3 cameraPos = float3(0,kInnerRadius + kCameraHeight,0); // The camera's current position - - // Get the ray from the camera to the vertex and its length (which is the far point of the ray passing through the atmosphere) - float3 eyeRay = normalize(mul((float3x3)unity_ObjectToWorld, v.vertex.xyz)); - - OUT.rayDir = half3(-eyeRay); - - float far = 0.0; - if(eyeRay.y >= 0.0) - { - // Sky - // Calculate the length of the "atmosphere" - far = sqrt(kOuterRadius2 + kInnerRadius2 * eyeRay.y * eyeRay.y - kInnerRadius2) - kInnerRadius * eyeRay.y; - - float3 pos = cameraPos + far * eyeRay; - - // Calculate the ray's starting position, then calculate its scattering offset - float height = kInnerRadius + kCameraHeight; - float depth = exp(kScaleOverScaleDepth * (-kCameraHeight)); - float startAngle = dot(eyeRay, cameraPos) / height; - float startOffset = depth*scale(startAngle); - - - // Initialize the scattering loop variables - float sampleLength = far / kSamples; - float scaledLength = sampleLength * kScale; - float3 sampleRay = eyeRay * sampleLength; - float3 samplePoint = cameraPos + sampleRay * 0.5; - - // Now loop through the sample rays - float3 frontColor = float3(0.0, 0.0, 0.0); - // WTF BBQ: WP8 and desktop FL_9_1 do not like the for loop here - // (but an almost identical loop is perfectly fine in the ground calculations below) - // Just unrolling this manually seems to make everything fine again. -// for(int i=0; i lookAheadMoveThreshold; - - if (updateLookAheadTarget) - { - m_LookAheadPos = lookAheadFactor*Vector3.right*Mathf.Sign(xMoveDelta); - } - else - { - m_LookAheadPos = Vector3.MoveTowards(m_LookAheadPos, Vector3.zero, Time.deltaTime*lookAheadReturnSpeed); - } - - Vector3 aheadTargetPos = target.position + m_LookAheadPos + Vector3.forward*m_OffsetZ; - Vector3 newPos = Vector3.SmoothDamp(transform.position, aheadTargetPos, ref m_CurrentVelocity, damping); - - transform.position = newPos; - - m_LastTargetPosition = target.position; - } - } -} diff --git a/Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs.meta b/Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs.meta deleted file mode 100644 index 81be27c..0000000 --- a/Assets/Standard Assets/2D/Scripts/Camera2DFollow.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 5d8238cc53530b64fbb7828c3d3bb591 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/2D/Scripts/CameraFollow.cs b/Assets/Standard Assets/2D/Scripts/CameraFollow.cs deleted file mode 100644 index e87de97..0000000 --- a/Assets/Standard Assets/2D/Scripts/CameraFollow.cs +++ /dev/null @@ -1,74 +0,0 @@ -using System; -using UnityEngine; - - -namespace UnityStandardAssets._2D -{ - public class CameraFollow : MonoBehaviour - { - public float xMargin = 1f; // Distance in the x axis the player can move before the camera follows. - public float yMargin = 1f; // Distance in the y axis the player can move before the camera follows. - public float xSmooth = 8f; // How smoothly the camera catches up with it's target movement in the x axis. - public float ySmooth = 8f; // How smoothly the camera catches up with it's target movement in the y axis. - public Vector2 maxXAndY; // The maximum x and y coordinates the camera can have. - public Vector2 minXAndY; // The minimum x and y coordinates the camera can have. - - private Transform m_Player; // Reference to the player's transform. - - - private void Awake() - { - // Setting up the reference. - m_Player = GameObject.FindGameObjectWithTag("Player").transform; - } - - - private bool CheckXMargin() - { - // Returns true if the distance between the camera and the player in the x axis is greater than the x margin. - return Mathf.Abs(transform.position.x - m_Player.position.x) > xMargin; - } - - - private bool CheckYMargin() - { - // Returns true if the distance between the camera and the player in the y axis is greater than the y margin. - return Mathf.Abs(transform.position.y - m_Player.position.y) > yMargin; - } - - - private void Update() - { - TrackPlayer(); - } - - - private void TrackPlayer() - { - // By default the target x and y coordinates of the camera are it's current x and y coordinates. - float targetX = transform.position.x; - float targetY = transform.position.y; - - // If the player has moved beyond the x margin... - if (CheckXMargin()) - { - // ... the target x coordinate should be a Lerp between the camera's current x position and the player's current x position. - targetX = Mathf.Lerp(transform.position.x, m_Player.position.x, xSmooth*Time.deltaTime); - } - - // If the player has moved beyond the y margin... - if (CheckYMargin()) - { - // ... the target y coordinate should be a Lerp between the camera's current y position and the player's current y position. - targetY = Mathf.Lerp(transform.position.y, m_Player.position.y, ySmooth*Time.deltaTime); - } - - // The target x and y coordinates should not be larger than the maximum or smaller than the minimum. - targetX = Mathf.Clamp(targetX, minXAndY.x, maxXAndY.x); - targetY = Mathf.Clamp(targetY, minXAndY.y, maxXAndY.y); - - // Set the camera's position to the target position with the same z component. - transform.position = new Vector3(targetX, targetY, transform.position.z); - } - } -} diff --git a/Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta b/Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta deleted file mode 100644 index c594c47..0000000 --- a/Assets/Standard Assets/2D/Scripts/CameraFollow.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a9dfad760b6e9455593192a6d869f7ed -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs b/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs deleted file mode 100644 index a142d31..0000000 --- a/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs +++ /dev/null @@ -1,40 +0,0 @@ -using System; -using UnityEngine; -using UnityStandardAssets.CrossPlatformInput; - -namespace UnityStandardAssets._2D -{ - [RequireComponent(typeof (PlatformerCharacter2D))] - public class Platformer2DUserControl : MonoBehaviour - { - private PlatformerCharacter2D m_Character; - private bool m_Jump; - - - private void Awake() - { - m_Character = GetComponent(); - } - - - private void Update() - { - if (!m_Jump) - { - // Read the jump input in Update so button presses aren't missed. - m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); - } - } - - - private void FixedUpdate() - { - // Read the inputs. - bool crouch = Input.GetKey(KeyCode.LeftControl); - float h = CrossPlatformInputManager.GetAxis("Horizontal"); - // Pass all parameters to the character control script. - m_Character.Move(h, crouch, m_Jump); - m_Jump = false; - } - } -} diff --git a/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta b/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta deleted file mode 100644 index 2747409..0000000 --- a/Assets/Standard Assets/2D/Scripts/Platformer2DUserControl.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: c3d7b34a3bb2d4e4b926e7e729d3d410 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs b/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs deleted file mode 100644 index 1e1faa6..0000000 --- a/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs +++ /dev/null @@ -1,114 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets._2D -{ - public class PlatformerCharacter2D : MonoBehaviour - { - [SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis. - [SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps. - [Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100% - [SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping; - [SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character - - private Transform m_GroundCheck; // A position marking where to check if the player is grounded. - const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded - private bool m_Grounded; // Whether or not the player is grounded. - private Transform m_CeilingCheck; // A position marking where to check for ceilings - const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up - private Animator m_Anim; // Reference to the player's animator component. - private Rigidbody2D m_Rigidbody2D; - private bool m_FacingRight = true; // For determining which way the player is currently facing. - - private void Awake() - { - // Setting up references. - m_GroundCheck = transform.Find("GroundCheck"); - m_CeilingCheck = transform.Find("CeilingCheck"); - m_Anim = GetComponent(); - m_Rigidbody2D = GetComponent(); - } - - - private void FixedUpdate() - { - m_Grounded = false; - - // The player is grounded if a circlecast to the groundcheck position hits anything designated as ground - // This can be done using layers instead but Sample Assets will not overwrite your project settings. - Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround); - for (int i = 0; i < colliders.Length; i++) - { - if (colliders[i].gameObject != gameObject) - m_Grounded = true; - } - m_Anim.SetBool("Ground", m_Grounded); - - // Set the vertical animation - m_Anim.SetFloat("vSpeed", m_Rigidbody2D.velocity.y); - } - - - public void Move(float move, bool crouch, bool jump) - { - // If crouching, check to see if the character can stand up - if (!crouch && m_Anim.GetBool("Crouch")) - { - // If the character has a ceiling preventing them from standing up, keep them crouching - if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround)) - { - crouch = true; - } - } - - // Set whether or not the character is crouching in the animator - m_Anim.SetBool("Crouch", crouch); - - //only control the player if grounded or airControl is turned on - if (m_Grounded || m_AirControl) - { - // Reduce the speed if crouching by the crouchSpeed multiplier - move = (crouch ? move*m_CrouchSpeed : move); - - // The Speed animator parameter is set to the absolute value of the horizontal input. - m_Anim.SetFloat("Speed", Mathf.Abs(move)); - - // Move the character - m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y); - - // If the input is moving the player right and the player is facing left... - if (move > 0 && !m_FacingRight) - { - // ... flip the player. - Flip(); - } - // Otherwise if the input is moving the player left and the player is facing right... - else if (move < 0 && m_FacingRight) - { - // ... flip the player. - Flip(); - } - } - // If the player should jump... - if (m_Grounded && jump && m_Anim.GetBool("Ground")) - { - // Add a vertical force to the player. - m_Grounded = false; - m_Anim.SetBool("Ground", false); - m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce)); - } - } - - - private void Flip() - { - // Switch the way the player is labelled as facing. - m_FacingRight = !m_FacingRight; - - // Multiply the player's x local scale by -1. - Vector3 theScale = transform.localScale; - theScale.x *= -1; - transform.localScale = theScale; - } - } -} diff --git a/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta b/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta deleted file mode 100644 index 5dd33b1..0000000 --- a/Assets/Standard Assets/2D/Scripts/PlatformerCharacter2D.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: d08f91df3bd212f429df17f53ce2f364 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/2D/Scripts/Restarter.cs b/Assets/Standard Assets/2D/Scripts/Restarter.cs deleted file mode 100644 index d4a5907..0000000 --- a/Assets/Standard Assets/2D/Scripts/Restarter.cs +++ /dev/null @@ -1,17 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.SceneManagement; - 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-In the Camera Prefabs folder are a few Camera Rigs, explained below. - -To use them, simply drop one into your scene, and set the target field on the root of the camera rig. - -If your player is tagged "Player", you don't even have to assign the target, as by default the cameras will automatically target the first object they find tagged "Player". You can uncheck this option if you don't want it. - -After adding one to your scene, you will also probably want to delete the default "Main Camera" that was in your scene already, since the camera rigs contain their own cameras. - -The "Free Look" camera is designed to follow a target's position, while allowing the user to rotate the angle of the camera with the mouse (or a touch gesture). - -The "Multipurpose" camera is designed to follow a target's position and rotation (or direction of movement) and is useful for many game situations. - -With the "Free Look" and "Multipurpose" camera, the rig is designed so the root object of the rig should always move towards the target's position. The camera offset is specified by the height (the Y value) of the "Pivot" object, and the forward offset of the final "Camera" object. - -A typical set up for this would be to have the Y positional value of the Pivot set to 2 (for 2 meters above the target), and the Z positional value of the Camera set to -6 (for 6 meters behind the pivot). - -If you wanted to adjust the camera to be to one side of the target (eg, for a closer over-shoulder third person view), you should adjust the X position value of the Pivot object. - -Camera Rig <- position will move towards target. - Pivot <- adjust Y position for height, X position for horizontal offset - Camera <- adjust Z position for distance away from target - - -Both the "Free Look" and the "Multipurpose" camera also use the ProtectCameraFromWallClip script, which is intended to stop the camera from passing through items of scenery, as can happen if a character or vehicle targeted by the camera is backed up against a wall. - -The ProtectCameraFromWallClip script examines the distance between the Pivot and the Camera, and attempts to preserve this where possible, but draws the camera in closer to the pivot when colliders are detected. 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-namespace UnityStandardAssets.Cameras -{ - public abstract class AbstractTargetFollower : MonoBehaviour - { - public enum UpdateType // The available methods of updating are: - { - FixedUpdate, // Update in FixedUpdate (for tracking rigidbodies). - LateUpdate, // Update in LateUpdate. (for tracking objects that are moved in Update) - ManualUpdate, // user must call to update camera - } - - [SerializeField] protected Transform m_Target; // The target object to follow - [SerializeField] private bool m_AutoTargetPlayer = true; // Whether the rig should automatically target the player. - [SerializeField] private UpdateType m_UpdateType; // stores the selected update type - - protected Rigidbody targetRigidbody; - - - protected virtual void Start() - { - // if auto targeting is used, find the object tagged "Player" - // any class inheriting from this should call base.Start() to perform this action! - if (m_AutoTargetPlayer) - { - FindAndTargetPlayer(); - } - if (m_Target == null) return; - targetRigidbody = m_Target.GetComponent(); - } - - - private void FixedUpdate() - { - // we update from here if updatetype is set to Fixed, or in auto mode, - // if the target has a rigidbody, and isn't kinematic. - if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf)) - { - FindAndTargetPlayer(); - } - if (m_UpdateType == UpdateType.FixedUpdate) - { - FollowTarget(Time.deltaTime); - } - } - - - private void LateUpdate() - { - // we update from here if updatetype is set to Late, or in auto mode, - // if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic. - if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf)) - { - FindAndTargetPlayer(); - } - if (m_UpdateType == UpdateType.LateUpdate) - { - FollowTarget(Time.deltaTime); - } - } - - - public void ManualUpdate() - { - // we update from here if updatetype is set to Late, or in auto mode, - // if the target does not have a rigidbody, or - does have a rigidbody but is set to kinematic. - if (m_AutoTargetPlayer && (m_Target == null || !m_Target.gameObject.activeSelf)) - { - FindAndTargetPlayer(); - } - if (m_UpdateType == UpdateType.ManualUpdate) - { - FollowTarget(Time.deltaTime); - } - } - - protected abstract void FollowTarget(float deltaTime); - - - public void FindAndTargetPlayer() - { - // auto target an object tagged player, if no target has been assigned - var targetObj = GameObject.FindGameObjectWithTag("Player"); - if (targetObj) - { - SetTarget(targetObj.transform); - } - } - - - public virtual void SetTarget(Transform newTransform) - { - m_Target = newTransform; - } - - - public Transform Target - { - get { return m_Target; } - } - } -} diff --git a/Assets/Standard Assets/Cameras/Scripts/AbstractTargetFollower.cs.meta b/Assets/Standard Assets/Cameras/Scripts/AbstractTargetFollower.cs.meta deleted file mode 100644 index da819d7..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/AbstractTargetFollower.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 89a534d869bfccd49bebf7cb6fb244b6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs b/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs deleted file mode 100644 index 906ae0f..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs +++ /dev/null @@ -1,107 +0,0 @@ -using System; -using UnityEngine; -#if UNITY_EDITOR - -#endif - -namespace UnityStandardAssets.Cameras -{ - [ExecuteInEditMode] - public class AutoCam : PivotBasedCameraRig - { - [SerializeField] private float m_MoveSpeed = 3; // How fast the rig will move to keep up with target's position - [SerializeField] private float m_TurnSpeed = 1; // How fast the rig will turn to keep up with target's rotation - [SerializeField] private float m_RollSpeed = 0.2f;// How fast the rig will roll (around Z axis) to match target's roll. - [SerializeField] private bool m_FollowVelocity = false;// Whether the rig will rotate in the direction of the target's velocity. - [SerializeField] private bool m_FollowTilt = true; // Whether the rig will tilt (around X axis) with the target. - [SerializeField] private float m_SpinTurnLimit = 90;// The threshold beyond which the camera stops following the target's rotation. (used in situations where a car spins out, for example) - [SerializeField] private float m_TargetVelocityLowerLimit = 4f;// the minimum velocity above which the camera turns towards the object's velocity. Below this we use the object's forward direction. - [SerializeField] private float m_SmoothTurnTime = 0.2f; // the smoothing for the camera's rotation - - private float m_LastFlatAngle; // The relative angle of the target and the rig from the previous frame. - private float m_CurrentTurnAmount; // How much to turn the camera - private float m_TurnSpeedVelocityChange; // The change in the turn speed velocity - private Vector3 m_RollUp = Vector3.up;// The roll of the camera around the z axis ( generally this will always just be up ) - - - protected override void FollowTarget(float deltaTime) - { - // if no target, or no time passed then we quit early, as there is nothing to do - if (!(deltaTime > 0) || m_Target == null) - { - return; - } - - // initialise some vars, we'll be modifying these in a moment - var targetForward = m_Target.forward; - var targetUp = m_Target.up; - - if (m_FollowVelocity && Application.isPlaying) - { - // in follow velocity mode, the camera's rotation is aligned towards the object's velocity direction - // but only if the object is traveling faster than a given threshold. - - if (targetRigidbody.velocity.magnitude > m_TargetVelocityLowerLimit) - { - // velocity is high enough, so we'll use the target's velocty - targetForward = targetRigidbody.velocity.normalized; - targetUp = Vector3.up; - } - else - { - targetUp = Vector3.up; - } - m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, 1, ref m_TurnSpeedVelocityChange, m_SmoothTurnTime); - } - else - { - // we're in 'follow rotation' mode, where the camera rig's rotation follows the object's rotation. - - // This section allows the camera to stop following the target's rotation when the target is spinning too fast. - // eg when a car has been knocked into a spin. The camera will resume following the rotation - // of the target when the target's angular velocity slows below the threshold. - var currentFlatAngle = Mathf.Atan2(targetForward.x, targetForward.z)*Mathf.Rad2Deg; - if (m_SpinTurnLimit > 0) - { - var targetSpinSpeed = Mathf.Abs(Mathf.DeltaAngle(m_LastFlatAngle, currentFlatAngle))/deltaTime; - var desiredTurnAmount = Mathf.InverseLerp(m_SpinTurnLimit, m_SpinTurnLimit*0.75f, targetSpinSpeed); - var turnReactSpeed = (m_CurrentTurnAmount > desiredTurnAmount ? .1f : 1f); - if (Application.isPlaying) - { - m_CurrentTurnAmount = Mathf.SmoothDamp(m_CurrentTurnAmount, desiredTurnAmount, - ref m_TurnSpeedVelocityChange, turnReactSpeed); - } - else - { - // for editor mode, smoothdamp won't work because it uses deltaTime internally - m_CurrentTurnAmount = desiredTurnAmount; - } - } - else - { - m_CurrentTurnAmount = 1; - } - m_LastFlatAngle = currentFlatAngle; - } - - // camera position moves towards target position: - transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed); - - // camera's rotation is split into two parts, which can have independend speed settings: - // rotating towards the target's forward direction (which encompasses its 'yaw' and 'pitch') - if (!m_FollowTilt) - { - targetForward.y = 0; - if (targetForward.sqrMagnitude < float.Epsilon) - { - targetForward = transform.forward; - } - } - var rollRotation = Quaternion.LookRotation(targetForward, m_RollUp); - - // and aligning with the target object's up direction (i.e. its 'roll') - m_RollUp = m_RollSpeed > 0 ? Vector3.Slerp(m_RollUp, targetUp, m_RollSpeed*deltaTime) : Vector3.up; - transform.rotation = Quaternion.Lerp(transform.rotation, rollRotation, m_TurnSpeed*m_CurrentTurnAmount*deltaTime); - } - } -} diff --git a/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs.meta b/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs.meta deleted file mode 100644 index 77830cf..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/AutoCam.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a8d3968294210ba4a9d2bb96dfa74a16 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs b/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs deleted file mode 100644 index 091eda2..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs +++ /dev/null @@ -1,115 +0,0 @@ -using System; -using UnityEngine; -using UnityStandardAssets.CrossPlatformInput; - -namespace UnityStandardAssets.Cameras -{ - public class FreeLookCam : PivotBasedCameraRig - { - // This script is designed to be placed on the root object of a camera rig, - // comprising 3 gameobjects, each parented to the next: - - // Camera Rig - // Pivot - // Camera - - [SerializeField] private float m_MoveSpeed = 1f; // How fast the rig will move to keep up with the target's position. - [Range(0f, 10f)] [SerializeField] private float m_TurnSpeed = 1.5f; // How fast the rig will rotate from user input. - [SerializeField] private float m_TurnSmoothing = 0.1f; // How much smoothing to apply to the turn input, to reduce mouse-turn jerkiness - [SerializeField] private float m_TiltMax = 75f; // The maximum value of the x axis rotation of the pivot. - [SerializeField] private float m_TiltMin = 45f; // The minimum value of the x axis rotation of the pivot. - [SerializeField] private bool m_LockCursor = false; // Whether the cursor should be hidden and locked. - [SerializeField] private bool m_VerticalAutoReturn = false; // set wether or not the vertical axis should auto return - - private float m_LookAngle; // The rig's y axis rotation. - private float m_TiltAngle; // The pivot's x axis rotation. - private const float k_LookDistance = 100f; // How far in front of the pivot the character's look target is. - private Vector3 m_PivotEulers; - private Quaternion m_PivotTargetRot; - private Quaternion m_TransformTargetRot; - - protected override void Awake() - { - base.Awake(); - // Lock or unlock the cursor. - Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None; - Cursor.visible = !m_LockCursor; - m_PivotEulers = m_Pivot.rotation.eulerAngles; - - m_PivotTargetRot = m_Pivot.transform.localRotation; - m_TransformTargetRot = transform.localRotation; - } - - - protected void Update() - { - HandleRotationMovement(); - if (m_LockCursor && Input.GetMouseButtonUp(0)) - { - Cursor.lockState = m_LockCursor ? CursorLockMode.Locked : CursorLockMode.None; - Cursor.visible = !m_LockCursor; - } - } - - - private void OnDisable() - { - Cursor.lockState = CursorLockMode.None; - Cursor.visible = true; - } - - - protected override void FollowTarget(float deltaTime) - { - if (m_Target == null) return; - // Move the rig towards target position. - transform.position = Vector3.Lerp(transform.position, m_Target.position, deltaTime*m_MoveSpeed); - } - - - private void HandleRotationMovement() - { - if(Time.timeScale < float.Epsilon) - return; - - // Read the user input - var x = CrossPlatformInputManager.GetAxis("Mouse X"); - var y = CrossPlatformInputManager.GetAxis("Mouse Y"); - - // Adjust the look angle by an amount proportional to the turn speed and horizontal input. - m_LookAngle += x*m_TurnSpeed; - - // Rotate the rig (the root object) around Y axis only: - m_TransformTargetRot = Quaternion.Euler(0f, m_LookAngle, 0f); - - if (m_VerticalAutoReturn) - { - // For tilt input, we need to behave differently depending on whether we're using mouse or touch input: - // on mobile, vertical input is directly mapped to tilt value, so it springs back automatically when the look input is released - // we have to test whether above or below zero because we want to auto-return to zero even if min and max are not symmetrical. - m_TiltAngle = y > 0 ? Mathf.Lerp(0, -m_TiltMin, y) : Mathf.Lerp(0, m_TiltMax, -y); - } - else - { - // on platforms with a mouse, we adjust the current angle based on Y mouse input and turn speed - m_TiltAngle -= y*m_TurnSpeed; - // and make sure the new value is within the tilt range - m_TiltAngle = Mathf.Clamp(m_TiltAngle, -m_TiltMin, m_TiltMax); - } - - // Tilt input around X is applied to the pivot (the child of this object) - m_PivotTargetRot = Quaternion.Euler(m_TiltAngle, m_PivotEulers.y , m_PivotEulers.z); - - if (m_TurnSmoothing > 0) - { - m_Pivot.localRotation = Quaternion.Slerp(m_Pivot.localRotation, m_PivotTargetRot, m_TurnSmoothing * Time.deltaTime); - transform.localRotation = Quaternion.Slerp(transform.localRotation, m_TransformTargetRot, m_TurnSmoothing * Time.deltaTime); - } - else - { - m_Pivot.localRotation = m_PivotTargetRot; - transform.localRotation = m_TransformTargetRot; - } - } - } -} diff --git a/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs.meta b/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs.meta deleted file mode 100644 index 9b51a26..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/FreeLookCam.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: e44af8091779fcb40801d5b284353dbe -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs b/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs deleted file mode 100644 index 837cf5c..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs +++ /dev/null @@ -1,33 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Cameras -{ - public class HandHeldCam : LookatTarget - { - [SerializeField] private float m_SwaySpeed = .5f; - [SerializeField] private float m_BaseSwayAmount = .5f; - [SerializeField] private float m_TrackingSwayAmount = .5f; - [Range(-1, 1)] [SerializeField] private float m_TrackingBias = 0; - - - protected override void FollowTarget(float deltaTime) - { - base.FollowTarget(deltaTime); - - float bx = (Mathf.PerlinNoise(0, Time.time*m_SwaySpeed) - 0.5f); - float by = (Mathf.PerlinNoise(0, (Time.time*m_SwaySpeed) + 100)) - 0.5f; - - bx *= m_BaseSwayAmount; - by *= m_BaseSwayAmount; - - float tx = (Mathf.PerlinNoise(0, Time.time*m_SwaySpeed) - 0.5f) + m_TrackingBias; - float ty = ((Mathf.PerlinNoise(0, (Time.time*m_SwaySpeed) + 100)) - 0.5f) + m_TrackingBias; - - tx *= -m_TrackingSwayAmount*m_FollowVelocity.x; - ty *= m_TrackingSwayAmount*m_FollowVelocity.y; - - transform.Rotate(bx + tx, by + ty, 0); - } - } -} diff --git a/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs.meta b/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs.meta deleted file mode 100644 index 7b64b3b..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/HandHeldCam.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: d947636a9390f6a46a121124154e6e3f -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs b/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs deleted file mode 100644 index a33b3a6..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs +++ /dev/null @@ -1,66 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Cameras -{ - public class LookatTarget : AbstractTargetFollower - { - // A simple script to make one object look at another, - // but with optional constraints which operate relative to - // this gameobject's initial rotation. - - // Only rotates around local X and Y. - - // Works in local coordinates, so if this object is parented - // to another moving gameobject, its local constraints will - // operate correctly - // (Think: looking out the side window of a car, or a gun turret - // on a moving spaceship with a limited angular range) - - // to have no constraints on an axis, set the rotationRange greater than 360. - - [SerializeField] private Vector2 m_RotationRange; - [SerializeField] private float m_FollowSpeed = 1; - - private Vector3 m_FollowAngles; - private Quaternion m_OriginalRotation; - - protected Vector3 m_FollowVelocity; - - - // Use this for initialization - protected override void Start() - { - base.Start(); - m_OriginalRotation = transform.localRotation; - } - - - protected override void FollowTarget(float deltaTime) - { - // we make initial calculations from the original local rotation - transform.localRotation = m_OriginalRotation; - - // tackle rotation around Y first - Vector3 localTarget = transform.InverseTransformPoint(m_Target.position); - float yAngle = Mathf.Atan2(localTarget.x, localTarget.z)*Mathf.Rad2Deg; - - yAngle = Mathf.Clamp(yAngle, -m_RotationRange.y*0.5f, m_RotationRange.y*0.5f); - transform.localRotation = m_OriginalRotation*Quaternion.Euler(0, yAngle, 0); - - // then recalculate new local target position for rotation around X - localTarget = transform.InverseTransformPoint(m_Target.position); - float xAngle = Mathf.Atan2(localTarget.y, localTarget.z)*Mathf.Rad2Deg; - xAngle = Mathf.Clamp(xAngle, -m_RotationRange.x*0.5f, m_RotationRange.x*0.5f); - var targetAngles = new Vector3(m_FollowAngles.x + Mathf.DeltaAngle(m_FollowAngles.x, xAngle), - m_FollowAngles.y + Mathf.DeltaAngle(m_FollowAngles.y, yAngle)); - - // smoothly interpolate the current angles to the target angles - m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, targetAngles, ref m_FollowVelocity, m_FollowSpeed); - - - // and update the gameobject itself - transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0); - } - } -} diff --git a/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs.meta b/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs.meta deleted file mode 100644 index a201095..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/LookatTarget.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: f2ec2b96de5640e42a622fc3064f1c80 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs b/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs deleted file mode 100644 index cc76a6a..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs +++ /dev/null @@ -1,28 +0,0 @@ -using System; -using UnityEngine; - - -namespace UnityStandardAssets.Cameras -{ - public abstract class PivotBasedCameraRig : AbstractTargetFollower - { - // This script is designed to be placed on the root object of a camera rig, - // comprising 3 gameobjects, each parented to the next: - - // Camera Rig - // Pivot - // Camera - - protected Transform m_Cam; // the transform of the camera - protected Transform m_Pivot; // the point at which the camera pivots around - protected Vector3 m_LastTargetPosition; - - - protected virtual void Awake() - { - // find the camera in the object hierarchy - m_Cam = GetComponentInChildren().transform; - m_Pivot = m_Cam.parent; - } - } -} diff --git a/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs.meta b/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs.meta deleted file mode 100644 index 701f56f..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/PivotBasedCameraRig.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 58cb183e16853564e9ed457f8a296db1 -labels: -- Done -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs b/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs deleted file mode 100644 index da8acd4..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs +++ /dev/null @@ -1,124 +0,0 @@ -using System; -using System.Collections; -using UnityEngine; - -namespace UnityStandardAssets.Cameras -{ - public class ProtectCameraFromWallClip : MonoBehaviour - { - public float clipMoveTime = 0.05f; // time taken to move when avoiding cliping (low value = fast, which it should be) - public float returnTime = 0.4f; // time taken to move back towards desired position, when not clipping (typically should be a higher value than clipMoveTime) - public float sphereCastRadius = 0.1f; // the radius of the sphere used to test for object between camera and target - public bool visualiseInEditor; // toggle for visualising the algorithm through lines for the raycast in the editor - public float closestDistance = 0.5f; // the closest distance the camera can be from the target - public bool protecting { get; private set; } // used for determining if there is an object between the target and the camera - public string dontClipTag = "Player"; // don't clip against objects with this tag (useful for not clipping against the targeted object) - - private Transform m_Cam; // the transform of the camera - private Transform m_Pivot; // the point at which the camera pivots around - private float m_OriginalDist; // the original distance to the camera before any modification are made - private float m_MoveVelocity; // the velocity at which the camera moved - private float m_CurrentDist; // the current distance from the camera to the target - private Ray m_Ray; // the ray used in the lateupdate for casting between the camera and the target - private RaycastHit[] m_Hits; // the hits between the camera and the target - private RayHitComparer m_RayHitComparer; // variable to compare raycast hit distances - - - private void Start() - { - // find the camera in the object hierarchy - m_Cam = GetComponentInChildren().transform; - m_Pivot = m_Cam.parent; - m_OriginalDist = m_Cam.localPosition.magnitude; - m_CurrentDist = m_OriginalDist; - - // create a new RayHitComparer - m_RayHitComparer = new RayHitComparer(); - } - - - private void LateUpdate() - { - // initially set the target distance - float targetDist = m_OriginalDist; - - m_Ray.origin = m_Pivot.position + m_Pivot.forward*sphereCastRadius; - m_Ray.direction = -m_Pivot.forward; - - // initial check to see if start of spherecast intersects anything - var cols = Physics.OverlapSphere(m_Ray.origin, sphereCastRadius); - - bool initialIntersect = false; - bool hitSomething = false; - - // loop through all the collisions to check if something we care about - for (int i = 0; i < cols.Length; i++) - { - if ((!cols[i].isTrigger) && - !(cols[i].attachedRigidbody != null && cols[i].attachedRigidbody.CompareTag(dontClipTag))) - { - initialIntersect = true; - break; - } - } - - // if there is a collision - if (initialIntersect) - { - m_Ray.origin += m_Pivot.forward*sphereCastRadius; - - // do a raycast and gather all the intersections - m_Hits = Physics.RaycastAll(m_Ray, m_OriginalDist - sphereCastRadius); - } - else - { - // if there was no collision do a sphere cast to see if there were any other collisions - m_Hits = Physics.SphereCastAll(m_Ray, sphereCastRadius, m_OriginalDist + sphereCastRadius); - } - - // sort the collisions by distance - Array.Sort(m_Hits, m_RayHitComparer); - - // set the variable used for storing the closest to be as far as possible - float nearest = Mathf.Infinity; - - // loop through all the collisions - for (int i = 0; i < m_Hits.Length; i++) - { - // only deal with the collision if it was closer than the previous one, not a trigger, and not attached to a rigidbody tagged with the dontClipTag - if (m_Hits[i].distance < nearest && (!m_Hits[i].collider.isTrigger) && - !(m_Hits[i].collider.attachedRigidbody != null && - m_Hits[i].collider.attachedRigidbody.CompareTag(dontClipTag))) - { - // change the nearest collision to latest - nearest = m_Hits[i].distance; - targetDist = -m_Pivot.InverseTransformPoint(m_Hits[i].point).z; - hitSomething = true; - } - } - - // visualise the cam clip effect in the editor - if (hitSomething) - { - Debug.DrawRay(m_Ray.origin, -m_Pivot.forward*(targetDist + sphereCastRadius), Color.red); - } - - // hit something so move the camera to a better position - protecting = hitSomething; - m_CurrentDist = Mathf.SmoothDamp(m_CurrentDist, targetDist, ref m_MoveVelocity, - m_CurrentDist > targetDist ? clipMoveTime : returnTime); - m_CurrentDist = Mathf.Clamp(m_CurrentDist, closestDistance, m_OriginalDist); - m_Cam.localPosition = -Vector3.forward*m_CurrentDist; - } - - - // comparer for check distances in ray cast hits - public class RayHitComparer : IComparer - { - public int Compare(object x, object y) - { - return ((RaycastHit) x).distance.CompareTo(((RaycastHit) y).distance); - } - } - } -} diff --git a/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs.meta b/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs.meta deleted file mode 100644 index 99ac1cd..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/ProtectCameraFromWallClip.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 94b04ec3bda6b7747aa53936ef3b0ae2 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs b/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs deleted file mode 100644 index 9a014e0..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs +++ /dev/null @@ -1,79 +0,0 @@ -using System; -using UnityEngine; - - -namespace UnityStandardAssets.Cameras -{ - public class TargetFieldOfView : AbstractTargetFollower - { - // This script is primarily designed to be used with the "LookAtTarget" script to enable a - // CCTV style camera looking at a target to also adjust its field of view (zoom) to fit the - // target (so that it zooms in as the target becomes further away). - // When used with a follow cam, it will automatically use the same target. - - [SerializeField] private float m_FovAdjustTime = 1; // the time taken to adjust the current FOV to the desired target FOV amount. - [SerializeField] private float m_ZoomAmountMultiplier = 2; // a multiplier for the FOV amount. The default of 2 makes the field of view twice as wide as required to fit the target. - [SerializeField] private bool m_IncludeEffectsInSize = false; // changing this only takes effect on startup, or when new target is assigned. - - private float m_BoundSize; - private float m_FovAdjustVelocity; - private Camera m_Cam; - private Transform m_LastTarget; - - // Use this for initialization - protected override void Start() - { - base.Start(); - m_BoundSize = MaxBoundsExtent(m_Target, m_IncludeEffectsInSize); - - // get a reference to the actual camera component: - m_Cam = GetComponentInChildren(); - } - - - protected override void FollowTarget(float deltaTime) - { - // calculate the correct field of view to fit the bounds size at the current distance - float dist = (m_Target.position - transform.position).magnitude; - float requiredFOV = Mathf.Atan2(m_BoundSize, dist)*Mathf.Rad2Deg*m_ZoomAmountMultiplier; - - m_Cam.fieldOfView = Mathf.SmoothDamp(m_Cam.fieldOfView, requiredFOV, ref m_FovAdjustVelocity, m_FovAdjustTime); - } - - - public override void SetTarget(Transform newTransform) - { - base.SetTarget(newTransform); - m_BoundSize = MaxBoundsExtent(newTransform, m_IncludeEffectsInSize); - } - - - public static float MaxBoundsExtent(Transform obj, bool includeEffects) - { - // get the maximum bounds extent of object, including all child renderers, - // but excluding particles and trails, for FOV zooming effect. - - var renderers = obj.GetComponentsInChildren(); - - Bounds bounds = new Bounds(); - bool initBounds = false; - foreach (Renderer r in renderers) - { - if (!((r is TrailRenderer) || (r is ParticleRenderer) || (r is ParticleSystemRenderer))) - { - if (!initBounds) - { - initBounds = true; - bounds = r.bounds; - } - else - { - bounds.Encapsulate(r.bounds); - } - } - } - float max = Mathf.Max(bounds.extents.x, bounds.extents.y, bounds.extents.z); - return max; - } - } -} diff --git a/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs.meta b/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs.meta deleted file mode 100644 index e9f4a36..0000000 --- a/Assets/Standard Assets/Cameras/Scripts/TargetFieldOfView.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a62942d9af3f36d448094c6ed1f214dd -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Character Controllers.meta b/Assets/Standard Assets/Character Controllers.meta deleted file mode 100644 index 8f37525..0000000 --- a/Assets/Standard Assets/Character Controllers.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 54216e9ed42974e30967824b7f0b2806 -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Standard Assets/Character Controllers/Sources.meta b/Assets/Standard Assets/Character Controllers/Sources.meta deleted file mode 100644 index 9adeff3..0000000 --- a/Assets/Standard Assets/Character Controllers/Sources.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 7e0b0a994d8934541a387e092630b5db -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Standard Assets/Character Controllers/Sources/Scripts.meta b/Assets/Standard Assets/Character Controllers/Sources/Scripts.meta deleted file mode 100644 index 5fe49ae..0000000 --- a/Assets/Standard Assets/Character Controllers/Sources/Scripts.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: f781c091d1c8647c380d5230adfaee54 -folderAsset: yes -DefaultImporter: - userData: diff --git a/Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js b/Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js deleted file mode 100644 index 7e01c2e..0000000 --- a/Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js +++ /dev/null @@ -1,587 +0,0 @@ -#pragma strict -#pragma implicit -#pragma downcast - -// Does this script currently respond to input? -var canControl : boolean = true; - -var useFixedUpdate : boolean = true; - -// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. -// Very handy for organization! - -// The current global direction we want the character to move in. -@System.NonSerialized -var inputMoveDirection : Vector3 = Vector3.zero; - -// Is the jump button held down? We use this interface instead of checking -// for the jump button directly so this script can also be used by AIs. -@System.NonSerialized -var inputJump : boolean = false; - -class CharacterMotorMovement { - // The maximum horizontal speed when moving - var maxForwardSpeed : float = 10.0; - var maxSidewaysSpeed : float = 10.0; - var maxBackwardsSpeed : float = 10.0; - - // Curve for multiplying speed based on slope (negative = downwards) - var slopeSpeedMultiplier : AnimationCurve = AnimationCurve(Keyframe(-90, 1), Keyframe(0, 1), Keyframe(90, 0)); - - // How fast does the character change speeds? Higher is faster. - var maxGroundAcceleration : float = 30.0; - var maxAirAcceleration : float = 20.0; - - // The gravity for the character - var gravity : float = 10.0; - var maxFallSpeed : float = 20.0; - - // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. - // Very handy for organization! - - // The last collision flags returned from controller.Move - @System.NonSerialized - var collisionFlags : CollisionFlags; - - // We will keep track of the character's current velocity, - @System.NonSerialized - var velocity : Vector3; - - // This keeps track of our current velocity while we're not grounded - @System.NonSerialized - var frameVelocity : Vector3 = Vector3.zero; - - @System.NonSerialized - var hitPoint : Vector3 = Vector3.zero; - - @System.NonSerialized - var lastHitPoint : Vector3 = Vector3(Mathf.Infinity, 0, 0); -} - -var movement : CharacterMotorMovement = CharacterMotorMovement(); - -enum MovementTransferOnJump { - None, // The jump is not affected by velocity of floor at all. - InitTransfer, // Jump gets its initial velocity from the floor, then gradualy comes to a stop. - PermaTransfer, // Jump gets its initial velocity from the floor, and keeps that velocity until landing. - PermaLocked // Jump is relative to the movement of the last touched floor and will move together with that floor. -} - -// We will contain all the jumping related variables in one helper class for clarity. -class CharacterMotorJumping { - // Can the character jump? - var enabled : boolean = true; - - // How high do we jump when pressing jump and letting go immediately - var baseHeight : float = 1.0; - - // We add extraHeight units (meters) on top when holding the button down longer while jumping - var extraHeight : float = 4.1; - - // How much does the character jump out perpendicular to the surface on walkable surfaces? - // 0 means a fully vertical jump and 1 means fully perpendicular. - var perpAmount : float = 0.0; - - // How much does the character jump out perpendicular to the surface on too steep surfaces? - // 0 means a fully vertical jump and 1 means fully perpendicular. - var steepPerpAmount : float = 0.5; - - // For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view. - // Very handy for organization! - - // Are we jumping? (Initiated with jump button and not grounded yet) - // To see if we are just in the air (initiated by jumping OR falling) see the grounded variable. - @System.NonSerialized - var jumping : boolean = false; - - @System.NonSerialized - var holdingJumpButton : boolean = false; - - // the time we jumped at (Used to determine for how long to apply extra jump power after jumping.) - @System.NonSerialized - var lastStartTime : float = 0.0; - - @System.NonSerialized - var lastButtonDownTime : float = -100; - - @System.NonSerialized - var jumpDir : Vector3 = Vector3.up; -} - -var jumping : CharacterMotorJumping = CharacterMotorJumping(); - -class CharacterMotorMovingPlatform { - var enabled : boolean = true; - - var movementTransfer : MovementTransferOnJump = MovementTransferOnJump.PermaTransfer; - - @System.NonSerialized - var hitPlatform : Transform; - - @System.NonSerialized - var activePlatform : Transform; - - @System.NonSerialized - var activeLocalPoint : Vector3; - - @System.NonSerialized - var activeGlobalPoint : Vector3; - - @System.NonSerialized - var activeLocalRotation : Quaternion; - - @System.NonSerialized - var activeGlobalRotation : Quaternion; - - @System.NonSerialized - var lastMatrix : Matrix4x4; - - @System.NonSerialized - var platformVelocity : Vector3; - - @System.NonSerialized - var newPlatform : boolean; -} - -var movingPlatform : CharacterMotorMovingPlatform = CharacterMotorMovingPlatform(); - -class CharacterMotorSliding { - // Does the character slide on too steep surfaces? - var enabled : boolean = true; - - // How fast does the character slide on steep surfaces? - var slidingSpeed : float = 15; - - // How much can the player control the sliding direction? - // If the value is 0.5 the player can slide sideways with half the speed of the downwards sliding speed. - var sidewaysControl : float = 1.0; - - // How much can the player influence the sliding speed? - // If the value is 0.5 the player can speed the sliding up to 150% or slow it down to 50%. - var speedControl : float = 0.4; -} - -var sliding : CharacterMotorSliding = CharacterMotorSliding(); - -@System.NonSerialized -var grounded : boolean = true; - -@System.NonSerialized -var groundNormal : Vector3 = Vector3.zero; - -private var lastGroundNormal : Vector3 = Vector3.zero; - -private var tr : Transform; - -private var controller : CharacterController; - -function Awake () { - controller = GetComponent (CharacterController); - tr = transform; -} - -private function UpdateFunction () { - // We copy the actual velocity into a temporary variable that we can manipulate. - var velocity : Vector3 = movement.velocity; - - // Update velocity based on input - velocity = ApplyInputVelocityChange(velocity); - - // Apply gravity and jumping force - velocity = ApplyGravityAndJumping (velocity); - - // Moving platform support - var moveDistance : Vector3 = Vector3.zero; - if (MoveWithPlatform()) { - var newGlobalPoint : Vector3 = movingPlatform.activePlatform.TransformPoint(movingPlatform.activeLocalPoint); - moveDistance = (newGlobalPoint - movingPlatform.activeGlobalPoint); - if (moveDistance != Vector3.zero) - controller.Move(moveDistance); - - // Support moving platform rotation as well: - var newGlobalRotation : Quaternion = movingPlatform.activePlatform.rotation * movingPlatform.activeLocalRotation; - var rotationDiff : Quaternion = newGlobalRotation * Quaternion.Inverse(movingPlatform.activeGlobalRotation); - - var yRotation = rotationDiff.eulerAngles.y; - if (yRotation != 0) { - // Prevent rotation of the local up vector - tr.Rotate(0, yRotation, 0); - } - } - - // Save lastPosition for velocity calculation. - var lastPosition : Vector3 = tr.position; - - // We always want the movement to be framerate independent. Multiplying by Time.deltaTime does this. - var currentMovementOffset : Vector3 = velocity * Time.deltaTime; - - // Find out how much we need to push towards the ground to avoid loosing grouning - // when walking down a step or over a sharp change in slope. - var pushDownOffset : float = Mathf.Max(controller.stepOffset, Vector3(currentMovementOffset.x, 0, currentMovementOffset.z).magnitude); - if (grounded) - currentMovementOffset -= pushDownOffset * Vector3.up; - - // Reset variables that will be set by collision function - movingPlatform.hitPlatform = null; - groundNormal = Vector3.zero; - - // Move our character! - movement.collisionFlags = controller.Move (currentMovementOffset); - - movement.lastHitPoint = movement.hitPoint; - lastGroundNormal = groundNormal; - - if (movingPlatform.enabled && movingPlatform.activePlatform != movingPlatform.hitPlatform) { - if (movingPlatform.hitPlatform != null) { - movingPlatform.activePlatform = movingPlatform.hitPlatform; - movingPlatform.lastMatrix = movingPlatform.hitPlatform.localToWorldMatrix; - movingPlatform.newPlatform = true; - } - } - - // Calculate the velocity based on the current and previous position. - // This means our velocity will only be the amount the character actually moved as a result of collisions. - var oldHVelocity : Vector3 = new Vector3(velocity.x, 0, velocity.z); - movement.velocity = (tr.position - lastPosition) / Time.deltaTime; - var newHVelocity : Vector3 = new Vector3(movement.velocity.x, 0, movement.velocity.z); - - // The CharacterController can be moved in unwanted directions when colliding with things. - // We want to prevent this from influencing the recorded velocity. - if (oldHVelocity == Vector3.zero) { - movement.velocity = new Vector3(0, movement.velocity.y, 0); - } - else { - var projectedNewVelocity : float = Vector3.Dot(newHVelocity, oldHVelocity) / oldHVelocity.sqrMagnitude; - movement.velocity = oldHVelocity * Mathf.Clamp01(projectedNewVelocity) + movement.velocity.y * Vector3.up; - } - - if (movement.velocity.y < velocity.y - 0.001) { - if (movement.velocity.y < 0) { - // Something is forcing the CharacterController down faster than it should. - // Ignore this - movement.velocity.y = velocity.y; - } - else { - // The upwards movement of the CharacterController has been blocked. - // This is treated like a ceiling collision - stop further jumping here. - jumping.holdingJumpButton = false; - } - } - - // We were grounded but just loosed grounding - if (grounded && !IsGroundedTest()) { - grounded = false; - - // Apply inertia from platform - if (movingPlatform.enabled && - (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || - movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) - ) { - movement.frameVelocity = movingPlatform.platformVelocity; - movement.velocity += movingPlatform.platformVelocity; - } - - SendMessage("OnFall", SendMessageOptions.DontRequireReceiver); - // We pushed the character down to ensure it would stay on the ground if there was any. - // But there wasn't so now we cancel the downwards offset to make the fall smoother. - tr.position += pushDownOffset * Vector3.up; - } - // We were not grounded but just landed on something - else if (!grounded && IsGroundedTest()) { - grounded = true; - jumping.jumping = false; - SubtractNewPlatformVelocity(); - - SendMessage("OnLand", SendMessageOptions.DontRequireReceiver); - } - - // Moving platforms support - if (MoveWithPlatform()) { - // Use the center of the lower half sphere of the capsule as reference point. - // This works best when the character is standing on moving tilting platforms. - movingPlatform.activeGlobalPoint = tr.position + Vector3.up * (controller.center.y - controller.height*0.5 + controller.radius); - movingPlatform.activeLocalPoint = movingPlatform.activePlatform.InverseTransformPoint(movingPlatform.activeGlobalPoint); - - // Support moving platform rotation as well: - movingPlatform.activeGlobalRotation = tr.rotation; - movingPlatform.activeLocalRotation = Quaternion.Inverse(movingPlatform.activePlatform.rotation) * movingPlatform.activeGlobalRotation; - } -} - -function FixedUpdate () { - if (movingPlatform.enabled) { - if (movingPlatform.activePlatform != null) { - if (!movingPlatform.newPlatform) { - var lastVelocity : Vector3 = movingPlatform.platformVelocity; - - movingPlatform.platformVelocity = ( - movingPlatform.activePlatform.localToWorldMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint) - - movingPlatform.lastMatrix.MultiplyPoint3x4(movingPlatform.activeLocalPoint) - ) / Time.deltaTime; - } - movingPlatform.lastMatrix = movingPlatform.activePlatform.localToWorldMatrix; - movingPlatform.newPlatform = false; - } - else { - movingPlatform.platformVelocity = Vector3.zero; - } - } - - if (useFixedUpdate) - UpdateFunction(); -} - -function Update () { - if (!useFixedUpdate) - UpdateFunction(); -} - -private function ApplyInputVelocityChange (velocity : Vector3) { - if (!canControl) - inputMoveDirection = Vector3.zero; - - // Find desired velocity - var desiredVelocity : Vector3; - if (grounded && TooSteep()) { - // The direction we're sliding in - desiredVelocity = Vector3(groundNormal.x, 0, groundNormal.z).normalized; - // Find the input movement direction projected onto the sliding direction - var projectedMoveDir = Vector3.Project(inputMoveDirection, desiredVelocity); - // Add the sliding direction, the spped control, and the sideways control vectors - desiredVelocity = desiredVelocity + projectedMoveDir * sliding.speedControl + (inputMoveDirection - projectedMoveDir) * sliding.sidewaysControl; - // Multiply with the sliding speed - desiredVelocity *= sliding.slidingSpeed; - } - else - desiredVelocity = GetDesiredHorizontalVelocity(); - - if (movingPlatform.enabled && movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) { - desiredVelocity += movement.frameVelocity; - desiredVelocity.y = 0; - } - - if (grounded) - desiredVelocity = AdjustGroundVelocityToNormal(desiredVelocity, groundNormal); - else - velocity.y = 0; - - // Enforce max velocity change - var maxVelocityChange : float = GetMaxAcceleration(grounded) * Time.deltaTime; - var velocityChangeVector : Vector3 = (desiredVelocity - velocity); - if (velocityChangeVector.sqrMagnitude > maxVelocityChange * maxVelocityChange) { - velocityChangeVector = velocityChangeVector.normalized * maxVelocityChange; - } - // If we're in the air and don't have control, don't apply any velocity change at all. - // If we're on the ground and don't have control we do apply it - it will correspond to friction. - if (grounded || canControl) - velocity += velocityChangeVector; - - if (grounded) { - // When going uphill, the CharacterController will automatically move up by the needed amount. - // Not moving it upwards manually prevent risk of lifting off from the ground. - // When going downhill, DO move down manually, as gravity is not enough on steep hills. - velocity.y = Mathf.Min(velocity.y, 0); - } - - return velocity; -} - -private function ApplyGravityAndJumping (velocity : Vector3) { - - if (!inputJump || !canControl) { - jumping.holdingJumpButton = false; - jumping.lastButtonDownTime = -100; - } - - if (inputJump && jumping.lastButtonDownTime < 0 && canControl) - jumping.lastButtonDownTime = Time.time; - - if (grounded) - velocity.y = Mathf.Min(0, velocity.y) - movement.gravity * Time.deltaTime; - else { - velocity.y = movement.velocity.y - movement.gravity * Time.deltaTime; - - // When jumping up we don't apply gravity for some time when the user is holding the jump button. - // This gives more control over jump height by pressing the button longer. - if (jumping.jumping && jumping.holdingJumpButton) { - // Calculate the duration that the extra jump force should have effect. - // If we're still less than that duration after the jumping time, apply the force. - if (Time.time < jumping.lastStartTime + jumping.extraHeight / CalculateJumpVerticalSpeed(jumping.baseHeight)) { - // Negate the gravity we just applied, except we push in jumpDir rather than jump upwards. - velocity += jumping.jumpDir * movement.gravity * Time.deltaTime; - } - } - - // Make sure we don't fall any faster than maxFallSpeed. This gives our character a terminal velocity. - velocity.y = Mathf.Max (velocity.y, -movement.maxFallSpeed); - } - - if (grounded) { - // Jump only if the jump button was pressed down in the last 0.2 seconds. - // We use this check instead of checking if it's pressed down right now - // because players will often try to jump in the exact moment when hitting the ground after a jump - // and if they hit the button a fraction of a second too soon and no new jump happens as a consequence, - // it's confusing and it feels like the game is buggy. - if (jumping.enabled && canControl && (Time.time - jumping.lastButtonDownTime < 0.2)) { - grounded = false; - jumping.jumping = true; - jumping.lastStartTime = Time.time; - jumping.lastButtonDownTime = -100; - jumping.holdingJumpButton = true; - - // Calculate the jumping direction - if (TooSteep()) - jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.steepPerpAmount); - else - jumping.jumpDir = Vector3.Slerp(Vector3.up, groundNormal, jumping.perpAmount); - - // Apply the jumping force to the velocity. Cancel any vertical velocity first. - velocity.y = 0; - velocity += jumping.jumpDir * CalculateJumpVerticalSpeed (jumping.baseHeight); - - // Apply inertia from platform - if (movingPlatform.enabled && - (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || - movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) - ) { - movement.frameVelocity = movingPlatform.platformVelocity; - velocity += movingPlatform.platformVelocity; - } - - SendMessage("OnJump", SendMessageOptions.DontRequireReceiver); - } - else { - jumping.holdingJumpButton = false; - } - } - - return velocity; -} - -function OnControllerColliderHit (hit : ControllerColliderHit) { - if (hit.normal.y > 0 && hit.normal.y > groundNormal.y && hit.moveDirection.y < 0) { - if ((hit.point - movement.lastHitPoint).sqrMagnitude > 0.001 || lastGroundNormal == Vector3.zero) - groundNormal = hit.normal; - else - groundNormal = lastGroundNormal; - - movingPlatform.hitPlatform = hit.collider.transform; - movement.hitPoint = hit.point; - movement.frameVelocity = Vector3.zero; - } -} - -private function SubtractNewPlatformVelocity () { - // When landing, subtract the velocity of the new ground from the character's velocity - // since movement in ground is relative to the movement of the ground. - if (movingPlatform.enabled && - (movingPlatform.movementTransfer == MovementTransferOnJump.InitTransfer || - movingPlatform.movementTransfer == MovementTransferOnJump.PermaTransfer) - ) { - // If we landed on a new platform, we have to wait for two FixedUpdates - // before we know the velocity of the platform under the character - if (movingPlatform.newPlatform) { - var platform : Transform = movingPlatform.activePlatform; - yield WaitForFixedUpdate(); - yield WaitForFixedUpdate(); - if (grounded && platform == movingPlatform.activePlatform) - yield 1; - } - movement.velocity -= movingPlatform.platformVelocity; - } -} - -private function MoveWithPlatform () : boolean { - return ( - movingPlatform.enabled - && (grounded || movingPlatform.movementTransfer == MovementTransferOnJump.PermaLocked) - && movingPlatform.activePlatform != null - ); -} - -private function GetDesiredHorizontalVelocity () { - // Find desired velocity - var desiredLocalDirection : Vector3 = tr.InverseTransformDirection(inputMoveDirection); - var maxSpeed : float = MaxSpeedInDirection(desiredLocalDirection); - if (grounded) { - // Modify max speed on slopes based on slope speed multiplier curve - var movementSlopeAngle = Mathf.Asin(movement.velocity.normalized.y) * Mathf.Rad2Deg; - maxSpeed *= movement.slopeSpeedMultiplier.Evaluate(movementSlopeAngle); - } - return tr.TransformDirection(desiredLocalDirection * maxSpeed); -} - -private function AdjustGroundVelocityToNormal (hVelocity : Vector3, groundNormal : Vector3) : Vector3 { - var sideways : Vector3 = Vector3.Cross(Vector3.up, hVelocity); - return Vector3.Cross(sideways, groundNormal).normalized * hVelocity.magnitude; -} - -private function IsGroundedTest () { - return (groundNormal.y > 0.01); -} - -function GetMaxAcceleration (grounded : boolean) : float { - // Maximum acceleration on ground and in air - if (grounded) - return movement.maxGroundAcceleration; - else - return movement.maxAirAcceleration; -} - -function CalculateJumpVerticalSpeed (targetJumpHeight : float) { - // From the jump height and gravity we deduce the upwards speed - // for the character to reach at the apex. - return Mathf.Sqrt (2 * targetJumpHeight * movement.gravity); -} - -function IsJumping () { - return jumping.jumping; -} - -function IsSliding () { - return (grounded && sliding.enabled && TooSteep()); -} - -function IsTouchingCeiling () { - return (movement.collisionFlags & CollisionFlags.CollidedAbove) != 0; -} - -function IsGrounded () { - return grounded; -} - -function TooSteep () { - return (groundNormal.y <= Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad)); -} - -function GetDirection () { - return inputMoveDirection; -} - -function SetControllable (controllable : boolean) { - canControl = controllable; -} - -// Project a direction onto elliptical quater segments based on forward, sideways, and backwards speed. -// The function returns the length of the resulting vector. -function MaxSpeedInDirection (desiredMovementDirection : Vector3) : float { - if (desiredMovementDirection == Vector3.zero) - return 0; - else { - var zAxisEllipseMultiplier : float = (desiredMovementDirection.z > 0 ? movement.maxForwardSpeed : movement.maxBackwardsSpeed) / movement.maxSidewaysSpeed; - var temp : Vector3 = new Vector3(desiredMovementDirection.x, 0, desiredMovementDirection.z / zAxisEllipseMultiplier).normalized; - var length : float = new Vector3(temp.x, 0, temp.z * zAxisEllipseMultiplier).magnitude * movement.maxSidewaysSpeed; - return length; - } -} - -function SetVelocity (velocity : Vector3) { - grounded = false; - movement.velocity = velocity; - movement.frameVelocity = Vector3.zero; - SendMessage("OnExternalVelocity"); -} - -// Require a character controller to be attached to the same game object -@script RequireComponent (CharacterController) -@script AddComponentMenu ("Character/Character Motor") diff --git a/Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js.meta b/Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js.meta deleted file mode 100644 index 3edc737..0000000 --- a/Assets/Standard Assets/Character Controllers/Sources/Scripts/CharacterMotor.js.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0ab79d7f243824f5d9826bd83522c8df -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js b/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js deleted file mode 100644 index 3b00bff..0000000 --- a/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js +++ /dev/null @@ -1,37 +0,0 @@ -private var motor : CharacterMotor; - -// Use this for initialization -function Awake () { - motor = GetComponent(CharacterMotor); -} - -// Update is called once per frame -function Update () { - // Get the input vector from kayboard or analog stick - var directionVector = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); - - if (directionVector != Vector3.zero) { - // Get the length of the directon vector and then normalize it - // Dividing by the length is cheaper than normalizing when we already have the length anyway - var directionLength = directionVector.magnitude; - directionVector = directionVector / directionLength; - - // Make sure the length is no bigger than 1 - directionLength = Mathf.Min(1, directionLength); - - // Make the input vector more sensitive towards the extremes and less sensitive in the middle - // This makes it easier to control slow speeds when using analog sticks - directionLength = directionLength * directionLength; - - // Multiply the normalized direction vector by the modified length - directionVector = directionVector * directionLength; - } - - // Apply the direction to the CharacterMotor - motor.inputMoveDirection = transform.rotation * directionVector; - motor.inputJump = Input.GetButton("Jump"); -} - -// Require a character controller to be attached to the same game object -@script RequireComponent (CharacterMotor) -@script AddComponentMenu ("Character/FPS Input Controller") diff --git a/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js.meta b/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js.meta deleted file mode 100644 index 64cb130..0000000 --- a/Assets/Standard Assets/Character Controllers/Sources/Scripts/FPSInputController.js.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 60bca8f58a0b8478e946e6e86658cb29 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs b/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs deleted file mode 100644 index 84dc566..0000000 --- a/Assets/Standard Assets/Character Controllers/Sources/Scripts/MouseLook.cs +++ /dev/null @@ -1,63 +0,0 @@ -using UnityEngine; -using System.Collections; - -/// MouseLook rotates the transform based on the mouse delta. -/// Minimum and Maximum values can be used to constrain the possible rotation - -/// To make an FPS style character: -/// - Create a capsule. -/// - Add the MouseLook script to the capsule. -/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it) -/// - Add FPSInputController script to the capsule -/// -> A CharacterMotor and a CharacterController component will be automatically added. - -/// - Create a camera. Make the camera a child of the capsule. Reset it's transform. -/// - Add a MouseLook script to the camera. -/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.) -[AddComponentMenu("Camera-Control/Mouse Look")] -public class MouseLook : MonoBehaviour { - - public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 } - public RotationAxes axes = RotationAxes.MouseXAndY; - public float sensitivityX = 15F; - public float sensitivityY = 15F; - - public float minimumX = -360F; - public float maximumX = 360F; - - public float minimumY = -60F; - public float maximumY = 60F; - - float rotationY = 0F; - - void Update () - { - if (axes == RotationAxes.MouseXAndY) - { - float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX; - - rotationY += Input.GetAxis("Mouse Y") * sensitivityY; - rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); - - transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); - } - else if (axes == RotationAxes.MouseX) - { - transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0); - } - else - { - rotationY += Input.GetAxis("Mouse Y") * sensitivityY; - 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There's usually no need to create your own from the separate scripts provided. Just drop the prefab into your scene and you're good to go. - - -The simplest way to get started with the First Person Character is to follow these steps: - -1) Start with a suitable scene. There ought to be enough flat ground to walk around on. - -2) Place the "FirstPersonCharacter" prefab in the scene. - -3) If present, delete the "Main Camera" that exists in new scenes by default. The First Person Character prefab contains its own camera, so you don't need the default camera, or any of the camera rigs to use it. - -The first-person character is made up of a few components acting together. The FirstPersonCharacter script provides the functionality of moving, strafing and jumping. The SimpleMouseRotator provides the functionality of turning the body of the character left and right, and another copy of the same script on the "FirstPersonCamera" controls the looking-up-and-down effect. - -There is also an optional "Head Bob" script which provides a head bobbing effect and optionally also plays footstep sounds in sync with the head bobbing. This script can be disabled or removed if required. - -There are a number of simple adjustable settings on each component allowing you to change the movement speed, jump power, head bob style, and more. For more detail about each setting, see the comments in each script. - -The Character script also requires references to "zero friction" and "max friction" physics materials. 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[RequireComponent(typeof (CharacterController))] - [RequireComponent(typeof (AudioSource))] - public class FirstPersonController : MonoBehaviour - { - [SerializeField] private bool m_IsWalking; - [SerializeField] private float m_WalkSpeed; - [SerializeField] private float m_RunSpeed; - [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; - [SerializeField] private float m_JumpSpeed; - [SerializeField] private float m_StickToGroundForce; - [SerializeField] private float m_GravityMultiplier; - [SerializeField] private MouseLook m_MouseLook; - [SerializeField] private bool m_UseFovKick; - [SerializeField] private FOVKick m_FovKick = new FOVKick(); - [SerializeField] private bool m_UseHeadBob; - [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); - [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); - [SerializeField] private float m_StepInterval; - [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. - [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. - [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. - - private Camera m_Camera; - private bool m_Jump; - private float m_YRotation; - private Vector2 m_Input; - private Vector3 m_MoveDir = Vector3.zero; - private CharacterController m_CharacterController; - private CollisionFlags m_CollisionFlags; - private bool m_PreviouslyGrounded; - private Vector3 m_OriginalCameraPosition; - private float m_StepCycle; - private float m_NextStep; - private bool m_Jumping; - private AudioSource m_AudioSource; - - // Use this for initialization - private void Start() - { - m_CharacterController = GetComponent(); - m_Camera = Camera.main; - m_OriginalCameraPosition = m_Camera.transform.localPosition; - m_FovKick.Setup(m_Camera); - m_HeadBob.Setup(m_Camera, m_StepInterval); - m_StepCycle = 0f; - m_NextStep = m_StepCycle/2f; - m_Jumping = false; - m_AudioSource = GetComponent(); - m_MouseLook.Init(transform , m_Camera.transform); - } - - - // Update is called once per frame - private void Update() - { - RotateView(); - // the jump state needs to read here to make sure it is not missed - if (!m_Jump) - { - m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); - } - - if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) - { - StartCoroutine(m_JumpBob.DoBobCycle()); - PlayLandingSound(); - m_MoveDir.y = 0f; - m_Jumping = false; - } - if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) - { - m_MoveDir.y = 0f; - } - - m_PreviouslyGrounded = m_CharacterController.isGrounded; - } - - - private void PlayLandingSound() - { - m_AudioSource.clip = m_LandSound; - m_AudioSource.Play(); - m_NextStep = m_StepCycle + .5f; - } - - - private void FixedUpdate() - { - float speed; - GetInput(out speed); - // always move along the camera forward as it is the direction that it being aimed at - Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; - - // get a normal for the surface that is being touched to move along it - RaycastHit hitInfo; - Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, - m_CharacterController.height/2f, ~0, QueryTriggerInteraction.Ignore); - desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; - - m_MoveDir.x = desiredMove.x*speed; - m_MoveDir.z = desiredMove.z*speed; - - - if (m_CharacterController.isGrounded) - { - m_MoveDir.y = -m_StickToGroundForce; - - if (m_Jump) - { - m_MoveDir.y = m_JumpSpeed; - PlayJumpSound(); - m_Jump = false; - m_Jumping = true; - } - } - else - { - m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; - } - m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); - - ProgressStepCycle(speed); - UpdateCameraPosition(speed); - - m_MouseLook.UpdateCursorLock(); - } - - - private void PlayJumpSound() - { - m_AudioSource.clip = m_JumpSound; - m_AudioSource.Play(); - } - - - private void ProgressStepCycle(float speed) - { - if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) - { - m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))* - Time.fixedDeltaTime; - } - - if (!(m_StepCycle > m_NextStep)) - { - return; - } - - m_NextStep = m_StepCycle + m_StepInterval; - - PlayFootStepAudio(); - } - - - private void PlayFootStepAudio() - { - if (!m_CharacterController.isGrounded) - { - return; - } - // pick & play a random footstep sound from the array, - // excluding sound at index 0 - int n = Random.Range(1, m_FootstepSounds.Length); - m_AudioSource.clip = m_FootstepSounds[n]; - m_AudioSource.PlayOneShot(m_AudioSource.clip); - // move picked sound to index 0 so it's not picked next time - m_FootstepSounds[n] = m_FootstepSounds[0]; - m_FootstepSounds[0] = m_AudioSource.clip; - } - - - private void UpdateCameraPosition(float speed) - { - Vector3 newCameraPosition; - if (!m_UseHeadBob) - { - return; - } - if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) - { - m_Camera.transform.localPosition = - m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + - (speed*(m_IsWalking ? 1f : m_RunstepLenghten))); - newCameraPosition = m_Camera.transform.localPosition; - newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); - } - else - { - newCameraPosition = m_Camera.transform.localPosition; - newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); - } - m_Camera.transform.localPosition = newCameraPosition; - } - - - private void GetInput(out float speed) - { - // Read input - float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); - float vertical = CrossPlatformInputManager.GetAxis("Vertical"); - - bool waswalking = m_IsWalking; - -#if !MOBILE_INPUT - // On standalone builds, walk/run speed is modified by a key press. - // keep track of whether or not the character is walking or running - m_IsWalking = !Input.GetKey(KeyCode.LeftShift); -#endif - // set the desired speed to be walking or running - speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; - m_Input = new Vector2(horizontal, vertical); - - // normalize input if it exceeds 1 in combined length: - if (m_Input.sqrMagnitude > 1) - { - m_Input.Normalize(); - } - - // handle speed change to give an fov kick - // only if the player is going to a run, is running and the fovkick is to be used - if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) - { - StopAllCoroutines(); - StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); - } - } - - - private void RotateView() - { - m_MouseLook.LookRotation (transform, m_Camera.transform); - } - - - private void OnControllerColliderHit(ControllerColliderHit hit) - { - Rigidbody body = hit.collider.attachedRigidbody; - //dont move the rigidbody if the character is on top of it - if (m_CollisionFlags == CollisionFlags.Below) - { - return; - } - - if (body == null || body.isKinematic) - { - return; - } - body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); - } - } -} diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs.meta b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs.meta deleted file mode 100644 index 437171c..0000000 --- a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 05ec5cf00ca181d45a42ba1870e148c3 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs deleted file mode 100644 index 06ddecc..0000000 --- a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs +++ /dev/null @@ -1,55 +0,0 @@ -using System; -using UnityEngine; -using UnityStandardAssets.Utility; - -namespace UnityStandardAssets.Characters.FirstPerson -{ - public class HeadBob : MonoBehaviour - { - public Camera Camera; - public CurveControlledBob motionBob = new CurveControlledBob(); - public LerpControlledBob jumpAndLandingBob = new LerpControlledBob(); - public RigidbodyFirstPersonController rigidbodyFirstPersonController; - public float StrideInterval; - [Range(0f, 1f)] public float RunningStrideLengthen; - - // private CameraRefocus m_CameraRefocus; - private bool m_PreviouslyGrounded; - private Vector3 m_OriginalCameraPosition; - - - private void Start() - { - motionBob.Setup(Camera, StrideInterval); - m_OriginalCameraPosition = Camera.transform.localPosition; - // m_CameraRefocus = new CameraRefocus(Camera, transform.root.transform, Camera.transform.localPosition); - } - - - private void Update() - { - // m_CameraRefocus.GetFocusPoint(); - Vector3 newCameraPosition; - if (rigidbodyFirstPersonController.Velocity.magnitude > 0 && rigidbodyFirstPersonController.Grounded) - { - Camera.transform.localPosition = motionBob.DoHeadBob(rigidbodyFirstPersonController.Velocity.magnitude*(rigidbodyFirstPersonController.Running ? RunningStrideLengthen : 1f)); - newCameraPosition = Camera.transform.localPosition; - newCameraPosition.y = Camera.transform.localPosition.y - jumpAndLandingBob.Offset(); - } - else - { - newCameraPosition = Camera.transform.localPosition; - newCameraPosition.y = m_OriginalCameraPosition.y - jumpAndLandingBob.Offset(); - } - Camera.transform.localPosition = newCameraPosition; - - if (!m_PreviouslyGrounded && rigidbodyFirstPersonController.Grounded) - { - StartCoroutine(jumpAndLandingBob.DoBobCycle()); - } - - m_PreviouslyGrounded = rigidbodyFirstPersonController.Grounded; - // m_CameraRefocus.SetFocusPoint(); - } - } -} diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs.meta b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs.meta deleted file mode 100644 index 4cff284..0000000 --- a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 83c81407209f85e4c87c0cda8b32868e -MonoImporter: - 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- public void Init(Transform character, Transform camera) - { - m_CharacterTargetRot = character.localRotation; - m_CameraTargetRot = camera.localRotation; - } - - - public void LookRotation(Transform character, Transform camera) - { - float yRot = CrossPlatformInputManager.GetAxis("Mouse X") * XSensitivity; - float xRot = CrossPlatformInputManager.GetAxis("Mouse Y") * YSensitivity; - - m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f); - m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f); - - if(clampVerticalRotation) - m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot); - - if(smooth) - { - character.localRotation = Quaternion.Slerp (character.localRotation, m_CharacterTargetRot, - smoothTime * Time.deltaTime); - camera.localRotation = Quaternion.Slerp (camera.localRotation, m_CameraTargetRot, - smoothTime * Time.deltaTime); - } - else - { - character.localRotation = m_CharacterTargetRot; - camera.localRotation = m_CameraTargetRot; - } - - UpdateCursorLock(); - } - - public void SetCursorLock(bool value) - { - lockCursor = value; - if(!lockCursor) - {//we force unlock the cursor if the user disable the cursor locking helper - Cursor.lockState = CursorLockMode.None; - Cursor.visible = true; - } - } - - public void UpdateCursorLock() - { - //if the user set "lockCursor" we check & properly lock the cursos - if (lockCursor) - InternalLockUpdate(); - } - - private void InternalLockUpdate() - { - if(Input.GetKeyUp(KeyCode.Escape)) - { - m_cursorIsLocked = false; - } - else if(Input.GetMouseButtonUp(0)) - { - m_cursorIsLocked = true; - } - - if (m_cursorIsLocked) - { - Cursor.lockState = CursorLockMode.Locked; - Cursor.visible = false; - } - else if (!m_cursorIsLocked) - { - Cursor.lockState = CursorLockMode.None; - Cursor.visible = true; - } - } - - Quaternion ClampRotationAroundXAxis(Quaternion q) - { - q.x /= q.w; - q.y /= q.w; - q.z /= q.w; - q.w = 1.0f; - - float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x); - - angleX = Mathf.Clamp (angleX, MinimumX, MaximumX); - - q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX); - - return q; - } - - } -} diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs.meta b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs.meta deleted file mode 100644 index 2e6a76f..0000000 --- a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/MouseLook.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 37e60a97f2c87ae41b6cdc1055d78cb9 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs b/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs deleted file mode 100644 index fab7a2a..0000000 --- a/Assets/Standard Assets/Characters/FirstPersonCharacter/Scripts/RigidbodyFirstPersonController.cs +++ /dev/null @@ -1,265 +0,0 @@ -using System; -using UnityEngine; -using UnityStandardAssets.CrossPlatformInput; - -namespace UnityStandardAssets.Characters.FirstPerson -{ - [RequireComponent(typeof (Rigidbody))] - [RequireComponent(typeof (CapsuleCollider))] - public class RigidbodyFirstPersonController : MonoBehaviour - { - [Serializable] - public class MovementSettings - { - public float ForwardSpeed = 8.0f; // Speed when walking forward - public float BackwardSpeed = 4.0f; // Speed when walking backwards - public float StrafeSpeed = 4.0f; // Speed when walking sideways - public float RunMultiplier = 2.0f; // Speed when sprinting - public KeyCode RunKey = KeyCode.LeftShift; - public float JumpForce = 30f; - public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f)); - [HideInInspector] public float CurrentTargetSpeed = 8f; - -#if !MOBILE_INPUT - private bool m_Running; -#endif - - public void UpdateDesiredTargetSpeed(Vector2 input) - { - if (input == Vector2.zero) return; - if (input.x > 0 || input.x < 0) - { - //strafe - CurrentTargetSpeed = StrafeSpeed; - } - if (input.y < 0) - { - //backwards - CurrentTargetSpeed = BackwardSpeed; - } - if (input.y > 0) - { - //forwards - //handled last as if strafing and moving forward at the same time forwards speed should take precedence - CurrentTargetSpeed = ForwardSpeed; - } -#if !MOBILE_INPUT - if (Input.GetKey(RunKey)) - { - CurrentTargetSpeed *= RunMultiplier; - m_Running = true; - } - else - { - m_Running = false; - } -#endif - } - -#if !MOBILE_INPUT - public bool Running - { - get { return m_Running; } - } -#endif - } - - - [Serializable] - public class AdvancedSettings - { - public float groundCheckDistance = 0.01f; // distance for checking if the controller is grounded ( 0.01f seems to work best for this ) - public float stickToGroundHelperDistance = 0.5f; // stops the character - public float slowDownRate = 20f; // rate at which the controller comes to a stop when there is no input - public bool airControl; // can the user control the direction that is being moved in the air - [Tooltip("set it to 0.1 or more if you get stuck in wall")] - public float shellOffset; //reduce the radius by that ratio to avoid getting stuck in wall (a value of 0.1f is nice) - } - - - public Camera cam; - public MovementSettings movementSettings = new MovementSettings(); - public MouseLook mouseLook = new MouseLook(); - public AdvancedSettings advancedSettings = new AdvancedSettings(); - - - private Rigidbody m_RigidBody; - private CapsuleCollider m_Capsule; - private float m_YRotation; - private Vector3 m_GroundContactNormal; - private bool m_Jump, m_PreviouslyGrounded, m_Jumping, m_IsGrounded; - - - public Vector3 Velocity - { - get { return m_RigidBody.velocity; } - } - - public bool Grounded - { - get { return m_IsGrounded; } - } - - public bool Jumping - { - get { return m_Jumping; } - } - - public bool Running - { - get - { - #if !MOBILE_INPUT - return movementSettings.Running; -#else - return false; -#endif - } - } - - - private void Start() - { - m_RigidBody = GetComponent(); - m_Capsule = GetComponent(); - mouseLook.Init (transform, cam.transform); - } - - - private void Update() - { - RotateView(); - - if (CrossPlatformInputManager.GetButtonDown("Jump") && !m_Jump) - { - m_Jump = true; - } - } - - - private void FixedUpdate() - { - GroundCheck(); - Vector2 input = GetInput(); - - if ((Mathf.Abs(input.x) > float.Epsilon || Mathf.Abs(input.y) > float.Epsilon) && (advancedSettings.airControl || m_IsGrounded)) - { - // always move along the camera forward as it is the direction that it being aimed at - Vector3 desiredMove = cam.transform.forward*input.y + cam.transform.right*input.x; - desiredMove = Vector3.ProjectOnPlane(desiredMove, m_GroundContactNormal).normalized; - - desiredMove.x = desiredMove.x*movementSettings.CurrentTargetSpeed; - desiredMove.z = desiredMove.z*movementSettings.CurrentTargetSpeed; - desiredMove.y = desiredMove.y*movementSettings.CurrentTargetSpeed; - if (m_RigidBody.velocity.sqrMagnitude < - (movementSettings.CurrentTargetSpeed*movementSettings.CurrentTargetSpeed)) - { - m_RigidBody.AddForce(desiredMove*SlopeMultiplier(), ForceMode.Impulse); - } - } - - if (m_IsGrounded) - { - m_RigidBody.drag = 5f; - - if (m_Jump) - { - m_RigidBody.drag = 0f; - m_RigidBody.velocity = new Vector3(m_RigidBody.velocity.x, 0f, m_RigidBody.velocity.z); - m_RigidBody.AddForce(new Vector3(0f, movementSettings.JumpForce, 0f), ForceMode.Impulse); - m_Jumping = true; - } - - if (!m_Jumping && Mathf.Abs(input.x) < float.Epsilon && Mathf.Abs(input.y) < float.Epsilon && m_RigidBody.velocity.magnitude < 1f) - { - m_RigidBody.Sleep(); - } - } - else - { - m_RigidBody.drag = 0f; - if (m_PreviouslyGrounded && !m_Jumping) - { - StickToGroundHelper(); - } - } - m_Jump = false; - } - - - private float SlopeMultiplier() - { - float angle = Vector3.Angle(m_GroundContactNormal, Vector3.up); - return movementSettings.SlopeCurveModifier.Evaluate(angle); - } - - - private void StickToGroundHelper() - { - RaycastHit hitInfo; - if (Physics.SphereCast(transform.position, m_Capsule.radius * (1.0f - advancedSettings.shellOffset), Vector3.down, out hitInfo, - ((m_Capsule.height/2f) - m_Capsule.radius) + - advancedSettings.stickToGroundHelperDistance, ~0, QueryTriggerInteraction.Ignore)) - { - if (Mathf.Abs(Vector3.Angle(hitInfo.normal, Vector3.up)) < 85f) - { - m_RigidBody.velocity = Vector3.ProjectOnPlane(m_RigidBody.velocity, hitInfo.normal); - } - } - } - - - private Vector2 GetInput() - { - - Vector2 input = new Vector2 - { - x = CrossPlatformInputManager.GetAxis("Horizontal"), - y = CrossPlatformInputManager.GetAxis("Vertical") - }; - movementSettings.UpdateDesiredTargetSpeed(input); - return input; - } - - - private void RotateView() - { - //avoids the mouse looking if the game is effectively paused - if (Mathf.Abs(Time.timeScale) < float.Epsilon) return; - - // get the rotation before it's changed - float oldYRotation = transform.eulerAngles.y; - - mouseLook.LookRotation (transform, cam.transform); - - if (m_IsGrounded || advancedSettings.airControl) - { - // Rotate the rigidbody velocity to match the new direction that the character is looking - 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Just drop the prefab into your scene and you're good to go. It's designed as a minimal demonstration of using our Cross Platform Input scripts, and to demonstrate the way we've chosen to separate the input from the mechanics of the controller, so that you're free to swap in other input styles or AI controls. - -The ball converts its input to camera-relative motion, so it works fine with any of the camera rigs provided - even the CCTV Camera Rig! - -The simplest way to get started with the rolling ball controller is to: - -1) Start with a suitable scene. There ought to be enough flat ground to roll around on. - -2) Place the "RollerBall" prefab in the scene. - -3) Place a camera rig in the scene, from the Cameras folder. - -4) If present, delete the "Main Camera" that exists in new scenes by default. 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serializedVersion: 18 - fileIDToRecycleName: - 100000: char_cyberKid_Badge - 100002: char_ethan_body - 100004: char_ethan_glasses - 100006: char_ethan_Head - 100008: char_ethan_Head1 - 100010: char_ethan_Hips - 100012: char_ethan_Jaw - 100014: char_ethan_LeftArm - 100016: char_ethan_LeftBlink - 100018: char_ethan_LeftBrow - 100020: char_ethan_LeftCorner - 100022: char_ethan_LeftEye - 100024: char_ethan_LeftFoot - 100026: char_ethan_LeftForeArm - 100028: char_ethan_LeftHand - 100030: char_ethan_LeftHandIndex1 - 100032: char_ethan_LeftHandIndex2 - 100034: char_ethan_LeftHandIndex3 - 100036: char_ethan_LeftHandIndex4 - 100038: char_ethan_LeftHandMiddle1 - 100040: char_ethan_LeftHandMiddle2 - 100042: char_ethan_LeftHandMiddle3 - 100044: char_ethan_LeftHandMiddle4 - 100046: char_ethan_LeftHandPinky1 - 100048: char_ethan_LeftHandPinky2 - 100050: char_ethan_LeftHandPinky3 - 100052: char_ethan_LeftHandPinky4 - 100054: char_ethan_LeftHandRing1 - 100056: char_ethan_LeftHandRing2 - 100058: char_ethan_LeftHandRing3 - 100060: char_ethan_LeftHandRing4 - 100062: char_ethan_LeftHandThumb1 - 100064: char_ethan_LeftHandThumb2 - 100066: char_ethan_LeftHandThumb3 - 100068: char_ethan_LeftHandThumb4 - 100070: char_ethan_LeftLeg - 100072: char_ethan_LeftLowerLip - 100074: char_ethan_LeftShoulder - 100076: char_ethan_LeftToe1 - 100078: char_ethan_LeftToe2 - 100080: char_ethan_LeftUpLeg - 100082: char_ethan_LeftUpperLip - 100084: char_ethan_LowerLip - 100086: char_ethan_Neck - 100088: char_ethan_RightArm - 100090: char_ethan_RightBlink - 100092: char_ethan_RightBrow - 100094: char_ethan_RightCorner - 100096: char_ethan_RightEye - 100098: char_ethan_RightFoot - 100100: char_ethan_RightForeArm - 100102: char_ethan_RightHand - 100104: char_ethan_RightHandIndex1 - 100106: char_ethan_RightHandIndex2 - 100108: char_ethan_RightHandIndex3 - 100110: char_ethan_RightHandIndex4 - 100112: char_ethan_RightHandMiddle1 - 100114: char_ethan_RightHandMiddle2 - 100116: char_ethan_RightHandMiddle3 - 100118: char_ethan_RightHandMiddle4 - 100120: char_ethan_RightHandPinky1 - 100122: char_ethan_RightHandPinky2 - 100124: char_ethan_RightHandPinky3 - 100126: char_ethan_RightHandPinky4 - 100128: char_ethan_RightHandRing1 - 100130: char_ethan_RightHandRing2 - 100132: char_ethan_RightHandRing3 - 100134: char_ethan_RightHandRing4 - 100136: char_ethan_RightHandThumb1 - 100138: char_ethan_RightHandThumb2 - 100140: char_ethan_RightHandThumb3 - 100142: char_ethan_RightHandThumb4 - 100144: char_ethan_RightLeg - 100146: char_ethan_RightLowerLip - 100148: char_ethan_RightShoulder - 100150: char_ethan_RightToe1 - 100152: char_ethan_RightToe2 - 100154: char_ethan_RightUpLeg - 100156: char_ethan_RightUpperLip - 100158: char_ethan_skeleton - 100160: char_ethan_Spine - 100162: char_ethan_Spine1 - 100164: char_ethan_Spine2 - 100166: char_ethan_UpperLip - 100168: //RootNode - 100170: EthanBody - 100172: EthanGlasses - 100174: EthanHead - 100176: EthanHead1 - 100178: EthanHips - 100180: EthanJaw - 100182: EthanLeftArm - 100184: EthanLeftBlink - 100186: EthanLeftBrow - 100188: EthanLeftCorner - 100190: EthanLeftEye - 100192: EthanLeftFoot - 100194: EthanLeftForeArm - 100196: EthanLeftHand - 100198: EthanLeftHandIndex1 - 100200: EthanLeftHandIndex2 - 100202: EthanLeftHandIndex3 - 100204: EthanLeftHandIndex4 - 100206: EthanLeftHandMiddle1 - 100208: EthanLeftHandMiddle2 - 100210: EthanLeftHandMiddle3 - 100212: EthanLeftHandMiddle4 - 100214: EthanLeftHandPinky1 - 100216: EthanLeftHandPinky2 - 100218: EthanLeftHandPinky3 - 100220: EthanLeftHandPinky4 - 100222: EthanLeftHandRing1 - 100224: EthanLeftHandRing2 - 100226: EthanLeftHandRing3 - 100228: EthanLeftHandRing4 - 100230: EthanLeftHandThumb1 - 100232: EthanLeftHandThumb2 - 100234: EthanLeftHandThumb3 - 100236: EthanLeftHandThumb4 - 100238: EthanLeftLeg - 100240: EthanLeftLowerLip - 100242: EthanLeftShoulder - 100244: EthanLeftToe1 - 100246: EthanLeftToe2 - 100248: EthanLeftUpLeg - 100250: EthanLeftUpperLip - 100252: EthanLowerLip - 100254: EthanNeck - 100256: EthanRightArm - 100258: EthanRightBlink - 100260: EthanRightBrow - 100262: EthanRightCorner - 100264: EthanRightEye - 100266: EthanRightFoot - 100268: EthanRightForeArm - 100270: EthanRightHand - 100272: EthanRightHandIndex1 - 100274: EthanRightHandIndex2 - 100276: EthanRightHandIndex3 - 100278: EthanRightHandIndex4 - 100280: EthanRightHandMiddle1 - 100282: EthanRightHandMiddle2 - 100284: EthanRightHandMiddle3 - 100286: EthanRightHandMiddle4 - 100288: EthanRightHandPinky1 - 100290: EthanRightHandPinky2 - 100292: EthanRightHandPinky3 - 100294: EthanRightHandPinky4 - 100296: EthanRightHandRing1 - 100298: EthanRightHandRing2 - 100300: EthanRightHandRing3 - 100302: EthanRightHandRing4 - 100304: EthanRightHandThumb1 - 100306: EthanRightHandThumb2 - 100308: EthanRightHandThumb3 - 100310: EthanRightHandThumb4 - 100312: EthanRightLeg - 100314: EthanRightLowerLip - 100316: EthanRightShoulder - 100318: EthanRightToe1 - 100320: EthanRightToe2 - 100322: EthanRightUpLeg - 100324: EthanRightUpperLip - 100326: EthanSkeleton - 100328: EthanSpine - 100330: EthanSpine1 - 100332: EthanSpine2 - 100334: EthanUpperLip - 100336: EthanBody1 - 100338: EthanSkeleton1 - 400000: char_cyberKid_Badge - 400002: char_ethan_body - 400004: char_ethan_glasses - 400006: char_ethan_Head - 400008: char_ethan_Head1 - 400010: char_ethan_Hips - 400012: char_ethan_Jaw - 400014: char_ethan_LeftArm - 400016: char_ethan_LeftBlink - 400018: char_ethan_LeftBrow - 400020: char_ethan_LeftCorner - 400022: char_ethan_LeftEye - 400024: char_ethan_LeftFoot - 400026: char_ethan_LeftForeArm - 400028: char_ethan_LeftHand - 400030: char_ethan_LeftHandIndex1 - 400032: char_ethan_LeftHandIndex2 - 400034: char_ethan_LeftHandIndex3 - 400036: char_ethan_LeftHandIndex4 - 400038: char_ethan_LeftHandMiddle1 - 400040: char_ethan_LeftHandMiddle2 - 400042: char_ethan_LeftHandMiddle3 - 400044: char_ethan_LeftHandMiddle4 - 400046: char_ethan_LeftHandPinky1 - 400048: char_ethan_LeftHandPinky2 - 400050: char_ethan_LeftHandPinky3 - 400052: char_ethan_LeftHandPinky4 - 400054: char_ethan_LeftHandRing1 - 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400254: EthanNeck - 400256: EthanRightArm - 400258: EthanRightBlink - 400260: EthanRightBrow - 400262: EthanRightCorner - 400264: EthanRightEye - 400266: EthanRightFoot - 400268: EthanRightForeArm - 400270: EthanRightHand - 400272: EthanRightHandIndex1 - 400274: EthanRightHandIndex2 - 400276: EthanRightHandIndex3 - 400278: EthanRightHandIndex4 - 400280: EthanRightHandMiddle1 - 400282: EthanRightHandMiddle2 - 400284: EthanRightHandMiddle3 - 400286: EthanRightHandMiddle4 - 400288: EthanRightHandPinky1 - 400290: EthanRightHandPinky2 - 400292: EthanRightHandPinky3 - 400294: EthanRightHandPinky4 - 400296: EthanRightHandRing1 - 400298: EthanRightHandRing2 - 400300: EthanRightHandRing3 - 400302: EthanRightHandRing4 - 400304: EthanRightHandThumb1 - 400306: EthanRightHandThumb2 - 400308: EthanRightHandThumb3 - 400310: EthanRightHandThumb4 - 400312: EthanRightLeg - 400314: EthanRightLowerLip - 400316: EthanRightShoulder - 400318: EthanRightToe1 - 400320: EthanRightToe2 - 400322: EthanRightUpLeg - 400324: EthanRightUpperLip - 400326: EthanSkeleton - 400328: EthanSpine - 400330: EthanSpine1 - 400332: EthanSpine2 - 400334: EthanUpperLip - 400336: EthanBody1 - 400338: EthanSkeleton1 - 4300000: char_ethan_glasses - 4300002: char_ethan_body - 4300004: EthanGlasses - 4300006: EthanBody - 4300008: EthanBody1 - 7400000: Take 001 - 9500000: //RootNode - 13700000: char_ethan_body - 13700002: char_ethan_glasses - 13700004: EthanBody - 13700006: EthanGlasses - 13700008: EthanBody1 - materials: - importMaterials: 1 - materialName: 1 - materialSearch: 2 - animations: - legacyGenerateAnimations: 4 - bakeSimulation: 0 - optimizeGameObjects: 0 - motionNodeName: - pivotNodeName: - animationCompression: 3 - animationRotationError: .5 - animationPositionError: .5 - animationScaleError: .5 - animationWrapMode: 0 - extraExposedTransformPaths: [] - clipAnimations: [] - isReadable: 1 - meshes: - lODScreenPercentages: [] - globalScale: .00999999978 - meshCompression: 0 - addColliders: 0 - importBlendShapes: 1 - 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public class AICharacterControl : MonoBehaviour - { - public NavMeshAgent agent { get; private set; } // the navmesh agent required for the path finding - public ThirdPersonCharacter character { get; private set; } // the character we are controlling - public Transform target; // target to aim for - - - private void Start() - { - // get the components on the object we need ( should not be null due to require component so no need to check ) - agent = GetComponentInChildren(); - character = GetComponent(); - - agent.updateRotation = false; - agent.updatePosition = true; - } - - - private void Update() - { - if (target != null) - agent.SetDestination(target.position); - - if (agent.remainingDistance > agent.stoppingDistance) - character.Move(agent.desiredVelocity, false, false); - else - character.Move(Vector3.zero, false, false); - } - - - public void SetTarget(Transform target) - { - this.target = target; - } - } -} diff --git a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs.meta b/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs.meta deleted file mode 100644 index caf66f6..0000000 --- a/Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/AICharacterControl.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 8c5335f0882fe4d478883cc8c58ce906 -MonoImporter: - 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[SerializeField] float m_MoveSpeedMultiplier = 1f; - [SerializeField] float m_AnimSpeedMultiplier = 1f; - [SerializeField] float m_GroundCheckDistance = 0.1f; - - Rigidbody m_Rigidbody; - Animator m_Animator; - bool m_IsGrounded; - float m_OrigGroundCheckDistance; - const float k_Half = 0.5f; - float m_TurnAmount; - float m_ForwardAmount; - Vector3 m_GroundNormal; - float m_CapsuleHeight; - Vector3 m_CapsuleCenter; - CapsuleCollider m_Capsule; - bool m_Crouching; - - - void Start() - { - m_Animator = GetComponent(); - m_Rigidbody = GetComponent(); - m_Capsule = GetComponent(); - m_CapsuleHeight = m_Capsule.height; - m_CapsuleCenter = m_Capsule.center; - - m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; - m_OrigGroundCheckDistance = m_GroundCheckDistance; - } - - - public void Move(Vector3 move, bool crouch, bool jump) - { - - // convert the world relative moveInput vector into a local-relative - // turn amount and forward amount required to head in the desired - // direction. - if (move.magnitude > 1f) move.Normalize(); - move = transform.InverseTransformDirection(move); - CheckGroundStatus(); - move = Vector3.ProjectOnPlane(move, m_GroundNormal); - m_TurnAmount = Mathf.Atan2(move.x, move.z); - m_ForwardAmount = move.z; - - ApplyExtraTurnRotation(); - - // control and velocity handling is different when grounded and airborne: - if (m_IsGrounded) - { - HandleGroundedMovement(crouch, jump); - } - else - { - HandleAirborneMovement(); - } - - ScaleCapsuleForCrouching(crouch); - PreventStandingInLowHeadroom(); - - // send input and other state parameters to the animator - UpdateAnimator(move); - } - - - void ScaleCapsuleForCrouching(bool crouch) - { - if (m_IsGrounded && crouch) - { - if (m_Crouching) return; - m_Capsule.height = m_Capsule.height / 2f; - m_Capsule.center = m_Capsule.center / 2f; - m_Crouching = true; - } - else - { - Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up); - float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half; - if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, ~0, QueryTriggerInteraction.Ignore)) - { - m_Crouching = true; - return; - } - m_Capsule.height = m_CapsuleHeight; - m_Capsule.center = m_CapsuleCenter; - m_Crouching = false; - } - } - - void PreventStandingInLowHeadroom() - { - // prevent standing up in crouch-only zones - if (!m_Crouching) - { - Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up); - float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half; - if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, ~0, QueryTriggerInteraction.Ignore)) - { - m_Crouching = true; - } - } - } - - - void UpdateAnimator(Vector3 move) - { - // update the animator parameters - m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime); - m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime); - m_Animator.SetBool("Crouch", m_Crouching); - m_Animator.SetBool("OnGround", m_IsGrounded); - if (!m_IsGrounded) - { - m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y); - } - - // calculate which leg is behind, so as to leave that leg trailing in the jump animation - // (This code is reliant on the specific run cycle offset in our animations, - // and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5) - float runCycle = - Mathf.Repeat( - m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1); - float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount; - if (m_IsGrounded) - { - m_Animator.SetFloat("JumpLeg", jumpLeg); - } - - // the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector, - // which affects the movement speed because of the root motion. - if (m_IsGrounded && move.magnitude > 0) - { - m_Animator.speed = m_AnimSpeedMultiplier; - } - else - { - // don't use that while airborne - m_Animator.speed = 1; - } - } - - - void HandleAirborneMovement() - { - // apply extra gravity from multiplier: - Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity; - m_Rigidbody.AddForce(extraGravityForce); - - m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f; - } - - - void HandleGroundedMovement(bool crouch, bool jump) - { - // check whether conditions are right to allow a jump: - if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded")) - { - // jump! - m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z); - m_IsGrounded = false; - m_Animator.applyRootMotion = false; - m_GroundCheckDistance = 0.1f; - } - } - - void ApplyExtraTurnRotation() - { - // help the character turn faster (this is in addition to root rotation in the animation) - float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount); - transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0); - } - - - public void OnAnimatorMove() - { - // we implement this function to override the default root motion. - // this allows us to modify the positional speed before it's applied. - if (m_IsGrounded && Time.deltaTime > 0) - { - Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime; - - // we preserve the existing y part of the current velocity. - v.y = m_Rigidbody.velocity.y; - m_Rigidbody.velocity = v; - } - } - - - void CheckGroundStatus() - { - RaycastHit hitInfo; -#if UNITY_EDITOR - // helper to visualise the ground check ray in the scene view - Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance)); -#endif - // 0.1f is a small offset to start the ray from inside the character - // it is also good to note that the transform position in the sample assets is at the base of the character - if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance)) - 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-namespace UnityStandardAssets.Characters.ThirdPerson -{ - [RequireComponent(typeof (ThirdPersonCharacter))] - public class ThirdPersonUserControl : MonoBehaviour - { - private ThirdPersonCharacter m_Character; // A reference to the ThirdPersonCharacter on the object - private Transform m_Cam; // A reference to the main camera in the scenes transform - private Vector3 m_CamForward; // The current forward direction of the camera - private Vector3 m_Move; - private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input. - - - private void Start() - { - // get the transform of the main camera - if (Camera.main != null) - { - m_Cam = Camera.main.transform; - } - else - { - Debug.LogWarning( - "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); - // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! - } - - // get the third person character ( this should never be null due to require component ) - m_Character = GetComponent(); - } - - - private void Update() - { - if (!m_Jump) - { - m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); - } - } - - - // Fixed update is called in sync with physics - private void FixedUpdate() - { - // read inputs - float h = CrossPlatformInputManager.GetAxis("Horizontal"); - float v = CrossPlatformInputManager.GetAxis("Vertical"); - bool crouch = Input.GetKey(KeyCode.C); - - // calculate move direction to pass to character - if (m_Cam != null) - { - // calculate camera relative direction to move: - m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; - m_Move = v*m_CamForward + h*m_Cam.right; - } - else - { - // we use world-relative directions in the case of no main camera - 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These prefabs demonstrate how you can use the ThirdPersonCharacters scripts and animations we've included, including an AI-controlled variant which is able to walk towards a specified target, or follow a waypoint-based route. - -The simplest way to get started setting up your own character is to take our ThirdPersonCharacter and replace the art with your own model. To do so, make sure you've imported your own rigged model with a Humanoid avatar, then follow these steps: - -1) Start with a suitable scene. There ought to be enough flat ground to walk around on. - -2) Place the "ThirdPersonCharacter" prefab in the scene. - -3) Unfold the ThirdPersonCharacter hierarchy in the hierarchy window, and delete all child of "ThirdPersonController". - -4) Place your own character model as a child of the ThirdPersonCharacter. - -5) Drop the Avatar of your model (created by model importer, cf documentation) inside the Avatar slot of the Animator component on "ThirdPersonController" - -6) Make sure your character model's position in the inspector is set to zero on X and Z, and that it's Y position is appropriately adjusted so that your character's feet are at the same position as the ThirdPersonCharacter GameObject. (if you find it easier, you could add your character first before deleting Ethan, so that you can use Ethan's feet as a guide for where your character's feet should be) - -7) Hit play, and try controlling your character! - -You'll probably want to add a camera rig so that the camera follows the character as it runs off. See the Camera Rig guidelines for instructions on how to do that. - -The ThirdPersonCharacter script exposes a number of properties which determine the jump power, the amount of control while in air, and various other speed and behaviour modifiers. For more detail about each setting, see the comments in the script. - -The ThirdPersonUserControl script takes input from the "CrossPlatformInput" class included in the sample assets, however if you're not targeting mobile or prefer to use a different system to read input, you can simply use Unity's built-in Input class in place of CrossPlatformInput. For more information, see the CrossPlatformInput guidelines. - -The sample scenes provided works on standalone and also include cross platform touch controls which are set up and ready to publish to mobile. - -The ThirdPersonAIControl component can be added instead of the user control component, allowing the character to be AI controlled. This relies on a NavMeshAgent to pathfind the way to the target. The NavMeshAgent should be a child object of the Character, as demonstrated in the AI Character Prefab provided. 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You must enable the CrossPlatformInput in order to see the control rigs in the editor, and to start using Unity Remote to control your game. - -The CrossPlatformInput sample assets contains two main sections. - -1) The folder of prefabs provide a variety of ready-to-use "MobileControlRigs". Each control rig is suitable for a different purpose, and each implements the touch or tilt-based equivalent of some of the default standalone axes or buttons. These are ready to drop into your scene, and to use them you simply need to read the axes via the CrossPlatformInput class, rather than Unity's regular Input class. - -2) The set of scripts provided are the scripts we used to put together the control rigs prefabs. They provide a simplified way of reading basic mobile input, such as tilt, taps and swipe gestures. They are designed so that various mobile controls can be read in the same way as regular Unity axes and buttons. You can use these scripts to build your own MobileControlRigs. - - - -For example the Car control rig feeds the tilt input of the mobile device to the "Horizontal" axis, and has an accelerator and brake touch button which are fed as a pair into the "Vertical" axis. These are virtual equivalents of the real "Horizontal" and "Vertical" axes defined in Unity's Input Manager. - -Therefore when you read CrossPlatformInput.GetAxis("Horizontal"), you will either get the "real" input value - if your build target is non-mobile, or the value from the mobile control rig - if your build target is set to a mobile platform. - -The CrossPlatformInput scripts and prefabs are provided together as an example of how you can implement a cross-platform control solution in Unity. They also allow us to provide our other sample scenes in a form that can be published as standalone or to mobile targets with no modification. - -To use the CrossPlatformInput, you need to drop a "Mobile Control Rig" into your scene (or create your own), and then make calls to CrossPlatformInput functions, referring to the axes and buttons that the Rig implements. - -When reading input from the CrossPlatformInput class, the values returned will be taken either from Unity's Input Manager settings, or from the mobile-specific controls set up, depending on which build target you have selected. - -The CrossPlatformInput class is designed to be called instead of Unity's own Input class, and so mirrors certain parts of the Input API - specifically the functions relating to Axes and Buttons: - GetAxis, GetAxisRaw - GetButton, GetButtonDown, GetButtonUp - -Notes for coders: -This package sets two compiler define symbols. 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-namespace UnityStandardAssets.CrossPlatformInput -{ - public class AxisTouchButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler - { - // designed to work in a pair with another axis touch button - // (typically with one having -1 and one having 1 axisValues) - public string axisName = "Horizontal"; // The name of the axis - public float axisValue = 1; // The axis that the value has - public float responseSpeed = 3; // The speed at which the axis touch button responds - public float returnToCentreSpeed = 3; // The speed at which the button will return to its centre - - AxisTouchButton m_PairedWith; // Which button this one is paired with - CrossPlatformInputManager.VirtualAxis m_Axis; // A reference to the virtual axis as it is in the cross platform input - - void OnEnable() - { - if (!CrossPlatformInputManager.AxisExists(axisName)) - { - // if the axis doesnt exist create a new one in cross platform input - m_Axis = new CrossPlatformInputManager.VirtualAxis(axisName); - CrossPlatformInputManager.RegisterVirtualAxis(m_Axis); - } - else - { - m_Axis = CrossPlatformInputManager.VirtualAxisReference(axisName); - } - FindPairedButton(); - } - - void FindPairedButton() - { - // find the other button witch which this button should be paired - // (it should have the same axisName) - var otherAxisButtons = FindObjectsOfType(typeof(AxisTouchButton)) as AxisTouchButton[]; - - if (otherAxisButtons != null) - { - for (int i = 0; i < otherAxisButtons.Length; i++) - { - if (otherAxisButtons[i].axisName == axisName && otherAxisButtons[i] != this) - { - m_PairedWith = otherAxisButtons[i]; - } - } - } - } - - void OnDisable() - { - // The object is disabled so remove it from the cross platform input system - m_Axis.Remove(); - } - - - public void OnPointerDown(PointerEventData data) - { - if (m_PairedWith == null) - { - FindPairedButton(); - } - // update the axis and record that the button has been pressed this frame - m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, axisValue, responseSpeed * Time.deltaTime)); - } - - - public void OnPointerUp(PointerEventData data) - { - m_Axis.Update(Mathf.MoveTowards(m_Axis.GetValue, 0, responseSpeed * Time.deltaTime)); - } - } -} \ No newline at end of file diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs.meta deleted file mode 100644 index 241497f..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/AxisTouchButton.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 9ab98b66288df7b4fa182075f2f12bd6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs deleted file mode 100644 index 3b48f25..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs +++ /dev/null @@ -1,50 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.CrossPlatformInput -{ - public class ButtonHandler : MonoBehaviour - { - - public string Name; - - void OnEnable() - { - - } - - public void SetDownState() - { - CrossPlatformInputManager.SetButtonDown(Name); - } - - - public void SetUpState() - { - CrossPlatformInputManager.SetButtonUp(Name); - } - - - public void SetAxisPositiveState() - { - CrossPlatformInputManager.SetAxisPositive(Name); - } - - - public void SetAxisNeutralState() - { - CrossPlatformInputManager.SetAxisZero(Name); - } - - - public void SetAxisNegativeState() - { - CrossPlatformInputManager.SetAxisNegative(Name); - } - - public void Update() - { - - } - } -} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta deleted file mode 100644 index 1aadb06..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/ButtonHandler.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 85bf3be603548374ca46f521a3aa7fda -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs deleted file mode 100644 index 9d368c8..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs +++ /dev/null @@ -1,318 +0,0 @@ -using System; -using UnityEngine; -using UnityStandardAssets.CrossPlatformInput.PlatformSpecific; - -namespace UnityStandardAssets.CrossPlatformInput -{ - public static class CrossPlatformInputManager - { - public enum ActiveInputMethod - { - Hardware, - Touch - } - - - private static VirtualInput activeInput; - - private static VirtualInput s_TouchInput; - private static VirtualInput s_HardwareInput; - - - static CrossPlatformInputManager() - { - s_TouchInput = new MobileInput(); - s_HardwareInput = new StandaloneInput(); -#if MOBILE_INPUT - activeInput = s_TouchInput; -#else - activeInput = s_HardwareInput; -#endif - } - - public static void SwitchActiveInputMethod(ActiveInputMethod activeInputMethod) - { - switch (activeInputMethod) - { - case ActiveInputMethod.Hardware: - activeInput = s_HardwareInput; - break; - - case ActiveInputMethod.Touch: - activeInput = s_TouchInput; - break; - } - } - - public static bool AxisExists(string name) - { - return activeInput.AxisExists(name); - } - - public static bool ButtonExists(string name) - { - return activeInput.ButtonExists(name); - } - - public static void RegisterVirtualAxis(VirtualAxis axis) - { - activeInput.RegisterVirtualAxis(axis); - } - - - public static void RegisterVirtualButton(VirtualButton button) - { - activeInput.RegisterVirtualButton(button); - } - - - public static void UnRegisterVirtualAxis(string name) - { - if (name == null) - { - throw new ArgumentNullException("name"); - } - activeInput.UnRegisterVirtualAxis(name); - } - - - public static void UnRegisterVirtualButton(string name) - { - activeInput.UnRegisterVirtualButton(name); - } - - - // returns a reference to a named virtual axis if it exists otherwise null - public static VirtualAxis VirtualAxisReference(string name) - { - return activeInput.VirtualAxisReference(name); - } - - - // returns the platform appropriate axis for the given name - public static float GetAxis(string name) - { - return GetAxis(name, false); - } - - - public static float GetAxisRaw(string name) - { - return GetAxis(name, true); - } - - - // private function handles both types of axis (raw and not raw) - private static float GetAxis(string name, bool raw) - { - return activeInput.GetAxis(name, raw); - } - - - // -- Button handling -- - public static bool GetButton(string name) - { - return activeInput.GetButton(name); - } - - - public static bool GetButtonDown(string name) - { - return activeInput.GetButtonDown(name); - } - - - public static bool GetButtonUp(string name) - { - return activeInput.GetButtonUp(name); - } - - - public static void SetButtonDown(string name) - { - activeInput.SetButtonDown(name); - } - - - public static void SetButtonUp(string name) - { - activeInput.SetButtonUp(name); - } - - - public static void SetAxisPositive(string name) - { - activeInput.SetAxisPositive(name); - } - - - public static void SetAxisNegative(string name) - { - activeInput.SetAxisNegative(name); - } - - - public static void SetAxisZero(string name) - { - activeInput.SetAxisZero(name); - } - - - public static void SetAxis(string name, float value) - { - activeInput.SetAxis(name, value); - } - - - public static Vector3 mousePosition - { - get { return activeInput.MousePosition(); } - } - - - public static void SetVirtualMousePositionX(float f) - { - activeInput.SetVirtualMousePositionX(f); - } - - - public static void SetVirtualMousePositionY(float f) - { - activeInput.SetVirtualMousePositionY(f); - } - - - public static void SetVirtualMousePositionZ(float f) - { - activeInput.SetVirtualMousePositionZ(f); - } - - - // virtual axis and button classes - applies to mobile input - // Can be mapped to touch joysticks, tilt, gyro, etc, depending on desired implementation. - // Could also be implemented by other input devices - kinect, electronic sensors, etc - public class VirtualAxis - { - public string name { get; private set; } - private float m_Value; - public bool matchWithInputManager { get; private set; } - - - public VirtualAxis(string name) - : this(name, true) - { - } - - - public VirtualAxis(string name, bool matchToInputSettings) - { - this.name = name; - matchWithInputManager = matchToInputSettings; - } - - - // removes an axes from the cross platform input system - public void Remove() - { - UnRegisterVirtualAxis(name); - } - - - // a controller gameobject (eg. a virtual thumbstick) should update this class - public void Update(float value) - { - m_Value = value; - } - - - public float GetValue - { - get { return m_Value; } - } - - - public float GetValueRaw - { - get { return m_Value; } - } - } - - // a controller gameobject (eg. a virtual GUI button) should call the - // 'pressed' function of this class. Other objects can then read the - // Get/Down/Up state of this button. - public class VirtualButton - { - public string name { get; private set; } - public bool matchWithInputManager { get; private set; } - - private int m_LastPressedFrame = -5; - private int m_ReleasedFrame = -5; - private bool m_Pressed; - - - public VirtualButton(string name) - : this(name, true) - { - } - - - public VirtualButton(string name, bool matchToInputSettings) - { - this.name = name; - matchWithInputManager = matchToInputSettings; - } - - - // A controller gameobject should call this function when the button is pressed down - public void Pressed() - { - if (m_Pressed) - { - return; - } - m_Pressed = true; - m_LastPressedFrame = Time.frameCount; - } - - - // A controller gameobject should call this function when the button is released - public void Released() - { - m_Pressed = false; - m_ReleasedFrame = Time.frameCount; - } - - - // the controller gameobject should call Remove when the button is destroyed or disabled - public void Remove() - { - UnRegisterVirtualButton(name); - } - - - // these are the states of the button which can be read via the cross platform input system - public bool GetButton - { - get { return m_Pressed; } - } - - - public bool GetButtonDown - { - get - { - return m_LastPressedFrame - Time.frameCount == -1; - } - } - - - public bool GetButtonUp - { - get - { - return (m_ReleasedFrame == Time.frameCount - 1); - } - } - } - } -} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta deleted file mode 100644 index ea900aa..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/CrossPlatformInputManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6ac1ce5a5adfd9f46adbf5b6f752a47c -labels: -- Done -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: -1010 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs deleted file mode 100644 index c524fc2..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs +++ /dev/null @@ -1,17 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.CrossPlatformInput -{ - public class InputAxisScrollbar : MonoBehaviour - { - public string axis; - - void Update() { } - - public void HandleInput(float value) - { - CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f); - } - } -} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta deleted file mode 100644 index 956782c..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/InputAxisScrollbar.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 7d3269566d48b8447bb48d2259e28f8b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs deleted file mode 100644 index b01f5ef..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs +++ /dev/null @@ -1,118 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.EventSystems; - -namespace UnityStandardAssets.CrossPlatformInput -{ - public class Joystick : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler - { - public enum AxisOption - { - // Options for which axes to use - Both, // Use both - OnlyHorizontal, // Only horizontal - OnlyVertical // Only vertical - } - - public int MovementRange = 100; - public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use - public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input - public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input - - Vector3 m_StartPos; - bool m_UseX; // Toggle for using the x axis - bool m_UseY; // Toggle for using the Y axis - CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input - CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input - - void OnEnable() - { - CreateVirtualAxes(); - } - - void Start() - { - m_StartPos = transform.position; - } - - void UpdateVirtualAxes(Vector3 value) - { - var delta = m_StartPos - value; - delta.y = -delta.y; - delta /= MovementRange; - if (m_UseX) - { - m_HorizontalVirtualAxis.Update(-delta.x); - } - - if (m_UseY) - { - m_VerticalVirtualAxis.Update(delta.y); - } - } - - void CreateVirtualAxes() - { - // set axes to use - m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); - m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); - - // create new axes based on axes to use - if (m_UseX) - { - m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); - CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); - } - if (m_UseY) - { - m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); - CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); - } - } - - - public void OnDrag(PointerEventData data) - { - Vector3 newPos = Vector3.zero; - - if (m_UseX) - { - int delta = (int)(data.position.x - m_StartPos.x); - delta = Mathf.Clamp(delta, - MovementRange, MovementRange); - newPos.x = delta; - } - - if (m_UseY) - { - int delta = (int)(data.position.y - m_StartPos.y); - delta = Mathf.Clamp(delta, -MovementRange, MovementRange); - newPos.y = delta; - } - transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z); - UpdateVirtualAxes(transform.position); - } - - - public void OnPointerUp(PointerEventData data) - { - transform.position = m_StartPos; - UpdateVirtualAxes(m_StartPos); - } - - - public void OnPointerDown(PointerEventData data) { } - - void OnDisable() - { - // remove the joysticks from the cross platform input - if (m_UseX) - { - m_HorizontalVirtualAxis.Remove(); - } - if (m_UseY) - { - m_VerticalVirtualAxis.Remove(); - } - } - } -} \ No newline at end of file diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta deleted file mode 100644 index aaac767..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/Joystick.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 00c3c865782347f41b6358d9fba14b48 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs deleted file mode 100644 index f26ba49..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs +++ /dev/null @@ -1,85 +0,0 @@ -using System; -#if UNITY_EDITOR -using UnityEditor; -#endif -using UnityEngine; - - -namespace UnityStandardAssets.CrossPlatformInput -{ - [ExecuteInEditMode] - public class MobileControlRig : MonoBehaviour - { - // this script enables or disables the child objects of a control rig - // depending on whether the USE_MOBILE_INPUT define is declared. - - // This define is set or unset by a menu item that is included with - // the Cross Platform Input package. - -#if !UNITY_EDITOR - void OnEnable() - { - CheckEnableControlRig(); - } - #endif - - private void Start() - { -#if UNITY_EDITOR - if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play -#endif - { - UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType(); - - if (system == null) - {//the scene have no event system, spawn one - GameObject o = new GameObject("EventSystem"); - - o.AddComponent(); - o.AddComponent(); - } - } - } - -#if UNITY_EDITOR - - private void OnEnable() - { - EditorUserBuildSettings.activeBuildTargetChanged += Update; - EditorApplication.update += Update; - } - - - private void OnDisable() - { - EditorUserBuildSettings.activeBuildTargetChanged -= Update; - EditorApplication.update -= Update; - } - - - private void Update() - { - CheckEnableControlRig(); - } -#endif - - - private void CheckEnableControlRig() - { -#if MOBILE_INPUT - EnableControlRig(true); - #else - EnableControlRig(false); -#endif - } - - - private void EnableControlRig(bool enabled) - { - foreach (Transform t in transform) - { - t.gameObject.SetActive(enabled); - } - } - } -} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta deleted file mode 100644 index 0ee49e8..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/MobileControlRig.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 71398ce7fbc3a5b4fa50b50bd54317a7 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta deleted file mode 100644 index 830670b..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: f3f33f034733d9f4f9d439d80e26bdce -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs deleted file mode 100644 index 0416715..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs +++ /dev/null @@ -1,133 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific -{ - public class MobileInput : VirtualInput - { - private void AddButton(string name) - { - // we have not registered this button yet so add it, happens in the constructor - CrossPlatformInputManager.RegisterVirtualButton(new CrossPlatformInputManager.VirtualButton(name)); - } - - - private void AddAxes(string name) - { - // we have not registered this button yet so add it, happens in the constructor - CrossPlatformInputManager.RegisterVirtualAxis(new CrossPlatformInputManager.VirtualAxis(name)); - } - - - public override float GetAxis(string name, bool raw) - { - if (!m_VirtualAxes.ContainsKey(name)) - { - AddAxes(name); - } - return m_VirtualAxes[name].GetValue; - } - - - public override void SetButtonDown(string name) - { - if (!m_VirtualButtons.ContainsKey(name)) - { - AddButton(name); - } - m_VirtualButtons[name].Pressed(); - } - - - public override void SetButtonUp(string name) - { - if (!m_VirtualButtons.ContainsKey(name)) - { - AddButton(name); - } - m_VirtualButtons[name].Released(); - } - - - public override void SetAxisPositive(string name) - { - if (!m_VirtualAxes.ContainsKey(name)) - { - AddAxes(name); - } - m_VirtualAxes[name].Update(1f); - } - - - public override void SetAxisNegative(string name) - { - if (!m_VirtualAxes.ContainsKey(name)) - { - AddAxes(name); - } - m_VirtualAxes[name].Update(-1f); - } - - - public override void SetAxisZero(string name) - { - if (!m_VirtualAxes.ContainsKey(name)) - { - AddAxes(name); - } - m_VirtualAxes[name].Update(0f); - } - - - public override void SetAxis(string name, float value) - { - if (!m_VirtualAxes.ContainsKey(name)) - { - AddAxes(name); - } - m_VirtualAxes[name].Update(value); - } - - - public override bool GetButtonDown(string name) - { - if (m_VirtualButtons.ContainsKey(name)) - { - return m_VirtualButtons[name].GetButtonDown; - } - - AddButton(name); - return m_VirtualButtons[name].GetButtonDown; - } - - - public override bool GetButtonUp(string name) - { - if (m_VirtualButtons.ContainsKey(name)) - { - return m_VirtualButtons[name].GetButtonUp; - } - - AddButton(name); - return m_VirtualButtons[name].GetButtonUp; - } - - - public override bool GetButton(string name) - { - if (m_VirtualButtons.ContainsKey(name)) - { - return m_VirtualButtons[name].GetButton; - } - - AddButton(name); - return m_VirtualButtons[name].GetButton; - } - - - public override Vector3 MousePosition() - { - return virtualMousePosition; - } - } -} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta deleted file mode 100644 index e0ffb74..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/MobileInput.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 9703d53e47195aa4190acd11369ccd1b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs deleted file mode 100644 index 374a1f5..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs +++ /dev/null @@ -1,79 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.CrossPlatformInput.PlatformSpecific -{ - public class StandaloneInput : VirtualInput - { - public override float GetAxis(string name, bool raw) - { - return raw ? Input.GetAxisRaw(name) : Input.GetAxis(name); - } - - - public override bool GetButton(string name) - { - return Input.GetButton(name); - } - - - public override bool GetButtonDown(string name) - { - return Input.GetButtonDown(name); - } - - - public override bool GetButtonUp(string name) - { - return Input.GetButtonUp(name); - } - - - public override void SetButtonDown(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetButtonUp(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetAxisPositive(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetAxisNegative(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetAxisZero(string name) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override void SetAxis(string name, float value) - { - throw new Exception( - " This is not possible to be called for standalone input. Please check your platform and code where this is called"); - } - - - public override Vector3 MousePosition() - { - return Input.mousePosition; - } - } -} \ No newline at end of file diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta deleted file mode 100644 index d4c99a6..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/PlatformSpecific/StandaloneInput.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 9961032f4f02c4f41997c3ea399d2f22 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs deleted file mode 100644 index 658fddd..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs +++ /dev/null @@ -1,145 +0,0 @@ -using System; -using UnityEngine; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace UnityStandardAssets.CrossPlatformInput -{ - // helps with managing tilt input on mobile devices - public class TiltInput : MonoBehaviour - { - // options for the various orientations - public enum AxisOptions - { - ForwardAxis, - SidewaysAxis, - } - - - [Serializable] - public class AxisMapping - { - public enum MappingType - { - NamedAxis, - MousePositionX, - MousePositionY, - MousePositionZ - }; - - - public MappingType type; - public string axisName; - } - - - public AxisMapping mapping; - public AxisOptions tiltAroundAxis = AxisOptions.ForwardAxis; - public float fullTiltAngle = 25; - public float centreAngleOffset = 0; - - - private CrossPlatformInputManager.VirtualAxis m_SteerAxis; - - - private void OnEnable() - { - if (mapping.type == AxisMapping.MappingType.NamedAxis) - { - m_SteerAxis = new CrossPlatformInputManager.VirtualAxis(mapping.axisName); - CrossPlatformInputManager.RegisterVirtualAxis(m_SteerAxis); - } - } - - - private void Update() - { - float angle = 0; - if (Input.acceleration != Vector3.zero) - { - switch (tiltAroundAxis) - { - case AxisOptions.ForwardAxis: - angle = Mathf.Atan2(Input.acceleration.x, -Input.acceleration.y)*Mathf.Rad2Deg + - centreAngleOffset; - break; - case AxisOptions.SidewaysAxis: - angle = Mathf.Atan2(Input.acceleration.z, -Input.acceleration.y)*Mathf.Rad2Deg + - centreAngleOffset; - break; - } - } - - float axisValue = Mathf.InverseLerp(-fullTiltAngle, fullTiltAngle, angle)*2 - 1; - switch (mapping.type) - { - case AxisMapping.MappingType.NamedAxis: - m_SteerAxis.Update(axisValue); - break; - case AxisMapping.MappingType.MousePositionX: - CrossPlatformInputManager.SetVirtualMousePositionX(axisValue*Screen.width); - break; - case AxisMapping.MappingType.MousePositionY: - CrossPlatformInputManager.SetVirtualMousePositionY(axisValue*Screen.width); - break; - case AxisMapping.MappingType.MousePositionZ: - CrossPlatformInputManager.SetVirtualMousePositionZ(axisValue*Screen.width); - break; - } - } - - - private void OnDisable() - { - m_SteerAxis.Remove(); - } - } -} - - -namespace UnityStandardAssets.CrossPlatformInput.Inspector -{ -#if UNITY_EDITOR - [CustomPropertyDrawer(typeof (TiltInput.AxisMapping))] - public class TiltInputAxisStylePropertyDrawer : PropertyDrawer - { - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - EditorGUI.BeginProperty(position, label, property); - - float x = position.x; - float y = position.y; - float inspectorWidth = position.width; - - // Don't make child fields be indented - var indent = EditorGUI.indentLevel; - EditorGUI.indentLevel = 0; - - var props = new[] {"type", "axisName"}; - var widths = new[] {.4f, .6f}; - if (property.FindPropertyRelative("type").enumValueIndex > 0) - { - // hide name if not a named axis - props = new[] {"type"}; - widths = new[] {1f}; - } - const float lineHeight = 18; - for (int n = 0; n < props.Length; ++n) - { - float w = widths[n]*inspectorWidth; - - // Calculate rects - Rect rect = new Rect(x, y, w, lineHeight); - x += w; - - EditorGUI.PropertyField(rect, property.FindPropertyRelative(props[n]), GUIContent.none); - } - - // Set indent back to what it was - EditorGUI.indentLevel = indent; - EditorGUI.EndProperty(); - } - } -#endif -} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta deleted file mode 100644 index 93f79bf..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/TiltInput.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 5c2d84226fbbaf94e9c1451f1c39b06a -labels: -- Not -- Fully -- Implemented -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: -1001 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs deleted file mode 100644 index 4012331..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs +++ /dev/null @@ -1,156 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.EventSystems; -using UnityEngine.UI; - -namespace UnityStandardAssets.CrossPlatformInput -{ - [RequireComponent(typeof(Image))] - public class TouchPad : MonoBehaviour, IPointerDownHandler, IPointerUpHandler - { - // Options for which axes to use - public enum AxisOption - { - Both, // Use both - OnlyHorizontal, // Only horizontal - OnlyVertical // Only vertical - } - - - public enum ControlStyle - { - Absolute, // operates from teh center of the image - Relative, // operates from the center of the initial touch - Swipe, // swipe to touch touch no maintained center - } - - - public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use - public ControlStyle controlStyle = ControlStyle.Absolute; // control style to use - public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input - public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input - public float Xsensitivity = 1f; - public float Ysensitivity = 1f; - - Vector3 m_StartPos; - Vector2 m_PreviousDelta; - Vector3 m_JoytickOutput; - bool m_UseX; // Toggle for using the x axis - bool m_UseY; // Toggle for using the Y axis - CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input - CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input - bool m_Dragging; - int m_Id = -1; - Vector2 m_PreviousTouchPos; // swipe style control touch - - -#if !UNITY_EDITOR - private Vector3 m_Center; - private Image m_Image; -#else - Vector3 m_PreviousMouse; -#endif - - void OnEnable() - { - CreateVirtualAxes(); - } - - void Start() - { -#if !UNITY_EDITOR - m_Image = GetComponent(); - m_Center = m_Image.transform.position; -#endif - } - - void CreateVirtualAxes() - { - // set axes to use - m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal); - m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical); - - // create new axes based on axes to use - if (m_UseX) - { - m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName); - CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis); - } - if (m_UseY) - { - m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName); - CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis); - } - } - - void UpdateVirtualAxes(Vector3 value) - { - value = value.normalized; - if (m_UseX) - { - m_HorizontalVirtualAxis.Update(value.x); - } - - if (m_UseY) - { - m_VerticalVirtualAxis.Update(value.y); - } - } - - - public void OnPointerDown(PointerEventData data) - { - m_Dragging = true; - m_Id = data.pointerId; -#if !UNITY_EDITOR - if (controlStyle != ControlStyle.Absolute ) - m_Center = data.position; -#endif - } - - void Update() - { - if (!m_Dragging) - { - return; - } - if (Input.touchCount >= m_Id + 1 && m_Id != -1) - { -#if !UNITY_EDITOR - - if (controlStyle == ControlStyle.Swipe) - { - m_Center = m_PreviousTouchPos; - m_PreviousTouchPos = Input.touches[m_Id].position; - } - Vector2 pointerDelta = new Vector2(Input.touches[m_Id].position.x - m_Center.x , Input.touches[m_Id].position.y - m_Center.y).normalized; - pointerDelta.x *= Xsensitivity; - pointerDelta.y *= Ysensitivity; -#else - Vector2 pointerDelta; - pointerDelta.x = Input.mousePosition.x - m_PreviousMouse.x; - pointerDelta.y = Input.mousePosition.y - m_PreviousMouse.y; - m_PreviousMouse = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f); -#endif - UpdateVirtualAxes(new Vector3(pointerDelta.x, pointerDelta.y, 0)); - } - } - - - public void OnPointerUp(PointerEventData data) - { - m_Dragging = false; - m_Id = -1; - UpdateVirtualAxes(Vector3.zero); - } - - void OnDisable() - { - if (CrossPlatformInputManager.AxisExists(horizontalAxisName)) - CrossPlatformInputManager.UnRegisterVirtualAxis(horizontalAxisName); - - if (CrossPlatformInputManager.AxisExists(verticalAxisName)) - CrossPlatformInputManager.UnRegisterVirtualAxis(verticalAxisName); - } - } -} \ No newline at end of file diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta deleted file mode 100644 index 0b176aa..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/TouchPad.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 1caf40fc8bebb6b43b2550c05ca791d6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs b/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs deleted file mode 100644 index 5ffec5a..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs +++ /dev/null @@ -1,134 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; - - -namespace UnityStandardAssets.CrossPlatformInput -{ - public abstract class VirtualInput - { - public Vector3 virtualMousePosition { get; private set; } - - - protected Dictionary m_VirtualAxes = - new Dictionary(); - // Dictionary to store the name relating to the virtual axes - protected Dictionary m_VirtualButtons = - new Dictionary(); - protected List m_AlwaysUseVirtual = new List(); - // list of the axis and button names that have been flagged to always use a virtual axis or button - - - public bool AxisExists(string name) - { - return m_VirtualAxes.ContainsKey(name); - } - - public bool ButtonExists(string name) - { - return m_VirtualButtons.ContainsKey(name); - } - - - public void RegisterVirtualAxis(CrossPlatformInputManager.VirtualAxis axis) - { - // check if we already have an axis with that name and log and error if we do - if (m_VirtualAxes.ContainsKey(axis.name)) - { - Debug.LogError("There is already a virtual axis named " + axis.name + " registered."); - } - else - { - // add any new axes - m_VirtualAxes.Add(axis.name, axis); - - // if we dont want to match with the input manager setting then revert to always using virtual - if (!axis.matchWithInputManager) - { - m_AlwaysUseVirtual.Add(axis.name); - } - } - } - - - public void RegisterVirtualButton(CrossPlatformInputManager.VirtualButton button) - { - // check if already have a buttin with that name and log an error if we do - if (m_VirtualButtons.ContainsKey(button.name)) - { - Debug.LogError("There is already a virtual button named " + button.name + " registered."); - } - else - { - // add any new buttons - m_VirtualButtons.Add(button.name, button); - - // if we dont want to match to the input manager then always use a virtual axis - if (!button.matchWithInputManager) - { - m_AlwaysUseVirtual.Add(button.name); - } - } - } - - - public void UnRegisterVirtualAxis(string name) - { - // if we have an axis with that name then remove it from our dictionary of registered axes - if (m_VirtualAxes.ContainsKey(name)) - { - m_VirtualAxes.Remove(name); - } - } - - - public void UnRegisterVirtualButton(string name) - { - // if we have a button with this name then remove it from our dictionary of registered buttons - if (m_VirtualButtons.ContainsKey(name)) - { - m_VirtualButtons.Remove(name); - } - } - - - // returns a reference to a named virtual axis if it exists otherwise null - public CrossPlatformInputManager.VirtualAxis VirtualAxisReference(string name) - { - return m_VirtualAxes.ContainsKey(name) ? m_VirtualAxes[name] : null; - } - - - public void SetVirtualMousePositionX(float f) - { - virtualMousePosition = new Vector3(f, virtualMousePosition.y, virtualMousePosition.z); - } - - - public void SetVirtualMousePositionY(float f) - { - virtualMousePosition = new Vector3(virtualMousePosition.x, f, virtualMousePosition.z); - } - - - public void SetVirtualMousePositionZ(float f) - { - virtualMousePosition = new Vector3(virtualMousePosition.x, virtualMousePosition.y, f); - } - - - public abstract float GetAxis(string name, bool raw); - - public abstract bool GetButton(string name); - public abstract bool GetButtonDown(string name); - public abstract bool GetButtonUp(string name); - - public abstract void SetButtonDown(string name); - public abstract void SetButtonUp(string name); - public abstract void SetAxisPositive(string name); - public abstract void SetAxisNegative(string name); - public abstract void SetAxisZero(string name); - public abstract void SetAxis(string name, float value); - public abstract Vector3 MousePosition(); - } -} diff --git a/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs.meta b/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs.meta deleted file mode 100644 index 8f6c44d..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Scripts/VirtualInput.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 0f57aeb1b8dce3342bea5c28ac17db24 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/CrossPlatformInput/Sprites.meta b/Assets/Standard Assets/CrossPlatformInput/Sprites.meta deleted file mode 100644 index ed9098a..0000000 --- a/Assets/Standard Assets/CrossPlatformInput/Sprites.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 4c4bc148459cd764dbb1d4e94e49299b -folderAsset: yes -DefaultImporter: - 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userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Standard Assets/Editor/ImageEffects.meta b/Assets/Standard Assets/Editor/ImageEffects.meta deleted file mode 100644 index 1dfb536..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 225198e07aaae3547a6d1f6e7177555f -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Editor/ImageEffects/AntialiasingEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/AntialiasingEditor.cs deleted file mode 100644 index 795b9d8..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/AntialiasingEditor.cs +++ /dev/null @@ -1,75 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor(typeof (Antialiasing))] - public class AntialiasingEditor : Editor - { - private SerializedObject serObj; - - private SerializedProperty mode; - - private SerializedProperty showGeneratedNormals; - private SerializedProperty offsetScale; - private SerializedProperty blurRadius; - private SerializedProperty dlaaSharp; - - private SerializedProperty edgeThresholdMin; - private SerializedProperty edgeThreshold; - private SerializedProperty edgeSharpness; - - - private void OnEnable() - { - serObj = new SerializedObject(target); - - mode = serObj.FindProperty("mode"); - - showGeneratedNormals = serObj.FindProperty("showGeneratedNormals"); - offsetScale = serObj.FindProperty("offsetScale"); - blurRadius = serObj.FindProperty("blurRadius"); - dlaaSharp = serObj.FindProperty("dlaaSharp"); - - edgeThresholdMin = serObj.FindProperty("edgeThresholdMin"); - edgeThreshold = serObj.FindProperty("edgeThreshold"); - edgeSharpness = serObj.FindProperty("edgeSharpness"); - } - - - public override void OnInspectorGUI() - { - serObj.Update(); - - GUILayout.Label("Luminance based fullscreen antialiasing", EditorStyles.miniBoldLabel); - - EditorGUILayout.PropertyField(mode, new GUIContent("Technique")); - - Material mat = (target as Antialiasing).CurrentAAMaterial(); - if (null == mat && (target as Antialiasing).enabled) - { - EditorGUILayout.HelpBox("This AA technique is currently not supported. Choose a different technique or disable the effect and use MSAA instead.", MessageType.Warning); - } - - if (mode.enumValueIndex == (int) AAMode.NFAA) - { - EditorGUILayout.PropertyField(offsetScale, new GUIContent("Edge Detect Ofs")); - EditorGUILayout.PropertyField(blurRadius, new GUIContent("Blur Radius")); - EditorGUILayout.PropertyField(showGeneratedNormals, new GUIContent("Show Normals")); - } - else if (mode.enumValueIndex == (int) AAMode.DLAA) - { - EditorGUILayout.PropertyField(dlaaSharp, new GUIContent("Sharp")); - } - else if (mode.enumValueIndex == (int) AAMode.FXAA3Console) - { - EditorGUILayout.PropertyField(edgeThresholdMin, new GUIContent("Edge Min Threshhold")); - EditorGUILayout.PropertyField(edgeThreshold, new GUIContent("Edge Threshhold")); - EditorGUILayout.PropertyField(edgeSharpness, new GUIContent("Edge Sharpness")); - } - - serObj.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/AntialiasingEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/AntialiasingEditor.cs.meta deleted file mode 100644 index bbf3d2e..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/AntialiasingEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: ba15fa37442517749a3c4640a4ad4054 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs deleted file mode 100644 index 2966e5d..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs +++ /dev/null @@ -1,157 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor (typeof(BloomAndFlares))] - class BloomAndFlaresEditor : Editor - { - SerializedProperty tweakMode; - SerializedProperty screenBlendMode; - - SerializedObject serObj; - - SerializedProperty hdr; - SerializedProperty sepBlurSpread; - SerializedProperty useSrcAlphaAsMask; - - SerializedProperty bloomIntensity; - SerializedProperty bloomthreshold; - SerializedProperty bloomBlurIterations; - - SerializedProperty lensflares; - - SerializedProperty hollywoodFlareBlurIterations; - - SerializedProperty lensflareMode; - SerializedProperty hollyStretchWidth; - SerializedProperty lensflareIntensity; - SerializedProperty lensflarethreshold; - SerializedProperty flareColorA; - SerializedProperty flareColorB; - SerializedProperty flareColorC; - SerializedProperty flareColorD; - - SerializedProperty lensFlareVignetteMask; - - void OnEnable () { - serObj = new SerializedObject (target); - - screenBlendMode = serObj.FindProperty("screenBlendMode"); - hdr = serObj.FindProperty("hdr"); - - sepBlurSpread = serObj.FindProperty("sepBlurSpread"); - useSrcAlphaAsMask = serObj.FindProperty("useSrcAlphaAsMask"); - - bloomIntensity = serObj.FindProperty("bloomIntensity"); - bloomthreshold = serObj.FindProperty("bloomThreshold"); - bloomBlurIterations = serObj.FindProperty("bloomBlurIterations"); - - lensflares = serObj.FindProperty("lensflares"); - - lensflareMode = serObj.FindProperty("lensflareMode"); - hollywoodFlareBlurIterations = serObj.FindProperty("hollywoodFlareBlurIterations"); - hollyStretchWidth = serObj.FindProperty("hollyStretchWidth"); - lensflareIntensity = serObj.FindProperty("lensflareIntensity"); - lensflarethreshold = serObj.FindProperty("lensflareThreshold"); - flareColorA = serObj.FindProperty("flareColorA"); - flareColorB = serObj.FindProperty("flareColorB"); - flareColorC = serObj.FindProperty("flareColorC"); - flareColorD = serObj.FindProperty("flareColorD"); - lensFlareVignetteMask = serObj.FindProperty("lensFlareVignetteMask"); - - tweakMode = serObj.FindProperty("tweakMode"); - } - - - public override void OnInspectorGUI () { - serObj.Update(); - - GUILayout.Label("HDR " + (hdr.enumValueIndex == 0 ? "auto detected, " : (hdr.enumValueIndex == 1 ? "forced on, " : "disabled, ")) + (useSrcAlphaAsMask.floatValue < 0.1f ? " ignoring alpha channel glow information" : " using alpha channel glow information"), EditorStyles.miniBoldLabel); - - EditorGUILayout.PropertyField (tweakMode, new GUIContent("Tweak mode")); - EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend mode")); - EditorGUILayout.PropertyField (hdr, new GUIContent("HDR")); - - // display info text when screen blend mode cannot be used - Camera cam = (target as BloomAndFlares).GetComponent(); - if (cam != null) { - if (screenBlendMode.enumValueIndex==0 && ((cam.hdr && hdr.enumValueIndex==0) || (hdr.enumValueIndex==1))) { - EditorGUILayout.HelpBox("Screen blend is not supported in HDR. Using 'Add' instead.", MessageType.Info); - } - } - - if (1 == tweakMode.intValue) - EditorGUILayout.PropertyField (lensflares, new GUIContent("Cast lens flares")); - - EditorGUILayout.Separator (); - - EditorGUILayout.PropertyField (bloomIntensity, new GUIContent("Intensity")); - bloomthreshold.floatValue = EditorGUILayout.Slider ("threshold", bloomthreshold.floatValue, -0.05f, 4.0f); - bloomBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", bloomBlurIterations.intValue, 1, 4); - sepBlurSpread.floatValue = EditorGUILayout.Slider ("Blur spread", sepBlurSpread.floatValue, 0.1f, 10.0f); - - if (1 == tweakMode.intValue) - useSrcAlphaAsMask.floatValue = EditorGUILayout.Slider (new GUIContent("Use alpha mask", "Make alpha channel define glowiness"), useSrcAlphaAsMask.floatValue, 0.0f, 1.0f); - else - useSrcAlphaAsMask.floatValue = 0.0f; - - if (1 == tweakMode.intValue) { - EditorGUILayout.Separator (); - - if (lensflares.boolValue) { - - // further lens flare tweakings - if (0 != tweakMode.intValue) - EditorGUILayout.PropertyField (lensflareMode, new GUIContent("Lens flare mode")); - else - lensflareMode.enumValueIndex = 0; - - EditorGUILayout.PropertyField(lensFlareVignetteMask, new GUIContent("Lens flare mask", "This mask is needed to prevent lens flare artifacts")); - - EditorGUILayout.PropertyField (lensflareIntensity, new GUIContent("Local intensity")); - lensflarethreshold.floatValue = EditorGUILayout.Slider ("Local threshold", lensflarethreshold.floatValue, 0.0f, 1.0f); - - if (lensflareMode.intValue == 0) { - // ghosting - EditorGUILayout.BeginHorizontal (); - EditorGUILayout.PropertyField (flareColorA, new GUIContent("1st Color")); - EditorGUILayout.PropertyField (flareColorB, new GUIContent("2nd Color")); - EditorGUILayout.EndHorizontal (); - - EditorGUILayout.BeginHorizontal (); - EditorGUILayout.PropertyField (flareColorC, new GUIContent("3rd Color")); - EditorGUILayout.PropertyField (flareColorD, new GUIContent("4th Color")); - EditorGUILayout.EndHorizontal (); - } - else if (lensflareMode.intValue == 1) { - // hollywood - EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent("Stretch width")); - hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", hollywoodFlareBlurIterations.intValue, 1, 4); - - EditorGUILayout.PropertyField (flareColorA, new GUIContent("Tint Color")); - } - else if (lensflareMode.intValue == 2) { - // both - EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent("Stretch width")); - hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", hollywoodFlareBlurIterations.intValue, 1, 4); - - EditorGUILayout.BeginHorizontal (); - EditorGUILayout.PropertyField (flareColorA, new GUIContent("1st Color")); - EditorGUILayout.PropertyField (flareColorB, new GUIContent("2nd Color")); - EditorGUILayout.EndHorizontal (); - - EditorGUILayout.BeginHorizontal (); - EditorGUILayout.PropertyField (flareColorC, new GUIContent("3rd Color")); - EditorGUILayout.PropertyField (flareColorD, new GUIContent("4th Color")); - EditorGUILayout.EndHorizontal (); - } - } - } else - lensflares.boolValue = false; // disable lens flares in simple tweak mode - - serObj.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs.meta deleted file mode 100644 index a4f4e00..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 4deca87cb459d1642ac8f734856ca84e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Editor/ImageEffects/BloomEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/BloomEditor.cs deleted file mode 100644 index 6957591..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/BloomEditor.cs +++ /dev/null @@ -1,162 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor (typeof(Bloom))] - class BloomEditor : Editor - { - SerializedProperty tweakMode; - SerializedProperty screenBlendMode; - - SerializedObject serObj; - - SerializedProperty hdr; - SerializedProperty quality; - SerializedProperty sepBlurSpread; - - SerializedProperty bloomIntensity; - SerializedProperty bloomThresholdColor; - SerializedProperty bloomThreshold; - SerializedProperty bloomBlurIterations; - - SerializedProperty hollywoodFlareBlurIterations; - - SerializedProperty lensflareMode; - SerializedProperty hollyStretchWidth; - SerializedProperty lensflareIntensity; - SerializedProperty flareRotation; - SerializedProperty lensFlareSaturation; - SerializedProperty lensflareThreshold; - SerializedProperty flareColorA; - SerializedProperty flareColorB; - SerializedProperty flareColorC; - SerializedProperty flareColorD; - - SerializedProperty lensFlareVignetteMask; - - void OnEnable () { - serObj = new SerializedObject (target); - - screenBlendMode = serObj.FindProperty("screenBlendMode"); - hdr = serObj.FindProperty("hdr"); - quality = serObj.FindProperty("quality"); - - sepBlurSpread = serObj.FindProperty("sepBlurSpread"); - - bloomIntensity = serObj.FindProperty("bloomIntensity"); - bloomThreshold = serObj.FindProperty("bloomThreshold"); - bloomThresholdColor = serObj.FindProperty("bloomThresholdColor"); - bloomBlurIterations = serObj.FindProperty("bloomBlurIterations"); - - lensflareMode = serObj.FindProperty("lensflareMode"); - hollywoodFlareBlurIterations = serObj.FindProperty("hollywoodFlareBlurIterations"); - hollyStretchWidth = serObj.FindProperty("hollyStretchWidth"); - lensflareIntensity = serObj.FindProperty("lensflareIntensity"); - lensflareThreshold = serObj.FindProperty("lensflareThreshold"); - lensFlareSaturation = serObj.FindProperty("lensFlareSaturation"); - flareRotation = serObj.FindProperty("flareRotation"); - flareColorA = serObj.FindProperty("flareColorA"); - flareColorB = serObj.FindProperty("flareColorB"); - flareColorC = serObj.FindProperty("flareColorC"); - flareColorD = serObj.FindProperty("flareColorD"); - lensFlareVignetteMask = serObj.FindProperty("lensFlareVignetteMask"); - - tweakMode = serObj.FindProperty("tweakMode"); - } - - - public override void OnInspectorGUI () { - serObj.Update(); - - EditorGUILayout.LabelField("Glow and Lens Flares for bright screen pixels", EditorStyles.miniLabel); - - EditorGUILayout.PropertyField (quality, new GUIContent("Quality", "High quality preserves high frequencies with bigger blurs and uses a better blending and down-/upsampling")); - - EditorGUILayout.Separator (); - - EditorGUILayout.PropertyField (tweakMode, new GUIContent("Mode")); - EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend")); - EditorGUILayout.PropertyField (hdr, new GUIContent("HDR")); - - EditorGUILayout.Separator (); - - // display info text when screen blend mode cannot be used - Camera cam = (target as Bloom).GetComponent(); - if (cam != null) { - if (screenBlendMode.enumValueIndex==0 && ((cam.hdr && hdr.enumValueIndex==0) || (hdr.enumValueIndex==1))) { - EditorGUILayout.HelpBox("Screen blend is not supported in HDR. Using 'Add' instead.", MessageType.Info); - } - } - - EditorGUILayout.PropertyField (bloomIntensity, new GUIContent("Intensity")); - bloomThreshold.floatValue = EditorGUILayout.Slider ("Threshold", bloomThreshold.floatValue, -0.05f, 4.0f); - if (1 == tweakMode.intValue) { - EditorGUILayout.PropertyField(bloomThresholdColor, new GUIContent(" RGB Threshold")); - } - EditorGUILayout.Separator (); - - bloomBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur Iterations", bloomBlurIterations.intValue, 1, 4); - sepBlurSpread.floatValue = EditorGUILayout.Slider (" Sample Distance", sepBlurSpread.floatValue, 0.1f, 10.0f); - EditorGUILayout.Separator (); - - if (1 == tweakMode.intValue) { - // further lens flare tweakings - if (0 != tweakMode.intValue) - EditorGUILayout.PropertyField (lensflareMode, new GUIContent("Lens Flares")); - else - lensflareMode.enumValueIndex = 0; - - EditorGUILayout.PropertyField (lensflareIntensity, new GUIContent(" Local Intensity", "0 disables lens flares entirely (optimization)")); - lensflareThreshold.floatValue = EditorGUILayout.Slider ("Threshold", lensflareThreshold.floatValue, 0.0f, 4.0f); - - if (Mathf.Abs(lensflareIntensity.floatValue) > Mathf.Epsilon) { - if (lensflareMode.intValue == 0) { - // ghosting - EditorGUILayout.BeginHorizontal (); - EditorGUILayout.PropertyField (flareColorA, new GUIContent(" 1st Color")); - EditorGUILayout.PropertyField (flareColorB, new GUIContent(" 2nd Color")); - EditorGUILayout.EndHorizontal (); - - EditorGUILayout.BeginHorizontal (); - EditorGUILayout.PropertyField (flareColorC, new GUIContent(" 3rd Color")); - EditorGUILayout.PropertyField (flareColorD, new GUIContent(" 4th Color")); - EditorGUILayout.EndHorizontal (); - } - else if (lensflareMode.intValue == 1) { - // hollywood - EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent(" Stretch width")); - EditorGUILayout.PropertyField (flareRotation, new GUIContent( " Rotation")); - hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider (" Blur Iterations", hollywoodFlareBlurIterations.intValue, 1, 4); - - EditorGUILayout.PropertyField (lensFlareSaturation, new GUIContent(" Saturation")); - EditorGUILayout.PropertyField (flareColorA, new GUIContent(" Tint Color")); - } - else if (lensflareMode.intValue == 2) { - // both - EditorGUILayout.PropertyField (hollyStretchWidth, new GUIContent(" Stretch width")); - hollywoodFlareBlurIterations.intValue = EditorGUILayout.IntSlider (" Blur Iterations", hollywoodFlareBlurIterations.intValue, 1, 4); - - EditorGUILayout.PropertyField (lensFlareSaturation, new GUIContent(" Saturation")); - - EditorGUILayout.BeginHorizontal (); - EditorGUILayout.PropertyField (flareColorA, new GUIContent(" 1st Color")); - EditorGUILayout.PropertyField (flareColorB, new GUIContent(" 2nd Color")); - EditorGUILayout.EndHorizontal (); - - EditorGUILayout.BeginHorizontal (); - EditorGUILayout.PropertyField (flareColorC, new GUIContent(" 3rd Color")); - EditorGUILayout.PropertyField (flareColorD, new GUIContent(" 4th Color")); - EditorGUILayout.EndHorizontal (); - } - - EditorGUILayout.PropertyField(lensFlareVignetteMask, new GUIContent(" Mask", "This mask is needed to prevent lens flare artifacts")); - - } - } - - serObj.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/BloomEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/BloomEditor.cs.meta deleted file mode 100644 index ad4d3b3..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/BloomEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 43fcc28c40e404d4eabfc88b1dbda7b5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs deleted file mode 100644 index bc1f5ff..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs +++ /dev/null @@ -1,99 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor (typeof(CameraMotionBlur))] - class CameraMotionBlurEditor : Editor - { - SerializedObject serObj; - - SerializedProperty filterType; - SerializedProperty preview; - SerializedProperty previewScale; - SerializedProperty movementScale; - SerializedProperty jitter; - SerializedProperty rotationScale; - SerializedProperty maxVelocity; - SerializedProperty minVelocity; - SerializedProperty velocityScale; - SerializedProperty velocityDownsample; - SerializedProperty noiseTexture; - SerializedProperty showVelocity; - SerializedProperty showVelocityScale; - SerializedProperty excludeLayers; - - void OnEnable () { - serObj = new SerializedObject (target); - - filterType = serObj.FindProperty ("filterType"); - - preview = serObj.FindProperty ("preview"); - previewScale = serObj.FindProperty ("previewScale"); - - movementScale = serObj.FindProperty ("movementScale"); - rotationScale = serObj.FindProperty ("rotationScale"); - - maxVelocity = serObj.FindProperty ("maxVelocity"); - minVelocity = serObj.FindProperty ("minVelocity"); - - jitter = serObj.FindProperty ("jitter"); - - excludeLayers = serObj.FindProperty ("excludeLayers"); - - velocityScale = serObj.FindProperty ("velocityScale"); - velocityDownsample = serObj.FindProperty ("velocityDownsample"); - - noiseTexture = serObj.FindProperty ("noiseTexture"); - } - - - public override void OnInspectorGUI () { - serObj.Update (); - - EditorGUILayout.LabelField("Simulates camera based motion blur", EditorStyles.miniLabel); - - EditorGUILayout.PropertyField (filterType, new GUIContent("Technique")); - if (filterType.enumValueIndex == 3 && !(target as CameraMotionBlur).Dx11Support()) { - EditorGUILayout.HelpBox("DX11 mode not supported (need shader model 5)", MessageType.Info); - } - EditorGUILayout.PropertyField (velocityScale, new GUIContent(" Velocity Scale")); - if (filterType.enumValueIndex >= 2) { - EditorGUILayout.LabelField(" Tile size used during reconstruction filter:", EditorStyles.miniLabel); - EditorGUILayout.Slider(maxVelocity, 2.0f, 10.0f, new GUIContent(" Velocity Max")); - } - else - EditorGUILayout.Slider (maxVelocity, 2.0f, 10.0f, new GUIContent(" Velocity Max")); - EditorGUILayout.Slider(minVelocity, 0.0f, 10.0f, new GUIContent(" Velocity Min")); - - EditorGUILayout.Separator (); - - EditorGUILayout.LabelField("Technique Specific"); - - if (filterType.enumValueIndex == 0) { - // portal style motion blur - EditorGUILayout.PropertyField (rotationScale, new GUIContent(" Camera Rotation")); - EditorGUILayout.PropertyField (movementScale, new GUIContent(" Camera Movement")); - } - else { - // "plausible" blur or cheap, local blur - EditorGUILayout.PropertyField (excludeLayers, new GUIContent(" Exclude Layers")); - EditorGUILayout.PropertyField (velocityDownsample, new GUIContent(" Velocity Downsample")); - velocityDownsample.intValue = velocityDownsample.intValue < 1 ? 1 : velocityDownsample.intValue; - if (filterType.enumValueIndex >= 2) { // only display jitter for reconstruction - EditorGUILayout.PropertyField (noiseTexture, new GUIContent(" Sample Jitter")); - EditorGUILayout.Slider (jitter, 0.0f, 10.0f, new GUIContent(" Jitter Strength")); - } - } - - EditorGUILayout.Separator (); - - EditorGUILayout.PropertyField (preview, new GUIContent("Preview")); - if (preview.boolValue) - EditorGUILayout.PropertyField (previewScale, new GUIContent("")); - - serObj.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs.meta deleted file mode 100644 index af66969..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 80cbbe1c107bf5e43a96347d3dfc2658 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs deleted file mode 100644 index f37adb0..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs +++ /dev/null @@ -1,124 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor (typeof(ColorCorrectionCurves))] - class ColorCorrectionCurvesEditor : Editor { - SerializedObject serObj; - - SerializedProperty mode; - - SerializedProperty redChannel; - SerializedProperty greenChannel; - SerializedProperty blueChannel; - - SerializedProperty useDepthCorrection; - - SerializedProperty depthRedChannel; - SerializedProperty depthGreenChannel; - SerializedProperty depthBlueChannel; - - SerializedProperty zCurveChannel; - - SerializedProperty saturation; - - SerializedProperty selectiveCc; - SerializedProperty selectiveFromColor; - SerializedProperty selectiveToColor; - - private bool applyCurveChanges = false; - - void OnEnable () { - serObj = new SerializedObject (target); - - mode = serObj.FindProperty ("mode"); - - saturation = serObj.FindProperty ("saturation"); - - redChannel = serObj.FindProperty ("redChannel"); - greenChannel = serObj.FindProperty ("greenChannel"); - blueChannel = serObj.FindProperty ("blueChannel"); - - useDepthCorrection = serObj.FindProperty ("useDepthCorrection"); - - zCurveChannel = serObj.FindProperty ("zCurve"); - - depthRedChannel = serObj.FindProperty ("depthRedChannel"); - depthGreenChannel = serObj.FindProperty ("depthGreenChannel"); - depthBlueChannel = serObj.FindProperty ("depthBlueChannel"); - - serObj.ApplyModifiedProperties (); - - selectiveCc = serObj.FindProperty ("selectiveCc"); - selectiveFromColor = serObj.FindProperty ("selectiveFromColor"); - selectiveToColor = serObj.FindProperty ("selectiveToColor"); - } - - void CurveGui ( string name, SerializedProperty animationCurve, Color color) { - // @NOTE: EditorGUILayout.CurveField is buggy and flickers, using PropertyField for now - //animationCurve.animationCurveValue = EditorGUILayout.CurveField (GUIContent (name), animationCurve.animationCurveValue, color, Rect (0.0f,0.0f,1.0f,1.0f)); - EditorGUILayout.PropertyField (animationCurve, new GUIContent (name)); - if (GUI.changed) - applyCurveChanges = true; - } - - void BeginCurves () { - applyCurveChanges = false; - } - - void ApplyCurves () { - if (applyCurveChanges) { - serObj.ApplyModifiedProperties (); - (serObj.targetObject as ColorCorrectionCurves).gameObject.SendMessage ("UpdateTextures"); - } - } - - - public override void OnInspectorGUI () { - serObj.Update (); - - GUILayout.Label ("Use curves to tweak RGB channel colors", EditorStyles.miniBoldLabel); - - saturation.floatValue = EditorGUILayout.Slider( "Saturation", saturation.floatValue, 0.0f, 5.0f); - - EditorGUILayout.PropertyField (mode, new GUIContent ("Mode")); - EditorGUILayout.Separator (); - - BeginCurves (); - - CurveGui (" Red", redChannel, Color.red); - CurveGui (" Green", greenChannel, Color.green); - CurveGui (" Blue", blueChannel, Color.blue); - - EditorGUILayout.Separator (); - - if (mode.intValue > 0) - useDepthCorrection.boolValue = true; - else - useDepthCorrection.boolValue = false; - - if (useDepthCorrection.boolValue) { - CurveGui (" Red (depth)", depthRedChannel, Color.red); - CurveGui (" Green (depth)", depthGreenChannel, Color.green); - CurveGui (" Blue (depth)", depthBlueChannel, Color.blue); - EditorGUILayout.Separator (); - CurveGui (" Blend Curve", zCurveChannel, Color.grey); - } - - EditorGUILayout.Separator (); - EditorGUILayout.PropertyField (selectiveCc, new GUIContent ("Selective")); - if (selectiveCc.boolValue) { - EditorGUILayout.PropertyField (selectiveFromColor, new GUIContent (" Key")); - EditorGUILayout.PropertyField (selectiveToColor, new GUIContent (" Target")); - } - - - ApplyCurves (); - - if (!applyCurveChanges) - serObj.ApplyModifiedProperties (); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs.meta deleted file mode 100644 index b1c7fa3..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a4a9489f73e4f0344ab3fc97bdf5170b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs deleted file mode 100644 index 8e68e21..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs +++ /dev/null @@ -1,90 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor (typeof(ColorCorrectionLookup))] - class ColorCorrectionLookupEditor : Editor - { - SerializedObject serObj; - - void OnEnable () { - serObj = new SerializedObject (target); - } - - private Texture2D tempClutTex2D; - - - public override void OnInspectorGUI () { - serObj.Update (); - - EditorGUILayout.LabelField("Converts textures into color lookup volumes (for grading)", EditorStyles.miniLabel); - - //EditorGUILayout.LabelField("Change Lookup Texture (LUT):"); - //EditorGUILayout.BeginHorizontal (); - //Rect r = GUILayoutUtility.GetAspectRect(1.0ff); - - Rect r; Texture2D t; - - //EditorGUILayout.Space(); - tempClutTex2D = EditorGUILayout.ObjectField (" Based on", tempClutTex2D, typeof(Texture2D), false) as Texture2D; - if (tempClutTex2D == null) { - t = AssetDatabase.LoadMainAssetAtPath(((ColorCorrectionLookup)target).basedOnTempTex) as Texture2D; - if (t) tempClutTex2D = t; - } - - Texture2D tex = tempClutTex2D; - - if (tex && (target as ColorCorrectionLookup).basedOnTempTex != AssetDatabase.GetAssetPath(tex)) - { - EditorGUILayout.Separator(); - if (!(target as ColorCorrectionLookup).ValidDimensions(tex)) - { - EditorGUILayout.HelpBox ("Invalid texture dimensions!\nPick another texture or adjust dimension to e.g. 256x16.", MessageType.Warning); - } - else if (GUILayout.Button ("Convert and Apply")) - { - string path = AssetDatabase.GetAssetPath (tex); - TextureImporter textureImporter = AssetImporter.GetAtPath(path) as TextureImporter; - bool doImport = textureImporter.isReadable == false; - if (textureImporter.mipmapEnabled == true) { - doImport = true; - } - if (textureImporter.textureFormat != TextureImporterFormat.AutomaticTruecolor) { - doImport = true; - } - - if (doImport) - { - textureImporter.isReadable = true; - textureImporter.mipmapEnabled = false; - textureImporter.textureFormat = TextureImporterFormat.AutomaticTruecolor; - AssetDatabase.ImportAsset (path, ImportAssetOptions.ForceUpdate); - //tex = AssetDatabase.LoadMainAssetAtPath(path); - } - - (target as ColorCorrectionLookup).Convert(tex, path); - } - } - - if ((target as ColorCorrectionLookup).basedOnTempTex != "") - { - EditorGUILayout.HelpBox("Using " + (target as ColorCorrectionLookup).basedOnTempTex, MessageType.Info); - t = AssetDatabase.LoadMainAssetAtPath(((ColorCorrectionLookup)target).basedOnTempTex) as Texture2D; - if (t) { - r = GUILayoutUtility.GetLastRect(); - r = GUILayoutUtility.GetRect(r.width, 20); - r.x += r.width * 0.05f/2.0f; - r.width *= 0.95f; - GUI.DrawTexture (r, t); - GUILayoutUtility.GetRect(r.width, 4); - } - } - - //EditorGUILayout.EndHorizontal (); - - serObj.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs.meta deleted file mode 100644 index 9286d0e..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 66c17be95fbf398439ea09f8892a8b43 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Editor/ImageEffects/CreaseShadingEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/CreaseShadingEditor.cs deleted file mode 100644 index da5d62d..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/CreaseShadingEditor.cs +++ /dev/null @@ -1,60 +0,0 @@ -using System; -using UnityEditor; -using UnityEditor.AnimatedValues; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor(typeof(CreaseShading))] - class CreaseShadingEditor : Editor { - SerializedObject serObj; - - SerializedProperty m_intensity; - SerializedProperty m_softness; - SerializedProperty m_spread; - - AnimBool m_showSoftnessWarning = new AnimBool(); - AnimBool m_showSpreadWarning = new AnimBool(); - - private bool softnessWarningValue { get { return m_softness.intValue > 4; } } - private bool spreadWarningValue { get { return m_spread.floatValue > 4; } } - - void OnEnable () { - serObj = new SerializedObject (target); - - m_intensity = serObj.FindProperty("intensity"); - m_softness = serObj.FindProperty("softness"); - m_spread = serObj.FindProperty("spread"); - - m_showSoftnessWarning.valueChanged.AddListener(Repaint); - m_showSpreadWarning.valueChanged.AddListener(Repaint); - - m_showSoftnessWarning.value = softnessWarningValue; - m_showSpreadWarning.value = spreadWarningValue; - } - - public override void OnInspectorGUI () { - serObj.Update (); - - EditorGUILayout.Slider(m_intensity, -5.0f, 5.0f, new GUIContent("Intensity")); - - EditorGUILayout.IntSlider(m_softness, 0, 15, new GUIContent("Softness")); - m_showSoftnessWarning.target = softnessWarningValue; - if (EditorGUILayout.BeginFadeGroup(m_showSoftnessWarning.faded)) - { - EditorGUILayout.HelpBox("High Softness value might reduce performance.", MessageType.Warning, false); - } - EditorGUILayout.EndFadeGroup(); - - EditorGUILayout.Slider(m_spread, 0.0f, 50.0f, new GUIContent("Spread")); - m_showSpreadWarning.target = spreadWarningValue; - if (EditorGUILayout.BeginFadeGroup(m_showSpreadWarning.faded)) - { - EditorGUILayout.HelpBox("High Spread value might introduce visual artifacts.", MessageType.Warning, false); - } - EditorGUILayout.EndFadeGroup(); - - serObj.ApplyModifiedProperties (); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/CreaseShadingEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/CreaseShadingEditor.cs.meta deleted file mode 100644 index 50c7d7f..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/CreaseShadingEditor.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 6788af605d2f1244789565913bb4e7f6 -timeCreated: 1434032656 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs deleted file mode 100644 index b1e5b84..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs +++ /dev/null @@ -1,149 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor (typeof(DepthOfFieldDeprecated))] - class DepthOfFieldDeprecatedEditor : Editor - { - SerializedObject serObj; - - SerializedProperty simpleTweakMode; - - SerializedProperty focalPoint; - SerializedProperty smoothness; - - SerializedProperty focalSize; - - SerializedProperty focalZDistance; - SerializedProperty focalStartCurve; - SerializedProperty focalEndCurve; - - SerializedProperty visualizeCoc; - - SerializedProperty resolution; - SerializedProperty quality; - - SerializedProperty objectFocus; - - SerializedProperty bokeh; - SerializedProperty bokehScale; - SerializedProperty bokehIntensity; - SerializedProperty bokehThresholdLuminance; - SerializedProperty bokehThresholdContrast; - SerializedProperty bokehDownsample; - SerializedProperty bokehTexture; - SerializedProperty bokehDestination; - - SerializedProperty bluriness; - SerializedProperty maxBlurSpread; - SerializedProperty foregroundBlurExtrude; - - void OnEnable () { - serObj = new SerializedObject (target); - - simpleTweakMode = serObj.FindProperty ("simpleTweakMode"); - - // simple tweak mode - focalPoint = serObj.FindProperty ("focalPoint"); - smoothness = serObj.FindProperty ("smoothness"); - - // complex tweak mode - focalZDistance = serObj.FindProperty ("focalZDistance"); - focalStartCurve = serObj.FindProperty ("focalZStartCurve"); - focalEndCurve = serObj.FindProperty ("focalZEndCurve"); - focalSize = serObj.FindProperty ("focalSize"); - - visualizeCoc = serObj.FindProperty ("visualize"); - - objectFocus = serObj.FindProperty ("objectFocus"); - - resolution = serObj.FindProperty ("resolution"); - quality = serObj.FindProperty ("quality"); - bokehThresholdContrast = serObj.FindProperty ("bokehThresholdContrast"); - bokehThresholdLuminance = serObj.FindProperty ("bokehThresholdLuminance"); - - bokeh = serObj.FindProperty ("bokeh"); - bokehScale = serObj.FindProperty ("bokehScale"); - bokehIntensity = serObj.FindProperty ("bokehIntensity"); - bokehDownsample = serObj.FindProperty ("bokehDownsample"); - bokehTexture = serObj.FindProperty ("bokehTexture"); - bokehDestination = serObj.FindProperty ("bokehDestination"); - - bluriness = serObj.FindProperty ("bluriness"); - maxBlurSpread = serObj.FindProperty ("maxBlurSpread"); - foregroundBlurExtrude = serObj.FindProperty ("foregroundBlurExtrude"); - } - - - public override void OnInspectorGUI () { - serObj.Update (); - - GameObject go = (target as DepthOfFieldDeprecated).gameObject; - - if (!go) - return; - - if (!go.GetComponent()) - return; - - if (simpleTweakMode.boolValue) - GUILayout.Label ("Current: "+go.GetComponent().name+", near "+go.GetComponent().nearClipPlane+", far: "+go.GetComponent().farClipPlane+", focal: "+focalPoint.floatValue, EditorStyles.miniBoldLabel); - else - GUILayout.Label ("Current: "+go.GetComponent().name+", near "+go.GetComponent().nearClipPlane+", far: "+go.GetComponent().farClipPlane+", focal: "+focalZDistance.floatValue, EditorStyles.miniBoldLabel); - - EditorGUILayout.PropertyField (resolution, new GUIContent("Resolution")); - EditorGUILayout.PropertyField (quality, new GUIContent("Quality")); - - EditorGUILayout.PropertyField (simpleTweakMode, new GUIContent("Simple tweak")); - EditorGUILayout.PropertyField (visualizeCoc, new GUIContent("Visualize focus")); - EditorGUILayout.PropertyField (bokeh, new GUIContent("Enable bokeh")); - - - EditorGUILayout.Separator (); - - GUILayout.Label ("Focal Settings", EditorStyles.boldLabel); - - if (simpleTweakMode.boolValue) { - focalPoint.floatValue = EditorGUILayout.Slider ("Focal distance", focalPoint.floatValue, go.GetComponent().nearClipPlane, go.GetComponent().farClipPlane); - EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform")); - EditorGUILayout.PropertyField (smoothness, new GUIContent("Smoothness")); - focalSize.floatValue = EditorGUILayout.Slider ("Focal size", focalSize.floatValue, 0.0f, (go.GetComponent().farClipPlane - go.GetComponent().nearClipPlane)); - } - else { - focalZDistance.floatValue = EditorGUILayout.Slider ("Distance", focalZDistance.floatValue, go.GetComponent().nearClipPlane, go.GetComponent().farClipPlane); - EditorGUILayout.PropertyField (objectFocus, new GUIContent("Transform")); - focalSize.floatValue = EditorGUILayout.Slider ("Size", focalSize.floatValue, 0.0f, (go.GetComponent().farClipPlane - go.GetComponent().nearClipPlane)); - focalStartCurve.floatValue = EditorGUILayout.Slider ("Start curve", focalStartCurve.floatValue, 0.05f, 20.0f); - focalEndCurve.floatValue = EditorGUILayout.Slider ("End curve", focalEndCurve.floatValue, 0.05f, 20.0f); - } - - EditorGUILayout.Separator (); - - GUILayout.Label ("Blur (Fore- and Background)", EditorStyles.boldLabel); - EditorGUILayout.PropertyField (bluriness, new GUIContent("Blurriness")); - EditorGUILayout.PropertyField (maxBlurSpread, new GUIContent("Blur spread")); - - if (quality.enumValueIndex > 0) { - EditorGUILayout.PropertyField (foregroundBlurExtrude, new GUIContent("Foreground size")); - } - - EditorGUILayout.Separator (); - - if (bokeh.boolValue) { - EditorGUILayout.Separator (); - GUILayout.Label ("Bokeh Settings", EditorStyles.boldLabel); - EditorGUILayout.PropertyField (bokehDestination, new GUIContent("Destination")); - bokehIntensity.floatValue = EditorGUILayout.Slider ("Intensity", bokehIntensity.floatValue, 0.0f, 1.0f); - bokehThresholdLuminance.floatValue = EditorGUILayout.Slider ("Min luminance", bokehThresholdLuminance.floatValue, 0.0f, 0.99f); - bokehThresholdContrast.floatValue = EditorGUILayout.Slider ("Min contrast", bokehThresholdContrast.floatValue, 0.0f, 0.25f); - bokehDownsample.intValue = EditorGUILayout.IntSlider ("Downsample", bokehDownsample.intValue, 1, 3); - bokehScale.floatValue = EditorGUILayout.Slider ("Size scale", bokehScale.floatValue, 0.0f, 20.0f); - EditorGUILayout.PropertyField (bokehTexture , new GUIContent("Texture mask")); - } - - serObj.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs.meta deleted file mode 100644 index cf22631..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 943c59645eb905144a0990b57e13a6f9 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldEditor.cs deleted file mode 100644 index acd7aca..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldEditor.cs +++ /dev/null @@ -1,161 +0,0 @@ -using System; -using UnityEditor; -using UnityEditor.AnimatedValues; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor(typeof(DepthOfField))] - class DepthOfFieldEditor : Editor - { - SerializedObject serObj; - - SerializedProperty visualizeFocus; - SerializedProperty focalLength; - SerializedProperty focalSize; - SerializedProperty aperture; - SerializedProperty focalTransform; - SerializedProperty maxBlurSize; - SerializedProperty highResolution; - - SerializedProperty blurType; - SerializedProperty blurSampleCount; - - SerializedProperty nearBlur; - SerializedProperty foregroundOverlap; - - SerializedProperty dx11BokehThreshold; - SerializedProperty dx11SpawnHeuristic; - SerializedProperty dx11BokehTexture; - SerializedProperty dx11BokehScale; - SerializedProperty dx11BokehIntensity; - - AnimBool showFocalDistance = new AnimBool(); - AnimBool showDiscBlurSettings = new AnimBool(); - AnimBool showDX11BlurSettings = new AnimBool(); - AnimBool showNearBlurOverlapSize = new AnimBool(); - - bool useFocalDistance { get { return focalTransform.objectReferenceValue == null; } } - bool useDiscBlur { get { return blurType.enumValueIndex < 1; } } - bool useDX11Blur { get { return blurType.enumValueIndex > 0; } } - bool useNearBlur { get { return nearBlur.boolValue; } } - - - void OnEnable() - { - serObj = new SerializedObject(target); - - visualizeFocus = serObj.FindProperty("visualizeFocus"); - - focalLength = serObj.FindProperty("focalLength"); - focalSize = serObj.FindProperty("focalSize"); - aperture = serObj.FindProperty("aperture"); - focalTransform = serObj.FindProperty("focalTransform"); - maxBlurSize = serObj.FindProperty("maxBlurSize"); - highResolution = serObj.FindProperty("highResolution"); - - blurType = serObj.FindProperty("blurType"); - blurSampleCount = serObj.FindProperty("blurSampleCount"); - - nearBlur = serObj.FindProperty("nearBlur"); - foregroundOverlap = serObj.FindProperty("foregroundOverlap"); - - dx11BokehThreshold = serObj.FindProperty("dx11BokehThreshold"); - dx11SpawnHeuristic = serObj.FindProperty("dx11SpawnHeuristic"); - dx11BokehTexture = serObj.FindProperty("dx11BokehTexture"); - dx11BokehScale = serObj.FindProperty("dx11BokehScale"); - dx11BokehIntensity = serObj.FindProperty("dx11BokehIntensity"); - - InitializedAnimBools(); - } - - void InitializedAnimBools() - { - showFocalDistance.valueChanged.AddListener(Repaint); - showFocalDistance.value = useFocalDistance; - - showDiscBlurSettings.valueChanged.AddListener(Repaint); - showDiscBlurSettings.value = useDiscBlur; - - showDX11BlurSettings.valueChanged.AddListener(Repaint); - showDX11BlurSettings.value = useDX11Blur; - - showNearBlurOverlapSize.valueChanged.AddListener(Repaint); - showNearBlurOverlapSize.value = useNearBlur; - } - - - void UpdateAnimBoolTargets() - { - showFocalDistance.target = useFocalDistance; - showDiscBlurSettings.target = useDiscBlur; - showDX11BlurSettings.target = useDX11Blur; - showNearBlurOverlapSize.target = useNearBlur; - } - - - public override void OnInspectorGUI() - { - serObj.Update(); - - UpdateAnimBoolTargets(); - - EditorGUILayout.LabelField("Simulates camera lens defocus", EditorStyles.miniLabel); - - GUILayout.Label("Focal Settings"); - EditorGUILayout.PropertyField(visualizeFocus, new GUIContent(" Visualize")); - EditorGUILayout.PropertyField(focalTransform, new GUIContent(" Focus on Transform")); - - if (EditorGUILayout.BeginFadeGroup(showFocalDistance.faded)) - { - EditorGUILayout.PropertyField(focalLength, new GUIContent(" Focal Distance")); - } - EditorGUILayout.EndFadeGroup(); - - EditorGUILayout.Slider(focalSize, 0.0f, 2.0f, new GUIContent(" Focal Size")); - EditorGUILayout.Slider(aperture, 0.0f, 1.0f, new GUIContent(" Aperture")); - - EditorGUILayout.Separator(); - - EditorGUILayout.PropertyField(blurType, new GUIContent("Defocus Type")); - - if (!(target as DepthOfField).Dx11Support() && blurType.enumValueIndex > 0) - { - EditorGUILayout.HelpBox("DX11 mode not supported (need shader model 5)", MessageType.Info); - } - - if (EditorGUILayout.BeginFadeGroup(showDiscBlurSettings.faded)) - { - EditorGUILayout.PropertyField(blurSampleCount, new GUIContent(" Sample Count")); - } - EditorGUILayout.EndFadeGroup(); - - EditorGUILayout.Slider(maxBlurSize, 0.1f, 2.0f, new GUIContent(" Max Blur Distance")); - EditorGUILayout.PropertyField(highResolution, new GUIContent(" High Resolution")); - - EditorGUILayout.Separator(); - - EditorGUILayout.PropertyField(nearBlur, new GUIContent("Near Blur")); - if (EditorGUILayout.BeginFadeGroup(showNearBlurOverlapSize.faded)) - { - EditorGUILayout.Slider(foregroundOverlap, 0.1f, 2.0f, new GUIContent(" Overlap Size")); - } - EditorGUILayout.EndFadeGroup(); - - EditorGUILayout.Separator(); - - if (EditorGUILayout.BeginFadeGroup(showDX11BlurSettings.faded)) - { - GUILayout.Label("DX11 Bokeh Settings"); - EditorGUILayout.PropertyField(dx11BokehTexture, new GUIContent(" Bokeh Texture")); - EditorGUILayout.Slider(dx11BokehScale, 0.0f, 50.0f, new GUIContent(" Bokeh Scale")); - EditorGUILayout.Slider(dx11BokehIntensity, 0.0f, 100.0f, new GUIContent(" Bokeh Intensity")); - EditorGUILayout.Slider(dx11BokehThreshold, 0.0f, 1.0f, new GUIContent(" Min Luminance")); - EditorGUILayout.Slider(dx11SpawnHeuristic, 0.01f, 1.0f, new GUIContent(" Spawn Heuristic")); - } - EditorGUILayout.EndFadeGroup(); - - serObj.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldEditor.cs.meta deleted file mode 100644 index 8d85a2e..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 427fdf36119bab44a9131abd19b90f57 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Editor/ImageEffects/EdgeDetectionEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/EdgeDetectionEditor.cs deleted file mode 100644 index 9d2d7a5..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/EdgeDetectionEditor.cs +++ /dev/null @@ -1,72 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor (typeof(EdgeDetection))] - class EdgeDetectionEditor : Editor - { - SerializedObject serObj; - - SerializedProperty mode; - SerializedProperty sensitivityDepth; - SerializedProperty sensitivityNormals; - - SerializedProperty lumThreshold; - - SerializedProperty edgesOnly; - SerializedProperty edgesOnlyBgColor; - - SerializedProperty edgeExp; - SerializedProperty sampleDist; - - - void OnEnable () { - serObj = new SerializedObject (target); - - mode = serObj.FindProperty("mode"); - - sensitivityDepth = serObj.FindProperty("sensitivityDepth"); - sensitivityNormals = serObj.FindProperty("sensitivityNormals"); - - lumThreshold = serObj.FindProperty("lumThreshold"); - - edgesOnly = serObj.FindProperty("edgesOnly"); - edgesOnlyBgColor = serObj.FindProperty("edgesOnlyBgColor"); - - edgeExp = serObj.FindProperty("edgeExp"); - sampleDist = serObj.FindProperty("sampleDist"); - } - - - public override void OnInspectorGUI () { - serObj.Update (); - - GUILayout.Label("Detects spatial differences and converts into black outlines", EditorStyles.miniBoldLabel); - EditorGUILayout.PropertyField (mode, new GUIContent("Mode")); - - if (mode.intValue < 2) { - EditorGUILayout.PropertyField (sensitivityDepth, new GUIContent(" Depth Sensitivity")); - EditorGUILayout.PropertyField (sensitivityNormals, new GUIContent(" Normals Sensitivity")); - } - else if (mode.intValue < 4) { - EditorGUILayout.PropertyField (edgeExp, new GUIContent(" Edge Exponent")); - } - else { - // lum based mode - EditorGUILayout.PropertyField (lumThreshold, new GUIContent(" Luminance Threshold")); - } - - EditorGUILayout.PropertyField (sampleDist, new GUIContent(" Sample Distance")); - - EditorGUILayout.Separator (); - - GUILayout.Label ("Background Options"); - edgesOnly.floatValue = EditorGUILayout.Slider (" Edges only", edgesOnly.floatValue, 0.0f, 1.0f); - EditorGUILayout.PropertyField (edgesOnlyBgColor, new GUIContent (" Color")); - - serObj.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/EdgeDetectionEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/EdgeDetectionEditor.cs.meta deleted file mode 100644 index 3ec10ca..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/EdgeDetectionEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: b5f1618d14cd80f4da910f00b04af37f -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs deleted file mode 100644 index 5b31336..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs +++ /dev/null @@ -1,111 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor (typeof( NoiseAndGrain))] - class NoiseAndGrainEditor : Editor - { - SerializedObject serObj; - - SerializedProperty intensityMultiplier; - SerializedProperty generalIntensity; - SerializedProperty blackIntensity; - SerializedProperty whiteIntensity; - SerializedProperty midGrey; - - SerializedProperty dx11Grain; - SerializedProperty softness; - SerializedProperty monochrome; - - SerializedProperty intensities; - SerializedProperty tiling; - SerializedProperty monochromeTiling; - - SerializedProperty noiseTexture; - SerializedProperty filterMode; - - void OnEnable () { - serObj = new SerializedObject (target); - - intensityMultiplier = serObj.FindProperty("intensityMultiplier"); - generalIntensity = serObj.FindProperty("generalIntensity"); - blackIntensity = serObj.FindProperty("blackIntensity"); - whiteIntensity = serObj.FindProperty("whiteIntensity"); - midGrey = serObj.FindProperty("midGrey"); - - dx11Grain = serObj.FindProperty("dx11Grain"); - softness = serObj.FindProperty("softness"); - monochrome = serObj.FindProperty("monochrome"); - - intensities = serObj.FindProperty("intensities"); - tiling = serObj.FindProperty("tiling"); - monochromeTiling = serObj.FindProperty("monochromeTiling"); - - noiseTexture = serObj.FindProperty("noiseTexture"); - filterMode = serObj.FindProperty("filterMode"); - } - - - public override void OnInspectorGUI () { - serObj.Update(); - - EditorGUILayout.LabelField("Overlays animated noise patterns", EditorStyles.miniLabel); - - EditorGUILayout.PropertyField(dx11Grain, new GUIContent("DirectX 11 Grain")); - - if (dx11Grain.boolValue && !(target as NoiseAndGrain).Dx11Support()) { - EditorGUILayout.HelpBox("DX11 mode not supported (need DX11 GPU and enable DX11 in PlayerSettings)", MessageType.Info); - } - - EditorGUILayout.PropertyField(monochrome, new GUIContent("Monochrome")); - - EditorGUILayout.Separator(); - - EditorGUILayout.Slider(intensityMultiplier, 0.0f, 10.0f, new GUIContent("Intensity Multiplier")); - EditorGUILayout.Slider(generalIntensity, 0.0f, 1.0f, new GUIContent(" General")); - EditorGUILayout.Slider(blackIntensity, 0.0f, 1.0f, new GUIContent(" Black Boost")); - EditorGUILayout.Slider(whiteIntensity, 0.0f, 1.0f, new GUIContent(" White Boost")); - midGrey.floatValue = EditorGUILayout.Slider( new GUIContent(" Mid Grey (for Boost)"), midGrey.floatValue, 0.0f, 1.0f); - if (monochrome.boolValue == false) { - Color c = new Color(intensities.vector3Value.x,intensities.vector3Value.y,intensities.vector3Value.z,1.0f); - c = EditorGUILayout.ColorField(new GUIContent(" Color Weights"), c); - intensities.vector3Value = new Vector3(c.r, c.g, c.b); - } - - if (!dx11Grain.boolValue) { - EditorGUILayout.Separator(); - - EditorGUILayout.LabelField("Noise Shape"); - EditorGUILayout.PropertyField(noiseTexture, new GUIContent(" Texture")); - EditorGUILayout.PropertyField(filterMode, new GUIContent(" Filter")); - } - else { - EditorGUILayout.Separator(); - EditorGUILayout.LabelField("Noise Shape"); - } - - softness.floatValue = EditorGUILayout.Slider( new GUIContent(" Softness"),softness.floatValue, 0.0f, 0.99f); - - if (!dx11Grain.boolValue) { - EditorGUILayout.Separator(); - EditorGUILayout.LabelField("Advanced"); - - if (monochrome.boolValue == false) - { - Vector3 temp = tiling.vector3Value; - temp.x = EditorGUILayout.FloatField(new GUIContent(" Tiling (Red)"), tiling.vector3Value.x); - temp.y = EditorGUILayout.FloatField(new GUIContent(" Tiling (Green)"), tiling.vector3Value.y); - temp.z = EditorGUILayout.FloatField(new GUIContent(" Tiling (Blue)"), tiling.vector3Value.z); - tiling.vector3Value = temp; - } - else { - EditorGUILayout.PropertyField(monochromeTiling, new GUIContent(" Tiling")); - } - } - - serObj.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs.meta deleted file mode 100644 index 1ca666a..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: abd63abcc46fbcb4588164b671b52d3b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Editor/ImageEffects/SunShaftsEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/SunShaftsEditor.cs deleted file mode 100644 index 51deae7..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/SunShaftsEditor.cs +++ /dev/null @@ -1,105 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor (typeof(SunShafts))] - class SunShaftsEditor : Editor - { - SerializedObject serObj; - - SerializedProperty sunTransform; - SerializedProperty radialBlurIterations; - SerializedProperty sunColor; - SerializedProperty sunThreshold; - SerializedProperty sunShaftBlurRadius; - SerializedProperty sunShaftIntensity; - SerializedProperty useDepthTexture; - SerializedProperty resolution; - SerializedProperty screenBlendMode; - SerializedProperty maxRadius; - - void OnEnable () { - serObj = new SerializedObject (target); - - screenBlendMode = serObj.FindProperty("screenBlendMode"); - - sunTransform = serObj.FindProperty("sunTransform"); - sunColor = serObj.FindProperty("sunColor"); - sunThreshold = serObj.FindProperty("sunThreshold"); - - sunShaftBlurRadius = serObj.FindProperty("sunShaftBlurRadius"); - radialBlurIterations = serObj.FindProperty("radialBlurIterations"); - - sunShaftIntensity = serObj.FindProperty("sunShaftIntensity"); - - resolution = serObj.FindProperty("resolution"); - - maxRadius = serObj.FindProperty("maxRadius"); - - useDepthTexture = serObj.FindProperty("useDepthTexture"); - } - - - public override void OnInspectorGUI () { - serObj.Update (); - - EditorGUILayout.BeginHorizontal(); - - EditorGUILayout.PropertyField (useDepthTexture, new GUIContent ("Rely on Z Buffer?")); - if ((target as SunShafts).GetComponent()) - GUILayout.Label("Current camera mode: "+ (target as SunShafts).GetComponent().depthTextureMode, EditorStyles.miniBoldLabel); - - EditorGUILayout.EndHorizontal(); - - // depth buffer need - /* - bool newVal = useDepthTexture.boolValue; - if (newVal != oldVal) { - if (newVal) - (target as SunShafts).camera.depthTextureMode |= DepthTextureMode.Depth; - else - (target as SunShafts).camera.depthTextureMode &= ~DepthTextureMode.Depth; - } - */ - - EditorGUILayout.PropertyField (resolution, new GUIContent("Resolution")); - EditorGUILayout.PropertyField (screenBlendMode, new GUIContent("Blend mode")); - - EditorGUILayout.Separator (); - - EditorGUILayout.BeginHorizontal(); - - EditorGUILayout.PropertyField (sunTransform, new GUIContent("Shafts caster", "Chose a transform that acts as a root point for the produced sun shafts")); - if ((target as SunShafts).sunTransform && (target as SunShafts).GetComponent()) { - if (GUILayout.Button("Center on " + (target as SunShafts).GetComponent().name)) { - if (EditorUtility.DisplayDialog ("Move sun shafts source?", "The SunShafts caster named "+ (target as SunShafts).sunTransform.name +"\n will be centered along "+(target as SunShafts).GetComponent().name+". Are you sure? ", "Please do", "Don't")) { - Ray ray = (target as SunShafts).GetComponent().ViewportPointToRay(new Vector3(0.5f,0.5f,0)); - (target as SunShafts).sunTransform.position = ray.origin + ray.direction * 500.0f; - (target as SunShafts).sunTransform.LookAt ((target as SunShafts).transform); - } - } - } - - EditorGUILayout.EndHorizontal(); - - EditorGUILayout.Separator (); - - EditorGUILayout.PropertyField (sunThreshold, new GUIContent ("Threshold color")); - EditorGUILayout.PropertyField (sunColor, new GUIContent ("Shafts color")); - maxRadius.floatValue = 1.0f - EditorGUILayout.Slider ("Distance falloff", 1.0f - maxRadius.floatValue, 0.1f, 1.0f); - - EditorGUILayout.Separator (); - - sunShaftBlurRadius.floatValue = EditorGUILayout.Slider ("Blur size", sunShaftBlurRadius.floatValue, 1.0f, 10.0f); - radialBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", radialBlurIterations.intValue, 1, 3); - - EditorGUILayout.Separator (); - - EditorGUILayout.PropertyField (sunShaftIntensity, new GUIContent("Intensity")); - - serObj.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/SunShaftsEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/SunShaftsEditor.cs.meta deleted file mode 100644 index b8d901f..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/SunShaftsEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 54f6f6313f2aecc4d81035ec0031e313 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Editor/ImageEffects/TonemappingEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/TonemappingEditor.cs deleted file mode 100644 index 613631f..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/TonemappingEditor.cs +++ /dev/null @@ -1,81 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor (typeof(Tonemapping))] - class TonemappingEditor : Editor - { - SerializedObject serObj; - - SerializedProperty type; - - // CURVE specific parameter - SerializedProperty remapCurve; - - SerializedProperty exposureAdjustment; - - // REINHARD specific parameter - SerializedProperty middleGrey; - SerializedProperty white; - SerializedProperty adaptionSpeed; - SerializedProperty adaptiveTextureSize; - - void OnEnable () { - serObj = new SerializedObject (target); - - type = serObj.FindProperty ("type"); - remapCurve = serObj.FindProperty ("remapCurve"); - exposureAdjustment = serObj.FindProperty ("exposureAdjustment"); - middleGrey = serObj.FindProperty ("middleGrey"); - white = serObj.FindProperty ("white"); - adaptionSpeed = serObj.FindProperty ("adaptionSpeed"); - adaptiveTextureSize = serObj.FindProperty("adaptiveTextureSize"); - } - - - public override void OnInspectorGUI () { - serObj.Update (); - - GUILayout.Label("Mapping HDR to LDR ranges since 1982", EditorStyles.miniLabel); - - Camera cam = (target as Tonemapping).GetComponent(); - if (cam != null) { - if (!cam.hdr) { - EditorGUILayout.HelpBox("The camera is not HDR enabled. This will likely break the Tonemapper.", MessageType.Warning); - } - else if (!(target as Tonemapping).validRenderTextureFormat) { - EditorGUILayout.HelpBox("The input to Tonemapper is not in HDR. Make sure that all effects prior to this are executed in HDR.", MessageType.Warning); - } - } - - EditorGUILayout.PropertyField (type, new GUIContent ("Technique")); - - if (type.enumValueIndex == (int) Tonemapping.TonemapperType.UserCurve) { - EditorGUILayout.PropertyField (remapCurve, new GUIContent ("Remap curve", "Specify the mapping of luminances yourself")); - } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.SimpleReinhard) { - EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment")); - } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.Hable) { - EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment")); - } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.Photographic) { - EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment")); - } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.OptimizedHejiDawson) { - EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment")); - } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.AdaptiveReinhard) { - EditorGUILayout.PropertyField (middleGrey, new GUIContent ("Middle grey", "Middle grey defines the average luminance thus brightening or darkening the entire image.")); - EditorGUILayout.PropertyField (white, new GUIContent ("White", "Smallest luminance value that will be mapped to white")); - EditorGUILayout.PropertyField (adaptionSpeed, new GUIContent ("Adaption Speed", "Speed modifier for the automatic adaption")); - EditorGUILayout.PropertyField (adaptiveTextureSize, new GUIContent ("Texture size", "Defines the amount of downsamples needed.")); - } else if (type.enumValueIndex == (int) Tonemapping.TonemapperType.AdaptiveReinhardAutoWhite) { - EditorGUILayout.PropertyField (middleGrey, new GUIContent ("Middle grey", "Middle grey defines the average luminance thus brightening or darkening the entire image.")); - EditorGUILayout.PropertyField (adaptionSpeed, new GUIContent ("Adaption Speed", "Speed modifier for the automatic adaption")); - EditorGUILayout.PropertyField (adaptiveTextureSize, new GUIContent ("Texture size", "Defines the amount of downsamples needed.")); - } - - GUILayout.Label("All following effects will use LDR color buffers", EditorStyles.miniBoldLabel); - - serObj.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/TonemappingEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/TonemappingEditor.cs.meta deleted file mode 100644 index 40c242a..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/TonemappingEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 0f7cab214f141f642b87a5bdbd14653e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Editor/ImageEffects/VignetteAndChromaticAberrationEditor.cs b/Assets/Standard Assets/Editor/ImageEffects/VignetteAndChromaticAberrationEditor.cs deleted file mode 100644 index 7ccec20..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/VignetteAndChromaticAberrationEditor.cs +++ /dev/null @@ -1,62 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [CustomEditor (typeof(VignetteAndChromaticAberration))] - class VignetteAndChromaticAberrationEditor : Editor - { - private SerializedObject m_SerObj; - private SerializedProperty m_Mode; - private SerializedProperty m_Intensity; // intensity == 0 disables pre pass (optimization) - private SerializedProperty m_ChromaticAberration; - private SerializedProperty m_AxialAberration; - private SerializedProperty m_Blur; // blur == 0 disables blur pass (optimization) - private SerializedProperty m_BlurSpread; - private SerializedProperty m_BlurDistance; - private SerializedProperty m_LuminanceDependency; - - - void OnEnable () - { - m_SerObj = new SerializedObject (target); - m_Mode = m_SerObj.FindProperty ("mode"); - m_Intensity = m_SerObj.FindProperty ("intensity"); - m_ChromaticAberration = m_SerObj.FindProperty ("chromaticAberration"); - m_AxialAberration = m_SerObj.FindProperty ("axialAberration"); - m_Blur = m_SerObj.FindProperty ("blur"); - m_BlurSpread = m_SerObj.FindProperty ("blurSpread"); - m_LuminanceDependency = m_SerObj.FindProperty ("luminanceDependency"); - m_BlurDistance = m_SerObj.FindProperty ("blurDistance"); - } - - - public override void OnInspectorGUI () - { - m_SerObj.Update (); - - EditorGUILayout.LabelField("Simulates the common lens artifacts 'Vignette' and 'Aberration'", EditorStyles.miniLabel); - - EditorGUILayout.Slider(m_Intensity, 0.0f, 1.0f, new GUIContent("Vignetting")); - EditorGUILayout.Slider(m_Blur, 0.0f, 1.0f, new GUIContent(" Blurred Corners")); - if (m_Blur.floatValue>0.0f) - EditorGUILayout.Slider(m_BlurSpread, 0.0f, 1.0f, new GUIContent(" Blur Distance")); - - EditorGUILayout.Separator (); - - EditorGUILayout.PropertyField (m_Mode, new GUIContent("Aberration")); - if (m_Mode.intValue>0) - { - EditorGUILayout.Slider(m_ChromaticAberration, 0.0f, 5.0f, new GUIContent(" Tangential Aberration")); - EditorGUILayout.Slider(m_AxialAberration, 0.0f, 5.0f, new GUIContent(" Axial Aberration")); - m_LuminanceDependency.floatValue = EditorGUILayout.Slider(" Contrast Dependency", m_LuminanceDependency.floatValue, 0.001f, 1.0f); - m_BlurDistance.floatValue = EditorGUILayout.Slider(" Blur Distance", m_BlurDistance.floatValue, 0.001f, 5.0f); - } - else - EditorGUILayout.PropertyField (m_ChromaticAberration, new GUIContent(" Chromatic Aberration")); - - m_SerObj.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/Standard Assets/Editor/ImageEffects/VignetteAndChromaticAberrationEditor.cs.meta b/Assets/Standard Assets/Editor/ImageEffects/VignetteAndChromaticAberrationEditor.cs.meta deleted file mode 100644 index 278b4eb..0000000 --- a/Assets/Standard Assets/Editor/ImageEffects/VignetteAndChromaticAberrationEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 08126bf2baa528c4cb9c60340a24e5d6 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects.meta b/Assets/Standard Assets/Effects.meta deleted file mode 100644 index fc4ec9c..0000000 --- a/Assets/Standard Assets/Effects.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 115d1f9d9bd29064ab981e57c8fc8cdf -folderAsset: yes -DefaultImporter: - 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-Shader "FX/Glass/Stained BumpDistort" { -Properties { - _BumpAmt ("Distortion", range (0,128)) = 10 - _MainTex ("Tint Color (RGB)", 2D) = "white" {} - _BumpMap ("Normalmap", 2D) = "bump" {} -} - -Category { - - // We must be transparent, so other objects are drawn before this one. - Tags { "Queue"="Transparent" "RenderType"="Opaque" } - - - SubShader { - - // This pass grabs the screen behind the object into a texture. - // We can access the result in the next pass as _GrabTexture - GrabPass { - Name "BASE" - Tags { "LightMode" = "Always" } - } - - // Main pass: Take the texture grabbed above and use the bumpmap to perturb it - // on to the screen - Pass { - Name "BASE" - Tags { "LightMode" = "Always" } - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#pragma multi_compile_fog -#include "UnityCG.cginc" - -struct appdata_t { - float4 vertex : POSITION; - float2 texcoord: TEXCOORD0; -}; - -struct v2f { - float4 vertex : SV_POSITION; - float4 uvgrab : TEXCOORD0; - float2 uvbump : TEXCOORD1; - float2 uvmain : TEXCOORD2; - UNITY_FOG_COORDS(3) -}; - -float _BumpAmt; -float4 _BumpMap_ST; -float4 _MainTex_ST; - -v2f vert (appdata_t v) -{ - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - #if UNITY_UV_STARTS_AT_TOP - float scale = -1.0; - #else - float scale = 1.0; - #endif - o.uvgrab.xy = (float2(o.vertex.x, o.vertex.y*scale) + o.vertex.w) * 0.5; - o.uvgrab.zw = o.vertex.zw; - o.uvbump = TRANSFORM_TEX( v.texcoord, _BumpMap ); - o.uvmain = TRANSFORM_TEX( v.texcoord, _MainTex ); - UNITY_TRANSFER_FOG(o,o.vertex); - return o; -} - -sampler2D _GrabTexture; -float4 _GrabTexture_TexelSize; -sampler2D _BumpMap; -sampler2D _MainTex; - -half4 frag (v2f i) : SV_Target -{ - // calculate perturbed coordinates - half2 bump = UnpackNormal(tex2D( _BumpMap, i.uvbump )).rg; // we could optimize this by just reading the x & y without reconstructing the Z - float2 offset = bump * _BumpAmt * _GrabTexture_TexelSize.xy; - i.uvgrab.xy = offset * i.uvgrab.z + i.uvgrab.xy; - - half4 col = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(i.uvgrab)); - half4 tint = tex2D(_MainTex, i.uvmain); - col *= tint; - UNITY_APPLY_FOG(i.fogCoord, col); - return col; -} -ENDCG - } - } - - // ------------------------------------------------------------------ - // Fallback for older cards and Unity non-Pro - - SubShader { - Blend DstColor Zero - Pass { - Name "BASE" - SetTexture [_MainTex] { combine texture } - } - } -} - -} diff --git a/Assets/Standard Assets/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader.meta b/Assets/Standard Assets/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader.meta deleted file mode 100644 index 5a6ce2e..0000000 --- a/Assets/Standard Assets/Effects/GlassRefraction/Shaders/GlassStainedBumpDistort.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 963484209d11fd7f110076aa44295342 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/GlassRefraction/Textures.meta b/Assets/Standard Assets/Effects/GlassRefraction/Textures.meta deleted file mode 100644 index 24a70e3..0000000 --- a/Assets/Standard Assets/Effects/GlassRefraction/Textures.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 8869f43d702ae4d6d8930649833d6bee -folderAsset: yes -DefaultImporter: - 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userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts.meta deleted file mode 100644 index 0ca768e..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: cd3e1490c3d9a7a498538315414d5129 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs deleted file mode 100644 index fdecc11..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs +++ /dev/null @@ -1,177 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - public enum AAMode - { - FXAA2 = 0, - FXAA3Console = 1, - FXAA1PresetA = 2, - FXAA1PresetB = 3, - NFAA = 4, - SSAA = 5, - DLAA = 6, - } - - [ExecuteInEditMode] - [RequireComponent(typeof (Camera))] - [AddComponentMenu("Image Effects/Other/Antialiasing")] - public class Antialiasing : PostEffectsBase - { - public AAMode mode = AAMode.FXAA3Console; - - public bool showGeneratedNormals = false; - public float offsetScale = 0.2f; - public float blurRadius = 18.0f; - - public float edgeThresholdMin = 0.05f; - public float edgeThreshold = 0.2f; - public float edgeSharpness = 4.0f; - - public bool dlaaSharp = false; - - public Shader ssaaShader; - private Material ssaa; - public Shader dlaaShader; - private Material dlaa; - public Shader nfaaShader; - private Material nfaa; - public Shader shaderFXAAPreset2; - private Material materialFXAAPreset2; - public Shader shaderFXAAPreset3; - private Material materialFXAAPreset3; - public Shader shaderFXAAII; - private Material materialFXAAII; - public Shader shaderFXAAIII; - private Material materialFXAAIII; - - - public Material CurrentAAMaterial() - { - Material returnValue = null; - - switch (mode) - { - case AAMode.FXAA3Console: - returnValue = materialFXAAIII; - break; - case AAMode.FXAA2: - returnValue = materialFXAAII; - break; - case AAMode.FXAA1PresetA: - returnValue = materialFXAAPreset2; - break; - case AAMode.FXAA1PresetB: - returnValue = materialFXAAPreset3; - break; - case AAMode.NFAA: - returnValue = nfaa; - break; - case AAMode.SSAA: - returnValue = ssaa; - break; - case AAMode.DLAA: - returnValue = dlaa; - break; - default: - returnValue = null; - break; - } - - return returnValue; - } - - - public override bool CheckResources() - { - CheckSupport(false); - - materialFXAAPreset2 = CreateMaterial(shaderFXAAPreset2, materialFXAAPreset2); - materialFXAAPreset3 = CreateMaterial(shaderFXAAPreset3, materialFXAAPreset3); - materialFXAAII = CreateMaterial(shaderFXAAII, materialFXAAII); - materialFXAAIII = CreateMaterial(shaderFXAAIII, materialFXAAIII); - nfaa = CreateMaterial(nfaaShader, nfaa); - ssaa = CreateMaterial(ssaaShader, ssaa); - dlaa = CreateMaterial(dlaaShader, dlaa); - - if (!ssaaShader.isSupported) - { - NotSupported(); - ReportAutoDisable(); - } - - return isSupported; - } - - - public void OnRenderImage(RenderTexture source, RenderTexture destination) - { - if (CheckResources() == false) - { - Graphics.Blit(source, destination); - return; - } - - // ---------------------------------------------------------------- - // FXAA antialiasing modes - - if (mode == AAMode.FXAA3Console && (materialFXAAIII != null)) - { - materialFXAAIII.SetFloat("_EdgeThresholdMin", edgeThresholdMin); - materialFXAAIII.SetFloat("_EdgeThreshold", edgeThreshold); - materialFXAAIII.SetFloat("_EdgeSharpness", edgeSharpness); - - Graphics.Blit(source, destination, materialFXAAIII); - } - else if (mode == AAMode.FXAA1PresetB && (materialFXAAPreset3 != null)) - { - Graphics.Blit(source, destination, materialFXAAPreset3); - } - else if (mode == AAMode.FXAA1PresetA && materialFXAAPreset2 != null) - { - source.anisoLevel = 4; - Graphics.Blit(source, destination, materialFXAAPreset2); - source.anisoLevel = 0; - } - else if (mode == AAMode.FXAA2 && materialFXAAII != null) - { - Graphics.Blit(source, destination, materialFXAAII); - } - else if (mode == AAMode.SSAA && ssaa != null) - { - // ---------------------------------------------------------------- - // SSAA antialiasing - Graphics.Blit(source, destination, ssaa); - } - else if (mode == AAMode.DLAA && dlaa != null) - { - // ---------------------------------------------------------------- - // DLAA antialiasing - - source.anisoLevel = 0; - RenderTexture interim = RenderTexture.GetTemporary(source.width, source.height); - Graphics.Blit(source, interim, dlaa, 0); - Graphics.Blit(interim, destination, dlaa, dlaaSharp ? 2 : 1); - RenderTexture.ReleaseTemporary(interim); - } - else if (mode == AAMode.NFAA && nfaa != null) - { - // ---------------------------------------------------------------- - // nfaa antialiasing - - source.anisoLevel = 0; - - nfaa.SetFloat("_OffsetScale", offsetScale); - nfaa.SetFloat("_BlurRadius", blurRadius); - - Graphics.Blit(source, destination, nfaa, showGeneratedNormals ? 1 : 0); - } - else - { - // none of the AA is supported, fallback to a simple blit - Graphics.Blit(source, destination); - } - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs.meta deleted file mode 100644 index 6284674..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Antialiasing.cs.meta +++ /dev/null @@ -1,16 +0,0 @@ -fileFormatVersion: 2 -guid: 646b5bc27a658f447b1d929fd5ffbd70 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - ssaaShader: {fileID: 4800000, guid: b3728d1488b02490cbd196c7941bf1f8, type: 3} - - dlaaShader: {fileID: 4800000, guid: 017ca72b9e8a749058d13ebd527e98fa, type: 3} - - nfaaShader: {fileID: 4800000, guid: ce0cb2621f6d84e21a87414e471a3cce, type: 3} - - shaderFXAAPreset2: {fileID: 4800000, guid: 6f1418cffd12146f2a83be795f6fa5a7, type: 3} - - shaderFXAAPreset3: {fileID: 4800000, guid: c182fa94a5a0a4c02870641efcd38cd5, type: 3} - - shaderFXAAII: {fileID: 4800000, guid: cd5b323dcc592457790ff18b528f5e67, type: 3} - 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{ - Cheap = 0, - High = 1, - } - - public TweakMode tweakMode = 0; - public BloomScreenBlendMode screenBlendMode = BloomScreenBlendMode.Add; - - public HDRBloomMode hdr = HDRBloomMode.Auto; - private bool doHdr = false; - public float sepBlurSpread = 2.5f; - - public BloomQuality quality = BloomQuality.High; - - public float bloomIntensity = 0.5f; - public float bloomThreshold = 0.5f; - public Color bloomThresholdColor = Color.white; - public int bloomBlurIterations = 2; - - public int hollywoodFlareBlurIterations = 2; - public float flareRotation = 0.0f; - public LensFlareStyle lensflareMode = (LensFlareStyle) 1; - public float hollyStretchWidth = 2.5f; - public float lensflareIntensity = 0.0f; - public float lensflareThreshold = 0.3f; - public float lensFlareSaturation = 0.75f; - public Color flareColorA = new Color (0.4f, 0.4f, 0.8f, 0.75f); - public Color flareColorB = new Color (0.4f, 0.8f, 0.8f, 0.75f); - public Color flareColorC = new Color (0.8f, 0.4f, 0.8f, 0.75f); - public Color flareColorD = new Color (0.8f, 0.4f, 0.0f, 0.75f); - public Texture2D lensFlareVignetteMask; - - public Shader lensFlareShader; - private Material lensFlareMaterial; - - public Shader screenBlendShader; - private Material screenBlend; - - public Shader blurAndFlaresShader; - private Material blurAndFlaresMaterial; - - public Shader brightPassFilterShader; - private Material brightPassFilterMaterial; - - - public override bool CheckResources () - { - CheckSupport (false); - - screenBlend = CheckShaderAndCreateMaterial (screenBlendShader, screenBlend); - lensFlareMaterial = CheckShaderAndCreateMaterial(lensFlareShader,lensFlareMaterial); - blurAndFlaresMaterial = CheckShaderAndCreateMaterial (blurAndFlaresShader, blurAndFlaresMaterial); - brightPassFilterMaterial = CheckShaderAndCreateMaterial(brightPassFilterShader, brightPassFilterMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - public void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false) - { - Graphics.Blit (source, destination); - return; - } - - // screen blend is not supported when HDR is enabled (will cap values) - - doHdr = false; - if (hdr == HDRBloomMode.Auto) - doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent().hdr; - else { - doHdr = hdr == HDRBloomMode.On; - } - - doHdr = doHdr && supportHDRTextures; - - BloomScreenBlendMode realBlendMode = screenBlendMode; - if (doHdr) - realBlendMode = BloomScreenBlendMode.Add; - - var rtFormat= (doHdr) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default; - var rtW2= source.width/2; - var rtH2= source.height/2; - var rtW4= source.width/4; - var rtH4= source.height/4; - - float widthOverHeight = (1.0f * source.width) / (1.0f * source.height); - float oneOverBaseSize = 1.0f / 512.0f; - - // downsample - RenderTexture quarterRezColor = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); - RenderTexture halfRezColorDown = RenderTexture.GetTemporary (rtW2, rtH2, 0, rtFormat); - if (quality > BloomQuality.Cheap) { - Graphics.Blit (source, halfRezColorDown, screenBlend, 2); - RenderTexture rtDown4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); - Graphics.Blit (halfRezColorDown, rtDown4, screenBlend, 2); - Graphics.Blit (rtDown4, quarterRezColor, screenBlend, 6); - RenderTexture.ReleaseTemporary(rtDown4); - } - else { - Graphics.Blit (source, halfRezColorDown); - Graphics.Blit (halfRezColorDown, quarterRezColor, screenBlend, 6); - } - RenderTexture.ReleaseTemporary (halfRezColorDown); - - // cut colors (thresholding) - RenderTexture secondQuarterRezColor = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); - BrightFilter (bloomThreshold * bloomThresholdColor, quarterRezColor, secondQuarterRezColor); - - // blurring - - if (bloomBlurIterations < 1) bloomBlurIterations = 1; - else if (bloomBlurIterations > 10) bloomBlurIterations = 10; - - for (int iter = 0; iter < bloomBlurIterations; iter++) - { - float spreadForPass = (1.0f + (iter * 0.25f)) * sepBlurSpread; - - // vertical blur - RenderTexture blur4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (0.0f, spreadForPass * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (secondQuarterRezColor, blur4, blurAndFlaresMaterial, 4); - RenderTexture.ReleaseTemporary(secondQuarterRezColor); - secondQuarterRezColor = blur4; - - // horizontal blur - blur4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 ((spreadForPass / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (secondQuarterRezColor, blur4, blurAndFlaresMaterial, 4); - RenderTexture.ReleaseTemporary (secondQuarterRezColor); - secondQuarterRezColor = blur4; - - if (quality > BloomQuality.Cheap) - { - if (iter == 0) - { - Graphics.SetRenderTarget(quarterRezColor); - GL.Clear(false, true, Color.black); // Clear to avoid RT restore - Graphics.Blit (secondQuarterRezColor, quarterRezColor); - } - else - { - quarterRezColor.MarkRestoreExpected(); // using max blending, RT restore expected - Graphics.Blit (secondQuarterRezColor, quarterRezColor, screenBlend, 10); - } - } - } - - if (quality > BloomQuality.Cheap) - { - Graphics.SetRenderTarget(secondQuarterRezColor); - GL.Clear(false, true, Color.black); // Clear to avoid RT restore - Graphics.Blit (quarterRezColor, secondQuarterRezColor, screenBlend, 6); - } - - // lens flares: ghosting, anamorphic or both (ghosted anamorphic flares) - - if (lensflareIntensity > Mathf.Epsilon) - { - - RenderTexture rtFlares4 = RenderTexture.GetTemporary (rtW4, rtH4, 0, rtFormat); - - if (lensflareMode == 0) - { - // ghosting only - - BrightFilter (lensflareThreshold, secondQuarterRezColor, rtFlares4); - - if (quality > BloomQuality.Cheap) - { - // smooth a little - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (0.0f, (1.5f) / (1.0f * quarterRezColor.height), 0.0f, 0.0f)); - Graphics.SetRenderTarget(quarterRezColor); - GL.Clear(false, true, Color.black); // Clear to avoid RT restore - Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 4); - - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 ((1.5f) / (1.0f * quarterRezColor.width), 0.0f, 0.0f, 0.0f)); - Graphics.SetRenderTarget(rtFlares4); - GL.Clear(false, true, Color.black); // Clear to avoid RT restore - Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 4); - } - - // no ugly edges! - Vignette (0.975f, rtFlares4, rtFlares4); - BlendFlares (rtFlares4, secondQuarterRezColor); - } - else - { - - //Vignette (0.975ff, rtFlares4, rtFlares4); - //DrawBorder(rtFlares4, screenBlend, 8); - - float flareXRot = 1.0f * Mathf.Cos(flareRotation); - float flareyRot = 1.0f * Mathf.Sin(flareRotation); - - float stretchWidth = (hollyStretchWidth * 1.0f / widthOverHeight) * oneOverBaseSize; - - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (flareXRot, flareyRot, 0.0f, 0.0f)); - blurAndFlaresMaterial.SetVector ("_Threshhold", new Vector4 (lensflareThreshold, 1.0f, 0.0f, 0.0f)); - blurAndFlaresMaterial.SetVector ("_TintColor", new Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * flareColorA.a * lensflareIntensity); - blurAndFlaresMaterial.SetFloat ("_Saturation", lensFlareSaturation); - - // "pre and cut" - quarterRezColor.DiscardContents(); - Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 2); - // "post" - rtFlares4.DiscardContents(); - Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 3); - - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (flareXRot * stretchWidth, flareyRot * stretchWidth, 0.0f, 0.0f)); - // stretch 1st - blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth); - quarterRezColor.DiscardContents(); - Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 1); - // stretch 2nd - blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth * 2.0f); - rtFlares4.DiscardContents(); - Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 1); - // stretch 3rd - blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth * 4.0f); - quarterRezColor.DiscardContents(); - Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 1); - - // additional blur passes - for (int iter = 0; iter < hollywoodFlareBlurIterations; iter++) - { - stretchWidth = (hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize; - - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (stretchWidth * flareXRot, stretchWidth * flareyRot, 0.0f, 0.0f)); - rtFlares4.DiscardContents(); - Graphics.Blit (quarterRezColor, rtFlares4, blurAndFlaresMaterial, 4); - - blurAndFlaresMaterial.SetVector ("_Offsets", new Vector4 (stretchWidth * flareXRot, stretchWidth * flareyRot, 0.0f, 0.0f)); - quarterRezColor.DiscardContents(); - Graphics.Blit (rtFlares4, quarterRezColor, blurAndFlaresMaterial, 4); - } - - if (lensflareMode == (LensFlareStyle) 1) - // anamorphic lens flares - AddTo (1.0f, quarterRezColor, secondQuarterRezColor); - else - { - // "combined" lens flares - - Vignette (1.0f, quarterRezColor, rtFlares4); - BlendFlares (rtFlares4, quarterRezColor); - AddTo (1.0f, quarterRezColor, secondQuarterRezColor); - } - } - RenderTexture.ReleaseTemporary (rtFlares4); - } - - int blendPass = (int) realBlendMode; - //if (Mathf.Abs(chromaticBloom) < Mathf.Epsilon) - // blendPass += 4; - - screenBlend.SetFloat ("_Intensity", bloomIntensity); - screenBlend.SetTexture ("_ColorBuffer", source); - - if (quality > BloomQuality.Cheap) - { - RenderTexture halfRezColorUp = RenderTexture.GetTemporary (rtW2, rtH2, 0, rtFormat); - Graphics.Blit (secondQuarterRezColor, halfRezColorUp); - Graphics.Blit (halfRezColorUp, destination, screenBlend, blendPass); - RenderTexture.ReleaseTemporary (halfRezColorUp); - } - else - Graphics.Blit (secondQuarterRezColor, destination, screenBlend, blendPass); - - RenderTexture.ReleaseTemporary (quarterRezColor); - RenderTexture.ReleaseTemporary (secondQuarterRezColor); - } - - private void AddTo (float intensity_, RenderTexture from, RenderTexture to) - { - screenBlend.SetFloat ("_Intensity", intensity_); - to.MarkRestoreExpected(); // additive blending, RT restore expected - Graphics.Blit (from, to, screenBlend, 9); - } - - private void BlendFlares (RenderTexture from, RenderTexture to) - { - lensFlareMaterial.SetVector ("colorA", new Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * lensflareIntensity); - lensFlareMaterial.SetVector ("colorB", new Vector4 (flareColorB.r, flareColorB.g, flareColorB.b, flareColorB.a) * lensflareIntensity); - lensFlareMaterial.SetVector ("colorC", new Vector4 (flareColorC.r, flareColorC.g, flareColorC.b, flareColorC.a) * lensflareIntensity); - lensFlareMaterial.SetVector ("colorD", new Vector4 (flareColorD.r, flareColorD.g, flareColorD.b, flareColorD.a) * lensflareIntensity); - to.MarkRestoreExpected(); // additive blending, RT restore expected - Graphics.Blit (from, to, lensFlareMaterial); - } - - private void BrightFilter (float thresh, RenderTexture from, RenderTexture to) - { - brightPassFilterMaterial.SetVector ("_Threshhold", new Vector4 (thresh, thresh, thresh, thresh)); - Graphics.Blit (from, to, brightPassFilterMaterial, 0); - } - - private void BrightFilter (Color threshColor, RenderTexture from, RenderTexture to) - { - brightPassFilterMaterial.SetVector ("_Threshhold", threshColor); - Graphics.Blit (from, to, brightPassFilterMaterial, 1); - } - - private void Vignette (float amount, RenderTexture from, RenderTexture to) - { - if (lensFlareVignetteMask) - { - screenBlend.SetTexture ("_ColorBuffer", lensFlareVignetteMask); - to.MarkRestoreExpected(); // using blending, RT restore expected - Graphics.Blit (from == to ? null : from, to, screenBlend, from == to ? 7 : 3); - } - else if (from != to) - { - Graphics.SetRenderTarget (to); - GL.Clear(false, true, Color.black); // clear destination to avoid RT restore - Graphics.Blit (from, to); - } - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs.meta deleted file mode 100644 index edcd45d..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs.meta +++ /dev/null @@ -1,17 +0,0 @@ -fileFormatVersion: 2 -guid: 7fceaeb339b971b429c4cc600acabd13 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - lensFlareVignetteMask: {fileID: 2800000, guid: 95ef4804fe0be4c999ddaa383536cde8, - type: 3} - - lensFlareShader: {fileID: 4800000, guid: 459fe69d2f6d74ddb92f04dbf45a866b, type: 3} - - screenBlendShader: {fileID: 4800000, guid: 7856cbff0a0ca45c787d5431eb805bb0, type: 3} - - blurAndFlaresShader: {fileID: 4800000, guid: be6e39cf196f146d5be72fbefb18ed75, - type: 3} - - brightPassFilterShader: {fileID: 4800000, guid: 0aeaa4cb29f5d4e9c8455f04c8575c8c, - type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs deleted file mode 100644 index 3769c21..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs +++ /dev/null @@ -1,314 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - public enum LensflareStyle34 - { - Ghosting = 0, - Anamorphic = 1, - Combined = 2, - } - - public enum TweakMode34 - { - Basic = 0, - Complex = 1, - } - - public enum HDRBloomMode - { - Auto = 0, - On = 1, - Off = 2, - } - - public enum BloomScreenBlendMode - { - Screen = 0, - Add = 1, - } - - [ExecuteInEditMode] - [RequireComponent(typeof(Camera))] - [AddComponentMenu("Image Effects/Bloom and Glow/BloomAndFlares (3.5, Deprecated)")] - public class BloomAndFlares : PostEffectsBase - { - public TweakMode34 tweakMode = 0; - public BloomScreenBlendMode screenBlendMode = BloomScreenBlendMode.Add; - - public HDRBloomMode hdr = HDRBloomMode.Auto; - private bool doHdr = false; - public float sepBlurSpread = 1.5f; - public float useSrcAlphaAsMask = 0.5f; - - public float bloomIntensity = 1.0f; - public float bloomThreshold = 0.5f; - public int bloomBlurIterations = 2; - - public bool lensflares = false; - public int hollywoodFlareBlurIterations = 2; - public LensflareStyle34 lensflareMode = (LensflareStyle34)1; - public float hollyStretchWidth = 3.5f; - public float lensflareIntensity = 1.0f; - public float lensflareThreshold = 0.3f; - public Color flareColorA = new Color(0.4f, 0.4f, 0.8f, 0.75f); - public Color flareColorB = new Color(0.4f, 0.8f, 0.8f, 0.75f); - public Color flareColorC = new Color(0.8f, 0.4f, 0.8f, 0.75f); - public Color flareColorD = new Color(0.8f, 0.4f, 0.0f, 0.75f); - public Texture2D lensFlareVignetteMask; - - public Shader lensFlareShader; - private Material lensFlareMaterial; - - public Shader vignetteShader; - private Material vignetteMaterial; - - public Shader separableBlurShader; - private Material separableBlurMaterial; - - public Shader addBrightStuffOneOneShader; - private Material addBrightStuffBlendOneOneMaterial; - - public Shader screenBlendShader; - private Material screenBlend; - - public Shader hollywoodFlaresShader; - private Material hollywoodFlaresMaterial; - - public Shader brightPassFilterShader; - private Material brightPassFilterMaterial; - - - public override bool CheckResources() - { - CheckSupport(false); - - screenBlend = CheckShaderAndCreateMaterial(screenBlendShader, screenBlend); - lensFlareMaterial = CheckShaderAndCreateMaterial(lensFlareShader, lensFlareMaterial); - vignetteMaterial = CheckShaderAndCreateMaterial(vignetteShader, vignetteMaterial); - separableBlurMaterial = CheckShaderAndCreateMaterial(separableBlurShader, separableBlurMaterial); - addBrightStuffBlendOneOneMaterial = CheckShaderAndCreateMaterial(addBrightStuffOneOneShader, addBrightStuffBlendOneOneMaterial); - hollywoodFlaresMaterial = CheckShaderAndCreateMaterial(hollywoodFlaresShader, hollywoodFlaresMaterial); - brightPassFilterMaterial = CheckShaderAndCreateMaterial(brightPassFilterShader, brightPassFilterMaterial); - - if (!isSupported) - ReportAutoDisable(); - return isSupported; - } - - void OnRenderImage(RenderTexture source, RenderTexture destination) - { - if (CheckResources() == false) - { - Graphics.Blit(source, destination); - return; - } - - // screen blend is not supported when HDR is enabled (will cap values) - - doHdr = false; - if (hdr == HDRBloomMode.Auto) - doHdr = source.format == RenderTextureFormat.ARGBHalf && GetComponent().hdr; - else - { - doHdr = hdr == HDRBloomMode.On; - } - - doHdr = doHdr && supportHDRTextures; - - BloomScreenBlendMode realBlendMode = screenBlendMode; - if (doHdr) - realBlendMode = BloomScreenBlendMode.Add; - - var rtFormat = (doHdr) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default; - RenderTexture halfRezColor = RenderTexture.GetTemporary(source.width / 2, source.height / 2, 0, rtFormat); - RenderTexture quarterRezColor = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, rtFormat); - RenderTexture secondQuarterRezColor = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, rtFormat); - RenderTexture thirdQuarterRezColor = RenderTexture.GetTemporary(source.width / 4, source.height / 4, 0, rtFormat); - - float widthOverHeight = (1.0f * source.width) / (1.0f * source.height); - float oneOverBaseSize = 1.0f / 512.0f; - - // downsample - - Graphics.Blit(source, halfRezColor, screenBlend, 2); // <- 2 is stable downsample - Graphics.Blit(halfRezColor, quarterRezColor, screenBlend, 2); // <- 2 is stable downsample - - RenderTexture.ReleaseTemporary(halfRezColor); - - // cut colors (thresholding) - - BrightFilter(bloomThreshold, useSrcAlphaAsMask, quarterRezColor, secondQuarterRezColor); - quarterRezColor.DiscardContents(); - - // blurring - - if (bloomBlurIterations < 1) bloomBlurIterations = 1; - - for (int iter = 0; iter < bloomBlurIterations; iter++) - { - float spreadForPass = (1.0f + (iter * 0.5f)) * sepBlurSpread; - separableBlurMaterial.SetVector("offsets", new Vector4(0.0f, spreadForPass * oneOverBaseSize, 0.0f, 0.0f)); - - RenderTexture src = iter == 0 ? secondQuarterRezColor : quarterRezColor; - Graphics.Blit(src, thirdQuarterRezColor, separableBlurMaterial); - src.DiscardContents(); - - separableBlurMaterial.SetVector("offsets", new Vector4((spreadForPass / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit(thirdQuarterRezColor, quarterRezColor, separableBlurMaterial); - thirdQuarterRezColor.DiscardContents(); - } - - // lens flares: ghosting, anamorphic or a combination - - if (lensflares) - { - - if (lensflareMode == 0) - { - - BrightFilter(lensflareThreshold, 0.0f, quarterRezColor, thirdQuarterRezColor); - quarterRezColor.DiscardContents(); - - // smooth a little, this needs to be resolution dependent - /* - separableBlurMaterial.SetVector ("offsets", Vector4 (0.0ff, (2.0ff) / (1.0ff * quarterRezColor.height), 0.0ff, 0.0ff)); - Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial); - separableBlurMaterial.SetVector ("offsets", Vector4 ((2.0ff) / (1.0ff * quarterRezColor.width), 0.0ff, 0.0ff, 0.0ff)); - Graphics.Blit (secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial); - */ - // no ugly edges! - - Vignette(0.975f, thirdQuarterRezColor, secondQuarterRezColor); - thirdQuarterRezColor.DiscardContents(); - - BlendFlares(secondQuarterRezColor, quarterRezColor); - secondQuarterRezColor.DiscardContents(); - } - - // (b) hollywood/anamorphic flares? - - else - { - - // thirdQuarter has the brightcut unblurred colors - // quarterRezColor is the blurred, brightcut buffer that will end up as bloom - - hollywoodFlaresMaterial.SetVector("_threshold", new Vector4(lensflareThreshold, 1.0f / (1.0f - lensflareThreshold), 0.0f, 0.0f)); - hollywoodFlaresMaterial.SetVector("tintColor", new Vector4(flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * flareColorA.a * lensflareIntensity); - Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, hollywoodFlaresMaterial, 2); - thirdQuarterRezColor.DiscardContents(); - - Graphics.Blit(secondQuarterRezColor, thirdQuarterRezColor, hollywoodFlaresMaterial, 3); - secondQuarterRezColor.DiscardContents(); - - hollywoodFlaresMaterial.SetVector("offsets", new Vector4((sepBlurSpread * 1.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - hollywoodFlaresMaterial.SetFloat("stretchWidth", hollyStretchWidth); - Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, hollywoodFlaresMaterial, 1); - thirdQuarterRezColor.DiscardContents(); - - hollywoodFlaresMaterial.SetFloat("stretchWidth", hollyStretchWidth * 2.0f); - Graphics.Blit(secondQuarterRezColor, thirdQuarterRezColor, hollywoodFlaresMaterial, 1); - secondQuarterRezColor.DiscardContents(); - - hollywoodFlaresMaterial.SetFloat("stretchWidth", hollyStretchWidth * 4.0f); - Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, hollywoodFlaresMaterial, 1); - thirdQuarterRezColor.DiscardContents(); - - if (lensflareMode == (LensflareStyle34)1) - { - for (int itera = 0; itera < hollywoodFlareBlurIterations; itera++) - { - separableBlurMaterial.SetVector("offsets", new Vector4((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit(secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial); - secondQuarterRezColor.DiscardContents(); - - separableBlurMaterial.SetVector("offsets", new Vector4((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial); - thirdQuarterRezColor.DiscardContents(); - } - - AddTo(1.0f, secondQuarterRezColor, quarterRezColor); - secondQuarterRezColor.DiscardContents(); - } - else - { - - // (c) combined - - for (int ix = 0; ix < hollywoodFlareBlurIterations; ix++) - { - separableBlurMaterial.SetVector("offsets", new Vector4((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit(secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial); - secondQuarterRezColor.DiscardContents(); - - separableBlurMaterial.SetVector("offsets", new Vector4((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit(thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial); - thirdQuarterRezColor.DiscardContents(); - } - - Vignette(1.0f, secondQuarterRezColor, thirdQuarterRezColor); - secondQuarterRezColor.DiscardContents(); - - BlendFlares(thirdQuarterRezColor, secondQuarterRezColor); - thirdQuarterRezColor.DiscardContents(); - - AddTo(1.0f, secondQuarterRezColor, quarterRezColor); - secondQuarterRezColor.DiscardContents(); - } - } - } - - // screen blend bloom results to color buffer - - screenBlend.SetFloat("_Intensity", bloomIntensity); - screenBlend.SetTexture("_ColorBuffer", source); - Graphics.Blit(quarterRezColor, destination, screenBlend, (int)realBlendMode); - - RenderTexture.ReleaseTemporary(quarterRezColor); - RenderTexture.ReleaseTemporary(secondQuarterRezColor); - RenderTexture.ReleaseTemporary(thirdQuarterRezColor); - } - - private void AddTo(float intensity_, RenderTexture from, RenderTexture to) - { - addBrightStuffBlendOneOneMaterial.SetFloat("_Intensity", intensity_); - Graphics.Blit(from, to, addBrightStuffBlendOneOneMaterial); - } - - private void BlendFlares(RenderTexture from, RenderTexture to) - { - lensFlareMaterial.SetVector("colorA", new Vector4(flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * lensflareIntensity); - lensFlareMaterial.SetVector("colorB", new Vector4(flareColorB.r, flareColorB.g, flareColorB.b, flareColorB.a) * lensflareIntensity); - lensFlareMaterial.SetVector("colorC", new Vector4(flareColorC.r, flareColorC.g, flareColorC.b, flareColorC.a) * lensflareIntensity); - lensFlareMaterial.SetVector("colorD", new Vector4(flareColorD.r, flareColorD.g, flareColorD.b, flareColorD.a) * lensflareIntensity); - Graphics.Blit(from, to, lensFlareMaterial); - } - - private void BrightFilter(float thresh, float useAlphaAsMask, RenderTexture from, RenderTexture to) - { - if (doHdr) - brightPassFilterMaterial.SetVector("threshold", new Vector4(thresh, 1.0f, 0.0f, 0.0f)); - else - brightPassFilterMaterial.SetVector("threshold", new Vector4(thresh, 1.0f / (1.0f - thresh), 0.0f, 0.0f)); - brightPassFilterMaterial.SetFloat("useSrcAlphaAsMask", useAlphaAsMask); - Graphics.Blit(from, to, brightPassFilterMaterial); - } - - private void Vignette(float amount, RenderTexture from, RenderTexture to) - { - if (lensFlareVignetteMask) - { - screenBlend.SetTexture("_ColorBuffer", lensFlareVignetteMask); - Graphics.Blit(from, to, screenBlend, 3); - } - else - { - vignetteMaterial.SetFloat("vignetteIntensity", amount); - Graphics.Blit(from, to, vignetteMaterial); - } - } - - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs.meta deleted file mode 100644 index d3b3c7b..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomAndFlares.cs.meta +++ /dev/null @@ -1,22 +0,0 @@ -fileFormatVersion: 2 -guid: 02536f33053638549ab5c50ff3ecc0de -MonoImporter: - serializedVersion: 2 - defaultReferences: - - lensFlareVignetteMask: {fileID: 2800000, guid: 95ef4804fe0be4c999ddaa383536cde8, - type: 3} - - lensFlareShader: {fileID: 4800000, guid: 459fe69d2f6d74ddb92f04dbf45a866b, type: 3} - - vignetteShader: {fileID: 4800000, guid: 627943dc7a9a74286b70a4f694a0acd5, type: 3} - - separableBlurShader: {fileID: 4800000, guid: a9df009a214e24a5ebbf271595f8d5b6, - type: 3} - - addBrightStuffOneOneShader: {fileID: 4800000, guid: f7898d203e9b94c0dbe2bf9dd5cb32c0, - type: 3} - - screenBlendShader: {fileID: 4800000, guid: 53b3960ee3d3d4a5caa8d5473d120187, type: 3} - - hollywoodFlaresShader: {fileID: 4800000, guid: e2baf3cae8edc4daf94c9adc2154be00, - type: 3} - - brightPassFilterShader: {fileID: 4800000, guid: 186c4c0d31e314f049595dcbaf4ca129, - type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs deleted file mode 100644 index f7d9251..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs +++ /dev/null @@ -1,109 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Bloom and Glow/Bloom (Optimized)")] - public class BloomOptimized : PostEffectsBase - { - - public enum Resolution - { - Low = 0, - High = 1, - } - - public enum BlurType - { - Standard = 0, - Sgx = 1, - } - - [Range(0.0f, 1.5f)] - public float threshold = 0.25f; - [Range(0.0f, 2.5f)] - public float intensity = 0.75f; - - [Range(0.25f, 5.5f)] - public float blurSize = 1.0f; - - Resolution resolution = Resolution.Low; - [Range(1, 4)] - public int blurIterations = 1; - - public BlurType blurType= BlurType.Standard; - - public Shader fastBloomShader = null; - private Material fastBloomMaterial = null; - - - public override bool CheckResources () - { - CheckSupport (false); - - fastBloomMaterial = CheckShaderAndCreateMaterial (fastBloomShader, fastBloomMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnDisable () - { - if (fastBloomMaterial) - DestroyImmediate (fastBloomMaterial); - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources() == false) - { - Graphics.Blit (source, destination); - return; - } - - int divider = resolution == Resolution.Low ? 4 : 2; - float widthMod = resolution == Resolution.Low ? 0.5f : 1.0f; - - fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod, 0.0f, threshold, intensity)); - source.filterMode = FilterMode.Bilinear; - - var rtW= source.width/divider; - var rtH= source.height/divider; - - // downsample - RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - rt.filterMode = FilterMode.Bilinear; - Graphics.Blit (source, rt, fastBloomMaterial, 1); - - var passOffs= blurType == BlurType.Standard ? 0 : 2; - - for(int i = 0; i < blurIterations; i++) - { - fastBloomMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + (i*1.0f), 0.0f, threshold, intensity)); - - // vertical blur - RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - rt2.filterMode = FilterMode.Bilinear; - Graphics.Blit (rt, rt2, fastBloomMaterial, 2 + passOffs); - RenderTexture.ReleaseTemporary (rt); - rt = rt2; - - // horizontal blur - rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - rt2.filterMode = FilterMode.Bilinear; - Graphics.Blit (rt, rt2, fastBloomMaterial, 3 + passOffs); - RenderTexture.ReleaseTemporary (rt); - rt = rt2; - } - - fastBloomMaterial.SetTexture ("_Bloom", rt); - - Graphics.Blit (source, destination, fastBloomMaterial, 0); - - RenderTexture.ReleaseTemporary (rt); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs.meta deleted file mode 100644 index 68dcfc1..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/BloomOptimized.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 4975a6e437fc3b149a8cd508ce5bdd69 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - fastBloomShader: {fileID: 4800000, guid: 68a00c837b82e4c6d92e7da765dc5f1d, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs deleted file mode 100644 index 1db8a3f..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs +++ /dev/null @@ -1,108 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Blur/Blur")] - public class Blur : MonoBehaviour - { - /// Blur iterations - larger number means more blur. - [Range(0,10)] - public int iterations = 3; - - /// Blur spread for each iteration. Lower values - /// give better looking blur, but require more iterations to - /// get large blurs. Value is usually between 0.5 and 1.0. - [Range(0.0f,1.0f)] - public float blurSpread = 0.6f; - - - // -------------------------------------------------------- - // The blur iteration shader. - // Basically it just takes 4 texture samples and averages them. - // By applying it repeatedly and spreading out sample locations - // we get a Gaussian blur approximation. - - public Shader blurShader = null; - - static Material m_Material = null; - protected Material material { - get { - if (m_Material == null) { - m_Material = new Material(blurShader); - m_Material.hideFlags = HideFlags.DontSave; - } - return m_Material; - } - } - - protected void OnDisable() { - if ( m_Material ) { - DestroyImmediate( m_Material ); - } - } - - // -------------------------------------------------------- - - protected void Start() - { - // Disable if we don't support image effects - if (!SystemInfo.supportsImageEffects) { - enabled = false; - return; - } - // Disable if the shader can't run on the users graphics card - if (!blurShader || !material.shader.isSupported) { - enabled = false; - return; - } - } - - // Performs one blur iteration. - public void FourTapCone (RenderTexture source, RenderTexture dest, int iteration) - { - float off = 0.5f + iteration*blurSpread; - Graphics.BlitMultiTap (source, dest, material, - new Vector2(-off, -off), - new Vector2(-off, off), - new Vector2( off, off), - new Vector2( off, -off) - ); - } - - // Downsamples the texture to a quarter resolution. - private void DownSample4x (RenderTexture source, RenderTexture dest) - { - float off = 1.0f; - Graphics.BlitMultiTap (source, dest, material, - new Vector2(-off, -off), - new Vector2(-off, off), - new Vector2( off, off), - new Vector2( off, -off) - ); - } - - // Called by the camera to apply the image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) { - int rtW = source.width/4; - int rtH = source.height/4; - RenderTexture buffer = RenderTexture.GetTemporary(rtW, rtH, 0); - - // Copy source to the 4x4 smaller texture. - DownSample4x (source, buffer); - - // Blur the small texture - for(int i = 0; i < iterations; i++) - { - RenderTexture buffer2 = RenderTexture.GetTemporary(rtW, rtH, 0); - FourTapCone (buffer, buffer2, i); - RenderTexture.ReleaseTemporary(buffer); - buffer = buffer2; - } - Graphics.Blit(buffer, destination); - - RenderTexture.ReleaseTemporary(buffer); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs.meta deleted file mode 100644 index c4bb7e7..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Blur.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 34382083ad114a07d000fbfb8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - blurShader: {fileID: 4800000, guid: 57e6deea7c2924e22a5138e2b70bb4dc, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs deleted file mode 100644 index c922dbe..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs +++ /dev/null @@ -1,93 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Blur/Blur (Optimized)")] - public class BlurOptimized : PostEffectsBase - { - - [Range(0, 2)] - public int downsample = 1; - - public enum BlurType { - StandardGauss = 0, - SgxGauss = 1, - } - - [Range(0.0f, 10.0f)] - public float blurSize = 3.0f; - - [Range(1, 4)] - public int blurIterations = 2; - - public BlurType blurType= BlurType.StandardGauss; - - public Shader blurShader = null; - private Material blurMaterial = null; - - - public override bool CheckResources () { - CheckSupport (false); - - blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - public void OnDisable () { - if (blurMaterial) - DestroyImmediate (blurMaterial); - } - - public void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (CheckResources() == false) { - Graphics.Blit (source, destination); - return; - } - - float widthMod = 1.0f / (1.0f * (1<> downsample; - int rtH = source.height >> downsample; - - // downsample - RenderTexture rt = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - - rt.filterMode = FilterMode.Bilinear; - Graphics.Blit (source, rt, blurMaterial, 0); - - var passOffs= blurType == BlurType.StandardGauss ? 0 : 2; - - for(int i = 0; i < blurIterations; i++) { - float iterationOffs = (i*1.0f); - blurMaterial.SetVector ("_Parameter", new Vector4 (blurSize * widthMod + iterationOffs, -blurSize * widthMod - iterationOffs, 0.0f, 0.0f)); - - // vertical blur - RenderTexture rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - rt2.filterMode = FilterMode.Bilinear; - Graphics.Blit (rt, rt2, blurMaterial, 1 + passOffs); - RenderTexture.ReleaseTemporary (rt); - rt = rt2; - - // horizontal blur - rt2 = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - rt2.filterMode = FilterMode.Bilinear; - Graphics.Blit (rt, rt2, blurMaterial, 2 + passOffs); - RenderTexture.ReleaseTemporary (rt); - rt = rt2; - } - - Graphics.Blit (rt, destination); - - RenderTexture.ReleaseTemporary (rt); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs.meta deleted file mode 100644 index 47ca17b..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/BlurOptimized.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 7fc6bde01469c7b4badee5362f191d96 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - blurShader: {fileID: 4800000, guid: f9d5fa183cd6b45eeb1491f74863cd91, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs deleted file mode 100644 index 0909001..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs +++ /dev/null @@ -1,381 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Camera/Camera Motion Blur") ] - public class CameraMotionBlur : PostEffectsBase - { - // make sure to match this to MAX_RADIUS in shader ('k' in paper) - static float MAX_RADIUS = 10.0f; - - public enum MotionBlurFilter { - CameraMotion = 0, // global screen blur based on cam motion - LocalBlur = 1, // cheap blur, no dilation or scattering - Reconstruction = 2, // advanced filter (simulates scattering) as in plausible motion blur paper - ReconstructionDX11 = 3, // advanced filter (simulates scattering) as in plausible motion blur paper - ReconstructionDisc = 4, // advanced filter using scaled poisson disc sampling - } - - // settings - public MotionBlurFilter filterType = MotionBlurFilter.Reconstruction; - public bool preview = false; // show how blur would look like in action ... - public Vector3 previewScale = Vector3.one; // ... given this movement vector - - // params - public float movementScale = 0.0f; - public float rotationScale = 1.0f; - public float maxVelocity = 8.0f; // maximum velocity in pixels - public float minVelocity = 0.1f; // minimum velocity in pixels - public float velocityScale = 0.375f; // global velocity scale - public float softZDistance = 0.005f; // for z overlap check softness (reconstruction filter only) - public int velocityDownsample = 1; // low resolution velocity buffer? (optimization) - public LayerMask excludeLayers = 0; - private GameObject tmpCam = null; - - // resources - public Shader shader; - public Shader dx11MotionBlurShader; - public Shader replacementClear; - - private Material motionBlurMaterial = null; - private Material dx11MotionBlurMaterial = null; - - public Texture2D noiseTexture = null; - public float jitter = 0.05f; - - // (internal) debug - public bool showVelocity = false; - public float showVelocityScale = 1.0f; - - // camera transforms - private Matrix4x4 currentViewProjMat; - private Matrix4x4 prevViewProjMat; - private int prevFrameCount; - private bool wasActive; - // shortcuts to calculate global blur direction when using 'CameraMotion' - private Vector3 prevFrameForward = Vector3.forward; - private Vector3 prevFrameUp = Vector3.up; - private Vector3 prevFramePos = Vector3.zero; - private Camera _camera; - - - private void CalculateViewProjection () { - Matrix4x4 viewMat = _camera.worldToCameraMatrix; - Matrix4x4 projMat = GL.GetGPUProjectionMatrix (_camera.projectionMatrix, true); - currentViewProjMat = projMat * viewMat; - } - - - new void Start () { - CheckResources (); - - if (_camera == null) - _camera = GetComponent(); - - wasActive = gameObject.activeInHierarchy; - CalculateViewProjection (); - Remember (); - wasActive = false; // hack to fake position/rotation update and prevent bad blurs - } - - void OnEnable () { - - if (_camera == null) - _camera = GetComponent(); - - _camera.depthTextureMode |= DepthTextureMode.Depth; - } - - void OnDisable () { - if (null != motionBlurMaterial) { - DestroyImmediate (motionBlurMaterial); - motionBlurMaterial = null; - } - if (null != dx11MotionBlurMaterial) { - DestroyImmediate (dx11MotionBlurMaterial); - dx11MotionBlurMaterial = null; - } - if (null != tmpCam) { - DestroyImmediate (tmpCam); - tmpCam = null; - } - } - - - public override bool CheckResources () { - CheckSupport (true, true); // depth & hdr needed - motionBlurMaterial = CheckShaderAndCreateMaterial (shader, motionBlurMaterial); - - if (supportDX11 && filterType == MotionBlurFilter.ReconstructionDX11) { - dx11MotionBlurMaterial = CheckShaderAndCreateMaterial (dx11MotionBlurShader, dx11MotionBlurMaterial); - } - - if (!isSupported) - ReportAutoDisable (); - - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (false == CheckResources ()) { - Graphics.Blit (source, destination); - return; - } - - if (filterType == MotionBlurFilter.CameraMotion) - StartFrame (); - - // use if possible new RG format ... fallback to half otherwise - var rtFormat= SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.RGHalf) ? RenderTextureFormat.RGHalf : RenderTextureFormat.ARGBHalf; - - // get temp textures - RenderTexture velBuffer = RenderTexture.GetTemporary (divRoundUp (source.width, velocityDownsample), divRoundUp (source.height, velocityDownsample), 0, rtFormat); - int tileWidth = 1; - int tileHeight = 1; - maxVelocity = Mathf.Max (2.0f, maxVelocity); - - float _maxVelocity = maxVelocity; // calculate 'k' - // note: 's' is hardcoded in shaders except for DX11 path - - // auto DX11 fallback! - bool fallbackFromDX11 = filterType == MotionBlurFilter.ReconstructionDX11 && dx11MotionBlurMaterial == null; - - if (filterType == MotionBlurFilter.Reconstruction || fallbackFromDX11 || filterType == MotionBlurFilter.ReconstructionDisc) { - maxVelocity = Mathf.Min (maxVelocity, MAX_RADIUS); - tileWidth = divRoundUp (velBuffer.width, (int) maxVelocity); - tileHeight = divRoundUp (velBuffer.height, (int) maxVelocity); - _maxVelocity = velBuffer.width/tileWidth; - } - else { - tileWidth = divRoundUp (velBuffer.width, (int) maxVelocity); - tileHeight = divRoundUp (velBuffer.height, (int) maxVelocity); - _maxVelocity = velBuffer.width/tileWidth; - } - - RenderTexture tileMax = RenderTexture.GetTemporary (tileWidth, tileHeight, 0, rtFormat); - RenderTexture neighbourMax = RenderTexture.GetTemporary (tileWidth, tileHeight, 0, rtFormat); - velBuffer.filterMode = FilterMode.Point; - tileMax.filterMode = FilterMode.Point; - neighbourMax.filterMode = FilterMode.Point; - if (noiseTexture) noiseTexture.filterMode = FilterMode.Point; - source.wrapMode = TextureWrapMode.Clamp; - velBuffer.wrapMode = TextureWrapMode.Clamp; - neighbourMax.wrapMode = TextureWrapMode.Clamp; - tileMax.wrapMode = TextureWrapMode.Clamp; - - // calc correct viewprj matrix - CalculateViewProjection (); - - // just started up? - if (gameObject.activeInHierarchy && !wasActive) { - Remember (); - } - wasActive = gameObject.activeInHierarchy; - - // matrices - Matrix4x4 invViewPrj = Matrix4x4.Inverse (currentViewProjMat); - motionBlurMaterial.SetMatrix ("_InvViewProj", invViewPrj); - motionBlurMaterial.SetMatrix ("_PrevViewProj", prevViewProjMat); - motionBlurMaterial.SetMatrix ("_ToPrevViewProjCombined", prevViewProjMat * invViewPrj); - - motionBlurMaterial.SetFloat ("_MaxVelocity", _maxVelocity); - motionBlurMaterial.SetFloat ("_MaxRadiusOrKInPaper", _maxVelocity); - motionBlurMaterial.SetFloat ("_MinVelocity", minVelocity); - motionBlurMaterial.SetFloat ("_VelocityScale", velocityScale); - motionBlurMaterial.SetFloat ("_Jitter", jitter); - - // texture samplers - motionBlurMaterial.SetTexture ("_NoiseTex", noiseTexture); - motionBlurMaterial.SetTexture ("_VelTex", velBuffer); - motionBlurMaterial.SetTexture ("_NeighbourMaxTex", neighbourMax); - motionBlurMaterial.SetTexture ("_TileTexDebug", tileMax); - - if (preview) { - // generate an artifical 'previous' matrix to simulate blur look - Matrix4x4 viewMat = _camera.worldToCameraMatrix; - Matrix4x4 offset = Matrix4x4.identity; - offset.SetTRS(previewScale * 0.3333f, Quaternion.identity, Vector3.one); // using only translation - Matrix4x4 projMat = GL.GetGPUProjectionMatrix (_camera.projectionMatrix, true); - prevViewProjMat = projMat * offset * viewMat; - motionBlurMaterial.SetMatrix ("_PrevViewProj", prevViewProjMat); - motionBlurMaterial.SetMatrix ("_ToPrevViewProjCombined", prevViewProjMat * invViewPrj); - } - - if (filterType == MotionBlurFilter.CameraMotion) - { - // build blur vector to be used in shader to create a global blur direction - Vector4 blurVector = Vector4.zero; - - float lookUpDown = Vector3.Dot (transform.up, Vector3.up); - Vector3 distanceVector = prevFramePos-transform.position; - - float distMag = distanceVector.magnitude; - - float farHeur = 1.0f; - - // pitch (vertical) - farHeur = (Vector3.Angle (transform.up, prevFrameUp) / _camera.fieldOfView) * (source.width * 0.75f); - blurVector.x = rotationScale * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.up, prevFrameUp))); - - // yaw #1 (horizontal, faded by pitch) - farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / _camera.fieldOfView) * (source.width * 0.75f); - blurVector.y = rotationScale * lookUpDown * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.forward, prevFrameForward))); - - // yaw #2 (when looking down, faded by 1-pitch) - farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / _camera.fieldOfView) * (source.width * 0.75f); - blurVector.z = rotationScale * (1.0f- lookUpDown) * farHeur;//Mathf.Clamp01((1.0ff-Vector3.Dot(transform.forward, prevFrameForward))); - - if (distMag > Mathf.Epsilon && movementScale > Mathf.Epsilon) { - // forward (probably most important) - blurVector.w = movementScale * (Vector3.Dot (transform.forward, distanceVector) ) * (source.width * 0.5f); - // jump (maybe scale down further) - blurVector.x += movementScale * (Vector3.Dot (transform.up, distanceVector) ) * (source.width * 0.5f); - // strafe (maybe scale down further) - blurVector.y += movementScale * (Vector3.Dot (transform.right, distanceVector) ) * (source.width * 0.5f); - } - - if (preview) // crude approximation - motionBlurMaterial.SetVector ("_BlurDirectionPacked", new Vector4 (previewScale.y, previewScale.x, 0.0f, previewScale.z) * 0.5f * _camera.fieldOfView); - else - motionBlurMaterial.SetVector ("_BlurDirectionPacked", blurVector); - } - else { - // generate velocity buffer - Graphics.Blit (source, velBuffer, motionBlurMaterial, 0); - - // patch up velocity buffer: - - // exclude certain layers (e.g. skinned objects as we cant really support that atm) - - Camera cam = null; - if (excludeLayers.value != 0)// || dynamicLayers.value) - cam = GetTmpCam (); - - if (cam && excludeLayers.value != 0 && replacementClear && replacementClear.isSupported) { - cam.targetTexture = velBuffer; - cam.cullingMask = excludeLayers; - cam.RenderWithShader (replacementClear, ""); - } - } - - if (!preview && Time.frameCount != prevFrameCount) { - // remember current transformation data for next frame - prevFrameCount = Time.frameCount; - Remember (); - } - - source.filterMode = FilterMode.Bilinear; - - // debug vel buffer: - if (showVelocity) { - // generate tile max and neighbour max - //Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2); - //Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3); - motionBlurMaterial.SetFloat ("_DisplayVelocityScale", showVelocityScale); - Graphics.Blit (velBuffer, destination, motionBlurMaterial, 1); - } - else { - if (filterType == MotionBlurFilter.ReconstructionDX11 && !fallbackFromDX11) { - // need to reset some parameters for dx11 shader - dx11MotionBlurMaterial.SetFloat ("_MinVelocity", minVelocity); - dx11MotionBlurMaterial.SetFloat ("_VelocityScale", velocityScale); - dx11MotionBlurMaterial.SetFloat ("_Jitter", jitter); - - // texture samplers - dx11MotionBlurMaterial.SetTexture ("_NoiseTex", noiseTexture); - dx11MotionBlurMaterial.SetTexture ("_VelTex", velBuffer); - dx11MotionBlurMaterial.SetTexture ("_NeighbourMaxTex", neighbourMax); - - dx11MotionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) ); - dx11MotionBlurMaterial.SetFloat ("_MaxRadiusOrKInPaper", _maxVelocity); - - // generate tile max and neighbour max - Graphics.Blit (velBuffer, tileMax, dx11MotionBlurMaterial, 0); - Graphics.Blit (tileMax, neighbourMax, dx11MotionBlurMaterial, 1); - - // final blur - Graphics.Blit (source, destination, dx11MotionBlurMaterial, 2); - } - else if (filterType == MotionBlurFilter.Reconstruction || fallbackFromDX11) { - // 'reconstructing' properly integrated color - motionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) ); - - // generate tile max and neighbour max - Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2); - Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3); - - // final blur - Graphics.Blit (source, destination, motionBlurMaterial, 4); - } - else if (filterType == MotionBlurFilter.CameraMotion) { - // orange box style motion blur - Graphics.Blit (source, destination, motionBlurMaterial, 6); - } - else if (filterType == MotionBlurFilter.ReconstructionDisc) { - // dof style motion blur defocuing and ellipse around the princical blur direction - // 'reconstructing' properly integrated color - motionBlurMaterial.SetFloat ("_SoftZDistance", Mathf.Max(0.00025f, softZDistance) ); - - // generate tile max and neighbour max - Graphics.Blit (velBuffer, tileMax, motionBlurMaterial, 2); - Graphics.Blit (tileMax, neighbourMax, motionBlurMaterial, 3); - - Graphics.Blit (source, destination, motionBlurMaterial, 7); - } - else { - // simple & fast blur (low quality): just blurring along velocity - Graphics.Blit (source, destination, motionBlurMaterial, 5); - } - } - - // cleanup - RenderTexture.ReleaseTemporary (velBuffer); - RenderTexture.ReleaseTemporary (tileMax); - RenderTexture.ReleaseTemporary (neighbourMax); - } - - void Remember () { - prevViewProjMat = currentViewProjMat; - prevFrameForward = transform.forward; - prevFrameUp = transform.up; - prevFramePos = transform.position; - } - - Camera GetTmpCam () { - if (tmpCam == null) { - string name = "_" + _camera.name + "_MotionBlurTmpCam"; - GameObject go = GameObject.Find (name); - if (null == go) // couldn't find, recreate - tmpCam = new GameObject (name, typeof (Camera)); - else - tmpCam = go; - } - - tmpCam.hideFlags = HideFlags.DontSave; - tmpCam.transform.position = _camera.transform.position; - tmpCam.transform.rotation = _camera.transform.rotation; - tmpCam.transform.localScale = _camera.transform.localScale; - tmpCam.GetComponent().CopyFrom(_camera); - - tmpCam.GetComponent().enabled = false; - tmpCam.GetComponent().depthTextureMode = DepthTextureMode.None; - tmpCam.GetComponent().clearFlags = CameraClearFlags.Nothing; - - return tmpCam.GetComponent(); - } - - void StartFrame () { - // take only x% of positional changes into account (camera motion) - // TODO: possibly do the same for rotational part - prevFramePos = Vector3.Slerp(prevFramePos, transform.position, 0.75f); - } - - static int divRoundUp (int x, int d) - { - return (x + d - 1) / d; - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs.meta deleted file mode 100644 index ef18200..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/CameraMotionBlur.cs.meta +++ /dev/null @@ -1,14 +0,0 @@ -fileFormatVersion: 2 -guid: 97e9b95cf609d96409b6c40519432957 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: 85a88efa8c871af4a9d17c64791b6f4f, type: 3} - - dx11MotionBlurShader: {fileID: 4800000, guid: f1b13d7a80660504a858ea24cfa418c6, - type: 3} - - replacementClear: {fileID: 4800000, guid: 7699c5fbfa27745a1abe111ab7bf9785, type: 3} - - noiseTexture: {fileID: 2800000, guid: 31f5a8611c4ed1245b18456206e798dc, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs deleted file mode 100644 index 0425da9..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs +++ /dev/null @@ -1,181 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu ("Image Effects/Color Adjustments/Color Correction (Curves, Saturation)")] - public class ColorCorrectionCurves : PostEffectsBase - { - public enum ColorCorrectionMode - { - Simple = 0, - Advanced = 1 - } - - public AnimationCurve redChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - public AnimationCurve greenChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - public AnimationCurve blueChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - - public bool useDepthCorrection = false; - - public AnimationCurve zCurve = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - public AnimationCurve depthRedChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - public AnimationCurve depthGreenChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - public AnimationCurve depthBlueChannel = new AnimationCurve(new Keyframe(0f,0f), new Keyframe(1f,1f)); - - private Material ccMaterial; - private Material ccDepthMaterial; - private Material selectiveCcMaterial; - - private Texture2D rgbChannelTex; - private Texture2D rgbDepthChannelTex; - private Texture2D zCurveTex; - - public float saturation = 1.0f; - - public bool selectiveCc = false; - - public Color selectiveFromColor = Color.white; - public Color selectiveToColor = Color.white; - - public ColorCorrectionMode mode; - - public bool updateTextures = true; - - public Shader colorCorrectionCurvesShader = null; - public Shader simpleColorCorrectionCurvesShader = null; - public Shader colorCorrectionSelectiveShader = null; - - private bool updateTexturesOnStartup = true; - - - new void Start () - { - base.Start (); - updateTexturesOnStartup = true; - } - - void Awake () { } - - - public override bool CheckResources () - { - CheckSupport (mode == ColorCorrectionMode.Advanced); - - ccMaterial = CheckShaderAndCreateMaterial (simpleColorCorrectionCurvesShader, ccMaterial); - ccDepthMaterial = CheckShaderAndCreateMaterial (colorCorrectionCurvesShader, ccDepthMaterial); - selectiveCcMaterial = CheckShaderAndCreateMaterial (colorCorrectionSelectiveShader, selectiveCcMaterial); - - if (!rgbChannelTex) - rgbChannelTex = new Texture2D (256, 4, TextureFormat.ARGB32, false, true); - if (!rgbDepthChannelTex) - rgbDepthChannelTex = new Texture2D (256, 4, TextureFormat.ARGB32, false, true); - if (!zCurveTex) - zCurveTex = new Texture2D (256, 1, TextureFormat.ARGB32, false, true); - - rgbChannelTex.hideFlags = HideFlags.DontSave; - rgbDepthChannelTex.hideFlags = HideFlags.DontSave; - zCurveTex.hideFlags = HideFlags.DontSave; - - rgbChannelTex.wrapMode = TextureWrapMode.Clamp; - rgbDepthChannelTex.wrapMode = TextureWrapMode.Clamp; - zCurveTex.wrapMode = TextureWrapMode.Clamp; - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - public void UpdateParameters () - { - CheckResources(); // textures might not be created if we're tweaking UI while disabled - - if (redChannel != null && greenChannel != null && blueChannel != null) - { - for (float i = 0.0f; i <= 1.0f; i += 1.0f / 255.0f) - { - float rCh = Mathf.Clamp (redChannel.Evaluate(i), 0.0f, 1.0f); - float gCh = Mathf.Clamp (greenChannel.Evaluate(i), 0.0f, 1.0f); - float bCh = Mathf.Clamp (blueChannel.Evaluate(i), 0.0f, 1.0f); - - rgbChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 0, new Color(rCh,rCh,rCh) ); - rgbChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 1, new Color(gCh,gCh,gCh) ); - rgbChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 2, new Color(bCh,bCh,bCh) ); - - float zC = Mathf.Clamp (zCurve.Evaluate(i), 0.0f,1.0f); - - zCurveTex.SetPixel ((int) Mathf.Floor(i*255.0f), 0, new Color(zC,zC,zC) ); - - rCh = Mathf.Clamp (depthRedChannel.Evaluate(i), 0.0f,1.0f); - gCh = Mathf.Clamp (depthGreenChannel.Evaluate(i), 0.0f,1.0f); - bCh = Mathf.Clamp (depthBlueChannel.Evaluate(i), 0.0f,1.0f); - - rgbDepthChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 0, new Color(rCh,rCh,rCh) ); - rgbDepthChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 1, new Color(gCh,gCh,gCh) ); - rgbDepthChannelTex.SetPixel ((int) Mathf.Floor(i*255.0f), 2, new Color(bCh,bCh,bCh) ); - } - - rgbChannelTex.Apply (); - rgbDepthChannelTex.Apply (); - zCurveTex.Apply (); - } - } - - void UpdateTextures () - { - UpdateParameters (); - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false) - { - Graphics.Blit (source, destination); - return; - } - - if (updateTexturesOnStartup) - { - UpdateParameters (); - updateTexturesOnStartup = false; - } - - if (useDepthCorrection) - GetComponent().depthTextureMode |= DepthTextureMode.Depth; - - RenderTexture renderTarget2Use = destination; - - if (selectiveCc) - { - renderTarget2Use = RenderTexture.GetTemporary (source.width, source.height); - } - - if (useDepthCorrection) - { - ccDepthMaterial.SetTexture ("_RgbTex", rgbChannelTex); - ccDepthMaterial.SetTexture ("_ZCurve", zCurveTex); - ccDepthMaterial.SetTexture ("_RgbDepthTex", rgbDepthChannelTex); - ccDepthMaterial.SetFloat ("_Saturation", saturation); - - Graphics.Blit (source, renderTarget2Use, ccDepthMaterial); - } - else - { - ccMaterial.SetTexture ("_RgbTex", rgbChannelTex); - ccMaterial.SetFloat ("_Saturation", saturation); - - Graphics.Blit (source, renderTarget2Use, ccMaterial); - } - - if (selectiveCc) - { - selectiveCcMaterial.SetColor ("selColor", selectiveFromColor); - selectiveCcMaterial.SetColor ("targetColor", selectiveToColor); - Graphics.Blit (renderTarget2Use, destination, selectiveCcMaterial); - - RenderTexture.ReleaseTemporary (renderTarget2Use); - } - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs.meta deleted file mode 100644 index e60e166..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionCurves.cs.meta +++ /dev/null @@ -1,15 +0,0 @@ -fileFormatVersion: 2 -guid: 1fd999d1b2cf94a45a5b0a47ce074bef -MonoImporter: - serializedVersion: 2 - defaultReferences: - - colorCorrectionCurvesShader: {fileID: 4800000, guid: 62bcade1028c24ca1a39760ed84b9487, - type: 3} - - simpleColorCorrectionCurvesShader: {fileID: 4800000, guid: 438ddd58d82c84d9eb1fdc56111702e1, - type: 3} - - colorCorrectionSelectiveShader: {fileID: 4800000, guid: e515e0f94cefc4c0db54b45cba621544, - type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs deleted file mode 100644 index e85bb59..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs +++ /dev/null @@ -1,130 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu ("Image Effects/Color Adjustments/Color Correction (3D Lookup Texture)")] - public class ColorCorrectionLookup : PostEffectsBase - { - public Shader shader; - private Material material; - - // serialize this instead of having another 2d texture ref'ed - public Texture3D converted3DLut = null; - public string basedOnTempTex = ""; - - - public override bool CheckResources () { - CheckSupport (false); - - material = CheckShaderAndCreateMaterial (shader, material); - - if (!isSupported || !SystemInfo.supports3DTextures) - ReportAutoDisable (); - return isSupported; - } - - void OnDisable () { - if (material) { - DestroyImmediate (material); - material = null; - } - } - - void OnDestroy () { - if (converted3DLut) - DestroyImmediate (converted3DLut); - converted3DLut = null; - } - - public void SetIdentityLut () { - int dim = 16; - var newC = new Color[dim*dim*dim]; - float oneOverDim = 1.0f / (1.0f * dim - 1.0f); - - for(int i = 0; i < dim; i++) { - for(int j = 0; j < dim; j++) { - for(int k = 0; k < dim; k++) { - newC[i + (j*dim) + (k*dim*dim)] = new Color((i*1.0f)*oneOverDim, (j*1.0f)*oneOverDim, (k*1.0f)*oneOverDim, 1.0f); - } - } - } - - if (converted3DLut) - DestroyImmediate (converted3DLut); - converted3DLut = new Texture3D (dim, dim, dim, TextureFormat.ARGB32, false); - converted3DLut.SetPixels (newC); - converted3DLut.Apply (); - basedOnTempTex = ""; - } - - public bool ValidDimensions ( Texture2D tex2d) { - if (!tex2d) return false; - int h = tex2d.height; - if (h != Mathf.FloorToInt(Mathf.Sqrt(tex2d.width))) { - return false; - } - return true; - } - - public void Convert ( Texture2D temp2DTex, string path) { - - // conversion fun: the given 2D texture needs to be of the format - // w * h, wheras h is the 'depth' (or 3d dimension 'dim') and w = dim * dim - - if (temp2DTex) { - int dim = temp2DTex.width * temp2DTex.height; - dim = temp2DTex.height; - - if (!ValidDimensions(temp2DTex)) { - Debug.LogWarning ("The given 2D texture " + temp2DTex.name + " cannot be used as a 3D LUT."); - basedOnTempTex = ""; - return; - } - - var c = temp2DTex.GetPixels(); - var newC = new Color[c.Length]; - - for(int i = 0; i < dim; i++) { - for(int j = 0; j < dim; j++) { - for(int k = 0; k < dim; k++) { - int j_ = dim-j-1; - newC[i + (j*dim) + (k*dim*dim)] = c[k*dim+i+j_*dim*dim]; - } - } - } - - if (converted3DLut) - DestroyImmediate (converted3DLut); - converted3DLut = new Texture3D (dim, dim, dim, TextureFormat.ARGB32, false); - converted3DLut.SetPixels (newC); - converted3DLut.Apply (); - basedOnTempTex = path; - } - else { - // error, something went terribly wrong - Debug.LogError ("Couldn't color correct with 3D LUT texture. Image Effect will be disabled."); - } - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (CheckResources () == false || !SystemInfo.supports3DTextures) { - Graphics.Blit (source, destination); - return; - } - - if (converted3DLut == null) { - SetIdentityLut (); - } - - int lutSize = converted3DLut.width; - converted3DLut.wrapMode = TextureWrapMode.Clamp; - material.SetFloat("_Scale", (lutSize - 1) / (1.0f*lutSize)); - material.SetFloat("_Offset", 1.0f / (2.0f * lutSize)); - material.SetTexture("_ClutTex", converted3DLut); - - Graphics.Blit (source, destination, material, QualitySettings.activeColorSpace == ColorSpace.Linear ? 1 : 0); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs.meta deleted file mode 100644 index 82f6837..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 8cde8c0fd649d9b46bb403ba5e157391 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: b61f0d8d8244b4b28aa66b0c8cb46a8d, type: 3} - - converted3DLut: {instanceID: 0} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs deleted file mode 100644 index ae594f8..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs +++ /dev/null @@ -1,17 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Color Adjustments/Color Correction (Ramp)")] - public class ColorCorrectionRamp : ImageEffectBase { - public Texture textureRamp; - - // Called by camera to apply image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) { - material.SetTexture ("_RampTex", textureRamp); - Graphics.Blit (source, destination, material); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs.meta deleted file mode 100644 index 009d841..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: ea59781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: 67f8781cad112c75d0008dfa8d76c639, type: 3} - - textureRamp: {fileID: 2800000, guid: d440902fad11e807d00044888d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs deleted file mode 100644 index 00c2820..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs +++ /dev/null @@ -1,80 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent(typeof(Camera))] - [AddComponentMenu("Image Effects/Color Adjustments/Contrast Enhance (Unsharp Mask)")] - public class ContrastEnhance : PostEffectsBase - { - [Range(0.0f, 1.0f)] - public float intensity = 0.5f; - [Range(0.0f,0.999f)] - public float threshold = 0.0f; - - private Material separableBlurMaterial; - private Material contrastCompositeMaterial; - - [Range(0.0f,1.0f)] - public float blurSpread = 1.0f; - - public Shader separableBlurShader = null; - public Shader contrastCompositeShader = null; - - - public override bool CheckResources () - { - CheckSupport (false); - - contrastCompositeMaterial = CheckShaderAndCreateMaterial (contrastCompositeShader, contrastCompositeMaterial); - separableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, separableBlurMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false) - { - Graphics.Blit (source, destination); - return; - } - - int rtW = source.width; - int rtH = source.height; - - RenderTexture color2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); - - // downsample - - Graphics.Blit (source, color2); - RenderTexture color4a = RenderTexture.GetTemporary (rtW/4, rtH/4, 0); - Graphics.Blit (color2, color4a); - RenderTexture.ReleaseTemporary (color2); - - // blur - - separableBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, (blurSpread * 1.0f) / color4a.height, 0.0f, 0.0f)); - RenderTexture color4b = RenderTexture.GetTemporary (rtW/4, rtH/4, 0); - Graphics.Blit (color4a, color4b, separableBlurMaterial); - RenderTexture.ReleaseTemporary (color4a); - - separableBlurMaterial.SetVector ("offsets", new Vector4 ((blurSpread * 1.0f) / color4a.width, 0.0f, 0.0f, 0.0f)); - color4a = RenderTexture.GetTemporary (rtW/4, rtH/4, 0); - Graphics.Blit (color4b, color4a, separableBlurMaterial); - RenderTexture.ReleaseTemporary (color4b); - - // composite - - contrastCompositeMaterial.SetTexture ("_MainTexBlurred", color4a); - contrastCompositeMaterial.SetFloat ("intensity", intensity); - contrastCompositeMaterial.SetFloat ("threshold", threshold); - Graphics.Blit (source, destination, contrastCompositeMaterial); - - RenderTexture.ReleaseTemporary (color4a); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs.meta deleted file mode 100644 index c469a7c..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: 3309686a9fbbe6e42a182d5e0257704c -MonoImporter: - serializedVersion: 2 - defaultReferences: - - separableBlurShader: {fileID: 4800000, guid: e97c14fbb5ea04c3a902cc533d7fc5d1, - type: 3} - - contrastCompositeShader: {fileID: 4800000, guid: 273404942eede4ea1883ca1fb2942507, - type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs deleted file mode 100644 index a349d5c..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs +++ /dev/null @@ -1,200 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Color Adjustments/Contrast Stretch")] - public class ContrastStretch : MonoBehaviour - { - /// Adaptation speed - percents per frame, if playing at 30FPS. - /// Default is 0.02 (2% each 1/30s). - [Range(0.0001f, 1.0f)] - public float adaptationSpeed = 0.02f; - - /// If our scene is really dark (or really bright), we might not want to - /// stretch its contrast to the full range. - /// limitMinimum=0, limitMaximum=1 is the same as not applying the effect at all. - /// limitMinimum=1, limitMaximum=0 is always stretching colors to full range. - - /// The limit on the minimum luminance (0...1) - we won't go above this. - [Range(0.0f,1.0f)] - public float limitMinimum = 0.2f; - - /// The limit on the maximum luminance (0...1) - we won't go below this. - [Range(0.0f, 1.0f)] - public float limitMaximum = 0.6f; - - - // To maintain adaptation levels over time, we need two 1x1 render textures - // and ping-pong between them. - private RenderTexture[] adaptRenderTex = new RenderTexture[2]; - private int curAdaptIndex = 0; - - - // Computes scene luminance (grayscale) image - public Shader shaderLum; - private Material m_materialLum; - protected Material materialLum { - get { - if ( m_materialLum == null ) { - m_materialLum = new Material(shaderLum); - m_materialLum.hideFlags = HideFlags.HideAndDontSave; - } - return m_materialLum; - } - } - - // Reduces size of the image by 2x2, while computing maximum/minimum values. - // By repeatedly applying this shader, we reduce the initial luminance image - // to 1x1 image with minimum/maximum luminances found. - public Shader shaderReduce; - private Material m_materialReduce; - protected Material materialReduce { - get { - if ( m_materialReduce == null ) { - m_materialReduce = new Material(shaderReduce); - m_materialReduce.hideFlags = HideFlags.HideAndDontSave; - } - return m_materialReduce; - } - } - - // Adaptation shader - gradually "adapts" minimum/maximum luminances, - // based on currently adapted 1x1 image and the actual 1x1 image of the current scene. - public Shader shaderAdapt; - private Material m_materialAdapt; - protected Material materialAdapt { - get { - if ( m_materialAdapt == null ) { - m_materialAdapt = new Material(shaderAdapt); - m_materialAdapt.hideFlags = HideFlags.HideAndDontSave; - } - return m_materialAdapt; - } - } - - // Final pass - stretches the color values of the original scene, based on currently - // adpated minimum/maximum values. - public Shader shaderApply; - private Material m_materialApply; - protected Material materialApply { - get { - if ( m_materialApply == null ) { - m_materialApply = new Material(shaderApply); - m_materialApply.hideFlags = HideFlags.HideAndDontSave; - } - return m_materialApply; - } - } - - void Start() - { - // Disable if we don't support image effects - if (!SystemInfo.supportsImageEffects) { - enabled = false; - return; - } - - if (!shaderAdapt.isSupported || !shaderApply.isSupported || !shaderLum.isSupported || !shaderReduce.isSupported) { - enabled = false; - return; - } - } - - void OnEnable() - { - for( int i = 0; i < 2; ++i ) - { - if ( !adaptRenderTex[i] ) { - adaptRenderTex[i] = new RenderTexture(1, 1, 0); - adaptRenderTex[i].hideFlags = HideFlags.HideAndDontSave; - } - } - } - - void OnDisable() - { - for( int i = 0; i < 2; ++i ) - { - DestroyImmediate( adaptRenderTex[i] ); - adaptRenderTex[i] = null; - } - if ( m_materialLum ) - DestroyImmediate( m_materialLum ); - if ( m_materialReduce ) - DestroyImmediate( m_materialReduce ); - if ( m_materialAdapt ) - DestroyImmediate( m_materialAdapt ); - if ( m_materialApply ) - DestroyImmediate( m_materialApply ); - } - - - /// Apply the filter - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - // Blit to smaller RT and convert to luminance on the way - const int TEMP_RATIO = 1; // 4x4 smaller - RenderTexture rtTempSrc = RenderTexture.GetTemporary(source.width/TEMP_RATIO, source.height/TEMP_RATIO); - Graphics.Blit (source, rtTempSrc, materialLum); - - // Repeatedly reduce this image in size, computing min/max luminance values - // In the end we'll have 1x1 image with min/max luminances found. - const int FINAL_SIZE = 1; - //const int FINAL_SIZE = 1; - while( rtTempSrc.width > FINAL_SIZE || rtTempSrc.height > FINAL_SIZE ) - { - const int REDUCE_RATIO = 2; // our shader does 2x2 reduction - int destW = rtTempSrc.width / REDUCE_RATIO; - if ( destW < FINAL_SIZE ) destW = FINAL_SIZE; - int destH = rtTempSrc.height / REDUCE_RATIO; - if ( destH < FINAL_SIZE ) destH = FINAL_SIZE; - RenderTexture rtTempDst = RenderTexture.GetTemporary(destW,destH); - Graphics.Blit (rtTempSrc, rtTempDst, materialReduce); - - // Release old src temporary, and make new temporary the source - RenderTexture.ReleaseTemporary( rtTempSrc ); - rtTempSrc = rtTempDst; - } - - // Update viewer's adaptation level - CalculateAdaptation( rtTempSrc ); - - // Apply contrast strech to the original scene, using currently adapted parameters - materialApply.SetTexture("_AdaptTex", adaptRenderTex[curAdaptIndex] ); - Graphics.Blit (source, destination, materialApply); - - RenderTexture.ReleaseTemporary( rtTempSrc ); - } - - - /// Helper function to do gradual adaptation to min/max luminances - private void CalculateAdaptation( Texture curTexture ) - { - int prevAdaptIndex = curAdaptIndex; - curAdaptIndex = (curAdaptIndex+1) % 2; - - // Adaptation speed is expressed in percents/frame, based on 30FPS. - // Calculate the adaptation lerp, based on current FPS. - float adaptLerp = 1.0f - Mathf.Pow( 1.0f - adaptationSpeed, 30.0f * Time.deltaTime ); - const float kMinAdaptLerp = 0.01f; - adaptLerp = Mathf.Clamp( adaptLerp, kMinAdaptLerp, 1 ); - - materialAdapt.SetTexture("_CurTex", curTexture ); - materialAdapt.SetVector("_AdaptParams", new Vector4( - adaptLerp, - limitMinimum, - limitMaximum, - 0.0f - )); - // clear destination RT so its contents don't need to be restored - Graphics.SetRenderTarget(adaptRenderTex[curAdaptIndex]); - GL.Clear(false, true, Color.black); - Graphics.Blit ( - adaptRenderTex[prevAdaptIndex], - adaptRenderTex[curAdaptIndex], - materialAdapt); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs.meta deleted file mode 100644 index a9285bb..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: ec92b071d2d424aecb3e46f28eb63174 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shaderLum: {fileID: 4800000, guid: befbb4b9c320b4b18a08ef7afb93b6c9, type: 3} - - shaderReduce: {fileID: 4800000, guid: 57b33a14b6d5347c5a85c36f6cb3b280, type: 3} - - shaderAdapt: {fileID: 4800000, guid: 257bc83cbeb544540bd0e558aa9b1383, type: 3} - - shaderApply: {fileID: 4800000, guid: f4901f25d4e1542589348bbb89563d8e, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs deleted file mode 100644 index a26d007..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs +++ /dev/null @@ -1,82 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Edge Detection/Crease Shading")] - public class CreaseShading : PostEffectsBase - { - public float intensity = 0.5f; - public int softness = 1; - public float spread = 1.0f; - - public Shader blurShader = null; - private Material blurMaterial = null; - - public Shader depthFetchShader = null; - private Material depthFetchMaterial = null; - - public Shader creaseApplyShader = null; - private Material creaseApplyMaterial = null; - - - public override bool CheckResources () - { - CheckSupport (true); - - blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial); - depthFetchMaterial = CheckShaderAndCreateMaterial (depthFetchShader, depthFetchMaterial); - creaseApplyMaterial = CheckShaderAndCreateMaterial (creaseApplyShader, creaseApplyMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false) - { - Graphics.Blit (source, destination); - return; - } - - int rtW = source.width; - int rtH = source.height; - - float widthOverHeight = (1.0f * rtW) / (1.0f * rtH); - float oneOverBaseSize = 1.0f / 512.0f; - - RenderTexture hrTex = RenderTexture.GetTemporary (rtW, rtH, 0); - RenderTexture lrTex1 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); - - Graphics.Blit (source,hrTex, depthFetchMaterial); - Graphics.Blit (hrTex, lrTex1); - - for(int i = 0; i < softness; i++) - { - RenderTexture lrTex2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); - blurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (lrTex1, lrTex2, blurMaterial); - RenderTexture.ReleaseTemporary (lrTex1); - lrTex1 = lrTex2; - - lrTex2 = RenderTexture.GetTemporary (rtW/2, rtH/2, 0); - blurMaterial.SetVector ("offsets", new Vector4 (spread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (lrTex1, lrTex2, blurMaterial); - RenderTexture.ReleaseTemporary (lrTex1); - lrTex1 = lrTex2; - } - - creaseApplyMaterial.SetTexture ("_HrDepthTex", hrTex); - creaseApplyMaterial.SetTexture ("_LrDepthTex", lrTex1); - creaseApplyMaterial.SetFloat ("intensity", intensity); - Graphics.Blit (source,destination, creaseApplyMaterial); - - RenderTexture.ReleaseTemporary (hrTex); - RenderTexture.ReleaseTemporary (lrTex1); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs.meta deleted file mode 100644 index c6ebebe..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: d64b4f3a592f28b44bf19223ac8b6cd2 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - blurShader: {fileID: 4800000, guid: e97c14fbb5ea04c3a902cc533d7fc5d1, type: 3} - - depthFetchShader: {fileID: 4800000, guid: 14768d3865b1342e3a861fbe19ba2db2, type: 3} - - creaseApplyShader: {fileID: 4800000, guid: b59984d82af624bd3b0c777f038276f2, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs deleted file mode 100644 index 59aee65..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs +++ /dev/null @@ -1,387 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Camera/Depth of Field (Lens Blur, Scatter, DX11)") ] - public class DepthOfField : PostEffectsBase { - - public bool visualizeFocus = false; - public float focalLength = 10.0f; - public float focalSize = 0.05f; - public float aperture = 0.5f; - public Transform focalTransform = null; - public float maxBlurSize = 2.0f; - public bool highResolution = false; - - public enum BlurType { - DiscBlur = 0, - DX11 = 1, - } - - public enum BlurSampleCount { - Low = 0, - Medium = 1, - High = 2, - } - - public BlurType blurType = BlurType.DiscBlur; - public BlurSampleCount blurSampleCount = BlurSampleCount.High; - - public bool nearBlur = false; - public float foregroundOverlap = 1.0f; - - public Shader dofHdrShader; - private Material dofHdrMaterial = null; - - public Shader dx11BokehShader; - private Material dx11bokehMaterial; - - public float dx11BokehThreshold = 0.5f; - public float dx11SpawnHeuristic = 0.0875f; - public Texture2D dx11BokehTexture = null; - public float dx11BokehScale = 1.2f; - public float dx11BokehIntensity = 2.5f; - - private float focalDistance01 = 10.0f; - private ComputeBuffer cbDrawArgs; - private ComputeBuffer cbPoints; - private float internalBlurWidth = 1.0f; - - private Camera cachedCamera; - - public override bool CheckResources () { - CheckSupport (true); // only requires depth, not HDR - - dofHdrMaterial = CheckShaderAndCreateMaterial (dofHdrShader, dofHdrMaterial); - if (supportDX11 && blurType == BlurType.DX11) { - dx11bokehMaterial = CheckShaderAndCreateMaterial(dx11BokehShader, dx11bokehMaterial); - CreateComputeResources (); - } - - if (!isSupported) - ReportAutoDisable (); - - return isSupported; - } - - void OnEnable () { - cachedCamera = GetComponent(); - cachedCamera.depthTextureMode |= DepthTextureMode.Depth; - } - - void OnDisable () { - ReleaseComputeResources (); - - if (dofHdrMaterial) DestroyImmediate(dofHdrMaterial); - dofHdrMaterial = null; - if (dx11bokehMaterial) DestroyImmediate(dx11bokehMaterial); - dx11bokehMaterial = null; - } - - void ReleaseComputeResources () { - if (cbDrawArgs != null) cbDrawArgs.Release(); - cbDrawArgs = null; - if (cbPoints != null) cbPoints.Release(); - cbPoints = null; - } - - void CreateComputeResources () { - if (cbDrawArgs == null) - { - cbDrawArgs = new ComputeBuffer (1, 16, ComputeBufferType.IndirectArguments); - var args= new int[4]; - args[0] = 0; args[1] = 1; args[2] = 0; args[3] = 0; - cbDrawArgs.SetData (args); - } - if (cbPoints == null) - { - cbPoints = new ComputeBuffer (90000, 12+16, ComputeBufferType.Append); - } - } - - float FocalDistance01 ( float worldDist) { - return cachedCamera.WorldToViewportPoint((worldDist-cachedCamera.nearClipPlane) * cachedCamera.transform.forward + cachedCamera.transform.position).z / (cachedCamera.farClipPlane-cachedCamera.nearClipPlane); - } - - private void WriteCoc ( RenderTexture fromTo, bool fgDilate) { - dofHdrMaterial.SetTexture("_FgOverlap", null); - - if (nearBlur && fgDilate) { - - int rtW = fromTo.width/2; - int rtH = fromTo.height/2; - - // capture fg coc - RenderTexture temp2 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format); - Graphics.Blit (fromTo, temp2, dofHdrMaterial, 4); - - // special blur - float fgAdjustment = internalBlurWidth * foregroundOverlap; - - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, fgAdjustment , 0.0f, fgAdjustment)); - RenderTexture temp1 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format); - Graphics.Blit (temp2, temp1, dofHdrMaterial, 2); - RenderTexture.ReleaseTemporary(temp2); - - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (fgAdjustment, 0.0f, 0.0f, fgAdjustment)); - temp2 = RenderTexture.GetTemporary (rtW, rtH, 0, fromTo.format); - Graphics.Blit (temp1, temp2, dofHdrMaterial, 2); - RenderTexture.ReleaseTemporary(temp1); - - // "merge up" with background COC - dofHdrMaterial.SetTexture("_FgOverlap", temp2); - fromTo.MarkRestoreExpected(); // only touching alpha channel, RT restore expected - Graphics.Blit (fromTo, fromTo, dofHdrMaterial, 13); - RenderTexture.ReleaseTemporary(temp2); - } - else { - // capture full coc in alpha channel (fromTo is not read, but bound to detect screen flip) - fromTo.MarkRestoreExpected(); // only touching alpha channel, RT restore expected - Graphics.Blit (fromTo, fromTo, dofHdrMaterial, 0); - } - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (!CheckResources ()) { - Graphics.Blit (source, destination); - return; - } - - // clamp & prepare values so they make sense - - if (aperture < 0.0f) aperture = 0.0f; - if (maxBlurSize < 0.1f) maxBlurSize = 0.1f; - focalSize = Mathf.Clamp(focalSize, 0.0f, 2.0f); - internalBlurWidth = Mathf.Max(maxBlurSize, 0.0f); - - // focal & coc calculations - - focalDistance01 = (focalTransform) ? (cachedCamera.WorldToViewportPoint (focalTransform.position)).z / (cachedCamera.farClipPlane) : FocalDistance01 (focalLength); - dofHdrMaterial.SetVector("_CurveParams", new Vector4(1.0f, focalSize, (1.0f / (1.0f - aperture) - 1.0f), focalDistance01)); - - // possible render texture helpers - - RenderTexture rtLow = null; - RenderTexture rtLow2 = null; - RenderTexture rtSuperLow1 = null; - RenderTexture rtSuperLow2 = null; - float fgBlurDist = internalBlurWidth * foregroundOverlap; - - if (visualizeFocus) - { - - // - // 2. - // visualize coc - // - // - - WriteCoc (source, true); - Graphics.Blit (source, destination, dofHdrMaterial, 16); - } - else if ((blurType == BlurType.DX11) && dx11bokehMaterial) - { - - // - // 1. - // optimized dx11 bokeh scatter - // - // - - - if (highResolution) { - - internalBlurWidth = internalBlurWidth < 0.1f ? 0.1f : internalBlurWidth; - fgBlurDist = internalBlurWidth * foregroundOverlap; - - rtLow = RenderTexture.GetTemporary (source.width, source.height, 0, source.format); - - var dest2= RenderTexture.GetTemporary (source.width, source.height, 0, source.format); - - // capture COC - WriteCoc (source, false); - - // blur a bit so we can do a frequency check - rtSuperLow1 = RenderTexture.GetTemporary(source.width>>1, source.height>>1, 0, source.format); - rtSuperLow2 = RenderTexture.GetTemporary(source.width>>1, source.height>>1, 0, source.format); - - Graphics.Blit(source, rtSuperLow1, dofHdrMaterial, 15); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, 1.5f , 0.0f, 1.5f)); - Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 19); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (1.5f, 0.0f, 0.0f, 1.5f)); - Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 19); - - // capture fg coc - if (nearBlur) - Graphics.Blit (source, rtSuperLow2, dofHdrMaterial, 4); - - dx11bokehMaterial.SetTexture ("_BlurredColor", rtSuperLow1); - dx11bokehMaterial.SetFloat ("_SpawnHeuristic", dx11SpawnHeuristic); - dx11bokehMaterial.SetVector ("_BokehParams", new Vector4(dx11BokehScale, dx11BokehIntensity, Mathf.Clamp(dx11BokehThreshold, 0.005f, 4.0f), internalBlurWidth)); - dx11bokehMaterial.SetTexture ("_FgCocMask", nearBlur ? rtSuperLow2 : null); - - // collect bokeh candidates and replace with a darker pixel - Graphics.SetRandomWriteTarget (1, cbPoints); - Graphics.Blit (source, rtLow, dx11bokehMaterial, 0); - Graphics.ClearRandomWriteTargets (); - - // fg coc blur happens here (after collect!) - if (nearBlur) { - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, fgBlurDist , 0.0f, fgBlurDist)); - Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 2); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (fgBlurDist, 0.0f, 0.0f, fgBlurDist)); - Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 2); - - // merge fg coc with bg coc - Graphics.Blit (rtSuperLow2, rtLow, dofHdrMaterial, 3); - } - - // NEW: LAY OUT ALPHA on destination target so we get nicer outlines for the high rez version - Graphics.Blit (rtLow, dest2, dofHdrMaterial, 20); - - // box blur (easier to merge with bokeh buffer) - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (internalBlurWidth, 0.0f , 0.0f, internalBlurWidth)); - Graphics.Blit (rtLow, source, dofHdrMaterial, 5); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.0f, internalBlurWidth)); - Graphics.Blit (source, dest2, dofHdrMaterial, 21); - - // apply bokeh candidates - Graphics.SetRenderTarget (dest2); - ComputeBuffer.CopyCount (cbPoints, cbDrawArgs, 0); - dx11bokehMaterial.SetBuffer ("pointBuffer", cbPoints); - dx11bokehMaterial.SetTexture ("_MainTex", dx11BokehTexture); - dx11bokehMaterial.SetVector ("_Screen", new Vector3(1.0f/(1.0f*source.width), 1.0f/(1.0f*source.height), internalBlurWidth)); - dx11bokehMaterial.SetPass (2); - - Graphics.DrawProceduralIndirect (MeshTopology.Points, cbDrawArgs, 0); - - Graphics.Blit (dest2, destination); // hackaround for DX11 high resolution flipfun (OPTIMIZEME) - - RenderTexture.ReleaseTemporary(dest2); - RenderTexture.ReleaseTemporary(rtSuperLow1); - RenderTexture.ReleaseTemporary(rtSuperLow2); - } - else { - rtLow = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); - rtLow2 = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); - - fgBlurDist = internalBlurWidth * foregroundOverlap; - - // capture COC & color in low resolution - WriteCoc (source, false); - source.filterMode = FilterMode.Bilinear; - Graphics.Blit (source, rtLow, dofHdrMaterial, 6); - - // blur a bit so we can do a frequency check - rtSuperLow1 = RenderTexture.GetTemporary(rtLow.width>>1, rtLow.height>>1, 0, rtLow.format); - rtSuperLow2 = RenderTexture.GetTemporary(rtLow.width>>1, rtLow.height>>1, 0, rtLow.format); - - Graphics.Blit(rtLow, rtSuperLow1, dofHdrMaterial, 15); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, 1.5f , 0.0f, 1.5f)); - Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 19); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (1.5f, 0.0f, 0.0f, 1.5f)); - Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 19); - - RenderTexture rtLow3 = null; - - if (nearBlur) { - // capture fg coc - rtLow3 = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); - Graphics.Blit (source, rtLow3, dofHdrMaterial, 4); - } - - dx11bokehMaterial.SetTexture ("_BlurredColor", rtSuperLow1); - dx11bokehMaterial.SetFloat ("_SpawnHeuristic", dx11SpawnHeuristic); - dx11bokehMaterial.SetVector ("_BokehParams", new Vector4(dx11BokehScale, dx11BokehIntensity, Mathf.Clamp(dx11BokehThreshold, 0.005f, 4.0f), internalBlurWidth)); - dx11bokehMaterial.SetTexture ("_FgCocMask", rtLow3); - - // collect bokeh candidates and replace with a darker pixel - Graphics.SetRandomWriteTarget (1, cbPoints); - Graphics.Blit (rtLow, rtLow2, dx11bokehMaterial, 0); - Graphics.ClearRandomWriteTargets (); - - RenderTexture.ReleaseTemporary(rtSuperLow1); - RenderTexture.ReleaseTemporary(rtSuperLow2); - - // fg coc blur happens here (after collect!) - if (nearBlur) { - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, fgBlurDist , 0.0f, fgBlurDist)); - Graphics.Blit (rtLow3, rtLow, dofHdrMaterial, 2); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (fgBlurDist, 0.0f, 0.0f, fgBlurDist)); - Graphics.Blit (rtLow, rtLow3, dofHdrMaterial, 2); - - // merge fg coc with bg coc - Graphics.Blit (rtLow3, rtLow2, dofHdrMaterial, 3); - } - - // box blur (easier to merge with bokeh buffer) - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (internalBlurWidth, 0.0f , 0.0f, internalBlurWidth)); - Graphics.Blit (rtLow2, rtLow, dofHdrMaterial, 5); - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.0f, internalBlurWidth)); - Graphics.Blit (rtLow, rtLow2, dofHdrMaterial, 5); - - // apply bokeh candidates - Graphics.SetRenderTarget (rtLow2); - ComputeBuffer.CopyCount (cbPoints, cbDrawArgs, 0); - dx11bokehMaterial.SetBuffer ("pointBuffer", cbPoints); - dx11bokehMaterial.SetTexture ("_MainTex", dx11BokehTexture); - dx11bokehMaterial.SetVector ("_Screen", new Vector3(1.0f/(1.0f*rtLow2.width), 1.0f/(1.0f*rtLow2.height), internalBlurWidth)); - dx11bokehMaterial.SetPass (1); - Graphics.DrawProceduralIndirect (MeshTopology.Points, cbDrawArgs, 0); - - // upsample & combine - dofHdrMaterial.SetTexture ("_LowRez", rtLow2); - dofHdrMaterial.SetTexture ("_FgOverlap", rtLow3); - dofHdrMaterial.SetVector ("_Offsets", ((1.0f*source.width)/(1.0f*rtLow2.width)) * internalBlurWidth * Vector4.one); - Graphics.Blit (source, destination, dofHdrMaterial, 9); - - if (rtLow3) RenderTexture.ReleaseTemporary(rtLow3); - } - } - else - { - - // - // 2. - // poisson disc style blur in low resolution - // - // - - source.filterMode = FilterMode.Bilinear; - - if (highResolution) internalBlurWidth *= 2.0f; - - WriteCoc (source, true); - - rtLow = RenderTexture.GetTemporary (source.width >> 1, source.height >> 1, 0, source.format); - rtLow2 = RenderTexture.GetTemporary (source.width >> 1, source.height >> 1, 0, source.format); - - int blurPass = (blurSampleCount == BlurSampleCount.High || blurSampleCount == BlurSampleCount.Medium) ? 17 : 11; - - if (highResolution) { - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.025f, internalBlurWidth)); - Graphics.Blit (source, destination, dofHdrMaterial, blurPass); - } - else { - dofHdrMaterial.SetVector ("_Offsets", new Vector4 (0.0f, internalBlurWidth, 0.1f, internalBlurWidth)); - - // blur - Graphics.Blit (source, rtLow, dofHdrMaterial, 6); - Graphics.Blit (rtLow, rtLow2, dofHdrMaterial, blurPass); - - // cheaper blur in high resolution, upsample and combine - dofHdrMaterial.SetTexture("_LowRez", rtLow2); - dofHdrMaterial.SetTexture("_FgOverlap", null); - dofHdrMaterial.SetVector ("_Offsets", Vector4.one * ((1.0f*source.width)/(1.0f*rtLow2.width)) * internalBlurWidth); - Graphics.Blit (source, destination, dofHdrMaterial, blurSampleCount == BlurSampleCount.High ? 18 : 12); - } - } - - if (rtLow) RenderTexture.ReleaseTemporary(rtLow); - if (rtLow2) RenderTexture.ReleaseTemporary(rtLow2); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs.meta deleted file mode 100644 index 82a4f57..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfField.cs.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: bd70d448b18cfbc46af26466f752332c -MonoImporter: - serializedVersion: 2 - defaultReferences: - - focalTransform: {instanceID: 0} - - dofHdrShader: {fileID: 4800000, guid: acd613035ff3e455e8abf23fdc8c8c24, type: 3} - - dx11BokehShader: {fileID: 4800000, guid: d8e82664aa8686642a424c88ab10164a, type: 3} - - dx11BokehTexture: {fileID: 2800000, guid: a4cdca73d61814d33ac1587f6c163bca, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs deleted file mode 100644 index c0953df..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs +++ /dev/null @@ -1,427 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Camera/Depth of Field (deprecated)") ] - public class DepthOfFieldDeprecated : PostEffectsBase - { - public enum Dof34QualitySetting - { - OnlyBackground = 1, - BackgroundAndForeground = 2, - } - - public enum DofResolution - { - High = 2, - Medium = 3, - Low = 4, - } - - public enum DofBlurriness - { - Low = 1, - High = 2, - VeryHigh = 4, - } - - public enum BokehDestination - { - Background = 0x1, - Foreground = 0x2, - BackgroundAndForeground = 0x3, - } - - static private int SMOOTH_DOWNSAMPLE_PASS = 6; - static private float BOKEH_EXTRA_BLUR = 2.0f; - - public Dof34QualitySetting quality = Dof34QualitySetting.OnlyBackground; - public DofResolution resolution = DofResolution.Low; - public bool simpleTweakMode = true; - - public float focalPoint = 1.0f; - public float smoothness = 0.5f; - - public float focalZDistance = 0.0f; - public float focalZStartCurve = 1.0f; - public float focalZEndCurve = 1.0f; - - private float focalStartCurve = 2.0f; - private float focalEndCurve = 2.0f; - private float focalDistance01 = 0.1f; - - public Transform objectFocus = null; - public float focalSize = 0.0f; - - public DofBlurriness bluriness = DofBlurriness.High; - public float maxBlurSpread = 1.75f; - - public float foregroundBlurExtrude = 1.15f; - - public Shader dofBlurShader; - private Material dofBlurMaterial = null; - - public Shader dofShader; - private Material dofMaterial = null; - - public bool visualize = false; - public BokehDestination bokehDestination = BokehDestination.Background; - - private float widthOverHeight = 1.25f; - private float oneOverBaseSize = 1.0f / 512.0f; - - public bool bokeh = false; - public bool bokehSupport = true; - public Shader bokehShader; - public Texture2D bokehTexture; - public float bokehScale = 2.4f; - public float bokehIntensity = 0.15f; - public float bokehThresholdContrast = 0.1f; - public float bokehThresholdLuminance = 0.55f; - public int bokehDownsample = 1; - private Material bokehMaterial; - - private Camera _camera; - - void CreateMaterials () { - dofBlurMaterial = CheckShaderAndCreateMaterial (dofBlurShader, dofBlurMaterial); - dofMaterial = CheckShaderAndCreateMaterial (dofShader,dofMaterial); - bokehSupport = bokehShader.isSupported; - - if (bokeh && bokehSupport && bokehShader) - bokehMaterial = CheckShaderAndCreateMaterial (bokehShader, bokehMaterial); - } - - - public override bool CheckResources () { - CheckSupport (true); - - dofBlurMaterial = CheckShaderAndCreateMaterial (dofBlurShader, dofBlurMaterial); - dofMaterial = CheckShaderAndCreateMaterial (dofShader,dofMaterial); - bokehSupport = bokehShader.isSupported; - - if (bokeh && bokehSupport && bokehShader) - bokehMaterial = CheckShaderAndCreateMaterial (bokehShader, bokehMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnDisable () { - Quads.Cleanup (); - } - - void OnEnable () { - _camera = GetComponent(); - _camera.depthTextureMode |= DepthTextureMode.Depth; - } - - float FocalDistance01 ( float worldDist) { - return _camera.WorldToViewportPoint((worldDist-_camera.nearClipPlane) * _camera.transform.forward + _camera.transform.position).z / (_camera.farClipPlane-_camera.nearClipPlane); - } - - int GetDividerBasedOnQuality () { - int divider = 1; - if (resolution == DofResolution.Medium) - divider = 2; - else if (resolution == DofResolution.Low) - divider = 2; - return divider; - } - - int GetLowResolutionDividerBasedOnQuality ( int baseDivider) { - int lowTexDivider = baseDivider; - if (resolution == DofResolution.High) - lowTexDivider *= 2; - if (resolution == DofResolution.Low) - lowTexDivider *= 2; - return lowTexDivider; - } - - private RenderTexture foregroundTexture = null; - private RenderTexture mediumRezWorkTexture = null; - private RenderTexture finalDefocus = null; - private RenderTexture lowRezWorkTexture = null; - private RenderTexture bokehSource = null; - private RenderTexture bokehSource2 = null; - - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (CheckResources()==false) { - Graphics.Blit (source, destination); - return; - } - - if (smoothness < 0.1f) - smoothness = 0.1f; - - // update needed focal & rt size parameter - - bokeh = bokeh && bokehSupport; - float bokehBlurAmplifier = bokeh ? BOKEH_EXTRA_BLUR : 1.0f; - - bool blurForeground = quality > Dof34QualitySetting.OnlyBackground; - float focal01Size = focalSize / (_camera.farClipPlane - _camera.nearClipPlane);; - - if (simpleTweakMode) { - focalDistance01 = objectFocus ? (_camera.WorldToViewportPoint (objectFocus.position)).z / (_camera.farClipPlane) : FocalDistance01 (focalPoint); - focalStartCurve = focalDistance01 * smoothness; - focalEndCurve = focalStartCurve; - blurForeground = blurForeground && (focalPoint > (_camera.nearClipPlane + Mathf.Epsilon)); - } - else { - if (objectFocus) { - var vpPoint= _camera.WorldToViewportPoint (objectFocus.position); - vpPoint.z = (vpPoint.z) / (_camera.farClipPlane); - focalDistance01 = vpPoint.z; - } - else - focalDistance01 = FocalDistance01 (focalZDistance); - - focalStartCurve = focalZStartCurve; - focalEndCurve = focalZEndCurve; - blurForeground = blurForeground && (focalPoint > (_camera.nearClipPlane + Mathf.Epsilon)); - } - - widthOverHeight = (1.0f * source.width) / (1.0f * source.height); - oneOverBaseSize = 1.0f / 512.0f; - - dofMaterial.SetFloat ("_ForegroundBlurExtrude", foregroundBlurExtrude); - dofMaterial.SetVector ("_CurveParams", new Vector4 (simpleTweakMode ? 1.0f / focalStartCurve : focalStartCurve, simpleTweakMode ? 1.0f / focalEndCurve : focalEndCurve, focal01Size * 0.5f, focalDistance01)); - dofMaterial.SetVector ("_InvRenderTargetSize", new Vector4 (1.0f / (1.0f * source.width), 1.0f / (1.0f * source.height),0.0f,0.0f)); - - int divider = GetDividerBasedOnQuality (); - int lowTexDivider = GetLowResolutionDividerBasedOnQuality (divider); - - AllocateTextures (blurForeground, source, divider, lowTexDivider); - - // WRITE COC to alpha channel - // source is only being bound to detect y texcoord flip - Graphics.Blit (source, source, dofMaterial, 3); - - // better DOWNSAMPLE (could actually be weighted for higher quality) - Downsample (source, mediumRezWorkTexture); - - // BLUR A LITTLE first, which has two purposes - // 1.) reduce jitter, noise, aliasing - // 2.) produce the little-blur buffer used in composition later - Blur (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 4, maxBlurSpread); - - if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0)) - { - dofMaterial.SetVector ("_Threshhold", new Vector4(bokehThresholdContrast, bokehThresholdLuminance, 0.95f, 0.0f)); - - // add and mark the parts that should end up as bokeh shapes - Graphics.Blit (mediumRezWorkTexture, bokehSource2, dofMaterial, 11); - - // remove those parts (maybe even a little tittle bittle more) from the regurlarly blurred buffer - //Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture, dofMaterial, 10); - Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture);//, dofMaterial, 10); - - // maybe you want to reblur the small blur ... but not really needed. - //Blur (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 4, maxBlurSpread); - - // bigger BLUR - Blur (lowRezWorkTexture, lowRezWorkTexture, bluriness, 0, maxBlurSpread * bokehBlurAmplifier); - } - else { - // bigger BLUR - Downsample (mediumRezWorkTexture, lowRezWorkTexture); - Blur (lowRezWorkTexture, lowRezWorkTexture, bluriness, 0, maxBlurSpread); - } - - dofBlurMaterial.SetTexture ("_TapLow", lowRezWorkTexture); - dofBlurMaterial.SetTexture ("_TapMedium", mediumRezWorkTexture); - Graphics.Blit (null, finalDefocus, dofBlurMaterial, 3); - - // we are only adding bokeh now if the background is the only part we have to deal with - if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0)) - AddBokeh (bokehSource2, bokehSource, finalDefocus); - - dofMaterial.SetTexture ("_TapLowBackground", finalDefocus); - dofMaterial.SetTexture ("_TapMedium", mediumRezWorkTexture); // needed for debugging/visualization - - // FINAL DEFOCUS (background) - Graphics.Blit (source, blurForeground ? foregroundTexture : destination, dofMaterial, visualize ? 2 : 0); - - // FINAL DEFOCUS (foreground) - if (blurForeground) { - // WRITE COC to alpha channel - Graphics.Blit (foregroundTexture, source, dofMaterial, 5); - - // DOWNSAMPLE (unweighted) - Downsample (source, mediumRezWorkTexture); - - // BLUR A LITTLE first, which has two purposes - // 1.) reduce jitter, noise, aliasing - // 2.) produce the little-blur buffer used in composition later - BlurFg (mediumRezWorkTexture, mediumRezWorkTexture, DofBlurriness.Low, 2, maxBlurSpread); - - if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0)) - { - dofMaterial.SetVector ("_Threshhold", new Vector4(bokehThresholdContrast * 0.5f, bokehThresholdLuminance, 0.0f, 0.0f)); - - // add and mark the parts that should end up as bokeh shapes - Graphics.Blit (mediumRezWorkTexture, bokehSource2, dofMaterial, 11); - - // remove the parts (maybe even a little tittle bittle more) that will end up in bokeh space - //Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture, dofMaterial, 10); - Graphics.Blit (mediumRezWorkTexture, lowRezWorkTexture);//, dofMaterial, 10); - - // big BLUR - BlurFg (lowRezWorkTexture, lowRezWorkTexture, bluriness, 1, maxBlurSpread * bokehBlurAmplifier); - } - else { - // big BLUR - BlurFg (mediumRezWorkTexture, lowRezWorkTexture, bluriness, 1, maxBlurSpread); - } - - // simple upsample once - Graphics.Blit (lowRezWorkTexture, finalDefocus); - - dofMaterial.SetTexture ("_TapLowForeground", finalDefocus); - Graphics.Blit (source, destination, dofMaterial, visualize ? 1 : 4); - - if ((bokeh) && ((BokehDestination.Foreground & bokehDestination) != 0)) - AddBokeh (bokehSource2, bokehSource, destination); - } - - ReleaseTextures (); - } - - void Blur ( RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread) { - RenderTexture tmp = RenderTexture.GetTemporary (to.width, to.height); - if ((int)iterations > 1) { - BlurHex (from, to, blurPass, spread, tmp); - if ((int)iterations > 2) { - dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (to, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - } - else { - dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - RenderTexture.ReleaseTemporary (tmp); - } - - void BlurFg ( RenderTexture from, RenderTexture to, DofBlurriness iterations, int blurPass, float spread) { - // we want a nice, big coc, hence we need to tap once from this (higher resolution) texture - dofBlurMaterial.SetTexture ("_TapHigh", from); - - RenderTexture tmp = RenderTexture.GetTemporary (to.width, to.height); - if ((int)iterations > 1) { - BlurHex (from, to, blurPass, spread, tmp); - if ((int)iterations > 2) { - dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (to, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - } - else { - dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - RenderTexture.ReleaseTemporary (tmp); - } - - void BlurHex ( RenderTexture from, RenderTexture to, int blurPass, float spread, RenderTexture tmp) { - dofBlurMaterial.SetVector ("offsets", new Vector4 (0.0f, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (to, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", new Vector4 (spread / widthOverHeight * oneOverBaseSize, -spread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - - void Downsample ( RenderTexture from, RenderTexture to) { - dofMaterial.SetVector ("_InvRenderTargetSize", new Vector4 (1.0f / (1.0f * to.width), 1.0f / (1.0f * to.height), 0.0f, 0.0f)); - Graphics.Blit (from, to, dofMaterial, SMOOTH_DOWNSAMPLE_PASS); - } - - void AddBokeh ( RenderTexture bokehInfo, RenderTexture tempTex, RenderTexture finalTarget) { - if (bokehMaterial) { - var meshes = Quads.GetMeshes (tempTex.width, tempTex.height); // quads: exchanging more triangles with less overdraw - - RenderTexture.active = tempTex; - GL.Clear (false, true, new Color (0.0f, 0.0f, 0.0f, 0.0f)); - - GL.PushMatrix (); - GL.LoadIdentity (); - - // point filter mode is important, otherwise we get bokeh shape & size artefacts - bokehInfo.filterMode = FilterMode.Point; - - float arW = (bokehInfo.width * 1.0f) / (bokehInfo.height * 1.0f); - float sc = 2.0f / (1.0f * bokehInfo.width); - sc += bokehScale * maxBlurSpread * BOKEH_EXTRA_BLUR * oneOverBaseSize; - - bokehMaterial.SetTexture ("_Source", bokehInfo); - bokehMaterial.SetTexture ("_MainTex", bokehTexture); - bokehMaterial.SetVector ("_ArScale",new Vector4 (sc, sc * arW, 0.5f, 0.5f * arW)); - bokehMaterial.SetFloat ("_Intensity", bokehIntensity); - bokehMaterial.SetPass (0); - - foreach(Mesh m in meshes) - if (m) Graphics.DrawMeshNow (m, Matrix4x4.identity); - - GL.PopMatrix (); - - Graphics.Blit (tempTex, finalTarget, dofMaterial, 8); - - // important to set back as we sample from this later on - bokehInfo.filterMode = FilterMode.Bilinear; - } - } - - - void ReleaseTextures () { - if (foregroundTexture) RenderTexture.ReleaseTemporary (foregroundTexture); - if (finalDefocus) RenderTexture.ReleaseTemporary (finalDefocus); - if (mediumRezWorkTexture) RenderTexture.ReleaseTemporary (mediumRezWorkTexture); - if (lowRezWorkTexture) RenderTexture.ReleaseTemporary (lowRezWorkTexture); - if (bokehSource) RenderTexture.ReleaseTemporary (bokehSource); - if (bokehSource2) RenderTexture.ReleaseTemporary (bokehSource2); - } - - void AllocateTextures ( bool blurForeground, RenderTexture source, int divider, int lowTexDivider) { - foregroundTexture = null; - if (blurForeground) - foregroundTexture = RenderTexture.GetTemporary (source.width, source.height, 0); - mediumRezWorkTexture = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0); - finalDefocus = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0); - lowRezWorkTexture = RenderTexture.GetTemporary (source.width / lowTexDivider, source.height / lowTexDivider, 0); - bokehSource = null; - bokehSource2 = null; - if (bokeh) { - bokehSource = RenderTexture.GetTemporary (source.width / (lowTexDivider * bokehDownsample), source.height / (lowTexDivider * bokehDownsample), 0, RenderTextureFormat.ARGBHalf); - bokehSource2 = RenderTexture.GetTemporary (source.width / (lowTexDivider * bokehDownsample), source.height / (lowTexDivider * bokehDownsample), 0, RenderTextureFormat.ARGBHalf); - bokehSource.filterMode = FilterMode.Bilinear; - bokehSource2.filterMode = FilterMode.Bilinear; - RenderTexture.active = bokehSource2; - GL.Clear (false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f)); - } - - // to make sure: always use bilinear filter setting - - source.filterMode = FilterMode.Bilinear; - finalDefocus.filterMode = FilterMode.Bilinear; - mediumRezWorkTexture.filterMode = FilterMode.Bilinear; - lowRezWorkTexture.filterMode = FilterMode.Bilinear; - if (foregroundTexture) - foregroundTexture.filterMode = FilterMode.Bilinear; - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs.meta deleted file mode 100644 index b252a6c..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs.meta +++ /dev/null @@ -1,14 +0,0 @@ -fileFormatVersion: 2 -guid: 83d8db0ec466c14429f58c68c16398a1 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - objectFocus: {instanceID: 0} - - dofBlurShader: {fileID: 4800000, guid: bb4af680337344a4abad65a4e8873c50, type: 3} - - dofShader: {fileID: 4800000, guid: 987fb0677d01f43ce8a9dbf12271e668, type: 3} - - bokehShader: {fileID: 4800000, guid: 57cdacf9b217546aaa18edf39a6151c0, type: 3} - - bokehTexture: {fileID: 2800000, guid: fc00ec05a89da4ff695a4273715cd5ce, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs deleted file mode 100644 index 9f95aa0..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs +++ /dev/null @@ -1,89 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof (Camera))] - [AddComponentMenu ("Image Effects/Edge Detection/Edge Detection")] - public class EdgeDetection : PostEffectsBase - { - public enum EdgeDetectMode - { - TriangleDepthNormals = 0, - RobertsCrossDepthNormals = 1, - SobelDepth = 2, - SobelDepthThin = 3, - TriangleLuminance = 4, - } - - - public EdgeDetectMode mode = EdgeDetectMode.SobelDepthThin; - public float sensitivityDepth = 1.0f; - public float sensitivityNormals = 1.0f; - public float lumThreshold = 0.2f; - public float edgeExp = 1.0f; - public float sampleDist = 1.0f; - public float edgesOnly = 0.0f; - public Color edgesOnlyBgColor = Color.white; - - public Shader edgeDetectShader; - private Material edgeDetectMaterial = null; - private EdgeDetectMode oldMode = EdgeDetectMode.SobelDepthThin; - - - public override bool CheckResources () - { - CheckSupport (true); - - edgeDetectMaterial = CheckShaderAndCreateMaterial (edgeDetectShader,edgeDetectMaterial); - if (mode != oldMode) - SetCameraFlag (); - - oldMode = mode; - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - - new void Start () - { - oldMode = mode; - } - - void SetCameraFlag () - { - if (mode == EdgeDetectMode.SobelDepth || mode == EdgeDetectMode.SobelDepthThin) - GetComponent().depthTextureMode |= DepthTextureMode.Depth; - else if (mode == EdgeDetectMode.TriangleDepthNormals || mode == EdgeDetectMode.RobertsCrossDepthNormals) - GetComponent().depthTextureMode |= DepthTextureMode.DepthNormals; - } - - void OnEnable () - { - SetCameraFlag(); - } - - [ImageEffectOpaque] - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources () == false) - { - Graphics.Blit (source, destination); - return; - } - - Vector2 sensitivity = new Vector2 (sensitivityDepth, sensitivityNormals); - edgeDetectMaterial.SetVector ("_Sensitivity", new Vector4 (sensitivity.x, sensitivity.y, 1.0f, sensitivity.y)); - edgeDetectMaterial.SetFloat ("_BgFade", edgesOnly); - edgeDetectMaterial.SetFloat ("_SampleDistance", sampleDist); - edgeDetectMaterial.SetVector ("_BgColor", edgesOnlyBgColor); - edgeDetectMaterial.SetFloat ("_Exponent", edgeExp); - edgeDetectMaterial.SetFloat ("_Threshold", lumThreshold); - - Graphics.Blit (source, destination, edgeDetectMaterial, (int) mode); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs.meta deleted file mode 100644 index 22ad6e8..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 730475ee64f9a894bbac0d9e6f22e813 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - edgeDetectShader: {fileID: 4800000, guid: 0d1644bdf064147baa97f235fc5b4903, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs deleted file mode 100644 index 069affa..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs +++ /dev/null @@ -1,46 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Displacement/Fisheye")] - public class Fisheye : PostEffectsBase - { - [Range(0.0f, 1.5f)] - public float strengthX = 0.05f; - [Range(0.0f, 1.5f)] - public float strengthY = 0.05f; - - public Shader fishEyeShader = null; - private Material fisheyeMaterial = null; - - - public override bool CheckResources () - { - CheckSupport (false); - fisheyeMaterial = CheckShaderAndCreateMaterial(fishEyeShader,fisheyeMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false) - { - Graphics.Blit (source, destination); - return; - } - - float oneOverBaseSize = 80.0f / 512.0f; // to keep values more like in the old version of fisheye - - float ar = (source.width * 1.0f) / (source.height * 1.0f); - - fisheyeMaterial.SetVector ("intensity", new Vector4 (strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize, strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize)); - Graphics.Blit (source, destination, fisheyeMaterial); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs.meta deleted file mode 100644 index deb7976..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 4739c22ef73ad62488fe344c8fe9addd -MonoImporter: - serializedVersion: 2 - defaultReferences: - - fishEyeShader: {fileID: 4800000, guid: 874ceab4425f64bccb1d14032f4452b1, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs deleted file mode 100644 index 8a1bd96..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs +++ /dev/null @@ -1,150 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Rendering/Global Fog")] - class GlobalFog : PostEffectsBase - { - [Tooltip("Apply distance-based fog?")] - public bool distanceFog = true; - [Tooltip("Exclude far plane pixels from distance-based fog? (Skybox or clear color)")] - public bool excludeFarPixels = true; - [Tooltip("Distance fog is based on radial distance from camera when checked")] - public bool useRadialDistance = false; - [Tooltip("Apply height-based fog?")] - public bool heightFog = true; - [Tooltip("Fog top Y coordinate")] - public float height = 1.0f; - [Range(0.001f,10.0f)] - public float heightDensity = 2.0f; - [Tooltip("Push fog away from the camera by this amount")] - public float startDistance = 0.0f; - - public Shader fogShader = null; - private Material fogMaterial = null; - - - public override bool CheckResources () - { - CheckSupport (true); - - fogMaterial = CheckShaderAndCreateMaterial (fogShader, fogMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - [ImageEffectOpaque] - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false || (!distanceFog && !heightFog)) - { - Graphics.Blit (source, destination); - return; - } - - Camera cam = GetComponent(); - Transform camtr = cam.transform; - float camNear = cam.nearClipPlane; - float camFar = cam.farClipPlane; - float camFov = cam.fieldOfView; - float camAspect = cam.aspect; - - Matrix4x4 frustumCorners = Matrix4x4.identity; - - float fovWHalf = camFov * 0.5f; - - Vector3 toRight = camtr.right * camNear * Mathf.Tan (fovWHalf * Mathf.Deg2Rad) * camAspect; - Vector3 toTop = camtr.up * camNear * Mathf.Tan (fovWHalf * Mathf.Deg2Rad); - - Vector3 topLeft = (camtr.forward * camNear - toRight + toTop); - float camScale = topLeft.magnitude * camFar/camNear; - - topLeft.Normalize(); - topLeft *= camScale; - - Vector3 topRight = (camtr.forward * camNear + toRight + toTop); - topRight.Normalize(); - topRight *= camScale; - - Vector3 bottomRight = (camtr.forward * camNear + toRight - toTop); - bottomRight.Normalize(); - bottomRight *= camScale; - - Vector3 bottomLeft = (camtr.forward * camNear - toRight - toTop); - bottomLeft.Normalize(); - bottomLeft *= camScale; - - frustumCorners.SetRow (0, topLeft); - frustumCorners.SetRow (1, topRight); - frustumCorners.SetRow (2, bottomRight); - frustumCorners.SetRow (3, bottomLeft); - - var camPos= camtr.position; - float FdotC = camPos.y-height; - float paramK = (FdotC <= 0.0f ? 1.0f : 0.0f); - float excludeDepth = (excludeFarPixels ? 1.0f : 2.0f); - fogMaterial.SetMatrix ("_FrustumCornersWS", frustumCorners); - fogMaterial.SetVector ("_CameraWS", camPos); - fogMaterial.SetVector ("_HeightParams", new Vector4 (height, FdotC, paramK, heightDensity*0.5f)); - fogMaterial.SetVector ("_DistanceParams", new Vector4 (-Mathf.Max(startDistance,0.0f), excludeDepth, 0, 0)); - - var sceneMode= RenderSettings.fogMode; - var sceneDensity= RenderSettings.fogDensity; - var sceneStart= RenderSettings.fogStartDistance; - var sceneEnd= RenderSettings.fogEndDistance; - Vector4 sceneParams; - bool linear = (sceneMode == FogMode.Linear); - float diff = linear ? sceneEnd - sceneStart : 0.0f; - float invDiff = Mathf.Abs(diff) > 0.0001f ? 1.0f / diff : 0.0f; - sceneParams.x = sceneDensity * 1.2011224087f; // density / sqrt(ln(2)), used by Exp2 fog mode - sceneParams.y = sceneDensity * 1.4426950408f; // density / ln(2), used by Exp fog mode - sceneParams.z = linear ? -invDiff : 0.0f; - sceneParams.w = linear ? sceneEnd * invDiff : 0.0f; - fogMaterial.SetVector ("_SceneFogParams", sceneParams); - fogMaterial.SetVector ("_SceneFogMode", new Vector4((int)sceneMode, useRadialDistance ? 1 : 0, 0, 0)); - - int pass = 0; - if (distanceFog && heightFog) - pass = 0; // distance + height - else if (distanceFog) - pass = 1; // distance only - else - pass = 2; // height only - CustomGraphicsBlit (source, destination, fogMaterial, pass); - } - - static void CustomGraphicsBlit (RenderTexture source, RenderTexture dest, Material fxMaterial, int passNr) - { - RenderTexture.active = dest; - - fxMaterial.SetTexture ("_MainTex", source); - - GL.PushMatrix (); - GL.LoadOrtho (); - - fxMaterial.SetPass (passNr); - - GL.Begin (GL.QUADS); - - GL.MultiTexCoord2 (0, 0.0f, 0.0f); - GL.Vertex3 (0.0f, 0.0f, 3.0f); // BL - - GL.MultiTexCoord2 (0, 1.0f, 0.0f); - GL.Vertex3 (1.0f, 0.0f, 2.0f); // BR - - GL.MultiTexCoord2 (0, 1.0f, 1.0f); - GL.Vertex3 (1.0f, 1.0f, 1.0f); // TR - - GL.MultiTexCoord2 (0, 0.0f, 1.0f); - GL.Vertex3 (0.0f, 1.0f, 0.0f); // TL - - GL.End (); - GL.PopMatrix (); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs.meta deleted file mode 100644 index fa21d25..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 76b5ec6153a1d55438228df10fe66844 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - fogShader: {fileID: 4800000, guid: 70d8568987ac0499f952b54c7c13e265, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs deleted file mode 100644 index 369d5cd..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs +++ /dev/null @@ -1,21 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Color Adjustments/Grayscale")] - public class Grayscale : ImageEffectBase { - public Texture textureRamp; - - [Range(-1.0f,1.0f)] - public float rampOffset; - - // Called by camera to apply image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) { - material.SetTexture("_RampTex", textureRamp); - material.SetFloat("_RampOffset", rampOffset); - Graphics.Blit (source, destination, material); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs.meta deleted file mode 100644 index b23db62..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 243a781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: daf9781cad112c75d0008dfa8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs deleted file mode 100644 index 0158215..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs +++ /dev/null @@ -1,55 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [RequireComponent(typeof (Camera))] - [AddComponentMenu("")] - public class ImageEffectBase : MonoBehaviour - { - /// Provides a shader property that is set in the inspector - /// and a material instantiated from the shader - public Shader shader; - - private Material m_Material; - - - protected virtual void Start() - { - // Disable if we don't support image effects - if (!SystemInfo.supportsImageEffects) - { - enabled = false; - return; - } - - // Disable the image effect if the shader can't - // run on the users graphics card - if (!shader || !shader.isSupported) - enabled = false; - } - - - protected Material material - { - get - { - if (m_Material == null) - { - m_Material = new Material(shader); - m_Material.hideFlags = HideFlags.HideAndDontSave; - } - return m_Material; - } - } - - - protected virtual void OnDisable() - { - if (m_Material) - { - DestroyImmediate(m_Material); - } - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs.meta deleted file mode 100644 index f3c0025..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f6469eb0ad1119d6d00011d98d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs deleted file mode 100644 index c8d4afc..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs +++ /dev/null @@ -1,42 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - /// A Utility class for performing various image based rendering tasks. - [AddComponentMenu("")] - public class ImageEffects - { - public static void RenderDistortion(Material material, RenderTexture source, RenderTexture destination, float angle, Vector2 center, Vector2 radius) - { - bool invertY = source.texelSize.y < 0.0f; - if (invertY) - { - center.y = 1.0f - center.y; - angle = -angle; - } - - Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, angle), Vector3.one); - - material.SetMatrix("_RotationMatrix", rotationMatrix); - material.SetVector("_CenterRadius", new Vector4(center.x, center.y, radius.x, radius.y)); - material.SetFloat("_Angle", angle*Mathf.Deg2Rad); - - Graphics.Blit(source, destination, material); - } - - - [Obsolete("Use Graphics.Blit(source,dest) instead")] - public static void Blit(RenderTexture source, RenderTexture dest) - { - Graphics.Blit(source, dest); - } - - - [Obsolete("Use Graphics.Blit(source, destination, material) instead")] - public static void BlitWithMaterial(Material material, RenderTexture source, RenderTexture dest) - { - Graphics.Blit(source, dest, material); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs.meta deleted file mode 100644 index 9d82a11..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs.meta +++ /dev/null @@ -1,17 +0,0 @@ -fileFormatVersion: 2 -guid: 89a037199d11087f1100e2b844295342 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - blitCopyShader: {fileID: 4800000, guid: 3338b5ea2f3cb594698fae65cf060346, type: 3} - - blitMultiplyShader: {fileID: 4800000, guid: 7034c801b78acab448cdcf845f7c352d, - type: 3} - - blitMultiply2XShader: {fileID: 4800000, guid: cde82987e0a884c4788c65f7b54390e8, - type: 3} - - blitAddShader: {fileID: 4800000, guid: c7515f214a63bdb42b6ae6335a00a8a4, type: 3} - - blitAddSmoothShader: {fileID: 4800000, guid: 7741a77a7c455d0418bc429bd508dc87, - type: 3} - - blitBlendShader: {fileID: 4800000, guid: f1cf7e9c98754c4429ff0f7cc1d9dd7b, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs deleted file mode 100644 index 3914868..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs +++ /dev/null @@ -1,76 +0,0 @@ -using System; -using UnityEngine; - -// This class implements simple ghosting type Motion Blur. -// If Extra Blur is selected, the scene will allways be a little blurred, -// as it is scaled to a smaller resolution. -// The effect works by accumulating the previous frames in an accumulation -// texture. -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Blur/Motion Blur (Color Accumulation)")] - [RequireComponent(typeof(Camera))] - public class MotionBlur : ImageEffectBase - { - [Range(0.0f, 0.92f)] - public float blurAmount = 0.8f; - public bool extraBlur = false; - - private RenderTexture accumTexture; - - override protected void Start() - { - if (!SystemInfo.supportsRenderTextures) - { - enabled = false; - return; - } - base.Start(); - } - - override protected void OnDisable() - { - base.OnDisable(); - DestroyImmediate(accumTexture); - } - - // Called by camera to apply image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - // Create the accumulation texture - if (accumTexture == null || accumTexture.width != source.width || accumTexture.height != source.height) - { - DestroyImmediate(accumTexture); - accumTexture = new RenderTexture(source.width, source.height, 0); - accumTexture.hideFlags = HideFlags.HideAndDontSave; - Graphics.Blit( source, accumTexture ); - } - - // If Extra Blur is selected, downscale the texture to 4x4 smaller resolution. - if (extraBlur) - { - RenderTexture blurbuffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0); - accumTexture.MarkRestoreExpected(); - Graphics.Blit(accumTexture, blurbuffer); - Graphics.Blit(blurbuffer,accumTexture); - RenderTexture.ReleaseTemporary(blurbuffer); - } - - // Clamp the motion blur variable, so it can never leave permanent trails in the image - blurAmount = Mathf.Clamp( blurAmount, 0.0f, 0.92f ); - - // Setup the texture and floating point values in the shader - material.SetTexture("_MainTex", accumTexture); - material.SetFloat("_AccumOrig", 1.0F-blurAmount); - - // We are accumulating motion over frames without clear/discard - // by design, so silence any performance warnings from Unity - accumTexture.MarkRestoreExpected(); - - // Render the image using the motion blur shader - Graphics.Blit (source, accumTexture, material); - Graphics.Blit (accumTexture, destination); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs.meta deleted file mode 100644 index 5fe9ed8..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 478a2083ad114a07d000fbfb8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: e9ba2083ad114a07d000fbfb8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs deleted file mode 100644 index 3230bdb..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs +++ /dev/null @@ -1,181 +0,0 @@ -using System; -using UnityEngine; -using Random = UnityEngine.Random; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Noise/Noise And Grain (Filmic)")] - public class NoiseAndGrain : PostEffectsBase - { - - public float intensityMultiplier = 0.25f; - - public float generalIntensity = 0.5f; - public float blackIntensity = 1.0f; - public float whiteIntensity = 1.0f; - public float midGrey = 0.2f; - - public bool dx11Grain = false; - public float softness = 0.0f; - public bool monochrome = false; - - public Vector3 intensities = new Vector3(1.0f, 1.0f, 1.0f); - public Vector3 tiling = new Vector3(64.0f, 64.0f, 64.0f); - public float monochromeTiling = 64.0f; - - public FilterMode filterMode = FilterMode.Bilinear; - - public Texture2D noiseTexture; - - public Shader noiseShader; - private Material noiseMaterial = null; - - public Shader dx11NoiseShader; - private Material dx11NoiseMaterial = null; - - private static float TILE_AMOUNT = 64.0f; - - - public override bool CheckResources () - { - CheckSupport (false); - - noiseMaterial = CheckShaderAndCreateMaterial (noiseShader, noiseMaterial); - - if (dx11Grain && supportDX11) - { -#if UNITY_EDITOR - dx11NoiseShader = Shader.Find("Hidden/NoiseAndGrainDX11"); -#endif - dx11NoiseMaterial = CheckShaderAndCreateMaterial (dx11NoiseShader, dx11NoiseMaterial); - } - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources()==false || (null==noiseTexture)) - { - Graphics.Blit (source, destination); - if (null==noiseTexture) { - Debug.LogWarning("Noise & Grain effect failing as noise texture is not assigned. please assign.", transform); - } - return; - } - - softness = Mathf.Clamp(softness, 0.0f, 0.99f); - - if (dx11Grain && supportDX11) - { - // We have a fancy, procedural noise pattern in this version, so no texture needed - - dx11NoiseMaterial.SetFloat("_DX11NoiseTime", Time.frameCount); - dx11NoiseMaterial.SetTexture ("_NoiseTex", noiseTexture); - dx11NoiseMaterial.SetVector ("_NoisePerChannel", monochrome ? Vector3.one : intensities); - dx11NoiseMaterial.SetVector ("_MidGrey", new Vector3(midGrey, 1.0f/(1.0f-midGrey), -1.0f/midGrey)); - dx11NoiseMaterial.SetVector ("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier); - - if (softness > Mathf.Epsilon) - { - RenderTexture rt = RenderTexture.GetTemporary((int) (source.width * (1.0f-softness)), (int) (source.height * (1.0f-softness))); - DrawNoiseQuadGrid (source, rt, dx11NoiseMaterial, noiseTexture, monochrome ? 3 : 2); - dx11NoiseMaterial.SetTexture("_NoiseTex", rt); - Graphics.Blit(source, destination, dx11NoiseMaterial, 4); - RenderTexture.ReleaseTemporary(rt); - } - else - DrawNoiseQuadGrid (source, destination, dx11NoiseMaterial, noiseTexture, (monochrome ? 1 : 0)); - } - else - { - // normal noise (DX9 style) - - if (noiseTexture) { - noiseTexture.wrapMode = TextureWrapMode.Repeat; - noiseTexture.filterMode = filterMode; - } - - noiseMaterial.SetTexture ("_NoiseTex", noiseTexture); - noiseMaterial.SetVector ("_NoisePerChannel", monochrome ? Vector3.one : intensities); - noiseMaterial.SetVector ("_NoiseTilingPerChannel", monochrome ? Vector3.one * monochromeTiling : tiling); - noiseMaterial.SetVector ("_MidGrey", new Vector3(midGrey, 1.0f/(1.0f-midGrey), -1.0f/midGrey)); - noiseMaterial.SetVector ("_NoiseAmount", new Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier); - - if (softness > Mathf.Epsilon) - { - RenderTexture rt2 = RenderTexture.GetTemporary((int) (source.width * (1.0f-softness)), (int) (source.height * (1.0f-softness))); - DrawNoiseQuadGrid (source, rt2, noiseMaterial, noiseTexture, 2); - noiseMaterial.SetTexture("_NoiseTex", rt2); - Graphics.Blit(source, destination, noiseMaterial, 1); - RenderTexture.ReleaseTemporary(rt2); - } - else - DrawNoiseQuadGrid (source, destination, noiseMaterial, noiseTexture, 0); - } - } - - static void DrawNoiseQuadGrid (RenderTexture source, RenderTexture dest, Material fxMaterial, Texture2D noise, int passNr) - { - RenderTexture.active = dest; - - float noiseSize = (noise.width * 1.0f); - float subDs = (1.0f * source.width) / TILE_AMOUNT; - - fxMaterial.SetTexture ("_MainTex", source); - - GL.PushMatrix (); - GL.LoadOrtho (); - - float aspectCorrection = (1.0f * source.width) / (1.0f * source.height); - float stepSizeX = 1.0f / subDs; - float stepSizeY = stepSizeX * aspectCorrection; - float texTile = noiseSize / (noise.width * 1.0f); - - fxMaterial.SetPass (passNr); - - GL.Begin (GL.QUADS); - - for (float x1 = 0.0f; x1 < 1.0f; x1 += stepSizeX) - { - for (float y1 = 0.0f; y1 < 1.0f; y1 += stepSizeY) - { - float tcXStart = Random.Range (0.0f, 1.0f); - float tcYStart = Random.Range (0.0f, 1.0f); - - //Vector3 v3 = Random.insideUnitSphere; - //Color c = new Color(v3.x, v3.y, v3.z); - - tcXStart = Mathf.Floor(tcXStart*noiseSize) / noiseSize; - tcYStart = Mathf.Floor(tcYStart*noiseSize) / noiseSize; - - float texTileMod = 1.0f / noiseSize; - - GL.MultiTexCoord2 (0, tcXStart, tcYStart); - GL.MultiTexCoord2 (1, 0.0f, 0.0f); - //GL.Color( c ); - GL.Vertex3 (x1, y1, 0.1f); - GL.MultiTexCoord2 (0, tcXStart + texTile * texTileMod, tcYStart); - GL.MultiTexCoord2 (1, 1.0f, 0.0f); - //GL.Color( c ); - GL.Vertex3 (x1 + stepSizeX, y1, 0.1f); - GL.MultiTexCoord2 (0, tcXStart + texTile * texTileMod, tcYStart + texTile * texTileMod); - GL.MultiTexCoord2 (1, 1.0f, 1.0f); - //GL.Color( c ); - GL.Vertex3 (x1 + stepSizeX, y1 + stepSizeY, 0.1f); - GL.MultiTexCoord2 (0, tcXStart, tcYStart + texTile * texTileMod); - GL.MultiTexCoord2 (1, 0.0f, 1.0f); - //GL.Color( c ); - GL.Vertex3 (x1, y1 + stepSizeY, 0.1f); - } - } - - GL.End (); - GL.PopMatrix (); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs.meta deleted file mode 100644 index 6d740fc..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 9191284b058eef549b7108b5f04e1117 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - noiseTexture: {fileID: 2800000, guid: 7a632f967e8ad42f5bd275898151ab6a, type: 3} - - noiseShader: {fileID: 4800000, guid: b0249d8c935344451aa4de6db76f0688, type: 3} - - dx11NoiseShader: {fileID: 4800000, guid: 8b30686bb4322ab42ad5eb50a0210b58, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs deleted file mode 100644 index 4f894a9..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs +++ /dev/null @@ -1,142 +0,0 @@ -using System; -using UnityEngine; -using Random = UnityEngine.Random; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu("Image Effects/Noise/Noise and Scratches")] - public class NoiseAndScratches : MonoBehaviour - { - /// Monochrome noise just adds grain. Non-monochrome noise - /// more resembles VCR as it adds noise in YUV color space, - /// thus introducing magenta/green colors. - public bool monochrome = true; - private bool rgbFallback = false; - - // Noise grain takes random intensity from Min to Max. - [Range(0.0f,5.0f)] - public float grainIntensityMin = 0.1f; - [Range(0.0f, 5.0f)] - public float grainIntensityMax = 0.2f; - - /// The size of the noise grains (1 = one pixel). - [Range(0.1f, 50.0f)] - public float grainSize = 2.0f; - - // Scratches take random intensity from Min to Max. - [Range(0.0f, 5.0f)] - public float scratchIntensityMin = 0.05f; - [Range(0.0f, 5.0f)] - public float scratchIntensityMax = 0.25f; - - /// Scratches jump to another locations at this times per second. - [Range(1.0f, 30.0f)] - public float scratchFPS = 10.0f; - /// While scratches are in the same location, they jitter a bit. - [Range(0.0f, 1.0f)] - public float scratchJitter = 0.01f; - - public Texture grainTexture; - public Texture scratchTexture; - public Shader shaderRGB; - public Shader shaderYUV; - private Material m_MaterialRGB; - private Material m_MaterialYUV; - - private float scratchTimeLeft = 0.0f; - private float scratchX, scratchY; - - protected void Start () - { - // Disable if we don't support image effects - if (!SystemInfo.supportsImageEffects) { - enabled = false; - return; - } - - if ( shaderRGB == null || shaderYUV == null ) - { - Debug.Log( "Noise shaders are not set up! Disabling noise effect." ); - enabled = false; - } - else - { - if ( !shaderRGB.isSupported ) // disable effect if RGB shader is not supported - enabled = false; - else if ( !shaderYUV.isSupported ) // fallback to RGB if YUV is not supported - rgbFallback = true; - } - } - - protected Material material { - get { - if ( m_MaterialRGB == null ) { - m_MaterialRGB = new Material( shaderRGB ); - m_MaterialRGB.hideFlags = HideFlags.HideAndDontSave; - } - if ( m_MaterialYUV == null && !rgbFallback ) { - m_MaterialYUV = new Material( shaderYUV ); - m_MaterialYUV.hideFlags = HideFlags.HideAndDontSave; - } - return (!rgbFallback && !monochrome) ? m_MaterialYUV : m_MaterialRGB; - } - } - - protected void OnDisable() { - if ( m_MaterialRGB ) - DestroyImmediate( m_MaterialRGB ); - if ( m_MaterialYUV ) - DestroyImmediate( m_MaterialYUV ); - } - - private void SanitizeParameters() - { - grainIntensityMin = Mathf.Clamp( grainIntensityMin, 0.0f, 5.0f ); - grainIntensityMax = Mathf.Clamp( grainIntensityMax, 0.0f, 5.0f ); - scratchIntensityMin = Mathf.Clamp( scratchIntensityMin, 0.0f, 5.0f ); - scratchIntensityMax = Mathf.Clamp( scratchIntensityMax, 0.0f, 5.0f ); - scratchFPS = Mathf.Clamp( scratchFPS, 1, 30 ); - scratchJitter = Mathf.Clamp( scratchJitter, 0.0f, 1.0f ); - grainSize = Mathf.Clamp( grainSize, 0.1f, 50.0f ); - } - - // Called by the camera to apply the image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - SanitizeParameters(); - - if ( scratchTimeLeft <= 0.0f ) - { - scratchTimeLeft = Random.value * 2 / scratchFPS; // we have sanitized it earlier, won't be zero - scratchX = Random.value; - scratchY = Random.value; - } - scratchTimeLeft -= Time.deltaTime; - - Material mat = material; - - mat.SetTexture("_GrainTex", grainTexture); - mat.SetTexture("_ScratchTex", scratchTexture); - float grainScale = 1.0f / grainSize; // we have sanitized it earlier, won't be zero - mat.SetVector("_GrainOffsetScale", new Vector4( - Random.value, - Random.value, - (float)Screen.width / (float)grainTexture.width * grainScale, - (float)Screen.height / (float)grainTexture.height * grainScale - )); - mat.SetVector("_ScratchOffsetScale", new Vector4( - scratchX + Random.value*scratchJitter, - scratchY + Random.value*scratchJitter, - (float)Screen.width / (float) scratchTexture.width, - (float)Screen.height / (float) scratchTexture.height - )); - mat.SetVector("_Intensity", new Vector4( - Random.Range(grainIntensityMin, grainIntensityMax), - Random.Range(scratchIntensityMin, scratchIntensityMax), - 0, 0 )); - Graphics.Blit (source, destination, mat); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs.meta deleted file mode 100644 index 6d5b821..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: a88a26a276b4e47619ce2c5adad33fab -MonoImporter: - serializedVersion: 2 - defaultReferences: - - grainTexture: {fileID: 2800000, guid: ffa9c02760c2b4e8eb9814ec06c4b05b, type: 3} - - scratchTexture: {fileID: 2800000, guid: 6205c27cc031f4e66b8ea90d1bfaa158, type: 3} - - shaderRGB: {fileID: 4800000, guid: 5d7f4c401ae8946bcb0d6ff68a9e7466, type: 3} - - shaderYUV: {fileID: 4800000, guid: 0e447868506ba49f0a73235b8a8b647a, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs deleted file mode 100644 index 4909fd2..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs +++ /dev/null @@ -1,243 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - public class PostEffectsBase : MonoBehaviour - { - protected bool supportHDRTextures = true; - protected bool supportDX11 = false; - protected bool isSupported = true; - - protected Material CheckShaderAndCreateMaterial ( Shader s, Material m2Create) - { - if (!s) - { - Debug.Log("Missing shader in " + ToString ()); - enabled = false; - return null; - } - - if (s.isSupported && m2Create && m2Create.shader == s) - return m2Create; - - if (!s.isSupported) - { - NotSupported (); - Debug.Log("The shader " + s.ToString() + " on effect "+ToString()+" is not supported on this platform!"); - return null; - } - else - { - m2Create = new Material (s); - m2Create.hideFlags = HideFlags.DontSave; - if (m2Create) - return m2Create; - else return null; - } - } - - - protected Material CreateMaterial (Shader s, Material m2Create) - { - if (!s) - { - Debug.Log ("Missing shader in " + ToString ()); - return null; - } - - if (m2Create && (m2Create.shader == s) && (s.isSupported)) - return m2Create; - - if (!s.isSupported) - { - return null; - } - else - { - m2Create = new Material (s); - m2Create.hideFlags = HideFlags.DontSave; - if (m2Create) - return m2Create; - else return null; - } - } - - void OnEnable () - { - isSupported = true; - } - - protected bool CheckSupport () - { - return CheckSupport (false); - } - - - public virtual bool CheckResources () - { - Debug.LogWarning ("CheckResources () for " + ToString() + " should be overwritten."); - return isSupported; - } - - - protected void Start () - { - CheckResources (); - } - - protected bool CheckSupport (bool needDepth) - { - isSupported = true; - supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf); - supportDX11 = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders; - - if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures) - { - NotSupported (); - return false; - } - - if (needDepth && !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) - { - NotSupported (); - return false; - } - - if (needDepth) - GetComponent().depthTextureMode |= DepthTextureMode.Depth; - - return true; - } - - protected bool CheckSupport (bool needDepth, bool needHdr) - { - if (!CheckSupport(needDepth)) - return false; - - if (needHdr && !supportHDRTextures) - { - NotSupported (); - return false; - } - - return true; - } - - - public bool Dx11Support () - { - return supportDX11; - } - - - protected void ReportAutoDisable () - { - Debug.LogWarning ("The image effect " + ToString() + " has been disabled as it's not supported on the current platform."); - } - - // deprecated but needed for old effects to survive upgrading - bool CheckShader (Shader s) - { - Debug.Log("The shader " + s.ToString () + " on effect "+ ToString () + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package."); - if (!s.isSupported) - { - NotSupported (); - return false; - } - else - { - return false; - } - } - - - protected void NotSupported () - { - enabled = false; - isSupported = false; - return; - } - - - protected void DrawBorder (RenderTexture dest, Material material) - { - float x1; - float x2; - float y1; - float y2; - - RenderTexture.active = dest; - bool invertY = true; // source.texelSize.y < 0.0ff; - // Set up the simple Matrix - GL.PushMatrix(); - GL.LoadOrtho(); - - for (int i = 0; i < material.passCount; i++) - { - material.SetPass(i); - - float y1_; float y2_; - if (invertY) - { - y1_ = 1.0f; y2_ = 0.0f; - } - else - { - y1_ = 0.0f; y2_ = 1.0f; - } - - // left - x1 = 0.0f; - x2 = 0.0f + 1.0f/(dest.width*1.0f); - y1 = 0.0f; - y2 = 1.0f; - GL.Begin(GL.QUADS); - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - // right - x1 = 1.0f - 1.0f/(dest.width*1.0f); - x2 = 1.0f; - y1 = 0.0f; - y2 = 1.0f; - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - // top - x1 = 0.0f; - x2 = 1.0f; - y1 = 0.0f; - y2 = 0.0f + 1.0f/(dest.height*1.0f); - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - // bottom - x1 = 0.0f; - x2 = 1.0f; - y1 = 1.0f - 1.0f/(dest.height*1.0f); - y2 = 1.0f; - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - GL.End(); - } - - GL.PopMatrix(); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs.meta deleted file mode 100644 index a310534..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: b6f4318ec6c2bf643a0f9edfeeaba0ec -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs deleted file mode 100644 index 156370f..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs +++ /dev/null @@ -1,188 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - class PostEffectsHelper : MonoBehaviour - { - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - Debug.Log("OnRenderImage in Helper called ..."); - } - - static void DrawLowLevelPlaneAlignedWithCamera ( - float dist , - RenderTexture source, RenderTexture dest , - Material material , - Camera cameraForProjectionMatrix ) - { - // Make the destination texture the target for all rendering - RenderTexture.active = dest; - // Assign the source texture to a property from a shader - material.SetTexture("_MainTex", source); - bool invertY = true; // source.texelSize.y < 0.0f; - // Set up the simple Matrix - GL.PushMatrix(); - GL.LoadIdentity(); - GL.LoadProjectionMatrix(cameraForProjectionMatrix.projectionMatrix); - - float fovYHalfRad = cameraForProjectionMatrix.fieldOfView * 0.5f * Mathf.Deg2Rad; - float cotangent = Mathf.Cos(fovYHalfRad) / Mathf.Sin(fovYHalfRad); - float asp = cameraForProjectionMatrix.aspect; - - float x1 = asp/-cotangent; - float x2 = asp/cotangent; - float y1 = 1.0f/-cotangent; - float y2 = 1.0f/cotangent; - - float sc = 1.0f; // magic constant (for now) - - x1 *= dist * sc; - x2 *= dist * sc; - y1 *= dist * sc; - y2 *= dist * sc; - - float z1 = -dist; - - for (int i = 0; i < material.passCount; i++) - { - material.SetPass(i); - - GL.Begin(GL.QUADS); - float y1_; float y2_; - if (invertY) - { - y1_ = 1.0f; y2_ = 0.0f; - } - else - { - y1_ = 0.0f; y2_ = 1.0f; - } - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, z1); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, z1); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, z1); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, z1); - GL.End(); - } - - GL.PopMatrix(); - } - - static void DrawBorder ( - RenderTexture dest , - Material material ) - { - float x1; - float x2; - float y1; - float y2; - - RenderTexture.active = dest; - bool invertY = true; // source.texelSize.y < 0.0ff; - // Set up the simple Matrix - GL.PushMatrix(); - GL.LoadOrtho(); - - for (int i = 0; i < material.passCount; i++) - { - material.SetPass(i); - - float y1_; float y2_; - if (invertY) - { - y1_ = 1.0f; y2_ = 0.0f; - } - else - { - y1_ = 0.0f; y2_ = 1.0f; - } - - // left - x1 = 0.0f; - x2 = 0.0f + 1.0f/(dest.width*1.0f); - y1 = 0.0f; - y2 = 1.0f; - GL.Begin(GL.QUADS); - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - // right - x1 = 1.0f - 1.0f/(dest.width*1.0f); - x2 = 1.0f; - y1 = 0.0f; - y2 = 1.0f; - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - // top - x1 = 0.0f; - x2 = 1.0f; - y1 = 0.0f; - y2 = 0.0f + 1.0f/(dest.height*1.0f); - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - // bottom - x1 = 0.0f; - x2 = 1.0f; - y1 = 1.0f - 1.0f/(dest.height*1.0f); - y2 = 1.0f; - - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - - GL.End(); - } - - GL.PopMatrix(); - } - - static void DrawLowLevelQuad ( float x1, float x2, float y1, float y2, RenderTexture source, RenderTexture dest, Material material ) - { - // Make the destination texture the target for all rendering - RenderTexture.active = dest; - // Assign the source texture to a property from a shader - material.SetTexture("_MainTex", source); - bool invertY = true; // source.texelSize.y < 0.0f; - // Set up the simple Matrix - GL.PushMatrix(); - GL.LoadOrtho(); - - for (int i = 0; i < material.passCount; i++) - { - material.SetPass(i); - - GL.Begin(GL.QUADS); - float y1_; float y2_; - if (invertY) - { - y1_ = 1.0f; y2_ = 0.0f; - } - else - { - y1_ = 0.0f; y2_ = 1.0f; - } - GL.TexCoord2(0.0f, y1_); GL.Vertex3(x1, y1, 0.1f); - GL.TexCoord2(1.0f, y1_); GL.Vertex3(x2, y1, 0.1f); - GL.TexCoord2(1.0f, y2_); GL.Vertex3(x2, y2, 0.1f); - GL.TexCoord2(0.0f, y2_); GL.Vertex3(x1, y2, 0.1f); - GL.End(); - } - - GL.PopMatrix(); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs.meta deleted file mode 100644 index 4ccd033..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 50b03df8f04b5c441aaac5b7fccb4734 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs deleted file mode 100644 index 3d2caca..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs +++ /dev/null @@ -1,125 +0,0 @@ -using System; -using UnityEngine; -using Object = UnityEngine.Object; - -// same as Triangles but creates quads instead which generally -// saves fillrate at the expense for more triangles to issue -namespace UnityStandardAssets.ImageEffects -{ - class Quads - { - static Mesh[] meshes; - static int currentQuads = 0; - - static bool HasMeshes () - { - if (meshes == null) - return false; - foreach (Mesh m in meshes) - if (null == m) - return false; - return true; - } - - - public static void Cleanup () - { - if (meshes == null) - return; - - for (int i = 0; i < meshes.Length; i++) - { - if (null != meshes[i]) - { - Object.DestroyImmediate (meshes[i]); - meshes[i] = null; - } - } - meshes = null; - } - - - public static Mesh[] GetMeshes ( int totalWidth, int totalHeight) - { - if (HasMeshes () && (currentQuads == (totalWidth * totalHeight))) { - return meshes; - } - - int maxQuads = 65000 / 6; - int totalQuads = totalWidth * totalHeight; - currentQuads = totalQuads; - - int meshCount = Mathf.CeilToInt ((1.0f * totalQuads) / (1.0f * maxQuads)); - - meshes = new Mesh [meshCount]; - - int i = 0; - int index = 0; - for (i = 0; i < totalQuads; i += maxQuads) - { - int quads = Mathf.FloorToInt (Mathf.Clamp ((totalQuads-i), 0, maxQuads)); - - meshes[index] = GetMesh (quads, i, totalWidth, totalHeight); - index++; - } - - return meshes; - } - - static Mesh GetMesh (int triCount, int triOffset, int totalWidth, int totalHeight) - { - var mesh = new Mesh (); - mesh.hideFlags = HideFlags.DontSave; - - var verts = new Vector3[triCount * 4]; - var uvs = new Vector2[triCount * 4]; - var uvs2 = new Vector2[triCount * 4]; - var tris = new int[triCount * 6]; - - for (int i = 0; i < triCount; i++) - { - int i4 = i * 4; - int i6 = i * 6; - - int vertexWithOffset = triOffset + i; - - float x = Mathf.Floor (vertexWithOffset % totalWidth) / totalWidth; - float y = Mathf.Floor (vertexWithOffset / totalWidth) / totalHeight; - - Vector3 position = new Vector3 (x * 2 - 1, y * 2 - 1, 1.0f); - - verts[i4 + 0] = position; - verts[i4 + 1] = position; - verts[i4 + 2] = position; - verts[i4 + 3] = position; - - uvs[i4 + 0] = new Vector2 (0.0f, 0.0f); - uvs[i4 + 1] = new Vector2 (1.0f, 0.0f); - uvs[i4 + 2] = new Vector2 (0.0f, 1.0f); - uvs[i4 + 3] = new Vector2 (1.0f, 1.0f); - - uvs2[i4 + 0] = new Vector2 (x, y); - uvs2[i4 + 1] = new Vector2 (x, y); - uvs2[i4 + 2] = new Vector2 (x, y); - uvs2[i4 + 3] = new Vector2 (x, y); - - tris[i6 + 0] = i4 + 0; - tris[i6 + 1] = i4 + 1; - tris[i6 + 2] = i4 + 2; - - tris[i6 + 3] = i4 + 1; - tris[i6 + 4] = i4 + 2; - tris[i6 + 5] = i4 + 3; - - } - - mesh.vertices = verts; - mesh.triangles = tris; - mesh.uv = uvs; - mesh.uv2 = uvs2; - - return mesh; - } - - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs.meta deleted file mode 100644 index 14c9d59..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a20852ce049f64e4695a48b6a354be83 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs deleted file mode 100644 index 790593c..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs +++ /dev/null @@ -1,69 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Other/Screen Overlay")] - public class ScreenOverlay : PostEffectsBase - { - public enum OverlayBlendMode - { - Additive = 0, - ScreenBlend = 1, - Multiply = 2, - Overlay = 3, - AlphaBlend = 4, - } - - public OverlayBlendMode blendMode = OverlayBlendMode.Overlay; - public float intensity = 1.0f; - public Texture2D texture = null; - - public Shader overlayShader = null; - private Material overlayMaterial = null; - - - public override bool CheckResources () - { - CheckSupport (false); - - overlayMaterial = CheckShaderAndCreateMaterial (overlayShader, overlayMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (CheckResources() == false) - { - Graphics.Blit (source, destination); - return; - } - - Vector4 UV_Transform = new Vector4(1, 0, 0, 1); - - #if UNITY_WP8 - // WP8 has no OS support for rotating screen with device orientation, - // so we do those transformations ourselves. - if (Screen.orientation == ScreenOrientation.LandscapeLeft) { - UV_Transform = new Vector4(0, -1, 1, 0); - } - if (Screen.orientation == ScreenOrientation.LandscapeRight) { - UV_Transform = new Vector4(0, 1, -1, 0); - } - if (Screen.orientation == ScreenOrientation.PortraitUpsideDown) { - UV_Transform = new Vector4(-1, 0, 0, -1); - } - #endif - - overlayMaterial.SetVector("_UV_Transform", UV_Transform); - overlayMaterial.SetFloat ("_Intensity", intensity); - overlayMaterial.SetTexture ("_Overlay", texture); - Graphics.Blit (source, destination, overlayMaterial, (int) blendMode); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs.meta deleted file mode 100644 index 75c03f9..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6f19108706fdce9469603d07980eb8ad -MonoImporter: - serializedVersion: 2 - defaultReferences: - - texture: {instanceID: 0} - - overlayShader: {fileID: 4800000, guid: 8c81db0e527d24acc9bcec04e87781bd, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs deleted file mode 100644 index a6e6f78..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs +++ /dev/null @@ -1,101 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Rendering/Screen Space Ambient Obscurance")] - class ScreenSpaceAmbientObscurance : PostEffectsBase { - [Range (0,3)] - public float intensity = 0.5f; - [Range (0.1f,3)] - public float radius = 0.2f; - [Range (0,3)] - public int blurIterations = 1; - [Range (0,5)] - public float blurFilterDistance = 1.25f; - [Range (0,1)] - public int downsample = 0; - - public Texture2D rand = null; - public Shader aoShader= null; - - private Material aoMaterial = null; - - public override bool CheckResources () { - CheckSupport (true); - - aoMaterial = CheckShaderAndCreateMaterial (aoShader, aoMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnDisable () { - if (aoMaterial) - DestroyImmediate (aoMaterial); - aoMaterial = null; - } - - [ImageEffectOpaque] - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (CheckResources () == false) { - Graphics.Blit (source, destination); - return; - } - - Matrix4x4 P = GetComponent().projectionMatrix; - var invP= P.inverse; - Vector4 projInfo = new Vector4 - ((-2.0f / (Screen.width * P[0])), - (-2.0f / (Screen.height * P[5])), - ((1.0f - P[2]) / P[0]), - ((1.0f + P[6]) / P[5])); - - aoMaterial.SetVector ("_ProjInfo", projInfo); // used for unprojection - aoMaterial.SetMatrix ("_ProjectionInv", invP); // only used for reference - aoMaterial.SetTexture ("_Rand", rand); // not needed for DX11 :) - aoMaterial.SetFloat ("_Radius", radius); - aoMaterial.SetFloat ("_Radius2", radius*radius); - aoMaterial.SetFloat ("_Intensity", intensity); - aoMaterial.SetFloat ("_BlurFilterDistance", blurFilterDistance); - - int rtW = source.width; - int rtH = source.height; - - RenderTexture tmpRt = RenderTexture.GetTemporary (rtW>>downsample, rtH>>downsample); - RenderTexture tmpRt2; - - Graphics.Blit (source, tmpRt, aoMaterial, 0); - - if (downsample > 0) { - tmpRt2 = RenderTexture.GetTemporary (rtW, rtH); - Graphics.Blit(tmpRt, tmpRt2, aoMaterial, 4); - RenderTexture.ReleaseTemporary (tmpRt); - tmpRt = tmpRt2; - - // @NOTE: it's probably worth a shot to blur in low resolution - // instead with a bilat-upsample afterwards ... - } - - for (int i = 0; i < blurIterations; i++) { - aoMaterial.SetVector("_Axis", new Vector2(1.0f,0.0f)); - tmpRt2 = RenderTexture.GetTemporary (rtW, rtH); - Graphics.Blit (tmpRt, tmpRt2, aoMaterial, 1); - RenderTexture.ReleaseTemporary (tmpRt); - - aoMaterial.SetVector("_Axis", new Vector2(0.0f,1.0f)); - tmpRt = RenderTexture.GetTemporary (rtW, rtH); - Graphics.Blit (tmpRt2, tmpRt, aoMaterial, 1); - RenderTexture.ReleaseTemporary (tmpRt2); - } - - aoMaterial.SetTexture ("_AOTex", tmpRt); - Graphics.Blit (source, destination, aoMaterial, 2); - - RenderTexture.ReleaseTemporary (tmpRt); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs.meta deleted file mode 100644 index 99d4452..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 75febd242c999f04d9654522a10c006b -MonoImporter: - serializedVersion: 2 - defaultReferences: - - rand: {fileID: 2800000, guid: a181ca8e3c62f3e4b8f183f6c586b032, type: 3} - - aoShader: {fileID: 4800000, guid: 95616c020c5604dda96cf76afbbc0272, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs deleted file mode 100644 index 7981ff8..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs +++ /dev/null @@ -1,205 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu("Image Effects/Rendering/Screen Space Ambient Occlusion")] - public class ScreenSpaceAmbientOcclusion : MonoBehaviour - { - public enum SSAOSamples - { - Low = 0, - Medium = 1, - High = 2, - } - - [Range(0.05f, 1.0f)] - public float m_Radius = 0.4f; - public SSAOSamples m_SampleCount = SSAOSamples.Medium; - [Range(0.5f, 4.0f)] - public float m_OcclusionIntensity = 1.5f; - [Range(0, 4)] - public int m_Blur = 2; - [Range(1,6)] - public int m_Downsampling = 2; - [Range(0.2f, 2.0f)] - public float m_OcclusionAttenuation = 1.0f; - [Range(0.00001f, 0.5f)] - public float m_MinZ = 0.01f; - - public Shader m_SSAOShader; - private Material m_SSAOMaterial; - - public Texture2D m_RandomTexture; - - private bool m_Supported; - - private static Material CreateMaterial (Shader shader) - { - if (!shader) - return null; - Material m = new Material (shader); - m.hideFlags = HideFlags.HideAndDontSave; - return m; - } - private static void DestroyMaterial (Material mat) - { - if (mat) - { - DestroyImmediate (mat); - mat = null; - } - } - - - void OnDisable() - { - DestroyMaterial (m_SSAOMaterial); - } - - void Start() - { - if (!SystemInfo.supportsImageEffects || !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) - { - m_Supported = false; - enabled = false; - return; - } - - CreateMaterials (); - if (!m_SSAOMaterial || m_SSAOMaterial.passCount != 5) - { - m_Supported = false; - enabled = false; - return; - } - - //CreateRandomTable (26, 0.2f); - - m_Supported = true; - } - - void OnEnable () { - GetComponent().depthTextureMode |= DepthTextureMode.DepthNormals; - } - - private void CreateMaterials () - { - if (!m_SSAOMaterial && m_SSAOShader.isSupported) - { - m_SSAOMaterial = CreateMaterial (m_SSAOShader); - m_SSAOMaterial.SetTexture ("_RandomTexture", m_RandomTexture); - } - } - - [ImageEffectOpaque] - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if (!m_Supported || !m_SSAOShader.isSupported) { - enabled = false; - return; - } - CreateMaterials (); - - m_Downsampling = Mathf.Clamp (m_Downsampling, 1, 6); - m_Radius = Mathf.Clamp (m_Radius, 0.05f, 1.0f); - m_MinZ = Mathf.Clamp (m_MinZ, 0.00001f, 0.5f); - m_OcclusionIntensity = Mathf.Clamp (m_OcclusionIntensity, 0.5f, 4.0f); - m_OcclusionAttenuation = Mathf.Clamp (m_OcclusionAttenuation, 0.2f, 2.0f); - m_Blur = Mathf.Clamp (m_Blur, 0, 4); - - // Render SSAO term into a smaller texture - RenderTexture rtAO = RenderTexture.GetTemporary (source.width / m_Downsampling, source.height / m_Downsampling, 0); - float fovY = GetComponent().fieldOfView; - float far = GetComponent().farClipPlane; - float y = Mathf.Tan (fovY * Mathf.Deg2Rad * 0.5f) * far; - float x = y * GetComponent().aspect; - m_SSAOMaterial.SetVector ("_FarCorner", new Vector3(x,y,far)); - int noiseWidth, noiseHeight; - if (m_RandomTexture) { - noiseWidth = m_RandomTexture.width; - noiseHeight = m_RandomTexture.height; - } else { - noiseWidth = 1; noiseHeight = 1; - } - m_SSAOMaterial.SetVector ("_NoiseScale", new Vector3 ((float)rtAO.width / noiseWidth, (float)rtAO.height / noiseHeight, 0.0f)); - m_SSAOMaterial.SetVector ("_Params", new Vector4( - m_Radius, - m_MinZ, - 1.0f / m_OcclusionAttenuation, - m_OcclusionIntensity)); - - bool doBlur = m_Blur > 0; - Graphics.Blit (doBlur ? null : source, rtAO, m_SSAOMaterial, (int)m_SampleCount); - - if (doBlur) - { - // Blur SSAO horizontally - RenderTexture rtBlurX = RenderTexture.GetTemporary (source.width, source.height, 0); - m_SSAOMaterial.SetVector ("_TexelOffsetScale", - new Vector4 ((float)m_Blur / source.width, 0,0,0)); - m_SSAOMaterial.SetTexture ("_SSAO", rtAO); - Graphics.Blit (null, rtBlurX, m_SSAOMaterial, 3); - RenderTexture.ReleaseTemporary (rtAO); // original rtAO not needed anymore - - // Blur SSAO vertically - RenderTexture rtBlurY = RenderTexture.GetTemporary (source.width, source.height, 0); - m_SSAOMaterial.SetVector ("_TexelOffsetScale", - new Vector4 (0, (float)m_Blur/source.height, 0,0)); - m_SSAOMaterial.SetTexture ("_SSAO", rtBlurX); - Graphics.Blit (source, rtBlurY, m_SSAOMaterial, 3); - RenderTexture.ReleaseTemporary (rtBlurX); // blurX RT not needed anymore - - rtAO = rtBlurY; // AO is the blurred one now - } - - // Modulate scene rendering with SSAO - m_SSAOMaterial.SetTexture ("_SSAO", rtAO); - Graphics.Blit (source, destination, m_SSAOMaterial, 4); - - RenderTexture.ReleaseTemporary (rtAO); - } - - /* - private void CreateRandomTable (int count, float minLength) - { - Random.seed = 1337; - Vector3[] samples = new Vector3[count]; - // initial samples - for (int i = 0; i < count; ++i) - samples[i] = Random.onUnitSphere; - // energy minimization: push samples away from others - int iterations = 100; - while (iterations-- > 0) { - for (int i = 0; i < count; ++i) { - Vector3 vec = samples[i]; - Vector3 res = Vector3.zero; - // minimize with other samples - for (int j = 0; j < count; ++j) { - Vector3 force = vec - samples[j]; - float fac = Vector3.Dot (force, force); - if (fac > 0.00001f) - res += force * (1.0f / fac); - } - samples[i] = (samples[i] + res * 0.5f).normalized; - } - } - // now scale samples between minLength and 1.0 - for (int i = 0; i < count; ++i) { - samples[i] = samples[i] * Random.Range (minLength, 1.0f); - } - - string table = string.Format ("#define SAMPLE_COUNT {0}\n", count); - table += "const float3 RAND_SAMPLES[SAMPLE_COUNT] = {\n"; - for (int i = 0; i < count; ++i) { - Vector3 v = samples[i]; - table += string.Format("\tfloat3({0},{1},{2}),\n", v.x, v.y, v.z); - } - table += "};\n"; - Debug.Log (table); - } - */ - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs.meta deleted file mode 100644 index 8fda23b..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: b0923359e9e352a4b9b11c7b7161ad67 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - m_SSAOShader: {fileID: 4800000, guid: 43ca18288c424f645aaa1e9e07f04c50, type: 3} - - m_RandomTexture: {fileID: 2800000, guid: a181ca8e3c62f3e4b8f183f6c586b032, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs deleted file mode 100644 index 86ac0c1..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs +++ /dev/null @@ -1,16 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Color Adjustments/Sepia Tone")] - public class SepiaTone : ImageEffectBase - { - // Called by camera to apply image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - Graphics.Blit (source, destination, material); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs.meta deleted file mode 100644 index 94ff94c..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a07a781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: b6aa781cad112c75d0008dfa8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs deleted file mode 100644 index 480ef25..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs +++ /dev/null @@ -1,147 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Rendering/Sun Shafts")] - public class SunShafts : PostEffectsBase - { - public enum SunShaftsResolution - { - Low = 0, - Normal = 1, - High = 2, - } - - public enum ShaftsScreenBlendMode - { - Screen = 0, - Add = 1, - } - - - public SunShaftsResolution resolution = SunShaftsResolution.Normal; - public ShaftsScreenBlendMode screenBlendMode = ShaftsScreenBlendMode.Screen; - - public Transform sunTransform; - public int radialBlurIterations = 2; - public Color sunColor = Color.white; - public Color sunThreshold = new Color(0.87f,0.74f,0.65f); - public float sunShaftBlurRadius = 2.5f; - public float sunShaftIntensity = 1.15f; - - public float maxRadius = 0.75f; - - public bool useDepthTexture = true; - - public Shader sunShaftsShader; - private Material sunShaftsMaterial; - - public Shader simpleClearShader; - private Material simpleClearMaterial; - - - public override bool CheckResources () { - CheckSupport (useDepthTexture); - - sunShaftsMaterial = CheckShaderAndCreateMaterial (sunShaftsShader, sunShaftsMaterial); - simpleClearMaterial = CheckShaderAndCreateMaterial (simpleClearShader, simpleClearMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (CheckResources()==false) { - Graphics.Blit (source, destination); - return; - } - - // we actually need to check this every frame - if (useDepthTexture) - GetComponent().depthTextureMode |= DepthTextureMode.Depth; - - int divider = 4; - if (resolution == SunShaftsResolution.Normal) - divider = 2; - else if (resolution == SunShaftsResolution.High) - divider = 1; - - Vector3 v = Vector3.one * 0.5f; - if (sunTransform) - v = GetComponent().WorldToViewportPoint (sunTransform.position); - else - v = new Vector3(0.5f, 0.5f, 0.0f); - - int rtW = source.width / divider; - int rtH = source.height / divider; - - RenderTexture lrColorB; - RenderTexture lrDepthBuffer = RenderTexture.GetTemporary (rtW, rtH, 0); - - // mask out everything except the skybox - // we have 2 methods, one of which requires depth buffer support, the other one is just comparing images - - sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (1.0f, 1.0f, 0.0f, 0.0f) * sunShaftBlurRadius ); - sunShaftsMaterial.SetVector ("_SunPosition", new Vector4 (v.x, v.y, v.z, maxRadius)); - sunShaftsMaterial.SetVector ("_SunThreshold", sunThreshold); - - if (!useDepthTexture) { - var format= GetComponent().hdr ? RenderTextureFormat.DefaultHDR: RenderTextureFormat.Default; - RenderTexture tmpBuffer = RenderTexture.GetTemporary (source.width, source.height, 0, format); - RenderTexture.active = tmpBuffer; - GL.ClearWithSkybox (false, GetComponent()); - - sunShaftsMaterial.SetTexture ("_Skybox", tmpBuffer); - Graphics.Blit (source, lrDepthBuffer, sunShaftsMaterial, 3); - RenderTexture.ReleaseTemporary (tmpBuffer); - } - else { - Graphics.Blit (source, lrDepthBuffer, sunShaftsMaterial, 2); - } - - // paint a small black small border to get rid of clamping problems - DrawBorder (lrDepthBuffer, simpleClearMaterial); - - // radial blur: - - radialBlurIterations = Mathf.Clamp (radialBlurIterations, 1, 4); - - float ofs = sunShaftBlurRadius * (1.0f / 768.0f); - - sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (ofs, ofs, 0.0f, 0.0f)); - sunShaftsMaterial.SetVector ("_SunPosition", new Vector4 (v.x, v.y, v.z, maxRadius)); - - for (int it2 = 0; it2 < radialBlurIterations; it2++ ) { - // each iteration takes 2 * 6 samples - // we update _BlurRadius each time to cheaply get a very smooth look - - lrColorB = RenderTexture.GetTemporary (rtW, rtH, 0); - Graphics.Blit (lrDepthBuffer, lrColorB, sunShaftsMaterial, 1); - RenderTexture.ReleaseTemporary (lrDepthBuffer); - ofs = sunShaftBlurRadius * (((it2 * 2.0f + 1.0f) * 6.0f)) / 768.0f; - sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (ofs, ofs, 0.0f, 0.0f) ); - - lrDepthBuffer = RenderTexture.GetTemporary (rtW, rtH, 0); - Graphics.Blit (lrColorB, lrDepthBuffer, sunShaftsMaterial, 1); - RenderTexture.ReleaseTemporary (lrColorB); - ofs = sunShaftBlurRadius * (((it2 * 2.0f + 2.0f) * 6.0f)) / 768.0f; - sunShaftsMaterial.SetVector ("_BlurRadius4", new Vector4 (ofs, ofs, 0.0f, 0.0f) ); - } - - // put together: - - if (v.z >= 0.0f) - sunShaftsMaterial.SetVector ("_SunColor", new Vector4 (sunColor.r, sunColor.g, sunColor.b, sunColor.a) * sunShaftIntensity); - else - sunShaftsMaterial.SetVector ("_SunColor", Vector4.zero); // no backprojection ! - sunShaftsMaterial.SetTexture ("_ColorBuffer", lrDepthBuffer); - Graphics.Blit (source, destination, sunShaftsMaterial, (screenBlendMode == ShaftsScreenBlendMode.Screen) ? 0 : 4); - - RenderTexture.ReleaseTemporary (lrDepthBuffer); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs.meta deleted file mode 100644 index acf1863..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 60e318a6043c1cb4a8ce1c8805bab930 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - sunTransform: {instanceID: 0} - - sunShaftsShader: {fileID: 4800000, guid: d3b1c8c1036784176946f5cfbfb7fe4c, type: 3} - - simpleClearShader: {fileID: 4800000, guid: f688f89ed5eb847c5b19c934a0f1e772, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs deleted file mode 100644 index 41fde70..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs +++ /dev/null @@ -1,75 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Camera/Tilt Shift (Lens Blur)")] - class TiltShift : PostEffectsBase { - public enum TiltShiftMode - { - TiltShiftMode, - IrisMode, - } - public enum TiltShiftQuality - { - Preview, - Normal, - High, - } - - public TiltShiftMode mode = TiltShiftMode.TiltShiftMode; - public TiltShiftQuality quality = TiltShiftQuality.Normal; - - [Range(0.0f, 15.0f)] - public float blurArea = 1.0f; - - [Range(0.0f, 25.0f)] - public float maxBlurSize = 5.0f; - - [Range(0, 1)] - public int downsample = 0; - - public Shader tiltShiftShader = null; - private Material tiltShiftMaterial = null; - - - public override bool CheckResources () { - CheckSupport (true); - - tiltShiftMaterial = CheckShaderAndCreateMaterial (tiltShiftShader, tiltShiftMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - void OnRenderImage (RenderTexture source, RenderTexture destination) { - if (CheckResources() == false) { - Graphics.Blit (source, destination); - return; - } - - tiltShiftMaterial.SetFloat("_BlurSize", maxBlurSize < 0.0f ? 0.0f : maxBlurSize); - tiltShiftMaterial.SetFloat("_BlurArea", blurArea); - source.filterMode = FilterMode.Bilinear; - - RenderTexture rt = destination; - if (downsample > 0f) { - rt = RenderTexture.GetTemporary (source.width>>downsample, source.height>>downsample, 0, source.format); - rt.filterMode = FilterMode.Bilinear; - } - - int basePassNr = (int) quality; basePassNr *= 2; - Graphics.Blit (source, rt, tiltShiftMaterial, mode == TiltShiftMode.TiltShiftMode ? basePassNr : basePassNr + 1); - - if (downsample > 0) { - tiltShiftMaterial.SetTexture ("_Blurred", rt); - Graphics.Blit (source, destination, tiltShiftMaterial, 6); - } - - if (rt != destination) - RenderTexture.ReleaseTemporary (rt); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs.meta deleted file mode 100644 index 6fb44f4..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: a22b3a7095a744a428c134b5e26ad68e -MonoImporter: - serializedVersion: 2 - defaultReferences: - - tiltShiftShader: {fileID: 4800000, guid: bf34d2a25450349699e8ae6456fa7ca9, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs deleted file mode 100644 index 665ee98..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs +++ /dev/null @@ -1,274 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent(typeof (Camera))] - [AddComponentMenu("Image Effects/Color Adjustments/Tonemapping")] - public class Tonemapping : PostEffectsBase - { - public enum TonemapperType - { - SimpleReinhard, - UserCurve, - Hable, - Photographic, - OptimizedHejiDawson, - AdaptiveReinhard, - AdaptiveReinhardAutoWhite, - }; - - public enum AdaptiveTexSize - { - Square16 = 16, - Square32 = 32, - Square64 = 64, - Square128 = 128, - Square256 = 256, - Square512 = 512, - Square1024 = 1024, - }; - - public TonemapperType type = TonemapperType.Photographic; - public AdaptiveTexSize adaptiveTextureSize = AdaptiveTexSize.Square256; - - // CURVE parameter - public AnimationCurve remapCurve; - private Texture2D curveTex = null; - - // UNCHARTED parameter - public float exposureAdjustment = 1.5f; - - // REINHARD parameter - public float middleGrey = 0.4f; - public float white = 2.0f; - public float adaptionSpeed = 1.5f; - - // usual & internal stuff - public Shader tonemapper = null; - public bool validRenderTextureFormat = true; - private Material tonemapMaterial = null; - private RenderTexture rt = null; - private RenderTextureFormat rtFormat = RenderTextureFormat.ARGBHalf; - - - public override bool CheckResources() - { - CheckSupport(false, true); - - tonemapMaterial = CheckShaderAndCreateMaterial(tonemapper, tonemapMaterial); - if (!curveTex && type == TonemapperType.UserCurve) - { - curveTex = new Texture2D(256, 1, TextureFormat.ARGB32, false, true); - curveTex.filterMode = FilterMode.Bilinear; - curveTex.wrapMode = TextureWrapMode.Clamp; - curveTex.hideFlags = HideFlags.DontSave; - } - - if (!isSupported) - ReportAutoDisable(); - return isSupported; - } - - - public float UpdateCurve() - { - float range = 1.0f; - if (remapCurve.keys.Length < 1) - remapCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(2, 1)); - if (remapCurve != null) - { - if (remapCurve.length > 0) - range = remapCurve[remapCurve.length - 1].time; - for (float i = 0.0f; i <= 1.0f; i += 1.0f/255.0f) - { - float c = remapCurve.Evaluate(i*1.0f*range); - curveTex.SetPixel((int) Mathf.Floor(i*255.0f), 0, new Color(c, c, c)); - } - curveTex.Apply(); - } - return 1.0f/range; - } - - - private void OnDisable() - { - if (rt) - { - DestroyImmediate(rt); - rt = null; - } - if (tonemapMaterial) - { - DestroyImmediate(tonemapMaterial); - tonemapMaterial = null; - } - if (curveTex) - { - DestroyImmediate(curveTex); - curveTex = null; - } - } - - - private bool CreateInternalRenderTexture() - { - if (rt) - { - return false; - } - rtFormat = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RGHalf) ? RenderTextureFormat.RGHalf : RenderTextureFormat.ARGBHalf; - rt = new RenderTexture(1, 1, 0, rtFormat); - rt.hideFlags = HideFlags.DontSave; - return true; - } - - - // attribute indicates that the image filter chain will continue in LDR - [ImageEffectTransformsToLDR] - private void OnRenderImage(RenderTexture source, RenderTexture destination) - { - if (CheckResources() == false) - { - Graphics.Blit(source, destination); - return; - } - -#if UNITY_EDITOR - validRenderTextureFormat = true; - if (source.format != RenderTextureFormat.ARGBHalf) - { - validRenderTextureFormat = false; - } -#endif - - // clamp some values to not go out of a valid range - - exposureAdjustment = exposureAdjustment < 0.001f ? 0.001f : exposureAdjustment; - - // SimpleReinhard tonemappers (local, non adaptive) - - if (type == TonemapperType.UserCurve) - { - float rangeScale = UpdateCurve(); - tonemapMaterial.SetFloat("_RangeScale", rangeScale); - tonemapMaterial.SetTexture("_Curve", curveTex); - Graphics.Blit(source, destination, tonemapMaterial, 4); - return; - } - - if (type == TonemapperType.SimpleReinhard) - { - tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment); - Graphics.Blit(source, destination, tonemapMaterial, 6); - return; - } - - if (type == TonemapperType.Hable) - { - tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment); - Graphics.Blit(source, destination, tonemapMaterial, 5); - return; - } - - if (type == TonemapperType.Photographic) - { - tonemapMaterial.SetFloat("_ExposureAdjustment", exposureAdjustment); - Graphics.Blit(source, destination, tonemapMaterial, 8); - return; - } - - if (type == TonemapperType.OptimizedHejiDawson) - { - tonemapMaterial.SetFloat("_ExposureAdjustment", 0.5f*exposureAdjustment); - Graphics.Blit(source, destination, tonemapMaterial, 7); - return; - } - - // still here? - // => adaptive tone mapping: - // builds an average log luminance, tonemaps according to - // middle grey and white values (user controlled) - - // AdaptiveReinhardAutoWhite will calculate white value automagically - - bool freshlyBrewedInternalRt = CreateInternalRenderTexture(); // this retrieves rtFormat, so should happen before rt allocations - - RenderTexture rtSquared = RenderTexture.GetTemporary((int) adaptiveTextureSize, (int) adaptiveTextureSize, 0, rtFormat); - Graphics.Blit(source, rtSquared); - - int downsample = (int) Mathf.Log(rtSquared.width*1.0f, 2); - - int div = 2; - var rts = new RenderTexture[downsample]; - for (int i = 0; i < downsample; i++) - { - rts[i] = RenderTexture.GetTemporary(rtSquared.width/div, rtSquared.width/div, 0, rtFormat); - div *= 2; - } - - // downsample pyramid - - var lumRt = rts[downsample - 1]; - Graphics.Blit(rtSquared, rts[0], tonemapMaterial, 1); - if (type == TonemapperType.AdaptiveReinhardAutoWhite) - { - for (int i = 0; i < downsample - 1; i++) - { - Graphics.Blit(rts[i], rts[i + 1], tonemapMaterial, 9); - lumRt = rts[i + 1]; - } - } - else if (type == TonemapperType.AdaptiveReinhard) - { - for (int i = 0; i < downsample - 1; i++) - { - Graphics.Blit(rts[i], rts[i + 1]); - lumRt = rts[i + 1]; - } - } - - // we have the needed values, let's apply adaptive tonemapping - - adaptionSpeed = adaptionSpeed < 0.001f ? 0.001f : adaptionSpeed; - tonemapMaterial.SetFloat("_AdaptionSpeed", adaptionSpeed); - - rt.MarkRestoreExpected(); // keeping luminance values between frames, RT restore expected - -#if UNITY_EDITOR - if (Application.isPlaying && !freshlyBrewedInternalRt) - Graphics.Blit(lumRt, rt, tonemapMaterial, 2); - else - Graphics.Blit(lumRt, rt, tonemapMaterial, 3); -#else - Graphics.Blit (lumRt, rt, tonemapMaterial, freshlyBrewedInternalRt ? 3 : 2); -#endif - - middleGrey = middleGrey < 0.001f ? 0.001f : middleGrey; - tonemapMaterial.SetVector("_HdrParams", new Vector4(middleGrey, middleGrey, middleGrey, white*white)); - tonemapMaterial.SetTexture("_SmallTex", rt); - if (type == TonemapperType.AdaptiveReinhard) - { - Graphics.Blit(source, destination, tonemapMaterial, 0); - } - else if (type == TonemapperType.AdaptiveReinhardAutoWhite) - { - Graphics.Blit(source, destination, tonemapMaterial, 10); - } - else - { - Debug.LogError("No valid adaptive tonemapper type found!"); - Graphics.Blit(source, destination); // at least we get the TransformToLDR effect - } - - // cleanup for adaptive - - for (int i = 0; i < downsample; i++) - { - RenderTexture.ReleaseTemporary(rts[i]); - } - RenderTexture.ReleaseTemporary(rtSquared); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs.meta deleted file mode 100644 index 4443b42..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: e50e925fb93c78246bf995d9dc3a2330 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - tonemapper: {fileID: 4800000, guid: 003377fc2620a44939dadde6fe3f8190, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs deleted file mode 100644 index 516bded..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs +++ /dev/null @@ -1,112 +0,0 @@ -using System; -using UnityEngine; -using Object = UnityEngine.Object; - -namespace UnityStandardAssets.ImageEffects -{ - class Triangles - { - private static Mesh[] meshes; - private static int currentTris = 0; - - static bool HasMeshes() - { - if (meshes == null) - return false; - for (int i = 0; i < meshes.Length; i++) - if (null == meshes[i]) - return false; - - return true; - } - - static void Cleanup() - { - if (meshes == null) - return; - - for (int i = 0; i < meshes.Length; i++) - { - if (null != meshes[i]) - { - Object.DestroyImmediate(meshes[i]); - meshes[i] = null; - } - } - meshes = null; - } - - static Mesh[] GetMeshes(int totalWidth, int totalHeight) - { - if (HasMeshes() && (currentTris == (totalWidth * totalHeight))) - { - return meshes; - } - - int maxTris = 65000 / 3; - int totalTris = totalWidth * totalHeight; - currentTris = totalTris; - - int meshCount = Mathf.CeilToInt((1.0f * totalTris) / (1.0f * maxTris)); - - meshes = new Mesh[meshCount]; - - int i = 0; - int index = 0; - for (i = 0; i < totalTris; i += maxTris) - { - int tris = Mathf.FloorToInt(Mathf.Clamp((totalTris - i), 0, maxTris)); - - meshes[index] = GetMesh(tris, i, totalWidth, totalHeight); - index++; - } - - return meshes; - } - - static Mesh GetMesh(int triCount, int triOffset, int totalWidth, int totalHeight) - { - var mesh = new Mesh(); - mesh.hideFlags = HideFlags.DontSave; - - var verts = new Vector3[triCount * 3]; - var uvs = new Vector2[triCount * 3]; - var uvs2 = new Vector2[triCount * 3]; - var tris = new int[triCount * 3]; - - for (int i = 0; i < triCount; i++) - { - int i3 = i * 3; - int vertexWithOffset = triOffset + i; - - float x = Mathf.Floor(vertexWithOffset % totalWidth) / totalWidth; - float y = Mathf.Floor(vertexWithOffset / totalWidth) / totalHeight; - - Vector3 position = new Vector3(x * 2 - 1, y * 2 - 1, 1.0f); - - verts[i3 + 0] = position; - verts[i3 + 1] = position; - verts[i3 + 2] = position; - - uvs[i3 + 0] = new Vector2(0.0f, 0.0f); - uvs[i3 + 1] = new Vector2(1.0f, 0.0f); - uvs[i3 + 2] = new Vector2(0.0f, 1.0f); - - uvs2[i3 + 0] = new Vector2(x, y); - uvs2[i3 + 1] = new Vector2(x, y); - uvs2[i3 + 2] = new Vector2(x, y); - - tris[i3 + 0] = i3 + 0; - tris[i3 + 1] = i3 + 1; - tris[i3 + 2] = i3 + 2; - } - - mesh.vertices = verts; - mesh.triangles = tris; - mesh.uv = uvs; - mesh.uv2 = uvs2; - - return mesh; - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs.meta deleted file mode 100644 index 2ea56f0..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 18b91636de2ba3445913e4cf38528dc8 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs deleted file mode 100644 index a7b57e9..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs +++ /dev/null @@ -1,22 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Displacement/Twirl")] - public class Twirl : ImageEffectBase - { - public Vector2 radius = new Vector2(0.3F,0.3F); - [Range(0.0f,360.0f)] - public float angle = 50; - public Vector2 center = new Vector2 (0.5F, 0.5F); - - - // Called by camera to apply image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - ImageEffects.RenderDistortion (material, source, destination, angle, center, radius); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs.meta deleted file mode 100644 index 4b0b6c8..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: bdda781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: 641b781cad112c75d0008dfa8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs deleted file mode 100644 index e34321b..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs +++ /dev/null @@ -1,114 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [RequireComponent (typeof(Camera))] - [AddComponentMenu ("Image Effects/Camera/Vignette and Chromatic Aberration")] - public class VignetteAndChromaticAberration : PostEffectsBase - { - public enum AberrationMode - { - Simple = 0, - Advanced = 1, - } - - - public AberrationMode mode = AberrationMode.Simple; - public float intensity = 0.036f; // intensity == 0 disables pre pass (optimization) - public float chromaticAberration = 0.2f; - public float axialAberration = 0.5f; - public float blur = 0.0f; // blur == 0 disables blur pass (optimization) - public float blurSpread = 0.75f; - public float luminanceDependency = 0.25f; - public float blurDistance = 2.5f; - public Shader vignetteShader; - public Shader separableBlurShader; - public Shader chromAberrationShader; - - - private Material m_VignetteMaterial; - private Material m_SeparableBlurMaterial; - private Material m_ChromAberrationMaterial; - - - public override bool CheckResources () - { - CheckSupport (false); - - m_VignetteMaterial = CheckShaderAndCreateMaterial (vignetteShader, m_VignetteMaterial); - m_SeparableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, m_SeparableBlurMaterial); - m_ChromAberrationMaterial = CheckShaderAndCreateMaterial (chromAberrationShader, m_ChromAberrationMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - if ( CheckResources () == false) - { - Graphics.Blit (source, destination); - return; - } - - int rtW = source.width; - int rtH = source.height; - - bool doPrepass = (Mathf.Abs(blur)>0.0f || Mathf.Abs(intensity)>0.0f); - - float widthOverHeight = (1.0f * rtW) / (1.0f * rtH); - const float oneOverBaseSize = 1.0f / 512.0f; - - RenderTexture color = null; - RenderTexture color2A = null; - - if (doPrepass) - { - color = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); - - // Blur corners - if (Mathf.Abs (blur)>0.0f) - { - color2A = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format); - - Graphics.Blit (source, color2A, m_ChromAberrationMaterial, 0); - - for(int i = 0; i < 2; i++) - { // maybe make iteration count tweakable - m_SeparableBlurMaterial.SetVector ("offsets",new Vector4 (0.0f, blurSpread * oneOverBaseSize, 0.0f, 0.0f)); - RenderTexture color2B = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format); - Graphics.Blit (color2A, color2B, m_SeparableBlurMaterial); - RenderTexture.ReleaseTemporary (color2A); - - m_SeparableBlurMaterial.SetVector ("offsets",new Vector4 (blurSpread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f)); - color2A = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format); - Graphics.Blit (color2B, color2A, m_SeparableBlurMaterial); - RenderTexture.ReleaseTemporary (color2B); - } - } - - m_VignetteMaterial.SetFloat("_Intensity", (1.0f / (1.0f - intensity) - 1.0f)); // intensity for vignette - m_VignetteMaterial.SetFloat("_Blur", (1.0f / (1.0f - blur)) - 1.0f); // blur intensity - m_VignetteMaterial.SetTexture ("_VignetteTex", color2A); // blurred texture - - Graphics.Blit (source, color, m_VignetteMaterial, 0); // prepass blit: darken & blur corners - } - - m_ChromAberrationMaterial.SetFloat ("_ChromaticAberration", chromaticAberration); - m_ChromAberrationMaterial.SetFloat ("_AxialAberration", axialAberration); - m_ChromAberrationMaterial.SetVector ("_BlurDistance", new Vector2 (-blurDistance, blurDistance)); - m_ChromAberrationMaterial.SetFloat ("_Luminance", 1.0f/Mathf.Max(Mathf.Epsilon, luminanceDependency)); - - if (doPrepass) color.wrapMode = TextureWrapMode.Clamp; - else source.wrapMode = TextureWrapMode.Clamp; - Graphics.Blit (doPrepass ? color : source, destination, m_ChromAberrationMaterial, mode == AberrationMode.Advanced ? 2 : 1); - - RenderTexture.ReleaseTemporary (color); - RenderTexture.ReleaseTemporary (color2A); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs.meta deleted file mode 100644 index 6b6a813..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs.meta +++ /dev/null @@ -1,14 +0,0 @@ -fileFormatVersion: 2 -guid: dd6d4281e5d7cd44d8c6e38bc2c1b8d8 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - vignetteShader: {fileID: 4800000, guid: 627943dc7a9a74286b70a4f694a0acd5, type: 3} - - separableBlurShader: {fileID: 4800000, guid: e97c14fbb5ea04c3a902cc533d7fc5d1, - type: 3} - - chromAberrationShader: {fileID: 4800000, guid: 2b4f29398d9484ccfa9fd220449f5eee, - type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs deleted file mode 100644 index 8a2d866..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs +++ /dev/null @@ -1,20 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.ImageEffects -{ - [ExecuteInEditMode] - [AddComponentMenu("Image Effects/Displacement/Vortex")] - public class Vortex : ImageEffectBase - { - public Vector2 radius = new Vector2(0.4F,0.4F); - public float angle = 50; - public Vector2 center = new Vector2(0.5F, 0.5F); - - // Called by camera to apply image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - ImageEffects.RenderDistortion (material, source, destination, angle, center, radius); - } - } -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs.meta b/Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs.meta deleted file mode 100644 index f6b8089..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a94b781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: 708b781cad112c75d0008dfa8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders.meta deleted file mode 100644 index b68c7f9..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: b2145489f7c704db8acb14a52bddeee9 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader deleted file mode 100644 index b3d9ce3..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader +++ /dev/null @@ -1,133 +0,0 @@ -Shader "Hidden/BlendModesOverlay" { - Properties { - _MainTex ("Screen Blended", 2D) = "" {} - _Overlay ("Color", 2D) = "grey" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv[2] : TEXCOORD0; - }; - - sampler2D _Overlay; - sampler2D _MainTex; - - half _Intensity; - half4 _MainTex_TexelSize; - half4 _UV_Transform = half4(1, 0, 0, 1); - - v2f vert( appdata_img v ) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - o.uv[0] = float2( - dot(v.texcoord.xy, _UV_Transform.xy), - dot(v.texcoord.xy, _UV_Transform.zw) - ); - - #if UNITY_UV_STARTS_AT_TOP - if(_MainTex_TexelSize.y<0.0) - o.uv[0].y = 1.0-o.uv[0].y; - #endif - - o.uv[1] = v.texcoord.xy; - return o; - } - - half4 fragAddSub (v2f i) : SV_Target { - half4 toAdd = tex2D(_Overlay, i.uv[0]) * _Intensity; - return tex2D(_MainTex, i.uv[1]) + toAdd; - } - - half4 fragMultiply (v2f i) : SV_Target { - half4 toBlend = tex2D(_Overlay, i.uv[0]) * _Intensity; - return tex2D(_MainTex, i.uv[1]) * toBlend; - } - - half4 fragScreen (v2f i) : SV_Target { - half4 toBlend = (tex2D(_Overlay, i.uv[0]) * _Intensity); - return 1-(1-toBlend)*(1-(tex2D(_MainTex, i.uv[1]))); - } - - half4 fragOverlay (v2f i) : SV_Target { - half4 m = (tex2D(_Overlay, i.uv[0]));// * 255.0; - half4 color = (tex2D(_MainTex, i.uv[1]));//* 255.0; - - // overlay blend mode - //color.rgb = (color.rgb/255.0) * (color.rgb + ((2*m.rgb)/( 255.0 )) * (255.0-color.rgb)); - //color.rgb /= 255.0; - - /* -if (Target > ½) R = 1 - (1-2x(Target-½)) x (1-Blend) -if (Target <= ½) R = (2xTarget) x Blend - */ - - float3 check = step(half3(0.5,0.5,0.5), color.rgb); - float3 result = 0; - - result = check * (half3(1,1,1) - ( (half3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb))); - result += (1-check) * (2*color.rgb) * m.rgb; - - return half4(lerp(color.rgb, result.rgb, (_Intensity)), color.a); - } - - half4 fragAlphaBlend (v2f i) : SV_Target { - half4 toAdd = tex2D(_Overlay, i.uv[0]) ; - return lerp(tex2D(_MainTex, i.uv[1]), toAdd, toAdd.a * _Intensity); - } - - - ENDCG - -Subshader { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAddSub - ENDCG - } - - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragScreen - ENDCG - } - - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragMultiply - ENDCG - } - - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragOverlay - ENDCG - } - - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAlphaBlend - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader.meta deleted file mode 100644 index ebf8628..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 8c81db0e527d24acc9bcec04e87781bd -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader deleted file mode 100644 index 2328b7c..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader +++ /dev/null @@ -1,42 +0,0 @@ -Shader "Hidden/BlurEffectConeTap" { - Properties { _MainTex ("", any) = "" {} } - CGINCLUDE - #include "UnityCG.cginc" - struct v2f { - float4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half2 taps[4] : TEXCOORD1; - }; - sampler2D _MainTex; - half4 _MainTex_TexelSize; - half4 _BlurOffsets; - v2f vert( appdata_img v ) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon - o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy; - o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy; - o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); - o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); - return o; - } - half4 frag(v2f i) : SV_Target { - half4 color = tex2D(_MainTex, i.taps[0]); - color += tex2D(_MainTex, i.taps[1]); - color += tex2D(_MainTex, i.taps[2]); - color += tex2D(_MainTex, i.taps[3]); - return color * 0.25; - } - ENDCG - SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } - } - Fallback off -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader.meta deleted file mode 100644 index 5d9fd5e..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 57e6deea7c2924e22a5138e2b70bb4dc -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlur.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlur.shader deleted file mode 100644 index 355f62b..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlur.shader +++ /dev/null @@ -1,516 +0,0 @@ - /* - CAMERA MOTION BLUR IMAGE EFFECTS - - Reconstruction Filter: - Based on "Plausible Motion Blur" - http://graphics.cs.williams.edu/papers/MotionBlurI3D12/ - - CameraMotion: - Based on Alex Vlacho's technique in - http://www.valvesoftware.com/publications/2008/GDC2008_PostProcessingInTheOrangeBox.pdf - - SimpleBlur: - Straightforward sampling along velocities - - ScatterFromGather: - Combines Reconstruction with depth of field type defocus - */ - - Shader "Hidden/CameraMotionBlur" { - Properties { - _MainTex ("-", 2D) = "" {} - _NoiseTex ("-", 2D) = "grey" {} - _VelTex ("-", 2D) = "black" {} - _NeighbourMaxTex ("-", 2D) = "black" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - // 's' in paper (# of samples for reconstruction) - #define NUM_SAMPLES (11) - // # samples for valve style blur - #define MOTION_SAMPLES (16) - // 'k' in paper - float _MaxRadiusOrKInPaper; - - static const int SmallDiscKernelSamples = 12; - static const float2 SmallDiscKernel[SmallDiscKernelSamples] = - { - float2(-0.326212,-0.40581), - float2(-0.840144,-0.07358), - float2(-0.695914,0.457137), - float2(-0.203345,0.620716), - float2(0.96234,-0.194983), - float2(0.473434,-0.480026), - float2(0.519456,0.767022), - float2(0.185461,-0.893124), - float2(0.507431,0.064425), - float2(0.89642,0.412458), - float2(-0.32194,-0.932615), - float2(-0.791559,-0.59771) - }; - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - sampler2D_float _CameraDepthTexture; - sampler2D _VelTex; - sampler2D _NeighbourMaxTex; - sampler2D _NoiseTex; - sampler2D _TileTexDebug; - - float4 _MainTex_TexelSize; - float4 _CameraDepthTexture_TexelSize; - float4 _VelTex_TexelSize; - - float4x4 _InvViewProj; // inverse view-projection matrix - float4x4 _PrevViewProj; // previous view-projection matrix - float4x4 _ToPrevViewProjCombined; // combined - - float _Jitter; - - float _VelocityScale; - float _DisplayVelocityScale; - - float _MaxVelocity; - float _MinVelocity; - - float4 _BlurDirectionPacked; - - float _SoftZDistance; - - v2f vert(appdata_img v) - { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - float4 CameraVelocity(v2f i) : SV_Target - { - float2 depth_uv = i.uv; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - depth_uv.y = 1 - depth_uv.y; - #endif - - // read depth - float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, depth_uv); - - // calculate position from pixel from depth - float3 clipPos = float3(i.uv.x*2.0-1.0, (i.uv.y)*2.0-1.0, d); - - // only 1 matrix mul: - float4 prevClipPos = mul(_ToPrevViewProjCombined, float4(clipPos, 1.0)); - prevClipPos.xyz /= prevClipPos.w; - - /* - float4 ws = mul(_InvViewProj, float4(clipPos, 1.0)); - ws /= ws.w; - prevClipPos = mul(_PrevViewProj,ws); - prevClipPos.xyz /= prevClipPos.w; - */ - - /* - float2 vel = _VelocityScale *(clipPos.xy - prevClipPos.xy) / 2.f; - // clamp to maximum velocity (in pixels) - float maxVel = length(_MainTex_TexelSize.xy*_MaxVelocity); - if (length(vel) > maxVel) { - vel = normalize(vel) * maxVel; - } - return float4(vel, 0.0, 0.0); - */ - - float2 vel = _MainTex_TexelSize.zw * _VelocityScale * (clipPos.xy - prevClipPos.xy) / 2.f; - float vellen = length(vel); - float maxVel = _MaxVelocity; - float2 velOut = vel * max(0.5, min(vellen, maxVel)) / (vellen + 1e-2f); - velOut *= _MainTex_TexelSize.xy; - return float4(velOut, 0.0, 0.0); - - } - - // vector with largest magnitude - float2 vmax(float2 a, float2 b) - { - float ma = dot(a, a); - float mb = dot(b, b); - return (ma > mb) ? a : b; - } - - // find dominant velocity for each tile - float4 TileMax(v2f i) : SV_Target - { - float2 uvCorner = i.uv - _MainTex_TexelSize.xy * (_MaxRadiusOrKInPaper * 0.5); - float2 maxvel = float2(0,0); - float4 baseUv = float4(uvCorner,0,0); - float4 uvScale = float4(_MainTex_TexelSize.xy, 0, 0); - - for(int l=0; l<(int)_MaxRadiusOrKInPaper; l++) - { - for(int k=0; k<(int)_MaxRadiusOrKInPaper; k++) - { - maxvel = vmax(maxvel, tex2Dlod(_MainTex, baseUv + float4(l,k,0,0) * uvScale).xy); - } - } - return float4(maxvel, 0, 1); - } - - // find maximum velocity in any adjacent tile - float4 NeighbourMax(v2f i) : SV_Target - { - float2 x_ = i.uv; - - // to fetch all neighbours, we need 3x3 point filtered samples - - float2 nx = tex2D(_MainTex, x_+float2(1.0, 1.0)*_MainTex_TexelSize.xy).xy; - nx = vmax(nx, tex2D(_MainTex, x_+float2(1.0, 0.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(1.0,-1.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(0.0, 1.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(0.0, 0.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(0.0,-1.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(-1.0, 1.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(-1.0, 0.0)*_MainTex_TexelSize.xy).xy); - nx = vmax(nx, tex2D(_MainTex, x_+float2(-1.0,-1.0)*_MainTex_TexelSize.xy).xy); - - return float4(nx, 0, 0); - } - - float4 Debug(v2f i) : SV_Target - { - return saturate( float4(tex2D(_MainTex, i.uv).x,abs(tex2D(_MainTex, i.uv).y),-tex2D(_MainTex, i.uv).xy) * _DisplayVelocityScale); - } - - // classification filters - float cone(float2 px, float2 py, float2 v) - { - return clamp(1.0 - (length(px - py) / length(v)), 0.0, 1.0); - } - - float cylinder(float2 x, float2 y, float2 v) - { - float lv = length(v); - return 1.0 - smoothstep(0.95*lv, 1.05*lv, length(x - y)); - } - - // is zb closer than za? - float softDepthCompare(float za, float zb) - { - return clamp(1.0 - (za - zb) / _SoftZDistance, 0.0, 1.0); - } - - float4 SimpleBlur (v2f i) : SV_Target - { - float2 x = i.uv; - float2 xf = x; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - xf.y = 1 - xf.y; - #endif - - float2 vx = tex2D(_VelTex, xf).xy; // vel at x - - float4 sum = float4(0, 0, 0, 0); - for(int l=0; l _MaxVelocity) { - blurDir *= (_MaxVelocity / velMag); - velMag = _MaxVelocity; - } - - float4 centerTap = tex2D(_MainTex, x); - float4 sum = centerTap; - - blurDir *= smoothstep(_MinVelocity * 0.25f, _MinVelocity * 2.5, velMag); - - blurDir *= _MainTex_TexelSize.xy; - blurDir /= MOTION_SAMPLES; - - for(int i=0; i mb) ? a : b; - } - - // find dominant velocity in each tile - float4 TileMax(v2f i) : SV_Target - { - float2 tilemax = float2(0.0, 0.0); - float2 srcPos = i.uv - _MainTex_TexelSize.xy * _MaxRadiusOrKInPaper * 0.5; - - for(int y=0; y<(int)_MaxRadiusOrKInPaper; y++) { - for(int x=0; x<(int)_MaxRadiusOrKInPaper; x++) { - float2 v = tex2D(_MainTex, srcPos + float2(x,y) * _MainTex_TexelSize.xy).xy; - tilemax = vmax(tilemax, v); - } - } - return float4(tilemax, 0, 1); - } - - // find maximum velocity in any adjacent tile - float4 NeighbourMax(v2f i) : SV_Target - { - float2 maxvel = float2(0.0, 0.0); - for(int y=-1; y<=1; y++) { - for(int x=-1; x<=1; x++) { - float2 v = tex2D(_MainTex, i.uv + float2(x,y) * _MainTex_TexelSize.xy).xy; - maxvel = vmax(maxvel, v); - } - } - return float4(maxvel, 0, 1); - } - - float cone(float2 px, float2 py, float2 v) - { - return clamp(1.0 - (length(px - py) / length(v)), 0.0, 1.0); - } - - float cylinder(float2 x, float2 y, float2 v) - { - float lv = length(v); - return 1.0 - smoothstep(0.95*lv, 1.05*lv, length(x - y)); - } - - float softDepthCompare(float za, float zb) - { - return clamp(1.0 - (za - zb) / _SoftZDistance, 0.0, 1.0); - } - - float4 ReconstructFilterBlur(v2f i) : SV_Target - { - float2 x = i.uv; - float2 xf = x; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - xf.y = 1-xf.y; - #endif - - float2 x2 = xf; - - float2 vn = tex2D(_NeighbourMaxTex, x2).xy; // largest velocity in neighbourhood - float4 cx = tex2D(_MainTex, x); // color at x - - float zx = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, x); - zx = -Linear01Depth(zx); // depth at x - float2 vx = tex2D(_VelTex, xf).xy; // vel at x - - // random offset [-0.5, 0.5] - float j = (tex2D(_NoiseTex, i.uv * 11.0f ).r*2-1) * _Jitter; - - // sample current pixel - float weight = 1.0; - float4 sum = cx * weight; - - int centerSample = (int)(NUM_SAMPLES-1) / 2; - - // in DX11 county we take more samples and interleave with sampling along vx direction to break up "patternized" look - - for(int l=0; l0.99999) - return half4(1,1,1,1); - else - return EncodeFloatRGBA(d); - } - - ENDCG - -Subshader { - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ConvertDepth.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/ConvertDepth.shader.meta deleted file mode 100644 index 8b325fa..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ConvertDepth.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 14768d3865b1342e3a861fbe19ba2db2 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader deleted file mode 100644 index 2c8af5d..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader +++ /dev/null @@ -1,61 +0,0 @@ - - -Shader "Hidden/CreaseApply" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _HrDepthTex ("Base (RGB)", 2D) = "white" {} - _LrDepthTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" - -sampler2D _MainTex; -sampler2D _HrDepthTex; -sampler2D _LrDepthTex; - -uniform float4 _MainTex_TexelSize; - -uniform float intensity; - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; -}; - -v2f vert( appdata_img v ) -{ - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv.xy = v.texcoord.xy; - return o; -} - -half4 frag (v2f i) : SV_Target -{ - float4 hrDepth = tex2D(_HrDepthTex, i.uv); - float4 lrDepth = tex2D(_LrDepthTex, i.uv); - - hrDepth.a = DecodeFloatRGBA(hrDepth); - lrDepth.a = DecodeFloatRGBA(lrDepth); - - float4 color = tex2D(_MainTex, i.uv); - - return color * (1.0-abs(hrDepth.a-lrDepth.a)*intensity); -} - -ENDCG - - - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader.meta deleted file mode 100644 index 648c60a..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: b59984d82af624bd3b0c777f038276f2 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader deleted file mode 100644 index cef4bce..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader +++ /dev/null @@ -1,325 +0,0 @@ - -Shader "Hidden/EdgeDetect" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv[5] : TEXCOORD0; - }; - - struct v2fd { - float4 pos : SV_POSITION; - float2 uv[2] : TEXCOORD0; - }; - - sampler2D _MainTex; - uniform float4 _MainTex_TexelSize; - - sampler2D _CameraDepthNormalsTexture; - sampler2D_float _CameraDepthTexture; - - uniform half4 _Sensitivity; - uniform half4 _BgColor; - uniform half _BgFade; - uniform half _SampleDistance; - uniform float _Exponent; - - uniform float _Threshold; - - struct v2flum { - float4 pos : SV_POSITION; - float2 uv[3] : TEXCOORD0; - }; - - v2flum vertLum (appdata_img v) - { - v2flum o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - float2 uv = MultiplyUV( UNITY_MATRIX_TEXTURE0, v.texcoord ); - o.uv[0] = uv; - o.uv[1] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance; - o.uv[2] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance; - return o; - } - - - fixed4 fragLum (v2flum i) : SV_Target - { - fixed4 original = tex2D(_MainTex, i.uv[0]); - - // a very simple cross gradient filter - - half3 p1 = original.rgb; - half3 p2 = tex2D(_MainTex, i.uv[1]).rgb; - half3 p3 = tex2D(_MainTex, i.uv[2]).rgb; - - half3 diff = p1 * 2 - p2 - p3; - half len = dot(diff, diff); - len = step(len, _Threshold); - //if(len >= _Threshold) - // original.rgb = 0; - - return len * lerp(original, _BgColor, _BgFade); - } - - inline half CheckSame (half2 centerNormal, float centerDepth, half4 theSample) - { - // difference in normals - // do not bother decoding normals - there's no need here - half2 diff = abs(centerNormal - theSample.xy) * _Sensitivity.y; - int isSameNormal = (diff.x + diff.y) * _Sensitivity.y < 0.1; - // difference in depth - float sampleDepth = DecodeFloatRG (theSample.zw); - float zdiff = abs(centerDepth-sampleDepth); - // scale the required threshold by the distance - int isSameDepth = zdiff * _Sensitivity.x < 0.09 * centerDepth; - - // return: - // 1 - if normals and depth are similar enough - // 0 - otherwise - - return isSameNormal * isSameDepth ? 1.0 : 0.0; - } - - v2f vertRobert( appdata_img v ) - { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - float2 uv = v.texcoord.xy; - o.uv[0] = uv; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - uv.y = 1-uv.y; - #endif - - // calc coord for the X pattern - // maybe nicer TODO for the future: 'rotated triangles' - - o.uv[1] = uv + _MainTex_TexelSize.xy * half2(1,1) * _SampleDistance; - o.uv[2] = uv + _MainTex_TexelSize.xy * half2(-1,-1) * _SampleDistance; - o.uv[3] = uv + _MainTex_TexelSize.xy * half2(-1,1) * _SampleDistance; - o.uv[4] = uv + _MainTex_TexelSize.xy * half2(1,-1) * _SampleDistance; - - return o; - } - - v2f vertThin( appdata_img v ) - { - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - float2 uv = v.texcoord.xy; - o.uv[0] = uv; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - uv.y = 1-uv.y; - #endif - - o.uv[1] = uv; - o.uv[4] = uv; - - // offsets for two additional samples - o.uv[2] = uv + float2(-_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance; - o.uv[3] = uv + float2(+_MainTex_TexelSize.x, -_MainTex_TexelSize.y) * _SampleDistance; - - return o; - } - - v2fd vertD( appdata_img v ) - { - v2fd o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - float2 uv = v.texcoord.xy; - o.uv[0] = uv; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - uv.y = 1-uv.y; - #endif - - o.uv[1] = uv; - - return o; - } - - float4 fragDCheap(v2fd i) : SV_Target - { - // inspired by borderlands implementation of popular "sobel filter" - - float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[1])); - float4 depthsDiag; - float4 depthsAxis; - - float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy; - - depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist)); // TR - depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1))); // TL - depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1))); // BR - depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist)); // BL - - depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1))); // T - depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0))); // L - depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0))); // R - depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(0,1))); // B - - depthsDiag -= centerDepth; - depthsAxis /= centerDepth; - - const float4 HorizDiagCoeff = float4(1,1,-1,-1); - const float4 VertDiagCoeff = float4(-1,1,-1,1); - const float4 HorizAxisCoeff = float4(1,0,0,-1); - const float4 VertAxisCoeff = float4(0,1,-1,0); - - float4 SobelH = depthsDiag * HorizDiagCoeff + depthsAxis * HorizAxisCoeff; - float4 SobelV = depthsDiag * VertDiagCoeff + depthsAxis * VertAxisCoeff; - - float SobelX = dot(SobelH, float4(1,1,1,1)); - float SobelY = dot(SobelV, float4(1,1,1,1)); - float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY); - - Sobel = 1.0-pow(saturate(Sobel), _Exponent); - return Sobel * lerp(tex2D(_MainTex, i.uv[0].xy), _BgColor, _BgFade); - } - - // pretty much also just a sobel filter, except for that edges "outside" the silhouette get discarded - // which makes it compatible with other depth based post fx - - float4 fragD(v2fd i) : SV_Target - { - // inspired by borderlands implementation of popular "sobel filter" - - float centerDepth = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv[1])); - float4 depthsDiag; - float4 depthsAxis; - - float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy; - - depthsDiag.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist)); // TR - depthsDiag.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1))); // TL - depthsDiag.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1))); // BR - depthsDiag.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist)); // BL - - depthsAxis.x = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1))); // T - depthsAxis.y = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0))); // L - depthsAxis.z = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0))); // R - depthsAxis.w = Linear01Depth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv[1]-uvDist*float2(0,1))); // B - - // make it work nicely with depth based image effects such as depth of field: - depthsDiag = (depthsDiag > centerDepth.xxxx) ? depthsDiag : centerDepth.xxxx; - depthsAxis = (depthsAxis > centerDepth.xxxx) ? depthsAxis : centerDepth.xxxx; - - depthsDiag -= centerDepth; - depthsAxis /= centerDepth; - - const float4 HorizDiagCoeff = float4(1,1,-1,-1); - const float4 VertDiagCoeff = float4(-1,1,-1,1); - const float4 HorizAxisCoeff = float4(1,0,0,-1); - const float4 VertAxisCoeff = float4(0,1,-1,0); - - float4 SobelH = depthsDiag * HorizDiagCoeff + depthsAxis * HorizAxisCoeff; - float4 SobelV = depthsDiag * VertDiagCoeff + depthsAxis * VertAxisCoeff; - - float SobelX = dot(SobelH, float4(1,1,1,1)); - float SobelY = dot(SobelV, float4(1,1,1,1)); - float Sobel = sqrt(SobelX * SobelX + SobelY * SobelY); - - Sobel = 1.0-pow(saturate(Sobel), _Exponent); - return Sobel * lerp(tex2D(_MainTex, i.uv[0].xy), _BgColor, _BgFade); - } - - half4 fragRobert(v2f i) : SV_Target { - half4 sample1 = tex2D(_CameraDepthNormalsTexture, i.uv[1].xy); - half4 sample2 = tex2D(_CameraDepthNormalsTexture, i.uv[2].xy); - half4 sample3 = tex2D(_CameraDepthNormalsTexture, i.uv[3].xy); - half4 sample4 = tex2D(_CameraDepthNormalsTexture, i.uv[4].xy); - - half edge = 1.0; - - edge *= CheckSame(sample1.xy, DecodeFloatRG(sample1.zw), sample2); - edge *= CheckSame(sample3.xy, DecodeFloatRG(sample3.zw), sample4); - - return edge * lerp(tex2D(_MainTex, i.uv[0]), _BgColor, _BgFade); - } - - half4 fragThin (v2f i) : SV_Target - { - half4 original = tex2D(_MainTex, i.uv[0]); - - half4 center = tex2D (_CameraDepthNormalsTexture, i.uv[1]); - half4 sample1 = tex2D (_CameraDepthNormalsTexture, i.uv[2]); - half4 sample2 = tex2D (_CameraDepthNormalsTexture, i.uv[3]); - - // encoded normal - half2 centerNormal = center.xy; - // decoded depth - float centerDepth = DecodeFloatRG (center.zw); - - half edge = 1.0; - - edge *= CheckSame(centerNormal, centerDepth, sample1); - edge *= CheckSame(centerNormal, centerDepth, sample2); - - return edge * lerp(original, _BgColor, _BgFade); - } - - ENDCG - -Subshader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vertThin - #pragma fragment fragThin - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vertRobert - #pragma fragment fragRobert - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma target 3.0 - #pragma vertex vertD - #pragma fragment fragDCheap - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma target 3.0 - #pragma vertex vertD - #pragma fragment fragD - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma target 3.0 - #pragma vertex vertLum - #pragma fragment fragLum - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader.meta deleted file mode 100644 index 328c9db..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 0d1644bdf064147baa97f235fc5b4903 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader deleted file mode 100644 index 5338e2e..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader +++ /dev/null @@ -1,58 +0,0 @@ -Shader "Hidden/FisheyeShader" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - // Shader code pasted into all further CGPROGRAM blocks - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - - float2 intensity; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - half4 frag(v2f i) : SV_Target - { - half2 coords = i.uv; - coords = (coords - 0.5) * 2.0; - - half2 realCoordOffs; - realCoordOffs.x = (1-coords.y * coords.y) * intensity.y * (coords.x); - realCoordOffs.y = (1-coords.x * coords.x) * intensity.x * (coords.y); - - half4 color = tex2D (_MainTex, i.uv - realCoordOffs); - - return color; - } - - ENDCG - -Subshader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } - -} - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader.meta deleted file mode 100644 index 8eb2318..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 874ceab4425f64bccb1d14032f4452b1 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader deleted file mode 100644 index 5cb17dc..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader +++ /dev/null @@ -1,186 +0,0 @@ -Shader "Hidden/GlobalFog" { -Properties { - _MainTex ("Base (RGB)", 2D) = "black" {} -} - -CGINCLUDE - - #include "UnityCG.cginc" - - uniform sampler2D _MainTex; - uniform sampler2D_float _CameraDepthTexture; - - // x = fog height - // y = FdotC (CameraY-FogHeight) - // z = k (FdotC > 0.0) - // w = a/2 - uniform float4 _HeightParams; - - // x = start distance - uniform float4 _DistanceParams; - - int4 _SceneFogMode; // x = fog mode, y = use radial flag - float4 _SceneFogParams; - #ifndef UNITY_APPLY_FOG - half4 unity_FogColor; - half4 unity_FogDensity; - #endif - - uniform float4 _MainTex_TexelSize; - - // for fast world space reconstruction - uniform float4x4 _FrustumCornersWS; - uniform float4 _CameraWS; - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uv_depth : TEXCOORD1; - float4 interpolatedRay : TEXCOORD2; - }; - - v2f vert (appdata_img v) - { - v2f o; - half index = v.vertex.z; - v.vertex.z = 0.1; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - o.uv_depth = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - o.uv.y = 1-o.uv.y; - #endif - - o.interpolatedRay = _FrustumCornersWS[(int)index]; - o.interpolatedRay.w = index; - - return o; - } - - // Applies one of standard fog formulas, given fog coordinate (i.e. distance) - half ComputeFogFactor (float coord) - { - float fogFac = 0.0; - if (_SceneFogMode.x == 1) // linear - { - // factor = (end-z)/(end-start) = z * (-1/(end-start)) + (end/(end-start)) - fogFac = coord * _SceneFogParams.z + _SceneFogParams.w; - } - if (_SceneFogMode.x == 2) // exp - { - // factor = exp(-density*z) - fogFac = _SceneFogParams.y * coord; fogFac = exp2(-fogFac); - } - if (_SceneFogMode.x == 3) // exp2 - { - // factor = exp(-(density*z)^2) - fogFac = _SceneFogParams.x * coord; fogFac = exp2(-fogFac*fogFac); - } - return saturate(fogFac); - } - - // Distance-based fog - float ComputeDistance (float3 camDir, float zdepth) - { - float dist; - if (_SceneFogMode.y == 1) - dist = length(camDir); - else - dist = zdepth * _ProjectionParams.z; - // Built-in fog starts at near plane, so match that by - // subtracting the near value. Not a perfect approximation - // if near plane is very large, but good enough. - dist -= _ProjectionParams.y; - return dist; - } - - // Linear half-space fog, from https://www.terathon.com/lengyel/Lengyel-UnifiedFog.pdf - float ComputeHalfSpace (float3 wsDir) - { - float3 wpos = _CameraWS + wsDir; - float FH = _HeightParams.x; - float3 C = _CameraWS; - float3 V = wsDir; - float3 P = wpos; - float3 aV = _HeightParams.w * V; - float FdotC = _HeightParams.y; - float k = _HeightParams.z; - float FdotP = P.y-FH; - float FdotV = wsDir.y; - float c1 = k * (FdotP + FdotC); - float c2 = (1-2*k) * FdotP; - float g = min(c2, 0.0); - g = -length(aV) * (c1 - g * g / abs(FdotV+1.0e-5f)); - return g; - } - - half4 ComputeFog (v2f i, bool distance, bool height) : SV_Target - { - half4 sceneColor = tex2D(_MainTex, i.uv); - - // Reconstruct world space position & direction - // towards this screen pixel. - float rawDepth = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture,i.uv_depth); - float dpth = Linear01Depth(rawDepth); - float4 wsDir = dpth * i.interpolatedRay; - float4 wsPos = _CameraWS + wsDir; - - // Compute fog distance - float g = _DistanceParams.x; - if (distance) - g += ComputeDistance (wsDir, dpth); - if (height) - g += ComputeHalfSpace (wsDir); - - // Compute fog amount - half fogFac = ComputeFogFactor (max(0.0,g)); - // Do not fog skybox - if (rawDepth == _DistanceParams.y) - fogFac = 1.0; - //return fogFac; // for debugging - - // Lerp between fog color & original scene color - // by fog amount - return lerp (unity_FogColor, sceneColor, fogFac); - } - -ENDCG - -SubShader -{ - ZTest Always Cull Off ZWrite Off Fog { Mode Off } - - // 0: distance + height - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, true); } - ENDCG - } - // 1: distance - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - half4 frag (v2f i) : SV_Target { return ComputeFog (i, true, false); } - ENDCG - } - // 2: height - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - half4 frag (v2f i) : SV_Target { return ComputeFog (i, false, true); } - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader.meta deleted file mode 100644 index bcb93d2..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 70d8568987ac0499f952b54c7c13e265 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader deleted file mode 100644 index 2d27c9d..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader +++ /dev/null @@ -1,36 +0,0 @@ -Shader "Hidden/Grayscale Effect" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _RampTex ("Base (RGB)", 2D) = "grayscaleRamp" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert_img -#pragma fragment frag -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; -uniform sampler2D _RampTex; -uniform half _RampOffset; - -fixed4 frag (v2f_img i) : SV_Target -{ - fixed4 original = tex2D(_MainTex, i.uv); - fixed grayscale = Luminance(original.rgb); - half2 remap = half2 (grayscale + _RampOffset, .5); - fixed4 output = tex2D(_RampTex, remap); - output.a = original.a; - return output; -} -ENDCG - - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader.meta deleted file mode 100644 index 5fbca77..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: daf9781cad112c75d0008dfa8d76c639 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader deleted file mode 100644 index e00e988..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader +++ /dev/null @@ -1,120 +0,0 @@ -Shader "Hidden/MotionBlur" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _AccumOrig("AccumOrig", Float) = 0.65 -} - - SubShader { - ZTest Always Cull Off ZWrite Off - Pass { - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - BindChannels { - Bind "vertex", vertex - Bind "texcoord", texcoord - } - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - struct appdata_t { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD; - }; - - struct v2f { - float4 vertex : SV_POSITION; - float2 texcoord : TEXCOORD; - }; - - float4 _MainTex_ST; - float _AccumOrig; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); - return o; - } - - sampler2D _MainTex; - - half4 frag (v2f i) : SV_Target - { - return half4(tex2D(_MainTex, i.texcoord).rgb, _AccumOrig ); - } - ENDCG - } - - Pass { - Blend One Zero - ColorMask A - - BindChannels { - Bind "vertex", vertex - Bind "texcoord", texcoord - } - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - struct appdata_t { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD; - }; - - struct v2f { - float4 vertex : SV_POSITION; - float2 texcoord : TEXCOORD; - }; - - float4 _MainTex_ST; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); - return o; - } - - sampler2D _MainTex; - - half4 frag (v2f i) : SV_Target - { - return tex2D(_MainTex, i.texcoord); - } - ENDCG - } - - } - -SubShader { - ZTest Always Cull Off ZWrite Off - Pass { - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - SetTexture [_MainTex] { - ConstantColor (0,0,0,[_AccumOrig]) - Combine texture, constant - } - } - Pass { - Blend One Zero - ColorMask A - SetTexture [_MainTex] { - Combine texture - } - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader.meta deleted file mode 100644 index 281af89..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: e9ba2083ad114a07d000fbfb8d76c639 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader deleted file mode 100644 index d448630..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader +++ /dev/null @@ -1,58 +0,0 @@ - -Shader "Hidden/MotionBlurClear" -{ - -Properties { } - -SubShader { -Pass { - //ZTest LEqual - ZTest Always // lame depth test - ZWrite Off // lame depth test - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - struct vs_input { - float4 vertex : POSITION; - }; - - struct ps_input { - float4 pos : SV_POSITION; - float4 screen : TEXCOORD0; - }; - - sampler2D_float _CameraDepthTexture; - - ps_input vert (vs_input v) - { - ps_input o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.screen = ComputeScreenPos(o.pos); - COMPUTE_EYEDEPTH(o.screen.z); - return o; - } - - float4 frag (ps_input i) : SV_Target - { - // superlame: manual depth test needed as we can't bind depth, FIXME for 4.x - // alternatively implement SM > 3 version where we write out custom depth - - float d = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screen)); - d = LinearEyeDepth(d); - - clip(d - i.screen.z + 1e-2f); - return float4(0, 0, 0, 0); - } - - ENDCG - - } -} - -Fallback Off -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader.meta deleted file mode 100644 index 3e9e48f..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 7699c5fbfa27745a1abe111ab7bf9785 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader deleted file mode 100644 index cb93fe9..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader +++ /dev/null @@ -1,156 +0,0 @@ -Shader "Hidden/NoiseAndGrain" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _NoiseTex ("Noise (RGB)", 2D) = "white" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _NoiseTex; - float4 _NoiseTex_TexelSize; - - uniform float4 _MainTex_TexelSize; - - uniform float3 _NoisePerChannel; - uniform float3 _NoiseTilingPerChannel; - uniform float3 _NoiseAmount; - uniform float3 _ThreshholdRGB; - uniform float3 _MidGrey; - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv_screen : TEXCOORD0; - float4 uvRg : TEXCOORD1; - float2 uvB : TEXCOORD2; - }; - - struct appdata_img2 - { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - inline float3 Overlay(float3 m, float3 color) { - color = saturate(color); - float3 check = step(float3(0.5,0.5,0.5), color.rgb); - float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb))); - result += (1-check) * (2*color.rgb) * m.rgb; - return result; - } - - v2f vert (appdata_img2 v) - { - v2f o; - - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - #if UNITY_UV_STARTS_AT_TOP - o.uv_screen = v.vertex.xyxy; - if (_MainTex_TexelSize.y < 0) - o.uv_screen.y = 1-o.uv_screen.y; - #else - o.uv_screen = v.vertex.xy; - #endif - - // different tiling for 3 channels - o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy; - o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy; - - return o; - } - - float4 frag ( v2f i ) : SV_Target - { - float4 color = (tex2D (_MainTex, i.uv_screen.xy)); - - // black & white intensities - float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey - blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); - - float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); - - // fetching & scaling noise (COMPILER BUG WORKAROUND) - float3 m = float3(0,0,0); - m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb; - m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb; - m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb; - - m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity) )); - - return float4(Overlay(m, color.rgb), color.a); - } - - float4 fragTmp ( v2f i ) : SV_Target - { - float4 color = (tex2D (_MainTex, i.uv_screen.xy)); - - // black & white intensities - float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey - blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); - - float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); - - // fetching & scaling noise (COMPILER BUG WORKAROUND) - float3 m = float3(0,0,0); - m += (tex2D(_NoiseTex, i.uvRg.xy) * float4(1,0,0,0)).rgb; - m += (tex2D(_NoiseTex, i.uvRg.zw) * float4(0,1,0,0)).rgb; - m += (tex2D(_NoiseTex, i.uvB.xy) * float4(0,0,1,0)).rgb; - - m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * float3(finalIntensity,finalIntensity,finalIntensity))); - - return float4(m.rgb, color.a); - } - - float4 fragOverlayBlend ( v2f i ) : SV_Target - { - float4 color = tex2D(_MainTex, i.uv_screen.xy); - float4 m = tex2D(_NoiseTex, i.uv_screen.xy); - - return float4(Overlay(m, color.rgb), color.a); - } - - ENDCG - - SubShader { - ZTest Always Cull Off ZWrite Off Blend Off - - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragOverlayBlend - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragTmp - - ENDCG - - } - } - FallBack Off -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader.meta deleted file mode 100644 index 4f9286a..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: b0249d8c935344451aa4de6db76f0688 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader deleted file mode 100644 index d0053eb..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader +++ /dev/null @@ -1,237 +0,0 @@ -Shader "Hidden/NoiseAndGrainDX11" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _NoiseTex ("Noise (RGB)", 2D) = "white" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _NoiseTex; - float4 _NoiseTex_TexelSize; - - uniform float4 _MainTex_TexelSize; - - uniform float3 _NoisePerChannel; - uniform float3 _NoiseTilingPerChannel; - uniform float3 _NoiseAmount; - uniform float3 _ThreshholdRGB; - uniform float3 _MidGrey; - uniform float _DX11NoiseTime; - - // DX11 noise helper functions, credit: rgba/iq - - int ihash(int n) - { - n = (n<<13)^n; - return (n*(n*n*15731+789221)+1376312589) & 2147483647; - } - - float frand(int n) - { - return ihash(n) / 2147483647.0; - } - - float cellNoise1f(int3 p) - { - return frand(p.z*65536 + p.y*256 + p.x);//*2.0-1.0; - } - - float3 cellNoise3f(int3 p) - { - int i = p.z*65536 + p.y*256 + p.x; - return float3(frand(i), frand(i + 57), frand(i + 113));//*2.0-1.0; - } - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv_screen : TEXCOORD0; - float4 uvRg : TEXCOORD1; - float2 uvB : TEXCOORD2; - float2 uvOffsets : TEXCOORD4; - }; - - struct appdata_img2 - { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - inline float3 Overlay(float3 m, float3 color) { - float3 check = step(0.5, color.rgb); - float3 result = check * (float3(1,1,1) - ((float3(1,1,1) - 2*(color.rgb-0.5)) * (1-m.rgb))); - result += (1-check) * (2*color.rgb) * m.rgb; - return result; - } - - v2f vert (appdata_img2 v) - { - v2f o; - - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - #if UNITY_UV_STARTS_AT_TOP - o.uv_screen = v.vertex.xyxy; - if (_MainTex_TexelSize.y < 0) - o.uv_screen.y = 1-o.uv_screen.y; - #else - o.uv_screen = v.vertex.xy; - #endif - - // different tiling for 3 channels - o.uvRg = v.texcoord.xyxy + v.texcoord1.xyxy * _NoiseTilingPerChannel.rrgg * _NoiseTex_TexelSize.xyxy; - o.uvB = v.texcoord.xy + v.texcoord1.xy * _NoiseTilingPerChannel.bb * _NoiseTex_TexelSize.xy; - - o.uvOffsets = v.texcoord.xy; - - return o; - } - - float4 fragDX11 ( v2f i ) : SV_Target - { - float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); - - // black & white intensities - float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey - blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); - - float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); - - float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); - m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity)); - - return float4(Overlay(m, color.rgb), color.a); - } - - float4 fragDX11Monochrome ( v2f i ) : SV_Target - { - float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); - - // black & white intensities - float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey - blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); - - float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); - - float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); - m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity)); - - return float4(Overlay(m, color.rgb), color.a); - } - - float4 fragDX11Tmp ( v2f i ) : SV_Target - { - float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); - - // black & white intensities - float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey - blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); - - float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); - - float3 m = cellNoise3f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); - m = saturate(lerp(float3(0.5,0.5,0.5), m, _NoisePerChannel.rgb * finalIntensity)); - - return float4(m.rgb, color.a); - } - - float4 fragDX11MonochromeTmp ( v2f i ) : SV_Target - { - float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); - - // black & white intensities - float2 blackWhiteCurve = Luminance(color.rgb) - _MidGrey.x; // maybe tweak middle grey - blackWhiteCurve.xy = saturate(blackWhiteCurve.xy * _MidGrey.yz); //float2(1.0/0.8, -1.0/0.2)); - - float finalIntensity = _NoiseAmount.x + max(0.0f, dot(_NoiseAmount.zy, blackWhiteCurve.xy)); - - float3 m = cellNoise1f(float3( (i.uv_screen.xy + i.uvOffsets) * _MainTex_TexelSize.zw, _DX11NoiseTime)); - m = saturate(lerp(float3(0.5,0.5,0.5), m, finalIntensity)); - - return float4(m.rgb, color.a); - } - - float4 fragOverlayBlend ( v2f i ) : SV_Target - { - float4 color = saturate(tex2D (_MainTex, i.uv_screen.xy)); - float4 m = saturate(tex2D (_NoiseTex, i.uv_screen.xy)); - - return float4(Overlay(m, color.rgb), color.a); - } - - ENDCG - - SubShader { - ZTest Always Cull Off ZWrite Off Blend Off - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragDX11 - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragDX11Monochrome - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragDX11Tmp - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragDX11MonochromeTmp - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragOverlayBlend - - ENDCG - - } - } - FallBack Off -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader.meta deleted file mode 100644 index 829e8e3..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 8b30686bb4322ab42ad5eb50a0210b58 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader deleted file mode 100644 index 2c4a148..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader +++ /dev/null @@ -1,62 +0,0 @@ -Shader "Hidden/Noise Shader RGB" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _GrainTex ("Base (RGB)", 2D) = "gray" {} - _ScratchTex ("Base (RGB)", 2D) = "gray" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uvg : TEXCOORD1; // grain - float2 uvs : TEXCOORD2; // scratch -}; - -uniform sampler2D _MainTex; -uniform sampler2D _GrainTex; -uniform sampler2D _ScratchTex; - -uniform float4 _GrainOffsetScale; -uniform float4 _ScratchOffsetScale; -uniform fixed4 _Intensity; // x=grain, y=scratch - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); - o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; - o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; - return o; -} - -fixed4 frag (v2f i) : SV_Target -{ - fixed4 col = tex2D(_MainTex, i.uv); - - // sample noise texture and do a signed add - fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1; - col.rgb += grain * _Intensity.x; - - // sample scratch texture and do a signed add - fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1; - col.rgb += scratch * _Intensity.y; - - return col; -} -ENDCG - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader.meta deleted file mode 100644 index e11fb85..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 5d7f4c401ae8946bcb0d6ff68a9e7466 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader deleted file mode 100644 index 29d0845..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader +++ /dev/null @@ -1,73 +0,0 @@ -Shader "Hidden/Noise Shader YUV" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _GrainTex ("Base (RGB)", 2D) = "gray" {} - _ScratchTex ("Base (RGB)", 2D) = "gray" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uvg : TEXCOORD1; // grain - float2 uvs : TEXCOORD2; // scratch -}; - -uniform sampler2D _MainTex; -uniform sampler2D _GrainTex; -uniform sampler2D _ScratchTex; - -uniform float4 _GrainOffsetScale; -uniform float4 _ScratchOffsetScale; -uniform fixed4 _Intensity; // x=grain, y=scratch - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); - o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; - o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; - return o; -} - -fixed4 frag (v2f i) : SV_Target -{ - fixed4 col = tex2D(_MainTex, i.uv); - - // convert to YUV - fixed3 yuv; - yuv.x = dot( col.rgb, half3(0.299,0.587,0.114) ); - yuv.y = (col.b-yuv.x)*0.492; - yuv.z = (col.r-yuv.x)*0.877; - - // sample noise texture and do a signed add - fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1; - yuv.rgb += grain * _Intensity.x; - - // convert back to rgb - col.r = yuv.z * 1.140 + yuv.x; - col.g = yuv.z * (-0.581) + yuv.y * (-0.395) + yuv.x; - col.b = yuv.y * 2.032 + yuv.x; - - // sample scratch texture and add - fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1; - col.rgb += scratch * _Intensity.y; - - return col; -} -ENDCG - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader.meta deleted file mode 100644 index b817ce9..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 0e447868506ba49f0a73235b8a8b647a -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader deleted file mode 100644 index 2e41821..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader +++ /dev/null @@ -1,97 +0,0 @@ - -Shader "Hidden/PrepareSunShaftsBlur" { - Properties { - _MainTex ("Base", 2D) = "" {} - _Skybox ("Skybox", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - sampler2D _Skybox; - sampler2D_float _CameraDepthTexture; - - uniform half _NoSkyBoxMask; - uniform half4 _SunPosition; - - v2f vert (appdata_img v) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - half TransformColor (half4 skyboxValue) { - return max (skyboxValue.a, _NoSkyBoxMask * dot (skyboxValue.rgb, float3 (0.59,0.3,0.11))); - } - - half4 frag (v2f i) : SV_Target { - float depthSample = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy); - half4 tex = tex2D (_MainTex, i.uv.xy); - - depthSample = Linear01Depth (depthSample); - - // consider maximum radius - half2 vec = _SunPosition.xy - i.uv.xy; - half dist = saturate (_SunPosition.w - length (vec.xy)); - - half4 outColor = 0; - - // consider shafts blockers - if (depthSample > 0.99) - outColor = TransformColor (tex) * dist; - - return outColor; - } - - half4 fragNoDepthNeeded (v2f i) : SV_Target { - float4 sky = (tex2D (_Skybox, i.uv.xy)); - float4 tex = (tex2D (_MainTex, i.uv.xy)); - - // consider maximum radius - half2 vec = _SunPosition.xy - i.uv.xy; - half dist = saturate (_SunPosition.w - length (vec)); - - half4 outColor = 0; - - if (Luminance ( abs(sky.rgb - tex.rgb)) < 0.2) - outColor = TransformColor (sky) * dist; - - return outColor; - } - - ENDCG - -Subshader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragNoDepthNeeded - - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader.meta deleted file mode 100644 index e32df02..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 9ad381ed8492840ab9f165df743e4826 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader deleted file mode 100644 index f04e20b..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader +++ /dev/null @@ -1,71 +0,0 @@ -Shader "Hidden/RadialBlur" -{ - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - // Shader code pasted into all further CGPROGRAM blocks - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 blurVector : TEXCOORD1; - }; - - sampler2D _MainTex; - - float4 _BlurRadius4; - float4 _SunPosition; - - float4 _MainTex_TexelSize; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv.xy = v.texcoord.xy; - - o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy; - - return o; - } - - #define SAMPLES_FLOAT 6.0f - #define SAMPLES_INT 6 - - half4 frag(v2f i) : SV_Target - { - half4 color = half4(0,0,0,0); - - for(int j = 0; j < SAMPLES_INT; j++) - { - half4 tmpColor = tex2D(_MainTex, i.uv.xy); - color += tmpColor; - - i.uv.xy += i.blurVector; - } - - return color / SAMPLES_FLOAT; - } - - ENDCG - -Subshader -{ - Blend One Zero - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - ENDCG - } // Pass -} // Subshader - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader.meta deleted file mode 100644 index a8725c4..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: f58445347fe2e4b8396487ed2bfa02ad -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader deleted file mode 100644 index a973142..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader +++ /dev/null @@ -1,279 +0,0 @@ -Shader "Hidden/SSAO" { -Properties { - _MainTex ("", 2D) = "" {} - _RandomTexture ("", 2D) = "" {} - _SSAO ("", 2D) = "" {} -} -Subshader { - ZTest Always Cull Off ZWrite Off - -CGINCLUDE -// Common code used by several SSAO passes below -#include "UnityCG.cginc" -struct v2f_ao { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uvr : TEXCOORD1; -}; - -uniform float2 _NoiseScale; -float4 _CameraDepthNormalsTexture_ST; - -v2f_ao vert_ao (appdata_img v) -{ - v2f_ao o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv = TRANSFORM_TEX(v.texcoord, _CameraDepthNormalsTexture); - o.uvr = v.texcoord.xy * _NoiseScale; - return o; -} - -sampler2D _CameraDepthNormalsTexture; -sampler2D _RandomTexture; -float4 _Params; // x=radius, y=minz, z=attenuation power, w=SSAO power - -// HLSL and GLSL do not support arbitrarily sized arrays as function parameters (eg. float bla[]), whereas Cg does. -#if !defined(UNITY_COMPILER_CG) - -# define INPUT_SAMPLE_COUNT 8 -# include "frag_ao.cginc" -# undef INPUT_SAMPLE_COUNT - -# define INPUT_SAMPLE_COUNT 14 -# include "frag_ao.cginc" -# undef INPUT_SAMPLE_COUNT - -# define INPUT_SAMPLE_COUNT 26 -# include "frag_ao.cginc" -# undef INPUT_SAMPLE_COUNT - -# define INPUT_SAMPLE_COUNT 34 -# include "frag_ao.cginc" -# undef INPUT_SAMPLE_COUNT - -#else -# define INPUT_SAMPLE_COUNT -# include "frag_ao.cginc" -#endif - -ENDCG - - // ---- SSAO pass, 8 samples - Pass { - -CGPROGRAM -#pragma vertex vert_ao -#pragma fragment frag -#pragma target 3.0 - - -half4 frag (v2f_ao i) : SV_Target -{ - #define SAMPLE_COUNT 8 - const float3 RAND_SAMPLES[SAMPLE_COUNT] = { - float3(0.01305719,0.5872321,-0.119337), - float3(0.3230782,0.02207272,-0.4188725), - float3(-0.310725,-0.191367,0.05613686), - float3(-0.4796457,0.09398766,-0.5802653), - float3(0.1399992,-0.3357702,0.5596789), - float3(-0.2484578,0.2555322,0.3489439), - float3(0.1871898,-0.702764,-0.2317479), - float3(0.8849149,0.2842076,0.368524), - }; - return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES); -} -ENDCG - - } - -// ---- SSAO pass, 14 samples - Pass { - -CGPROGRAM -#pragma vertex vert_ao -#pragma fragment frag -#pragma target 3.0 - - -half4 frag (v2f_ao i) : SV_Target -{ - #define SAMPLE_COUNT 14 - const float3 RAND_SAMPLES[SAMPLE_COUNT] = { - float3(0.4010039,0.8899381,-0.01751772), - float3(0.1617837,0.1338552,-0.3530486), - float3(-0.2305296,-0.1900085,0.5025396), - float3(-0.6256684,0.1241661,0.1163932), - float3(0.3820786,-0.3241398,0.4112825), - float3(-0.08829653,0.1649759,0.1395879), - float3(0.1891677,-0.1283755,-0.09873557), - float3(0.1986142,0.1767239,0.4380491), - float3(-0.3294966,0.02684341,-0.4021836), - float3(-0.01956503,-0.3108062,-0.410663), - float3(-0.3215499,0.6832048,-0.3433446), - float3(0.7026125,0.1648249,0.02250625), - float3(0.03704464,-0.939131,0.1358765), - float3(-0.6984446,-0.6003422,-0.04016943), - }; - return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES); -} -ENDCG - - } - -// ---- SSAO pass, 26 samples - Pass { - -CGPROGRAM -#pragma vertex vert_ao -#pragma fragment frag -#pragma target 3.0 - - -half4 frag (v2f_ao i) : SV_Target -{ - #define SAMPLE_COUNT 26 - const float3 RAND_SAMPLES[SAMPLE_COUNT] = { - float3(0.2196607,0.9032637,0.2254677), - float3(0.05916681,0.2201506,-0.1430302), - float3(-0.4152246,0.1320857,0.7036734), - float3(-0.3790807,0.1454145,0.100605), - float3(0.3149606,-0.1294581,0.7044517), - float3(-0.1108412,0.2162839,0.1336278), - float3(0.658012,-0.4395972,-0.2919373), - float3(0.5377914,0.3112189,0.426864), - float3(-0.2752537,0.07625949,-0.1273409), - float3(-0.1915639,-0.4973421,-0.3129629), - float3(-0.2634767,0.5277923,-0.1107446), - float3(0.8242752,0.02434147,0.06049098), - float3(0.06262707,-0.2128643,-0.03671562), - float3(-0.1795662,-0.3543862,0.07924347), - float3(0.06039629,0.24629,0.4501176), - float3(-0.7786345,-0.3814852,-0.2391262), - float3(0.2792919,0.2487278,-0.05185341), - float3(0.1841383,0.1696993,-0.8936281), - float3(-0.3479781,0.4725766,-0.719685), - float3(-0.1365018,-0.2513416,0.470937), - float3(0.1280388,-0.563242,0.3419276), - float3(-0.4800232,-0.1899473,0.2398808), - float3(0.6389147,0.1191014,-0.5271206), - float3(0.1932822,-0.3692099,-0.6060588), - float3(-0.3465451,-0.1654651,-0.6746758), - float3(0.2448421,-0.1610962,0.1289366), - }; - return frag_ao (i, SAMPLE_COUNT, RAND_SAMPLES); -} -ENDCG - - } - -// ---- Blur pass - Pass { -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#pragma target 3.0 -#include "UnityCG.cginc" - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; -}; - -float4 _MainTex_ST; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv = TRANSFORM_TEX (v.texcoord, _CameraDepthNormalsTexture); - return o; -} - -sampler2D _SSAO; -float3 _TexelOffsetScale; - -inline half CheckSame (half4 n, half4 nn) -{ - // difference in normals - half2 diff = abs(n.xy - nn.xy); - half sn = (diff.x + diff.y) < 0.1; - // difference in depth - float z = DecodeFloatRG (n.zw); - float zz = DecodeFloatRG (nn.zw); - float zdiff = abs(z-zz) * _ProjectionParams.z; - half sz = zdiff < 0.2; - return sn * sz; -} - - -half4 frag( v2f i ) : SV_Target -{ - #define NUM_BLUR_SAMPLES 4 - - float2 o = _TexelOffsetScale.xy; - - half sum = tex2D(_SSAO, i.uv).r * (NUM_BLUR_SAMPLES + 1); - half denom = NUM_BLUR_SAMPLES + 1; - - half4 geom = tex2D (_CameraDepthNormalsTexture, i.uv); - - for (int s = 0; s < NUM_BLUR_SAMPLES; ++s) - { - float2 nuv = i.uv + o * (s+1); - half4 ngeom = tex2D (_CameraDepthNormalsTexture, nuv.xy); - half coef = (NUM_BLUR_SAMPLES - s) * CheckSame (geom, ngeom); - sum += tex2D (_SSAO, nuv.xy).r * coef; - denom += coef; - } - for (int s = 0; s < NUM_BLUR_SAMPLES; ++s) - { - float2 nuv = i.uv - o * (s+1); - half4 ngeom = tex2D (_CameraDepthNormalsTexture, nuv.xy); - half coef = (NUM_BLUR_SAMPLES - s) * CheckSame (geom, ngeom); - sum += tex2D (_SSAO, nuv.xy).r * coef; - denom += coef; - } - return sum / denom; -} -ENDCG - } - - // ---- Composite pass - Pass { -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" - -struct v2f { - float4 pos : SV_POSITION; - float2 uv[2] : TEXCOORD0; -}; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); - o.uv[1] = MultiplyUV (UNITY_MATRIX_TEXTURE1, v.texcoord); - return o; -} - -sampler2D _MainTex; -sampler2D _SSAO; - -half4 frag( v2f i ) : SV_Target -{ - half4 c = tex2D (_MainTex, i.uv[0]); - half ao = tex2D (_SSAO, i.uv[1]).r; - ao = pow (ao, _Params.w); - c.rgb *= ao; - return c; -} -ENDCG - } - -} - -Fallback off -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader.meta deleted file mode 100644 index 0e2cdcc..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 43ca18288c424f645aaa1e9e07f04c50 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader deleted file mode 100644 index cc98f0e..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader +++ /dev/null @@ -1,402 +0,0 @@ - -// This Ambient Occlusion image effect is based on "Scalable Ambient Obscurance": - -/** - -\author Morgan McGuire and Michael Mara, NVIDIA and Williams College, http://research.nvidia.com, http://graphics.cs.williams.edu - -Open Source under the "BSD" license: http://www.opensource.org/licenses/bsd-license.php - -Copyright (c) 2011-2012, NVIDIA -All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: - -Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. -Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - -*/ - -Shader "Hidden/ScreenSpaceAmbientObscurance" -{ - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - #ifdef SHADER_API_D3D11 - #define NUM_SAMPLES (15) - #else - #define NUM_SAMPLES (11) - #endif - - #define FAR_PLANE_Z (300.0) - #define NUM_SPIRAL_TURNS (7) - #define bias (0.01) - - float _Radius; - float _Radius2; // _Radius * _Radius; - float _Intensity; - float4 _ProjInfo; - float4x4 _ProjectionInv; // ref only - - sampler2D_float _CameraDepthTexture; - sampler2D _Rand; - sampler2D _AOTex; - sampler2D _MainTex; - - float4 _MainTex_TexelSize; - - static const float gaussian[5] = { 0.153170, 0.144893, 0.122649, 0.092902, 0.062970 }; // stddev = 2.0 - - float2 _Axis; - - /** Increase to make edges crisper. Decrease to reduce temporal flicker. */ - #define EDGE_SHARPNESS (1.0) - - float _BlurFilterDistance; - #define SCALE _BlurFilterDistance - - /** Filter _Radius in pixels. This will be multiplied by SCALE. */ - #define R (4) - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uv2 : TEXCOORD1; - }; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - o.uv2 = v.texcoord.xy; - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - o.uv2.y = 1-o.uv2.y; - #endif - return o; - } - - float3 ReconstructCSPosition(float2 S, float z) - { - float linEyeZ = LinearEyeDepth(z); - return float3(( ( S.xy * _MainTex_TexelSize.zw) * _ProjInfo.xy + _ProjInfo.zw) * linEyeZ, linEyeZ); - - /* - // for reference - float4 clipPos = float4(S*2.0-1.0, (z*2-1), 1); - float4 viewPos; - viewPos.x = dot((float4)_ProjectionInv[0], clipPos); - viewPos.y = dot((float4)_ProjectionInv[1], clipPos); - viewPos.w = dot((float4)_ProjectionInv[3], clipPos); - viewPos.z = z; - viewPos = viewPos/viewPos.w; - return viewPos.xyz; - */ - } - - float3 ReconstructCSFaceNormal(float3 C) { - return normalize(cross(ddy(C), ddx(C))); - } - - - /** Returns a unit vector and a screen-space _Radius for the tap on a unit disk (the caller should scale by the actual disk _Radius) */ - - float2 TapLocation(int sampleNumber, float spinAngle, out float ssR){ - // Radius relative to ssR - float alpha = float(sampleNumber + 0.5) * (1.0 / NUM_SAMPLES); - float angle = alpha * (NUM_SPIRAL_TURNS * 6.28) + spinAngle; - - ssR = alpha; - return float2(cos(angle), sin(angle)); - } - - /** Used for packing Z into the GB channels */ - float CSZToKey(float z) { - return saturate(z * (1.0 / FAR_PLANE_Z)); - } - - /** Used for packing Z into the GB channels */ - void packKey(float key, out float2 p) { - // Round to the nearest 1/256.0 - float temp = floor(key * 256.0); - - // Integer part - p.x = temp * (1.0 / 256.0); - - // Fractional part - p.y = key * 256.0 - temp; - } - - /** Returns a number on (0, 1) */ - float UnpackKey(float2 p) - { - return p.x * (256.0 / 257.0) + p.y * (1.0 / 257.0); - } - - - /** Read the camera-space position of the point at screen-space pixel ssP */ - float3 GetPosition(float2 ssP) { - float3 P; - - P.z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, ssP.xy); - - // Offset to pixel center - P = ReconstructCSPosition(float2(ssP) /*+ float2(0.5, 0.5)*/, P.z); - return P; - } - - /** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */ - float3 GetOffsetPosition(float2 ssC, float2 unitOffset, float ssR) - { - float2 ssP = saturate(float2(ssR*unitOffset) + ssC); - - float3 P; - P.z = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, ssP.xy); - - // Offset to pixel center - P = ReconstructCSPosition(float2(ssP)/* + float2(0.5, 0.5)*/, P.z); - - return P; - } - - /** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds - to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling _Radius \a ssDiskRadius */ - - float SampleAO(in float2 ssC, in float3 C, in float3 n_C, in float ssDiskRadius, in int tapIndex, in float randomPatternRotationAngle) - { - // Offset on the unit disk, spun for this pixel - float ssR; - float2 unitOffset = TapLocation(tapIndex, randomPatternRotationAngle, ssR); - ssR *= ssDiskRadius; - - // The occluding point in camera space - float3 Q = GetOffsetPosition(ssC, unitOffset, ssR); - - float3 v = Q - C; - - float vv = dot(v, v); - float vn = dot(v, n_C); - - const float epsilon = 0.01; - float f = max(_Radius2 - vv, 0.0); - return f * f * f * max((vn - bias) / (epsilon + vv), 0.0); - } - - float4 fragAO(v2f i) : SV_Target - { - float4 fragment = fixed4(1,1,1,1); - - // Pixel being shaded - float2 ssC = i.uv2.xy;// * _MainTex_TexelSize.zw; - - // View space point being shaded - float3 C = GetPosition(ssC); - - //return abs(float4(C.xyz,0)); - //if(abs(C.z)<0.31) - // return 1; - //return abs(C.z); - - packKey(CSZToKey(C.z), fragment.gb); - //packKey(CSZToKey(C.z), bilateralKey); - - float randomPatternRotationAngle = 1.0; - #ifdef SHADER_API_D3D11 - int2 ssCInt = ssC.xy * _MainTex_TexelSize.zw; - randomPatternRotationAngle = frac(sin(dot(i.uv, float2(12.9898, 78.233))) * 43758.5453) * 1000.0; - #else - // TODO: make dx9 rand better - randomPatternRotationAngle = tex2D(_Rand, i.uv*12.0).x * 1000.0; - #endif - - // Reconstruct normals from positions. These will lead to 1-pixel black lines - // at depth discontinuities, however the blur will wipe those out so they are not visible - // in the final image. - float3 n_C = ReconstructCSFaceNormal(C); - - //return float4((n_C),0); - - // Choose the screen-space sample _Radius - // proportional to the projected area of the sphere - float ssDiskRadius = -_Radius / C.z; // -projScale * _Radius / C.z; // <::::: - - float sum = 0.0; - for (int l = 0; l < NUM_SAMPLES; ++l) { - sum += SampleAO(ssC, C, n_C, (ssDiskRadius), l, randomPatternRotationAngle); - } - - float temp = _Radius2 * _Radius; - sum /= temp * temp; - - float A = max(0.0, 1.0 - sum * _Intensity * (5.0 / NUM_SAMPLES)); - fragment.ra = float2(A,A); - - return fragment; - } - - float4 fragUpsample (v2f i) : SV_Target - { - float4 fragment = fixed4(1,1,1,1); - - // View space point being shaded - float3 C = GetPosition(i.uv.xy); - - packKey(CSZToKey(C.z), fragment.gb); - fragment.ra = tex2D(_MainTex, i.uv.xy).ra; - - return fragment; - } - - float4 fragApply (v2f i) : SV_Target - { - float4 ao = tex2D(_AOTex, i.uv2.xy); - return tex2D(_MainTex, i.uv.xy) * ao.rrrr; - } - - float4 fragApplySoft (v2f i) : SV_Target - { - float4 color = tex2D(_MainTex, i.uv.xy); - - float ao = tex2D(_AOTex, i.uv2.xy).r; - ao += tex2D(_AOTex, i.uv2.xy + _MainTex_TexelSize.xy * 0.75).r; - ao += tex2D(_AOTex, i.uv2.xy - _MainTex_TexelSize.xy * 0.75).r; - ao += tex2D(_AOTex, i.uv2.xy + _MainTex_TexelSize.xy * float2(-0.75,0.75)).r; - ao += tex2D(_AOTex, i.uv2.xy - _MainTex_TexelSize.xy * float2(-0.75,0.75)).r; - - return color * float4(ao,ao,ao,5)/5; - } - - float4 fragBlurBL (v2f i) : SV_Target - { - float4 fragment = float4(1,1,1,1); - - float2 ssC = i.uv.xy; - - float4 temp = tex2Dlod(_MainTex, float4(i.uv.xy,0,0)); - - float2 passthrough2 = temp.gb; - float key = UnpackKey(passthrough2); - - float sum = temp.r; - - /* - if (key >= 0.999) { - // Sky pixel (if you aren't using depth keying, disable this test) - fragment.gb = passthrough2; - return fragment; - } - */ - - // Base weight for depth falloff. Increase this for more blurriness, decrease it for better edge discrimination - - float BASE = gaussian[0] * 0.5; // ole: i decreased - float totalWeight = BASE; - sum *= totalWeight; - - for (int r = -R; r <= R; ++r) { - // We already handled the zero case above. This loop should be unrolled and the branch discarded - if (r != 0) { - temp = tex2Dlod(_MainTex, float4(ssC + _Axis * _MainTex_TexelSize.xy * (r * SCALE),0,0) ); - float tapKey = UnpackKey(temp.gb); - float value = temp.r; - - // spatial domain: offset gaussian tap - float weight = 0.3 + gaussian[abs(r)]; - - // range domain (the "bilateral" weight). As depth difference increases, decrease weight. - weight *= max(0.0, 1.0 - (2000.0 * EDGE_SHARPNESS) * abs(tapKey - key)); - - sum += value * weight; - totalWeight += weight; - } - } - - const float epsilon = 0.0001; - fragment = sum / (totalWeight + epsilon); - - fragment.gb = passthrough2; - - return fragment; - } - - ENDCG - -SubShader { - - // 0: get ao - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragAO - #pragma target 3.0 - - ENDCG - } - - // 1: bilateral blur - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragBlurBL - #pragma target 3.0 - - ENDCG - } - - // 2: apply ao - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragApply - #pragma target 3.0 - - ENDCG - } - - // 3: apply with a slight box filter - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragApplySoft - #pragma target 3.0 - - ENDCG - } - - // 4: in case you want to blur in high rez for nicer z borders - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragUpsample - #pragma target 3.0 - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader.meta deleted file mode 100644 index dbe9a72..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 95616c020c5604dda96cf76afbbc0272 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceRaytrace.cginc b/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceRaytrace.cginc deleted file mode 100644 index 5397f38..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceRaytrace.cginc +++ /dev/null @@ -1,261 +0,0 @@ -/** -\author Michael Mara and Morgan McGuire, Casual Effects. 2015. -*/ - -#ifndef SCREEN_SPACE_RAYTRACE_INCLUDED -#define SCREEN_SPACE_RAYTRACE_INCLUDED - - -sampler2D_float _CameraDepthTexture; - - -float distanceSquared(float2 A, float2 B) { - A -= B; - return dot(A, A); -} - -float distanceSquared(float3 A, float3 B) { - A -= B; - return dot(A, A); -} - -void swap(inout float v0, inout float v1) { - float temp = v0; - v0 = v1; - v1 = temp; -} - - -bool isIntersecting(float rayZMin, float rayZMax, float sceneZ, float layerThickness) { - return (rayZMax >= sceneZ - layerThickness) && (rayZMin <= sceneZ); -} - -void rayIterations(inout float2 P, inout float stepDirection, inout float end, inout int stepCount, inout int maxSteps, inout bool intersecting, - inout float sceneZ, inout float2 dP, inout float3 Q, inout float3 dQ, inout float k, inout float dk, - inout float rayZMin, inout float rayZMax, inout float prevZMaxEstimate, inout bool permute, inout float2 hitPixel, - inout float2 invSize, inout float layerThickness) { - - UNITY_LOOP - for (; - ( (P.x * stepDirection) <= end) && - (stepCount < maxSteps) && - (!intersecting); - P += dP, Q.z += dQ.z, k += dk, stepCount += 1) { - - // The depth range that the ray covers within this loop iteration. - // Assume that the ray is moving in increasing z and swap if backwards. - rayZMin = prevZMaxEstimate; - //rayZMin = (dQ.z * -0.5 + Q.z) / (dk * -0.5 + k); - // Compute the value at 1/2 pixel into the future - rayZMax = (dQ.z * 0.5 + Q.z) / (dk * 0.5 + k); - prevZMaxEstimate = rayZMax; - if (rayZMin > rayZMax) { swap(rayZMin, rayZMax); } - - // Undo the homogeneous operation to obtain the camera-space - // Q at each point - hitPixel = permute ? P.yx : P; - - sceneZ = tex2Dlod(_CameraDepthTexture, float4(hitPixel * invSize,0,0)).r; - sceneZ = -LinearEyeDepth(sceneZ); - - intersecting = isIntersecting(rayZMin, rayZMax, sceneZ, layerThickness); - - } // pixel on ray - P -= dP, Q.z -= dQ.z, k -= dk; -} - -/** - \param csOrigin must have z < -0.01, and project within the valid screen rectangle - \param stepRate Set to 1.0 by default, higher to step faster - */ -bool castDenseScreenSpaceRay - (float3 csOrigin, - float3 csDirection, - float4x4 projectToPixelMatrix, - float2 csZBufferSize, - float3 clipInfo, - float jitterFraction, - int maxSteps, - float layerThickness, - float maxRayTraceDistance, - out float2 hitPixel, - int stepRate, - bool refine, - out float3 csHitPoint, - out float stepCount) { - - float2 invSize = float2(1.0 / csZBufferSize.x, 1.0 / csZBufferSize.y); - - // Initialize to off screen - hitPixel = float2(-1, -1); - - float nearPlaneZ = -0.01; - // Clip ray to a near plane in 3D (doesn't have to be *the* near plane, although that would be a good idea) - float rayLength = ((csOrigin.z + csDirection.z * maxRayTraceDistance) > nearPlaneZ) ? - ((nearPlaneZ - csOrigin.z) / csDirection.z) : - maxRayTraceDistance; - - float3 csEndPoint = csDirection * rayLength + csOrigin; - - // Project into screen space - // This matrix has a lot of zeroes in it. We could expand - // out these multiplies to avoid multiplying by zero - // ...but 16 MADDs are not a big deal compared to what's ahead - float4 H0 = mul(projectToPixelMatrix, float4(csOrigin, 1.0)); - float4 H1 = mul(projectToPixelMatrix, float4(csEndPoint, 1.0)); - - // There are a lot of divisions by w that can be turned into multiplications - // at some minor precision loss...and we need to interpolate these 1/w values - // anyway. - // - // Because the caller was required to clip to the near plane, - // this homogeneous division (projecting from 4D to 2D) is guaranteed - // to succeed. - float k0 = 1.0 / H0.w; - float k1 = 1.0 / H1.w; - - // Screen-space endpoints - float2 P0 = H0.xy * k0; - float2 P1 = H1.xy * k1; - - // Switch the original points to values that interpolate linearly in 2D: - float3 Q0 = csOrigin * k0; - float3 Q1 = csEndPoint * k1; - -#if 1 // Clipping to the screen coordinates. We could simply modify maxSteps instead - float yMax = csZBufferSize.y - 0.5; - float yMin = 0.5; - float xMax = csZBufferSize.x - 0.5; - float xMin = 0.5; - - // 2D interpolation parameter - float alpha = 0.0; - // P0 must be in bounds - if (P1.y > yMax || P1.y < yMin) { - float yClip = (P1.y > yMax) ? yMax : yMin; - float yAlpha = (P1.y - yClip) / (P1.y - P0.y); // Denominator is not zero, since P0 != P1 (or P0 would have been clipped!) - alpha = yAlpha; - } - - // P0 must be in bounds - if (P1.x > xMax || P1.x < xMin) { - float xClip = (P1.x > xMax) ? xMax : xMin; - float xAlpha = (P1.x - xClip) / (P1.x - P0.x); // Denominator is not zero, since P0 != P1 (or P0 would have been clipped!) - alpha = max(alpha, xAlpha); - } - - // These are all in homogeneous space, so they interpolate linearly - P1 = lerp(P1, P0, alpha); - k1 = lerp(k1, k0, alpha); - Q1 = lerp(Q1, Q0, alpha); -#endif - - // We're doing this to avoid divide by zero (rays exactly parallel to an eye ray) - P1 = (distanceSquared(P0, P1) < 0.0001) ? P0 + float2(0.01, 0.01) : P1; - - float2 delta = P1 - P0; - - // Assume horizontal - bool permute = false; - if (abs(delta.x) < abs(delta.y)) { - // More-vertical line. Create a permutation that swaps x and y in the output - permute = true; - - // Directly swizzle the inputs - delta = delta.yx; - P1 = P1.yx; - P0 = P0.yx; - } - - // From now on, "x" is the primary iteration direction and "y" is the secondary one - - float stepDirection = sign(delta.x); - float invdx = stepDirection / delta.x; - float2 dP = float2(stepDirection, invdx * delta.y); - - // Track the derivatives of Q and k - float3 dQ = (Q1 - Q0) * invdx; - float dk = (k1 - k0) * invdx; - - dP *= stepRate; - dQ *= stepRate; - dk *= stepRate; - - P0 += dP * jitterFraction; - Q0 += dQ * jitterFraction; - k0 += dk * jitterFraction; - - // Slide P from P0 to P1, (now-homogeneous) Q from Q0 to Q1, and k from k0 to k1 - float3 Q = Q0; - float k = k0; - - // We track the ray depth at +/- 1/2 pixel to treat pixels as clip-space solid - // voxels. Because the depth at -1/2 for a given pixel will be the same as at - // +1/2 for the previous iteration, we actually only have to compute one value - // per iteration. - float prevZMaxEstimate = csOrigin.z; - stepCount = 0.0; - float rayZMax = prevZMaxEstimate, rayZMin = prevZMaxEstimate; - float sceneZ = 100000; - - // P1.x is never modified after this point, so pre-scale it by - // the step direction for a signed comparison - float end = P1.x * stepDirection; - - bool intersecting = isIntersecting(rayZMin, rayZMax, sceneZ, layerThickness); - // We only advance the z field of Q in the inner loop, since - // Q.xy is never used until after the loop terminates - - //int rayIterations = min(maxSteps, stepsToGetOffscreen); - - - float2 P = P0; - - int originalStepCount = 0; - rayIterations(P, stepDirection, end, originalStepCount, maxSteps, intersecting, - sceneZ, dP, Q, dQ, k, dk, - rayZMin, rayZMax, prevZMaxEstimate, permute, hitPixel, - invSize, layerThickness); - - - stepCount = originalStepCount; - if (refine && intersecting && stepRate > 1) { - - - // We're going back a step. - P -= dP, Q.z -= dQ.z, k -= dk; - prevZMaxEstimate = Q.z / k; - rayZMin = prevZMaxEstimate; - rayZMax = prevZMaxEstimate; - - intersecting = false; - int refinementStepCount = 0; - int refinementMaxSteps = stepRate; - - float refinementConstant = 1.0 / stepRate; - dQ.z *= refinementConstant; - dP *= refinementConstant; - dk *= refinementConstant; - - // Refinement - rayIterations(P, stepDirection, end, refinementStepCount, refinementMaxSteps, intersecting, - sceneZ, dP, Q, dQ, k, dk, - rayZMin, rayZMax, prevZMaxEstimate, permute, hitPixel, - invSize, layerThickness); - stepCount += refinementStepCount * refinementConstant - 1.0; - //stepCount = refinementStepCount; - intersecting = true; - } - - - // Loop only advanced the Z component. Now that we know where we are going - // update xy - Q.xy += dQ.xy * stepCount; - // Q is a vector, so we are trying to get by with 1 division instead of 3. - csHitPoint = Q * (1.0 / k); - - return intersecting; -} - - -#endif // SCREEN_SPACE_RAYTRACE_INCLUDED diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceRaytrace.cginc.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceRaytrace.cginc.meta deleted file mode 100644 index 3a1c551..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceRaytrace.cginc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 26c67b7245085cf438e3d42d50d94f55 -timeCreated: 1425661779 -licenseType: Store -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader deleted file mode 100644 index c042cd8..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader +++ /dev/null @@ -1,38 +0,0 @@ -Shader "Hidden/Sepiatone Effect" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert_img -#pragma fragment frag -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; - -fixed4 frag (v2f_img i) : SV_Target -{ - fixed4 original = tex2D(_MainTex, i.uv); - - // get intensity value (Y part of YIQ color space) - fixed Y = dot (fixed3(0.299, 0.587, 0.114), original.rgb); - - // Convert to Sepia Tone by adding constant - fixed4 sepiaConvert = float4 (0.191, -0.054, -0.221, 0.0); - fixed4 output = sepiaConvert + Y; - output.a = original.a; - - return output; -} -ENDCG - - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader.meta deleted file mode 100644 index 34528f5..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: b6aa781cad112c75d0008dfa8d76c639 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader deleted file mode 100644 index 69c10a2..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader +++ /dev/null @@ -1,54 +0,0 @@ - - -Shader "Hidden/ShowAlphaChannel" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _EdgeTex ("_EdgeTex", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag - -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; -uniform sampler2D _EdgeTex; - -uniform float4 _MainTex_TexelSize; - -float filterRadius; - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; -}; - -v2f vert( appdata_img v ) -{ - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - - return o; -} - -half4 frag (v2f i) : SV_Target -{ - - half4 color = tex2D(_MainTex, i.uv.xy); - half edges = color.a; - - return edges; -} -ENDCG - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader.meta deleted file mode 100644 index 37d3f86..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: da310021e2a4142429d95c537846dc38 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader deleted file mode 100644 index 41b134c..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader +++ /dev/null @@ -1,41 +0,0 @@ - - -Shader "Hidden/SimpleClear" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; -uniform float4 _MainTex_TexelSize; - -struct v2f { - float4 pos : SV_POSITION; -}; - -v2f vert( appdata_img v ) -{ - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - return o; -} - -half4 frag (v2f i) : SV_Target -{ - return half4(0,0,0,0); -} -ENDCG - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader.meta deleted file mode 100644 index eba30cb..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: f688f89ed5eb847c5b19c934a0f1e772 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader deleted file mode 100644 index 80375c1..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader +++ /dev/null @@ -1,222 +0,0 @@ -Shader "Hidden/SunShaftsComposite" { - Properties { - _MainTex ("Base", 2D) = "" {} - _ColorBuffer ("Color", 2D) = "" {} - _Skybox ("Skybox", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - #if UNITY_UV_STARTS_AT_TOP - float2 uv1 : TEXCOORD1; - #endif - }; - - struct v2f_radial { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 blurVector : TEXCOORD1; - }; - - sampler2D _MainTex; - sampler2D _ColorBuffer; - sampler2D _Skybox; - sampler2D_float _CameraDepthTexture; - - uniform half4 _SunThreshold; - - uniform half4 _SunColor; - uniform half4 _BlurRadius4; - uniform half4 _SunPosition; - uniform half4 _MainTex_TexelSize; - - #define SAMPLES_FLOAT 6.0f - #define SAMPLES_INT 6 - - v2f vert( appdata_img v ) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - o.uv1 = v.texcoord.xy; - if (_MainTex_TexelSize.y < 0) - o.uv1.y = 1-o.uv1.y; - #endif - - return o; - } - - half4 fragScreen(v2f i) : SV_Target { - half4 colorA = tex2D (_MainTex, i.uv.xy); - #if UNITY_UV_STARTS_AT_TOP - half4 colorB = tex2D (_ColorBuffer, i.uv1.xy); - #else - half4 colorB = tex2D (_ColorBuffer, i.uv.xy); - #endif - half4 depthMask = saturate (colorB * _SunColor); - return 1.0f - (1.0f-colorA) * (1.0f-depthMask); - } - - half4 fragAdd(v2f i) : SV_Target { - half4 colorA = tex2D (_MainTex, i.uv.xy); - #if UNITY_UV_STARTS_AT_TOP - half4 colorB = tex2D (_ColorBuffer, i.uv1.xy); - #else - half4 colorB = tex2D (_ColorBuffer, i.uv.xy); - #endif - half4 depthMask = saturate (colorB * _SunColor); - return colorA + depthMask; - } - - v2f_radial vert_radial( appdata_img v ) { - v2f_radial o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - o.uv.xy = v.texcoord.xy; - o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy; - - return o; - } - - half4 frag_radial(v2f_radial i) : SV_Target - { - half4 color = half4(0,0,0,0); - for(int j = 0; j < SAMPLES_INT; j++) - { - half4 tmpColor = tex2D(_MainTex, i.uv.xy); - color += tmpColor; - i.uv.xy += i.blurVector; - } - return color / SAMPLES_FLOAT; - } - - half TransformColor (half4 skyboxValue) { - return dot(max(skyboxValue.rgb - _SunThreshold.rgb, half3(0,0,0)), half3(1,1,1)); // threshold and convert to greyscale - } - - half4 frag_depth (v2f i) : SV_Target { - #if UNITY_UV_STARTS_AT_TOP - float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); - #else - float depthSample = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy); - #endif - - half4 tex = tex2D (_MainTex, i.uv.xy); - - depthSample = Linear01Depth (depthSample); - - // consider maximum radius - #if UNITY_UV_STARTS_AT_TOP - half2 vec = _SunPosition.xy - i.uv1.xy; - #else - half2 vec = _SunPosition.xy - i.uv.xy; - #endif - half dist = saturate (_SunPosition.w - length (vec.xy)); - - half4 outColor = 0; - - // consider shafts blockers - if (depthSample > 0.99) - outColor = TransformColor (tex) * dist; - - return outColor; - } - - half4 frag_nodepth (v2f i) : SV_Target { - #if UNITY_UV_STARTS_AT_TOP - float4 sky = (tex2D (_Skybox, i.uv1.xy)); - #else - float4 sky = (tex2D (_Skybox, i.uv.xy)); - #endif - - float4 tex = (tex2D (_MainTex, i.uv.xy)); - - // consider maximum radius - #if UNITY_UV_STARTS_AT_TOP - half2 vec = _SunPosition.xy - i.uv1.xy; - #else - half2 vec = _SunPosition.xy - i.uv.xy; - #endif - half dist = saturate (_SunPosition.w - length (vec)); - - half4 outColor = 0; - - // find unoccluded sky pixels - // consider pixel values that differ significantly between framebuffer and sky-only buffer as occluded - if (Luminance ( abs(sky.rgb - tex.rgb)) < 0.2) - outColor = TransformColor (sky) * dist; - - return outColor; - } - - - - ENDCG - -Subshader { - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragScreen - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert_radial - #pragma fragment frag_radial - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag_depth - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag_nodepth - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragAdd - - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader.meta deleted file mode 100644 index 82a0680..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: d3b1c8c1036784176946f5cfbfb7fe4c -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader deleted file mode 100644 index 5aac7e4..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader +++ /dev/null @@ -1,354 +0,0 @@ -Shader "Hidden/Tonemapper" { - Properties { - _MainTex ("", 2D) = "black" {} - _SmallTex ("", 2D) = "grey" {} - _Curve ("", 2D) = "black" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - sampler2D _SmallTex; - sampler2D _Curve; - - float4 _HdrParams; - float2 intensity; - float4 _MainTex_TexelSize; - float _AdaptionSpeed; - float _ExposureAdjustment; - float _RangeScale; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - float4 fragLog(v2f i) : SV_Target - { - const float EPSILON = 1e-4h; - - float fLogLumSum = 0.0f; - - fLogLumSum += log( max( EPSILON, Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,-1)).rgb))); - fLogLumSum += log( max( EPSILON, Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,1)).rgb))); - fLogLumSum += log( max( EPSILON, Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,1)).rgb))); - fLogLumSum += log( max( EPSILON, Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,-1)).rgb))); - - float avg = fLogLumSum / 4.0; - return float4(avg, avg, avg, avg); - } - - float4 fragExp(v2f i) : SV_Target - { - float2 lum = float2(0.0f, 0.0f); - - lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,-1)).xy; - lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,1)).xy; - lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,-1)).xy; - lum += tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,1)).xy; - - lum = exp(lum / 4.0f); - - return float4(lum.x, lum.y, lum.x, saturate(0.0125 * _AdaptionSpeed)); - } - - float3 ToCIE(float3 FullScreenImage) - { - // RGB -> XYZ conversion - // http://www.w3.org/Graphics/Color/sRGB - // The official sRGB to XYZ conversion matrix is (following ITU-R BT.709) - // 0.4125 0.3576 0.1805 - // 0.2126 0.7152 0.0722 - // 0.0193 0.1192 0.9505 - - float3x3 RGB2XYZ = {0.5141364, 0.3238786, 0.16036376, 0.265068, 0.67023428, 0.06409157, 0.0241188, 0.1228178, 0.84442666}; - - float3 XYZ = mul(RGB2XYZ, FullScreenImage.rgb); - - // XYZ -> Yxy conversion - - float3 Yxy; - - Yxy.r = XYZ.g; - - // x = X / (X + Y + Z) - // y = X / (X + Y + Z) - - float temp = dot(float3(1.0,1.0,1.0), XYZ.rgb); - - Yxy.gb = XYZ.rg / temp; - - return Yxy; - } - - float3 FromCIE(float3 Yxy) - { - float3 XYZ; - // Yxy -> XYZ conversion - XYZ.r = Yxy.r * Yxy.g / Yxy. b; - - // X = Y * x / y - XYZ.g = Yxy.r; - - // copy luminance Y - XYZ.b = Yxy.r * (1 - Yxy.g - Yxy.b) / Yxy.b; - - // Z = Y * (1-x-y) / y - - // XYZ -> RGB conversion - // The official XYZ to sRGB conversion matrix is (following ITU-R BT.709) - // 3.2410 -1.5374 -0.4986 - // -0.9692 1.8760 0.0416 - // 0.0556 -0.2040 1.0570 - - float3x3 XYZ2RGB = { 2.5651,-1.1665,-0.3986, -1.0217, 1.9777, 0.0439, 0.0753, -0.2543, 1.1892}; - - return mul(XYZ2RGB, XYZ); - } - - // NOTE/OPTIMIZATION: we're not going the extra CIE detour anymore, but - // scale with the OUT/IN luminance ratio,this is sooooo much faster - - float4 fragAdaptive(v2f i) : SV_Target - { - float avgLum = tex2D(_SmallTex, i.uv).x; - float4 color = tex2D (_MainTex, i.uv); - - float cieLum = max(0.000001, Luminance(color.rgb)); //ToCIE(color.rgb); - - float lumScaled = cieLum * _HdrParams.z / (0.001 + avgLum.x); - - lumScaled = (lumScaled * (1.0f + lumScaled / (_HdrParams.w)))/(1.0f + lumScaled); - - //cie.r = lumScaled; - - color.rgb = color.rgb * (lumScaled / cieLum); - - //color.rgb = FromCIE(cie); - return color; - } - - float4 fragAdaptiveAutoWhite(v2f i) : SV_Target - { - float2 avgLum = tex2D(_SmallTex, i.uv).xy; - float4 color = tex2D(_MainTex, i.uv); - - float cieLum = max(0.000001, Luminance(color.rgb)); //ToCIE(color.rgb); - - float lumScaled = cieLum * _HdrParams.z / (0.001 + avgLum.x); - - lumScaled = (lumScaled * (1.0f + lumScaled / (avgLum.y*avgLum.y)))/(1.0f + lumScaled); - - //cie.r = lumScaled; - - color.rgb = color.rgb * (lumScaled / cieLum); - - //color.rgb = FromCIE(cie); - return color; - } - - float4 fragCurve(v2f i) : SV_Target - { - float4 color = tex2D(_MainTex, i.uv); - float3 cie = ToCIE(color.rgb); - - // Remap to new lum range - float newLum = tex2D(_Curve, float2(cie.r * _RangeScale, 0.5)).r; - cie.r = newLum; - color.rgb = FromCIE(cie); - - return color; - } - - float4 fragHable(v2f i) : SV_Target - { - const float A = 0.15; - const float B = 0.50; - const float C = 0.10; - const float D = 0.20; - const float E = 0.02; - const float F = 0.30; - const float W = 11.2; - - float3 texColor = tex2D(_MainTex, i.uv).rgb; - texColor *= _ExposureAdjustment; - - float ExposureBias = 2.0; - float3 x = ExposureBias*texColor; - float3 curr = ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; - - x = W; - float3 whiteScale = 1.0f/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F); - float3 color = curr*whiteScale; - - // float3 retColor = pow(color,1/2.2); // we have SRGB write enabled at this stage - - return float4(color, 1.0); - } - - // we are doing it on luminance here (better color preservation, but some other problems like very fast saturation) - float4 fragSimpleReinhard(v2f i) : SV_Target - { - float4 texColor = tex2D(_MainTex, i.uv); - float lum = Luminance(texColor.rgb); - float lumTm = lum * _ExposureAdjustment; - float scale = lumTm / (1+lumTm); - return float4(texColor.rgb * scale / lum, texColor.a); - } - - float4 fragOptimizedHejiDawson(v2f i) : SV_Target - { - float4 texColor = tex2D(_MainTex, i.uv ); - texColor *= _ExposureAdjustment; - float4 X = max(float4(0.0,0.0,0.0,0.0), texColor-0.004); - float4 retColor = (X*(6.2*X+.5))/(X*(6.2*X+1.7)+0.06); - return retColor*retColor; - } - - float4 fragPhotographic(v2f i) : SV_Target - { - float4 texColor = tex2D(_MainTex, i.uv); - return 1-exp2(-_ExposureAdjustment * texColor); - } - - float4 fragDownsample(v2f i) : SV_Target - { - float4 tapA = tex2D(_MainTex, i.uv + _MainTex_TexelSize * 0.5); - float4 tapB = tex2D(_MainTex, i.uv - _MainTex_TexelSize * 0.5); - float4 tapC = tex2D(_MainTex, i.uv + _MainTex_TexelSize * float2(0.5,-0.5)); - float4 tapD = tex2D(_MainTex, i.uv - _MainTex_TexelSize * float2(0.5,-0.5)); - - float4 average = (tapA+tapB+tapC+tapD)/4; - average.y = max(max(tapA.y,tapB.y), max(tapC.y,tapD.y)); - - return average; - } - - ENDCG - -Subshader { - // adaptive reinhhard apply - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAdaptive - ENDCG - } - - // 1 - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragLog - ENDCG - } - // 2 - Pass { - ZTest Always Cull Off ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragExp - ENDCG - } - // 3 - Pass { - ZTest Always Cull Off ZWrite Off - - Blend Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragExp - ENDCG - } - - // 4 user controllable tonemap curve - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragCurve - ENDCG - } - - // 5 tonemapping in uncharted - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragHable - ENDCG - } - - // 6 simple tonemapping based reinhard - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragSimpleReinhard - ENDCG - } - - // 7 OptimizedHejiDawson - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragOptimizedHejiDawson - ENDCG - } - - // 8 Photographic - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragPhotographic - ENDCG - } - - // 9 Downsample with auto white detection - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragDownsample - ENDCG - } - - // 10 adaptive reinhhard apply with auto white - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAdaptiveAutoWhite - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader.meta deleted file mode 100644 index 370e284..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 003377fc2620a44939dadde6fe3f8190 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader deleted file mode 100644 index 6e5886d..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader +++ /dev/null @@ -1,52 +0,0 @@ -Shader "Hidden/Twirt Effect Shader" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; -uniform float4 _MainTex_TexelSize; -uniform float4 _CenterRadius; -uniform float4x4 _RotationMatrix; - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; -}; - -v2f vert( appdata_img v ) -{ - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord - _CenterRadius.xy; - return o; -} - -float4 frag (v2f i) : SV_Target -{ - float2 offset = i.uv; - float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy); - float2 tmp = offset / _CenterRadius.zw; - float t = min (1, length(tmp)); - - offset = lerp (distortedOffset, offset, t); - offset += _CenterRadius.xy; - - return tex2D(_MainTex, offset); -} -ENDCG - - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader.meta deleted file mode 100644 index a11709f..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 641b781cad112c75d0008dfa8d76c639 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader deleted file mode 100644 index 8529730..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader +++ /dev/null @@ -1,69 +0,0 @@ -Shader "Hidden/Vignetting" { - Properties { - _MainTex ("Base", 2D) = "white" {} - _VignetteTex ("Vignette", 2D) = "white" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uv2 : TEXCOORD1; - }; - - sampler2D _MainTex; - sampler2D _VignetteTex; - - half _Intensity; - half _Blur; - - float4 _MainTex_TexelSize; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - o.uv2 = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - o.uv2.y = 1.0 - o.uv2.y; - #endif - - return o; - } - - half4 frag(v2f i) : SV_Target { - half2 coords = i.uv; - half2 uv = i.uv; - - coords = (coords - 0.5) * 2.0; - half coordDot = dot (coords,coords); - half4 color = tex2D (_MainTex, uv); - - float mask = 1.0 - coordDot * _Intensity; - - half4 colorBlur = tex2D (_VignetteTex, i.uv2); - color = lerp (color, colorBlur, saturate (_Blur * coordDot)); - - return color * mask; - } - - ENDCG - -Subshader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader.meta deleted file mode 100644 index 2ecd872..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 627943dc7a9a74286b70a4f694a0acd5 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader deleted file mode 100644 index 751ab4e..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader +++ /dev/null @@ -1,65 +0,0 @@ -Shader "Hidden/Twist Effect" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader -{ - Pass - { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag - -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; - -uniform float4 _MainTex_ST; - -uniform float4 _MainTex_TexelSize; -uniform float _Angle; -uniform float4 _CenterRadius; - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uvOrig : TEXCOORD1; -}; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - float2 uv = v.texcoord.xy - _CenterRadius.xy; - o.uv = TRANSFORM_TEX(uv, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv); - o.uvOrig = uv; - return o; -} - -float4 frag (v2f i) : SV_Target -{ - float2 offset = i.uvOrig; - float angle = 1.0 - length(offset / _CenterRadius.zw); - angle = max (0, angle); - angle = angle * angle * _Angle; - float cosLength, sinLength; - sincos (angle, sinLength, cosLength); - - float2 uv; - uv.x = cosLength * offset[0] - sinLength * offset[1]; - uv.y = sinLength * offset[0] + cosLength * offset[1]; - uv += _CenterRadius.xy; - - return tex2D(_MainTex, uv); -} -ENDCG - - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader.meta deleted file mode 100644 index 78ded6f..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 708b781cad112c75d0008dfa8d76c639 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing.meta deleted file mode 100644 index 34cabb7..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 6d55b5e91b95c41739cdf4f804dd383d diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader deleted file mode 100644 index 88672e3..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader +++ /dev/null @@ -1,344 +0,0 @@ - -// -// modified and adapted DLAA code based on Dmitry Andreev's -// Directionally Localized Anti-Aliasing (DLAA) -// -// as seen in "The Force Unleashed 2" -// - -Shader "Hidden/DLAA" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -CGINCLUDE - - #include "UnityCG.cginc" - - uniform sampler2D _MainTex; - uniform float4 _MainTex_TexelSize; - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - #define LD( o, dx, dy ) o = tex2D( _MainTex, texCoord + float2( dx, dy ) * _MainTex_TexelSize.xy ); - - float GetIntensity( float3 col ) - { - return dot( col, float3( 0.33f, 0.33f, 0.33f ) ); - } - - float4 highPassPre( float2 texCoord ) - { - LD(float4 sCenter, 0.0,0.0) - LD(float4 sUpLeft, -1.0,-1.0) - LD(float4 sUpRight, 1.0,-1.0) - LD(float4 sDownLeft, -1.0,1.0) - LD(float4 sDownRight, 1.0,1.0) - - float4 diff = 4.0f * abs( (sUpLeft + sUpRight + sDownLeft + sDownRight) - 4.0f * sCenter ); - float edgeMask = GetIntensity(diff.xyz); - - return float4(sCenter.rgb, edgeMask); - } - - // Softer (5-pixel wide high-pass) - /* - void HighPassEdgeHV (out float4 edge_h, out float4 edge_v, float4 center, float4 w_h, float4 w_v, float2 texCoord) { - edge_h = abs( w_h - 4.0f * center ) / 4.0f; - edge_v = abs( w_v - 4.0f * center ) / 4.0f; - } - - // Sharper (3-pixel wide high-pass) - void EdgeHV (out float4 edge_h, out float4 edge_v, float4 center, float2 texCoord) { - float4 left, right, top, bottom; - - LD( left, -1, 0 ) - LD( right, 1, 0 ) - LD( top, 0, -1 ) - LD( bottom, 0, 1 ) - - edge_h = abs( left + right - 2.0f * center ) / 2.0f; - edge_v = abs( top + bottom - 2.0f * center ) / 2.0f; - } - */ - - float4 edgeDetectAndBlur( float2 texCoord ) - { - float lambda = 3.0f; - float epsilon = 0.1f; - - // - // Short Edges - // - - float4 center, left_01, right_01, top_01, bottom_01; - - // sample 5x5 cross - LD( center, 0, 0 ) - LD( left_01, -1.5, 0 ) - LD( right_01, 1.5, 0 ) - LD( top_01, 0,-1.5 ) - LD( bottom_01, 0, 1.5 ) - - - float4 w_h = 2.0f * ( left_01 + right_01 ); - float4 w_v = 2.0f * ( top_01 + bottom_01 ); - - - // Softer (5-pixel wide high-pass) - float4 edge_h = abs( w_h - 4.0f * center ) / 4.0f; - float4 edge_v = abs( w_v - 4.0f * center ) / 4.0f; - - - float4 blurred_h = ( w_h + 2.0f * center ) / 6.0f; - float4 blurred_v = ( w_v + 2.0f * center ) / 6.0f; - - float edge_h_lum = GetIntensity( edge_h.xyz ); - float edge_v_lum = GetIntensity( edge_v.xyz ); - float blurred_h_lum = GetIntensity( blurred_h.xyz ); - float blurred_v_lum = GetIntensity( blurred_v.xyz ); - - float edge_mask_h = saturate( ( lambda * edge_h_lum - epsilon ) / blurred_v_lum ); - float edge_mask_v = saturate( ( lambda * edge_v_lum - epsilon ) / blurred_h_lum ); - - float4 clr = center; - clr = lerp( clr, blurred_h, edge_mask_v ); - clr = lerp( clr, blurred_v, edge_mask_h ); // blurrier version - - // - // Long Edges - // - - float4 h0, h1, h2, h3, h4, h5, h6, h7; - float4 v0, v1, v2, v3, v4, v5, v6, v7; - - // sample 16x16 cross (sparse-sample on X360, incremental kernel update on SPUs) - LD( h0, 1.5, 0 ) LD( h1, 3.5, 0 ) LD( h2, 5.5, 0 ) LD( h3, 7.5, 0 ) LD( h4, -1.5,0 ) LD( h5, -3.5,0 ) LD( h6, -5.5,0 ) LD( h7, -7.5,0 ) - LD( v0, 0, 1.5 ) LD( v1, 0, 3.5 ) LD( v2, 0, 5.5 ) LD( v3, 0, 7.5 ) LD( v4, 0,-1.5 ) LD( v5, 0,-3.5 ) LD( v6, 0,-5.5 ) LD( v7, 0,-7.5 ) - - float long_edge_mask_h = ( h0.a + h1.a + h2.a + h3.a + h4.a + h5.a + h6.a + h7.a ) / 8.0f; - float long_edge_mask_v = ( v0.a + v1.a + v2.a + v3.a + v4.a + v5.a + v6.a + v7.a ) / 8.0f; - - long_edge_mask_h = saturate( long_edge_mask_h * 2.0f - 1.0f ); - long_edge_mask_v = saturate( long_edge_mask_v * 2.0f - 1.0f ); - - float4 left, right, top, bottom; - - LD( left, -1, 0 ) - LD( right, 1, 0 ) - LD( top, 0, -1 ) - LD( bottom, 0, 1 ) - - if ( long_edge_mask_h > 0 || long_edge_mask_v > 0 ) // faster but less resistant to noise (TFU2 X360) - //if ( abs( long_edge_mask_h - long_edge_mask_v ) > 0.2f ) // resistant to noise (TFU2 SPUs) - { - float4 long_blurred_h = ( h0 + h1 + h2 + h3 + h4 + h5 + h6 + h7 ) / 8.0f; - float4 long_blurred_v = ( v0 + v1 + v2 + v3 + v4 + v5 + v6 + v7 ) / 8.0f; - - float lb_h_lum = GetIntensity( long_blurred_h.xyz ); - float lb_v_lum = GetIntensity( long_blurred_v.xyz ); - - float center_lum = GetIntensity( center.xyz ); - float left_lum = GetIntensity( left.xyz ); - float right_lum = GetIntensity( right.xyz ); - float top_lum = GetIntensity( top.xyz ); - float bottom_lum = GetIntensity( bottom.xyz ); - - float4 clr_v = center; - float4 clr_h = center; - - // we had to hack this because DIV by 0 gives some artefacts on different platforms - float hx = center_lum == top_lum ? 0.0 : saturate( 0 + ( lb_h_lum - top_lum ) / ( center_lum - top_lum ) ); - float hy = center_lum == bottom_lum ? 0.0 : saturate( 1 + ( lb_h_lum - center_lum ) / ( center_lum - bottom_lum ) ); - float vx = center_lum == left_lum ? 0.0 : saturate( 0 + ( lb_v_lum - left_lum ) / ( center_lum - left_lum ) ); - float vy = center_lum == right_lum ? 0.0 : saturate( 1 + ( lb_v_lum - center_lum ) / ( center_lum - right_lum ) ); - - float4 vhxy = float4( vx, vy, hx, hy ); - //vhxy = vhxy == float4( 0, 0, 0, 0 ) ? float4( 1, 1, 1, 1 ) : vhxy; - - clr_v = lerp( left , clr_v, vhxy.x ); - clr_v = lerp( right , clr_v, vhxy.y ); - clr_h = lerp( top , clr_h, vhxy.z ); - clr_h = lerp( bottom, clr_h, vhxy.w ); - - clr = lerp( clr, clr_v, long_edge_mask_v ); - clr = lerp( clr, clr_h, long_edge_mask_h ); - } - - return clr; - } - - float4 edgeDetectAndBlurSharper(float2 texCoord) - { - float lambda = 3.0f; - float epsilon = 0.1f; - - // - // Short Edges - // - - float4 center, left_01, right_01, top_01, bottom_01; - - // sample 5x5 cross - LD( center, 0, 0 ) - LD( left_01, -1.5, 0 ) - LD( right_01, 1.5, 0 ) - LD( top_01, 0,-1.5 ) - LD( bottom_01, 0, 1.5 ) - - - float4 w_h = 2.0f * ( left_01 + right_01 ); - float4 w_v = 2.0f * ( top_01 + bottom_01 ); - - // Sharper (3-pixel wide high-pass) - float4 left, right, top, bottom; - - LD( left, -1, 0 ) - LD( right, 1, 0 ) - LD( top, 0, -1 ) - LD( bottom, 0, 1 ) - - float4 edge_h = abs( left + right - 2.0f * center ) / 2.0f; - float4 edge_v = abs( top + bottom - 2.0f * center ) / 2.0f; - - float4 blurred_h = ( w_h + 2.0f * center ) / 6.0f; - float4 blurred_v = ( w_v + 2.0f * center ) / 6.0f; - - float edge_h_lum = GetIntensity( edge_h.xyz ); - float edge_v_lum = GetIntensity( edge_v.xyz ); - float blurred_h_lum = GetIntensity( blurred_h.xyz ); - float blurred_v_lum = GetIntensity( blurred_v.xyz ); - - float edge_mask_h = saturate( ( lambda * edge_h_lum - epsilon ) / blurred_v_lum ); - float edge_mask_v = saturate( ( lambda * edge_v_lum - epsilon ) / blurred_h_lum ); - - float4 clr = center; - clr = lerp( clr, blurred_h, edge_mask_v ); - clr = lerp( clr, blurred_v, edge_mask_h * 0.5f ); // TFU2 uses 1.0f instead of 0.5f - - // - // Long Edges - // - - float4 h0, h1, h2, h3, h4, h5, h6, h7; - float4 v0, v1, v2, v3, v4, v5, v6, v7; - - // sample 16x16 cross (sparse-sample on X360, incremental kernel update on SPUs) - LD( h0, 1.5, 0 ) LD( h1, 3.5, 0 ) LD( h2, 5.5, 0 ) LD( h3, 7.5, 0 ) LD( h4, -1.5,0 ) LD( h5, -3.5,0 ) LD( h6, -5.5,0 ) LD( h7, -7.5,0 ) - LD( v0, 0, 1.5 ) LD( v1, 0, 3.5 ) LD( v2, 0, 5.5 ) LD( v3, 0, 7.5 ) LD( v4, 0,-1.5 ) LD( v5, 0,-3.5 ) LD( v6, 0,-5.5 ) LD( v7, 0,-7.5 ) - - float long_edge_mask_h = ( h0.a + h1.a + h2.a + h3.a + h4.a + h5.a + h6.a + h7.a ) / 8.0f; - float long_edge_mask_v = ( v0.a + v1.a + v2.a + v3.a + v4.a + v5.a + v6.a + v7.a ) / 8.0f; - - long_edge_mask_h = saturate( long_edge_mask_h * 2.0f - 1.0f ); - long_edge_mask_v = saturate( long_edge_mask_v * 2.0f - 1.0f ); - - //if ( long_edge_mask_h > 0 || long_edge_mask_v > 0 ) // faster but less resistant to noise (TFU2 X360) - if ( abs( long_edge_mask_h - long_edge_mask_v ) > 0.2f ) // resistant to noise (TFU2 SPUs) - { - float4 long_blurred_h = ( h0 + h1 + h2 + h3 + h4 + h5 + h6 + h7 ) / 8.0f; - float4 long_blurred_v = ( v0 + v1 + v2 + v3 + v4 + v5 + v6 + v7 ) / 8.0f; - - float lb_h_lum = GetIntensity( long_blurred_h.xyz ); - float lb_v_lum = GetIntensity( long_blurred_v.xyz ); - - float center_lum = GetIntensity( center.xyz ); - float left_lum = GetIntensity( left.xyz ); - float right_lum = GetIntensity( right.xyz ); - float top_lum = GetIntensity( top.xyz ); - float bottom_lum = GetIntensity( bottom.xyz ); - - float4 clr_v = center; - float4 clr_h = center; - - // we had to hack this because DIV by 0 gives some artefacts on different platforms - float hx = center_lum == top_lum ? 0.0 : saturate( 0 + ( lb_h_lum - top_lum ) / ( center_lum - top_lum ) ); - float hy = center_lum == bottom_lum ? 0.0 : saturate( 1 + ( lb_h_lum - center_lum ) / ( center_lum - bottom_lum ) ); - float vx = center_lum == left_lum ? 0.0 : saturate( 0 + ( lb_v_lum - left_lum ) / ( center_lum - left_lum ) ); - float vy = center_lum == right_lum ? 0.0 : saturate( 1 + ( lb_v_lum - center_lum ) / ( center_lum - right_lum ) ); - - float4 vhxy = float4( vx, vy, hx, hy ); - //vhxy = vhxy == float4( 0, 0, 0, 0 ) ? float4( 1, 1, 1, 1 ) : vhxy; - - clr_v = lerp( left , clr_v, vhxy.x ); - clr_v = lerp( right , clr_v, vhxy.y ); - clr_h = lerp( top , clr_h, vhxy.z ); - clr_h = lerp( bottom, clr_h, vhxy.w ); - - clr = lerp( clr, clr_v, long_edge_mask_v ); - clr = lerp( clr, clr_h, long_edge_mask_h ); - } - - return clr; - } - - - v2f vert( appdata_img v ) { - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - float2 uv = v.texcoord.xy; - o.uv.xy = uv; - - return o; - } - - half4 fragFirst (v2f i) : SV_Target { - return highPassPre (i.uv); - } - - half4 fragSecond (v2f i) : SV_Target { - return edgeDetectAndBlur( i.uv ); - } - - half4 fragThird (v2f i) : SV_Target { - return edgeDetectAndBlurSharper( i.uv ); - } - -ENDCG - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragFirst - #pragma exclude_renderers d3d11_9x - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragSecond - #pragma target 3.0 - #pragma exclude_renderers d3d11_9x - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragThird - #pragma target 3.0 - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader.meta deleted file mode 100644 index 8db070d..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 017ca72b9e8a749058d13ebd527e98fa -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader deleted file mode 100644 index 3048f23..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader +++ /dev/null @@ -1,187 +0,0 @@ -Shader "Hidden/FXAA II" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM - -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#pragma target 3.0 - -#define FXAA_HLSL_3 1 - -/*============================================================================ - - FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA - -============================================================================*/ - -/*============================================================================ - API PORTING -============================================================================*/ -#ifndef FXAA_GLSL_120 - #define FXAA_GLSL_120 0 -#endif -#ifndef FXAA_GLSL_130 - #define FXAA_GLSL_130 0 -#endif -#ifndef FXAA_HLSL_3 - #define FXAA_HLSL_3 0 -#endif -#ifndef FXAA_HLSL_4 - #define FXAA_HLSL_4 0 -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_GLSL_120 - // Requires, - // #version 120 - // #extension GL_EXT_gpu_shader4 : enable - #define int2 ivec2 - #define float2 vec2 - #define float3 vec3 - #define float4 vec4 - #define FxaaInt2 ivec2 - #define FxaaFloat2 vec2 - #define FxaaSat(a) clamp((a), 0.0, 1.0) - #define FxaaTex sampler2D - #define FxaaTexLod0(t, p) texture2DLod(t, p, 0.0) - #define FxaaTexOff(t, p, o, r) texture2DLodOffset(t, p, 0.0, o) -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_GLSL_130 - // Requires "#version 130" or better - #define int2 ivec2 - #define float2 vec2 - #define float3 vec3 - #define float4 vec4 - #define FxaaInt2 ivec2 - #define FxaaFloat2 vec2 - #define FxaaSat(a) clamp((a), 0.0, 1.0) - #define FxaaTex sampler2D - #define FxaaTexLod0(t, p) textureLod(t, p, 0.0) - #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_HLSL_3 - #define int2 float2 - #define FxaaInt2 float2 - #define FxaaFloat2 float2 - #define FxaaSat(a) saturate((a)) - #define FxaaTex sampler2D - #define FxaaTexLod0(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) - #define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0)) -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_HLSL_4 - #define FxaaInt2 int2 - #define FxaaFloat2 float2 - #define FxaaSat(a) saturate((a)) - struct FxaaTex { SamplerState smpl; Texture2D tex; }; - #define FxaaTexLod0(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) - #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) -#endif - - -/*============================================================================ - - VERTEX SHADER - -============================================================================*/ -float4 FxaaVertexShader( -float2 pos, // Both x and y range {-1.0 to 1.0 across screen}. -float2 rcpFrame) { // {1.0/frameWidth, 1.0/frameHeight} -/*--------------------------------------------------------------------------*/ - #define FXAA_SUBPIX_SHIFT (1.0/4.0) -/*--------------------------------------------------------------------------*/ - float4 posPos; - posPos.xy = (pos.xy * 0.5) + 0.5; - posPos.zw = posPos.xy - (rcpFrame * (0.5 + FXAA_SUBPIX_SHIFT)); - return posPos; } - -/*============================================================================ - - PIXEL SHADER - -============================================================================*/ -float3 FxaaPixelShader( -float4 posPos, // Output of FxaaVertexShader interpolated across screen. -FxaaTex tex, // Input texture. -float2 rcpFrame) { // Constant {1.0/frameWidth, 1.0/frameHeight}. -/*--------------------------------------------------------------------------*/ - #define FXAA_REDUCE_MIN (1.0/128.0) - #define FXAA_REDUCE_MUL (1.0/8.0) - #define FXAA_SPAN_MAX 8.0 -/*--------------------------------------------------------------------------*/ - float3 rgbNW = FxaaTexLod0(tex, posPos.zw).xyz; - float3 rgbNE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,0), rcpFrame.xy).xyz; - float3 rgbSW = FxaaTexOff(tex, posPos.zw, FxaaInt2(0,1), rcpFrame.xy).xyz; - float3 rgbSE = FxaaTexOff(tex, posPos.zw, FxaaInt2(1,1), rcpFrame.xy).xyz; - float3 rgbM = FxaaTexLod0(tex, posPos.xy).xyz; -/*--------------------------------------------------------------------------*/ - float3 luma = float3(0.299, 0.587, 0.114); - float lumaNW = dot(rgbNW, luma); - float lumaNE = dot(rgbNE, luma); - float lumaSW = dot(rgbSW, luma); - float lumaSE = dot(rgbSE, luma); - float lumaM = dot(rgbM, luma); -/*--------------------------------------------------------------------------*/ - float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); - float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); -/*--------------------------------------------------------------------------*/ - float2 dir; - dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); - dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); -/*--------------------------------------------------------------------------*/ - float dirReduce = max( - (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), - FXAA_REDUCE_MIN); - float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); - dir = min(FxaaFloat2( FXAA_SPAN_MAX, FXAA_SPAN_MAX), - max(FxaaFloat2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), - dir * rcpDirMin)) * rcpFrame.xy; -/*--------------------------------------------------------------------------*/ - float3 rgbA = (1.0/2.0) * ( - FxaaTexLod0(tex, posPos.xy + dir * (1.0/3.0 - 0.5)).xyz + - FxaaTexLod0(tex, posPos.xy + dir * (2.0/3.0 - 0.5)).xyz); - float3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * ( - FxaaTexLod0(tex, posPos.xy + dir * (0.0/3.0 - 0.5)).xyz + - FxaaTexLod0(tex, posPos.xy + dir * (3.0/3.0 - 0.5)).xyz); - float lumaB = dot(rgbB, luma); - if((lumaB < lumaMin) || (lumaB > lumaMax)) return rgbA; - return rgbB; } - - -struct v2f { - float4 pos : SV_POSITION; - float4 uv : TEXCOORD0; -}; - -float4 _MainTex_TexelSize; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv = FxaaVertexShader (v.texcoord.xy*2-1, _MainTex_TexelSize.xy); - return o; -} - -sampler2D _MainTex; - -float4 frag (v2f i) : SV_Target -{ - return float4(FxaaPixelShader(i.uv, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); -} - -ENDCG - } -} - -Fallback off -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader.meta deleted file mode 100644 index 365db5f..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: cd5b323dcc592457790ff18b528f5e67 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader deleted file mode 100644 index 06f2895..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader +++ /dev/null @@ -1,172 +0,0 @@ - - -/*============================================================================ - -source taken from - - - NVIDIA FXAA 3.11 by TIMOTHY LOTTES - - -and adapted and ported to Unity by Unity Technologies - - ------------------------------------------------------------------------------- -COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. ------------------------------------------------------------------------------- -TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED -*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS -OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF -MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA -OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR -CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR -LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, -OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE -THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH -DAMAGES. - -============================================================================*/ - - -Shader "Hidden/FXAA III (Console)" { - Properties { - _MainTex ("-", 2D) = "white" {} - _EdgeThresholdMin ("Edge threshold min",float) = 0.125 - _EdgeThreshold("Edge Threshold", float) = 0.25 - _EdgeSharpness("Edge sharpness",float) = 4.0 - } - SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - - #include "UnityCG.cginc" - - uniform sampler2D _MainTex; - uniform half _EdgeThresholdMin; - uniform half _EdgeThreshold; - uniform half _EdgeSharpness; - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 interpolatorA : TEXCOORD1; - float4 interpolatorB : TEXCOORD2; - float4 interpolatorC : TEXCOORD3; - }; - - float4 _MainTex_TexelSize; - - v2f vert (appdata_img v) - { - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - o.uv = v.texcoord.xy; - - float4 extents; - float2 offset = ( _MainTex_TexelSize.xy ) * 0.5f; - extents.xy = v.texcoord.xy - offset; - extents.zw = v.texcoord.xy + offset; - - float4 rcpSize; - rcpSize.xy = -_MainTex_TexelSize.xy * 0.5f; - rcpSize.zw = _MainTex_TexelSize.xy * 0.5f; -#if defined (SHADER_API_PSP2) - //cg compiler linker bug workaround - float almostzero = v.texcoord.x*0.000001f; - rcpSize.x += almostzero; -#endif - o.interpolatorA = extents; - o.interpolatorB = rcpSize; - o.interpolatorC = rcpSize; - - o.interpolatorC.xy *= 4.0; - o.interpolatorC.zw *= 4.0; - - return o; - } - -// hacky support for NaCl -#if defined(SHADER_API_GLES) && defined(SHADER_API_DESKTOP) - #define FxaaTexTop(t, p) tex2D(t, p) -#else - #define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0)) -#endif - - inline half TexLuminance( float2 uv ) - { - return Luminance(FxaaTexTop(_MainTex, uv).rgb); - } - - half3 FxaaPixelShader(float2 pos, float4 extents, float4 rcpSize, float4 rcpSize2) - { - half lumaNw = TexLuminance(extents.xy); - half lumaSw = TexLuminance(extents.xw); - half lumaNe = TexLuminance(extents.zy); - half lumaSe = TexLuminance(extents.zw); - - half3 centre = FxaaTexTop(_MainTex, pos).rgb; - half lumaCentre = Luminance(centre); - - half lumaMaxNwSw = max( lumaNw , lumaSw ); - lumaNe += 1.0/384.0; - half lumaMinNwSw = min( lumaNw , lumaSw ); - - half lumaMaxNeSe = max( lumaNe , lumaSe ); - half lumaMinNeSe = min( lumaNe , lumaSe ); - - half lumaMax = max( lumaMaxNeSe, lumaMaxNwSw ); - half lumaMin = min( lumaMinNeSe, lumaMinNwSw ); - - half lumaMaxScaled = lumaMax * _EdgeThreshold; - - half lumaMinCentre = min( lumaMin , lumaCentre ); - half lumaMaxScaledClamped = max( _EdgeThresholdMin , lumaMaxScaled ); - half lumaMaxCentre = max( lumaMax , lumaCentre ); - half dirSWMinusNE = lumaSw - lumaNe; - half lumaMaxCMinusMinC = lumaMaxCentre - lumaMinCentre; - half dirSEMinusNW = lumaSe - lumaNw; - - if(lumaMaxCMinusMinC < lumaMaxScaledClamped) - return centre; - - half2 dir; - dir.x = dirSWMinusNE + dirSEMinusNW; - dir.y = dirSWMinusNE - dirSEMinusNW; - - dir = normalize(dir); - half3 col1 = FxaaTexTop(_MainTex, pos.xy - dir * rcpSize.zw).rgb; - half3 col2 = FxaaTexTop(_MainTex, pos.xy + dir * rcpSize.zw).rgb; - - half dirAbsMinTimesC = min( abs( dir.x ) , abs( dir.y ) ) * _EdgeSharpness; - dir = clamp(dir.xy/dirAbsMinTimesC, -2.0, 2.0); - - half3 col3 = FxaaTexTop(_MainTex, pos.xy - dir * rcpSize2.zw).rgb; - half3 col4 = FxaaTexTop(_MainTex, pos.xy + dir * rcpSize2.zw).rgb; - - half3 rgbyA = col1 + col2; - half3 rgbyB = ((col3 + col4) * 0.25) + (rgbyA * 0.25); - - if((Luminance(rgbyA) < lumaMin) || (Luminance(rgbyB) > lumaMax)) - return rgbyA * 0.5; - else - return rgbyB; - } - - half4 frag (v2f i) : SV_Target - { - half3 color = FxaaPixelShader(i.uv, i.interpolatorA, i.interpolatorB, i.interpolatorC); - return half4(color, 1.0); - } - - ENDCG - } - } - FallBack Off -} - diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader.meta deleted file mode 100644 index 6306815..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: c547503fff0e8482ea5793727057041c -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader deleted file mode 100644 index 45691a1..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader +++ /dev/null @@ -1,827 +0,0 @@ -Shader "Hidden/FXAA Preset 2" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#pragma target 3.0 - -// doesn't make sense to have this on consoles, it'll fallback to FXAA2 -#pragma exclude_renderers xbox360 ps3 gles - - -#define FXAA_HLSL_3 1 -#define FXAA_PRESET 2 - - -// Copyright (c) 2010 NVIDIA Corporation. All rights reserved. -// -// TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED -// *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS -// OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY -// AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS -// BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES -// WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, -// BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) -// ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS -// BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. - -/*============================================================================ - - FXAA - -============================================================================*/ - -/*============================================================================ - API PORTING -============================================================================*/ -#ifndef FXAA_GLSL_120 - #define FXAA_GLSL_120 0 -#endif -#ifndef FXAA_GLSL_130 - #define FXAA_GLSL_130 0 -#endif -#ifndef FXAA_HLSL_3 - #define FXAA_HLSL_3 0 -#endif -#ifndef FXAA_HLSL_4 - #define FXAA_HLSL_4 0 -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_GLSL_120 - // Requires, - // #version 120 - // #extension GL_EXT_gpu_shader4 : enable - #define int2 ivec2 - #define float2 vec2 - #define float3 vec3 - #define float4 vec4 - #define FxaaBool3 bvec3 - #define FxaaInt2 ivec2 - #define FxaaFloat2 vec2 - #define FxaaFloat3 vec3 - #define FxaaFloat4 vec4 - #define FxaaBool2Float(a) mix(0.0, 1.0, (a)) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) mix((f), (t), (b)) - #define FxaaTex sampler2D -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_GLSL_130 - // Requires "#version 130" or better - #define int2 ivec2 - #define float2 vec2 - #define float3 vec3 - #define float4 vec4 - #define FxaaBool3 bvec3 - #define FxaaInt2 ivec2 - #define FxaaFloat2 vec2 - #define FxaaFloat3 vec3 - #define FxaaFloat4 vec4 - #define FxaaBool2Float(a) mix(0.0, 1.0, (a)) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) mix((f), (t), (b)) - #define FxaaTex sampler2D -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_HLSL_3 - #define int2 float2 - #define FxaaInt2 float2 - #define FxaaFloat2 float2 - #define FxaaFloat3 float3 - #define FxaaFloat4 float4 - #define FxaaBool2Float(a) (a) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b)) - #define FxaaTex sampler2D -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_HLSL_4 - #define FxaaInt2 int2 - #define FxaaFloat2 float2 - #define FxaaFloat3 float3 - #define FxaaFloat4 float4 - #define FxaaBool2Float(a) (a) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b)) - struct FxaaTex { SamplerState smpl; Texture2D tex; }; -#endif -/*--------------------------------------------------------------------------*/ -#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a)) -/*--------------------------------------------------------------------------*/ -float4 FxaaTexLod0(FxaaTex tex, float2 pos) { - #if FXAA_GLSL_120 - return texture2DLod(tex, pos.xy, 0.0); - #endif - #if FXAA_GLSL_130 - return textureLod(tex, pos.xy, 0.0); - #endif - #if FXAA_HLSL_3 - return tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); - #endif - #if FXAA_HLSL_4 - return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0); - #endif -} -/*--------------------------------------------------------------------------*/ -float4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) { - #if FXAA_GLSL_120 - return texture2DGrad(tex, pos.xy, grad, grad); - #endif - #if FXAA_GLSL_130 - return textureGrad(tex, pos.xy, grad, grad); - #endif - #if FXAA_HLSL_3 - return tex2Dgrad(tex, pos.xy, grad, grad); - #endif - #if FXAA_HLSL_4 - return tex.tex.SampleGrad(tex.smpl, pos.xy, grad, grad); - #endif -} -/*--------------------------------------------------------------------------*/ -float4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) { - #if FXAA_GLSL_120 - return texture2DLodOffset(tex, pos.xy, 0.0, off.xy); - #endif - #if FXAA_GLSL_130 - return textureLodOffset(tex, pos.xy, 0.0, off.xy); - #endif - #if FXAA_HLSL_3 - return tex2Dlod(tex, float4(pos.xy + (off * rcpFrame), 0, 0)); - #endif - #if FXAA_HLSL_4 - return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0, off.xy); - #endif -} - -/*============================================================================ - SRGB KNOBS ------------------------------------------------------------------------------- -FXAA_SRGB_ROP - Set to 1 when applying FXAA to an sRGB back buffer (DX10/11). - This will do the sRGB to linear transform, - as ROP will expect linear color from this shader, - and this shader works in non-linear color. -============================================================================*/ -#define FXAA_SRGB_ROP 0 - -/*============================================================================ - DEBUG KNOBS ------------------------------------------------------------------------------- -All debug knobs draw FXAA-untouched pixels in FXAA computed luma (monochrome). - -FXAA_DEBUG_PASSTHROUGH - Red for pixels which are filtered by FXAA with a - yellow tint on sub-pixel aliasing filtered by FXAA. -FXAA_DEBUG_HORZVERT - Blue for horizontal edges, gold for vertical edges. -FXAA_DEBUG_PAIR - Blue/green for the 2 pixel pair choice. -FXAA_DEBUG_NEGPOS - Red/blue for which side of center of span. -FXAA_DEBUG_OFFSET - Red/blue for -/+ x, gold/skyblue for -/+ y. -============================================================================*/ -#ifndef FXAA_DEBUG_PASSTHROUGH - #define FXAA_DEBUG_PASSTHROUGH 0 -#endif -#ifndef FXAA_DEBUG_HORZVERT - #define FXAA_DEBUG_HORZVERT 0 -#endif -#ifndef FXAA_DEBUG_PAIR - #define FXAA_DEBUG_PAIR 0 -#endif -#ifndef FXAA_DEBUG_NEGPOS - #define FXAA_DEBUG_NEGPOS 0 -#endif -#ifndef FXAA_DEBUG_OFFSET - #define FXAA_DEBUG_OFFSET 0 -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_DEBUG_PASSTHROUGH || FXAA_DEBUG_HORZVERT || FXAA_DEBUG_PAIR - #define FXAA_DEBUG 1 -#endif -#if FXAA_DEBUG_NEGPOS || FXAA_DEBUG_OFFSET - #define FXAA_DEBUG 1 -#endif -#ifndef FXAA_DEBUG - #define FXAA_DEBUG 0 -#endif - -/*============================================================================ - COMPILE-IN KNOBS ------------------------------------------------------------------------------- -FXAA_PRESET - Choose compile-in knob preset 0-5. ------------------------------------------------------------------------------- -FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required - to apply algorithm. - 1.0/3.0 - too little - 1.0/4.0 - good start - 1.0/8.0 - applies to more edges - 1.0/16.0 - overkill ------------------------------------------------------------------------------- -FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks. - Perf optimization. - 1.0/32.0 - visible limit (smaller isn't visible) - 1.0/16.0 - good compromise - 1.0/12.0 - upper limit (seeing artifacts) ------------------------------------------------------------------------------- -FXAA_SEARCH_STEPS - Maximum number of search steps for end of span. ------------------------------------------------------------------------------- -FXAA_SEARCH_ACCELERATION - How much to accelerate search, - 1 - no acceleration - 2 - skip by 2 pixels - 3 - skip by 3 pixels - 4 - skip by 4 pixels ------------------------------------------------------------------------------- -FXAA_SEARCH_THRESHOLD - Controls when to stop searching. - 1.0/4.0 - seems to be the best quality wise ------------------------------------------------------------------------------- -FXAA_SUBPIX_FASTER - Turn on lower quality but faster subpix path. - Not recomended, but used in preset 0. ------------------------------------------------------------------------------- -FXAA_SUBPIX - Toggle subpix filtering. - 0 - turn off - 1 - turn on - 2 - turn on full (ignores FXAA_SUBPIX_TRIM and CAP) ------------------------------------------------------------------------------- -FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal. - 1.0/2.0 - low removal - 1.0/3.0 - medium removal - 1.0/4.0 - default removal - 1.0/8.0 - high removal - 0.0 - complete removal ------------------------------------------------------------------------------- -FXAA_SUBPIX_CAP - Insures fine detail is not completely removed. - This is important for the transition of sub-pixel detail, - like fences and wires. - 3.0/4.0 - default (medium amount of filtering) - 7.0/8.0 - high amount of filtering - 1.0 - no capping of sub-pixel aliasing removal -============================================================================*/ -#ifndef FXAA_PRESET - #define FXAA_PRESET 3 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 0) - #define FXAA_EDGE_THRESHOLD (1.0/4.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0) - #define FXAA_SEARCH_STEPS 2 - #define FXAA_SEARCH_ACCELERATION 4 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 1 - #define FXAA_SUBPIX_CAP (2.0/3.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 1) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0) - #define FXAA_SEARCH_STEPS 4 - #define FXAA_SEARCH_ACCELERATION 3 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 2) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 8 - #define FXAA_SEARCH_ACCELERATION 2 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 3) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 16 - #define FXAA_SEARCH_ACCELERATION 1 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 4) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 24 - #define FXAA_SEARCH_ACCELERATION 1 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 5) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 32 - #define FXAA_SEARCH_ACCELERATION 1 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM)) - -/*============================================================================ - HELPERS -============================================================================*/ -// Return the luma, the estimation of luminance from rgb inputs. -// This approximates luma using one FMA instruction, -// skipping normalization and tossing out blue. -// FxaaLuma() will range 0.0 to 2.963210702. -float FxaaLuma(float3 rgb) { - return rgb.y * (0.587/0.299) + rgb.x; } -/*--------------------------------------------------------------------------*/ -float3 FxaaLerp3(float3 a, float3 b, float amountOfA) { - return (FxaaToFloat3(-amountOfA) * b) + - ((a * FxaaToFloat3(amountOfA)) + b); } -/*--------------------------------------------------------------------------*/ -// Support any extra filtering before returning color. -float3 FxaaFilterReturn(float3 rgb) { - #if FXAA_SRGB_ROP - // Do sRGB encoded value to linear conversion. - return FxaaSel3( - rgb * FxaaToFloat3(1.0/12.92), - FxaaPow3( - rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055), - FxaaToFloat3(2.4)), - rgb > FxaaToFloat3(0.04045)); - #else - return rgb; - #endif -} - -/*============================================================================ - VERTEX SHADER -============================================================================*/ -float2 FxaaVertexShader( -// Both x and y range {-1.0 to 1.0 across screen}. -float2 inPos) { - float2 pos; - pos.xy = (inPos.xy * FxaaFloat2(0.5, 0.5)) + FxaaFloat2(0.5, 0.5); - return pos; } - -/*============================================================================ - - PIXEL SHADER - -============================================================================*/ -float3 FxaaPixelShader( -// Output of FxaaVertexShader interpolated across screen. -// xy -> actual texture position {0.0 to 1.0} -float2 pos, -// Input texture. -FxaaTex tex, -// RCPFRAME SHOULD PIXEL SHADER CONSTANTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! -// {1.0/frameWidth, 1.0/frameHeight} -float2 rcpFrame) { - -/*---------------------------------------------------------------------------- - EARLY EXIT IF LOCAL CONTRAST BELOW EDGE DETECT LIMIT ------------------------------------------------------------------------------- -Majority of pixels of a typical image do not require filtering, -often pixels are grouped into blocks which could benefit from early exit -right at the beginning of the algorithm. -Given the following neighborhood, - - N - W M E - S - -If the difference in local maximum and minimum luma (contrast "range") -is lower than a threshold proportional to the maximum local luma ("rangeMax"), -then the shader early exits (no visible aliasing). -This threshold is clamped at a minimum value ("FXAA_EDGE_THRESHOLD_MIN") -to avoid processing in really dark areas. -----------------------------------------------------------------------------*/ - float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz; - float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz; - float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz; - float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz; - float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz; - float lumaN = FxaaLuma(rgbN); - float lumaW = FxaaLuma(rgbW); - float lumaM = FxaaLuma(rgbM); - float lumaE = FxaaLuma(rgbE); - float lumaS = FxaaLuma(rgbS); - float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE))); - float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE))); - float range = rangeMax - rangeMin; - #if FXAA_DEBUG - float lumaO = lumaM / (1.0 + (0.587/0.299)); - #endif - if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) { - #if FXAA_DEBUG - return FxaaFilterReturn(FxaaToFloat3(lumaO)); - #endif - return FxaaFilterReturn(rgbM); } - #if FXAA_SUBPIX > 0 - #if FXAA_SUBPIX_FASTER - float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) * - FxaaToFloat3(1.0/5.0); - #else - float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS; - #endif - #endif - -/*---------------------------------------------------------------------------- - COMPUTE LOWPASS ------------------------------------------------------------------------------- -FXAA computes a local neighborhood lowpass value as follows, - - (N + W + E + S)/4 - -Then uses the ratio of the contrast range of the lowpass -and the range found in the early exit check, -as a sub-pixel aliasing detection filter. -When FXAA detects sub-pixel aliasing (such as single pixel dots), -it later blends in "blendL" amount -of a lowpass value (computed in the next section) to the final result. -----------------------------------------------------------------------------*/ - #if FXAA_SUBPIX != 0 - float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25; - float rangeL = abs(lumaL - lumaM); - #endif - #if FXAA_SUBPIX == 1 - float blendL = max(0.0, - (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE; - blendL = min(FXAA_SUBPIX_CAP, blendL); - #endif - #if FXAA_SUBPIX == 2 - float blendL = rangeL / range; - #endif - #if FXAA_DEBUG_PASSTHROUGH - #if FXAA_SUBPIX == 0 - float blendL = 0.0; - #endif - return FxaaFilterReturn( - FxaaFloat3(1.0, blendL/FXAA_SUBPIX_CAP, 0.0)); - #endif - -/*---------------------------------------------------------------------------- - CHOOSE VERTICAL OR HORIZONTAL SEARCH ------------------------------------------------------------------------------- -FXAA uses the following local neighborhood, - - NW N NE - W M E - SW S SE - -To compute an edge amount for both vertical and horizontal directions. -Note edge detect filters like Sobel fail on single pixel lines through M. -FXAA takes the weighted average magnitude of the high-pass values -for rows and columns as an indication of local edge amount. - -A lowpass value for anti-sub-pixel-aliasing is computed as - (N+W+E+S+M+NW+NE+SW+SE)/9. -This full box pattern has higher quality than other options. - -Note following this block, both vertical and horizontal cases -flow in parallel (reusing the horizontal variables). -----------------------------------------------------------------------------*/ - float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz; - float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz; - float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz; - float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz; - #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0) - rgbL += (rgbNW + rgbNE + rgbSW + rgbSE); - rgbL *= FxaaToFloat3(1.0/9.0); - #endif - float lumaNW = FxaaLuma(rgbNW); - float lumaNE = FxaaLuma(rgbNE); - float lumaSW = FxaaLuma(rgbSW); - float lumaSE = FxaaLuma(rgbSE); - float edgeVert = - abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) + - abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) + - abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE)); - float edgeHorz = - abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) + - abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) + - abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE)); - bool horzSpan = edgeHorz >= edgeVert; - #if FXAA_DEBUG_HORZVERT - if(horzSpan) return FxaaFilterReturn(FxaaFloat3(1.0, 0.75, 0.0)); - else return FxaaFilterReturn(FxaaFloat3(0.0, 0.50, 1.0)); - #endif - float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x; - if(!horzSpan) lumaN = lumaW; - if(!horzSpan) lumaS = lumaE; - float gradientN = abs(lumaN - lumaM); - float gradientS = abs(lumaS - lumaM); - lumaN = (lumaN + lumaM) * 0.5; - lumaS = (lumaS + lumaM) * 0.5; - -/*---------------------------------------------------------------------------- - CHOOSE SIDE OF PIXEL WHERE GRADIENT IS HIGHEST ------------------------------------------------------------------------------- -This chooses a pixel pair. -For "horzSpan == true" this will be a vertical pair, - - [N] N - [M] or [M] - S [S] - -Note following this block, both {N,M} and {S,M} cases -flow in parallel (reusing the {N,M} variables). - -This pair of image rows or columns is searched below -in the positive and negative direction -until edge status changes -(or the maximum number of search steps is reached). -----------------------------------------------------------------------------*/ - bool pairN = gradientN >= gradientS; - #if FXAA_DEBUG_PAIR - if(pairN) return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0)); - else return FxaaFilterReturn(FxaaFloat3(0.0, 1.0, 0.0)); - #endif - if(!pairN) lumaN = lumaS; - if(!pairN) gradientN = gradientS; - if(!pairN) lengthSign *= -1.0; - float2 posN; - posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5); - posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0); - -/*---------------------------------------------------------------------------- - CHOOSE SEARCH LIMITING VALUES ------------------------------------------------------------------------------- -Search limit (+/- gradientN) is a function of local gradient. -----------------------------------------------------------------------------*/ - gradientN *= FXAA_SEARCH_THRESHOLD; - -/*---------------------------------------------------------------------------- - SEARCH IN BOTH DIRECTIONS UNTIL FIND LUMA PAIR AVERAGE IS OUT OF RANGE ------------------------------------------------------------------------------- -This loop searches either in vertical or horizontal directions, -and in both the negative and positive direction in parallel. -This loop fusion is faster than searching separately. - -The search is accelerated using FXAA_SEARCH_ACCELERATION length box filter -via anisotropic filtering with specified texture gradients. -----------------------------------------------------------------------------*/ - float2 posP = posN; - float2 offNP = horzSpan ? - FxaaFloat2(rcpFrame.x, 0.0) : - FxaaFloat2(0.0f, rcpFrame.y); - float lumaEndN = lumaN; - float lumaEndP = lumaN; - bool doneN = false; - bool doneP = false; - #if FXAA_SEARCH_ACCELERATION == 1 - posN += offNP * FxaaFloat2(-1.0, -1.0); - posP += offNP * FxaaFloat2( 1.0, 1.0); - #endif - #if FXAA_SEARCH_ACCELERATION == 2 - posN += offNP * FxaaFloat2(-1.5, -1.5); - posP += offNP * FxaaFloat2( 1.5, 1.5); - offNP *= FxaaFloat2(2.0, 2.0); - #endif - #if FXAA_SEARCH_ACCELERATION == 3 - posN += offNP * FxaaFloat2(-2.0, -2.0); - posP += offNP * FxaaFloat2( 2.0, 2.0); - offNP *= FxaaFloat2(3.0, 3.0); - #endif - #if FXAA_SEARCH_ACCELERATION == 4 - posN += offNP * FxaaFloat2(-2.5, -2.5); - posP += offNP * FxaaFloat2( 2.5, 2.5); - offNP *= FxaaFloat2(4.0, 4.0); - #endif - for(int i = 0; i < FXAA_SEARCH_STEPS; i++) { - #if FXAA_SEARCH_ACCELERATION == 1 - if(!doneN) lumaEndN = - FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz); - if(!doneP) lumaEndP = - FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz); - #else - if(!doneN) lumaEndN = - FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz); - if(!doneP) lumaEndP = - FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz); - #endif - doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN); - doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN); - if(doneN && doneP) break; - if(!doneN) posN -= offNP; - if(!doneP) posP += offNP; } - -/*---------------------------------------------------------------------------- - HANDLE IF CENTER IS ON POSITIVE OR NEGATIVE SIDE ------------------------------------------------------------------------------- -FXAA uses the pixel's position in the span -in combination with the values (lumaEnd*) at the ends of the span, -to determine filtering. - -This step computes which side of the span the pixel is on. -On negative side if dstN < dstP, - - posN pos posP - |-----------|------|------------------| - | | | | - |<--dstN--->|<---------dstP---------->| - | - span center - -----------------------------------------------------------------------------*/ - float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y; - float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y; - bool directionN = dstN < dstP; - #if FXAA_DEBUG_NEGPOS - if(directionN) return FxaaFilterReturn(FxaaFloat3(1.0, 0.0, 0.0)); - else return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0)); - #endif - lumaEndN = directionN ? lumaEndN : lumaEndP; - -/*---------------------------------------------------------------------------- - CHECK IF PIXEL IS IN SECTION OF SPAN WHICH GETS NO FILTERING ------------------------------------------------------------------------------- -If both the pair luma at the end of the span (lumaEndN) -and middle pixel luma (lumaM) -are on the same side of the middle pair average luma (lumaN), -then don't filter. - -Cases, - -(1.) "L", - - lumaM - | - V XXXXXXXX <- other line averaged - XXXXXXX[X]XXXXXXXXXXX <- source pixel line - | . | - -------------------------- - [ ]xxxxxx[x]xx[X]XXXXXX <- pair average - -------------------------- - ^ ^ ^ ^ - | | | | - . |<---->|<---------- no filter region - . | | | - . center | | - . | lumaEndN - . | . - . lumaN . - . . - |<--- span -->| - - -(2.) "^" and "-", - - <- other line averaged - XXXXX[X]XXX <- source pixel line - | | | - -------------------------- - [ ]xxxx[x]xx[ ] <- pair average - -------------------------- - | | | - |<--->|<--->|<---------- filter both sides - - -(3.) "v" and inverse of "-", - - XXXXXX XXXXXXXXX <- other line averaged - XXXXXXXXXXX[X]XXXXXXXXXXXX <- source pixel line - | | | - -------------------------- - XXXX[X]xxxx[x]xx[X]XXXXXXX <- pair average - -------------------------- - | | | - |<--->|<--->|<---------- don't filter both! - - -Note the "v" case for FXAA requires no filtering. -This is because the inverse of the "-" case is the "v". -Filtering "v" case turns open spans like this, - - XXXXXXXXX - -Into this (which is not desired), - - x+. .+x - XXXXXXXXX - -----------------------------------------------------------------------------*/ - if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0)) - lengthSign = 0.0; - -/*---------------------------------------------------------------------------- - COMPUTE SUB-PIXEL OFFSET AND FILTER SPAN ------------------------------------------------------------------------------- -FXAA filters using a bilinear texture fetch offset -from the middle pixel M towards the center of the pair (NM below). -Maximum filtering will be half way between pair. -Reminder, at this point in the code, -the {N,M} pair is also reused for all cases: {S,M}, {W,M}, and {E,M}. - - +-------+ - | | 0.5 offset - | N | | - | | V - +-------+....--- - | | - | M...|....--- - | | ^ - +-------+ | - . . 0.0 offset - . S . - . . - ......... - -Position on span is used to compute sub-pixel filter offset using simple ramp, - - posN posP - |\ |<------- 0.5 pixel offset into pair pixel - | \ | - | \ | - ---.......|...\..........|<------- 0.25 pixel offset into pair pixel - ^ | ^\ | - | | | \ | - V | | \ | - ---.......|===|==========|<------- 0.0 pixel offset (ie M pixel) - ^ . | ^ . - | . pos | . - | . . | . - | . . center . - | . . . - | |<->|<---------.-------- dstN - | . . . - | . |<-------->|<------- dstP - | . . - | |<------------>|<------- spanLength - | - subPixelOffset - -----------------------------------------------------------------------------*/ - float spanLength = (dstP + dstN); - dstN = directionN ? dstN : dstP; - float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign; - #if FXAA_DEBUG_OFFSET - float ox = horzSpan ? 0.0 : subPixelOffset*2.0/rcpFrame.x; - float oy = horzSpan ? subPixelOffset*2.0/rcpFrame.y : 0.0; - if(ox < 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(1.0, 0.0, 0.0), -ox)); - if(ox > 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(0.0, 0.0, 1.0), ox)); - if(oy < 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(1.0, 0.6, 0.2), -oy)); - if(oy > 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(0.2, 0.6, 1.0), oy)); - return FxaaFilterReturn(FxaaFloat3(lumaO, lumaO, lumaO)); - #endif - float3 rgbF = FxaaTexLod0(tex, FxaaFloat2( - pos.x + (horzSpan ? 0.0 : subPixelOffset), - pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz; - #if FXAA_SUBPIX == 0 - return FxaaFilterReturn(rgbF); - #else - return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL)); - #endif -} - - - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; -}; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - return o; -} - -sampler2D _MainTex; -float4 _MainTex_TexelSize; - -float4 frag (v2f i) : SV_Target -{ - return float4(FxaaPixelShader(i.uv.xy, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); -} - -ENDCG - } -} - -Fallback "Hidden/FXAA II" -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader.meta deleted file mode 100644 index a0d603d..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 6f1418cffd12146f2a83be795f6fa5a7 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader deleted file mode 100644 index 787acd6..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader +++ /dev/null @@ -1,826 +0,0 @@ -Shader "Hidden/FXAA Preset 3" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#pragma target 3.0 - -// Not very practical on consoles/mobile, and PS3 Cg takes ages to compile this :( -#pragma exclude_renderers xbox360 ps3 gles - -#define FXAA_HLSL_3 1 -#define FXAA_PRESET 3 - - -// Copyright (c) 2010 NVIDIA Corporation. All rights reserved. -// -// TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED -// *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS -// OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY -// AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS -// BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES -// WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, -// BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) -// ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS -// BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. - -/*============================================================================ - - FXAA - -============================================================================*/ - -/*============================================================================ - API PORTING -============================================================================*/ -#ifndef FXAA_GLSL_120 - #define FXAA_GLSL_120 0 -#endif -#ifndef FXAA_GLSL_130 - #define FXAA_GLSL_130 0 -#endif -#ifndef FXAA_HLSL_3 - #define FXAA_HLSL_3 0 -#endif -#ifndef FXAA_HLSL_4 - #define FXAA_HLSL_4 0 -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_GLSL_120 - // Requires, - // #version 120 - // #extension GL_EXT_gpu_shader4 : enable - #define int2 ivec2 - #define float2 vec2 - #define float3 vec3 - #define float4 vec4 - #define FxaaBool3 bvec3 - #define FxaaInt2 ivec2 - #define FxaaFloat2 vec2 - #define FxaaFloat3 vec3 - #define FxaaFloat4 vec4 - #define FxaaBool2Float(a) mix(0.0, 1.0, (a)) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) mix((f), (t), (b)) - #define FxaaTex sampler2D -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_GLSL_130 - // Requires "#version 130" or better - #define int2 ivec2 - #define float2 vec2 - #define float3 vec3 - #define float4 vec4 - #define FxaaBool3 bvec3 - #define FxaaInt2 ivec2 - #define FxaaFloat2 vec2 - #define FxaaFloat3 vec3 - #define FxaaFloat4 vec4 - #define FxaaBool2Float(a) mix(0.0, 1.0, (a)) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) mix((f), (t), (b)) - #define FxaaTex sampler2D -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_HLSL_3 - #define int2 float2 - #define FxaaInt2 float2 - #define FxaaFloat2 float2 - #define FxaaFloat3 float3 - #define FxaaFloat4 float4 - #define FxaaBool2Float(a) (a) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b)) - #define FxaaTex sampler2D -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_HLSL_4 - #define FxaaInt2 int2 - #define FxaaFloat2 float2 - #define FxaaFloat3 float3 - #define FxaaFloat4 float4 - #define FxaaBool2Float(a) (a) - #define FxaaPow3(x, y) pow(x, y) - #define FxaaSel3(f, t, b) ((f)*(!b) + (t)*(b)) - struct FxaaTex { SamplerState smpl; Texture2D tex; }; -#endif -/*--------------------------------------------------------------------------*/ -#define FxaaToFloat3(a) FxaaFloat3((a), (a), (a)) -/*--------------------------------------------------------------------------*/ -float4 FxaaTexLod0(FxaaTex tex, float2 pos) { - #if FXAA_GLSL_120 - return texture2DLod(tex, pos.xy, 0.0); - #endif - #if FXAA_GLSL_130 - return textureLod(tex, pos.xy, 0.0); - #endif - #if FXAA_HLSL_3 - return tex2Dlod(tex, float4(pos.xy, 0.0, 0.0)); - #endif - #if FXAA_HLSL_4 - return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0); - #endif -} -/*--------------------------------------------------------------------------*/ -float4 FxaaTexGrad(FxaaTex tex, float2 pos, float2 grad) { - #if FXAA_GLSL_120 - return texture2DGrad(tex, pos.xy, grad, grad); - #endif - #if FXAA_GLSL_130 - return textureGrad(tex, pos.xy, grad, grad); - #endif - #if FXAA_HLSL_3 - return tex2Dgrad(tex, pos.xy, grad, grad); - #endif - #if FXAA_HLSL_4 - return tex.tex.SampleGrad(tex.smpl, pos.xy, grad, grad); - #endif -} -/*--------------------------------------------------------------------------*/ -float4 FxaaTexOff(FxaaTex tex, float2 pos, int2 off, float2 rcpFrame) { - #if FXAA_GLSL_120 - return texture2DLodOffset(tex, pos.xy, 0.0, off.xy); - #endif - #if FXAA_GLSL_130 - return textureLodOffset(tex, pos.xy, 0.0, off.xy); - #endif - #if FXAA_HLSL_3 - return tex2Dlod(tex, float4(pos.xy + (off * rcpFrame), 0, 0)); - #endif - #if FXAA_HLSL_4 - return tex.tex.SampleLevel(tex.smpl, pos.xy, 0.0, off.xy); - #endif -} - -/*============================================================================ - SRGB KNOBS ------------------------------------------------------------------------------- -FXAA_SRGB_ROP - Set to 1 when applying FXAA to an sRGB back buffer (DX10/11). - This will do the sRGB to linear transform, - as ROP will expect linear color from this shader, - and this shader works in non-linear color. -============================================================================*/ -#define FXAA_SRGB_ROP 0 - -/*============================================================================ - DEBUG KNOBS ------------------------------------------------------------------------------- -All debug knobs draw FXAA-untouched pixels in FXAA computed luma (monochrome). - -FXAA_DEBUG_PASSTHROUGH - Red for pixels which are filtered by FXAA with a - yellow tint on sub-pixel aliasing filtered by FXAA. -FXAA_DEBUG_HORZVERT - Blue for horizontal edges, gold for vertical edges. -FXAA_DEBUG_PAIR - Blue/green for the 2 pixel pair choice. -FXAA_DEBUG_NEGPOS - Red/blue for which side of center of span. -FXAA_DEBUG_OFFSET - Red/blue for -/+ x, gold/skyblue for -/+ y. -============================================================================*/ -#ifndef FXAA_DEBUG_PASSTHROUGH - #define FXAA_DEBUG_PASSTHROUGH 0 -#endif -#ifndef FXAA_DEBUG_HORZVERT - #define FXAA_DEBUG_HORZVERT 0 -#endif -#ifndef FXAA_DEBUG_PAIR - #define FXAA_DEBUG_PAIR 0 -#endif -#ifndef FXAA_DEBUG_NEGPOS - #define FXAA_DEBUG_NEGPOS 0 -#endif -#ifndef FXAA_DEBUG_OFFSET - #define FXAA_DEBUG_OFFSET 0 -#endif -/*--------------------------------------------------------------------------*/ -#if FXAA_DEBUG_PASSTHROUGH || FXAA_DEBUG_HORZVERT || FXAA_DEBUG_PAIR - #define FXAA_DEBUG 1 -#endif -#if FXAA_DEBUG_NEGPOS || FXAA_DEBUG_OFFSET - #define FXAA_DEBUG 1 -#endif -#ifndef FXAA_DEBUG - #define FXAA_DEBUG 0 -#endif - -/*============================================================================ - COMPILE-IN KNOBS ------------------------------------------------------------------------------- -FXAA_PRESET - Choose compile-in knob preset 0-5. ------------------------------------------------------------------------------- -FXAA_EDGE_THRESHOLD - The minimum amount of local contrast required - to apply algorithm. - 1.0/3.0 - too little - 1.0/4.0 - good start - 1.0/8.0 - applies to more edges - 1.0/16.0 - overkill ------------------------------------------------------------------------------- -FXAA_EDGE_THRESHOLD_MIN - Trims the algorithm from processing darks. - Perf optimization. - 1.0/32.0 - visible limit (smaller isn't visible) - 1.0/16.0 - good compromise - 1.0/12.0 - upper limit (seeing artifacts) ------------------------------------------------------------------------------- -FXAA_SEARCH_STEPS - Maximum number of search steps for end of span. ------------------------------------------------------------------------------- -FXAA_SEARCH_ACCELERATION - How much to accelerate search, - 1 - no acceleration - 2 - skip by 2 pixels - 3 - skip by 3 pixels - 4 - skip by 4 pixels ------------------------------------------------------------------------------- -FXAA_SEARCH_THRESHOLD - Controls when to stop searching. - 1.0/4.0 - seems to be the best quality wise ------------------------------------------------------------------------------- -FXAA_SUBPIX_FASTER - Turn on lower quality but faster subpix path. - Not recomended, but used in preset 0. ------------------------------------------------------------------------------- -FXAA_SUBPIX - Toggle subpix filtering. - 0 - turn off - 1 - turn on - 2 - turn on full (ignores FXAA_SUBPIX_TRIM and CAP) ------------------------------------------------------------------------------- -FXAA_SUBPIX_TRIM - Controls sub-pixel aliasing removal. - 1.0/2.0 - low removal - 1.0/3.0 - medium removal - 1.0/4.0 - default removal - 1.0/8.0 - high removal - 0.0 - complete removal ------------------------------------------------------------------------------- -FXAA_SUBPIX_CAP - Insures fine detail is not completely removed. - This is important for the transition of sub-pixel detail, - like fences and wires. - 3.0/4.0 - default (medium amount of filtering) - 7.0/8.0 - high amount of filtering - 1.0 - no capping of sub-pixel aliasing removal -============================================================================*/ -#ifndef FXAA_PRESET - #define FXAA_PRESET 3 -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 0) - #define FXAA_EDGE_THRESHOLD (1.0/4.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/12.0) - #define FXAA_SEARCH_STEPS 2 - #define FXAA_SEARCH_ACCELERATION 4 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 1 - #define FXAA_SUBPIX_CAP (2.0/3.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 1) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/16.0) - #define FXAA_SEARCH_STEPS 4 - #define FXAA_SEARCH_ACCELERATION 3 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 2) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 8 - #define FXAA_SEARCH_ACCELERATION 2 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 3) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 16 - #define FXAA_SEARCH_ACCELERATION 1 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 4) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 24 - #define FXAA_SEARCH_ACCELERATION 1 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#if (FXAA_PRESET == 5) - #define FXAA_EDGE_THRESHOLD (1.0/8.0) - #define FXAA_EDGE_THRESHOLD_MIN (1.0/24.0) - #define FXAA_SEARCH_STEPS 32 - #define FXAA_SEARCH_ACCELERATION 1 - #define FXAA_SEARCH_THRESHOLD (1.0/4.0) - #define FXAA_SUBPIX 1 - #define FXAA_SUBPIX_FASTER 0 - #define FXAA_SUBPIX_CAP (3.0/4.0) - #define FXAA_SUBPIX_TRIM (1.0/4.0) -#endif -/*--------------------------------------------------------------------------*/ -#define FXAA_SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_SUBPIX_TRIM)) - -/*============================================================================ - HELPERS -============================================================================*/ -// Return the luma, the estimation of luminance from rgb inputs. -// This approximates luma using one FMA instruction, -// skipping normalization and tossing out blue. -// FxaaLuma() will range 0.0 to 2.963210702. -float FxaaLuma(float3 rgb) { - return rgb.y * (0.587/0.299) + rgb.x; } -/*--------------------------------------------------------------------------*/ -float3 FxaaLerp3(float3 a, float3 b, float amountOfA) { - return (FxaaToFloat3(-amountOfA) * b) + - ((a * FxaaToFloat3(amountOfA)) + b); } -/*--------------------------------------------------------------------------*/ -// Support any extra filtering before returning color. -float3 FxaaFilterReturn(float3 rgb) { - #if FXAA_SRGB_ROP - // Do sRGB encoded value to linear conversion. - return FxaaSel3( - rgb * FxaaToFloat3(1.0/12.92), - FxaaPow3( - rgb * FxaaToFloat3(1.0/1.055) + FxaaToFloat3(0.055/1.055), - FxaaToFloat3(2.4)), - rgb > FxaaToFloat3(0.04045)); - #else - return rgb; - #endif -} - -/*============================================================================ - VERTEX SHADER -============================================================================*/ -float2 FxaaVertexShader( -// Both x and y range {-1.0 to 1.0 across screen}. -float2 inPos) { - float2 pos; - pos.xy = (inPos.xy * FxaaFloat2(0.5, 0.5)) + FxaaFloat2(0.5, 0.5); - return pos; } - -/*============================================================================ - - PIXEL SHADER - -============================================================================*/ -float3 FxaaPixelShader( -// Output of FxaaVertexShader interpolated across screen. -// xy -> actual texture position {0.0 to 1.0} -float2 pos, -// Input texture. -FxaaTex tex, -// RCPFRAME SHOULD PIXEL SHADER CONSTANTS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! -// {1.0/frameWidth, 1.0/frameHeight} -float2 rcpFrame) { - -/*---------------------------------------------------------------------------- - EARLY EXIT IF LOCAL CONTRAST BELOW EDGE DETECT LIMIT ------------------------------------------------------------------------------- -Majority of pixels of a typical image do not require filtering, -often pixels are grouped into blocks which could benefit from early exit -right at the beginning of the algorithm. -Given the following neighborhood, - - N - W M E - S - -If the difference in local maximum and minimum luma (contrast "range") -is lower than a threshold proportional to the maximum local luma ("rangeMax"), -then the shader early exits (no visible aliasing). -This threshold is clamped at a minimum value ("FXAA_EDGE_THRESHOLD_MIN") -to avoid processing in really dark areas. -----------------------------------------------------------------------------*/ - float3 rgbN = FxaaTexOff(tex, pos.xy, FxaaInt2( 0,-1), rcpFrame).xyz; - float3 rgbW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 0), rcpFrame).xyz; - float3 rgbM = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 0), rcpFrame).xyz; - float3 rgbE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 0), rcpFrame).xyz; - float3 rgbS = FxaaTexOff(tex, pos.xy, FxaaInt2( 0, 1), rcpFrame).xyz; - float lumaN = FxaaLuma(rgbN); - float lumaW = FxaaLuma(rgbW); - float lumaM = FxaaLuma(rgbM); - float lumaE = FxaaLuma(rgbE); - float lumaS = FxaaLuma(rgbS); - float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE))); - float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE))); - float range = rangeMax - rangeMin; - #if FXAA_DEBUG - float lumaO = lumaM / (1.0 + (0.587/0.299)); - #endif - if(range < max(FXAA_EDGE_THRESHOLD_MIN, rangeMax * FXAA_EDGE_THRESHOLD)) { - #if FXAA_DEBUG - return FxaaFilterReturn(FxaaToFloat3(lumaO)); - #endif - return FxaaFilterReturn(rgbM); } - #if FXAA_SUBPIX > 0 - #if FXAA_SUBPIX_FASTER - float3 rgbL = (rgbN + rgbW + rgbE + rgbS + rgbM) * - FxaaToFloat3(1.0/5.0); - #else - float3 rgbL = rgbN + rgbW + rgbM + rgbE + rgbS; - #endif - #endif - -/*---------------------------------------------------------------------------- - COMPUTE LOWPASS ------------------------------------------------------------------------------- -FXAA computes a local neighborhood lowpass value as follows, - - (N + W + E + S)/4 - -Then uses the ratio of the contrast range of the lowpass -and the range found in the early exit check, -as a sub-pixel aliasing detection filter. -When FXAA detects sub-pixel aliasing (such as single pixel dots), -it later blends in "blendL" amount -of a lowpass value (computed in the next section) to the final result. -----------------------------------------------------------------------------*/ - #if FXAA_SUBPIX != 0 - float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25; - float rangeL = abs(lumaL - lumaM); - #endif - #if FXAA_SUBPIX == 1 - float blendL = max(0.0, - (rangeL / range) - FXAA_SUBPIX_TRIM) * FXAA_SUBPIX_TRIM_SCALE; - blendL = min(FXAA_SUBPIX_CAP, blendL); - #endif - #if FXAA_SUBPIX == 2 - float blendL = rangeL / range; - #endif - #if FXAA_DEBUG_PASSTHROUGH - #if FXAA_SUBPIX == 0 - float blendL = 0.0; - #endif - return FxaaFilterReturn( - FxaaFloat3(1.0, blendL/FXAA_SUBPIX_CAP, 0.0)); - #endif - -/*---------------------------------------------------------------------------- - CHOOSE VERTICAL OR HORIZONTAL SEARCH ------------------------------------------------------------------------------- -FXAA uses the following local neighborhood, - - NW N NE - W M E - SW S SE - -To compute an edge amount for both vertical and horizontal directions. -Note edge detect filters like Sobel fail on single pixel lines through M. -FXAA takes the weighted average magnitude of the high-pass values -for rows and columns as an indication of local edge amount. - -A lowpass value for anti-sub-pixel-aliasing is computed as - (N+W+E+S+M+NW+NE+SW+SE)/9. -This full box pattern has higher quality than other options. - -Note following this block, both vertical and horizontal cases -flow in parallel (reusing the horizontal variables). -----------------------------------------------------------------------------*/ - float3 rgbNW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1,-1), rcpFrame).xyz; - float3 rgbNE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1,-1), rcpFrame).xyz; - float3 rgbSW = FxaaTexOff(tex, pos.xy, FxaaInt2(-1, 1), rcpFrame).xyz; - float3 rgbSE = FxaaTexOff(tex, pos.xy, FxaaInt2( 1, 1), rcpFrame).xyz; - #if (FXAA_SUBPIX_FASTER == 0) && (FXAA_SUBPIX > 0) - rgbL += (rgbNW + rgbNE + rgbSW + rgbSE); - rgbL *= FxaaToFloat3(1.0/9.0); - #endif - float lumaNW = FxaaLuma(rgbNW); - float lumaNE = FxaaLuma(rgbNE); - float lumaSW = FxaaLuma(rgbSW); - float lumaSE = FxaaLuma(rgbSE); - float edgeVert = - abs((0.25 * lumaNW) + (-0.5 * lumaN) + (0.25 * lumaNE)) + - abs((0.50 * lumaW ) + (-1.0 * lumaM) + (0.50 * lumaE )) + - abs((0.25 * lumaSW) + (-0.5 * lumaS) + (0.25 * lumaSE)); - float edgeHorz = - abs((0.25 * lumaNW) + (-0.5 * lumaW) + (0.25 * lumaSW)) + - abs((0.50 * lumaN ) + (-1.0 * lumaM) + (0.50 * lumaS )) + - abs((0.25 * lumaNE) + (-0.5 * lumaE) + (0.25 * lumaSE)); - bool horzSpan = edgeHorz >= edgeVert; - #if FXAA_DEBUG_HORZVERT - if(horzSpan) return FxaaFilterReturn(FxaaFloat3(1.0, 0.75, 0.0)); - else return FxaaFilterReturn(FxaaFloat3(0.0, 0.50, 1.0)); - #endif - float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x; - if(!horzSpan) lumaN = lumaW; - if(!horzSpan) lumaS = lumaE; - float gradientN = abs(lumaN - lumaM); - float gradientS = abs(lumaS - lumaM); - lumaN = (lumaN + lumaM) * 0.5; - lumaS = (lumaS + lumaM) * 0.5; - -/*---------------------------------------------------------------------------- - CHOOSE SIDE OF PIXEL WHERE GRADIENT IS HIGHEST ------------------------------------------------------------------------------- -This chooses a pixel pair. -For "horzSpan == true" this will be a vertical pair, - - [N] N - [M] or [M] - S [S] - -Note following this block, both {N,M} and {S,M} cases -flow in parallel (reusing the {N,M} variables). - -This pair of image rows or columns is searched below -in the positive and negative direction -until edge status changes -(or the maximum number of search steps is reached). -----------------------------------------------------------------------------*/ - bool pairN = gradientN >= gradientS; - #if FXAA_DEBUG_PAIR - if(pairN) return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0)); - else return FxaaFilterReturn(FxaaFloat3(0.0, 1.0, 0.0)); - #endif - if(!pairN) lumaN = lumaS; - if(!pairN) gradientN = gradientS; - if(!pairN) lengthSign *= -1.0; - float2 posN; - posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5); - posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0); - -/*---------------------------------------------------------------------------- - CHOOSE SEARCH LIMITING VALUES ------------------------------------------------------------------------------- -Search limit (+/- gradientN) is a function of local gradient. -----------------------------------------------------------------------------*/ - gradientN *= FXAA_SEARCH_THRESHOLD; - -/*---------------------------------------------------------------------------- - SEARCH IN BOTH DIRECTIONS UNTIL FIND LUMA PAIR AVERAGE IS OUT OF RANGE ------------------------------------------------------------------------------- -This loop searches either in vertical or horizontal directions, -and in both the negative and positive direction in parallel. -This loop fusion is faster than searching separately. - -The search is accelerated using FXAA_SEARCH_ACCELERATION length box filter -via anisotropic filtering with specified texture gradients. -----------------------------------------------------------------------------*/ - float2 posP = posN; - float2 offNP = horzSpan ? - FxaaFloat2(rcpFrame.x, 0.0) : - FxaaFloat2(0.0f, rcpFrame.y); - float lumaEndN = lumaN; - float lumaEndP = lumaN; - bool doneN = false; - bool doneP = false; - #if FXAA_SEARCH_ACCELERATION == 1 - posN += offNP * FxaaFloat2(-1.0, -1.0); - posP += offNP * FxaaFloat2( 1.0, 1.0); - #endif - #if FXAA_SEARCH_ACCELERATION == 2 - posN += offNP * FxaaFloat2(-1.5, -1.5); - posP += offNP * FxaaFloat2( 1.5, 1.5); - offNP *= FxaaFloat2(2.0, 2.0); - #endif - #if FXAA_SEARCH_ACCELERATION == 3 - posN += offNP * FxaaFloat2(-2.0, -2.0); - posP += offNP * FxaaFloat2( 2.0, 2.0); - offNP *= FxaaFloat2(3.0, 3.0); - #endif - #if FXAA_SEARCH_ACCELERATION == 4 - posN += offNP * FxaaFloat2(-2.5, -2.5); - posP += offNP * FxaaFloat2( 2.5, 2.5); - offNP *= FxaaFloat2(4.0, 4.0); - #endif - for(int i = 0; i < FXAA_SEARCH_STEPS; i++) { - #if FXAA_SEARCH_ACCELERATION == 1 - if(!doneN) lumaEndN = - FxaaLuma(FxaaTexLod0(tex, posN.xy).xyz); - if(!doneP) lumaEndP = - FxaaLuma(FxaaTexLod0(tex, posP.xy).xyz); - #else - if(!doneN) lumaEndN = - FxaaLuma(FxaaTexGrad(tex, posN.xy, offNP).xyz); - if(!doneP) lumaEndP = - FxaaLuma(FxaaTexGrad(tex, posP.xy, offNP).xyz); - #endif - doneN = doneN || (abs(lumaEndN - lumaN) >= gradientN); - doneP = doneP || (abs(lumaEndP - lumaN) >= gradientN); - if(doneN && doneP) break; - if(!doneN) posN -= offNP; - if(!doneP) posP += offNP; } - -/*---------------------------------------------------------------------------- - HANDLE IF CENTER IS ON POSITIVE OR NEGATIVE SIDE ------------------------------------------------------------------------------- -FXAA uses the pixel's position in the span -in combination with the values (lumaEnd*) at the ends of the span, -to determine filtering. - -This step computes which side of the span the pixel is on. -On negative side if dstN < dstP, - - posN pos posP - |-----------|------|------------------| - | | | | - |<--dstN--->|<---------dstP---------->| - | - span center - -----------------------------------------------------------------------------*/ - float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y; - float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y; - bool directionN = dstN < dstP; - #if FXAA_DEBUG_NEGPOS - if(directionN) return FxaaFilterReturn(FxaaFloat3(1.0, 0.0, 0.0)); - else return FxaaFilterReturn(FxaaFloat3(0.0, 0.0, 1.0)); - #endif - lumaEndN = directionN ? lumaEndN : lumaEndP; - -/*---------------------------------------------------------------------------- - CHECK IF PIXEL IS IN SECTION OF SPAN WHICH GETS NO FILTERING ------------------------------------------------------------------------------- -If both the pair luma at the end of the span (lumaEndN) -and middle pixel luma (lumaM) -are on the same side of the middle pair average luma (lumaN), -then don't filter. - -Cases, - -(1.) "L", - - lumaM - | - V XXXXXXXX <- other line averaged - XXXXXXX[X]XXXXXXXXXXX <- source pixel line - | . | - -------------------------- - [ ]xxxxxx[x]xx[X]XXXXXX <- pair average - -------------------------- - ^ ^ ^ ^ - | | | | - . |<---->|<---------- no filter region - . | | | - . center | | - . | lumaEndN - . | . - . lumaN . - . . - |<--- span -->| - - -(2.) "^" and "-", - - <- other line averaged - XXXXX[X]XXX <- source pixel line - | | | - -------------------------- - [ ]xxxx[x]xx[ ] <- pair average - -------------------------- - | | | - |<--->|<--->|<---------- filter both sides - - -(3.) "v" and inverse of "-", - - XXXXXX XXXXXXXXX <- other line averaged - XXXXXXXXXXX[X]XXXXXXXXXXXX <- source pixel line - | | | - -------------------------- - XXXX[X]xxxx[x]xx[X]XXXXXXX <- pair average - -------------------------- - | | | - |<--->|<--->|<---------- don't filter both! - - -Note the "v" case for FXAA requires no filtering. -This is because the inverse of the "-" case is the "v". -Filtering "v" case turns open spans like this, - - XXXXXXXXX - -Into this (which is not desired), - - x+. .+x - XXXXXXXXX - -----------------------------------------------------------------------------*/ - if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0)) - lengthSign = 0.0; - -/*---------------------------------------------------------------------------- - COMPUTE SUB-PIXEL OFFSET AND FILTER SPAN ------------------------------------------------------------------------------- -FXAA filters using a bilinear texture fetch offset -from the middle pixel M towards the center of the pair (NM below). -Maximum filtering will be half way between pair. -Reminder, at this point in the code, -the {N,M} pair is also reused for all cases: {S,M}, {W,M}, and {E,M}. - - +-------+ - | | 0.5 offset - | N | | - | | V - +-------+....--- - | | - | M...|....--- - | | ^ - +-------+ | - . . 0.0 offset - . S . - . . - ......... - -Position on span is used to compute sub-pixel filter offset using simple ramp, - - posN posP - |\ |<------- 0.5 pixel offset into pair pixel - | \ | - | \ | - ---.......|...\..........|<------- 0.25 pixel offset into pair pixel - ^ | ^\ | - | | | \ | - V | | \ | - ---.......|===|==========|<------- 0.0 pixel offset (ie M pixel) - ^ . | ^ . - | . pos | . - | . . | . - | . . center . - | . . . - | |<->|<---------.-------- dstN - | . . . - | . |<-------->|<------- dstP - | . . - | |<------------>|<------- spanLength - | - subPixelOffset - -----------------------------------------------------------------------------*/ - float spanLength = (dstP + dstN); - dstN = directionN ? dstN : dstP; - float subPixelOffset = (0.5 + (dstN * (-1.0/spanLength))) * lengthSign; - #if FXAA_DEBUG_OFFSET - float ox = horzSpan ? 0.0 : subPixelOffset*2.0/rcpFrame.x; - float oy = horzSpan ? subPixelOffset*2.0/rcpFrame.y : 0.0; - if(ox < 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(1.0, 0.0, 0.0), -ox)); - if(ox > 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(0.0, 0.0, 1.0), ox)); - if(oy < 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(1.0, 0.6, 0.2), -oy)); - if(oy > 0.0) return FxaaFilterReturn( - FxaaLerp3(FxaaToFloat3(lumaO), - FxaaFloat3(0.2, 0.6, 1.0), oy)); - return FxaaFilterReturn(FxaaFloat3(lumaO, lumaO, lumaO)); - #endif - float3 rgbF = FxaaTexLod0(tex, FxaaFloat2( - pos.x + (horzSpan ? 0.0 : subPixelOffset), - pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz; - #if FXAA_SUBPIX == 0 - return FxaaFilterReturn(rgbF); - #else - return FxaaFilterReturn(FxaaLerp3(rgbL, rgbF, blendL)); - #endif -} - - - -struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; -}; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - return o; -} - -sampler2D _MainTex; -float4 _MainTex_TexelSize; - -float4 frag (v2f i) : SV_Target -{ - return float4(FxaaPixelShader(i.uv.xy, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); -} - -ENDCG - } -} - -Fallback "Hidden/FXAA II" -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader.meta deleted file mode 100644 index 053bdbf..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: c182fa94a5a0a4c02870641efcd38cd5 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader deleted file mode 100644 index 6467c0b..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader +++ /dev/null @@ -1,148 +0,0 @@ - -Shader "Hidden/NFAA" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _BlurTex ("Base (RGB)", 2D) = "white" {} - -} - -CGINCLUDE - -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; -uniform float4 _MainTex_TexelSize; -uniform float _OffsetScale; -uniform float _BlurRadius; - -struct v2f { - float4 pos : SV_POSITION; - float2 uv[8] : TEXCOORD0; -}; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - float2 uv = v.texcoord.xy; - - float2 up = float2(0.0, _MainTex_TexelSize.y) * _OffsetScale; - float2 right = float2(_MainTex_TexelSize.x, 0.0) * _OffsetScale; - - o.uv[0].xy = uv + up; - o.uv[1].xy = uv - up; - o.uv[2].xy = uv + right; - o.uv[3].xy = uv - right; - o.uv[4].xy = uv - right + up; - o.uv[5].xy = uv - right -up; - o.uv[6].xy = uv + right + up; - o.uv[7].xy = uv + right -up; - - return o; - } - - half4 frag (v2f i) : SV_Target - { - // get luminance values - // maybe: experiment with different luminance calculations - float topL = Luminance( tex2D(_MainTex, i.uv[0]).rgb ); - float bottomL = Luminance( tex2D(_MainTex, i.uv[1]).rgb ); - float rightL = Luminance( tex2D(_MainTex, i.uv[2]).rgb ); - float leftL = Luminance( tex2D(_MainTex, i.uv[3]).rgb ); - float leftTopL = Luminance( tex2D(_MainTex, i.uv[4]).rgb ); - float leftBottomL = Luminance( tex2D(_MainTex, i.uv[5]).rgb ); - float rightBottomL = Luminance( tex2D(_MainTex, i.uv[6]).rgb ); - float rightTopL = Luminance( tex2D(_MainTex, i.uv[7]).rgb ); - - // 2 triangle subtractions - float sum0 = dot(float3(1,1,1), float3(rightTopL,bottomL,leftTopL)); - float sum1 = dot(float3(1,1,1), float3(leftBottomL,topL,rightBottomL)); - float sum2 = dot(float3(1,1,1), float3(leftTopL,rightL,leftBottomL)); - float sum3 = dot(float3(1,1,1), float3(rightBottomL,leftL,rightTopL)); - - // figure out "normal" - float2 blurDir = half2((sum0-sum1), (sum3-sum2)); - blurDir *= _MainTex_TexelSize.xy * _BlurRadius; - - // reconstruct normal uv - float2 uv_ = (i.uv[0] + i.uv[1]) * 0.5; - - float4 returnColor = tex2D(_MainTex, uv_); - returnColor += tex2D(_MainTex, uv_+ blurDir.xy); - returnColor += tex2D(_MainTex, uv_ - blurDir.xy); - returnColor += tex2D(_MainTex, uv_ + float2(blurDir.x, -blurDir.y)); - returnColor += tex2D(_MainTex, uv_ - float2(blurDir.x, -blurDir.y)); - - return returnColor * 0.2; - } - - half4 fragDebug (v2f i) : SV_Target - { - // get luminance values - // maybe: experiment with different luminance calculations - float topL = Luminance( tex2D(_MainTex, i.uv[0]).rgb ); - float bottomL = Luminance( tex2D(_MainTex, i.uv[1]).rgb ); - float rightL = Luminance( tex2D(_MainTex, i.uv[2]).rgb ); - float leftL = Luminance( tex2D(_MainTex, i.uv[3]).rgb ); - float leftTopL = Luminance( tex2D(_MainTex, i.uv[4]).rgb ); - float leftBottomL = Luminance( tex2D(_MainTex, i.uv[5]).rgb ); - float rightBottomL = Luminance( tex2D(_MainTex, i.uv[6]).rgb ); - float rightTopL = Luminance( tex2D(_MainTex, i.uv[7]).rgb ); - - // 2 triangle subtractions - float sum0 = dot(float3(1,1,1), float3(rightTopL,bottomL,leftTopL)); - float sum1 = dot(float3(1,1,1), float3(leftBottomL,topL,rightBottomL)); - float sum2 = dot(float3(1,1,1), float3(leftTopL,rightL,leftBottomL)); - float sum3 = dot(float3(1,1,1), float3(rightBottomL,leftL,rightTopL)); - - // figure out "normal" - float2 blurDir = half2((sum0-sum1), (sum3-sum2)); - blurDir *= _MainTex_TexelSize.xy * _BlurRadius; - - // reconstruct normal uv - float2 uv_ = (i.uv[0] + i.uv[1]) * 0.5; - - float4 returnColor = tex2D(_MainTex, uv_); - returnColor += tex2D(_MainTex, uv_+ blurDir.xy); - returnColor += tex2D(_MainTex, uv_ - blurDir.xy); - returnColor += tex2D(_MainTex, uv_ + float2(blurDir.x, -blurDir.y)); - returnColor += tex2D(_MainTex, uv_ - float2(blurDir.x, -blurDir.y)); - - blurDir = half2((sum0-sum1), (sum3-sum2)) * _BlurRadius; - return half4(normalize( half3(blurDir,1) * 0.5 + 0.5), 1); - return returnColor * 0.2; - } - -ENDCG - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - #pragma target 3.0 - #pragma exclude_renderers d3d11_9x - - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragDebug - #pragma target 3.0 - #pragma exclude_renderers d3d11_9x - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader.meta deleted file mode 100644 index af7b4b6..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: ce0cb2621f6d84e21a87414e471a3cce -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader deleted file mode 100644 index cf3f938..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader +++ /dev/null @@ -1,85 +0,0 @@ - -Shader "Hidden/SSAA" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -// very simple & fast AA by Emmanuel Julien - -SubShader { - Pass { - - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - uniform sampler2D _MainTex; - uniform float4 _MainTex_TexelSize; - - struct v2f { - float4 pos : SV_POSITION; - float2 uv[5] : TEXCOORD0; - }; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - float2 uv = v.texcoord.xy; - - float w = 1.75; - - float2 up = float2(0.0, _MainTex_TexelSize.y) * w; - float2 right = float2(_MainTex_TexelSize.x, 0.0) * w; - - o.uv[0].xy = uv - up; - o.uv[1].xy = uv - right; - o.uv[2].xy = uv + right; - o.uv[3].xy = uv + up; - - o.uv[4].xy = uv; - - return o; - } - - half4 frag (v2f i) : SV_Target - { - half4 outColor; - - float t = Luminance( tex2D( _MainTex, i.uv[0] ).xyz ); - float l = Luminance( tex2D( _MainTex, i.uv[1] ).xyz); - float r = Luminance( tex2D( _MainTex, i.uv[2] ).xyz); - float b = Luminance( tex2D( _MainTex, i.uv[3] ).xyz); - - half2 n = half2( -( t - b ), r - l ); - float nl = length( n ); - - if ( nl < (1.0 / 16.0) ) - outColor = tex2D( _MainTex, i.uv[4] ); - else { - n *= _MainTex_TexelSize.xy / nl; - - half4 o = tex2D( _MainTex, i.uv[4]); - half4 t0 = tex2D( _MainTex, i.uv[4] + n * 0.5) * 0.9; - half4 t1 = tex2D( _MainTex, i.uv[4] - n * 0.5) * 0.9; - half4 t2 = tex2D( _MainTex, i.uv[4] + n) * 0.75; - half4 t3 = tex2D( _MainTex, i.uv[4] - n) * 0.75; - - outColor = (o + t0 + t1 + t2 + t3) / 4.3; - } - - return outColor; - } - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader.meta deleted file mode 100644 index e972317..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: b3728d1488b02490cbd196c7941bf1f8 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares.meta deleted file mode 100644 index 3bdce38..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: d6ef58fc6f637406bbe6814a19c377f8 diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader deleted file mode 100644 index 91c891e..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader +++ /dev/null @@ -1,114 +0,0 @@ -Shader "Hidden/Blend" { - Properties { - _MainTex ("Screen Blended", 2D) = "" {} - _ColorBuffer ("Color", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv[2] : TEXCOORD0; - }; - struct v2f_mt { - float4 pos : SV_POSITION; - float2 uv[4] : TEXCOORD0; - }; - - sampler2D _ColorBuffer; - sampler2D _MainTex; - - half _Intensity; - half4 _ColorBuffer_TexelSize; - half4 _MainTex_TexelSize; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv[0] = v.texcoord.xy; - o.uv[1] = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - if (_ColorBuffer_TexelSize.y < 0) - o.uv[1].y = 1-o.uv[1].y; - #endif - - return o; - } - - v2f_mt vertMultiTap( appdata_img v ) { - v2f_mt o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5; - o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5; - o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5; - o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5; - return o; - } - - half4 fragScreen (v2f i) : SV_Target { - half4 toBlend = saturate (tex2D(_MainTex, i.uv[0]) * _Intensity); - return 1-(1-toBlend)*(1-tex2D(_ColorBuffer, i.uv[1])); - } - - half4 fragAdd (v2f i) : SV_Target { - return tex2D(_MainTex, i.uv[0].xy) * _Intensity + tex2D(_ColorBuffer, i.uv[1]); - } - - half4 fragVignetteBlend (v2f i) : SV_Target { - return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]); - } - - half4 fragMultiTap (v2f_mt i) : SV_Target { - half4 outColor = tex2D(_MainTex, i.uv[0].xy); - outColor += tex2D(_MainTex, i.uv[1].xy); - outColor += tex2D(_MainTex, i.uv[2].xy); - outColor += tex2D(_MainTex, i.uv[3].xy); - return outColor * 0.25; - } - - ENDCG - -Subshader { - ZTest Always Cull Off ZWrite Off - - // 0: nicer & softer "screen" blend mode - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragScreen - ENDCG - } - - // 1: simple "add" blend mode - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAdd - ENDCG - } - // 2: used for "stable" downsampling - Pass { - - CGPROGRAM - #pragma vertex vertMultiTap - #pragma fragment fragMultiTap - ENDCG - } - // 3: vignette blending - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragVignetteBlend - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader.meta deleted file mode 100644 index e9a742b..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 53b3960ee3d3d4a5caa8d5473d120187 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader deleted file mode 100644 index e88fba0..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader +++ /dev/null @@ -1,220 +0,0 @@ -Shader "Hidden/BlendForBloom" { - Properties { - _MainTex ("Screen Blended", 2D) = "" {} - _ColorBuffer ("Color", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv[2] : TEXCOORD0; - }; - struct v2f_mt { - float4 pos : SV_POSITION; - float2 uv[5] : TEXCOORD0; - }; - - sampler2D _ColorBuffer; - sampler2D _MainTex; - - half _Intensity; - half4 _ColorBuffer_TexelSize; - half4 _MainTex_TexelSize; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv[0] = v.texcoord.xy; - o.uv[1] = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - if (_ColorBuffer_TexelSize.y < 0) - o.uv[1].y = 1-o.uv[1].y; - #endif - - return o; - } - - v2f_mt vertMultiTap( appdata_img v ) { - v2f_mt o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv[4] = v.texcoord.xy; - o.uv[0] = v.texcoord.xy + _MainTex_TexelSize.xy * 0.5; - o.uv[1] = v.texcoord.xy - _MainTex_TexelSize.xy * 0.5; - o.uv[2] = v.texcoord.xy - _MainTex_TexelSize.xy * half2(1,-1) * 0.5; - o.uv[3] = v.texcoord.xy + _MainTex_TexelSize.xy * half2(1,-1) * 0.5; - return o; - } - - half4 fragScreen (v2f i) : SV_Target { - half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity; - half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); - return 1-(1-addedbloom)*(1-screencolor); - } - - half4 fragScreenCheap(v2f i) : SV_Target { - half4 addedbloom = tex2D(_MainTex, i.uv[0].xy) * _Intensity; - half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); - return 1-(1-addedbloom)*(1-screencolor); - } - - half4 fragAdd (v2f i) : SV_Target { - half4 addedbloom = tex2D(_MainTex, i.uv[0].xy); - half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); - return _Intensity * addedbloom + screencolor; - } - - half4 fragAddCheap (v2f i) : SV_Target { - half4 addedbloom = tex2D(_MainTex, i.uv[0].xy); - half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); - return _Intensity * addedbloom + screencolor; - } - - half4 fragVignetteMul (v2f i) : SV_Target { - return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]); - } - - half4 fragVignetteBlend (v2f i) : SV_Target { - return half4(1,1,1, tex2D(_ColorBuffer, i.uv[0]).r); - } - - half4 fragClear (v2f i) : SV_Target { - return 0; - } - - half4 fragAddOneOne (v2f i) : SV_Target { - half4 addedColors = tex2D(_MainTex, i.uv[0].xy); - return addedColors * _Intensity; - } - - half4 frag1Tap (v2f i) : SV_Target { - return tex2D(_MainTex, i.uv[0].xy); - } - - half4 fragMultiTapMax (v2f_mt i) : SV_Target { - half4 outColor = tex2D(_MainTex, i.uv[4].xy); - outColor = max(outColor, tex2D(_MainTex, i.uv[0].xy)); - outColor = max(outColor, tex2D(_MainTex, i.uv[1].xy)); - outColor = max(outColor, tex2D(_MainTex, i.uv[2].xy)); - outColor = max(outColor, tex2D(_MainTex, i.uv[3].xy)); - return outColor; - } - - half4 fragMultiTapBlur (v2f_mt i) : SV_Target { - half4 outColor = 0; - outColor += tex2D(_MainTex, i.uv[0].xy); - outColor += tex2D(_MainTex, i.uv[1].xy); - outColor += tex2D(_MainTex, i.uv[2].xy); - outColor += tex2D(_MainTex, i.uv[3].xy); - return outColor/4; - } - - ENDCG - -Subshader { - ZTest Always Cull Off ZWrite Off - - // 0: nicer & softer "screen" blend mode - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragScreen - ENDCG - } - - // 1: "add" blend mode - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAdd - ENDCG - } - // 2: several taps, maxxed - Pass { - - CGPROGRAM - #pragma vertex vertMultiTap - #pragma fragment fragMultiTapMax - ENDCG - } - // 3: vignette blending - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragVignetteMul - ENDCG - } - // 4: nicer & softer "screen" blend mode(cheapest) - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragScreenCheap - ENDCG - } - // 5: "add" blend mode (cheapest) - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAddCheap - ENDCG - } - // 6: used for "stable" downsampling (blur) - Pass { - - CGPROGRAM - #pragma vertex vertMultiTap - #pragma fragment fragMultiTapBlur - ENDCG - } - // 7: vignette blending (blend to dest) - Pass { - - Blend Zero SrcAlpha - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragVignetteBlend - ENDCG - } - // 8: clear - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragClear - ENDCG - } - // 9: fragAddOneOne - Pass { - - Blend One One - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAddOneOne - ENDCG - } - // 10: max blend - Pass { - - BlendOp Max - Blend One One - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag1Tap - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader.meta deleted file mode 100644 index 1737d9f..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 7856cbff0a0ca45c787d5431eb805bb0 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader deleted file mode 100644 index 650f016..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader +++ /dev/null @@ -1,48 +0,0 @@ -Shader "Hidden/BlendOneOne" { - Properties { - _MainTex ("-", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - half _Intensity; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - half4 frag(v2f i) : SV_Target { - return tex2D(_MainTex, i.uv) * _Intensity; - } - - ENDCG - -Subshader { - - Pass { - BlendOp Add - Blend One One - - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader.meta deleted file mode 100644 index 007df7f..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: f7898d203e9b94c0dbe2bf9dd5cb32c0 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader deleted file mode 100644 index ec16958..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader +++ /dev/null @@ -1,202 +0,0 @@ -Shader "Hidden/BlurAndFlares" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - _NonBlurredTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - }; - - struct v2f_opts { - half4 pos : SV_POSITION; - half2 uv[7] : TEXCOORD0; - }; - - struct v2f_blur { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half4 uv01 : TEXCOORD1; - half4 uv23 : TEXCOORD2; - half4 uv45 : TEXCOORD3; - half4 uv67 : TEXCOORD4; - }; - - half4 _Offsets; - half4 _TintColor; - - half _StretchWidth; - half2 _Threshhold; - half _Saturation; - - half4 _MainTex_TexelSize; - - sampler2D _MainTex; - sampler2D _NonBlurredTex; - - v2f vert (appdata_img v) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - v2f_blur vertWithMultiCoords2 (appdata_img v) { - v2f_blur o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv.xy = v.texcoord.xy; - o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1); - o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 2.0; - o.uv45 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 3.0; - o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 4.0; - o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * half4(1,1, -1,-1) * 5.0; - return o; - } - - v2f_opts vertStretch (appdata_img v) { - v2f_opts o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - half b = _StretchWidth; - o.uv[0] = v.texcoord.xy; - o.uv[1] = v.texcoord.xy + b * 2.0 * _Offsets.xy; - o.uv[2] = v.texcoord.xy - b * 2.0 * _Offsets.xy; - o.uv[3] = v.texcoord.xy + b * 4.0 * _Offsets.xy; - o.uv[4] = v.texcoord.xy - b * 4.0 * _Offsets.xy; - o.uv[5] = v.texcoord.xy + b * 6.0 * _Offsets.xy; - o.uv[6] = v.texcoord.xy - b * 6.0 * _Offsets.xy; - return o; - } - - v2f_opts vertWithMultiCoords (appdata_img v) { - v2f_opts o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv[0] = v.texcoord.xy; - o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * _Offsets.xy; - o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * _Offsets.xy; - o.uv[3] = v.texcoord.xy + 1.5 * _MainTex_TexelSize.xy * _Offsets.xy; - o.uv[4] = v.texcoord.xy - 1.5 * _MainTex_TexelSize.xy * _Offsets.xy; - o.uv[5] = v.texcoord.xy + 2.5 * _MainTex_TexelSize.xy * _Offsets.xy; - o.uv[6] = v.texcoord.xy - 2.5 * _MainTex_TexelSize.xy * _Offsets.xy; - return o; - } - - half4 fragPostNoBlur (v2f i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv); - return color * 1.0/(1.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy - } - - half4 fragGaussBlur (v2f_blur i) : SV_Target { - half4 color = half4 (0,0,0,0); - color += 0.225 * tex2D (_MainTex, i.uv); - color += 0.150 * tex2D (_MainTex, i.uv01.xy); - color += 0.150 * tex2D (_MainTex, i.uv01.zw); - color += 0.110 * tex2D (_MainTex, i.uv23.xy); - color += 0.110 * tex2D (_MainTex, i.uv23.zw); - color += 0.075 * tex2D (_MainTex, i.uv45.xy); - color += 0.075 * tex2D (_MainTex, i.uv45.zw); - color += 0.0525 * tex2D (_MainTex, i.uv67.xy); - color += 0.0525 * tex2D (_MainTex, i.uv67.zw); - return color; - } - - half4 fragPreAndCut (v2f_opts i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv[0]); - color += tex2D (_MainTex, i.uv[1]); - color += tex2D (_MainTex, i.uv[2]); - color += tex2D (_MainTex, i.uv[3]); - color += tex2D (_MainTex, i.uv[4]); - color += tex2D (_MainTex, i.uv[5]); - color += tex2D (_MainTex, i.uv[6]); - color = max(color / 7.0 - _Threshhold.xxxx, float4(0,0,0,0)); - half lum = Luminance(color.rgb); - color.rgb = lerp(half3(lum,lum,lum), color.rgb, _Saturation) * _TintColor.rgb; - return color; - } - - half4 fragStretch (v2f_opts i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv[0]); - color = max (color, tex2D (_MainTex, i.uv[1])); - color = max (color, tex2D (_MainTex, i.uv[2])); - color = max (color, tex2D (_MainTex, i.uv[3])); - color = max (color, tex2D (_MainTex, i.uv[4])); - color = max (color, tex2D (_MainTex, i.uv[5])); - color = max (color, tex2D (_MainTex, i.uv[6])); - return color; - } - - half4 fragPost (v2f_opts i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv[0]); - color += tex2D (_MainTex, i.uv[1]); - color += tex2D (_MainTex, i.uv[2]); - color += tex2D (_MainTex, i.uv[3]); - color += tex2D (_MainTex, i.uv[4]); - color += tex2D (_MainTex, i.uv[5]); - color += tex2D (_MainTex, i.uv[6]); - return color * 1.0/(7.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy - } - - ENDCG - -Subshader { - ZTest Always Cull Off ZWrite Off - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragPostNoBlur - - ENDCG - } - - Pass { - - CGPROGRAM - - #pragma vertex vertStretch - #pragma fragment fragStretch - - ENDCG - } - - // 2 - Pass { - - CGPROGRAM - - #pragma vertex vertWithMultiCoords - #pragma fragment fragPreAndCut - - ENDCG - } - - // 3 - Pass { - - CGPROGRAM - - #pragma vertex vertWithMultiCoords - #pragma fragment fragPost - - ENDCG - } - // 4 - Pass { - - CGPROGRAM - - #pragma vertex vertWithMultiCoords2 - #pragma fragment fragGaussBlur - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta deleted file mode 100644 index a0ed0ba..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: be6e39cf196f146d5be72fbefb18ed75 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader deleted file mode 100644 index 7af0789..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader +++ /dev/null @@ -1,57 +0,0 @@ -Shader "Hidden/BrightPassFilterForBloom" -{ - Properties - { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - - half4 threshold; - half useSrcAlphaAsMask; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - half4 frag(v2f i) : SV_Target - { - half4 color = tex2D(_MainTex, i.uv); - //color = color * saturate((color-threshhold.x) * 75.0); // didn't go well with HDR and din't make sense - color = color * lerp(1.0, color.a, useSrcAlphaAsMask); - color = max(half4(0,0,0,0), color-threshold.x); - return color; - } - - ENDCG - - Subshader - { - Pass - { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - ENDCG - } - } - Fallback off -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta deleted file mode 100644 index 35204d1..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 186c4c0d31e314f049595dcbaf4ca129 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader deleted file mode 100644 index b202a23..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader +++ /dev/null @@ -1,74 +0,0 @@ -Shader "Hidden/BrightPassFilter2" -{ - Properties - { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - - half4 _Threshhold; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - half4 fragScalarThresh(v2f i) : SV_Target - { - half4 color = tex2D(_MainTex, i.uv); - color.rgb = color.rgb; - color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.xxx); - return color; - } - - half4 fragColorThresh(v2f i) : SV_Target - { - half4 color = tex2D(_MainTex, i.uv); - color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.rgb); - return color; - } - - ENDCG - - Subshader - { - Pass - { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragScalarThresh - - ENDCG - } - - Pass - { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragColorThresh - - ENDCG - } - } - Fallback off -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta deleted file mode 100644 index b55de0e..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 0aeaa4cb29f5d4e9c8455f04c8575c8c -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader deleted file mode 100644 index 135efe6..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader +++ /dev/null @@ -1,60 +0,0 @@ -Shader "Hidden/LensFlareCreate" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv[4] : TEXCOORD0; - }; - - fixed4 colorA; - fixed4 colorB; - fixed4 colorC; - fixed4 colorD; - - sampler2D _MainTex; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - o.uv[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5; - o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5; - o.uv[2] = ( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5; - o.uv[3] = ( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5; - return o; - } - - fixed4 frag(v2f i) : SV_Target { - fixed4 color = float4 (0,0,0,0); - color += tex2D(_MainTex, i.uv[0] ) * colorA; - color += tex2D(_MainTex, i.uv[1] ) * colorB; - color += tex2D(_MainTex, i.uv[2] ) * colorC; - color += tex2D(_MainTex, i.uv[3] ) * colorD; - return color; - } - - ENDCG - -Subshader { - Blend One One - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta deleted file mode 100644 index cd9c241..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 459fe69d2f6d74ddb92f04dbf45a866b -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader deleted file mode 100644 index 6fe10b1..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader +++ /dev/null @@ -1,292 +0,0 @@ - -Shader "Hidden/FastBloom" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _Bloom ("Bloom (RGB)", 2D) = "black" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _Bloom; - - uniform half4 _MainTex_TexelSize; - - uniform half4 _Parameter; - uniform half4 _OffsetsA; - uniform half4 _OffsetsB; - - #define ONE_MINUS_THRESHHOLD_TIMES_INTENSITY _Parameter.w - #define THRESHHOLD _Parameter.z - - struct v2f_simple - { - float4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - - #if UNITY_UV_STARTS_AT_TOP - half2 uv2 : TEXCOORD1; - #endif - }; - - v2f_simple vertBloom ( appdata_img v ) - { - v2f_simple o; - - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord; - - #if UNITY_UV_STARTS_AT_TOP - o.uv2 = v.texcoord; - if (_MainTex_TexelSize.y < 0.0) - o.uv.y = 1.0 - o.uv.y; - #endif - - return o; - } - - struct v2f_tap - { - float4 pos : SV_POSITION; - half2 uv20 : TEXCOORD0; - half2 uv21 : TEXCOORD1; - half2 uv22 : TEXCOORD2; - half2 uv23 : TEXCOORD3; - }; - - v2f_tap vert4Tap ( appdata_img v ) - { - v2f_tap o; - - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv20 = v.texcoord + _MainTex_TexelSize.xy; - o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h); - o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h); - o.uv23 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h); - - return o; - } - - fixed4 fragBloom ( v2f_simple i ) : SV_Target - { - #if UNITY_UV_STARTS_AT_TOP - - fixed4 color = tex2D(_MainTex, i.uv2); - return color + tex2D(_Bloom, i.uv); - - #else - - fixed4 color = tex2D(_MainTex, i.uv); - return color + tex2D(_Bloom, i.uv); - - #endif - } - - fixed4 fragDownsample ( v2f_tap i ) : SV_Target - { - fixed4 color = tex2D (_MainTex, i.uv20); - color += tex2D (_MainTex, i.uv21); - color += tex2D (_MainTex, i.uv22); - color += tex2D (_MainTex, i.uv23); - return max(color/4 - THRESHHOLD, 0) * ONE_MINUS_THRESHHOLD_TIMES_INTENSITY; - } - - // weight curves - - static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 }; // gauss'ish blur weights - - static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0), - half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) }; - - struct v2f_withBlurCoords8 - { - float4 pos : SV_POSITION; - half4 uv : TEXCOORD0; - half2 offs : TEXCOORD1; - }; - - struct v2f_withBlurCoordsSGX - { - float4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half4 offs[3] : TEXCOORD1; - }; - - v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v) - { - v2f_withBlurCoords8 o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - o.uv = half4(v.texcoord.xy,1,1); - o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; - - return o; - } - - v2f_withBlurCoords8 vertBlurVertical (appdata_img v) - { - v2f_withBlurCoords8 o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - o.uv = half4(v.texcoord.xy,1,1); - o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; - - return o; - } - - half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target - { - half2 uv = i.uv.xy; - half2 netFilterWidth = i.offs; - half2 coords = uv - netFilterWidth * 3.0; - - half4 color = 0; - for( int l = 0; l < 7; l++ ) - { - half4 tap = tex2D(_MainTex, coords); - color += tap * curve4[l]; - coords += netFilterWidth; - } - return color; - } - - - v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v) - { - v2f_withBlurCoordsSGX o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - o.uv = v.texcoord.xy; - half2 netFilterWidth = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; - half4 coords = -netFilterWidth.xyxy * 3.0; - - o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - - return o; - } - - v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v) - { - v2f_withBlurCoordsSGX o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - o.uv = half4(v.texcoord.xy,1,1); - half2 netFilterWidth = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; - half4 coords = -netFilterWidth.xyxy * 3.0; - - o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - - return o; - } - - half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target - { - half2 uv = i.uv.xy; - - half4 color = tex2D(_MainTex, i.uv) * curve4[3]; - - for( int l = 0; l < 3; l++ ) - { - half4 tapA = tex2D(_MainTex, i.offs[l].xy); - half4 tapB = tex2D(_MainTex, i.offs[l].zw); - color += (tapA + tapB) * curve4[l]; - } - - return color; - - } - - ENDCG - - SubShader { - ZTest Off Cull Off ZWrite Off Blend Off - - // 0 - Pass { - - CGPROGRAM - #pragma vertex vertBloom - #pragma fragment fragBloom - - ENDCG - - } - - // 1 - Pass { - - CGPROGRAM - - #pragma vertex vert4Tap - #pragma fragment fragDownsample - - ENDCG - - } - - // 2 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurVertical - #pragma fragment fragBlur8 - - ENDCG - } - - // 3 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurHorizontal - #pragma fragment fragBlur8 - - ENDCG - } - - // alternate blur - // 4 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurVerticalSGX - #pragma fragment fragBlurSGX - - ENDCG - } - - // 5 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurHorizontalSGX - #pragma fragment fragBlurSGX - - ENDCG - } - } - - FallBack Off -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader.meta deleted file mode 100644 index db93b36..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 68a00c837b82e4c6d92e7da765dc5f1d -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader deleted file mode 100644 index bb89465..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader +++ /dev/null @@ -1,234 +0,0 @@ - -Shader "Hidden/FastBlur" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _Bloom ("Bloom (RGB)", 2D) = "black" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _Bloom; - - uniform half4 _MainTex_TexelSize; - uniform half4 _Parameter; - - struct v2f_tap - { - float4 pos : SV_POSITION; - half2 uv20 : TEXCOORD0; - half2 uv21 : TEXCOORD1; - half2 uv22 : TEXCOORD2; - half2 uv23 : TEXCOORD3; - }; - - v2f_tap vert4Tap ( appdata_img v ) - { - v2f_tap o; - - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv20 = v.texcoord + _MainTex_TexelSize.xy; - o.uv21 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,-0.5h); - o.uv22 = v.texcoord + _MainTex_TexelSize.xy * half2(0.5h,-0.5h); - o.uv23 = v.texcoord + _MainTex_TexelSize.xy * half2(-0.5h,0.5h); - - return o; - } - - fixed4 fragDownsample ( v2f_tap i ) : SV_Target - { - fixed4 color = tex2D (_MainTex, i.uv20); - color += tex2D (_MainTex, i.uv21); - color += tex2D (_MainTex, i.uv22); - color += tex2D (_MainTex, i.uv23); - return color / 4; - } - - // weight curves - - static const half curve[7] = { 0.0205, 0.0855, 0.232, 0.324, 0.232, 0.0855, 0.0205 }; // gauss'ish blur weights - - static const half4 curve4[7] = { half4(0.0205,0.0205,0.0205,0), half4(0.0855,0.0855,0.0855,0), half4(0.232,0.232,0.232,0), - half4(0.324,0.324,0.324,1), half4(0.232,0.232,0.232,0), half4(0.0855,0.0855,0.0855,0), half4(0.0205,0.0205,0.0205,0) }; - - struct v2f_withBlurCoords8 - { - float4 pos : SV_POSITION; - half4 uv : TEXCOORD0; - half2 offs : TEXCOORD1; - }; - - struct v2f_withBlurCoordsSGX - { - float4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half4 offs[3] : TEXCOORD1; - }; - - v2f_withBlurCoords8 vertBlurHorizontal (appdata_img v) - { - v2f_withBlurCoords8 o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - o.uv = half4(v.texcoord.xy,1,1); - o.offs = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; - - return o; - } - - v2f_withBlurCoords8 vertBlurVertical (appdata_img v) - { - v2f_withBlurCoords8 o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - o.uv = half4(v.texcoord.xy,1,1); - o.offs = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; - - return o; - } - - half4 fragBlur8 ( v2f_withBlurCoords8 i ) : SV_Target - { - half2 uv = i.uv.xy; - half2 netFilterWidth = i.offs; - half2 coords = uv - netFilterWidth * 3.0; - - half4 color = 0; - for( int l = 0; l < 7; l++ ) - { - half4 tap = tex2D(_MainTex, coords); - color += tap * curve4[l]; - coords += netFilterWidth; - } - return color; - } - - - v2f_withBlurCoordsSGX vertBlurHorizontalSGX (appdata_img v) - { - v2f_withBlurCoordsSGX o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - o.uv = v.texcoord.xy; - half2 netFilterWidth = _MainTex_TexelSize.xy * half2(1.0, 0.0) * _Parameter.x; - half4 coords = -netFilterWidth.xyxy * 3.0; - - o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - - return o; - } - - v2f_withBlurCoordsSGX vertBlurVerticalSGX (appdata_img v) - { - v2f_withBlurCoordsSGX o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - o.uv = half4(v.texcoord.xy,1,1); - half2 netFilterWidth = _MainTex_TexelSize.xy * half2(0.0, 1.0) * _Parameter.x; - half4 coords = -netFilterWidth.xyxy * 3.0; - - o.offs[0] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[1] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - coords += netFilterWidth.xyxy; - o.offs[2] = v.texcoord.xyxy + coords * half4(1.0h,1.0h,-1.0h,-1.0h); - - return o; - } - - half4 fragBlurSGX ( v2f_withBlurCoordsSGX i ) : SV_Target - { - half2 uv = i.uv.xy; - - half4 color = tex2D(_MainTex, i.uv) * curve4[3]; - - for( int l = 0; l < 3; l++ ) - { - half4 tapA = tex2D(_MainTex, i.offs[l].xy); - half4 tapB = tex2D(_MainTex, i.offs[l].zw); - color += (tapA + tapB) * curve4[l]; - } - - return color; - - } - - ENDCG - - SubShader { - ZTest Off Cull Off ZWrite Off Blend Off - - // 0 - Pass { - - CGPROGRAM - - #pragma vertex vert4Tap - #pragma fragment fragDownsample - - ENDCG - - } - - // 1 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurVertical - #pragma fragment fragBlur8 - - ENDCG - } - - // 2 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurHorizontal - #pragma fragment fragBlur8 - - ENDCG - } - - // alternate blur - // 3 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurVerticalSGX - #pragma fragment fragBlurSGX - - ENDCG - } - - // 4 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurHorizontalSGX - #pragma fragment fragBlurSGX - - ENDCG - } - } - - FallBack Off -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader.meta deleted file mode 100644 index 6770288..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: f9d5fa183cd6b45eeb1491f74863cd91 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader deleted file mode 100644 index 3f4b93f..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader +++ /dev/null @@ -1,154 +0,0 @@ -Shader "Hidden/MultipassHollywoodFlares" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - _NonBlurredTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - }; - - struct v2f_opts { - half4 pos : SV_POSITION; - half2 uv[7] : TEXCOORD0; - }; - - half4 offsets; - half4 tintColor; - - half stretchWidth; - half2 _Threshhold; - - half4 _MainTex_TexelSize; - - sampler2D _MainTex; - sampler2D _NonBlurredTex; - - v2f vert (appdata_img v) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - v2f_opts vertStretch (appdata_img v) { - v2f_opts o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - half b = stretchWidth; - o.uv[0] = v.texcoord.xy; - o.uv[1] = v.texcoord.xy + b * 2.0 * offsets.xy; - o.uv[2] = v.texcoord.xy - b * 2.0 * offsets.xy; - o.uv[3] = v.texcoord.xy + b * 4.0 * offsets.xy; - o.uv[4] = v.texcoord.xy - b * 4.0 * offsets.xy; - o.uv[5] = v.texcoord.xy + b * 6.0 * offsets.xy; - o.uv[6] = v.texcoord.xy - b * 6.0 * offsets.xy; - return o; - } - - v2f_opts vertVerticalCoords (appdata_img v) { - v2f_opts o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv[0] = v.texcoord.xy; - o.uv[1] = v.texcoord.xy + 0.5 * _MainTex_TexelSize.xy * half2(0,1); - o.uv[2] = v.texcoord.xy - 0.5 * _MainTex_TexelSize.xy * half2(0,1); - o.uv[3] = v.texcoord.xy + 1.5 * _MainTex_TexelSize.xy * half2(0,1); - o.uv[4] = v.texcoord.xy - 1.5 * _MainTex_TexelSize.xy * half2(0,1); - o.uv[5] = v.texcoord.xy + 2.5 * _MainTex_TexelSize.xy * half2(0,1); - o.uv[6] = v.texcoord.xy - 2.5 * _MainTex_TexelSize.xy * half2(0,1); - return o; - } - - // deprecated - half4 fragPrepare (v2f i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv); - half4 colorNb = tex2D (_NonBlurredTex, i.uv); - return color * tintColor * 0.5 + colorNb * normalize (tintColor) * 0.5; - } - - - half4 fragPreAndCut (v2f_opts i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv[0]); - color += tex2D (_MainTex, i.uv[1]); - color += tex2D (_MainTex, i.uv[2]); - color += tex2D (_MainTex, i.uv[3]); - color += tex2D (_MainTex, i.uv[4]); - color += tex2D (_MainTex, i.uv[5]); - color += tex2D (_MainTex, i.uv[6]); - return max(color / 7.0 - _Threshhold.x, 0.0) * _Threshhold.y * tintColor; - } - - half4 fragStretch (v2f_opts i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv[0]); - color = max (color, tex2D (_MainTex, i.uv[1])); - color = max (color, tex2D (_MainTex, i.uv[2])); - color = max (color, tex2D (_MainTex, i.uv[3])); - color = max (color, tex2D (_MainTex, i.uv[4])); - color = max (color, tex2D (_MainTex, i.uv[5])); - color = max (color, tex2D (_MainTex, i.uv[6])); - return color; - } - - half4 fragPost (v2f_opts i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv[0]); - color += tex2D (_MainTex, i.uv[1]); - color += tex2D (_MainTex, i.uv[2]); - color += tex2D (_MainTex, i.uv[3]); - color += tex2D (_MainTex, i.uv[4]); - color += tex2D (_MainTex, i.uv[5]); - color += tex2D (_MainTex, i.uv[6]); - return color * 1.0/(7.0 + Luminance(color.rgb) + 0.5); // this also makes it a little noisy - } - - ENDCG - -Subshader { - ZTest Always Cull Off ZWrite Off - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragPrepare - - ENDCG - } - - Pass { - - CGPROGRAM - - #pragma vertex vertStretch - #pragma fragment fragStretch - - ENDCG - } - - Pass { - - CGPROGRAM - - #pragma vertex vertVerticalCoords - #pragma fragment fragPreAndCut - - ENDCG - } - - Pass { - - CGPROGRAM - - #pragma vertex vertVerticalCoords - #pragma fragment fragPost - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta deleted file mode 100644 index 62c6a79..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: e2baf3cae8edc4daf94c9adc2154be00 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader deleted file mode 100644 index cc054f4..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader +++ /dev/null @@ -1,69 +0,0 @@ -Shader "Hidden/SeparableBlurPlus" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half4 uv01 : TEXCOORD1; - half4 uv23 : TEXCOORD2; - half4 uv45 : TEXCOORD3; - half4 uv67 : TEXCOORD4; - }; - - half4 offsets; - - sampler2D _MainTex; - - v2f vert (appdata_img v) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - o.uv.xy = v.texcoord.xy; - - o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1); - o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0; - o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0; - o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 4.5; - o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 6.5; - - return o; - } - - half4 frag (v2f i) : SV_Target { - half4 color = half4 (0,0,0,0); - - color += 0.225 * tex2D (_MainTex, i.uv); - color += 0.150 * tex2D (_MainTex, i.uv01.xy); - color += 0.150 * tex2D (_MainTex, i.uv01.zw); - color += 0.110 * tex2D (_MainTex, i.uv23.xy); - color += 0.110 * tex2D (_MainTex, i.uv23.zw); - color += 0.075 * tex2D (_MainTex, i.uv45.xy); - color += 0.075 * tex2D (_MainTex, i.uv45.zw); - color += 0.0525 * tex2D (_MainTex, i.uv67.xy); - color += 0.0525 * tex2D (_MainTex, i.uv67.zw); - - return color; - } - - ENDCG - -Subshader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta deleted file mode 100644 index f675def..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: a9df009a214e24a5ebbf271595f8d5b6 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader deleted file mode 100644 index 4289b2d..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader +++ /dev/null @@ -1,57 +0,0 @@ -Shader "Hidden/VignetteShader" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - - float4 _MainTex_TexelSize; - float vignetteIntensity; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - o.uv = v.texcoord.xy; - return o; - } - - half4 frag(v2f i) : SV_Target { - half2 coords = i.uv; - half2 uv = i.uv; - - coords = (coords - 0.5) * 2.0; - half coordDot = dot (coords,coords); - half4 color = tex2D (_MainTex, uv); - - float mask = 1.0 - coordDot * vignetteIntensity; - return color * mask; - } - - ENDCG - -Subshader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader.meta deleted file mode 100644 index 63b6b76..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 562f620336e024ac99992ff05725a89a -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField.meta deleted file mode 100644 index 955cea4..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: d9cccf980fcb7441d85b8b3b5c2d2c34 diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader deleted file mode 100644 index b691a11..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader +++ /dev/null @@ -1,78 +0,0 @@ - -Shader "Hidden/Dof/Bokeh34" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _Source ("Base (RGB)", 2D) = "black" {} -} - -SubShader { - CGINCLUDE - - #include "UnityCG.cginc" - - sampler2D _MainTex; - sampler2D _Source; - - uniform half4 _ArScale; - uniform half _Intensity; - uniform half4 _Source_TexelSize; - - struct v2f { - half4 pos : SV_POSITION; - half2 uv2 : TEXCOORD0; - half4 source : TEXCOORD1; - }; - - #define COC bokeh.a - - v2f vert (appdata_full v) - { - v2f o; - - o.pos = v.vertex; - - o.uv2.xy = v.texcoord.xy;// * 2.0; <- needed when using Triangles.js and not Quads.js - - #if UNITY_UV_STARTS_AT_TOP - float4 bokeh = tex2Dlod (_Source, half4 (v.texcoord1.xy * half2(1,-1) + half2(0,1), 0, 0)); - #else - float4 bokeh = tex2Dlod (_Source, half4 (v.texcoord1.xy, 0, 0)); - #endif - - o.source = bokeh; - - o.pos.xy += (v.texcoord.xy * 2.0 - 1.0) * _ArScale.xy * COC;// + _ArScale.zw * coc; - o.source.rgb *= _Intensity; - - return o; - } - - - half4 frag (v2f i) : SV_Target - { - half4 color = tex2D (_MainTex, i.uv2.xy); - color.rgb *= i.source.rgb; - color.a *= Luminance(i.source.rgb*0.25); - return color; - } - - ENDCG - - Pass { - Blend OneMinusDstColor One - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment frag - - ENDCG - } - -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader.meta deleted file mode 100644 index f8047da..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 57cdacf9b217546aaa18edf39a6151c0 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader deleted file mode 100644 index 146b502..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader +++ /dev/null @@ -1,486 +0,0 @@ - Shader "Hidden/Dof/DepthOfField34" { - Properties { - _MainTex ("Base", 2D) = "" {} - _TapLowBackground ("TapLowBackground", 2D) = "" {} - _TapLowForeground ("TapLowForeground", 2D) = "" {} - _TapMedium ("TapMedium", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - half4 pos : SV_POSITION; - half2 uv1 : TEXCOORD0; - }; - - struct v2fDofApply { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - }; - - struct v2fRadius { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half4 uv1[4] : TEXCOORD1; - }; - - struct v2fDown { - half4 pos : SV_POSITION; - half2 uv0 : TEXCOORD0; - half2 uv[2] : TEXCOORD1; - }; - - sampler2D _MainTex; - sampler2D_float _CameraDepthTexture; - sampler2D _TapLowBackground; - sampler2D _TapLowForeground; - sampler2D _TapMedium; - - half4 _CurveParams; - half _ForegroundBlurExtrude; - uniform half3 _Threshhold; - uniform float4 _MainTex_TexelSize; - uniform float2 _InvRenderTargetSize; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv1.xy = v.texcoord.xy; - return o; - } - - v2fRadius vertWithRadius( appdata_img v ) { - v2fRadius o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv.xy = v.texcoord.xy; - - const half2 blurOffsets[4] = { - half2(-0.5, +1.5), - half2(+0.5, -1.5), - half2(+1.5, +0.5), - half2(-1.5, -0.5) - }; - - o.uv1[0].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[0]; - o.uv1[1].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[1]; - o.uv1[2].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[2]; - o.uv1[3].xy = v.texcoord.xy + 5.0 * _MainTex_TexelSize.xy * blurOffsets[3]; - - o.uv1[0].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[0]; - o.uv1[1].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[1]; - o.uv1[2].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[2]; - o.uv1[3].zw = v.texcoord.xy + 3.0 * _MainTex_TexelSize.xy * blurOffsets[3]; - - return o; - } - - v2fDofApply vertDofApply( appdata_img v ) { - v2fDofApply o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv.xy = v.texcoord.xy; - return o; - } - - v2fDown vertDownsampleWithCocConserve(appdata_img v) { - v2fDown o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv0.xy = v.texcoord.xy; - o.uv[0].xy = v.texcoord.xy + half2(-1.0,-1.0) * _InvRenderTargetSize; - o.uv[1].xy = v.texcoord.xy + half2(1.0,-1.0) * _InvRenderTargetSize; - return o; - } - - half4 BokehPrereqs (sampler2D tex, half4 uv1[4], half4 center, half considerCoc) { - - // @NOTE 1: - // we are checking for 3 things in order to create a bokeh. - // goal is to get the highest bang for the buck. - // 1.) contrast/frequency should be very high (otherwise bokeh mostly unvisible) - // 2.) luminance should be high - // 3.) no occluder nearby (stored in alpha channel) - - // @NOTE 2: about the alpha channel in littleBlur: - // the alpha channel stores an heuristic on how likely it is - // that there is no bokeh occluder nearby. - // if we didn't' check for that, we'd get very noise bokeh - // popping because of the sudden contrast changes - - half4 sampleA = tex2D(tex, uv1[0].zw); - half4 sampleB = tex2D(tex, uv1[1].zw); - half4 sampleC = tex2D(tex, uv1[2].zw); - half4 sampleD = tex2D(tex, uv1[3].zw); - - half4 littleBlur = 0.125 * (sampleA + sampleB + sampleC + sampleD); - - sampleA = tex2D(tex, uv1[0].xy); - sampleB = tex2D(tex, uv1[1].xy); - sampleC = tex2D(tex, uv1[2].xy); - sampleD = tex2D(tex, uv1[3].xy); - - littleBlur += 0.125 * (sampleA + sampleB + sampleC + sampleD); - - littleBlur = lerp (littleBlur, center, saturate(100.0 * considerCoc * abs(littleBlur.a - center.a))); - - return littleBlur; - } - - half4 fragDownsampleWithCocConserve(v2fDown i) : SV_Target { - half2 rowOfs[4]; - - rowOfs[0] = half2(0.0, 0.0); - rowOfs[1] = half2(0.0, _InvRenderTargetSize.y); - rowOfs[2] = half2(0.0, _InvRenderTargetSize.y) * 2.0; - rowOfs[3] = half2(0.0, _InvRenderTargetSize.y) * 3.0; - - half4 color = tex2D(_MainTex, i.uv0.xy); - - half4 sampleA = tex2D(_MainTex, i.uv[0].xy + rowOfs[0]); - half4 sampleB = tex2D(_MainTex, i.uv[1].xy + rowOfs[0]); - half4 sampleC = tex2D(_MainTex, i.uv[0].xy + rowOfs[2]); - half4 sampleD = tex2D(_MainTex, i.uv[1].xy + rowOfs[2]); - - color += sampleA + sampleB + sampleC + sampleD; - color *= 0.2; - - // @NOTE we are doing max on the alpha channel for 2 reasons: - // 1) foreground blur likes a slightly bigger radius - // 2) otherwise we get an ugly outline between high blur- and medium blur-areas - // drawback: we get a little bit of color bleeding - - color.a = max(max(sampleA.a, sampleB.a), max(sampleC.a, sampleD.a)); - - return color; - } - - half4 fragDofApplyBg (v2fDofApply i) : SV_Target { - half4 tapHigh = tex2D (_MainTex, i.uv.xy); - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - i.uv.xy = i.uv.xy * half2(1,-1)+half2(0,1); - #endif - - half4 tapLow = tex2D (_TapLowBackground, i.uv.xy); // already mixed with medium blur - tapHigh = lerp (tapHigh, tapLow, tapHigh.a); - return tapHigh; - } - - half4 fragDofApplyBgDebug (v2fDofApply i) : SV_Target { - half4 tapHigh = tex2D (_MainTex, i.uv.xy); - - half4 tapLow = tex2D (_TapLowBackground, i.uv.xy); - - half4 tapMedium = tex2D (_TapMedium, i.uv.xy); - tapMedium.rgb = (tapMedium.rgb + half3 (1, 1, 0)) * 0.5; - tapLow.rgb = (tapLow.rgb + half3 (0, 1, 0)) * 0.5; - - tapLow = lerp (tapMedium, tapLow, saturate (tapLow.a * tapLow.a)); - tapLow = tapLow * 0.5 + tex2D (_TapLowBackground, i.uv.xy) * 0.5; - - return lerp (tapHigh, tapLow, tapHigh.a); - } - - half4 fragDofApplyFg (v2fDofApply i) : SV_Target { - half4 fgBlur = tex2D(_TapLowForeground, i.uv.xy); - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - i.uv.xy = i.uv.xy * half2(1,-1)+half2(0,1); - #endif - - half4 fgColor = tex2D(_MainTex,i.uv.xy); - - //fgBlur.a = saturate(fgBlur.a*_ForegroundBlurWeight+saturate(fgColor.a-fgBlur.a)); - //fgBlur.a = max (fgColor.a, (2.0 * fgBlur.a - fgColor.a)) * _ForegroundBlurExtrude; - fgBlur.a = max(fgColor.a, fgBlur.a * _ForegroundBlurExtrude); //max (fgColor.a, (2.0*fgBlur.a-fgColor.a)) * _ForegroundBlurExtrude; - - return lerp (fgColor, fgBlur, saturate(fgBlur.a)); - } - - half4 fragDofApplyFgDebug (v2fDofApply i) : SV_Target { - half4 fgBlur = tex2D(_TapLowForeground, i.uv.xy); - - half4 fgColor = tex2D(_MainTex,i.uv.xy); - - fgBlur.a = max(fgColor.a, fgBlur.a * _ForegroundBlurExtrude); //max (fgColor.a, (2.0*fgBlur.a-fgColor.a)) * _ForegroundBlurExtrude; - - half4 tapMedium = half4 (1, 1, 0, fgBlur.a); - tapMedium.rgb = 0.5 * (tapMedium.rgb + fgColor.rgb); - - fgBlur.rgb = 0.5 * (fgBlur.rgb + half3(0,1,0)); - fgBlur.rgb = lerp (tapMedium.rgb, fgBlur.rgb, saturate (fgBlur.a * fgBlur.a)); - - return lerp ( fgColor, fgBlur, saturate(fgBlur.a)); - } - - half4 fragCocBg (v2f i) : SV_Target { - - float d = SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - half coc = 0.0; - - half focalDistance01 = _CurveParams.w + _CurveParams.z; - - if (d > focalDistance01) - coc = (d - focalDistance01); - - coc = saturate (coc * _CurveParams.y); - return coc; - } - - half4 fragCocFg (v2f i) : SV_Target { - half4 color = tex2D (_MainTex, i.uv1.xy); - color.a = 0.0; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - i.uv1.xy = i.uv1.xy * half2(1,-1)+half2(0,1); - #endif - - float d = SAMPLE_DEPTH_TEXTURE (_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - - half focalDistance01 = (_CurveParams.w - _CurveParams.z); - - if (d < focalDistance01) - color.a = (focalDistance01 - d); - - color.a = saturate (color.a * _CurveParams.x); - return color; - } - - // not being used atm - - half4 fragMask (v2f i) : SV_Target { - return half4(0,0,0,0); - } - - // used for simple one one blend - - half4 fragAddBokeh (v2f i) : SV_Target { - half4 from = tex2D( _MainTex, i.uv1.xy ); - return from; - } - - half4 fragAddFgBokeh (v2f i) : SV_Target { - half4 from = tex2D( _MainTex, i.uv1.xy ); - return from; - } - - half4 fragDarkenForBokeh(v2fRadius i) : SV_Target { - half4 fromOriginal = tex2D(_MainTex, i.uv.xy); - half4 lowRez = BokehPrereqs (_MainTex, i.uv1, fromOriginal, _Threshhold.z); - half4 outColor = half4(0,0,0, fromOriginal.a); - half modulate = fromOriginal.a; - - // this code imitates the if-then-else conditions below - half2 conditionCheck = half2( dot(abs(fromOriginal.rgb-lowRez.rgb), half3(0.3,0.5,0.2)), Luminance(fromOriginal.rgb)); - conditionCheck *= fromOriginal.a; - conditionCheck = saturate(_Threshhold.xy - conditionCheck); - outColor = lerp (outColor, fromOriginal, saturate (dot(conditionCheck, half2(1000.0,1000.0)))); - - /* - if ( abs(dot(fromOriginal.rgb - lowRez.rgb, half3 (0.3,0.5,0.2))) * modulate < _Threshhold.x) - outColor = fromOriginal; // no darkening - if (Luminance(fromOriginal.rgb) * modulate < _Threshhold.y) - outColor = fromOriginal; // no darkening - if (lowRez.a < _Threshhold.z) // need to make foreground not cast false bokeh's - outColor = fromOriginal; // no darkenin - */ - - return outColor; - } - - half4 fragExtractAndAddToBokeh (v2fRadius i) : SV_Target { - half4 from = tex2D(_MainTex, i.uv.xy); - half4 lowRez = BokehPrereqs(_MainTex, i.uv1, from, _Threshhold.z); - half4 outColor = from; - - // this code imitates the if-then-else conditions below - half2 conditionCheck = half2( dot(abs(from.rgb-lowRez.rgb), half3(0.3,0.5,0.2)), Luminance(from.rgb)); - conditionCheck *= from.a; - conditionCheck = saturate(_Threshhold.xy - conditionCheck); - outColor = lerp (outColor, half4(0,0,0,0), saturate (dot(conditionCheck, half2(1000.0,1000.0)))); - - /* - if ( abs(dot(from.rgb - lowRez.rgb, half3 (0.3,0.5,0.2))) * modulate < _Threshhold.x) - outColor = half4(0,0,0,0); // don't add - if (Luminance(from.rgb) * modulate < _Threshhold.y) - outColor = half4(0,0,0,0); // don't add - if (lowRez.a < _Threshhold.z) // need to make foreground not cast false bokeh's - outColor = half4(0,0,0,0); // don't add - */ - - return outColor; - } - - ENDCG - -Subshader { - - // pass 0 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vertDofApply - #pragma fragment fragDofApplyBg - - ENDCG - } - - // pass 1 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - - CGPROGRAM - #pragma vertex vertDofApply - #pragma fragment fragDofApplyFgDebug - - ENDCG - } - - // pass 2 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - - CGPROGRAM - #pragma vertex vertDofApply - #pragma fragment fragDofApplyBgDebug - - ENDCG - } - - - - // pass 3 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask A - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragCocBg - - ENDCG - } - - - // pass 4 - - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - //Blend One One - - CGPROGRAM - #pragma vertex vertDofApply - #pragma fragment fragDofApplyFg - - ENDCG - } - - // pass 5 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask ARGB - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragCocFg - - ENDCG - } - - // pass 6 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vertDownsampleWithCocConserve - #pragma fragment fragDownsampleWithCocConserve - - ENDCG - } - - // pass 7 - // not being used atm - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGBA - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragMask - - ENDCG - } - - // pass 8 - - Pass { - ZTest Always Cull Off ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - - CGPROGRAM - #pragma vertex vert - #pragma fragment fragAddBokeh - - ENDCG - } - - // pass 9 - - Pass { - ZTest Always Cull Off ZWrite Off - Blend One One - ColorMask RGB - - CGPROGRAM - #pragma vertex vertWithRadius - #pragma fragment fragExtractAndAddToBokeh - - ENDCG - } - - // pass 10 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vertWithRadius - #pragma fragment fragDarkenForBokeh - - ENDCG - } - - // pass 11 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vertWithRadius - #pragma fragment fragExtractAndAddToBokeh - - ENDCG - } - } - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader.meta deleted file mode 100644 index b86195b..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 987fb0677d01f43ce8a9dbf12271e668 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader deleted file mode 100644 index e36ba8c..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader +++ /dev/null @@ -1,257 +0,0 @@ - -/* - DX11 Depth Of Field - pretty much just does bokeh texture splatting - - basic algorithm: - - * find bright spots - * verify high frequency (otherwise dont care) - * if possitive, replace with black pixel and add to append buffer - * box blur buffer (thus smearing black pixels) - * blend bokeh texture sprites via append buffer on top of box blurred buffer - * composite with frame buffer -*/ - -Shader "Hidden/Dof/DX11Dof" -{ - Properties - { - _MainTex ("", 2D) = "white" {} - _BlurredColor ("", 2D) = "white" {} - _FgCocMask ("", 2D) = "white" {} - } - - CGINCLUDE - - #define BOKEH_ZERO_VEC (float4(0,0,0,0)) - #define BOKEH_ONE_VEC (float4(1,1,1,1)) - - float4 _BokehParams; // legend: dx11BokehScale, dx11BokehIntensity,dx11BokehThreshhold, internalBlurWidth - float4 _MainTex_TexelSize; - float3 _Screen; - float _SpawnHeuristic; - - sampler2D_float _CameraDepthTexture; - sampler2D _BlurredColor; - sampler2D _MainTex; - sampler2D _FgCocMask; - - struct appendStruct { - float3 pos; - float4 color; - }; - - struct gs_out { - float4 pos : SV_POSITION; - float3 uv : TEXCOORD0; - float4 color : TEXCOORD1; - float4 misc : TEXCOORD2; - }; - - // TODO: activate border clamp tex sampler state instead? - inline float4 clampBorderColor(float2 uv) - { -#if 1 - if(uv.x<=0) return BOKEH_ZERO_VEC; if(uv.x>=1) return BOKEH_ZERO_VEC; - if(uv.y<=0) return BOKEH_ZERO_VEC; if(uv.y>=1) return BOKEH_ZERO_VEC; -#endif - return BOKEH_ONE_VEC; - } - - struct vs_out { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 color : TEXCOORD1; - float cocOverlap : TEXCOORD2; - }; - - StructuredBuffer pointBuffer; - - vs_out vertApply (uint id : SV_VertexID) - { - vs_out o; - float2 pos = pointBuffer[id].pos.xy ; - o.pos = float4(pos * 2.0 - 1.0, 0, 1); - o.color = pointBuffer[id].color; - #if UNITY_UV_STARTS_AT_TOP - o.pos.y *= -1; - #endif - o.cocOverlap = pointBuffer[id].pos.z; - - return o; - } - - [maxvertexcount(4)] - void geom (point vs_out input[1], inout TriangleStream outStream) - { - // NEW ENERGY CONSERVATION: - - float2 scale2 = _BokehParams.ww * input[0].color.aa * _BokehParams.xx; - float4 offs = 0; - offs.xy = float2(3.0, 3.0) + 2.0f * floor(scale2 + float2(0.5,0.5)); - - float2 rs = ((float2(1.0, 1.0) + 2.0f * (scale2 + float2(0.5,0.5))));; - float2 f2 = offs.xy / rs; - - float energyAdjustment = (_BokehParams.y) / (rs.x*rs.y); - offs.xy *= _Screen.xy; - - gs_out output; - - output.pos = input[0].pos + offs*float4(-1,1,0,0); - output.misc = float4(f2,0,0); - output.uv = float3(0, 1, input[0].cocOverlap); - output.color = input[0].color * energyAdjustment; - outStream.Append (output); - - output.pos = input[0].pos + offs*float4(1,1,0,0); - output.misc = float4(f2,0,0); - output.uv = float3(1, 1, input[0].cocOverlap); - output.color = input[0].color * energyAdjustment; - outStream.Append (output); - - output.pos = input[0].pos + offs*float4(-1,-1,0,0); - output.misc = float4(f2,0,0); - output.uv = float3(0, 0, input[0].cocOverlap); - output.color = input[0].color * energyAdjustment; - outStream.Append (output); - - output.pos = input[0].pos + offs*float4(1,-1,0,0); - output.misc = float4(f2,0,0); - output.uv = float3(1, 0, input[0].cocOverlap); - output.color = input[0].color * energyAdjustment; - outStream.Append (output); - - outStream.RestartStrip(); - } - -ENDCG - -SubShader -{ - -// pass 0: append buffer "collect" - -Pass -{ - ZWrite Off ZTest Always Cull Off - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - #pragma target 5.0 - - #include "UnityCG.cginc" - - struct appdata { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD0; - }; - - struct v2f { - float4 pos : SV_POSITION; - float2 uv_flip : TEXCOORD0; - float2 uv : TEXCOORD1; - }; - - v2f vert (appdata v) - { - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv = v.texcoord; - o.uv_flip = v.texcoord; - #if UNITY_UV_STARTS_AT_TOP - if(_MainTex_TexelSize.y<0) - o.uv_flip.y = 1.0-o.uv_flip.y; - if(_MainTex_TexelSize.y<0) - o.pos.y *= -1.0; - #endif - return o; - } - - AppendStructuredBuffer pointBufferOutput : register(u1); - - float4 frag (v2f i) : SV_Target - { - float4 c = tex2D (_MainTex, i.uv_flip); - float lumc = Luminance (c.rgb); - - float4 cblurred = tex2D (_BlurredColor, i.uv); - float lumblurred = Luminance (cblurred.rgb); - - float fgCoc = tex2D(_FgCocMask, i.uv).a; - - [branch] - if (c.a * _BokehParams.w > 1 && cblurred.a > 0.1 && lumc > _BokehParams.z && abs(lumc-lumblurred) > _SpawnHeuristic) - { - appendStruct append; - append.pos = float3(i.uv, fgCoc); - append.color.rgba = float4(c.rgb * saturate(c.a*4), c.a); - pointBufferOutput.Append (append); - return float4(c.rgb * saturate(1-c.a*4), c.a); - } - - return c; - } - ENDCG -} - -// pass 1: bokeh splatting (low resolution) - -Pass { - - ZWrite Off ZTest Always Cull Off - Blend One One, One One - ColorMask RGBA - - CGPROGRAM - - #pragma target 5.0 - #pragma vertex vertApply - #pragma geometry geom - #pragma fragment frag - - #include "UnityCG.cginc" - - fixed4 frag (gs_out i) : SV_Target - { - float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale - return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv); - } - - ENDCG -} - -// pass 2: bokeh splatting (high resolution) - -Pass { - - ZWrite Off ZTest Always Cull Off - BlendOp Add, Add - Blend DstAlpha One, Zero One - ColorMask RGBA - - CGPROGRAM - - #pragma target 5.0 - #pragma vertex vertApply - #pragma geometry geom - #pragma fragment frag - - #include "UnityCG.cginc" - - fixed4 frag (gs_out i) : SV_Target - { - float2 uv = (i.uv.xy) * i.misc.xy + (float2(1,1)-i.misc.xy) * 0.5; // smooth uv scale - return float4(i.color.rgb, 1) * float4(tex2D(_MainTex, uv.xy).rgb, i.uv.z) * clampBorderColor (uv); - } - - ENDCG -} - -} - -Fallback Off -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader.meta deleted file mode 100644 index 15935f1..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: d8e82664aa8686642a424c88ab10164a -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader deleted file mode 100644 index fcfbeee..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader +++ /dev/null @@ -1,934 +0,0 @@ - Shader "Hidden/Dof/DepthOfFieldHdr" { - Properties { - _MainTex ("-", 2D) = "black" {} - _FgOverlap ("-", 2D) = "black" {} - _LowRez ("-", 2D) = "black" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uv1 : TEXCOORD1; - }; - - struct v2fRadius { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 uv1[4] : TEXCOORD1; - }; - - struct v2fBlur { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float4 uv01 : TEXCOORD1; - float4 uv23 : TEXCOORD2; - float4 uv45 : TEXCOORD3; - float4 uv67 : TEXCOORD4; - float4 uv89 : TEXCOORD5; - }; - - uniform sampler2D _MainTex; - uniform sampler2D_float _CameraDepthTexture; - uniform sampler2D _FgOverlap; - uniform sampler2D _LowRez; - uniform float4 _CurveParams; - uniform float4 _MainTex_TexelSize; - uniform float4 _Offsets; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv1.xy = v.texcoord.xy; - o.uv.xy = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - o.uv.y = 1-o.uv.y; - #endif - - return o; - } - - v2f vertFlip( appdata_img v ) - { - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv1.xy = v.texcoord.xy; - o.uv.xy = v.texcoord.xy; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - o.uv.y = 1-o.uv.y; - if (_MainTex_TexelSize.y < 0) - o.uv1.y = 1-o.uv1.y; - #endif - - return o; - } - - v2fBlur vertBlurPlusMinus (appdata_img v) - { - v2fBlur o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv.xy = v.texcoord.xy; - o.uv01 = v.texcoord.xyxy + _Offsets.xyxy * float4(1,1, -1,-1) * _MainTex_TexelSize.xyxy / 6.0; - o.uv23 = v.texcoord.xyxy + _Offsets.xyxy * float4(2,2, -2,-2) * _MainTex_TexelSize.xyxy / 6.0; - o.uv45 = v.texcoord.xyxy + _Offsets.xyxy * float4(3,3, -3,-3) * _MainTex_TexelSize.xyxy / 6.0; - o.uv67 = v.texcoord.xyxy + _Offsets.xyxy * float4(4,4, -4,-4) * _MainTex_TexelSize.xyxy / 6.0; - o.uv89 = v.texcoord.xyxy + _Offsets.xyxy * float4(5,5, -5,-5) * _MainTex_TexelSize.xyxy / 6.0; - return o; - } - - #define SCATTER_OVERLAP_SMOOTH (-0.265) - - inline float BokehWeightDisc(float4 theSample, float sampleDistance, float4 centerSample) - { - return smoothstep(SCATTER_OVERLAP_SMOOTH, 0.0, theSample.a - centerSample.a*sampleDistance); - } - - inline float2 BokehWeightDisc2(float4 sampleA, float4 sampleB, float2 sampleDistance2, float4 centerSample) - { - return smoothstep(float2(SCATTER_OVERLAP_SMOOTH, SCATTER_OVERLAP_SMOOTH), float2(0.0,0.0), float2(sampleA.a, sampleB.a) - centerSample.aa*sampleDistance2); } - - static const int SmallDiscKernelSamples = 12; - static const float2 SmallDiscKernel[SmallDiscKernelSamples] = - { - float2(-0.326212,-0.40581), - float2(-0.840144,-0.07358), - float2(-0.695914,0.457137), - float2(-0.203345,0.620716), - float2(0.96234,-0.194983), - float2(0.473434,-0.480026), - float2(0.519456,0.767022), - float2(0.185461,-0.893124), - float2(0.507431,0.064425), - float2(0.89642,0.412458), - float2(-0.32194,-0.932615), - float2(-0.791559,-0.59771) - }; - - static const int NumDiscSamples = 28; - static const float3 DiscKernel[NumDiscSamples] = - { - float3(0.62463,0.54337,0.82790), - float3(-0.13414,-0.94488,0.95435), - float3(0.38772,-0.43475,0.58253), - float3(0.12126,-0.19282,0.22778), - float3(-0.20388,0.11133,0.23230), - float3(0.83114,-0.29218,0.88100), - float3(0.10759,-0.57839,0.58831), - float3(0.28285,0.79036,0.83945), - float3(-0.36622,0.39516,0.53876), - float3(0.75591,0.21916,0.78704), - float3(-0.52610,0.02386,0.52664), - float3(-0.88216,-0.24471,0.91547), - float3(-0.48888,-0.29330,0.57011), - float3(0.44014,-0.08558,0.44838), - float3(0.21179,0.51373,0.55567), - float3(0.05483,0.95701,0.95858), - float3(-0.59001,-0.70509,0.91938), - float3(-0.80065,0.24631,0.83768), - float3(-0.19424,-0.18402,0.26757), - float3(-0.43667,0.76751,0.88304), - float3(0.21666,0.11602,0.24577), - float3(0.15696,-0.85600,0.87027), - float3(-0.75821,0.58363,0.95682), - float3(0.99284,-0.02904,0.99327), - float3(-0.22234,-0.57907,0.62029), - float3(0.55052,-0.66984,0.86704), - float3(0.46431,0.28115,0.54280), - float3(-0.07214,0.60554,0.60982), - }; - - float4 fragBlurInsaneMQ (v2f i) : SV_Target - { - float4 centerTap = tex2D(_MainTex, i.uv1.xy); - float4 sum = centerTap; - float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w; - - float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec - sum *= sampleCount; - - float weights = 0; - - for(int l=0; l < NumDiscSamples; l++) - { - float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy; - float4 sample0 = tex2D(_MainTex, sampleUV.xy); - - if( sample0.a > 0.0 ) - { - weights = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap); - sum += sample0 * weights; - sampleCount += weights; - } - } - - float4 returnValue = sum / sampleCount; - returnValue.a = centerTap.a; - - return returnValue; - } - - float4 fragBlurInsaneHQ (v2f i) : SV_Target - { - float4 centerTap = tex2D(_MainTex, i.uv1.xy); - float4 sum = centerTap; - float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w; - - float sampleCount = max(centerTap.a * 0.25, _Offsets.z); // <- weighing with 0.25 looks nicer for small high freq spec - sum *= sampleCount; - - float2 weights = 0; - - for(int l=0; l < NumDiscSamples; l++) - { - float4 sampleUV = i.uv1.xyxy + DiscKernel[l].xyxy * poissonScale.xyxy / float4(1.2,1.2,DiscKernel[l].zz); - - float4 sample0 = tex2D(_MainTex, sampleUV.xy); - float4 sample1 = tex2D(_MainTex, sampleUV.zw); - - if( (sample0.a + sample1.a) > 0.0 ) - { - weights = BokehWeightDisc2(sample0, sample1, float2(DiscKernel[l].z/1.2, 1.0), centerTap); - sum += sample0 * weights.x + sample1 * weights.y; - sampleCount += dot(weights, 1); - } - } - - float4 returnValue = sum / sampleCount; - returnValue.a = centerTap.a; - - return returnValue; - } - - inline float4 BlendLowWithHighHQ(float coc, float4 low, float4 high) - { - float blend = smoothstep(0.65,0.85, coc); - return lerp(low, high, blend); - } - - inline float4 BlendLowWithHighMQ(float coc, float4 low, float4 high) - { - float blend = smoothstep(0.4,0.6, coc); - return lerp(low, high, blend); - } - - float4 fragBlurUpsampleCombineHQ (v2f i) : SV_Target - { - float4 bigBlur = tex2D(_LowRez, i.uv1.xy); - float4 centerTap = tex2D(_MainTex, i.uv1.xy); - - float4 smallBlur = centerTap; - float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ; - - float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec - smallBlur *= sampleCount; - - for(int l=0; l < NumDiscSamples; l++) - { - float2 sampleUV = i.uv1.xy + DiscKernel[l].xy * poissonScale.xy; - - float4 sample0 = tex2D(_MainTex, sampleUV); - float weight0 = BokehWeightDisc(sample0, DiscKernel[l].z, centerTap); - smallBlur += sample0 * weight0; sampleCount += weight0; - } - - smallBlur /= (sampleCount+1e-5f); - smallBlur = BlendLowWithHighHQ(centerTap.a, smallBlur, bigBlur); - - return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a); - } - - float4 fragBlurUpsampleCombineMQ (v2f i) : SV_Target - { - float4 bigBlur = tex2D(_LowRez, i.uv1.xy); - float4 centerTap = tex2D(_MainTex, i.uv1.xy); - - float4 smallBlur = centerTap; - float4 poissonScale = _MainTex_TexelSize.xyxy * centerTap.a * _Offsets.w ; - - float sampleCount = max(centerTap.a * 0.25, 0.1f); // <- weighing with 0.25 looks nicer for small high freq spec - smallBlur *= sampleCount; - - for(int l=0; l < SmallDiscKernelSamples; l++) - { - float2 sampleUV = i.uv1.xy + SmallDiscKernel[l].xy * poissonScale.xy*1.1; - - float4 sample0 = tex2D(_MainTex, sampleUV); - float weight0 = BokehWeightDisc(sample0, length(SmallDiscKernel[l].xy*1.1), centerTap); - smallBlur += sample0 * weight0; sampleCount += weight0; - } - - smallBlur /= (sampleCount+1e-5f); - - smallBlur = BlendLowWithHighMQ(centerTap.a, smallBlur, bigBlur); - - return centerTap.a < 1e-2f ? centerTap : float4(smallBlur.rgb,centerTap.a); - } - - float4 fragBlurUpsampleCheap (v2f i) : SV_Target - { - float4 centerTap = tex2D(_MainTex, i.uv1.xy); - float4 bigBlur = tex2D(_LowRez, i.uv1.xy); - - float fgCoc = tex2D(_FgOverlap, i.uv1.xy).a; - float4 smallBlur = lerp(centerTap, bigBlur, saturate( max(centerTap.a,fgCoc)*8.0 )); - - return float4(smallBlur.rgb, centerTap.a); - } - - float4 fragBlurBox (v2f i) : SV_Target - { - const int TAPS = 12; - - float4 centerTap = tex2D(_MainTex, i.uv1.xy); - - // TODO: important ? breaks when HR blur is being used - //centerTap.a = max(centerTap.a, 0.1f); - - float sampleCount = centerTap.a; - float4 sum = centerTap * sampleCount; - - float2 lenStep = centerTap.aa * (1.0 / (TAPS-1.0)); - float4 steps = (_Offsets.xyxy * _MainTex_TexelSize.xyxy) * lenStep.xyxy * float4(1,1, -1,-1); - - for(int l=1; l 1e-5f) outColor.rgb = color.rgb/sumWeights; - - return outColor; - } - - float4 fragCaptureColorAndSignedCoc (v2f i) : SV_Target - { - float4 color = tex2D (_MainTex, i.uv1.xy); - float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f); - color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x) * sign(d - _CurveParams.w); - - return color; - } - - float4 fragCaptureCoc (v2f i) : SV_Target - { - float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy); - float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f); - color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); - - return color; - } - - float4 AddFgCoc (v2f i) : SV_Target - { - return tex2D (_MainTex, i.uv1.xy); - } - - float4 fragMergeCoc (v2f i) : SV_Target - { - float4 color = tex2D (_FgOverlap, i.uv.xy); // this is the foreground overlap value - float fgCoc = color.a; - - float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - color.a = _CurveParams.z * abs(d - _CurveParams.w) / (d + 1e-5f); - color.a = clamp( max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); - - return max(color.aaaa, float4(fgCoc,fgCoc,fgCoc,fgCoc)); - } - - float4 fragCombineCocWithMaskBlur (v2f i) : SV_Target - { - float bgAndFgCoc = tex2D (_MainTex, i.uv1.xy).a; - float fgOverlapCoc = tex2D (_FgOverlap, i.uv1.xy).a; - - return (bgAndFgCoc < 0.01) * saturate(fgOverlapCoc-bgAndFgCoc); - } - - float4 fragCaptureForegroundCoc (v2f i) : SV_Target - { - float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy); - float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f); - color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); - - return color; - } - - float4 fragCaptureForegroundCocMask (v2f i) : SV_Target - { - float4 color = float4(0,0,0,0); - float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv1.xy); - d = Linear01Depth (d); - color.a = _CurveParams.z * (_CurveParams.w-d) / (d + 1e-5f); - color.a = clamp(max(0.0, color.a - _CurveParams.y), 0.0, _CurveParams.x); - - return color.a > 0; - } - - float4 fragBlendInHighRez (v2f i) : SV_Target - { - float4 tapHighRez = tex2D(_MainTex, i.uv.xy); - return float4(tapHighRez.rgb, 1.0-saturate(tapHighRez.a*5.0)); - } - - float4 fragBlendInLowRezParts (v2f i) : SV_Target - { - float4 from = tex2D(_MainTex, i.uv1.xy); - from.a = saturate(from.a * _Offsets.w) / (_CurveParams.x + 1e-5f); - float square = from.a * from.a; - from.a = square * square * _CurveParams.x; - return from; - } - - float4 fragUpsampleWithAlphaMask(v2f i) : SV_Target - { - float4 c = tex2D(_MainTex, i.uv1.xy); - return c; - } - - float4 fragAlphaMask(v2f i) : SV_Target - { - float4 c = tex2D(_MainTex, i.uv1.xy); - c.a = saturate(c.a*100.0); - return c; - } - - ENDCG - -Subshader -{ - - // pass 0 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask A - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragCaptureCoc - - ENDCG - } - - // pass 1 - - Pass - { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vertBlurPlusMinus - #pragma fragment fragGaussBlur - - ENDCG - } - - // pass 2 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vertBlurPlusMinus - #pragma fragment fragBlurForFgCoc - - ENDCG - } - - - // pass 3 - - Pass - { - ZTest Always Cull Off ZWrite Off - ColorMask A - BlendOp Max, Max - Blend One One, One One - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment AddFgCoc - - ENDCG - } - - - // pass 4 - - Pass - { - ZTest Always Cull Off ZWrite Off - ColorMask A - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragCaptureForegroundCoc - - ENDCG - } - - // pass 5 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlurBox - - ENDCG - } - - // pass 6 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment frag4TapBlurForLRSpawn - - ENDCG - } - - // pass 7 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - Blend SrcAlpha OneMinusSrcAlpha - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlendInHighRez - - ENDCG - } - - // pass 8 - - Pass - { - ZTest Always Cull Off ZWrite Off - ColorMask A - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragCaptureForegroundCocMask - - ENDCG - } - - - // pass 9 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlurUpsampleCheap - - ENDCG - } - - // pass 10 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragCaptureColorAndSignedCoc - - ENDCG - } - - // pass 11 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlurInsaneMQ - - ENDCG - } - - // pass 12 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlurUpsampleCombineMQ - - ENDCG - } - - // pass 13 - Pass { - ZTest Always Cull Off ZWrite Off - - ColorMask A - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragMergeCoc - - ENDCG - } - - // pass 14 - - Pass { - ZTest Always Cull Off ZWrite Off - - ColorMask A - BlendOp Max, Max - Blend One One, One One - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragCombineCocWithMaskBlur - - ENDCG - } - - // pass 15 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBoxDownsample - - ENDCG - } - - // pass 16 - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragVisualize - - ENDCG - } - - // pass 17 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlurInsaneHQ - - ENDCG - } - - // pass 18 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragBlurUpsampleCombineHQ - - ENDCG - } - - // pass 19 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vertBlurPlusMinus - #pragma fragment fragBlurAlphaWeighted - - ENDCG - } - - // pass 20 - - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragAlphaMask - - ENDCG - } - - // pass 21 - - Pass { - ZTest Always Cull Off ZWrite Off - - BlendOp Add, Add - Blend DstAlpha OneMinusDstAlpha, Zero One - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vertFlip - #pragma fragment fragBlurBox - - ENDCG - } - - // pass 22 - - Pass { - ZTest Always Cull Off ZWrite Off - - // destination alpha needs to stay intact as we have layed alpha before - BlendOp Add, Add - Blend DstAlpha One, Zero One - - CGPROGRAM - - #pragma target 3.0 - #pragma vertex vert - #pragma fragment fragUpsampleWithAlphaMask - - ENDCG - } -} - -Fallback off - -} diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader.meta deleted file mode 100644 index b38c974..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: acd613035ff3e455e8abf23fdc8c8c24 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader deleted file mode 100644 index 3bf6cdf..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader +++ /dev/null @@ -1,66 +0,0 @@ -Shader "Hidden/SeparableBlur" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - - float4 uv01 : TEXCOORD1; - float4 uv23 : TEXCOORD2; - float4 uv45 : TEXCOORD3; - }; - - float4 offsets; - - sampler2D _MainTex; - - v2f vert (appdata_img v) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - o.uv.xy = v.texcoord.xy; - - o.uv01 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1); - o.uv23 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0; - o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0; - - return o; - } - - half4 frag (v2f i) : SV_Target { - half4 color = float4 (0,0,0,0); - - color += 0.40 * tex2D (_MainTex, i.uv); - color += 0.15 * tex2D (_MainTex, i.uv01.xy); - color += 0.15 * tex2D (_MainTex, i.uv01.zw); - color += 0.10 * tex2D (_MainTex, i.uv23.xy); - color += 0.10 * tex2D (_MainTex, i.uv23.zw); - color += 0.05 * tex2D (_MainTex, i.uv45.xy); - color += 0.05 * tex2D (_MainTex, i.uv45.zw); - - return color; - } - - ENDCG - -Subshader { - Pass { - ZTest Always Cull Off ZWrite Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off - - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader.meta deleted file mode 100644 index b9f6a84..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: e97c14fbb5ea04c3a902cc533d7fc5d1 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader deleted file mode 100644 index fb6b37c..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader +++ /dev/null @@ -1,242 +0,0 @@ -Shader "Hidden/SeparableWeightedBlurDof34" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - _TapMedium ("TapMedium (RGB)", 2D) = "" {} - _TapLow ("TapLow (RGB)", 2D) = "" {} - _TapHigh ("TapHigh (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - half4 offsets; - half4 _Threshhold; - sampler2D _MainTex; - sampler2D _TapHigh; - - struct v2f { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - half4 uv01 : TEXCOORD1; - half4 uv23 : TEXCOORD2; - half4 uv45 : TEXCOORD3; - }; - - struct v2fSingle { - half4 pos : SV_POSITION; - half2 uv : TEXCOORD0; - }; - - // - // VERT PROGRAMS - // - - v2f vert (appdata_img v) { - v2f o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv.xy = v.texcoord.xy; - o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1); - o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0; - o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0; - - return o; - } - - v2fSingle vertSingleTex (appdata_img v) { - v2fSingle o; - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - o.uv.xy = v.texcoord.xy; - return o; - } - - // - // FRAG PROGRAMS - // - - // mostly used for foreground, so more gaussian-like - - half4 fragBlurUnweighted (v2f i) : SV_Target { - half4 blurredColor = half4 (0,0,0,0); - - half4 sampleA = tex2D(_MainTex, i.uv.xy); - half4 sampleB = tex2D(_MainTex, i.uv01.xy); - half4 sampleC = tex2D(_MainTex, i.uv01.zw); - half4 sampleD = tex2D(_MainTex, i.uv23.xy); - half4 sampleE = tex2D(_MainTex, i.uv23.zw); - - blurredColor += sampleA; - blurredColor += sampleB; - blurredColor += sampleC; - blurredColor += sampleD; - blurredColor += sampleE; - - blurredColor *= 0.2; - - blurredColor.a = max(UNITY_SAMPLE_1CHANNEL(_TapHigh, i.uv.xy), blurredColor.a); - - return blurredColor; - } - - // used for background, so more bone curve-like - - half4 fragBlurWeighted (v2f i) : SV_Target { - half4 blurredColor = half4 (0,0,0,0); - - half4 sampleA = tex2D(_MainTex, i.uv.xy); - half4 sampleB = tex2D(_MainTex, i.uv01.xy); - half4 sampleC = tex2D(_MainTex, i.uv01.zw); - half4 sampleD = tex2D(_MainTex, i.uv23.xy); - half4 sampleE = tex2D(_MainTex, i.uv23.zw); - - half sum = sampleA.a + dot (half4 (1.25, 1.25, 1.5, 1.5), half4 (sampleB.a,sampleC.a,sampleD.a,sampleE.a)); - - sampleA.rgb = sampleA.rgb * sampleA.a; - sampleB.rgb = sampleB.rgb * sampleB.a * 1.25; - sampleC.rgb = sampleC.rgb * sampleC.a * 1.25; - sampleD.rgb = sampleD.rgb * sampleD.a * 1.5; - sampleE.rgb = sampleE.rgb * sampleE.a * 1.5; - - blurredColor += sampleA; - blurredColor += sampleB; - blurredColor += sampleC; - blurredColor += sampleD; - blurredColor += sampleE; - - blurredColor /= sum; - half4 color = blurredColor; - - color.a = sampleA.a; - - return color; - } - - half4 fragBlurDark (v2f i) : SV_Target { - half4 blurredColor = half4 (0,0,0,0); - - half4 sampleA = tex2D(_MainTex, i.uv.xy); - half4 sampleB = tex2D(_MainTex, i.uv01.xy); - half4 sampleC = tex2D(_MainTex, i.uv01.zw); - half4 sampleD = tex2D(_MainTex, i.uv23.xy); - half4 sampleE = tex2D(_MainTex, i.uv23.zw); - - half sum = sampleA.a + dot (half4 (0.75, 0.75, 0.5, 0.5), half4 (sampleB.a,sampleC.a,sampleD.a,sampleE.a)); - - sampleA.rgb = sampleA.rgb * sampleA.a; - sampleB.rgb = sampleB.rgb * sampleB.a * 0.75; - sampleC.rgb = sampleC.rgb * sampleC.a * 0.75; - sampleD.rgb = sampleD.rgb * sampleD.a * 0.5; - sampleE.rgb = sampleE.rgb * sampleE.a * 0.5; - - blurredColor += sampleA; - blurredColor += sampleB; - blurredColor += sampleC; - blurredColor += sampleD; - blurredColor += sampleE; - - blurredColor /= sum; - half4 color = blurredColor; - - color.a = sampleA.a; - - return color; - } - - // not used atm - - half4 fragBlurUnweightedDark (v2f i) : SV_Target { - half4 blurredColor = half4 (0,0,0,0); - - half4 sampleA = tex2D(_MainTex, i.uv.xy); - half4 sampleB = tex2D(_MainTex, i.uv01.xy); - half4 sampleC = tex2D(_MainTex, i.uv01.zw); - half4 sampleD = tex2D(_MainTex, i.uv23.xy); - half4 sampleE = tex2D(_MainTex, i.uv23.zw); - - blurredColor += sampleA; - blurredColor += sampleB * 0.75; - blurredColor += sampleC * 0.75; - blurredColor += sampleD * 0.5; - blurredColor += sampleE * 0.5; - - blurredColor /= 3.5; - - blurredColor.a = max(UNITY_SAMPLE_1CHANNEL(_TapHigh, i.uv.xy), blurredColor.a); - - return blurredColor; - } - - // fragMixMediumAndLowTap - // happens before applying final coc/blur result to screen, - // mixes defocus buffers of different resolutions / bluriness - - sampler2D _TapMedium; - sampler2D _TapLow; - - half4 fragMixMediumAndLowTap (v2fSingle i) : SV_Target - { - half4 tapMedium = tex2D (_TapMedium, i.uv.xy); - half4 tapLow = tex2D (_TapLow, i.uv.xy); - tapMedium.a *= tapMedium.a; - - tapLow.rgb = lerp (tapMedium.rgb, tapLow.rgb, (tapMedium.a * tapMedium.a)); - return tapLow; - } - - ENDCG - -Subshader { - ZTest Always Cull Off ZWrite Off - - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragBlurWeighted - - ENDCG - } - Pass { - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragBlurUnweighted - - ENDCG - } - - // 2 - - Pass { - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragBlurUnweightedDark - - ENDCG - } - Pass { - CGPROGRAM - - #pragma vertex vertSingleTex - #pragma fragment fragMixMediumAndLowTap - - ENDCG - } - - // 4 - - Pass { - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragBlurDark - - ENDCG - } -} - -Fallback off - -} // shader diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta deleted file mode 100644 index 2fae7fc..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: bb4af680337344a4abad65a4e8873c50 -ShaderImporter: - userData: diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader b/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader deleted file mode 100644 index 05259d5..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader +++ /dev/null @@ -1,309 +0,0 @@ - - Shader "Hidden/Dof/TiltShiftHdrLensBlur" { - Properties { - _MainTex ("-", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f - { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - float2 uv1 : TEXCOORD1; - }; - - sampler2D _MainTex; - sampler2D _Blurred; - - float4 _MainTex_TexelSize; - float _BlurSize; - float _BlurArea; - - #ifdef SHADER_API_D3D11 - #define SAMPLE_TEX(sampler, uv) tex2Dlod(sampler, float4(uv,0,1)) - #else - #define SAMPLE_TEX(sampler, uv) tex2D(sampler, uv) - #endif - - v2f vert (appdata_img v) - { - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv.xy = v.texcoord; - o.uv1.xy = v.texcoord; - - #if UNITY_UV_STARTS_AT_TOP - if (_MainTex_TexelSize.y < 0) - o.uv1.y = 1-o.uv1.y; - #else - - #endif - - return o; - } - - static const int SmallDiscKernelSamples = 12; - static const float2 SmallDiscKernel[SmallDiscKernelSamples] = - { - float2(-0.326212,-0.40581), - float2(-0.840144,-0.07358), - float2(-0.695914,0.457137), - float2(-0.203345,0.620716), - float2(0.96234,-0.194983), - float2(0.473434,-0.480026), - float2(0.519456,0.767022), - float2(0.185461,-0.893124), - float2(0.507431,0.064425), - float2(0.89642,0.412458), - float2(-0.32194,-0.932615), - float2(-0.791559,-0.59771) - }; - - static const int NumDiscSamples = 28; - static const float3 DiscKernel[NumDiscSamples] = - { - float3(0.62463,0.54337,0.82790), - float3(-0.13414,-0.94488,0.95435), - float3(0.38772,-0.43475,0.58253), - float3(0.12126,-0.19282,0.22778), - float3(-0.20388,0.11133,0.23230), - float3(0.83114,-0.29218,0.88100), - float3(0.10759,-0.57839,0.58831), - float3(0.28285,0.79036,0.83945), - float3(-0.36622,0.39516,0.53876), - float3(0.75591,0.21916,0.78704), - float3(-0.52610,0.02386,0.52664), - float3(-0.88216,-0.24471,0.91547), - float3(-0.48888,-0.29330,0.57011), - float3(0.44014,-0.08558,0.44838), - float3(0.21179,0.51373,0.55567), - float3(0.05483,0.95701,0.95858), - float3(-0.59001,-0.70509,0.91938), - float3(-0.80065,0.24631,0.83768), - float3(-0.19424,-0.18402,0.26757), - float3(-0.43667,0.76751,0.88304), - float3(0.21666,0.11602,0.24577), - float3(0.15696,-0.85600,0.87027), - float3(-0.75821,0.58363,0.95682), - float3(0.99284,-0.02904,0.99327), - float3(-0.22234,-0.57907,0.62029), - float3(0.55052,-0.66984,0.86704), - float3(0.46431,0.28115,0.54280), - float3(-0.07214,0.60554,0.60982), - }; - - float WeightFieldMode (float2 uv) - { - float2 tapCoord = uv*2.0-1.0; - return (abs(tapCoord.y * _BlurArea)); - } - - float WeightIrisMode (float2 uv) - { - float2 tapCoord = (uv*2.0-1.0); - return dot(tapCoord, tapCoord) * _BlurArea; - } - - float4 fragIrisPreview (v2f i) : SV_Target - { - return WeightIrisMode(i.uv.xy) * 0.5; - } - - float4 fragFieldPreview (v2f i) : SV_Target - { - return WeightFieldMode(i.uv.xy) * 0.5; - } - - float4 fragUpsample (v2f i) : SV_Target - { - float4 blurred = tex2D(_Blurred, i.uv1.xy); - float4 frame = tex2D(_MainTex, i.uv.xy); - - return lerp(frame, blurred, saturate(blurred.a)); - } - - float4 fragIris (v2f i) : SV_Target - { - float4 centerTap = tex2D(_MainTex, i.uv.xy); - float4 sum = centerTap; - - float w = clamp(WeightIrisMode(i.uv.xy), 0, _BlurSize); - - float4 poissonScale = _MainTex_TexelSize.xyxy * w; - - #ifndef SHADER_API_D3D9 - if(w<1e-2f) - return sum; - #endif - - for(int l=0; l _Params.y) { - // This sample occludes, contribute to occlusion - occ += pow(1-zd,_Params.z); // sc2 - //occ += 1.0-saturate(pow(1.0 - zd, 11.0) + zd); // nullsq - //occ += 1.0/(1.0+zd*zd*10); // iq - } - } - occ /= sampleCount; - return 1-occ; -} - diff --git a/Assets/Standard Assets/Effects/ImageEffects/Shaders/frag_ao.cginc.meta b/Assets/Standard Assets/Effects/ImageEffects/Shaders/frag_ao.cginc.meta deleted file mode 100644 index 604d5f5..0000000 --- a/Assets/Standard Assets/Effects/ImageEffects/Shaders/frag_ao.cginc.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 51ae11a5cd82fda468a85179946d672a -ShaderImporter: - 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-Shader "FX/Water (Basic)" { -Properties { - _horizonColor ("Horizon color", COLOR) = ( .172 , .463 , .435 , 0) - _WaveScale ("Wave scale", Range (0.02,0.15)) = .07 - [NoScaleOffset] _ColorControl ("Reflective color (RGB) fresnel (A) ", 2D) = "" { } - [NoScaleOffset] _BumpMap ("Waves Normalmap ", 2D) = "" { } - WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) - } - -CGINCLUDE - -#include "UnityCG.cginc" - -uniform float4 _horizonColor; - -uniform float4 WaveSpeed; -uniform float _WaveScale; -uniform float4 _WaveOffset; - -struct appdata { - float4 vertex : POSITION; - float3 normal : NORMAL; -}; - -struct v2f { - float4 pos : SV_POSITION; - float2 bumpuv[2] : TEXCOORD0; - float3 viewDir : TEXCOORD2; - UNITY_FOG_COORDS(3) -}; - -v2f vert(appdata v) -{ - v2f o; - float4 s; - - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - // scroll bump waves - float4 temp; - float4 wpos = mul (unity_ObjectToWorld, v.vertex); - temp.xyzw = wpos.xzxz * _WaveScale + _WaveOffset; - o.bumpuv[0] = temp.xy * float2(.4, .45); - 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serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs deleted file mode 100644 index f470cab..0000000 --- a/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs +++ /dev/null @@ -1,284 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; - -namespace UnityStandardAssets.Water -{ - [ExecuteInEditMode] - [RequireComponent(typeof(WaterBase))] - public class PlanarReflection : MonoBehaviour - { - public LayerMask reflectionMask; - public bool reflectSkybox = false; - public Color clearColor = Color.grey; - public String reflectionSampler = "_ReflectionTex"; - public float clipPlaneOffset = 0.07F; - - - Vector3 m_Oldpos; - Camera m_ReflectionCamera; - Material m_SharedMaterial; - Dictionary m_HelperCameras; - - - public void Start() - { - m_SharedMaterial = ((WaterBase)gameObject.GetComponent(typeof(WaterBase))).sharedMaterial; - } - - - Camera CreateReflectionCameraFor(Camera cam) - { - String reflName = gameObject.name + "Reflection" + cam.name; - GameObject go = GameObject.Find(reflName); - - if (!go) - { - go = new GameObject(reflName, typeof(Camera)); - } - if (!go.GetComponent(typeof(Camera))) - { - go.AddComponent(typeof(Camera)); - } - Camera reflectCamera = go.GetComponent(); - - reflectCamera.backgroundColor = clearColor; - reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor; - - SetStandardCameraParameter(reflectCamera, reflectionMask); - - if (!reflectCamera.targetTexture) - { - reflectCamera.targetTexture = CreateTextureFor(cam); - } - - return reflectCamera; - } - - - void SetStandardCameraParameter(Camera cam, LayerMask mask) - { - cam.cullingMask = mask & ~(1 << LayerMask.NameToLayer("Water")); - cam.backgroundColor = Color.black; - cam.enabled = false; - } - - - RenderTexture CreateTextureFor(Camera cam) - { - RenderTexture rt = new RenderTexture(Mathf.FloorToInt(cam.pixelWidth * 0.5F), - Mathf.FloorToInt(cam.pixelHeight * 0.5F), 24); - rt.hideFlags = HideFlags.DontSave; - return rt; - } - - - public void RenderHelpCameras(Camera currentCam) - { - if (null == m_HelperCameras) - { - m_HelperCameras = new Dictionary(); - } - - if (!m_HelperCameras.ContainsKey(currentCam)) - { - m_HelperCameras.Add(currentCam, false); - } - if (m_HelperCameras[currentCam]) - { - return; - } - - if (!m_ReflectionCamera) - { - m_ReflectionCamera = CreateReflectionCameraFor(currentCam); - } - - RenderReflectionFor(currentCam, m_ReflectionCamera); - - m_HelperCameras[currentCam] = true; - } - - - public void LateUpdate() - { - if (null != m_HelperCameras) - { - m_HelperCameras.Clear(); - } - } - - - public void WaterTileBeingRendered(Transform tr, Camera currentCam) - { - RenderHelpCameras(currentCam); - - if (m_ReflectionCamera && m_SharedMaterial) - { - m_SharedMaterial.SetTexture(reflectionSampler, m_ReflectionCamera.targetTexture); - } - } - - - public void OnEnable() - { - Shader.EnableKeyword("WATER_REFLECTIVE"); - Shader.DisableKeyword("WATER_SIMPLE"); - } - - - public void OnDisable() - { - Shader.EnableKeyword("WATER_SIMPLE"); - Shader.DisableKeyword("WATER_REFLECTIVE"); - } - - - void RenderReflectionFor(Camera cam, Camera reflectCamera) - { - if (!reflectCamera) - { - return; - } - - if (m_SharedMaterial && !m_SharedMaterial.HasProperty(reflectionSampler)) - { - return; - } - - reflectCamera.cullingMask = reflectionMask & ~(1 << LayerMask.NameToLayer("Water")); - - SaneCameraSettings(reflectCamera); - - reflectCamera.backgroundColor = clearColor; - reflectCamera.clearFlags = reflectSkybox ? CameraClearFlags.Skybox : CameraClearFlags.SolidColor; - if (reflectSkybox) - { - if (cam.gameObject.GetComponent(typeof(Skybox))) - { - Skybox sb = (Skybox)reflectCamera.gameObject.GetComponent(typeof(Skybox)); - if (!sb) - { - sb = (Skybox)reflectCamera.gameObject.AddComponent(typeof(Skybox)); - } - sb.material = ((Skybox)cam.GetComponent(typeof(Skybox))).material; - } - } - - GL.invertCulling = true; - - Transform reflectiveSurface = transform; //waterHeight; - - Vector3 eulerA = cam.transform.eulerAngles; - - reflectCamera.transform.eulerAngles = new Vector3(-eulerA.x, eulerA.y, eulerA.z); - reflectCamera.transform.position = cam.transform.position; - - Vector3 pos = reflectiveSurface.transform.position; - pos.y = reflectiveSurface.position.y; - Vector3 normal = reflectiveSurface.transform.up; - float d = -Vector3.Dot(normal, pos) - clipPlaneOffset; - Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d); - - Matrix4x4 reflection = Matrix4x4.zero; - reflection = CalculateReflectionMatrix(reflection, reflectionPlane); - m_Oldpos = cam.transform.position; - Vector3 newpos = reflection.MultiplyPoint(m_Oldpos); - - reflectCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; - - Vector4 clipPlane = CameraSpacePlane(reflectCamera, pos, normal, 1.0f); - - Matrix4x4 projection = cam.projectionMatrix; - projection = CalculateObliqueMatrix(projection, clipPlane); - reflectCamera.projectionMatrix = projection; - - reflectCamera.transform.position = newpos; - Vector3 euler = cam.transform.eulerAngles; - reflectCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z); - - reflectCamera.Render(); - - GL.invertCulling = false; - } - - - void SaneCameraSettings(Camera helperCam) - { - helperCam.depthTextureMode = DepthTextureMode.None; - helperCam.backgroundColor = Color.black; - helperCam.clearFlags = CameraClearFlags.SolidColor; - helperCam.renderingPath = RenderingPath.Forward; - } - - - static Matrix4x4 CalculateObliqueMatrix(Matrix4x4 projection, Vector4 clipPlane) - { - Vector4 q = projection.inverse * new Vector4( - Sgn(clipPlane.x), - Sgn(clipPlane.y), - 1.0F, - 1.0F - ); - Vector4 c = clipPlane * (2.0F / (Vector4.Dot(clipPlane, q))); - // third row = clip plane - fourth row - projection[2] = c.x - projection[3]; - projection[6] = c.y - projection[7]; - projection[10] = c.z - projection[11]; - projection[14] = c.w - projection[15]; - - return projection; - } - - - static Matrix4x4 CalculateReflectionMatrix(Matrix4x4 reflectionMat, Vector4 plane) - { - reflectionMat.m00 = (1.0F - 2.0F * plane[0] * plane[0]); - reflectionMat.m01 = (- 2.0F * plane[0] * plane[1]); - reflectionMat.m02 = (- 2.0F * plane[0] * plane[2]); - reflectionMat.m03 = (- 2.0F * plane[3] * plane[0]); - - reflectionMat.m10 = (- 2.0F * plane[1] * plane[0]); - reflectionMat.m11 = (1.0F - 2.0F * plane[1] * plane[1]); - reflectionMat.m12 = (- 2.0F * plane[1] * plane[2]); - reflectionMat.m13 = (- 2.0F * plane[3] * plane[1]); - - reflectionMat.m20 = (- 2.0F * plane[2] * plane[0]); - reflectionMat.m21 = (- 2.0F * plane[2] * plane[1]); - reflectionMat.m22 = (1.0F - 2.0F * plane[2] * plane[2]); - reflectionMat.m23 = (- 2.0F * plane[3] * plane[2]); - - reflectionMat.m30 = 0.0F; - reflectionMat.m31 = 0.0F; - reflectionMat.m32 = 0.0F; - reflectionMat.m33 = 1.0F; - - return reflectionMat; - } - - - static float Sgn(float a) - { - if (a > 0.0F) - { - return 1.0F; - } - if (a < 0.0F) - { - return -1.0F; - } - return 0.0F; - } - - - Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign) - { - Vector3 offsetPos = pos + normal * clipPlaneOffset; - Matrix4x4 m = cam.worldToCameraMatrix; - Vector3 cpos = m.MultiplyPoint(offsetPos); - Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign; - - return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal)); - } - } -} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta deleted file mode 100644 index f1b5a12..0000000 --- a/Assets/Standard Assets/Environment/Water/Water/Scripts/PlanarReflection.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 4185bc77c7194462ca3b1097ef4a5de0 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs deleted file mode 100644 index 4bcfb0c..0000000 --- a/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs +++ /dev/null @@ -1,33 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Water -{ - [RequireComponent(typeof(WaterBase))] - [ExecuteInEditMode] - public class SpecularLighting : MonoBehaviour - { - public Transform specularLight; - private WaterBase m_WaterBase; - - - public void Start() - { - m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase)); - } - - - public void Update() - { - if (!m_WaterBase) - { - m_WaterBase = (WaterBase)gameObject.GetComponent(typeof(WaterBase)); - } - - if (specularLight && m_WaterBase.sharedMaterial) - { - m_WaterBase.sharedMaterial.SetVector("_WorldLightDir", specularLight.transform.forward); - } - } - } -} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta deleted file mode 100644 index 4db1a36..0000000 --- a/Assets/Standard Assets/Environment/Water/Water/Scripts/SpecularLighting.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: de2ab2b9ac93bb544b9552e49030371b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs deleted file mode 100644 index ee1e5f5..0000000 --- a/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs +++ /dev/null @@ -1,397 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; - -namespace UnityStandardAssets.Water -{ - [ExecuteInEditMode] // Make water live-update even when not in play mode - public class Water : MonoBehaviour - { - public enum WaterMode - { - Simple = 0, - Reflective = 1, - Refractive = 2, - }; - - - public WaterMode waterMode = WaterMode.Refractive; - public bool disablePixelLights = true; - public int textureSize = 256; - public float clipPlaneOffset = 0.07f; - public LayerMask reflectLayers = -1; - public LayerMask refractLayers = -1; - - - private Dictionary m_ReflectionCameras = new Dictionary(); // Camera -> Camera table - private Dictionary m_RefractionCameras = new Dictionary(); // Camera -> Camera table - private RenderTexture m_ReflectionTexture; - private RenderTexture m_RefractionTexture; - private WaterMode m_HardwareWaterSupport = WaterMode.Refractive; - private int m_OldReflectionTextureSize; - private int m_OldRefractionTextureSize; - private static bool s_InsideWater; - - - // This is called when it's known that the object will be rendered by some - // camera. We render reflections / refractions and do other updates here. - // Because the script executes in edit mode, reflections for the scene view - // camera will just work! - public void OnWillRenderObject() - { - if (!enabled || !GetComponent() || !GetComponent().sharedMaterial || - !GetComponent().enabled) - { - return; - } - - Camera cam = Camera.current; - if (!cam) - { - return; - } - - // Safeguard from recursive water reflections. - if (s_InsideWater) - { - return; - } - s_InsideWater = true; - - // Actual water rendering mode depends on both the current setting AND - // the hardware support. There's no point in rendering refraction textures - // if they won't be visible in the end. - m_HardwareWaterSupport = FindHardwareWaterSupport(); - WaterMode mode = GetWaterMode(); - - Camera reflectionCamera, refractionCamera; - CreateWaterObjects(cam, out reflectionCamera, out refractionCamera); - - // find out the reflection plane: position and normal in world space - Vector3 pos = transform.position; - Vector3 normal = transform.up; - - // Optionally disable pixel lights for reflection/refraction - int oldPixelLightCount = QualitySettings.pixelLightCount; - if (disablePixelLights) - { - QualitySettings.pixelLightCount = 0; - } - - UpdateCameraModes(cam, reflectionCamera); - UpdateCameraModes(cam, refractionCamera); - - // Render reflection if needed - if (mode >= WaterMode.Reflective) - { - // Reflect camera around reflection plane - float d = -Vector3.Dot(normal, pos) - clipPlaneOffset; - Vector4 reflectionPlane = new Vector4(normal.x, normal.y, normal.z, d); - - Matrix4x4 reflection = Matrix4x4.zero; - CalculateReflectionMatrix(ref reflection, reflectionPlane); - Vector3 oldpos = cam.transform.position; - Vector3 newpos = reflection.MultiplyPoint(oldpos); - reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection; - - // Setup oblique projection matrix so that near plane is our reflection - // plane. This way we clip everything below/above it for free. - Vector4 clipPlane = CameraSpacePlane(reflectionCamera, pos, normal, 1.0f); - reflectionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane); - - reflectionCamera.cullingMask = ~(1 << 4) & reflectLayers.value; // never render water layer - reflectionCamera.targetTexture = m_ReflectionTexture; - bool oldCulling = GL.invertCulling; - GL.invertCulling = !oldCulling; - reflectionCamera.transform.position = newpos; - Vector3 euler = cam.transform.eulerAngles; - reflectionCamera.transform.eulerAngles = new Vector3(-euler.x, euler.y, euler.z); - reflectionCamera.Render(); - reflectionCamera.transform.position = oldpos; - GL.invertCulling = oldCulling; - GetComponent().sharedMaterial.SetTexture("_ReflectionTex", m_ReflectionTexture); - } - - // Render refraction - if (mode >= WaterMode.Refractive) - { - refractionCamera.worldToCameraMatrix = cam.worldToCameraMatrix; - - // Setup oblique projection matrix so that near plane is our reflection - // plane. This way we clip everything below/above it for free. - Vector4 clipPlane = CameraSpacePlane(refractionCamera, pos, normal, -1.0f); - refractionCamera.projectionMatrix = cam.CalculateObliqueMatrix(clipPlane); - - refractionCamera.cullingMask = ~(1 << 4) & refractLayers.value; // never render water layer - refractionCamera.targetTexture = m_RefractionTexture; - refractionCamera.transform.position = cam.transform.position; - refractionCamera.transform.rotation = cam.transform.rotation; - refractionCamera.Render(); - GetComponent().sharedMaterial.SetTexture("_RefractionTex", m_RefractionTexture); - } - - // Restore pixel light count - if (disablePixelLights) - { - QualitySettings.pixelLightCount = oldPixelLightCount; - } - - // Setup shader keywords based on water mode - switch (mode) - { - case WaterMode.Simple: - Shader.EnableKeyword("WATER_SIMPLE"); - Shader.DisableKeyword("WATER_REFLECTIVE"); - Shader.DisableKeyword("WATER_REFRACTIVE"); - break; - case WaterMode.Reflective: - Shader.DisableKeyword("WATER_SIMPLE"); - Shader.EnableKeyword("WATER_REFLECTIVE"); - Shader.DisableKeyword("WATER_REFRACTIVE"); - break; - case WaterMode.Refractive: - Shader.DisableKeyword("WATER_SIMPLE"); - Shader.DisableKeyword("WATER_REFLECTIVE"); - Shader.EnableKeyword("WATER_REFRACTIVE"); - break; - } - - s_InsideWater = false; - } - - - // Cleanup all the objects we possibly have created - void OnDisable() - { - if (m_ReflectionTexture) - { - DestroyImmediate(m_ReflectionTexture); - m_ReflectionTexture = null; - } - if (m_RefractionTexture) - { - DestroyImmediate(m_RefractionTexture); - m_RefractionTexture = null; - } - foreach (var kvp in m_ReflectionCameras) - { - DestroyImmediate((kvp.Value).gameObject); - } - m_ReflectionCameras.Clear(); - foreach (var kvp in m_RefractionCameras) - { - DestroyImmediate((kvp.Value).gameObject); - } - m_RefractionCameras.Clear(); - } - - - // This just sets up some matrices in the material; for really - // old cards to make water texture scroll. - void Update() - { - if (!GetComponent()) - { - return; - } - Material mat = GetComponent().sharedMaterial; - if (!mat) - { - return; - } - - Vector4 waveSpeed = mat.GetVector("WaveSpeed"); - float waveScale = mat.GetFloat("_WaveScale"); - Vector4 waveScale4 = new Vector4(waveScale, waveScale, waveScale * 0.4f, waveScale * 0.45f); - - // Time since level load, and do intermediate calculations with doubles - double t = Time.timeSinceLevelLoad / 20.0; - Vector4 offsetClamped = new Vector4( - (float)Math.IEEERemainder(waveSpeed.x * waveScale4.x * t, 1.0), - (float)Math.IEEERemainder(waveSpeed.y * waveScale4.y * t, 1.0), - (float)Math.IEEERemainder(waveSpeed.z * waveScale4.z * t, 1.0), - (float)Math.IEEERemainder(waveSpeed.w * waveScale4.w * t, 1.0) - ); - - mat.SetVector("_WaveOffset", offsetClamped); - mat.SetVector("_WaveScale4", waveScale4); - } - - void UpdateCameraModes(Camera src, Camera dest) - { - if (dest == null) - { - return; - } - // set water camera to clear the same way as current camera - dest.clearFlags = src.clearFlags; - dest.backgroundColor = src.backgroundColor; - if (src.clearFlags == CameraClearFlags.Skybox) - { - Skybox sky = src.GetComponent(); - Skybox mysky = dest.GetComponent(); - if (!sky || !sky.material) - { - mysky.enabled = false; - } - else - { - mysky.enabled = true; - mysky.material = sky.material; - } - } - // update other values to match current camera. - // even if we are supplying custom camera&projection matrices, - // some of values are used elsewhere (e.g. skybox uses far plane) - dest.farClipPlane = src.farClipPlane; - dest.nearClipPlane = src.nearClipPlane; - dest.orthographic = src.orthographic; - dest.fieldOfView = src.fieldOfView; - dest.aspect = src.aspect; - dest.orthographicSize = src.orthographicSize; - } - - - // On-demand create any objects we need for water - void CreateWaterObjects(Camera currentCamera, out Camera reflectionCamera, out Camera refractionCamera) - { - WaterMode mode = GetWaterMode(); - - reflectionCamera = null; - refractionCamera = null; - - if (mode >= WaterMode.Reflective) - { - // Reflection render texture - if (!m_ReflectionTexture || m_OldReflectionTextureSize != textureSize) - { - if (m_ReflectionTexture) - { - DestroyImmediate(m_ReflectionTexture); - } - m_ReflectionTexture = new RenderTexture(textureSize, textureSize, 16); - m_ReflectionTexture.name = "__WaterReflection" + GetInstanceID(); - m_ReflectionTexture.isPowerOfTwo = true; - m_ReflectionTexture.hideFlags = HideFlags.DontSave; - m_OldReflectionTextureSize = textureSize; - } - - // Camera for reflection - m_ReflectionCameras.TryGetValue(currentCamera, out reflectionCamera); - if (!reflectionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO - { - GameObject go = new GameObject("Water Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox)); - reflectionCamera = go.GetComponent(); - reflectionCamera.enabled = false; - reflectionCamera.transform.position = transform.position; - reflectionCamera.transform.rotation = transform.rotation; - reflectionCamera.gameObject.AddComponent(); - go.hideFlags = HideFlags.HideAndDontSave; - m_ReflectionCameras[currentCamera] = reflectionCamera; - } - } - - if (mode >= WaterMode.Refractive) - { - // Refraction render texture - if (!m_RefractionTexture || m_OldRefractionTextureSize != textureSize) - { - if (m_RefractionTexture) - { - DestroyImmediate(m_RefractionTexture); - } - m_RefractionTexture = new RenderTexture(textureSize, textureSize, 16); - m_RefractionTexture.name = "__WaterRefraction" + GetInstanceID(); - m_RefractionTexture.isPowerOfTwo = true; - m_RefractionTexture.hideFlags = HideFlags.DontSave; - m_OldRefractionTextureSize = textureSize; - } - - // Camera for refraction - m_RefractionCameras.TryGetValue(currentCamera, out refractionCamera); - if (!refractionCamera) // catch both not-in-dictionary and in-dictionary-but-deleted-GO - { - GameObject go = - new GameObject("Water Refr Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), - typeof(Camera), typeof(Skybox)); - refractionCamera = go.GetComponent(); - refractionCamera.enabled = false; - refractionCamera.transform.position = transform.position; - refractionCamera.transform.rotation = transform.rotation; - refractionCamera.gameObject.AddComponent(); - go.hideFlags = HideFlags.HideAndDontSave; - m_RefractionCameras[currentCamera] = refractionCamera; - } - } - } - - WaterMode GetWaterMode() - { - if (m_HardwareWaterSupport < waterMode) - { - return m_HardwareWaterSupport; - } - return waterMode; - } - - WaterMode FindHardwareWaterSupport() - { - if (!SystemInfo.supportsRenderTextures || !GetComponent()) - { - return WaterMode.Simple; - } - - Material mat = GetComponent().sharedMaterial; - if (!mat) - { - return WaterMode.Simple; - } - - string mode = mat.GetTag("WATERMODE", false); - if (mode == "Refractive") - { - return WaterMode.Refractive; - } - if (mode == "Reflective") - { - return WaterMode.Reflective; - } - - return WaterMode.Simple; - } - - // Given position/normal of the plane, calculates plane in camera space. - Vector4 CameraSpacePlane(Camera cam, Vector3 pos, Vector3 normal, float sideSign) - { - Vector3 offsetPos = pos + normal * clipPlaneOffset; - Matrix4x4 m = cam.worldToCameraMatrix; - Vector3 cpos = m.MultiplyPoint(offsetPos); - Vector3 cnormal = m.MultiplyVector(normal).normalized * sideSign; - return new Vector4(cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos, cnormal)); - } - - // Calculates reflection matrix around the given plane - static void CalculateReflectionMatrix(ref Matrix4x4 reflectionMat, Vector4 plane) - { - reflectionMat.m00 = (1F - 2F * plane[0] * plane[0]); - reflectionMat.m01 = (- 2F * plane[0] * plane[1]); - reflectionMat.m02 = (- 2F * plane[0] * plane[2]); - reflectionMat.m03 = (- 2F * plane[3] * plane[0]); - - reflectionMat.m10 = (- 2F * plane[1] * plane[0]); - reflectionMat.m11 = (1F - 2F * plane[1] * plane[1]); - reflectionMat.m12 = (- 2F * plane[1] * plane[2]); - reflectionMat.m13 = (- 2F * plane[3] * plane[1]); - - reflectionMat.m20 = (- 2F * plane[2] * plane[0]); - reflectionMat.m21 = (- 2F * plane[2] * plane[1]); - reflectionMat.m22 = (1F - 2F * plane[2] * plane[2]); - reflectionMat.m23 = (- 2F * plane[3] * plane[2]); - - reflectionMat.m30 = 0F; - reflectionMat.m31 = 0F; - reflectionMat.m32 = 0F; - reflectionMat.m33 = 1F; - } - } -} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta deleted file mode 100644 index f353f10..0000000 --- a/Assets/Standard Assets/Environment/Water/Water/Scripts/Water.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a3d3ef1a5bbfb4e0a910fbbe5830b1f9 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs deleted file mode 100644 index bc5afcf..0000000 --- a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs +++ /dev/null @@ -1,78 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Water -{ - public enum WaterQuality - { - High = 2, - Medium = 1, - Low = 0, - } - - [ExecuteInEditMode] - public class WaterBase : MonoBehaviour - { - public Material sharedMaterial; - public WaterQuality waterQuality = WaterQuality.High; - public bool edgeBlend = true; - - - public void UpdateShader() - { - if (waterQuality > WaterQuality.Medium) - { - sharedMaterial.shader.maximumLOD = 501; - } - else if (waterQuality > WaterQuality.Low) - { - sharedMaterial.shader.maximumLOD = 301; - } - else - { - sharedMaterial.shader.maximumLOD = 201; - } - - // If the system does not support depth textures (ie. NaCl), turn off edge bleeding, - // as the shader will render everything as transparent if the depth texture is not valid. - if (!SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) - { - edgeBlend = false; - } - - if (edgeBlend) - { - Shader.EnableKeyword("WATER_EDGEBLEND_ON"); - Shader.DisableKeyword("WATER_EDGEBLEND_OFF"); - // just to make sure (some peeps might forget to add a water tile to the patches) - if (Camera.main) - { - Camera.main.depthTextureMode |= DepthTextureMode.Depth; - } - } - else - { - Shader.EnableKeyword("WATER_EDGEBLEND_OFF"); - Shader.DisableKeyword("WATER_EDGEBLEND_ON"); - } - } - - - public void WaterTileBeingRendered(Transform tr, Camera currentCam) - { - if (currentCam && edgeBlend) - { - currentCam.depthTextureMode |= DepthTextureMode.Depth; - } - } - - - public void Update() - { - if (sharedMaterial) - { - UpdateShader(); - } - } - } -} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta deleted file mode 100644 index 2cc0919..0000000 --- a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterBase.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a1da353243062479a9b31c85074a796b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs deleted file mode 100644 index 65a6124..0000000 --- a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs +++ /dev/null @@ -1,67 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Water -{ - [ExecuteInEditMode] - public class WaterTile : MonoBehaviour - { - public PlanarReflection reflection; - public WaterBase waterBase; - - - public void Start() - { - AcquireComponents(); - } - - - void AcquireComponents() - { - if (!reflection) - { - if (transform.parent) - { - reflection = transform.parent.GetComponent(); - } - else - { - reflection = transform.GetComponent(); - } - } - - if (!waterBase) - { - if (transform.parent) - { - waterBase = transform.parent.GetComponent(); - } - else - { - waterBase = transform.GetComponent(); - } - } - } - - -#if UNITY_EDITOR - public void Update() - { - AcquireComponents(); - } -#endif - - - public void OnWillRenderObject() - { - if (reflection) - { - reflection.WaterTileBeingRendered(transform, Camera.current); - } - if (waterBase) - { - waterBase.WaterTileBeingRendered(transform, Camera.current); - } - } - } -} \ No newline at end of file diff --git a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs.meta b/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs.meta deleted file mode 100644 index 6245403..0000000 --- a/Assets/Standard Assets/Environment/Water/Water/Scripts/WaterTile.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 2a91e8dd37cdd41efb4859b65aced7a2 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Shaders.meta b/Assets/Standard Assets/Environment/Water/Water/Shaders.meta deleted file mode 100644 index 4756dab..0000000 --- a/Assets/Standard Assets/Environment/Water/Water/Shaders.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: e70b47c0cfc1d4b12a3c663d7582a523 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader b/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader deleted file mode 100644 index 83057f9..0000000 --- a/Assets/Standard Assets/Environment/Water/Water/Shaders/FXWaterPro.shader +++ /dev/null @@ -1,163 +0,0 @@ -// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' - -Shader "FX/Water" { -Properties { - _WaveScale ("Wave scale", Range (0.02,0.15)) = 0.063 - _ReflDistort ("Reflection distort", Range (0,1.5)) = 0.44 - _RefrDistort ("Refraction distort", Range (0,1.5)) = 0.40 - _RefrColor ("Refraction color", COLOR) = ( .34, .85, .92, 1) - [NoScaleOffset] _Fresnel ("Fresnel (A) ", 2D) = "gray" {} - [NoScaleOffset] _BumpMap ("Normalmap ", 2D) = "bump" {} - WaveSpeed ("Wave speed (map1 x,y; map2 x,y)", Vector) = (19,9,-16,-7) - [NoScaleOffset] _ReflectiveColor ("Reflective color (RGB) fresnel (A) ", 2D) = "" {} - _HorizonColor ("Simple water horizon color", COLOR) = ( .172, .463, .435, 1) - [HideInInspector] _ReflectionTex ("Internal Reflection", 2D) = "" {} - [HideInInspector] _RefractionTex ("Internal Refraction", 2D) = "" {} -} - - -// ----------------------------------------------------------- -// Fragment program cards - - -Subshader { - Tags { "WaterMode"="Refractive" "RenderType"="Opaque" } - Pass { -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#pragma multi_compile_fog -#pragma multi_compile WATER_REFRACTIVE WATER_REFLECTIVE WATER_SIMPLE - -#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) -#define HAS_REFLECTION 1 -#endif -#if defined (WATER_REFRACTIVE) -#define HAS_REFRACTION 1 -#endif - - -#include "UnityCG.cginc" - -uniform float4 _WaveScale4; -uniform float4 _WaveOffset; - -#if HAS_REFLECTION -uniform float _ReflDistort; -#endif -#if HAS_REFRACTION -uniform float _RefrDistort; -#endif - -struct appdata { - float4 vertex : POSITION; - float3 normal : NORMAL; -}; - -struct v2f { - float4 pos : SV_POSITION; - #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) - float4 ref : TEXCOORD0; - float2 bumpuv0 : TEXCOORD1; - float2 bumpuv1 : TEXCOORD2; - float3 viewDir : TEXCOORD3; - #else - float2 bumpuv0 : TEXCOORD0; - float2 bumpuv1 : TEXCOORD1; - float3 viewDir : TEXCOORD2; - #endif - UNITY_FOG_COORDS(4) -}; - -v2f vert(appdata v) -{ - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - - - // scroll bump waves - float4 temp; - float4 wpos = mul (unity_ObjectToWorld, v.vertex); - temp.xyzw = wpos.xzxz * _WaveScale4 + _WaveOffset; - o.bumpuv0 = temp.xy; - o.bumpuv1 = temp.wz; - - // object space view direction (will normalize per pixel) - o.viewDir.xzy = WorldSpaceViewDir(v.vertex); - - #if defined(HAS_REFLECTION) || defined(HAS_REFRACTION) - o.ref = ComputeScreenPos(o.pos); - #endif - - UNITY_TRANSFER_FOG(o,o.pos); - return o; -} - -#if defined (WATER_REFLECTIVE) || defined (WATER_REFRACTIVE) -sampler2D _ReflectionTex; -#endif -#if defined (WATER_REFLECTIVE) || defined (WATER_SIMPLE) -sampler2D _ReflectiveColor; -#endif -#if defined (WATER_REFRACTIVE) -sampler2D _Fresnel; -sampler2D _RefractionTex; -uniform float4 _RefrColor; -#endif -#if defined (WATER_SIMPLE) -uniform float4 _HorizonColor; -#endif -sampler2D _BumpMap; - 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_AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0) - - _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0) - _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0) - - _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75 - - _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5) - _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5) - _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1) - - _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0) - _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0 - - _Foam ("Foam (intensity, cutoff)", Vector) = (0.1, 0.375, 0.0, 0.0) - - _GerstnerIntensity("Per vertex displacement", Float) = 1.0 - _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25) - _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25) - _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0) - _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5) - _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25) - _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5) -} - - -CGINCLUDE - - #include "UnityCG.cginc" - #include "WaterInclude.cginc" - - struct appdata - { - float4 vertex : POSITION; - float3 normal : NORMAL; - }; - - // interpolator structs - - struct v2f - { - float4 pos : SV_POSITION; - float4 normalInterpolator : TEXCOORD0; - float4 viewInterpolator : TEXCOORD1; - float4 bumpCoords : TEXCOORD2; - float4 screenPos : TEXCOORD3; - float4 grabPassPos : TEXCOORD4; - UNITY_FOG_COORDS(5) - }; - - struct v2f_noGrab - { - float4 pos : SV_POSITION; - float4 normalInterpolator : TEXCOORD0; - float3 viewInterpolator : TEXCOORD1; - float4 bumpCoords : TEXCOORD2; - float4 screenPos : TEXCOORD3; - UNITY_FOG_COORDS(4) - }; - - struct v2f_simple - { - float4 pos : SV_POSITION; - float4 viewInterpolator : TEXCOORD0; - float4 bumpCoords : TEXCOORD1; - UNITY_FOG_COORDS(2) - }; - - // textures - sampler2D _BumpMap; - sampler2D _ReflectionTex; - sampler2D _RefractionTex; - sampler2D _ShoreTex; - sampler2D_float _CameraDepthTexture; - - // colors in use - uniform float4 _RefrColorDepth; - uniform float4 _SpecularColor; - uniform float4 _BaseColor; - uniform float4 _ReflectionColor; - - // edge & shore fading - uniform float4 _InvFadeParemeter; - - // specularity - uniform float _Shininess; - uniform float4 _WorldLightDir; - - // fresnel, vertex & bump displacements & strength - uniform float4 _DistortParams; - uniform float _FresnelScale; - uniform float4 _BumpTiling; - uniform float4 _BumpDirection; - - uniform float4 _GAmplitude; - uniform float4 _GFrequency; - uniform float4 _GSteepness; - uniform float4 _GSpeed; - uniform float4 _GDirectionAB; - uniform float4 _GDirectionCD; - - // foam - uniform float4 _Foam; - - // shortcuts - #define PER_PIXEL_DISPLACE _DistortParams.x - #define REALTIME_DISTORTION _DistortParams.y - #define FRESNEL_POWER _DistortParams.z - #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz - #define FRESNEL_BIAS _DistortParams.w - #define NORMAL_DISPLACEMENT_PER_VERTEX _InvFadeParemeter.z - - // - // HQ VERSION - // - - v2f vert(appdata_full v) - { - v2f o; - - half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz; - half3 vtxForAni = (worldSpaceVertex).xzz; - - half3 nrml; - half3 offsets; - Gerstner ( - offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written - _GAmplitude, // amplitude - _GFrequency, // frequency - _GSteepness, // steepness - _GSpeed, // speed - _GDirectionAB, // direction # 1, 2 - _GDirectionCD // direction # 3, 4 - ); - - v.vertex.xyz += offsets; - - // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed - half2 tileableUv = mul(unity_ObjectToWorld,(v.vertex)).xz; - - o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; - - o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; - - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos); - - o.normalInterpolator.xyz = nrml; - - o.viewInterpolator.w = saturate(offsets.y); - o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); - - UNITY_TRANSFER_FOG(o,o.pos); - return o; - } - - half4 frag( v2f i ) : SV_Target - { - half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); - half3 viewVector = normalize(i.viewInterpolator.xyz); - - half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); - half4 screenWithOffset = i.screenPos + distortOffset; - half4 grabWithOffset = i.grabPassPos + distortOffset; - - half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos)); - half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset)); - half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset)); - - #ifdef WATER_REFLECTIVE - half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); - #endif - - #ifdef WATER_EDGEBLEND_ON - if (LinearEyeDepth(refrFix) < i.screenPos.z) - rtRefractions = rtRefractionsNoDistort; - #endif - - half3 reflectVector = normalize(reflect(viewVector, worldNormal)); - half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); - float nh = max (0, dot (worldNormal, -h)); - float spec = max(0.0,pow (nh, _Shininess)); - - half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); - - #ifdef WATER_EDGEBLEND_ON - half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); - depth = LinearEyeDepth(depth); - edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w)); - edgeBlendFactors.y = 1.0-edgeBlendFactors.y; - #endif - - // shading for fresnel term - worldNormal.xz *= _FresnelScale; - half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); - - // base, depth & reflection colors - half4 baseColor = ExtinctColor (_BaseColor, i.viewInterpolator.w * _InvFadeParemeter.w); - #ifdef WATER_REFLECTIVE - half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a); - #else - half4 reflectionColor = _ReflectionColor; - #endif - - baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr); - baseColor = baseColor + spec * _SpecularColor; - - // handle foam - half4 foam = Foam(_ShoreTex, i.bumpCoords * 2.0); - baseColor.rgb += foam.rgb * _Foam.x * (edgeBlendFactors.y + saturate(i.viewInterpolator.w - _Foam.y)); - - baseColor.a = edgeBlendFactors.x; - UNITY_APPLY_FOG(i.fogCoord, baseColor); - return baseColor; - } - - // - // MQ VERSION - // - - v2f_noGrab vert300(appdata_full v) - { - v2f_noGrab o; - - half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz; - half3 vtxForAni = (worldSpaceVertex).xzz; - - half3 nrml; - half3 offsets; - Gerstner ( - offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written - _GAmplitude, // amplitude - _GFrequency, // frequency - _GSteepness, // steepness - _GSpeed, // speed - _GDirectionAB, // direction # 1, 2 - _GDirectionCD // direction # 3, 4 - ); - - v.vertex.xyz += offsets; - - // one can also use worldSpaceVertex.xz here (speed!), albeit it'll end up a little skewed - half2 tileableUv = mul(unity_ObjectToWorld,v.vertex).xz; - o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; - - o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; - - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - o.screenPos = ComputeScreenPos(o.pos); - - o.normalInterpolator.xyz = nrml; - o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); - - UNITY_TRANSFER_FOG(o,o.pos); - return o; - } - - half4 frag300( v2f_noGrab i ) : SV_Target - { - half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, normalize(VERTEX_WORLD_NORMAL), PER_PIXEL_DISPLACE); - - half3 viewVector = normalize(i.viewInterpolator.xyz); - - half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); - half4 screenWithOffset = i.screenPos + distortOffset; - - #ifdef WATER_REFLECTIVE - half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); - #endif - - half3 reflectVector = normalize(reflect(viewVector, worldNormal)); - half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz); - float nh = max (0, dot (worldNormal, -h)); - float spec = max(0.0,pow (nh, _Shininess)); - - half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); - - #ifdef WATER_EDGEBLEND_ON - half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); - depth = LinearEyeDepth(depth); - edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z)); - edgeBlendFactors.y = 1.0-edgeBlendFactors.y; - #endif - - worldNormal.xz *= _FresnelScale; - half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); - - half4 baseColor = _BaseColor; - #ifdef WATER_REFLECTIVE - baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 2.0)); - #else - baseColor = lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); - #endif - - baseColor = baseColor + spec * _SpecularColor; - - baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0); - UNITY_APPLY_FOG(i.fogCoord, baseColor); - return baseColor; - } - - // - // LQ VERSION - // - - v2f_simple vert200(appdata_full v) - { - v2f_simple o; - - half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz; - half2 tileableUv = worldSpaceVertex.xz; - - o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; - - o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos; - - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - o.viewInterpolator.w = 1;//GetDistanceFadeout(ComputeScreenPos(o.pos).w, DISTANCE_SCALE); - - UNITY_TRANSFER_FOG(o,o.pos); - return o; - - } - - half4 frag200( v2f_simple i ) : SV_Target - { - half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE); - half3 viewVector = normalize(i.viewInterpolator.xyz); - - half3 reflectVector = normalize(reflect(viewVector, worldNormal)); - half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); - float nh = max (0, dot (worldNormal, -h)); - float spec = max(0.0,pow (nh, _Shininess)); - - worldNormal.xz *= _FresnelScale; - half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); - - half4 baseColor = _BaseColor; - baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); - baseColor.a = saturate(2.0 * refl2Refr + 0.5); - - baseColor.rgb += spec * _SpecularColor.rgb; - UNITY_APPLY_FOG(i.fogCoord, baseColor); - return baseColor; - } - -ENDCG - -Subshader -{ - Tags {"RenderType"="Transparent" "Queue"="Transparent"} - - Lod 500 - ColorMask RGB - - GrabPass { "_RefractionTex" } - - Pass { - Blend SrcAlpha OneMinusSrcAlpha - ZTest LEqual - ZWrite Off - Cull Off - - CGPROGRAM - - #pragma target 3.0 - - #pragma vertex vert - #pragma fragment frag - #pragma multi_compile_fog - - #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF - #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF - #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE - - ENDCG - } -} - -Subshader -{ - Tags {"RenderType"="Transparent" "Queue"="Transparent"} - - Lod 300 - ColorMask RGB - - Pass { - Blend SrcAlpha OneMinusSrcAlpha - ZTest LEqual - ZWrite Off - Cull Off - - CGPROGRAM - - #pragma target 3.0 - - #pragma vertex vert300 - #pragma fragment frag300 - #pragma multi_compile_fog - - #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF - #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF - #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE - - ENDCG - } -} - -Subshader -{ - Tags {"RenderType"="Transparent" "Queue"="Transparent"} - - Lod 200 - ColorMask RGB - - Pass { - Blend SrcAlpha OneMinusSrcAlpha - ZTest LEqual - ZWrite Off - Cull Off - - CGPROGRAM - - #pragma vertex vert200 - #pragma fragment frag200 - #pragma multi_compile_fog - - ENDCG - } -} - -Fallback "Transparent/Diffuse" -} diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta deleted file mode 100644 index 44952fb..0000000 --- a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Advanced.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 475c4a4e617a8401b84ca7b32c7cc460 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader deleted file mode 100644 index 0bd0913..0000000 --- a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader +++ /dev/null @@ -1,435 +0,0 @@ -// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' - -Shader "FX/SimpleWater4" { -Properties { - _ReflectionTex ("Internal reflection", 2D) = "white" {} - - _MainTex ("Fallback texture", 2D) = "black" {} - _BumpMap ("Normals ", 2D) = "bump" {} - - _DistortParams ("Distortions (Bump waves, Reflection, Fresnel power, Fresnel bias)", Vector) = (1.0 ,1.0, 2.0, 1.15) - _InvFadeParemeter ("Auto blend parameter (Edge, Shore, Distance scale)", Vector) = (0.15 ,0.15, 0.5, 1.0) - - _AnimationTiling ("Animation Tiling (Displacement)", Vector) = (2.2 ,2.2, -1.1, -1.1) - _AnimationDirection ("Animation Direction (displacement)", Vector) = (1.0 ,1.0, 1.0, 1.0) - - _BumpTiling ("Bump Tiling", Vector) = (1.0 ,1.0, -2.0, 3.0) - _BumpDirection ("Bump Direction & Speed", Vector) = (1.0 ,1.0, -1.0, 1.0) - - _FresnelScale ("FresnelScale", Range (0.15, 4.0)) = 0.75 - - _BaseColor ("Base color", COLOR) = ( .54, .95, .99, 0.5) - _ReflectionColor ("Reflection color", COLOR) = ( .54, .95, .99, 0.5) - _SpecularColor ("Specular color", COLOR) = ( .72, .72, .72, 1) - - _WorldLightDir ("Specular light direction", Vector) = (0.0, 0.1, -0.5, 0.0) - _Shininess ("Shininess", Range (2.0, 500.0)) = 200.0 - - _GerstnerIntensity("Per vertex displacement", Float) = 1.0 - _GAmplitude ("Wave Amplitude", Vector) = (0.3 ,0.35, 0.25, 0.25) - _GFrequency ("Wave Frequency", Vector) = (1.3, 1.35, 1.25, 1.25) - _GSteepness ("Wave Steepness", Vector) = (1.0, 1.0, 1.0, 1.0) - _GSpeed ("Wave Speed", Vector) = (1.2, 1.375, 1.1, 1.5) - _GDirectionAB ("Wave Direction", Vector) = (0.3 ,0.85, 0.85, 0.25) - _GDirectionCD ("Wave Direction", Vector) = (0.1 ,0.9, 0.5, 0.5) -} - - -CGINCLUDE - - #include "UnityCG.cginc" - #include "WaterInclude.cginc" - - struct appdata - { - float4 vertex : POSITION; - float3 normal : NORMAL; - }; - - // interpolator structs - - struct v2f - { - float4 pos : SV_POSITION; - float4 normalInterpolator : TEXCOORD0; - float3 viewInterpolator : TEXCOORD1; - float4 bumpCoords : TEXCOORD2; - float4 screenPos : TEXCOORD3; - float4 grabPassPos : TEXCOORD4; - UNITY_FOG_COORDS(5) - }; - - struct v2f_noGrab - { - float4 pos : SV_POSITION; - float4 normalInterpolator : TEXCOORD0; - float3 viewInterpolator : TEXCOORD1; - float4 bumpCoords : TEXCOORD2; - float4 screenPos : TEXCOORD3; - UNITY_FOG_COORDS(4) - }; - - struct v2f_simple - { - float4 pos : SV_POSITION; - float3 viewInterpolator : TEXCOORD0; - float4 bumpCoords : TEXCOORD1; - UNITY_FOG_COORDS(2) - }; - - // textures - sampler2D _BumpMap; - sampler2D _ReflectionTex; - sampler2D _RefractionTex; - sampler2D _ShoreTex; - sampler2D_float _CameraDepthTexture; - - // colors in use - uniform float4 _RefrColorDepth; - uniform float4 _SpecularColor; - uniform float4 _BaseColor; - uniform float4 _ReflectionColor; - - // edge & shore fading - uniform float4 _InvFadeParemeter; - - // specularity - uniform float _Shininess; - uniform float4 _WorldLightDir; - - // fresnel, vertex & bump displacements & strength - uniform float4 _DistortParams; - uniform float _FresnelScale; - uniform float4 _BumpTiling; - uniform float4 _BumpDirection; - - uniform float4 _GAmplitude; - uniform float4 _GFrequency; - uniform float4 _GSteepness; - uniform float4 _GSpeed; - uniform float4 _GDirectionAB; - uniform float4 _GDirectionCD; - - // shortcuts - #define PER_PIXEL_DISPLACE _DistortParams.x - #define REALTIME_DISTORTION _DistortParams.y - #define FRESNEL_POWER _DistortParams.z - #define VERTEX_WORLD_NORMAL i.normalInterpolator.xyz - #define DISTANCE_SCALE _InvFadeParemeter.z - #define FRESNEL_BIAS _DistortParams.w - - // - // HQ VERSION - // - - v2f vert(appdata_full v) - { - v2f o; - - half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz; - half3 vtxForAni = (worldSpaceVertex).xzz; - - half3 nrml; - half3 offsets; - - Gerstner ( - offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written - _GAmplitude, // amplitude - _GFrequency, // frequency - _GSteepness, // steepness - _GSpeed, // speed - _GDirectionAB, // direction # 1, 2 - _GDirectionCD // direction # 3, 4 - ); - - v.vertex.xyz += offsets; - - half2 tileableUv = worldSpaceVertex.xz; - - o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; - - o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; - - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - ComputeScreenAndGrabPassPos(o.pos, o.screenPos, o.grabPassPos); - - o.normalInterpolator.xyz = nrml; - - o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); - - UNITY_TRANSFER_FOG(o,o.pos); - return o; - } - - half4 frag( v2f i ) : SV_Target - { - half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); - half3 viewVector = normalize(i.viewInterpolator.xyz); - - half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); - half4 screenWithOffset = i.screenPos + distortOffset; - half4 grabWithOffset = i.grabPassPos + distortOffset; - - half4 rtRefractionsNoDistort = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(i.grabPassPos)); - half refrFix = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(grabWithOffset)); - half4 rtRefractions = tex2Dproj(_RefractionTex, UNITY_PROJ_COORD(grabWithOffset)); - - #ifdef WATER_REFLECTIVE - half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); - #endif - - #ifdef WATER_EDGEBLEND_ON - if (LinearEyeDepth(refrFix) < i.screenPos.z) - rtRefractions = rtRefractionsNoDistort; - #endif - - half3 reflectVector = normalize(reflect(viewVector, worldNormal)); - half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); - float nh = max (0, dot (worldNormal, -h)); - float spec = max(0.0,pow (nh, _Shininess)); - - half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); - - #ifdef WATER_EDGEBLEND_ON - half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); - depth = LinearEyeDepth(depth); - edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.w)); - #endif - - // shading for fresnel term - worldNormal.xz *= _FresnelScale; - half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); - - // base, depth & reflection colors - half4 baseColor = _BaseColor; - #ifdef WATER_REFLECTIVE - half4 reflectionColor = lerp (rtReflections,_ReflectionColor,_ReflectionColor.a); - #else - half4 reflectionColor = _ReflectionColor; - #endif - - baseColor = lerp (lerp (rtRefractions, baseColor, baseColor.a), reflectionColor, refl2Refr); - baseColor = baseColor + spec * _SpecularColor; - - baseColor.a = edgeBlendFactors.x; - UNITY_APPLY_FOG(i.fogCoord, baseColor); - return baseColor; - } - - // - // MQ VERSION - // - - v2f_noGrab vert300(appdata_full v) - { - v2f_noGrab o; - - half3 worldSpaceVertex = mul(unity_ObjectToWorld,(v.vertex)).xyz; - half3 vtxForAni = (worldSpaceVertex).xzz; - - half3 nrml; - half3 offsets; - Gerstner ( - offsets, nrml, v.vertex.xyz, vtxForAni, // offsets, nrml will be written - _GAmplitude, // amplitude - _GFrequency, // frequency - _GSteepness, // steepness - _GSpeed, // speed - _GDirectionAB, // direction # 1, 2 - _GDirectionCD // direction # 3, 4 - ); - - v.vertex.xyz += offsets; - - half2 tileableUv = worldSpaceVertex.xz; - - o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; - - o.viewInterpolator.xyz = worldSpaceVertex - _WorldSpaceCameraPos; - - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - o.screenPos = ComputeScreenPos(o.pos); - - o.normalInterpolator.xyz = nrml; - - o.normalInterpolator.w = 1;//GetDistanceFadeout(o.screenPos.w, DISTANCE_SCALE); - - UNITY_TRANSFER_FOG(o,o.pos); - return o; - } - - half4 frag300( v2f_noGrab i ) : SV_Target - { - half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, VERTEX_WORLD_NORMAL, PER_PIXEL_DISPLACE); - half3 viewVector = normalize(i.viewInterpolator.xyz); - - half4 distortOffset = half4(worldNormal.xz * REALTIME_DISTORTION * 10.0, 0, 0); - half4 screenWithOffset = i.screenPos + distortOffset; - - #ifdef WATER_REFLECTIVE - half4 rtReflections = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(screenWithOffset)); - #endif - - half3 reflectVector = normalize(reflect(viewVector, worldNormal)); - half3 h = normalize (_WorldLightDir.xyz + viewVector.xyz); - float nh = max (0, dot (worldNormal, -h)); - float spec = max(0.0,pow (nh, _Shininess)); - - half4 edgeBlendFactors = half4(1.0, 0.0, 0.0, 0.0); - - #ifdef WATER_EDGEBLEND_ON - half depth = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screenPos)); - depth = LinearEyeDepth(depth); - edgeBlendFactors = saturate(_InvFadeParemeter * (depth-i.screenPos.z)); - #endif - - worldNormal.xz *= _FresnelScale; - half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); - - half4 baseColor = _BaseColor; - #ifdef WATER_REFLECTIVE - baseColor = lerp (baseColor, lerp (rtReflections,_ReflectionColor,_ReflectionColor.a), saturate(refl2Refr * 1.0)); - #else - baseColor = _ReflectionColor;//lerp (baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); - #endif - - baseColor = baseColor + spec * _SpecularColor; - - baseColor.a = edgeBlendFactors.x * saturate(0.5 + refl2Refr * 1.0); - UNITY_APPLY_FOG(i.fogCoord, baseColor); - return baseColor; - } - - // - // LQ VERSION - // - - v2f_simple vert200(appdata_full v) - { - v2f_simple o; - - half3 worldSpaceVertex = mul(unity_ObjectToWorld, v.vertex).xyz; - half2 tileableUv = worldSpaceVertex.xz; - - o.bumpCoords.xyzw = (tileableUv.xyxy + _Time.xxxx * _BumpDirection.xyzw) * _BumpTiling.xyzw; - - o.viewInterpolator.xyz = worldSpaceVertex-_WorldSpaceCameraPos; - - o.pos = mul(UNITY_MATRIX_MVP, v.vertex); - - UNITY_TRANSFER_FOG(o,o.pos); - return o; - - } - - half4 frag200( v2f_simple i ) : SV_Target - { - half3 worldNormal = PerPixelNormal(_BumpMap, i.bumpCoords, half3(0,1,0), PER_PIXEL_DISPLACE); - half3 viewVector = normalize(i.viewInterpolator.xyz); - - half3 reflectVector = normalize(reflect(viewVector, worldNormal)); - half3 h = normalize ((_WorldLightDir.xyz) + viewVector.xyz); - float nh = max (0, dot (worldNormal, -h)); - float spec = max(0.0,pow (nh, _Shininess)); - - worldNormal.xz *= _FresnelScale; - half refl2Refr = Fresnel(viewVector, worldNormal, FRESNEL_BIAS, FRESNEL_POWER); - - half4 baseColor = _BaseColor; - baseColor = lerp(baseColor, _ReflectionColor, saturate(refl2Refr * 2.0)); - baseColor.a = saturate(2.0 * refl2Refr + 0.5); - - baseColor.rgb += spec * _SpecularColor.rgb; - UNITY_APPLY_FOG(i.fogCoord, baseColor); - return baseColor; - } - -ENDCG - -Subshader -{ - Tags {"RenderType"="Transparent" "Queue"="Transparent"} - - Lod 500 - ColorMask RGB - - GrabPass { "_RefractionTex" } - - Pass { - Blend SrcAlpha OneMinusSrcAlpha - ZTest LEqual - ZWrite Off - Cull Off - - CGPROGRAM - - #pragma target 3.0 - - #pragma vertex vert - #pragma fragment frag - #pragma multi_compile_fog - - #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF - #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF - #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE - - ENDCG - } -} - -Subshader -{ - Tags {"RenderType"="Transparent" "Queue"="Transparent"} - - Lod 300 - ColorMask RGB - - Pass { - Blend SrcAlpha OneMinusSrcAlpha - ZTest LEqual - ZWrite Off - Cull Off - - CGPROGRAM - - #pragma target 3.0 - - #pragma vertex vert300 - #pragma fragment frag300 - #pragma multi_compile_fog - - #pragma multi_compile WATER_VERTEX_DISPLACEMENT_ON WATER_VERTEX_DISPLACEMENT_OFF - #pragma multi_compile WATER_EDGEBLEND_ON WATER_EDGEBLEND_OFF - #pragma multi_compile WATER_REFLECTIVE WATER_SIMPLE - - ENDCG - } -} - -Subshader -{ - Tags {"RenderType"="Transparent" "Queue"="Transparent"} - - Lod 200 - ColorMask RGB - - Pass { - Blend SrcAlpha OneMinusSrcAlpha - ZTest LEqual - ZWrite Off - Cull Off - - CGPROGRAM - - #pragma vertex vert200 - #pragma fragment frag200 - #pragma multi_compile_fog - - ENDCG - } -} - -Fallback "Transparent/Diffuse" -} diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta deleted file mode 100644 index 8b60e33..0000000 --- a/Assets/Standard Assets/Environment/Water/Water4/Shaders/FXWater4Simple.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 8aaff0751054e4a9cb4642d01eaf5be9 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc deleted file mode 100644 index 101cc62..0000000 --- a/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc +++ /dev/null @@ -1,257 +0,0 @@ - -#ifndef WATER_CG_INCLUDED -#define WATER_CG_INCLUDED - -#include "UnityCG.cginc" - -half _GerstnerIntensity; - -inline half3 PerPixelNormal(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength) -{ - half3 bump = (UnpackNormal(tex2D(bumpMap, coords.xy)) + UnpackNormal(tex2D(bumpMap, coords.zw))) * 0.5; - half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1); - return normalize(worldNormal); -} - -inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength) -{ - half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); - bump = bump * 0.5; - half3 normal = UnpackNormal(bump); - normal.xy *= bumpStrength; - return normalize(normal); -} - -inline half3 GetNormal(half4 tf) { - #ifdef WATER_VERTEX_DISPLACEMENT_ON - return half3(2,1,2) * tf.rbg - half3(1,0,1); - #else - return half3(0,1,0); - #endif -} - -inline half GetDistanceFadeout(half screenW, half speed) { - return 1.0f / abs(0.5f + screenW * speed); -} - -half4 GetDisplacement3(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB, sampler2D mapC) -{ - half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed; - #ifdef WATER_VERTEX_DISPLACEMENT_ON - half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0)); - tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0)); - tf += tex2Dlod(mapC, half4(displacementUv.xw, 0.0,0.0)); - tf *= 0.333333; - #else - half4 tf = half4(0.5,0.5,0.5,0.0); - #endif - - return tf; -} - -half4 GetDisplacement2(half4 tileableUv, half4 tiling, half4 directionSpeed, sampler2D mapA, sampler2D mapB) -{ - half4 displacementUv = tileableUv * tiling + _Time.xxxx * directionSpeed; - #ifdef WATER_VERTEX_DISPLACEMENT_ON - half4 tf = tex2Dlod(mapA, half4(displacementUv.xy, 0.0,0.0)); - tf += tex2Dlod(mapB, half4(displacementUv.zw, 0.0,0.0)); - tf *= 0.5; - #else - half4 tf = half4(0.5,0.5,0.5,0.0); - #endif - - return tf; -} - -inline void ComputeScreenAndGrabPassPos (float4 pos, out float4 screenPos, out float4 grabPassPos) -{ - #if UNITY_UV_STARTS_AT_TOP - float scale = -1.0; - #else - float scale = 1.0f; - #endif - - screenPos = ComputeScreenPos(pos); - grabPassPos.xy = ( float2( pos.x, pos.y*scale ) + pos.w ) * 0.5; - grabPassPos.zw = pos.zw; -} - - -inline half3 PerPixelNormalUnpacked(sampler2D bumpMap, half4 coords, half bumpStrength, half2 perVertxOffset) -{ - half4 bump = tex2D(bumpMap, coords.xy) + tex2D(bumpMap, coords.zw); - bump = bump * 0.5; - half3 normal = UnpackNormal(bump); - normal.xy *= bumpStrength; - normal.xy += perVertxOffset; - return normalize(normal); -} - -inline half3 PerPixelNormalLite(sampler2D bumpMap, half4 coords, half3 vertexNormal, half bumpStrength) -{ - half4 bump = tex2D(bumpMap, coords.xy); - bump.xy = bump.wy - half2(0.5, 0.5); - half3 worldNormal = vertexNormal + bump.xxy * bumpStrength * half3(1,0,1); - return normalize(worldNormal); -} - -inline half4 Foam(sampler2D shoreTex, half4 coords, half amount) -{ - half4 foam = ( tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw) ) - 0.125; - foam.a = amount; - return foam; -} - -inline half4 Foam(sampler2D shoreTex, half4 coords) -{ - half4 foam = (tex2D(shoreTex, coords.xy) * tex2D(shoreTex,coords.zw)) - 0.125; - return foam; -} - -inline half Fresnel(half3 viewVector, half3 worldNormal, half bias, half power) -{ - half facing = clamp(1.0-max(dot(-viewVector, worldNormal), 0.0), 0.0,1.0); - half refl2Refr = saturate(bias+(1.0-bias) * pow(facing,power)); - return refl2Refr; -} - -inline half FresnelViaTexture(half3 viewVector, half3 worldNormal, sampler2D fresnel) -{ - half facing = saturate(dot(-viewVector, worldNormal)); - half fresn = tex2D(fresnel, half2(facing, 0.5f)).b; - return fresn; -} - -inline void VertexDisplacementHQ( sampler2D mapA, sampler2D mapB, - sampler2D mapC, half4 uv, - half vertexStrength, half3 normal, - out half4 vertexOffset, out half2 normalOffset) -{ - half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0)); - tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0)); - tf += tex2Dlod(mapC, half4(uv.xw, 0.0,0.0)); - tf /= 3.0; - - tf.rga = tf.rga-half3(0.5,0.5,0.0); - - // height displacement in alpha channel, normals info in rgb - - vertexOffset = tf.a * half4(normal.xyz, 0.0) * vertexStrength; - normalOffset = tf.rg; -} - -inline void VertexDisplacementLQ( sampler2D mapA, sampler2D mapB, - sampler2D mapC, half4 uv, - half vertexStrength, half normalsStrength, - out half4 vertexOffset, out half2 normalOffset) -{ - // @NOTE: for best performance, this should really be properly packed! - - half4 tf = tex2Dlod(mapA, half4(uv.xy, 0.0,0.0)); - tf += tex2Dlod(mapB, half4(uv.zw, 0.0,0.0)); - tf *= 0.5; - - tf.rga = tf.rga-half3(0.5,0.5,0.0); - - // height displacement in alpha channel, normals info in rgb - - vertexOffset = tf.a * half4(0,1,0,0) * vertexStrength; - normalOffset = tf.rg * normalsStrength; -} - -half4 ExtinctColor (half4 baseColor, half extinctionAmount) -{ - // tweak the extinction coefficient for different coloring - return baseColor - extinctionAmount * half4(0.15, 0.03, 0.01, 0.0); -} - - half3 GerstnerOffsets (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir) - { - half3 offsets; - - offsets.x = - steepness * amp * dir.x * - cos( freq * dot( dir, xzVtx ) + speed * _Time.x); - - offsets.z = - steepness * amp * dir.y * - cos( freq * dot( dir, xzVtx ) + speed * _Time.x); - - offsets.y = - amp * sin ( freq * dot( dir, xzVtx ) + speed * _Time.x); - - return offsets; - } - - half3 GerstnerOffset4 (half2 xzVtx, half4 steepness, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD) - { - half3 offsets; - - half4 AB = steepness.xxyy * amp.xxyy * dirAB.xyzw; - half4 CD = steepness.zzww * amp.zzww * dirCD.xyzw; - - half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); - half4 TIME = _Time.yyyy * speed; - - half4 COS = cos (dotABCD + TIME); - half4 SIN = sin (dotABCD + TIME); - - offsets.x = dot(COS, half4(AB.xz, CD.xz)); - offsets.z = dot(COS, half4(AB.yw, CD.yw)); - offsets.y = dot(SIN, amp); - - return offsets; - } - - half3 GerstnerNormal (half2 xzVtx, half steepness, half amp, half freq, half speed, half2 dir) - { - half3 nrml = half3(0,0,0); - - nrml.x -= - dir.x * (amp * freq) * - cos(freq * dot( dir, xzVtx ) + speed * _Time.x); - - nrml.z -= - dir.y * (amp * freq) * - cos(freq * dot( dir, xzVtx ) + speed * _Time.x); - - return nrml; - } - - half3 GerstnerNormal4 (half2 xzVtx, half4 amp, half4 freq, half4 speed, half4 dirAB, half4 dirCD) - { - half3 nrml = half3(0,2.0,0); - - half4 AB = freq.xxyy * amp.xxyy * dirAB.xyzw; - half4 CD = freq.zzww * amp.zzww * dirCD.xyzw; - - half4 dotABCD = freq.xyzw * half4(dot(dirAB.xy, xzVtx), dot(dirAB.zw, xzVtx), dot(dirCD.xy, xzVtx), dot(dirCD.zw, xzVtx)); - half4 TIME = _Time.yyyy * speed; - - half4 COS = cos (dotABCD + TIME); - - nrml.x -= dot(COS, half4(AB.xz, CD.xz)); - nrml.z -= dot(COS, half4(AB.yw, CD.yw)); - - nrml.xz *= _GerstnerIntensity; - nrml = normalize (nrml); - - return nrml; - } - - void Gerstner ( out half3 offs, out half3 nrml, - half3 vtx, half3 tileableVtx, - half4 amplitude, half4 frequency, half4 steepness, - half4 speed, half4 directionAB, half4 directionCD ) - { - #ifdef WATER_VERTEX_DISPLACEMENT_ON - offs = GerstnerOffset4(tileableVtx.xz, steepness, amplitude, frequency, speed, directionAB, directionCD); - nrml = GerstnerNormal4(tileableVtx.xz + offs.xz, amplitude, frequency, speed, directionAB, directionCD); - #else - offs = half3(0,0,0); - nrml = half3(0,1,0); - #endif - } - - -#endif diff --git a/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta b/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta deleted file mode 100644 index 6d8dcf2..0000000 --- a/Assets/Standard Assets/Environment/Water/Water4/Shaders/WaterInclude.cginc.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 34e1452e07a0b40c295c5b10aa679465 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Environment/Water/Water4/Textures.meta b/Assets/Standard Assets/Environment/Water/Water4/Textures.meta deleted file mode 100644 index ef29949..0000000 --- a/Assets/Standard Assets/Environment/Water/Water4/Textures.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 3cc8ac37e0da341db819af6143a07b03 -folderAsset: yes -DefaultImporter: - 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userData: - assetBundleName: diff --git a/Assets/Standard Assets/Fonts/OpenSans.meta b/Assets/Standard Assets/Fonts/OpenSans.meta deleted file mode 100644 index 32c751b..0000000 --- a/Assets/Standard Assets/Fonts/OpenSans.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 270e912dd613348b6bfc29d571ca66b5 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Fonts/OpenSans/License!.txt b/Assets/Standard Assets/Fonts/OpenSans/License!.txt deleted file mode 100644 index d645695..0000000 --- a/Assets/Standard Assets/Fonts/OpenSans/License!.txt +++ /dev/null @@ -1,202 +0,0 @@ - - Apache License - Version 2.0, January 2004 - http://www.apache.org/licenses/ - - TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION - - 1. 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userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Scripts.meta b/Assets/Standard Assets/ParticleSystems/Scripts.meta deleted file mode 100644 index 16a6722..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 9721ab373e27146389ae58af7f9ce3cb -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs b/Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs deleted file mode 100644 index 0fa5cb9..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs +++ /dev/null @@ -1,68 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Effects -{ - [RequireComponent(typeof (SphereCollider))] - public class AfterburnerPhysicsForce : MonoBehaviour - { - public float effectAngle = 15; - public float effectWidth = 1; - public float effectDistance = 10; - public float force = 10; - - private Collider[] m_Cols; - private SphereCollider m_Sphere; - - - private void OnEnable() - { - m_Sphere = (GetComponent() as SphereCollider); - } - - - private void FixedUpdate() - { - m_Cols = Physics.OverlapSphere(transform.position + m_Sphere.center, m_Sphere.radius); - for (int n = 0; n < m_Cols.Length; ++n) - { - if (m_Cols[n].attachedRigidbody != null) - { - Vector3 localPos = transform.InverseTransformPoint(m_Cols[n].transform.position); - localPos = Vector3.MoveTowards(localPos, new Vector3(0, 0, localPos.z), effectWidth*0.5f); - float angle = Mathf.Abs(Mathf.Atan2(localPos.x, localPos.z)*Mathf.Rad2Deg); - float falloff = Mathf.InverseLerp(effectDistance, 0, localPos.magnitude); - falloff *= Mathf.InverseLerp(effectAngle, 0, angle); - Vector3 delta = m_Cols[n].transform.position - transform.position; - m_Cols[n].attachedRigidbody.AddForceAtPosition(delta.normalized*force*falloff, - Vector3.Lerp(m_Cols[n].transform.position, - transform.TransformPoint(0, 0, localPos.z), - 0.1f)); - } - } - } - - - private void OnDrawGizmosSelected() - { - //check for editor time simulation to avoid null ref - if(m_Sphere == null) - m_Sphere = (GetComponent() as SphereCollider); - - m_Sphere.radius = effectDistance*.5f; - m_Sphere.center = new Vector3(0, 0, effectDistance*.5f); - var directions = new Vector3[] {Vector3.up, -Vector3.up, Vector3.right, -Vector3.right}; - var perpDirections = new Vector3[] {-Vector3.right, Vector3.right, Vector3.up, -Vector3.up}; - Gizmos.color = new Color(0, 1, 0, 0.5f); - for (int n = 0; n < 4; ++n) - { - Vector3 origin = transform.position + transform.rotation*directions[n]*effectWidth*0.5f; - - Vector3 direction = - transform.TransformDirection(Quaternion.AngleAxis(effectAngle, perpDirections[n])*Vector3.forward); - - Gizmos.DrawLine(origin, origin + direction*m_Sphere.radius*2); - } - } - } -} diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs.meta deleted file mode 100644 index add42fc..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/AfterburnerPhysicsForce.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 5d44a238286f6904198ab78e914c229d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs b/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs deleted file mode 100644 index 6bae197..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs +++ /dev/null @@ -1,69 +0,0 @@ -using System; -using System.Collections; -using UnityEngine; -using Random = UnityEngine.Random; - -namespace UnityStandardAssets.Effects -{ - public class ExplosionFireAndDebris : MonoBehaviour - { - public Transform[] debrisPrefabs; - public Transform firePrefab; - public int numDebrisPieces = 0; - public int numFires = 0; - - - private IEnumerator Start() - { - float multiplier = GetComponent().multiplier; - - for (int n = 0; n < numDebrisPieces*multiplier; ++n) - { - var prefab = debrisPrefabs[Random.Range(0, debrisPrefabs.Length)]; - Vector3 pos = transform.position + Random.insideUnitSphere*3*multiplier; - Quaternion rot = Random.rotation; - Instantiate(prefab, pos, rot); - } - - // wait one frame so these new objects can be picked up in the overlapsphere function - yield return null; - - float r = 10*multiplier; - var cols = Physics.OverlapSphere(transform.position, r); - foreach (var col in cols) - { - if (numFires > 0) - { - RaycastHit fireHit; - Ray fireRay = new Ray(transform.position, col.transform.position - transform.position); - if (col.Raycast(fireRay, out fireHit, r)) - { - AddFire(col.transform, fireHit.point, fireHit.normal); - numFires--; - } - } - } - - float testR = 0; - while (numFires > 0 && testR < r) - { - RaycastHit fireHit; - Ray fireRay = new Ray(transform.position + Vector3.up, Random.onUnitSphere); - if (Physics.Raycast(fireRay, out fireHit, testR)) - { - AddFire(null, fireHit.point, fireHit.normal); - numFires--; - } - testR += r*.1f; - } - } - - - private void AddFire(Transform t, Vector3 pos, Vector3 normal) - { - pos += normal*0.5f; - Transform fire = (Transform) Instantiate(firePrefab, pos, Quaternion.identity); - fire.parent = t; - } - } -} diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs.meta deleted file mode 100644 index 23ae1ed..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionFireAndDebris.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 009fbf49e77db344db366a646868e02d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs b/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs deleted file mode 100644 index f7760f4..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs +++ /dev/null @@ -1,37 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace UnityStandardAssets.Effects -{ - public class ExplosionPhysicsForce : MonoBehaviour - { - public float explosionForce = 4; - - - private IEnumerator Start() - { - // wait one frame because some explosions instantiate debris which should then - // be pushed by physics force - yield return null; - - float multiplier = GetComponent().multiplier; - - float r = 10*multiplier; - var cols = Physics.OverlapSphere(transform.position, r); - var rigidbodies = new List(); - foreach (var col in cols) - { - if (col.attachedRigidbody != null && !rigidbodies.Contains(col.attachedRigidbody)) - { - rigidbodies.Add(col.attachedRigidbody); - } - } - foreach (var rb in rigidbodies) - { - rb.AddExplosionForce(explosionForce*multiplier, transform.position, r, 1*multiplier, ForceMode.Impulse); - } - } - } -} diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs.meta deleted file mode 100644 index d254173..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/ExplosionPhysicsForce.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 0ac1691131a8c844dafe8b6ace6a172a -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs b/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs deleted file mode 100644 index 23ec5a6..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs +++ /dev/null @@ -1,65 +0,0 @@ -using System; -using System.Collections; -using UnityEngine; -using UnityStandardAssets.Utility; - -namespace UnityStandardAssets.Effects -{ - public class Explosive : MonoBehaviour - { - public Transform explosionPrefab; - public float detonationImpactVelocity = 10; - public float sizeMultiplier = 1; - public bool reset = true; - public float resetTimeDelay = 10; - - private bool m_Exploded; - private ObjectResetter m_ObjectResetter; - - - // implementing one method from monobehviour to ensure that the enable/disable tickbox appears in the inspector - private void Start() - { - m_ObjectResetter = GetComponent(); - } - - - private IEnumerator OnCollisionEnter(Collision col) - { - if (enabled) - { - if (col.contacts.Length > 0) - { - // compare relative velocity to collision normal - so we don't explode from a fast but gentle glancing collision - float velocityAlongCollisionNormal = - Vector3.Project(col.relativeVelocity, col.contacts[0].normal).magnitude; - - if (velocityAlongCollisionNormal > detonationImpactVelocity || m_Exploded) - { - if (!m_Exploded) - { - Instantiate(explosionPrefab, col.contacts[0].point, - Quaternion.LookRotation(col.contacts[0].normal)); - m_Exploded = true; - - SendMessage("Immobilize"); - - if (reset) - { - m_ObjectResetter.DelayedReset(resetTimeDelay); - } - } - } - } - } - - yield return null; - } - - - public void Reset() - { - m_Exploded = false; - } - } -} diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs.meta deleted file mode 100644 index 4d34bd1..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/Explosive.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 433e9c8d0293ac4429eaf19bff2b58cf -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs b/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs deleted file mode 100644 index 6e84e93..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs +++ /dev/null @@ -1,29 +0,0 @@ -using System; -using UnityEngine; - - -namespace UnityStandardAssets.Effects -{ - public class ExtinguishableParticleSystem : MonoBehaviour - { - public float multiplier = 1; - - private ParticleSystem[] m_Systems; - - - private void Start() - { - m_Systems = GetComponentsInChildren(); - } - - - public void Extinguish() - { - foreach (var system in m_Systems) - { - var emission = system.emission; - emission.enabled = false; - } - } - } -} diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs.meta deleted file mode 100644 index 2c7378f..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/ExtinguishableParticleSystem.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 13e3e45088e68834999c82ca6f025949 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs b/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs deleted file mode 100644 index 550b68c..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs +++ /dev/null @@ -1,40 +0,0 @@ -using System; -using UnityEngine; -using Random = UnityEngine.Random; - -namespace UnityStandardAssets.Effects -{ - public class FireLight : MonoBehaviour - { - private float m_Rnd; - private bool m_Burning = true; - private Light m_Light; - - - private void Start() - { - m_Rnd = Random.value*100; - m_Light = GetComponent(); - } - - - private void Update() - { - if (m_Burning) - { - m_Light.intensity = 2*Mathf.PerlinNoise(m_Rnd + Time.time, m_Rnd + 1 + Time.time*1); - float x = Mathf.PerlinNoise(m_Rnd + 0 + Time.time*2, m_Rnd + 1 + Time.time*2) - 0.5f; - float y = Mathf.PerlinNoise(m_Rnd + 2 + Time.time*2, m_Rnd + 3 + Time.time*2) - 0.5f; - float z = Mathf.PerlinNoise(m_Rnd + 4 + Time.time*2, m_Rnd + 5 + Time.time*2) - 0.5f; - transform.localPosition = Vector3.up + new Vector3(x, y, z)*1; - } - } - - - public void Extinguish() - { - m_Burning = false; - m_Light.enabled = false; - } - } -} diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs.meta deleted file mode 100644 index 8269291..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/FireLight.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 723274b822865ed4d9ed2a504c0ca79d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs b/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs deleted file mode 100644 index 7918dd5..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs +++ /dev/null @@ -1,36 +0,0 @@ -using System; -using UnityEngine; - - -namespace UnityStandardAssets.Effects -{ - public class Hose : MonoBehaviour - { - public float maxPower = 20; - public float minPower = 5; - public float changeSpeed = 5; - public ParticleSystem[] hoseWaterSystems; - public Renderer systemRenderer; - - private float m_Power; - - - // Update is called once per frame - private void Update() - { - m_Power = Mathf.Lerp(m_Power, Input.GetMouseButton(0) ? maxPower : minPower, Time.deltaTime*changeSpeed); - - if (Input.GetKeyDown(KeyCode.Alpha1)) - { - systemRenderer.enabled = !systemRenderer.enabled; - } - - foreach (var system in hoseWaterSystems) - { - system.startSpeed = m_Power; - var emission = system.emission; - emission.enabled = (m_Power > minPower*1.1f); - } - } - } -} diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs.meta deleted file mode 100644 index 421af35..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/Hose.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 915950f1f73ea9e429d92b7226238623 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs b/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs deleted file mode 100644 index 7835a17..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs +++ /dev/null @@ -1,26 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Effects -{ - public class ParticleSystemMultiplier : MonoBehaviour - { - // a simple script to scale the size, speed and lifetime of a particle system - - public float multiplier = 1; - - - private void Start() - { - var systems = GetComponentsInChildren(); - foreach (ParticleSystem system in systems) - { - system.startSize *= multiplier; - system.startSpeed *= multiplier; - system.startLifetime *= Mathf.Lerp(multiplier, 1, 0.5f); - system.Clear(); - system.Play(); - } - } - } -} diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs.meta deleted file mode 100644 index a271ba3..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/ParticleSystemMultiplier.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 039587c051912eb4ead9e58344c5f3ce -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs b/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs deleted file mode 100644 index 0d4e156..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs +++ /dev/null @@ -1,18 +0,0 @@ -using System; -using UnityEngine; -using Random = UnityEngine.Random; - -namespace UnityStandardAssets.Effects -{ - public class SmokeParticles : MonoBehaviour - { - public AudioClip[] extinguishSounds; - - - private void Start() - { - GetComponent().clip = extinguishSounds[Random.Range(0, extinguishSounds.Length)]; - GetComponent().Play(); - } - } -} diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs.meta deleted file mode 100644 index 2c46150..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/SmokeParticles.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 4414ab7cd3d674b449d233db0d583605 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs b/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs deleted file mode 100644 index 18077e9..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs +++ /dev/null @@ -1,55 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Effects -{ - public class WaterHoseParticles : MonoBehaviour - { - public static float lastSoundTime; - public float force = 1; - - - private ParticleCollisionEvent[] m_CollisionEvents = new ParticleCollisionEvent[16]; - private ParticleSystem m_ParticleSystem; - - - private void Start() - { - m_ParticleSystem = GetComponent(); - } - - - private void OnParticleCollision(GameObject other) - { - int safeLength = m_ParticleSystem.GetSafeCollisionEventSize(); - - if (m_CollisionEvents.Length < safeLength) - { - m_CollisionEvents = new ParticleCollisionEvent[safeLength]; - } - - int numCollisionEvents = m_ParticleSystem.GetCollisionEvents(other, m_CollisionEvents); - int i = 0; - - while (i < numCollisionEvents) - { - if (Time.time > lastSoundTime + 0.2f) - { - lastSoundTime = Time.time; - } - - var col = m_CollisionEvents[i].colliderComponent; - var attachedRigidbody = col.GetComponent(); - if (attachedRigidbody != null) - { - Vector3 vel = m_CollisionEvents[i].velocity; - attachedRigidbody.AddForce(vel*force, ForceMode.Impulse); - } - - other.BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver); - - i++; - } - } - } -} diff --git a/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs.meta b/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs.meta deleted file mode 100644 index 2f9aea1..0000000 --- a/Assets/Standard Assets/ParticleSystems/Scripts/WaterHoseParticles.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 2d79772cda0b4b6409070163fcab05da -MonoImporter: - 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-Category { - Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } - Blend SrcAlpha One - AlphaTest Greater .01 - ColorMask RGB - Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } - BindChannels { - Bind "Color", color - Bind "Vertex", vertex - Bind "TexCoord", texcoord - } - - // ---- Fragment program cards - SubShader { - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma fragmentoption ARB_precision_hint_fastest - #pragma multi_compile_particles - - #include "UnityCG.cginc" - - sampler2D _MainTex; - fixed4 _TintColor; - - struct appdata_t { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - #ifdef SOFTPARTICLES_ON - float4 projPos : TEXCOORD1; - #endif - }; - - float4 _MainTex_ST; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - #ifdef SOFTPARTICLES_ON - o.projPos = ComputeScreenPos (o.vertex); - COMPUTE_EYEDEPTH(o.projPos.z); - #endif - o.color = v.color; - o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); - return o; - } - - sampler2D _CameraDepthTexture; - float _InvFade; - - fixed4 frag (v2f i) : COLOR - { - #ifdef SOFTPARTICLES_ON - float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); - float partZ = i.projPos.z; - float fade = saturate (_InvFade * (sceneZ-partZ)); - i.color.a *= fade; - #endif - - return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); - } - ENDCG - } - } - - // ---- Dual texture cards - SubShader { - Pass { - SetTexture [_MainTex] { - constantColor [_TintColor] - combine constant * primary - } - SetTexture [_MainTex] { - combine texture * previous DOUBLE - } - } - } - - // ---- Single texture cards (does not do color tint) - SubShader { - Pass { - SetTexture [_MainTex] { - combine texture * primary - } - } - } -} -} diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader.meta b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader.meta deleted file mode 100644 index 29517b8..0000000 --- a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAdd.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 5cd052ce7ea5a2f438f599e02de6a390 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader deleted file mode 100644 index 1a49a35..0000000 --- a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader +++ /dev/null @@ -1,104 +0,0 @@ -Shader "Particles/Priority Additive (Soft)" { -Properties { - _MainTex ("Particle Texture", 2D) = "white" {} - _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 -} - -Category { - Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } - Blend One OneMinusSrcColor - ColorMask RGB - Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) } - BindChannels { - Bind "Color", color - Bind "Vertex", vertex - Bind "TexCoord", texcoord - } - - // ---- Fragment program cards - SubShader { - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma fragmentoption ARB_precision_hint_fastest - #pragma multi_compile_particles - - #include "UnityCG.cginc" - - sampler2D _MainTex; - fixed4 _TintColor; - - struct appdata_t { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - #ifdef SOFTPARTICLES_ON - float4 projPos : TEXCOORD1; - #endif - }; - - float4 _MainTex_ST; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - #ifdef SOFTPARTICLES_ON - o.projPos = ComputeScreenPos (o.vertex); - COMPUTE_EYEDEPTH(o.projPos.z); - #endif - o.color = v.color; - o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); - return o; - } - - sampler2D _CameraDepthTexture; - float _InvFade; - - fixed4 frag (v2f i) : COLOR - { - #ifdef SOFTPARTICLES_ON - float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); - float partZ = i.projPos.z; - float fade = saturate (_InvFade * (sceneZ-partZ)); - i.color.a *= fade; - #endif - - half4 prev = i.color * tex2D(_MainTex, i.texcoord); - prev.rgb *= prev.a; - return prev; - } - ENDCG - } - } - - // ---- Dual texture cards - SubShader { - Pass { - SetTexture [_MainTex] { - combine texture * primary - } - SetTexture [_MainTex] { - combine previous * previous alpha, previous - } - } - } - - // ---- Single texture cards (does not do particle colors) - SubShader { - Pass { - SetTexture [_MainTex] { - combine texture * texture alpha, texture - } - } - } -} -} \ No newline at end of file diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader.meta b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader.meta deleted file mode 100644 index 606c1a9..0000000 --- a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAddSoft.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 694eef9939f180440a9d0891272eddba -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader deleted file mode 100644 index 92eea91..0000000 --- a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader +++ /dev/null @@ -1,105 +0,0 @@ -Shader "Particles/Priority Alpha Blended" { -Properties { - _TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5) - _MainTex ("Particle Texture", 2D) = "white" {} - _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 -} - -Category { - Tags { "Queue"="Transparent+1" "IgnoreProjector"="True" "RenderType"="Transparent" } - Blend SrcAlpha OneMinusSrcAlpha - AlphaTest Greater .01 - ColorMask RGB - Cull Off Lighting Off ZWrite Off - BindChannels { - Bind "Color", color - Bind "Vertex", vertex - Bind "TexCoord", texcoord - } - - // ---- Fragment program cards - SubShader { - Pass { - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma fragmentoption ARB_precision_hint_fastest - #pragma multi_compile_particles - - #include "UnityCG.cginc" - - sampler2D _MainTex; - fixed4 _TintColor; - - struct appdata_t { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord : TEXCOORD0; - #ifdef SOFTPARTICLES_ON - float4 projPos : TEXCOORD1; - #endif - }; - - float4 _MainTex_ST; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); - #ifdef SOFTPARTICLES_ON - o.projPos = ComputeScreenPos (o.vertex); - COMPUTE_EYEDEPTH(o.projPos.z); - #endif - o.color = v.color; - o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); - return o; - } - - sampler2D _CameraDepthTexture; - float _InvFade; - - fixed4 frag (v2f i) : COLOR - { - #ifdef SOFTPARTICLES_ON - float sceneZ = LinearEyeDepth (UNITY_SAMPLE_DEPTH(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)))); - float partZ = i.projPos.z; - float fade = saturate (_InvFade * (sceneZ-partZ)); - i.color.a *= fade; - #endif - - return 2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord); - } - ENDCG - } - } - - // ---- Dual texture cards - SubShader { - Pass { - SetTexture [_MainTex] { - constantColor [_TintColor] - combine constant * primary - } - SetTexture [_MainTex] { - combine texture * previous DOUBLE - } - } - } - - // ---- Single texture cards (does not do color tint) - SubShader { - Pass { - SetTexture [_MainTex] { - combine texture * primary - } - } - } -} -} diff --git a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader.meta b/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader.meta deleted file mode 100644 index ebbb62a..0000000 --- a/Assets/Standard Assets/ParticleSystems/Shaders/PriorityParticleAlpha.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: cc4347574b823934ba11785e25895920 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/Assets/Standard Assets/ParticleSystems/Textures.meta b/Assets/Standard Assets/ParticleSystems/Textures.meta deleted file mode 100644 index 9a80734..0000000 --- a/Assets/Standard Assets/ParticleSystems/Textures.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: b7795aea484b54afbb2011addaa251af -folderAsset: yes -DefaultImporter: - 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serializedVersion: 2 - mipmaps: - mipMapMode: 0 - enableMipMap: 1 - linearTexture: 0 - correctGamma: 0 - fadeOut: 0 - borderMipMap: 0 - mipMapFadeDistanceStart: 1 - mipMapFadeDistanceEnd: 3 - bumpmap: - convertToNormalMap: 0 - externalNormalMap: 0 - heightScale: .25 - normalMapFilter: 0 - isReadable: 0 - grayScaleToAlpha: 0 - generateCubemap: 0 - seamlessCubemap: 0 - textureFormat: -1 - maxTextureSize: 512 - textureSettings: - filterMode: 1 - aniso: 1 - mipBias: 0 - wrapMode: 1 - nPOTScale: 1 - lightmap: 0 - compressionQuality: 50 - spriteMode: 0 - spriteExtrude: 1 - spriteMeshType: 1 - alignment: 0 - spritePivot: {x: .5, y: .5} - spriteBorder: {x: 0, y: 0, z: 0, w: 0} - spritePixelsToUnits: 100 - alphaIsTransparency: 0 - textureType: 0 - buildTargetSettings: [] - spriteSheet: - sprites: [] - spritePackingTag: - userData: diff --git a/Assets/Standard Assets/Skyboxes/_skybox info.txt b/Assets/Standard Assets/Skyboxes/_skybox info.txt deleted file mode 100644 index 4de5f29..0000000 --- a/Assets/Standard Assets/Skyboxes/_skybox info.txt +++ /dev/null @@ -1,3 +0,0 @@ -The Skyboxes are imported at 512x512 to speed up the import process, but the original files are 1024x1024 and can be re-imported at that size for higher quality. - -Each Skybox Texture also contains an Alpha Channel which can be used to modulate certain Image Effects (Pro Only). If you are not going to use the Alpha Channels it is best to re-import the Skybox Textures without them to preserve texture memory. \ No newline at end of file diff --git a/Assets/Standard Assets/Skyboxes/_skybox info.txt.meta b/Assets/Standard Assets/Skyboxes/_skybox info.txt.meta deleted file mode 100644 index 7fb4d3d..0000000 --- a/Assets/Standard Assets/Skyboxes/_skybox info.txt.meta +++ /dev/null @@ -1,4 +0,0 @@ -fileFormatVersion: 2 -guid: 6d4fd495600cd4cf0b8ad2caf025f94e -TextScriptImporter: - userData: diff --git a/Assets/Standard Assets/Utility.meta b/Assets/Standard Assets/Utility.meta deleted file mode 100644 index c4b44b3..0000000 --- a/Assets/Standard Assets/Utility.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 8fb26caddeedb41c9ae5c09a23c52942 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/ActivateTrigger.cs b/Assets/Standard Assets/Utility/ActivateTrigger.cs deleted file mode 100644 index 1687533..0000000 --- a/Assets/Standard Assets/Utility/ActivateTrigger.cs +++ /dev/null @@ -1,95 +0,0 @@ -using System; -using UnityEngine; -using Object = UnityEngine.Object; - -namespace UnityStandardAssets.Utility -{ - public class ActivateTrigger : MonoBehaviour - { - // A multi-purpose script which causes an action to occur when - // a trigger collider is entered. - public enum Mode - { - Trigger = 0, // Just broadcast the action on to the target - Replace = 1, // replace target with source - Activate = 2, // Activate the target GameObject - Enable = 3, // Enable a component - Animate = 4, // Start animation on target - Deactivate = 5 // Decativate target GameObject - } - - public Mode action = Mode.Activate; // The action to accomplish - public Object target; // The game object to affect. If none, the trigger work on this game object - public GameObject source; - public int triggerCount = 1; - public bool repeatTrigger = false; - - - private void DoActivateTrigger() - { - triggerCount--; - - if (triggerCount == 0 || repeatTrigger) - { - Object currentTarget = target ?? gameObject; - Behaviour targetBehaviour = currentTarget as Behaviour; - GameObject targetGameObject = currentTarget as GameObject; - if (targetBehaviour != null) - { - targetGameObject = targetBehaviour.gameObject; - } - - switch (action) - { - case Mode.Trigger: - if (targetGameObject != null) - { - targetGameObject.BroadcastMessage("DoActivateTrigger"); - } - break; - case Mode.Replace: - if (source != null) - { - if (targetGameObject != null) - { - Instantiate(source, targetGameObject.transform.position, - targetGameObject.transform.rotation); - DestroyObject(targetGameObject); - } - } - break; - case Mode.Activate: - if (targetGameObject != null) - { - targetGameObject.SetActive(true); - } - break; - case Mode.Enable: - if (targetBehaviour != null) - { - targetBehaviour.enabled = true; - } - break; - case Mode.Animate: - if (targetGameObject != null) - { - targetGameObject.GetComponent().Play(); - } - break; - case Mode.Deactivate: - if (targetGameObject != null) - { - targetGameObject.SetActive(false); - } - break; - } - } - } - - - private void OnTriggerEnter(Collider other) - { - DoActivateTrigger(); - } - } -} diff --git a/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta b/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta deleted file mode 100644 index fd86651..0000000 --- a/Assets/Standard Assets/Utility/ActivateTrigger.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: c8634e062924929664361c08745211fb -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs deleted file mode 100644 index 681c480..0000000 --- a/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs +++ /dev/null @@ -1,199 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace UnityStandardAssets.Utility -{ - public class AutoMobileShaderSwitch : MonoBehaviour - { - [SerializeField] private ReplacementList m_ReplacementList; - - // Use this for initialization - private void OnEnable() - { -#if UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY - var renderers = FindObjectsOfType(); - Debug.Log (renderers.Length+" renderers"); - var oldMaterials = new List(); - var newMaterials = new List(); - - int materialsReplaced = 0; - int materialInstancesReplaced = 0; - - foreach(ReplacementDefinition replacementDef in m_ReplacementList.items) - { - foreach(var r in renderers) - { - Material[] modifiedMaterials = null; - for(int n=0; n 0) - { - for (int i = -1; i < items.arraySize; ++i) - { - var item = items.GetArrayElementAtIndex(i); - - float rowX = x; - for (int n = 0; n < props.Length; ++n) - { - float w = widths[n]*inspectorWidth; - - // Calculate rects - Rect rect = new Rect(rowX, y, w, lineHeight); - rowX += w; - - if (i == -1) - { - // draw title labels - EditorGUI.LabelField(rect, titles[n]); - } - else - { - if (props[n] == "-" || props[n] == "^" || props[n] == "v") - { - if (GUI.Button(rect, props[n])) - { - switch (props[n]) - { - case "-": - items.DeleteArrayElementAtIndex(i); - items.DeleteArrayElementAtIndex(i); - changedLength = true; - break; - case "v": - if (i > 0) - { - items.MoveArrayElement(i, i + 1); - } - break; - case "^": - if (i < items.arraySize - 1) - { - items.MoveArrayElement(i, i - 1); - } - break; - } - } - } - else - { - SerializedProperty prop = item.FindPropertyRelative(props[n]); - EditorGUI.PropertyField(rect, prop, GUIContent.none); - } - } - } - - y += lineHeight + k_Spacing; - if (changedLength) - { - break; - } - } - } - - // add button - var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y, - widths[widths.Length - 1]*inspectorWidth, lineHeight); - if (GUI.Button(addButtonRect, "+")) - { - items.InsertArrayElementAtIndex(items.arraySize); - } - - y += lineHeight + k_Spacing; - - // Set indent back to what it was - EditorGUI.indentLevel = indent; - EditorGUI.EndProperty(); - } - - - public override float GetPropertyHeight(SerializedProperty property, GUIContent label) - { - SerializedProperty items = property.FindPropertyRelative("items"); - float lineAndSpace = k_LineHeight + k_Spacing; - return 40 + (items.arraySize*lineAndSpace) + lineAndSpace; - } - } -#endif -} diff --git a/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta b/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta deleted file mode 100644 index 4108156..0000000 --- a/Assets/Standard Assets/Utility/AutoMobileShaderSwitch.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 9c4978ff6447f9040b84acc89b0bbdc8 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs deleted file mode 100644 index edbce0e..0000000 --- a/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs +++ /dev/null @@ -1,41 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Utility -{ - public class AutoMoveAndRotate : MonoBehaviour - { - public Vector3andSpace moveUnitsPerSecond; - public Vector3andSpace rotateDegreesPerSecond; - public bool ignoreTimescale; - private float m_LastRealTime; - - - private void Start() - { - m_LastRealTime = Time.realtimeSinceStartup; - } - - - // Update is called once per frame - private void Update() - { - float deltaTime = Time.deltaTime; - if (ignoreTimescale) - { - deltaTime = (Time.realtimeSinceStartup - m_LastRealTime); - m_LastRealTime = Time.realtimeSinceStartup; - } - transform.Translate(moveUnitsPerSecond.value*deltaTime, moveUnitsPerSecond.space); - transform.Rotate(rotateDegreesPerSecond.value*deltaTime, moveUnitsPerSecond.space); - } - - - [Serializable] - public class Vector3andSpace - { - public Vector3 value; - public Space space = Space.Self; - } - } -} diff --git a/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta b/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta deleted file mode 100644 index 30b395a..0000000 --- a/Assets/Standard Assets/Utility/AutoMoveAndRotate.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a1347817507220a4384f3ff6f7c24546 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/CameraRefocus.cs b/Assets/Standard Assets/Utility/CameraRefocus.cs deleted file mode 100644 index 26f1c9b..0000000 --- a/Assets/Standard Assets/Utility/CameraRefocus.cs +++ /dev/null @@ -1,58 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Utility -{ - public class CameraRefocus - { - public Camera Camera; - public Vector3 Lookatpoint; - public Transform Parent; - - private Vector3 m_OrigCameraPos; - private bool m_Refocus; - - - public CameraRefocus(Camera camera, Transform parent, Vector3 origCameraPos) - { - m_OrigCameraPos = origCameraPos; - Camera = camera; - Parent = parent; - } - - - public void ChangeCamera(Camera camera) - { - Camera = camera; - } - - - public void ChangeParent(Transform parent) - { - Parent = parent; - } - - - public void GetFocusPoint() - { - RaycastHit hitInfo; - if (Physics.Raycast(Parent.transform.position + m_OrigCameraPos, Parent.transform.forward, out hitInfo, - 100f)) - { - Lookatpoint = hitInfo.point; - m_Refocus = true; - return; - } - m_Refocus = false; - } - - - public void SetFocusPoint() - { - if (m_Refocus) - { - Camera.transform.LookAt(Lookatpoint); - } - } - } -} diff --git a/Assets/Standard Assets/Utility/CameraRefocus.cs.meta b/Assets/Standard Assets/Utility/CameraRefocus.cs.meta deleted file mode 100644 index 9300ded..0000000 --- a/Assets/Standard Assets/Utility/CameraRefocus.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: d1e2e7a54dcc8694ab1eca46d072f264 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/CurveControlledBob.cs b/Assets/Standard Assets/Utility/CurveControlledBob.cs deleted file mode 100644 index b3951b7..0000000 --- a/Assets/Standard Assets/Utility/CurveControlledBob.cs +++ /dev/null @@ -1,54 +0,0 @@ -using System; -using UnityEngine; - - -namespace UnityStandardAssets.Utility -{ - [Serializable] - public class CurveControlledBob - { - public float HorizontalBobRange = 0.33f; - public float VerticalBobRange = 0.33f; - public AnimationCurve Bobcurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.5f, 1f), - new Keyframe(1f, 0f), new Keyframe(1.5f, -1f), - new Keyframe(2f, 0f)); // sin curve for head bob - public float VerticaltoHorizontalRatio = 1f; - - private float m_CyclePositionX; - private float m_CyclePositionY; - private float m_BobBaseInterval; - private Vector3 m_OriginalCameraPosition; - private float m_Time; - - - public void Setup(Camera camera, float bobBaseInterval) - { - m_BobBaseInterval = bobBaseInterval; - m_OriginalCameraPosition = camera.transform.localPosition; - - // get the length of the curve in time - m_Time = Bobcurve[Bobcurve.length - 1].time; - } - - - public Vector3 DoHeadBob(float speed) - { - float xPos = m_OriginalCameraPosition.x + (Bobcurve.Evaluate(m_CyclePositionX)*HorizontalBobRange); - float yPos = m_OriginalCameraPosition.y + (Bobcurve.Evaluate(m_CyclePositionY)*VerticalBobRange); - - m_CyclePositionX += (speed*Time.deltaTime)/m_BobBaseInterval; - m_CyclePositionY += ((speed*Time.deltaTime)/m_BobBaseInterval)*VerticaltoHorizontalRatio; - - if (m_CyclePositionX > m_Time) - { - m_CyclePositionX = m_CyclePositionX - m_Time; - } - if (m_CyclePositionY > m_Time) - { - m_CyclePositionY = m_CyclePositionY - m_Time; - } - - return new Vector3(xPos, yPos, 0f); - } - } -} diff --git a/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta b/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta deleted file mode 100644 index 3b9374f..0000000 --- a/Assets/Standard Assets/Utility/CurveControlledBob.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 492f54f4accf00440828ffcb9e4fcc19 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/DragRigidbody.cs b/Assets/Standard Assets/Utility/DragRigidbody.cs deleted file mode 100644 index b0f5c35..0000000 --- a/Assets/Standard Assets/Utility/DragRigidbody.cs +++ /dev/null @@ -1,96 +0,0 @@ -using System; -using System.Collections; -using UnityEngine; - -namespace UnityStandardAssets.Utility -{ - public class DragRigidbody : MonoBehaviour - { - const float k_Spring = 50.0f; - const float k_Damper = 5.0f; - const float k_Drag = 10.0f; - const float k_AngularDrag = 5.0f; - const float k_Distance = 0.2f; - const bool k_AttachToCenterOfMass = false; - - private SpringJoint m_SpringJoint; - - - private void Update() - { - // Make sure the user pressed the mouse down - if (!Input.GetMouseButtonDown(0)) - { - return; - } - - var mainCamera = FindCamera(); - - // We need to actually hit an object - RaycastHit hit = new RaycastHit(); - if ( - !Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition).origin, - mainCamera.ScreenPointToRay(Input.mousePosition).direction, out hit, 100, - Physics.DefaultRaycastLayers)) - { - return; - } - // We need to hit a rigidbody that is not kinematic - if (!hit.rigidbody || hit.rigidbody.isKinematic) - { - return; - } - - if (!m_SpringJoint) - { - var go = new GameObject("Rigidbody dragger"); - Rigidbody body = go.AddComponent(); - m_SpringJoint = go.AddComponent(); - body.isKinematic = true; - } - - m_SpringJoint.transform.position = hit.point; - m_SpringJoint.anchor = Vector3.zero; - - m_SpringJoint.spring = k_Spring; - m_SpringJoint.damper = k_Damper; - m_SpringJoint.maxDistance = k_Distance; - m_SpringJoint.connectedBody = hit.rigidbody; - - StartCoroutine("DragObject", hit.distance); - } - - - private IEnumerator DragObject(float distance) - { - var oldDrag = m_SpringJoint.connectedBody.drag; - var oldAngularDrag = m_SpringJoint.connectedBody.angularDrag; - m_SpringJoint.connectedBody.drag = k_Drag; - m_SpringJoint.connectedBody.angularDrag = k_AngularDrag; - var mainCamera = FindCamera(); - while (Input.GetMouseButton(0)) - { - var ray = mainCamera.ScreenPointToRay(Input.mousePosition); - m_SpringJoint.transform.position = ray.GetPoint(distance); - yield return null; - } - if (m_SpringJoint.connectedBody) - { - m_SpringJoint.connectedBody.drag = oldDrag; - m_SpringJoint.connectedBody.angularDrag = oldAngularDrag; - m_SpringJoint.connectedBody = null; - } - } - - - private Camera FindCamera() - { - if (GetComponent()) - { - return GetComponent(); - } - - return Camera.main; - } - } -} diff --git a/Assets/Standard Assets/Utility/DragRigidbody.cs.meta b/Assets/Standard Assets/Utility/DragRigidbody.cs.meta deleted file mode 100644 index 42579c5..0000000 --- a/Assets/Standard Assets/Utility/DragRigidbody.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 58650e15a2607e44daa0f150e0061d89 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/DynamicShadowSettings.cs b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs deleted file mode 100644 index bedb568..0000000 --- a/Assets/Standard Assets/Utility/DynamicShadowSettings.cs +++ /dev/null @@ -1,51 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Utility -{ - public class DynamicShadowSettings : MonoBehaviour - { - public Light sunLight; - public float minHeight = 10; - public float minShadowDistance = 80; - public float minShadowBias = 1; - public float maxHeight = 1000; - public float maxShadowDistance = 10000; - public float maxShadowBias = 0.1f; - public float adaptTime = 1; - - private float m_SmoothHeight; - private float m_ChangeSpeed; - private float m_OriginalStrength = 1; - - - private void Start() - { - m_OriginalStrength = sunLight.shadowStrength; - } - - - // Update is called once per frame - private void Update() - { - Ray ray = new Ray(Camera.main.transform.position, -Vector3.up); - RaycastHit hit; - float height = transform.position.y; - if (Physics.Raycast(ray, out hit)) - { - height = hit.distance; - } - - if (Mathf.Abs(height - m_SmoothHeight) > 1) - { - m_SmoothHeight = Mathf.SmoothDamp(m_SmoothHeight, height, ref m_ChangeSpeed, adaptTime); - } - - float i = Mathf.InverseLerp(minHeight, maxHeight, m_SmoothHeight); - - QualitySettings.shadowDistance = Mathf.Lerp(minShadowDistance, maxShadowDistance, i); - sunLight.shadowBias = Mathf.Lerp(minShadowBias, maxShadowBias, 1 - ((1 - i)*(1 - i))); - sunLight.shadowStrength = Mathf.Lerp(m_OriginalStrength, 0, i); - } - } -} diff --git a/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta b/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta deleted file mode 100644 index 1bf45ee..0000000 --- a/Assets/Standard Assets/Utility/DynamicShadowSettings.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 8566902b50d5bfb4fb7f8b89f9cdbe8b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/EventSystemChecker.cs b/Assets/Standard Assets/Utility/EventSystemChecker.cs deleted file mode 100644 index 0401d31..0000000 --- a/Assets/Standard Assets/Utility/EventSystemChecker.cs +++ /dev/null @@ -1,21 +0,0 @@ -using System; -using System.Collections; -using UnityEngine; -using UnityEngine.EventSystems; - -public class EventSystemChecker : MonoBehaviour -{ - //public GameObject eventSystem; - - // Use this for initialization - void Awake () - { - if(!FindObjectOfType()) - { - //Instantiate(eventSystem); - GameObject obj = new GameObject("EventSystem"); - obj.AddComponent(); - obj.AddComponent().forceModuleActive = true; - } - } -} diff --git a/Assets/Standard Assets/Utility/EventSystemChecker.cs.meta b/Assets/Standard Assets/Utility/EventSystemChecker.cs.meta deleted file mode 100644 index 3b131fa..0000000 --- a/Assets/Standard Assets/Utility/EventSystemChecker.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 9c0578910bbe00d43919a92c7b9893fe -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/FOVKick.cs b/Assets/Standard Assets/Utility/FOVKick.cs deleted file mode 100644 index fbfab58..0000000 --- a/Assets/Standard Assets/Utility/FOVKick.cs +++ /dev/null @@ -1,73 +0,0 @@ -using System; -using System.Collections; -using UnityEngine; - -namespace UnityStandardAssets.Utility -{ - [Serializable] - public class FOVKick - { - public Camera Camera; // optional camera setup, if null the main camera will be used - [HideInInspector] public float originalFov; // the original fov - public float FOVIncrease = 3f; // the amount the field of view increases when going into a run - public float TimeToIncrease = 1f; // the amount of time the field of view will increase over - public float TimeToDecrease = 1f; // the amount of time the field of view will take to return to its original size - public AnimationCurve IncreaseCurve; - - - public void Setup(Camera camera) - { - CheckStatus(camera); - - Camera = camera; - originalFov = camera.fieldOfView; - } - - - private void CheckStatus(Camera camera) - { - if (camera == null) - { - throw new Exception("FOVKick camera is null, please supply the camera to the constructor"); - } - - if (IncreaseCurve == null) - { - throw new Exception( - "FOVKick Increase curve is null, please define the curve for the field of view kicks"); - } - } - - - public void ChangeCamera(Camera camera) - { - Camera = camera; - } - - - public IEnumerator FOVKickUp() - { - float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); - while (t < TimeToIncrease) - { - Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToIncrease)*FOVIncrease); - t += Time.deltaTime; - yield return new WaitForEndOfFrame(); - } - } - - - public IEnumerator FOVKickDown() - { - float t = Mathf.Abs((Camera.fieldOfView - originalFov)/FOVIncrease); - while (t > 0) - { - Camera.fieldOfView = originalFov + (IncreaseCurve.Evaluate(t/TimeToDecrease)*FOVIncrease); - t -= Time.deltaTime; - yield return new WaitForEndOfFrame(); - } - //make sure that fov returns to the original size - Camera.fieldOfView = originalFov; - } - } -} diff --git a/Assets/Standard Assets/Utility/FOVKick.cs.meta b/Assets/Standard Assets/Utility/FOVKick.cs.meta deleted file mode 100644 index 50d5df6..0000000 --- a/Assets/Standard Assets/Utility/FOVKick.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 6045a93fb05b9c74884821030da2c46c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/FPSCounter.cs b/Assets/Standard Assets/Utility/FPSCounter.cs deleted file mode 100644 index 6f9bc54..0000000 --- a/Assets/Standard Assets/Utility/FPSCounter.cs +++ /dev/null @@ -1,38 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.UI; - -namespace UnityStandardAssets.Utility -{ - [RequireComponent(typeof (Text))] - public class FPSCounter : MonoBehaviour - { - const float fpsMeasurePeriod = 0.5f; - private int m_FpsAccumulator = 0; - private float m_FpsNextPeriod = 0; - private int m_CurrentFps; - const string display = "{0} FPS"; - private Text m_Text; - - - private void Start() - { - m_FpsNextPeriod = Time.realtimeSinceStartup + fpsMeasurePeriod; - m_Text = GetComponent(); - } - - - private void Update() - { - // measure average frames per second - m_FpsAccumulator++; - if (Time.realtimeSinceStartup > m_FpsNextPeriod) - { - m_CurrentFps = (int) (m_FpsAccumulator/fpsMeasurePeriod); - m_FpsAccumulator = 0; - m_FpsNextPeriod += fpsMeasurePeriod; - m_Text.text = string.Format(display, m_CurrentFps); - } - } - } -} diff --git a/Assets/Standard Assets/Utility/FPSCounter.cs.meta b/Assets/Standard Assets/Utility/FPSCounter.cs.meta deleted file mode 100644 index 8b9f3b8..0000000 --- a/Assets/Standard Assets/Utility/FPSCounter.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 22bbf57ec543cee42a5aa0ec2dd9e457 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/FollowTarget.cs b/Assets/Standard Assets/Utility/FollowTarget.cs deleted file mode 100644 index e7b91d9..0000000 --- a/Assets/Standard Assets/Utility/FollowTarget.cs +++ /dev/null @@ -1,18 +0,0 @@ -using System; -using UnityEngine; - - -namespace UnityStandardAssets.Utility -{ - public class FollowTarget : MonoBehaviour - { - public Transform target; - public Vector3 offset = new Vector3(0f, 7.5f, 0f); - - - private void LateUpdate() - { - transform.position = target.position + offset; - } - } -} diff --git a/Assets/Standard Assets/Utility/FollowTarget.cs.meta b/Assets/Standard Assets/Utility/FollowTarget.cs.meta deleted file mode 100644 index 28aa661..0000000 --- a/Assets/Standard Assets/Utility/FollowTarget.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 246cc59c7a84ea44f87f6b70acfe30c5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/ForcedReset.cs b/Assets/Standard Assets/Utility/ForcedReset.cs deleted file mode 100644 index 91c7f2e..0000000 --- a/Assets/Standard Assets/Utility/ForcedReset.cs +++ /dev/null @@ -1,18 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.SceneManagement; -using UnityStandardAssets.CrossPlatformInput; - -[RequireComponent(typeof (GUITexture))] -public class ForcedReset : MonoBehaviour -{ - private void Update() - { - // if we have forced a reset ... - if (CrossPlatformInputManager.GetButtonDown("ResetObject")) - { - //... reload the scene - SceneManager.LoadScene(SceneManager.GetSceneAt(0).path); - } - } -} diff --git a/Assets/Standard Assets/Utility/ForcedReset.cs.meta b/Assets/Standard Assets/Utility/ForcedReset.cs.meta deleted file mode 100644 index 56690a5..0000000 --- a/Assets/Standard Assets/Utility/ForcedReset.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 9b886447cba80f74e820adb3c9e70c76 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/LerpControlledBob.cs b/Assets/Standard Assets/Utility/LerpControlledBob.cs deleted file mode 100644 index 8d6b92c..0000000 --- a/Assets/Standard Assets/Utility/LerpControlledBob.cs +++ /dev/null @@ -1,45 +0,0 @@ -using System; -using System.Collections; -using UnityEngine; - -namespace UnityStandardAssets.Utility -{ - [Serializable] - public class LerpControlledBob - { - public float BobDuration; - public float BobAmount; - - private float m_Offset = 0f; - - - // provides the offset that can be used - public float Offset() - { - return m_Offset; - } - - - public IEnumerator DoBobCycle() - { - // make the camera move down slightly - float t = 0f; - while (t < BobDuration) - { - m_Offset = Mathf.Lerp(0f, BobAmount, t/BobDuration); - t += Time.deltaTime; - yield return new WaitForFixedUpdate(); - } - - // make it move back to neutral - t = 0f; - while (t < BobDuration) - { - m_Offset = Mathf.Lerp(BobAmount, 0f, t/BobDuration); - t += Time.deltaTime; - yield return new WaitForFixedUpdate(); - } - m_Offset = 0f; - } - } -} diff --git a/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta b/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta deleted file mode 100644 index 5321d93..0000000 --- a/Assets/Standard Assets/Utility/LerpControlledBob.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: c1bbfafbde15c854681023b9e01e12dd -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/ObjectResetter.cs b/Assets/Standard Assets/Utility/ObjectResetter.cs deleted file mode 100644 index d019fa6..0000000 --- a/Assets/Standard Assets/Utility/ObjectResetter.cs +++ /dev/null @@ -1,57 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace UnityStandardAssets.Utility -{ - public class ObjectResetter : MonoBehaviour - { - private Vector3 originalPosition; - private Quaternion originalRotation; - private List originalStructure; - - private Rigidbody Rigidbody; - - // Use this for initialization - private void Start() - { - originalStructure = new List(GetComponentsInChildren()); - originalPosition = transform.position; - originalRotation = transform.rotation; - - Rigidbody = GetComponent(); - } - - - public void DelayedReset(float delay) - { - StartCoroutine(ResetCoroutine(delay)); - } - - - public IEnumerator ResetCoroutine(float delay) - { - yield return new WaitForSeconds(delay); - - // remove any gameobjects added (fire, skid trails, etc) - foreach (var t in GetComponentsInChildren()) - { - if (!originalStructure.Contains(t)) - { - t.parent = null; - } - } - - transform.position = originalPosition; - transform.rotation = originalRotation; - if (Rigidbody) - { - Rigidbody.velocity = Vector3.zero; - Rigidbody.angularVelocity = Vector3.zero; - } - - SendMessage("Reset"); - } - } -} diff --git a/Assets/Standard Assets/Utility/ObjectResetter.cs.meta b/Assets/Standard Assets/Utility/ObjectResetter.cs.meta deleted file mode 100644 index 4bcdef9..0000000 --- a/Assets/Standard Assets/Utility/ObjectResetter.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 643c971818f68d3439e84b5d8bdafe07 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs deleted file mode 100644 index 6399689..0000000 --- a/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs +++ /dev/null @@ -1,62 +0,0 @@ -using System; -using System.Collections; -using UnityEngine; -using Random = UnityEngine.Random; - -namespace UnityStandardAssets.Utility -{ - public class ParticleSystemDestroyer : MonoBehaviour - { - // allows a particle system to exist for a specified duration, - // then shuts off emission, and waits for all particles to expire - // before destroying the gameObject - - public float minDuration = 8; - public float maxDuration = 10; - - private float m_MaxLifetime; - private bool m_EarlyStop; - - - private IEnumerator Start() - { - var systems = GetComponentsInChildren(); - - // find out the maximum lifetime of any particles in this effect - foreach (var system in systems) - { - m_MaxLifetime = Mathf.Max(system.startLifetime, m_MaxLifetime); - } - - // wait for random duration - - float stopTime = Time.time + Random.Range(minDuration, maxDuration); - - while (Time.time < stopTime || m_EarlyStop) - { - yield return null; - } - Debug.Log("stopping " + name); - - // turn off emission - foreach (var system in systems) - { - var emission = system.emission; - emission.enabled = false; - } - BroadcastMessage("Extinguish", SendMessageOptions.DontRequireReceiver); - - // wait for any remaining particles to expire - yield return new WaitForSeconds(m_MaxLifetime); - - Destroy(gameObject); - } - - - public void Stop() - { - // stops the particle system early - m_EarlyStop = true; - } - } -} diff --git a/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta b/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta deleted file mode 100644 index ac73e15..0000000 --- a/Assets/Standard Assets/Utility/ParticleSystemDestroyer.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 29014cd42b6d273408e0ceefd336c0b3 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/PlatformSpecificContent.cs b/Assets/Standard Assets/Utility/PlatformSpecificContent.cs deleted file mode 100644 index ebd17b6..0000000 --- a/Assets/Standard Assets/Utility/PlatformSpecificContent.cs +++ /dev/null @@ -1,108 +0,0 @@ -using System; -using UnityEngine; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace UnityStandardAssets.Utility -{ -#if UNITY_EDITOR - - [ExecuteInEditMode] -#endif - public class PlatformSpecificContent : MonoBehaviour - { - private enum BuildTargetGroup - { - Standalone, - Mobile - } - - [SerializeField] private BuildTargetGroup m_BuildTargetGroup; - [SerializeField] private GameObject[] m_Content = new GameObject[0]; - [SerializeField] private MonoBehaviour[] m_MonoBehaviours = new MonoBehaviour[0]; - [SerializeField] private bool m_ChildrenOfThisObject; - -#if !UNITY_EDITOR - void OnEnable() - { - CheckEnableContent(); - } -#endif - -#if UNITY_EDITOR - - private void OnEnable() - { - EditorUserBuildSettings.activeBuildTargetChanged += Update; - EditorApplication.update += Update; - } - - - private void OnDisable() - { - EditorUserBuildSettings.activeBuildTargetChanged -= Update; - EditorApplication.update -= Update; - } - - - private void Update() - { - CheckEnableContent(); - } -#endif - - - private void CheckEnableContent() - { -#if (UNITY_IPHONE || UNITY_ANDROID || UNITY_WP8 || UNITY_BLACKBERRY ) - 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-namespace UnityStandardAssets.Utility -{ - public class SimpleActivatorMenu : MonoBehaviour - { - // An incredibly simple menu which, when given references - // to gameobjects in the scene - public GUIText camSwitchButton; - public GameObject[] objects; - - - private int m_CurrentActiveObject; - - - private void OnEnable() - { - // active object starts from first in array - m_CurrentActiveObject = 0; - camSwitchButton.text = objects[m_CurrentActiveObject].name; - } - - - public void NextCamera() - { - int nextactiveobject = m_CurrentActiveObject + 1 >= objects.Length ? 0 : m_CurrentActiveObject + 1; - - for (int i = 0; i < objects.Length; i++) - { - objects[i].SetActive(i == nextactiveobject); - } - - m_CurrentActiveObject = nextactiveobject; - camSwitchButton.text = objects[m_CurrentActiveObject].name; - } - } -} diff --git a/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta b/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta deleted file mode 100644 index 45823d1..0000000 --- a/Assets/Standard Assets/Utility/SimpleActivatorMenu.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 69b69a5b0e0a85b4aa97a7edc40c37d1 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/SimpleMouseRotator.cs b/Assets/Standard Assets/Utility/SimpleMouseRotator.cs deleted file mode 100644 index 5b1ef5a..0000000 --- a/Assets/Standard Assets/Utility/SimpleMouseRotator.cs +++ /dev/null @@ -1,113 +0,0 @@ -using System; -using UnityEngine; -using UnityStandardAssets.CrossPlatformInput; - -namespace UnityStandardAssets.Utility -{ - public class SimpleMouseRotator : MonoBehaviour - { - // A mouselook behaviour with constraints which operate relative to - // this gameobject's initial rotation. - // Only rotates around local X and Y. - // Works in local coordinates, so if this object is parented - // to another moving gameobject, its local constraints will - // operate correctly - // (Think: looking out the side window of a car, or a gun turret - // on a moving spaceship with a limited angular range) - // to have no constraints on an axis, set the rotationRange to 360 or greater. - public Vector2 rotationRange = new Vector3(70, 70); - public float rotationSpeed = 10; - public float dampingTime = 0.2f; - public bool autoZeroVerticalOnMobile = true; - public bool autoZeroHorizontalOnMobile = false; - public bool relative = true; - - - private Vector3 m_TargetAngles; - private Vector3 m_FollowAngles; - private Vector3 m_FollowVelocity; - private Quaternion m_OriginalRotation; - - - private void Start() - { - m_OriginalRotation = transform.localRotation; - } - - - private void Update() - { - // we make initial calculations from the original local rotation - transform.localRotation = m_OriginalRotation; - - // read input from mouse or mobile controls - float inputH; - float inputV; - if (relative) - { - inputH = CrossPlatformInputManager.GetAxis("Mouse X"); - inputV = CrossPlatformInputManager.GetAxis("Mouse Y"); - - // wrap values to avoid springing quickly the wrong way from positive to negative - if (m_TargetAngles.y > 180) - { - m_TargetAngles.y -= 360; - m_FollowAngles.y -= 360; - } - if (m_TargetAngles.x > 180) - { - m_TargetAngles.x -= 360; - m_FollowAngles.x -= 360; - } - if (m_TargetAngles.y < -180) - { - m_TargetAngles.y += 360; - m_FollowAngles.y += 360; - } - if (m_TargetAngles.x < -180) - { - m_TargetAngles.x += 360; - m_FollowAngles.x += 360; - } - -#if MOBILE_INPUT - // on mobile, sometimes we want input mapped directly to tilt value, - // so it springs back automatically when the look input is released. - if (autoZeroHorizontalOnMobile) { - m_TargetAngles.y = Mathf.Lerp (-rotationRange.y * 0.5f, rotationRange.y * 0.5f, inputH * .5f + .5f); - } else { - m_TargetAngles.y += inputH * rotationSpeed; - } - if (autoZeroVerticalOnMobile) { - m_TargetAngles.x = Mathf.Lerp (-rotationRange.x * 0.5f, rotationRange.x * 0.5f, inputV * .5f + .5f); - } else { - m_TargetAngles.x += inputV * rotationSpeed; - } -#else - // with mouse input, we have direct control with no springback required. - m_TargetAngles.y += inputH*rotationSpeed; - m_TargetAngles.x += inputV*rotationSpeed; -#endif - - // clamp values to allowed range - m_TargetAngles.y = Mathf.Clamp(m_TargetAngles.y, -rotationRange.y*0.5f, rotationRange.y*0.5f); - m_TargetAngles.x = Mathf.Clamp(m_TargetAngles.x, -rotationRange.x*0.5f, rotationRange.x*0.5f); - } - else - { - inputH = Input.mousePosition.x; - inputV = Input.mousePosition.y; - - // set values to allowed range - m_TargetAngles.y = Mathf.Lerp(-rotationRange.y*0.5f, rotationRange.y*0.5f, inputH/Screen.width); - m_TargetAngles.x = Mathf.Lerp(-rotationRange.x*0.5f, rotationRange.x*0.5f, inputV/Screen.height); - } - - // smoothly interpolate current values to target angles - m_FollowAngles = Vector3.SmoothDamp(m_FollowAngles, m_TargetAngles, ref m_FollowVelocity, dampingTime); - - // update the actual gameobject's rotation - transform.localRotation = m_OriginalRotation*Quaternion.Euler(-m_FollowAngles.x, m_FollowAngles.y, 0); - } - } -} diff --git a/Assets/Standard Assets/Utility/SimpleMouseRotator.cs.meta b/Assets/Standard Assets/Utility/SimpleMouseRotator.cs.meta deleted file mode 100644 index 4c2b617..0000000 --- a/Assets/Standard Assets/Utility/SimpleMouseRotator.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: cadd54e4832aeef4b9359f44cbe335cd -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/SmoothFollow.cs b/Assets/Standard Assets/Utility/SmoothFollow.cs deleted file mode 100644 index 01881dc..0000000 --- a/Assets/Standard Assets/Utility/SmoothFollow.cs +++ /dev/null @@ -1,61 +0,0 @@ -using UnityEngine; - -namespace UnityStandardAssets.Utility -{ - public class SmoothFollow : MonoBehaviour - { - - // The target we are following - [SerializeField] - private Transform target; - // The distance in the x-z plane to the target - [SerializeField] - private float distance = 10.0f; - // the height we want the camera to be above the target - [SerializeField] - private float height = 5.0f; - - [SerializeField] - private float rotationDamping; - [SerializeField] - private float heightDamping; - - // Use this for initialization - void Start() { } - - // Update is called once per frame - void LateUpdate() - { - // Early out if we don't have a target - if (!target) - return; - - // Calculate the current rotation angles - var wantedRotationAngle = target.eulerAngles.y; - var wantedHeight = target.position.y + height; - - var currentRotationAngle = transform.eulerAngles.y; - var currentHeight = transform.position.y; - - // Damp the rotation around the y-axis - currentRotationAngle = Mathf.LerpAngle(currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime); - - // Damp the height - currentHeight = Mathf.Lerp(currentHeight, wantedHeight, heightDamping * Time.deltaTime); - - // Convert the angle into a rotation - var currentRotation = Quaternion.Euler(0, currentRotationAngle, 0); - - // Set the position of the camera on the x-z plane to: - // distance meters behind the target - transform.position = target.position; - transform.position -= currentRotation * Vector3.forward * distance; - - // Set the height of the camera - transform.position = new Vector3(transform.position.x ,currentHeight , transform.position.z); - - // Always look at the target - transform.LookAt(target); - } - } -} \ No newline at end of file diff --git a/Assets/Standard Assets/Utility/SmoothFollow.cs.meta b/Assets/Standard Assets/Utility/SmoothFollow.cs.meta deleted file mode 100644 index 8e0ee92..0000000 --- a/Assets/Standard Assets/Utility/SmoothFollow.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: f76806479d916a64aa03f8e3eba7912f -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/TimedObjectActivator.cs b/Assets/Standard Assets/Utility/TimedObjectActivator.cs deleted file mode 100644 index f2c06a0..0000000 --- a/Assets/Standard Assets/Utility/TimedObjectActivator.cs +++ /dev/null @@ -1,216 +0,0 @@ -using System; -using System.Collections; -using UnityEngine; -using UnityEngine.SceneManagement; -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace UnityStandardAssets.Utility -{ - public class TimedObjectActivator : MonoBehaviour - { - public enum Action - { - Activate, - Deactivate, - Destroy, - ReloadLevel, - Call, - } - - - [Serializable] - public class Entry - { - public GameObject target; - public Action action; - public float delay; - } - - - [Serializable] - public class Entries - { - public Entry[] entries; - } - - - public Entries entries = new Entries(); - - - private void Awake() - { - foreach (Entry entry in entries.entries) - { - switch (entry.action) - { - case Action.Activate: - StartCoroutine(Activate(entry)); - break; - case Action.Deactivate: - StartCoroutine(Deactivate(entry)); - break; - case Action.Destroy: - Destroy(entry.target, entry.delay); - break; - - case Action.ReloadLevel: - StartCoroutine(ReloadLevel(entry)); - break; - } - } - } - - - private IEnumerator Activate(Entry entry) - { - yield return new WaitForSeconds(entry.delay); - entry.target.SetActive(true); - } - - - private IEnumerator Deactivate(Entry entry) - { - yield return new WaitForSeconds(entry.delay); - entry.target.SetActive(false); - } - - - private IEnumerator ReloadLevel(Entry entry) - { - yield return new WaitForSeconds(entry.delay); - SceneManager.LoadScene(SceneManager.GetSceneAt(0).path); - } - } -} - - -namespace UnityStandardAssets.Utility.Inspector -{ -#if UNITY_EDITOR - [CustomPropertyDrawer(typeof (TimedObjectActivator.Entries))] - public class EntriesDrawer : PropertyDrawer - { - private const float k_LineHeight = 18; - private const float k_Spacing = 4; - - - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - EditorGUI.BeginProperty(position, label, property); - - float x = position.x; - float y = position.y; - float width = position.width; - - // Draw label - EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); - - // Don't make child fields be indented - var indent = EditorGUI.indentLevel; - EditorGUI.indentLevel = 0; - - var entries = property.FindPropertyRelative("entries"); - - if (entries.arraySize > 0) - { - float actionWidth = .25f*width; - float targetWidth = .6f*width; - float delayWidth = .1f*width; - float buttonWidth = .05f*width; - - for (int i = 0; i < entries.arraySize; ++i) - { - y += k_LineHeight + k_Spacing; - - var entry = entries.GetArrayElementAtIndex(i); - - float rowX = x; - - // Calculate rects - Rect actionRect = new Rect(rowX, y, actionWidth, k_LineHeight); - rowX += actionWidth; - - Rect targetRect = new Rect(rowX, y, targetWidth, k_LineHeight); - rowX += targetWidth; - - Rect delayRect = new Rect(rowX, y, delayWidth, k_LineHeight); - rowX += delayWidth; - - Rect buttonRect = new Rect(rowX, y, buttonWidth, k_LineHeight); - rowX += buttonWidth; - - // Draw fields - passs GUIContent.none to each so they are drawn without labels - - if (entry.FindPropertyRelative("action").enumValueIndex != - (int) TimedObjectActivator.Action.ReloadLevel) - { - EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none); - EditorGUI.PropertyField(targetRect, entry.FindPropertyRelative("target"), GUIContent.none); - } - else - { - actionRect.width = actionRect.width + targetRect.width; - EditorGUI.PropertyField(actionRect, entry.FindPropertyRelative("action"), GUIContent.none); - } - - EditorGUI.PropertyField(delayRect, entry.FindPropertyRelative("delay"), GUIContent.none); - if (GUI.Button(buttonRect, "-")) - { - entries.DeleteArrayElementAtIndex(i); - break; - } - } - } - - // add & sort buttons - y += k_LineHeight + k_Spacing; - - var addButtonRect = new Rect(position.x + position.width - 120, y, 60, k_LineHeight); - if (GUI.Button(addButtonRect, "Add")) - { - entries.InsertArrayElementAtIndex(entries.arraySize); - } - - var sortButtonRect = new Rect(position.x + position.width - 60, y, 60, k_LineHeight); - if (GUI.Button(sortButtonRect, "Sort")) - { - bool changed = true; - while (entries.arraySize > 1 && changed) - { - changed = false; - for (int i = 0; i < entries.arraySize - 1; ++i) - { - var e1 = entries.GetArrayElementAtIndex(i); - var e2 = entries.GetArrayElementAtIndex(i + 1); - - if (e1.FindPropertyRelative("delay").floatValue > e2.FindPropertyRelative("delay").floatValue) - { - entries.MoveArrayElement(i + 1, i); - changed = true; - break; - } - } - } - } - - - // Set indent back to what it was - EditorGUI.indentLevel = indent; - // - - - EditorGUI.EndProperty(); - } - - - public override float GetPropertyHeight(SerializedProperty property, GUIContent label) - { - SerializedProperty entries = property.FindPropertyRelative("entries"); - float lineAndSpace = k_LineHeight + k_Spacing; - return 40 + (entries.arraySize*lineAndSpace) + lineAndSpace; - } - } -#endif -} diff --git a/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta b/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta deleted file mode 100644 index e2fd0fc..0000000 --- a/Assets/Standard Assets/Utility/TimedObjectActivator.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 3a7cedf246fca744f90cbdc9dbe41166 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/TimedObjectDestructor.cs b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs deleted file mode 100644 index fdf5e07..0000000 --- a/Assets/Standard Assets/Utility/TimedObjectDestructor.cs +++ /dev/null @@ -1,27 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Utility -{ - public class TimedObjectDestructor : MonoBehaviour - { - [SerializeField] private float m_TimeOut = 1.0f; - [SerializeField] private bool m_DetachChildren = false; - - - private void Awake() - { - Invoke("DestroyNow", m_TimeOut); - } - - - private void DestroyNow() - { - if (m_DetachChildren) - { - transform.DetachChildren(); - } - DestroyObject(gameObject); - } - } -} diff --git a/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta b/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta deleted file mode 100644 index 9dec4d4..0000000 --- a/Assets/Standard Assets/Utility/TimedObjectDestructor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 37fac21d1f093d344816942d1abce94e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/WaypointCircuit.cs b/Assets/Standard Assets/Utility/WaypointCircuit.cs deleted file mode 100644 index 4f483fa..0000000 --- a/Assets/Standard Assets/Utility/WaypointCircuit.cs +++ /dev/null @@ -1,384 +0,0 @@ -using System; -using System.Collections; -using UnityEngine; -#if UNITY_EDITOR -using UnityEditor; - -#endif - -namespace UnityStandardAssets.Utility -{ - public class WaypointCircuit : MonoBehaviour - { - public WaypointList waypointList = new WaypointList(); - [SerializeField] private bool smoothRoute = true; - private int numPoints; - private Vector3[] points; - private float[] distances; - - public float editorVisualisationSubsteps = 100; - public float Length { get; private set; } - - public Transform[] Waypoints - { - get { return waypointList.items; } - } - - //this being here will save GC allocs - private int p0n; - private int p1n; - private int p2n; - private int p3n; - - private float i; - private Vector3 P0; - private Vector3 P1; - private Vector3 P2; - private Vector3 P3; - - // Use this for initialization - private void Awake() - { - if (Waypoints.Length > 1) - { - CachePositionsAndDistances(); - } - numPoints = Waypoints.Length; - } - - - public RoutePoint GetRoutePoint(float dist) - { - // position and direction - Vector3 p1 = GetRoutePosition(dist); - Vector3 p2 = GetRoutePosition(dist + 0.1f); - Vector3 delta = p2 - p1; - return new RoutePoint(p1, delta.normalized); - } - - - public Vector3 GetRoutePosition(float dist) - { - int point = 0; - - if (Length == 0) - { - Length = distances[distances.Length - 1]; - } - - dist = Mathf.Repeat(dist, Length); - - while (distances[point] < dist) - { - ++point; - } - - - // get nearest two points, ensuring points wrap-around start & end of circuit - p1n = ((point - 1) + numPoints)%numPoints; - p2n = point; - - // found point numbers, now find interpolation value between the two middle points - - i = Mathf.InverseLerp(distances[p1n], distances[p2n], dist); - - if (smoothRoute) - { - // smooth catmull-rom calculation between the two relevant points - - - // get indices for the surrounding 2 points, because - // four points are required by the catmull-rom function - p0n = ((point - 2) + numPoints)%numPoints; - p3n = (point + 1)%numPoints; - - // 2nd point may have been the 'last' point - a dupe of the first, - // (to give a value of max track distance instead of zero) - // but now it must be wrapped back to zero if that was the case. - p2n = p2n%numPoints; - - P0 = points[p0n]; - P1 = points[p1n]; - P2 = points[p2n]; - P3 = points[p3n]; - - return CatmullRom(P0, P1, P2, P3, i); - } - else - { - // simple linear lerp between the two points: - - p1n = ((point - 1) + numPoints)%numPoints; - p2n = point; - - return Vector3.Lerp(points[p1n], points[p2n], i); - } - } - - - private Vector3 CatmullRom(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float i) - { - // comments are no use here... it's the catmull-rom equation. - // Un-magic this, lord vector! - return 0.5f* - ((2*p1) + (-p0 + p2)*i + (2*p0 - 5*p1 + 4*p2 - p3)*i*i + - (-p0 + 3*p1 - 3*p2 + p3)*i*i*i); - } - - - private void CachePositionsAndDistances() - { - // transfer the position of each point and distances between points to arrays for - // speed of lookup at runtime - points = new Vector3[Waypoints.Length + 1]; - distances = new float[Waypoints.Length + 1]; - - float accumulateDistance = 0; - for (int i = 0; i < points.Length; ++i) - { - var t1 = Waypoints[(i)%Waypoints.Length]; - var t2 = Waypoints[(i + 1)%Waypoints.Length]; - if (t1 != null && t2 != null) - { - Vector3 p1 = t1.position; - Vector3 p2 = t2.position; - points[i] = Waypoints[i%Waypoints.Length].position; - distances[i] = accumulateDistance; - accumulateDistance += (p1 - p2).magnitude; - } - } - } - - - private void OnDrawGizmos() - { - DrawGizmos(false); - } - - - private void OnDrawGizmosSelected() - { - DrawGizmos(true); - } - - - private void DrawGizmos(bool selected) - { - waypointList.circuit = this; - if (Waypoints.Length > 1) - { - numPoints = Waypoints.Length; - - CachePositionsAndDistances(); - Length = distances[distances.Length - 1]; - - Gizmos.color = selected ? Color.yellow : new Color(1, 1, 0, 0.5f); - Vector3 prev = Waypoints[0].position; - if (smoothRoute) - { - for (float dist = 0; dist < Length; dist += Length/editorVisualisationSubsteps) - { - Vector3 next = GetRoutePosition(dist + 1); - Gizmos.DrawLine(prev, next); - prev = next; - } - Gizmos.DrawLine(prev, Waypoints[0].position); - } - else - { - for (int n = 0; n < Waypoints.Length; ++n) - { - Vector3 next = Waypoints[(n + 1)%Waypoints.Length].position; - Gizmos.DrawLine(prev, next); - prev = next; - } - } - } - } - - - [Serializable] - public class WaypointList - { - public WaypointCircuit circuit; - public Transform[] items = new Transform[0]; - } - - public struct RoutePoint - { - public Vector3 position; - public Vector3 direction; - - - public RoutePoint(Vector3 position, Vector3 direction) - { - this.position = position; - this.direction = direction; - } - } - } -} - -namespace UnityStandardAssets.Utility.Inspector -{ -#if UNITY_EDITOR - [CustomPropertyDrawer(typeof (WaypointCircuit.WaypointList))] - public class WaypointListDrawer : PropertyDrawer - { - private float lineHeight = 18; - private float spacing = 4; - - - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - EditorGUI.BeginProperty(position, label, property); - - float x = position.x; - float y = position.y; - float inspectorWidth = position.width; - - // Draw label - - - // Don't make child fields be indented - var indent = EditorGUI.indentLevel; - EditorGUI.indentLevel = 0; - - var items = property.FindPropertyRelative("items"); - var titles = new string[] {"Transform", "", "", ""}; - var props = new string[] {"transform", "^", "v", "-"}; - var widths = new float[] {.7f, .1f, .1f, .1f}; - float lineHeight = 18; - bool changedLength = false; - if (items.arraySize > 0) - { - for (int i = -1; i < items.arraySize; ++i) - { - var item = items.GetArrayElementAtIndex(i); - - float rowX = x; - for (int n = 0; n < props.Length; ++n) - { - float w = widths[n]*inspectorWidth; - - // Calculate rects - Rect rect = new Rect(rowX, y, w, lineHeight); - rowX += w; - - if (i == -1) - { - EditorGUI.LabelField(rect, titles[n]); - } - else - { - if (n == 0) - { - EditorGUI.ObjectField(rect, item.objectReferenceValue, typeof (Transform), true); - } - else - { - if (GUI.Button(rect, props[n])) - { - switch (props[n]) - { - case "-": - items.DeleteArrayElementAtIndex(i); - items.DeleteArrayElementAtIndex(i); - changedLength = true; - break; - case "v": - if (i > 0) - { - items.MoveArrayElement(i, i + 1); - } - break; - case "^": - if (i < items.arraySize - 1) - { - items.MoveArrayElement(i, i - 1); - } - break; - } - } - } - } - } - - y += lineHeight + spacing; - if (changedLength) - { - break; - } - } - } - else - { - // add button - var addButtonRect = new Rect((x + position.width) - widths[widths.Length - 1]*inspectorWidth, y, - widths[widths.Length - 1]*inspectorWidth, lineHeight); - if (GUI.Button(addButtonRect, "+")) - { - items.InsertArrayElementAtIndex(items.arraySize); - } - - y += lineHeight + spacing; - } - - // add all button - var addAllButtonRect = new Rect(x, y, inspectorWidth, lineHeight); - if (GUI.Button(addAllButtonRect, "Assign using all child objects")) - { - var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; - var children = new Transform[circuit.transform.childCount]; - int n = 0; - foreach (Transform child in circuit.transform) - { - children[n++] = child; - } - Array.Sort(children, new TransformNameComparer()); - circuit.waypointList.items = new Transform[children.Length]; - for (n = 0; n < children.Length; ++n) - { - circuit.waypointList.items[n] = children[n]; - } - } - y += lineHeight + spacing; - - // rename all button - var renameButtonRect = new Rect(x, y, inspectorWidth, lineHeight); - if (GUI.Button(renameButtonRect, "Auto Rename numerically from this order")) - { - var circuit = property.FindPropertyRelative("circuit").objectReferenceValue as WaypointCircuit; - int n = 0; - foreach (Transform child in circuit.waypointList.items) - { - child.name = "Waypoint " + (n++).ToString("000"); - } - } - y += lineHeight + spacing; - - // Set indent back to what it was - EditorGUI.indentLevel = indent; - EditorGUI.EndProperty(); - } - - - public override float GetPropertyHeight(SerializedProperty property, GUIContent label) - { - SerializedProperty items = property.FindPropertyRelative("items"); - float lineAndSpace = lineHeight + spacing; - return 40 + (items.arraySize*lineAndSpace) + lineAndSpace; - } - - - // comparer for check distances in ray cast hits - public class TransformNameComparer : IComparer - { - public int Compare(object x, object y) - { - return ((Transform) x).name.CompareTo(((Transform) y).name); - } - } - } -#endif -} diff --git a/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta b/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta deleted file mode 100644 index 7dd72d7..0000000 --- a/Assets/Standard Assets/Utility/WaypointCircuit.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 70852dc981465ea48bb527b9e33a87fd -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Utility/WaypointProgressTracker.cs b/Assets/Standard Assets/Utility/WaypointProgressTracker.cs deleted file mode 100644 index 750b779..0000000 --- a/Assets/Standard Assets/Utility/WaypointProgressTracker.cs +++ /dev/null @@ -1,152 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Utility -{ - public class WaypointProgressTracker : MonoBehaviour - { - // This script can be used with any object that is supposed to follow a - // route marked out by waypoints. - - // This script manages the amount to look ahead along the route, - // and keeps track of progress and laps. - - [SerializeField] private WaypointCircuit circuit; // A reference to the waypoint-based route we should follow - - [SerializeField] private float lookAheadForTargetOffset = 5; - // The offset ahead along the route that the we will aim for - - [SerializeField] private float lookAheadForTargetFactor = .1f; - // A multiplier adding distance ahead along the route to aim for, based on current speed - - [SerializeField] private float lookAheadForSpeedOffset = 10; - // The offset ahead only the route for speed adjustments (applied as the rotation of the waypoint target transform) - - [SerializeField] private float lookAheadForSpeedFactor = .2f; - // A multiplier adding distance ahead along the route for speed adjustments - - [SerializeField] private ProgressStyle progressStyle = ProgressStyle.SmoothAlongRoute; - // whether to update the position smoothly along the route (good for curved paths) or just when we reach each waypoint. - - [SerializeField] private float pointToPointThreshold = 4; - // proximity to waypoint which must be reached to switch target to next waypoint : only used in PointToPoint mode. - - public enum ProgressStyle - { - SmoothAlongRoute, - PointToPoint, - } - - // these are public, readable by other objects - i.e. for an AI to know where to head! - public WaypointCircuit.RoutePoint targetPoint { get; private set; } - public WaypointCircuit.RoutePoint speedPoint { get; private set; } - public WaypointCircuit.RoutePoint progressPoint { get; private set; } - - public Transform target; - - private float progressDistance; // The progress round the route, used in smooth mode. - private int progressNum; // the current waypoint number, used in point-to-point mode. - private Vector3 lastPosition; // Used to calculate current speed (since we may not have a rigidbody component) - private float speed; // current speed of this object (calculated from delta since last frame) - - // setup script properties - private void Start() - { - // we use a transform to represent the point to aim for, and the point which - // is considered for upcoming changes-of-speed. This allows this component - // to communicate this information to the AI without requiring further dependencies. - - // You can manually create a transform and assign it to this component *and* the AI, - // then this component will update it, and the AI can read it. - if (target == null) - { - target = new GameObject(name + " Waypoint Target").transform; - } - - Reset(); - } - - - // reset the object to sensible values - public void Reset() - { - progressDistance = 0; - progressNum = 0; - if (progressStyle == ProgressStyle.PointToPoint) - { - target.position = circuit.Waypoints[progressNum].position; - target.rotation = circuit.Waypoints[progressNum].rotation; - } - } - - - private void Update() - { - if (progressStyle == ProgressStyle.SmoothAlongRoute) - { - // determine the position we should currently be aiming for - // (this is different to the current progress position, it is a a certain amount ahead along the route) - // we use lerp as a simple way of smoothing out the speed over time. - if (Time.deltaTime > 0) - { - speed = Mathf.Lerp(speed, (lastPosition - transform.position).magnitude/Time.deltaTime, - Time.deltaTime); - } - target.position = - circuit.GetRoutePoint(progressDistance + lookAheadForTargetOffset + lookAheadForTargetFactor*speed) - .position; - target.rotation = - Quaternion.LookRotation( - circuit.GetRoutePoint(progressDistance + lookAheadForSpeedOffset + lookAheadForSpeedFactor*speed) - .direction); - - - // get our current progress along the route - progressPoint = circuit.GetRoutePoint(progressDistance); - Vector3 progressDelta = progressPoint.position - transform.position; - if (Vector3.Dot(progressDelta, progressPoint.direction) < 0) - { - progressDistance += progressDelta.magnitude*0.5f; - } - - lastPosition = transform.position; - } - else - { - // point to point mode. Just increase the waypoint if we're close enough: - - Vector3 targetDelta = target.position - transform.position; - if (targetDelta.magnitude < pointToPointThreshold) - { - progressNum = (progressNum + 1)%circuit.Waypoints.Length; - } - - - target.position = circuit.Waypoints[progressNum].position; - target.rotation = circuit.Waypoints[progressNum].rotation; - - // get our current progress along the route - progressPoint = circuit.GetRoutePoint(progressDistance); - Vector3 progressDelta = progressPoint.position - transform.position; - if (Vector3.Dot(progressDelta, progressPoint.direction) < 0) - { - progressDistance += progressDelta.magnitude; - } - lastPosition = transform.position; - } - } - - - private void OnDrawGizmos() - { - if (Application.isPlaying) - { - Gizmos.color = Color.green; - Gizmos.DrawLine(transform.position, target.position); - Gizmos.DrawWireSphere(circuit.GetRoutePosition(progressDistance), 1); - Gizmos.color = Color.yellow; - Gizmos.DrawLine(target.position, target.position + target.forward); - } - } - } -} diff --git a/Assets/Standard Assets/Utility/WaypointProgressTracker.cs.meta b/Assets/Standard Assets/Utility/WaypointProgressTracker.cs.meta deleted file mode 100644 index 79b21ef..0000000 --- a/Assets/Standard Assets/Utility/WaypointProgressTracker.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: c5cb22d331ef7d64796f917c6a455a32 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles.meta b/Assets/Standard Assets/Vehicles.meta deleted file mode 100644 index 9174fd0..0000000 --- a/Assets/Standard Assets/Vehicles.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 91c9eb0d68c3aa9468278099737303a2 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft.meta b/Assets/Standard Assets/Vehicles/Aircraft.meta deleted file mode 100644 index 3dd11af..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: b7de47d41fcb3aa49902af940a730982 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/AircraftGuidelines.txt b/Assets/Standard Assets/Vehicles/Aircraft/AircraftGuidelines.txt deleted file mode 100644 index 5a09c3f..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/AircraftGuidelines.txt +++ /dev/null @@ -1,29 +0,0 @@ -In the Aircraft folder you'll find a few ready-made Aircraft prefabs, which are used in the Aircraft sample scenes. These prefabs demonstrate how you can use the Aircraft scripts we've included, including some AI-controlled variants which are able to fly directly towards a specified target, or follow a waypoint-based route. - -The Jet Plane and the Propeller Plane prefabs share most of the same scripts (and some of the same 3D artwork), but their main difference is in their power and aerodynamic handling settings. - -The scripts included have been designed to be modular in nature, so that the extra features of a particular aircraft can be set up (such as propellers, flaps, landing gear), however it's possible to get any GameObject flying by simply adding the AeroplaneController script and either the "UserControl" or "AiControl" scripts. (If you add the AiControl script, you'll need to assign it a target). - -To set up your own aircraft from scratch, use the following steps: - -1) Start with a suitable scene. There ought to be enough flat ground for a sensible take-off. -2) Place your 3d model in the scene. -3) Add the AeroplaneController script. (this will automatically add a required Rigidbody component). -4) Add the AeroplaneUserControl script. -5) Add a suitable Collider (or set of Colliders), so that it doesn't fall through the floor. -6) Hit play, try taking off. (Arrows/WSAD for power and rudder, Mouse for roll and pitch). -7) You may find the friction of your Colliders against the ground prevent take-off, or cause the plane to turn awkwardly during take-off. In this case you'll either need to reduce the friction of the Colliders touching the ground (by assigning a low-friction physics material to the Colliders), or add Wheel Colliders to your plane so that it can roll along the ground before take-off (as we have done in the sample prefabs provided). - -You can then mix and match the other optional components to add features such as engine sound, animated flaps, and propellers. - -You'll probably want to add a camera rig, so that the camera follows the aircraft as it flies off. See the Camera Rig guidelines for instructions on how to do that. - -The Aeroplane script exposes a number of properties which determine the power and handling of the aircraft, however ultimately the script is designed to provide a fun arcade game-like feel rather than attempting to be a realistic simulation of aircraft aerodynamics. It is possible to set up aircraft that will glide and stall, but ultimately the emphasis is on performance and fun rather than realism! - -For more detail about each setting, see the comments in the script. - -The AeroplaneUserControl script takes input from the "CrossPlatformInput" class included in the sample assets, however if you're not targeting mobile or prefer to use a different system to read input, you can simply use unity's built in Input class in place of CrossPlatformInput. For more information, see the Cross Platform Input guidelines. - -The AeroplaneAIControl component can be added instead of the AeroplaneUserControl component, allowing the plane to be AI controlled. You can set it up to either fly towards a specified target, or (by using the WaypointProgressTracker) follow a waypoint-defined route. 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m_IsPrefabParent: 1 diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Prefabs/AircraftPropellerAi.prefab.meta b/Assets/Standard Assets/Vehicles/Aircraft/Prefabs/AircraftPropellerAi.prefab.meta deleted file mode 100644 index df3bc39..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Prefabs/AircraftPropellerAi.prefab.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: cd707c1f484f43249bab272ac76a0174 -NativeFormatImporter: - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts.meta deleted file mode 100644 index 9e901d0..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 2c1511e0ceed760459899d8803837fb3 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs deleted file mode 100644 index 5c41a3f..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs +++ /dev/null @@ -1,117 +0,0 @@ -using System; -using UnityEngine; -using Random = UnityEngine.Random; - -namespace UnityStandardAssets.Vehicles.Aeroplane -{ - [RequireComponent(typeof (AeroplaneController))] - public class AeroplaneAiControl : MonoBehaviour - { - // This script represents an AI 'pilot' capable of flying the plane towards a designated target. - // It sends the equivalent of the inputs that a user would send to the Aeroplane controller. - [SerializeField] private float m_RollSensitivity = .2f; // How sensitively the AI applies the roll controls - [SerializeField] private float m_PitchSensitivity = .5f; // How sensitively the AI applies the pitch controls - [SerializeField] private float m_LateralWanderDistance = 5; // The amount that the plane can wander by when heading for a target - [SerializeField] private float m_LateralWanderSpeed = 0.11f; // The speed at which the plane will wander laterally - [SerializeField] private float m_MaxClimbAngle = 45; // The maximum angle that the AI will attempt to make plane can climb at - [SerializeField] private float m_MaxRollAngle = 45; // The maximum angle that the AI will attempt to u - [SerializeField] private float m_SpeedEffect = 0.01f; // This increases the effect of the controls based on the plane's speed. - [SerializeField] private float m_TakeoffHeight = 20; // the AI will fly straight and only pitch upwards until reaching this height - [SerializeField] private Transform m_Target; // the target to fly towards - - private AeroplaneController m_AeroplaneController; // The aeroplane controller that is used to move the plane - private float m_RandomPerlin; // Used for generating random point on perlin noise so that the plane will wander off path slightly - private bool m_TakenOff; // Has the plane taken off yet - - - // setup script properties - private void Awake() - { - // get the reference to the aeroplane controller, so we can send move input to it and read its current state. - m_AeroplaneController = GetComponent(); - - // pick a random perlin starting point for lateral wandering - m_RandomPerlin = Random.Range(0f, 100f); - } - - - // reset the object to sensible values - public void Reset() - { - m_TakenOff = false; - } - - - // fixed update is called in time with the physics system update - private void FixedUpdate() - { - if (m_Target != null) - { - // make the plane wander from the path, useful for making the AI seem more human, less robotic. - Vector3 targetPos = m_Target.position + - transform.right* - (Mathf.PerlinNoise(Time.time*m_LateralWanderSpeed, m_RandomPerlin)*2 - 1)* - m_LateralWanderDistance; - - // adjust the yaw and pitch towards the target - Vector3 localTarget = transform.InverseTransformPoint(targetPos); - float targetAngleYaw = Mathf.Atan2(localTarget.x, localTarget.z); - float targetAnglePitch = -Mathf.Atan2(localTarget.y, localTarget.z); - - - // Set the target for the planes pitch, we check later that this has not passed the maximum threshold - targetAnglePitch = Mathf.Clamp(targetAnglePitch, -m_MaxClimbAngle*Mathf.Deg2Rad, - m_MaxClimbAngle*Mathf.Deg2Rad); - - // calculate the difference between current pitch and desired pitch - float changePitch = targetAnglePitch - m_AeroplaneController.PitchAngle; - - // AI always applies gentle forward throttle - const float throttleInput = 0.5f; - - // AI applies elevator control (pitch, rotation around x) to reach the target angle - float pitchInput = changePitch*m_PitchSensitivity; - - // clamp the planes roll - float desiredRoll = Mathf.Clamp(targetAngleYaw, -m_MaxRollAngle*Mathf.Deg2Rad, m_MaxRollAngle*Mathf.Deg2Rad); - float yawInput = 0; - float rollInput = 0; - if (!m_TakenOff) - { - // If the planes altitude is above m_TakeoffHeight we class this as taken off - if (m_AeroplaneController.Altitude > m_TakeoffHeight) - { - m_TakenOff = true; - } - } - else - { - // now we have taken off to a safe height, we can use the rudder and ailerons to yaw and roll - yawInput = targetAngleYaw; - rollInput = -(m_AeroplaneController.RollAngle - desiredRoll)*m_RollSensitivity; - } - - // adjust how fast the AI is changing the controls based on the speed. Faster speed = faster on the controls. - float currentSpeedEffect = 1 + (m_AeroplaneController.ForwardSpeed*m_SpeedEffect); - rollInput *= currentSpeedEffect; - pitchInput *= currentSpeedEffect; - yawInput *= currentSpeedEffect; - - // pass the current input to the plane (false = because AI never uses air brakes!) - m_AeroplaneController.Move(rollInput, pitchInput, yawInput, throttleInput, false); - } - else - { - // no target set, send zeroed input to the planeW - m_AeroplaneController.Move(0, 0, 0, 0, false); - } - } - - - // allows other scripts to set the plane's target - public void SetTarget(Transform target) - { - m_Target = target; - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs.meta deleted file mode 100644 index 8e5d89b..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAiControl.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 6f947e56d54f4274896478766fef616c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs deleted file mode 100644 index 5db83e4..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs +++ /dev/null @@ -1,97 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Vehicles.Aeroplane -{ - public class AeroplaneAudio : MonoBehaviour - { - - [Serializable] - public class AdvancedSetttings // A class for storing the advanced options. - { - public float engineMinDistance = 50f; // The min distance of the engine audio source. - public float engineMaxDistance = 1000f; // The max distance of the engine audio source. - public float engineDopplerLevel = 1f; // The doppler level of the engine audio source. - [Range(0f, 1f)] public float engineMasterVolume = 0.5f; // An overall control of the engine sound volume. - public float windMinDistance = 10f; // The min distance of the wind audio source. - public float windMaxDistance = 100f; // The max distance of the wind audio source. - public float windDopplerLevel = 1f; // The doppler level of the wind audio source. - [Range(0f, 1f)] public float windMasterVolume = 0.5f; // An overall control of the wind sound volume. - } - - [SerializeField] private AudioClip m_EngineSound; // Looped engine sound, whose pitch and volume are affected by the plane's throttle setting. - [SerializeField] private float m_EngineMinThrottlePitch = 0.4f; // Pitch of the engine sound when at minimum throttle. - [SerializeField] private float m_EngineMaxThrottlePitch = 2f; // Pitch of the engine sound when at maximum throttle. - [SerializeField] private float m_EngineFwdSpeedMultiplier = 0.002f; // Additional multiplier for an increase in pitch of the engine from the plane's speed. - [SerializeField] private AudioClip m_WindSound; // Looped wind sound, whose pitch and volume are affected by the plane's velocity. - [SerializeField] private float m_WindBasePitch = 0.2f; // starting pitch for wind (when plane is at zero speed) - [SerializeField] private float m_WindSpeedPitchFactor = 0.004f; // Relative increase in pitch of the wind from the plane's speed. - [SerializeField] private float m_WindMaxSpeedVolume = 100; // the speed the aircraft much reach before the wind sound reaches maximum volume. - [SerializeField] private AdvancedSetttings m_AdvancedSetttings = new AdvancedSetttings();// container to make advanced settings appear as rollout in inspector - - private AudioSource m_EngineSoundSource; // Reference to the AudioSource for the engine. - private AudioSource m_WindSoundSource; // Reference to the AudioSource for the wind. - private AeroplaneController m_Plane; // Reference to the aeroplane controller. - private Rigidbody m_Rigidbody; - - - private void Awake() - { - // Set up the reference to the aeroplane controller. - m_Plane = GetComponent(); - m_Rigidbody = GetComponent(); - - - // Add the audiosources and get the references. - m_EngineSoundSource = gameObject.AddComponent(); - m_EngineSoundSource.playOnAwake = false; - m_WindSoundSource = gameObject.AddComponent(); - m_WindSoundSource.playOnAwake = false; - - // Assign clips to the audiosources. - m_EngineSoundSource.clip = m_EngineSound; - m_WindSoundSource.clip = m_WindSound; - - // Set the parameters of the audiosources. - m_EngineSoundSource.minDistance = m_AdvancedSetttings.engineMinDistance; - m_EngineSoundSource.maxDistance = m_AdvancedSetttings.engineMaxDistance; - m_EngineSoundSource.loop = true; - m_EngineSoundSource.dopplerLevel = m_AdvancedSetttings.engineDopplerLevel; - - m_WindSoundSource.minDistance = m_AdvancedSetttings.windMinDistance; - m_WindSoundSource.maxDistance = m_AdvancedSetttings.windMaxDistance; - m_WindSoundSource.loop = true; - m_WindSoundSource.dopplerLevel = m_AdvancedSetttings.windDopplerLevel; - - // call update here to set the sounds pitch and volumes before they actually play - Update(); - - // Start the sounds playing. - m_EngineSoundSource.Play(); - m_WindSoundSource.Play(); - } - - - private void Update() - { - // Find what proportion of the engine's power is being used. - var enginePowerProportion = Mathf.InverseLerp(0, m_Plane.MaxEnginePower, m_Plane.EnginePower); - - // Set the engine's pitch to be proportional to the engine's current power. - m_EngineSoundSource.pitch = Mathf.Lerp(m_EngineMinThrottlePitch, m_EngineMaxThrottlePitch, enginePowerProportion); - - // Increase the engine's pitch by an amount proportional to the aeroplane's forward speed. - // (this makes the pitch increase when going into a dive!) - m_EngineSoundSource.pitch += m_Plane.ForwardSpeed*m_EngineFwdSpeedMultiplier; - - // Set the engine's volume to be proportional to the engine's current power. - m_EngineSoundSource.volume = Mathf.InverseLerp(0, m_Plane.MaxEnginePower*m_AdvancedSetttings.engineMasterVolume, - m_Plane.EnginePower); - - // Set the wind's pitch and volume to be proportional to the aeroplane's forward speed. - float planeSpeed = m_Rigidbody.velocity.magnitude; - m_WindSoundSource.pitch = m_WindBasePitch + planeSpeed*m_WindSpeedPitchFactor; - m_WindSoundSource.volume = Mathf.InverseLerp(0, m_WindMaxSpeedVolume, planeSpeed)*m_AdvancedSetttings.windMasterVolume; - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs.meta deleted file mode 100644 index 50bcda8..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneAudio.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 66329fe4ad8cd59478fffdc10131da1c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs deleted file mode 100644 index 6e84dcf..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs +++ /dev/null @@ -1,108 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Vehicles.Aeroplane -{ - public class AeroplaneControlSurfaceAnimator : MonoBehaviour - { - [SerializeField] private float m_Smoothing = 5f; // The smoothing applied to the movement of control surfaces. - [SerializeField] private ControlSurface[] m_ControlSurfaces; // Collection of control surfaces. - - private AeroplaneController m_Plane; // Reference to the aeroplane controller. - - - private void Start() - { - // Get the reference to the aeroplane controller. - m_Plane = GetComponent(); - - // Store the original local rotation of each surface, so we can rotate relative to this - foreach (var surface in m_ControlSurfaces) - { - surface.originalLocalRotation = surface.transform.localRotation; - } - } - - - private void Update() - { - foreach (var surface in m_ControlSurfaces) - { - switch (surface.type) - { - case ControlSurface.Type.Aileron: - { - // Ailerons rotate around the x axis, according to the plane's roll input - Quaternion rotation = Quaternion.Euler(surface.amount*m_Plane.RollInput, 0f, 0f); - RotateSurface(surface, rotation); - break; - } - case ControlSurface.Type.Elevator: - { - // Elevators rotate negatively around the x axis, according to the plane's pitch input - Quaternion rotation = Quaternion.Euler(surface.amount*-m_Plane.PitchInput, 0f, 0f); - RotateSurface(surface, rotation); - break; - } - case ControlSurface.Type.Rudder: - { - // Rudders rotate around their y axis, according to the plane's yaw input - Quaternion rotation = Quaternion.Euler(0f, surface.amount*m_Plane.YawInput, 0f); - RotateSurface(surface, rotation); - break; - } - case ControlSurface.Type.RuddervatorPositive: - { - // Ruddervators are a combination of rudder and elevator, and rotate - // around their z axis by a combination of the yaw and pitch input - float r = m_Plane.YawInput + m_Plane.PitchInput; - Quaternion rotation = Quaternion.Euler(0f, 0f, surface.amount*r); - RotateSurface(surface, rotation); - break; - } - case ControlSurface.Type.RuddervatorNegative: - { - // ... and because ruddervators are "special", we need a negative version too. >_< - float r = m_Plane.YawInput - m_Plane.PitchInput; - Quaternion rotation = Quaternion.Euler(0f, 0f, surface.amount*r); - RotateSurface(surface, rotation); - break; - } - } - } - } - - - private void RotateSurface(ControlSurface surface, Quaternion rotation) - { - // Create a target which is the surface's original rotation, rotated by the input. - Quaternion target = surface.originalLocalRotation*rotation; - - // Slerp the surface's rotation towards the target rotation. - surface.transform.localRotation = Quaternion.Slerp(surface.transform.localRotation, target, - m_Smoothing*Time.deltaTime); - } - - - // This class presents a nice custom structure in which to define each of the plane's contol surfaces to animate. - // They show up in the inspector as an array. - [Serializable] - public class ControlSurface // Control surfaces represent the different flaps of the aeroplane. - { - public enum Type // Flaps differ in position and rotation and are represented by different types. - { - Aileron, // Horizontal flaps on the wings, rotate on the x axis. - Elevator, // Horizontal flaps used to adjusting the pitch of a plane, rotate on the x axis. - Rudder, // Vertical flaps on the tail, rotate on the y axis. - RuddervatorNegative, // Combination of rudder and elevator. - RuddervatorPositive, // Combination of rudder and elevator. - } - - public Transform transform; // The transform of the control surface. - public float amount; // The amount by which they can rotate. - public Type type; // The type of control surface. - - [HideInInspector] public Quaternion originalLocalRotation; // The rotation of the surface at the start. - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs.meta deleted file mode 100644 index 771d84c..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneControlSurfaceAnimator.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 1ee34fdb2d383a84e9ef60c30fc2778e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs deleted file mode 100644 index 4148752..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs +++ /dev/null @@ -1,269 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Vehicles.Aeroplane -{ - [RequireComponent(typeof (Rigidbody))] - public class AeroplaneController : MonoBehaviour - { - [SerializeField] private float m_MaxEnginePower = 40f; // The maximum output of the engine. - [SerializeField] private float m_Lift = 0.002f; // The amount of lift generated by the aeroplane moving forwards. - [SerializeField] private float m_ZeroLiftSpeed = 300; // The speed at which lift is no longer applied. - [SerializeField] private float m_RollEffect = 1f; // The strength of effect for roll input. - [SerializeField] private float m_PitchEffect = 1f; // The strength of effect for pitch input. - [SerializeField] private float m_YawEffect = 0.2f; // The strength of effect for yaw input. - [SerializeField] private float m_BankedTurnEffect = 0.5f; // The amount of turn from doing a banked turn. - [SerializeField] private float m_AerodynamicEffect = 0.02f; // How much aerodynamics affect the speed of the aeroplane. - [SerializeField] private float m_AutoTurnPitch = 0.5f; // How much the aeroplane automatically pitches when in a banked turn. - [SerializeField] private float m_AutoRollLevel = 0.2f; // How much the aeroplane tries to level when not rolling. - [SerializeField] private float m_AutoPitchLevel = 0.2f; // How much the aeroplane tries to level when not pitching. - [SerializeField] private float m_AirBrakesEffect = 3f; // How much the air brakes effect the drag. - [SerializeField] private float m_ThrottleChangeSpeed = 0.3f; // The speed with which the throttle changes. - [SerializeField] private float m_DragIncreaseFactor = 0.001f; // how much drag should increase with speed. - - public float Altitude { get; private set; } // The aeroplane's height above the ground. - public float Throttle { get; private set; } // The amount of throttle being used. - public bool AirBrakes { get; private set; } // Whether or not the air brakes are being applied. - public float ForwardSpeed { get; private set; } // How fast the aeroplane is traveling in it's forward direction. - public float EnginePower { get; private set; } // How much power the engine is being given. - public float MaxEnginePower{ get { return m_MaxEnginePower; }} // The maximum output of the engine. - public float RollAngle { get; private set; } - public float PitchAngle { get; private set; } - public float RollInput { get; private set; } - public float PitchInput { get; private set; } - public float YawInput { get; private set; } - public float ThrottleInput { get; private set; } - - private float m_OriginalDrag; // The drag when the scene starts. - private float m_OriginalAngularDrag; // The angular drag when the scene starts. - private float m_AeroFactor; - private bool m_Immobilized = false; // used for making the plane uncontrollable, i.e. if it has been hit or crashed. - private float m_BankedTurnAmount; - private Rigidbody m_Rigidbody; - WheelCollider[] m_WheelColliders; - - - private void Start() - { - m_Rigidbody = GetComponent(); - // Store original drag settings, these are modified during flight. - m_OriginalDrag = m_Rigidbody.drag; - m_OriginalAngularDrag = m_Rigidbody.angularDrag; - - for (int i = 0; i < transform.childCount; i++ ) - { - foreach (var componentsInChild in transform.GetChild(i).GetComponentsInChildren()) - { - componentsInChild.motorTorque = 0.18f; - } - } - } - - - public void Move(float rollInput, float pitchInput, float yawInput, float throttleInput, bool airBrakes) - { - // transfer input parameters into properties.s - RollInput = rollInput; - PitchInput = pitchInput; - YawInput = yawInput; - ThrottleInput = throttleInput; - AirBrakes = airBrakes; - - ClampInputs(); - - CalculateRollAndPitchAngles(); - - AutoLevel(); - - CalculateForwardSpeed(); - - ControlThrottle(); - - CalculateDrag(); - - CaluclateAerodynamicEffect(); - - CalculateLinearForces(); - - CalculateTorque(); - - CalculateAltitude(); - } - - - private void ClampInputs() - { - // clamp the inputs to -1 to 1 range - RollInput = Mathf.Clamp(RollInput, -1, 1); - PitchInput = Mathf.Clamp(PitchInput, -1, 1); - YawInput = Mathf.Clamp(YawInput, -1, 1); - ThrottleInput = Mathf.Clamp(ThrottleInput, -1, 1); - } - - - private void CalculateRollAndPitchAngles() - { - // Calculate roll & pitch angles - // Calculate the flat forward direction (with no y component). - var flatForward = transform.forward; - flatForward.y = 0; - // If the flat forward vector is non-zero (which would only happen if the plane was pointing exactly straight upwards) - if (flatForward.sqrMagnitude > 0) - { - flatForward.Normalize(); - // calculate current pitch angle - var localFlatForward = transform.InverseTransformDirection(flatForward); - PitchAngle = Mathf.Atan2(localFlatForward.y, localFlatForward.z); - // calculate current roll angle - var flatRight = Vector3.Cross(Vector3.up, flatForward); - var localFlatRight = transform.InverseTransformDirection(flatRight); - RollAngle = Mathf.Atan2(localFlatRight.y, localFlatRight.x); - } - } - - - private void AutoLevel() - { - // The banked turn amount (between -1 and 1) is the sine of the roll angle. - // this is an amount applied to elevator input if the user is only using the banking controls, - // because that's what people expect to happen in games! - m_BankedTurnAmount = Mathf.Sin(RollAngle); - // auto level roll, if there's no roll input: - if (RollInput == 0f) - { - RollInput = -RollAngle*m_AutoRollLevel; - } - // auto correct pitch, if no pitch input (but also apply the banked turn amount) - if (PitchInput == 0f) - { - PitchInput = -PitchAngle*m_AutoPitchLevel; - PitchInput -= Mathf.Abs(m_BankedTurnAmount*m_BankedTurnAmount*m_AutoTurnPitch); - } - } - - - private void CalculateForwardSpeed() - { - // Forward speed is the speed in the planes's forward direction (not the same as its velocity, eg if falling in a stall) - var localVelocity = transform.InverseTransformDirection(m_Rigidbody.velocity); - ForwardSpeed = Mathf.Max(0, localVelocity.z); - } - - - private void ControlThrottle() - { - // override throttle if immobilized - if (m_Immobilized) - { - ThrottleInput = -0.5f; - } - - // Adjust throttle based on throttle input (or immobilized state) - Throttle = Mathf.Clamp01(Throttle + ThrottleInput*Time.deltaTime*m_ThrottleChangeSpeed); - - // current engine power is just: - EnginePower = Throttle*m_MaxEnginePower; - } - - - private void CalculateDrag() - { - // increase the drag based on speed, since a constant drag doesn't seem "Real" (tm) enough - float extraDrag = m_Rigidbody.velocity.magnitude*m_DragIncreaseFactor; - // Air brakes work by directly modifying drag. This part is actually pretty realistic! - m_Rigidbody.drag = (AirBrakes ? (m_OriginalDrag + extraDrag)*m_AirBrakesEffect : m_OriginalDrag + extraDrag); - // Forward speed affects angular drag - at high forward speed, it's much harder for the plane to spin - m_Rigidbody.angularDrag = m_OriginalAngularDrag*ForwardSpeed; - } - - - private void CaluclateAerodynamicEffect() - { - // "Aerodynamic" calculations. This is a very simple approximation of the effect that a plane - // will naturally try to align itself in the direction that it's facing when moving at speed. - // Without this, the plane would behave a bit like the asteroids spaceship! - if (m_Rigidbody.velocity.magnitude > 0) - { - // compare the direction we're pointing with the direction we're moving: - m_AeroFactor = Vector3.Dot(transform.forward, m_Rigidbody.velocity.normalized); - // multipled by itself results in a desirable rolloff curve of the effect - m_AeroFactor *= m_AeroFactor; - // Finally we calculate a new velocity by bending the current velocity direction towards - // the the direction the plane is facing, by an amount based on this aeroFactor - var newVelocity = Vector3.Lerp(m_Rigidbody.velocity, transform.forward*ForwardSpeed, - m_AeroFactor*ForwardSpeed*m_AerodynamicEffect*Time.deltaTime); - m_Rigidbody.velocity = newVelocity; - - // also rotate the plane towards the direction of movement - this should be a very small effect, but means the plane ends up - // pointing downwards in a stall - m_Rigidbody.rotation = Quaternion.Slerp(m_Rigidbody.rotation, - Quaternion.LookRotation(m_Rigidbody.velocity, transform.up), - m_AerodynamicEffect*Time.deltaTime); - } - } - - - private void CalculateLinearForces() - { - // Now calculate forces acting on the aeroplane: - // we accumulate forces into this variable: - var forces = Vector3.zero; - // Add the engine power in the forward direction - forces += EnginePower*transform.forward; - // The direction that the lift force is applied is at right angles to the plane's velocity (usually, this is 'up'!) - var liftDirection = Vector3.Cross(m_Rigidbody.velocity, transform.right).normalized; - // The amount of lift drops off as the plane increases speed - in reality this occurs as the pilot retracts the flaps - // shortly after takeoff, giving the plane less drag, but less lift. Because we don't simulate flaps, this is - // a simple way of doing it automatically: - var zeroLiftFactor = Mathf.InverseLerp(m_ZeroLiftSpeed, 0, ForwardSpeed); - // Calculate and add the lift power - var liftPower = ForwardSpeed*ForwardSpeed*m_Lift*zeroLiftFactor*m_AeroFactor; - forces += liftPower*liftDirection; - // Apply the calculated forces to the the Rigidbody - m_Rigidbody.AddForce(forces); - } - - - private void CalculateTorque() - { - // We accumulate torque forces into this variable: - var torque = Vector3.zero; - // Add torque for the pitch based on the pitch input. - torque += PitchInput*m_PitchEffect*transform.right; - // Add torque for the yaw based on the yaw input. - torque += YawInput*m_YawEffect*transform.up; - // Add torque for the roll based on the roll input. - torque += -RollInput*m_RollEffect*transform.forward; - // Add torque for banked turning. - torque += m_BankedTurnAmount*m_BankedTurnEffect*transform.up; - // The total torque is multiplied by the forward speed, so the controls have more effect at high speed, - // and little effect at low speed, or when not moving in the direction of the nose of the plane - // (i.e. falling while stalled) - m_Rigidbody.AddTorque(torque*ForwardSpeed*m_AeroFactor); - } - - - private void CalculateAltitude() - { - // Altitude calculations - we raycast downwards from the aeroplane - // starting a safe distance below the plane to avoid colliding with any of the plane's own colliders - var ray = new Ray(transform.position - Vector3.up*10, -Vector3.up); - RaycastHit hit; - Altitude = Physics.Raycast(ray, out hit) ? hit.distance + 10 : transform.position.y; - } - - - // Immobilize can be called from other objects, for example if this plane is hit by a weapon and should become uncontrollable - public void Immobilize() - { - m_Immobilized = true; - } - - - // Reset is called via the ObjectResetter script, if present. - public void Reset() - { - m_Immobilized = false; - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs.meta deleted file mode 100644 index 1e696c6..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneController.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 235a6615124795442b98c1f03500003e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs deleted file mode 100644 index 77e122b..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs +++ /dev/null @@ -1,73 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Vehicles.Aeroplane -{ - public class AeroplanePropellerAnimator : MonoBehaviour - { - [SerializeField] private Transform m_PropellorModel; // The model of the the aeroplane's propellor. - [SerializeField] private Transform m_PropellorBlur; // The plane used for the blurred propellor textures. - [SerializeField] private Texture2D[] m_PropellorBlurTextures; // An array of increasingly blurred propellor textures. - [SerializeField] [Range(0f, 1f)] private float m_ThrottleBlurStart = 0.25f; // The point at which the blurred textures start. - [SerializeField] [Range(0f, 1f)] private float m_ThrottleBlurEnd = 0.5f; // The point at which the blurred textures stop changing. - [SerializeField] private float m_MaxRpm = 2000; // The maximum speed the propellor can turn at. - - private AeroplaneController m_Plane; // Reference to the aeroplane controller. - private int m_PropellorBlurState = -1; // To store the state of the blurred textures. - private const float k_RpmToDps = 60f; // For converting from revs per minute to degrees per second. - private Renderer m_PropellorModelRenderer; - private Renderer m_PropellorBlurRenderer; - - - private void Awake() - { - // Set up the reference to the aeroplane controller. - m_Plane = GetComponent(); - - m_PropellorModelRenderer = m_PropellorModel.GetComponent(); - m_PropellorBlurRenderer = m_PropellorBlur.GetComponent(); - - // Set the propellor blur gameobject's parent to be the propellor. - m_PropellorBlur.parent = m_PropellorModel; - } - - - private void Update() - { - // Rotate the propellor model at a rate proportional to the throttle. - m_PropellorModel.Rotate(0, m_MaxRpm*m_Plane.Throttle*Time.deltaTime*k_RpmToDps, 0); - - // Create an integer for the new state of the blur textures. - var newBlurState = 0; - - // choose between the blurred textures, if the throttle is high enough - if (m_Plane.Throttle > m_ThrottleBlurStart) - { - var throttleBlurProportion = Mathf.InverseLerp(m_ThrottleBlurStart, m_ThrottleBlurEnd, m_Plane.Throttle); - newBlurState = Mathf.FloorToInt(throttleBlurProportion*(m_PropellorBlurTextures.Length - 1)); - } - - // If the blur state has changed - if (newBlurState != m_PropellorBlurState) - { - m_PropellorBlurState = newBlurState; - - if (m_PropellorBlurState == 0) - { - // switch to using the 'real' propellor model - m_PropellorModelRenderer.enabled = true; - m_PropellorBlurRenderer.enabled = false; - } - else - { - // Otherwise turn off the propellor model and turn on the blur. - m_PropellorModelRenderer.enabled = false; - m_PropellorBlurRenderer.enabled = true; - - // set the appropriate texture from the blur array - m_PropellorBlurRenderer.material.mainTexture = m_PropellorBlurTextures[m_PropellorBlurState]; - } - } - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs.meta deleted file mode 100644 index 17311b7..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplanePropellerAnimator.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: fb9e837aae6395d48b1182bee201f814 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs deleted file mode 100644 index fa4b12b..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs +++ /dev/null @@ -1,62 +0,0 @@ -using System; -using UnityEngine; -using UnityStandardAssets.CrossPlatformInput; - -namespace UnityStandardAssets.Vehicles.Aeroplane -{ - [RequireComponent(typeof (AeroplaneController))] - public class AeroplaneUserControl2Axis : MonoBehaviour - { - // these max angles are only used on mobile, due to the way pitch and roll input are handled - public float maxRollAngle = 80; - public float maxPitchAngle = 80; - - // reference to the aeroplane that we're controlling - private AeroplaneController m_Aeroplane; - - - private void Awake() - { - // Set up the reference to the aeroplane controller. - m_Aeroplane = GetComponent(); - } - - - private void FixedUpdate() - { - // Read input for the pitch, yaw, roll and throttle of the aeroplane. - float roll = CrossPlatformInputManager.GetAxis("Horizontal"); - float pitch = CrossPlatformInputManager.GetAxis("Vertical"); - bool airBrakes = CrossPlatformInputManager.GetButton("Fire1"); - - // auto throttle up, or down if braking. - float throttle = airBrakes ? -1 : 1; -#if MOBILE_INPUT - AdjustInputForMobileControls(ref roll, ref pitch, ref throttle); -#endif - // Pass the input to the aeroplane - m_Aeroplane.Move(roll, pitch, 0, throttle, airBrakes); - } - - - private void AdjustInputForMobileControls(ref float roll, ref float pitch, ref float throttle) - { - // because mobile tilt is used for roll and pitch, we help out by - // assuming that a centered level device means the user - // wants to fly straight and level! - - // this means on mobile, the input represents the *desired* roll angle of the aeroplane, - // and the roll input is calculated to achieve that. - // whereas on non-mobile, the input directly controls the roll of the aeroplane. - - float intendedRollAngle = roll*maxRollAngle*Mathf.Deg2Rad; - float intendedPitchAngle = pitch*maxPitchAngle*Mathf.Deg2Rad; - roll = Mathf.Clamp((intendedRollAngle - m_Aeroplane.RollAngle), -1, 1); - pitch = Mathf.Clamp((intendedPitchAngle - m_Aeroplane.PitchAngle), -1, 1); - - // similarly, the throttle axis input is considered to be the desired absolute value, not a relative change to current throttle. - float intendedThrottle = throttle*0.5f + 0.5f; - throttle = Mathf.Clamp(intendedThrottle - m_Aeroplane.Throttle, -1, 1); - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs.meta deleted file mode 100644 index e9d3d6a..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl2Axis.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: b297a60c0ddf0ee4dabefaf158fb097d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs deleted file mode 100644 index f469570..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs +++ /dev/null @@ -1,60 +0,0 @@ -using System; -using UnityEngine; -using UnityStandardAssets.CrossPlatformInput; - -namespace UnityStandardAssets.Vehicles.Aeroplane -{ - [RequireComponent(typeof (AeroplaneController))] - public class AeroplaneUserControl4Axis : MonoBehaviour - { - // these max angles are only used on mobile, due to the way pitch and roll input are handled - public float maxRollAngle = 80; - public float maxPitchAngle = 80; - - // reference to the aeroplane that we're controlling - private AeroplaneController m_Aeroplane; - private float m_Throttle; - private bool m_AirBrakes; - private float m_Yaw; - - - private void Awake() - { - // Set up the reference to the aeroplane controller. - m_Aeroplane = GetComponent(); - } - - - private void FixedUpdate() - { - // Read input for the pitch, yaw, roll and throttle of the aeroplane. - float roll = CrossPlatformInputManager.GetAxis("Mouse X"); - float pitch = CrossPlatformInputManager.GetAxis("Mouse Y"); - m_AirBrakes = CrossPlatformInputManager.GetButton("Fire1"); - m_Yaw = CrossPlatformInputManager.GetAxis("Horizontal"); - m_Throttle = CrossPlatformInputManager.GetAxis("Vertical"); -#if MOBILE_INPUT - AdjustInputForMobileControls(ref roll, ref pitch, ref m_Throttle); -#endif - // Pass the input to the aeroplane - m_Aeroplane.Move(roll, pitch, m_Yaw, m_Throttle, m_AirBrakes); - } - - - private void AdjustInputForMobileControls(ref float roll, ref float pitch, ref float throttle) - { - // because mobile tilt is used for roll and pitch, we help out by - // assuming that a centered level device means the user - // wants to fly straight and level! - - // this means on mobile, the input represents the *desired* roll angle of the aeroplane, - // and the roll input is calculated to achieve that. - // whereas on non-mobile, the input directly controls the roll of the aeroplane. - - float intendedRollAngle = roll*maxRollAngle*Mathf.Deg2Rad; - float intendedPitchAngle = pitch*maxPitchAngle*Mathf.Deg2Rad; - roll = Mathf.Clamp((intendedRollAngle - m_Aeroplane.RollAngle), -1, 1); - pitch = Mathf.Clamp((intendedPitchAngle - m_Aeroplane.PitchAngle), -1, 1); - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs.meta deleted file mode 100644 index db446a4..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/AeroplaneUserControl4Axis.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: b821cfe117414d14ea5ad71c5b3c503f -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs deleted file mode 100644 index d918c22..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs +++ /dev/null @@ -1,70 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Vehicles.Aeroplane -{ - [RequireComponent(typeof (ParticleSystem))] - public class JetParticleEffect : MonoBehaviour - { - // this script controls the jet's exhaust particle system, controlling the - // size and colour based on the jet's current throttle value. - public Color minColour; // The base colour for the effect to start at - - private AeroplaneController m_Jet; // The jet that the particle effect is attached to - private ParticleSystem m_System; // The particle system that is being controlled - private float m_OriginalStartSize; // The original starting size of the particle system - private float m_OriginalLifetime; // The original lifetime of the particle system - private Color m_OriginalStartColor; // The original starting colout of the particle system - - // Use this for initialization - private void Start() - { - // get the aeroplane from the object hierarchy - m_Jet = FindAeroplaneParent(); - - // get the particle system ( it will be on the object as we have a require component set up - m_System = GetComponent(); - - // set the original properties from the particle system - m_OriginalLifetime = m_System.startLifetime; - m_OriginalStartSize = m_System.startSize; - m_OriginalStartColor = m_System.startColor; - } - - - // Update is called once per frame - private void Update() - { - // update the particle system based on the jets throttle - m_System.startLifetime = Mathf.Lerp(0.0f, m_OriginalLifetime, m_Jet.Throttle); - m_System.startSize = Mathf.Lerp(m_OriginalStartSize*.3f, m_OriginalStartSize, m_Jet.Throttle); - m_System.startColor = Color.Lerp(minColour, m_OriginalStartColor, m_Jet.Throttle); - } - - - private AeroplaneController FindAeroplaneParent() - { - // get reference to the object transform - var t = transform; - - // traverse the object hierarchy upwards to find the AeroplaneController - // (since this is placed on a child object) - while (t != null) - { - var aero = t.GetComponent(); - if (aero == null) - { - // try next parent - t = t.parent; - } - else - { - return aero; - } - } - - // controller not found! - throw new Exception(" AeroplaneContoller not found in object hierarchy"); - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs.meta deleted file mode 100644 index aef45e6..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/JetParticleEffect.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 1b878b2bd27dca747855179c7ca76010 -MonoImporter: - 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private Animator m_Animator; - private Rigidbody m_Rigidbody; - private AeroplaneController m_Plane; - - // Use this for initialization - private void Start() - { - m_Plane = GetComponent(); - m_Animator = GetComponent(); - m_Rigidbody = GetComponent(); - } - - - // Update is called once per frame - private void Update() - { - if (m_State == GearState.Lowered && m_Plane.Altitude > raiseAtAltitude && m_Rigidbody.velocity.y > 0) - { - m_State = GearState.Raised; - } - - if (m_State == GearState.Raised && m_Plane.Altitude < lowerAtAltitude && m_Rigidbody.velocity.y < 0) - { - m_State = GearState.Lowered; - } - - // set the parameter on the animator controller to trigger the appropriate animation - m_Animator.SetInteger("GearState", (int) m_State); - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/LandingGear.cs.meta b/Assets/Standard Assets/Vehicles/Aircraft/Scripts/LandingGear.cs.meta deleted file mode 100644 index a1ab4cd..0000000 --- a/Assets/Standard Assets/Vehicles/Aircraft/Scripts/LandingGear.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: bf6c56c7f8c75ca4c99450be5aca5ace -MonoImporter: - 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serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs deleted file mode 100644 index dc7b8d6..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs +++ /dev/null @@ -1,221 +0,0 @@ -using System; -using UnityEngine; -using Random = UnityEngine.Random; - -namespace UnityStandardAssets.Vehicles.Car -{ - [RequireComponent(typeof (CarController))] - public class CarAIControl : MonoBehaviour - { - public enum BrakeCondition - { - NeverBrake, // the car simply accelerates at full throttle all the time. - TargetDirectionDifference, // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners. - TargetDistance, // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to - // head for a stationary target and come to rest when it arrives there. - } - - // This script provides input to the car controller in the same way that the user control script does. - // As such, it is really 'driving' the car, with no special physics or animation tricks to make the car behave properly. - - // "wandering" is used to give the cars a more human, less robotic feel. They can waver slightly - // in speed and direction while driving towards their target. - - [SerializeField] [Range(0, 1)] private float m_CautiousSpeedFactor = 0.05f; // percentage of max speed to use when being maximally cautious - [SerializeField] [Range(0, 180)] private float m_CautiousMaxAngle = 50f; // angle of approaching corner to treat as warranting maximum caution - [SerializeField] private float m_CautiousMaxDistance = 100f; // distance at which distance-based cautiousness begins - [SerializeField] private float m_CautiousAngularVelocityFactor = 30f; // how cautious the AI should be when considering its own current angular velocity (i.e. easing off acceleration if spinning!) - [SerializeField] private float m_SteerSensitivity = 0.05f; // how sensitively the AI uses steering input to turn to the desired direction - [SerializeField] private float m_AccelSensitivity = 0.04f; // How sensitively the AI uses the accelerator to reach the current desired speed - [SerializeField] private float m_BrakeSensitivity = 1f; // How sensitively the AI uses the brake to reach the current desired speed - [SerializeField] private float m_LateralWanderDistance = 3f; // how far the car will wander laterally towards its target - [SerializeField] private float m_LateralWanderSpeed = 0.1f; // how fast the lateral wandering will fluctuate - [SerializeField] [Range(0, 1)] private float m_AccelWanderAmount = 0.1f; // how much the cars acceleration will wander - [SerializeField] private float m_AccelWanderSpeed = 0.1f; // how fast the cars acceleration wandering will fluctuate - [SerializeField] private BrakeCondition m_BrakeCondition = BrakeCondition.TargetDistance; // what should the AI consider when accelerating/braking? - [SerializeField] private bool m_Driving; // whether the AI is currently actively driving or stopped. - [SerializeField] private Transform m_Target; // 'target' the target object to aim for. - [SerializeField] private bool m_StopWhenTargetReached; // should we stop driving when we reach the target? - [SerializeField] private float m_ReachTargetThreshold = 2; // proximity to target to consider we 'reached' it, and stop driving. - - private float m_RandomPerlin; // A random value for the car to base its wander on (so that AI cars don't all wander in the same pattern) - private CarController m_CarController; // Reference to actual car controller we are controlling - private float m_AvoidOtherCarTime; // time until which to avoid the car we recently collided with - private float m_AvoidOtherCarSlowdown; // how much to slow down due to colliding with another car, whilst avoiding - private float m_AvoidPathOffset; // direction (-1 or 1) in which to offset path to avoid other car, whilst avoiding - private Rigidbody m_Rigidbody; - - - private void Awake() - { - // get the car controller reference - m_CarController = GetComponent(); - - // give the random perlin a random value - m_RandomPerlin = Random.value*100; - - m_Rigidbody = GetComponent(); - } - - - private void FixedUpdate() - { - if (m_Target == null || !m_Driving) - { - // Car should not be moving, - // use handbrake to stop - m_CarController.Move(0, 0, -1f, 1f); - } - else - { - Vector3 fwd = transform.forward; - if (m_Rigidbody.velocity.magnitude > m_CarController.MaxSpeed*0.1f) - { - fwd = m_Rigidbody.velocity; - } - - float desiredSpeed = m_CarController.MaxSpeed; - - // now it's time to decide if we should be slowing down... - switch (m_BrakeCondition) - { - case BrakeCondition.TargetDirectionDifference: - { - // the car will brake according to the upcoming change in direction of the target. Useful for route-based AI, slowing for corners. - - // check out the angle of our target compared to the current direction of the car - float approachingCornerAngle = Vector3.Angle(m_Target.forward, fwd); - - // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle - float spinningAngle = m_Rigidbody.angularVelocity.magnitude*m_CautiousAngularVelocityFactor; - - // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount - float cautiousnessRequired = Mathf.InverseLerp(0, m_CautiousMaxAngle, - Mathf.Max(spinningAngle, - approachingCornerAngle)); - desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed*m_CautiousSpeedFactor, - cautiousnessRequired); - break; - } - - case BrakeCondition.TargetDistance: - { - // the car will brake as it approaches its target, regardless of the target's direction. Useful if you want the car to - // head for a stationary target and come to rest when it arrives there. - - // check out the distance to target - Vector3 delta = m_Target.position - transform.position; - float distanceCautiousFactor = Mathf.InverseLerp(m_CautiousMaxDistance, 0, delta.magnitude); - - // also consider the current amount we're turning, multiplied up and then compared in the same way as an upcoming corner angle - float spinningAngle = m_Rigidbody.angularVelocity.magnitude*m_CautiousAngularVelocityFactor; - - // if it's different to our current angle, we need to be cautious (i.e. slow down) a certain amount - float cautiousnessRequired = Mathf.Max( - Mathf.InverseLerp(0, m_CautiousMaxAngle, spinningAngle), distanceCautiousFactor); - desiredSpeed = Mathf.Lerp(m_CarController.MaxSpeed, m_CarController.MaxSpeed*m_CautiousSpeedFactor, - cautiousnessRequired); - break; - } - - case BrakeCondition.NeverBrake: - break; - } - - // Evasive action due to collision with other cars: - - // our target position starts off as the 'real' target position - Vector3 offsetTargetPos = m_Target.position; - - // if are we currently taking evasive action to prevent being stuck against another car: - if (Time.time < m_AvoidOtherCarTime) - { - // slow down if necessary (if we were behind the other car when collision occured) - desiredSpeed *= m_AvoidOtherCarSlowdown; - - // and veer towards the side of our path-to-target that is away from the other car - offsetTargetPos += m_Target.right*m_AvoidPathOffset; - } - else - { - // no need for evasive action, we can just wander across the path-to-target in a random way, - // which can help prevent AI from seeming too uniform and robotic in their driving - offsetTargetPos += m_Target.right* - (Mathf.PerlinNoise(Time.time*m_LateralWanderSpeed, m_RandomPerlin)*2 - 1)* - m_LateralWanderDistance; - } - - // use different sensitivity depending on whether accelerating or braking: - float accelBrakeSensitivity = (desiredSpeed < m_CarController.CurrentSpeed) - ? m_BrakeSensitivity - : m_AccelSensitivity; - - // decide the actual amount of accel/brake input to achieve desired speed. - float accel = Mathf.Clamp((desiredSpeed - m_CarController.CurrentSpeed)*accelBrakeSensitivity, -1, 1); - - // add acceleration 'wander', which also prevents AI from seeming too uniform and robotic in their driving - // i.e. increasing the accel wander amount can introduce jostling and bumps between AI cars in a race - accel *= (1 - m_AccelWanderAmount) + - (Mathf.PerlinNoise(Time.time*m_AccelWanderSpeed, m_RandomPerlin)*m_AccelWanderAmount); - - // calculate the local-relative position of the target, to steer towards - Vector3 localTarget = transform.InverseTransformPoint(offsetTargetPos); - - // work out the local angle towards the target - float targetAngle = Mathf.Atan2(localTarget.x, localTarget.z)*Mathf.Rad2Deg; - - // get the amount of steering needed to aim the car towards the target - float steer = Mathf.Clamp(targetAngle*m_SteerSensitivity, -1, 1)*Mathf.Sign(m_CarController.CurrentSpeed); - - // feed input to the car controller. - m_CarController.Move(steer, accel, accel, 0f); - - // if appropriate, stop driving when we're close enough to the target. - if (m_StopWhenTargetReached && localTarget.magnitude < m_ReachTargetThreshold) - { - m_Driving = false; - } - } - } - - - private void OnCollisionStay(Collision col) - { - // detect collision against other cars, so that we can take evasive action - if (col.rigidbody != null) - { - var otherAI = col.rigidbody.GetComponent(); - if (otherAI != null) - { - // we'll take evasive action for 1 second - m_AvoidOtherCarTime = Time.time + 1; - - // but who's in front?... - if (Vector3.Angle(transform.forward, otherAI.transform.position - transform.position) < 90) - { - // the other ai is in front, so it is only good manners that we ought to brake... - m_AvoidOtherCarSlowdown = 0.5f; - } - else - { - // we're in front! ain't slowing down for anybody... - m_AvoidOtherCarSlowdown = 1; - } - - // both cars should take evasive action by driving along an offset from the path centre, - // away from the other car - var otherCarLocalDelta = transform.InverseTransformPoint(otherAI.transform.position); - float otherCarAngle = Mathf.Atan2(otherCarLocalDelta.x, otherCarLocalDelta.z); - m_AvoidPathOffset = m_LateralWanderDistance*-Mathf.Sign(otherCarAngle); - } - } - } - - - public void SetTarget(Transform target) - { - m_Target = target; - m_Driving = true; - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs.meta deleted file mode 100644 index c2c68ae..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAIControl.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: d963df58504b69045b8d0d746ba6f777 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs deleted file mode 100644 index 550149c..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs +++ /dev/null @@ -1,184 +0,0 @@ -using System; -using UnityEngine; -using Random = UnityEngine.Random; - -namespace UnityStandardAssets.Vehicles.Car -{ - [RequireComponent(typeof (CarController))] - public class CarAudio : MonoBehaviour - { - // This script reads some of the car's current properties and plays sounds accordingly. - // The engine sound can be a simple single clip which is looped and pitched, or it - // can be a crossfaded blend of four clips which represent the timbre of the engine - // at different RPM and Throttle state. - - // the engine clips should all be a steady pitch, not rising or falling. - - // when using four channel engine crossfading, the four clips should be: - // lowAccelClip : The engine at low revs, with throttle open (i.e. begining acceleration at very low speed) - // highAccelClip : Thenengine at high revs, with throttle open (i.e. accelerating, but almost at max speed) - // lowDecelClip : The engine at low revs, with throttle at minimum (i.e. idling or engine-braking at very low speed) - // highDecelClip : Thenengine at high revs, with throttle at minimum (i.e. engine-braking at very high speed) - - // For proper crossfading, the clips pitches should all match, with an octave offset between low and high. - - - public enum EngineAudioOptions // Options for the engine audio - { - Simple, // Simple style audio - FourChannel // four Channel audio - } - - public EngineAudioOptions engineSoundStyle = EngineAudioOptions.FourChannel;// Set the default audio options to be four channel - public AudioClip lowAccelClip; // Audio clip for low acceleration - public AudioClip lowDecelClip; // Audio clip for low deceleration - public AudioClip highAccelClip; // Audio clip for high acceleration - public AudioClip highDecelClip; // Audio clip for high deceleration - public float pitchMultiplier = 1f; // Used for altering the pitch of audio clips - public float lowPitchMin = 1f; // The lowest possible pitch for the low sounds - public float lowPitchMax = 6f; // The highest possible pitch for the low sounds - public float highPitchMultiplier = 0.25f; // Used for altering the pitch of high sounds - public float maxRolloffDistance = 500; // The maximum distance where rollof starts to take place - public float dopplerLevel = 1; // The mount of doppler effect used in the audio - public bool useDoppler = true; // Toggle for using doppler - - private AudioSource m_LowAccel; // Source for the low acceleration sounds - private AudioSource m_LowDecel; // Source for the low deceleration sounds - private AudioSource m_HighAccel; // Source for the high acceleration sounds - private AudioSource m_HighDecel; // Source for the high deceleration sounds - private bool m_StartedSound; // flag for knowing if we have started sounds - private CarController m_CarController; // Reference to car we are controlling - - - private void StartSound() - { - // get the carcontroller ( this will not be null as we have require component) - m_CarController = GetComponent(); - - // setup the simple audio source - m_HighAccel = SetUpEngineAudioSource(highAccelClip); - - // if we have four channel audio setup the four audio sources - if (engineSoundStyle == EngineAudioOptions.FourChannel) - { - m_LowAccel = SetUpEngineAudioSource(lowAccelClip); - m_LowDecel = SetUpEngineAudioSource(lowDecelClip); - m_HighDecel = SetUpEngineAudioSource(highDecelClip); - } - - // flag that we have started the sounds playing - m_StartedSound = true; - } - - - private void StopSound() - { - //Destroy all audio sources on this object: - foreach (var source in GetComponents()) - { - Destroy(source); - } - - m_StartedSound = false; - } - - - // Update is called once per frame - private void Update() - { - // get the distance to main camera - float camDist = (Camera.main.transform.position - transform.position).sqrMagnitude; - - // stop sound if the object is beyond the maximum roll off distance - if (m_StartedSound && camDist > maxRolloffDistance*maxRolloffDistance) - { - StopSound(); - } - - // start the sound if not playing and it is nearer than the maximum distance - if (!m_StartedSound && camDist < maxRolloffDistance*maxRolloffDistance) - { - StartSound(); - } - - if (m_StartedSound) - { - // The pitch is interpolated between the min and max values, according to the car's revs. - float pitch = ULerp(lowPitchMin, lowPitchMax, m_CarController.Revs); - - // clamp to minimum pitch (note, not clamped to max for high revs while burning out) - pitch = Mathf.Min(lowPitchMax, pitch); - - if (engineSoundStyle == EngineAudioOptions.Simple) - { - // for 1 channel engine sound, it's oh so simple: - m_HighAccel.pitch = pitch*pitchMultiplier*highPitchMultiplier; - m_HighAccel.dopplerLevel = useDoppler ? dopplerLevel : 0; - m_HighAccel.volume = 1; - } - else - { - // for 4 channel engine sound, it's a little more complex: - - // adjust the pitches based on the multipliers - m_LowAccel.pitch = pitch*pitchMultiplier; - m_LowDecel.pitch = pitch*pitchMultiplier; - m_HighAccel.pitch = pitch*highPitchMultiplier*pitchMultiplier; - m_HighDecel.pitch = pitch*highPitchMultiplier*pitchMultiplier; - - // get values for fading the sounds based on the acceleration - float accFade = Mathf.Abs(m_CarController.AccelInput); - float decFade = 1 - accFade; - - // get the high fade value based on the cars revs - float highFade = Mathf.InverseLerp(0.2f, 0.8f, m_CarController.Revs); - float lowFade = 1 - highFade; - - // adjust the values to be more realistic - highFade = 1 - ((1 - highFade)*(1 - highFade)); - lowFade = 1 - ((1 - lowFade)*(1 - lowFade)); - accFade = 1 - ((1 - accFade)*(1 - accFade)); - decFade = 1 - ((1 - decFade)*(1 - decFade)); - - // adjust the source volumes based on the fade values - m_LowAccel.volume = lowFade*accFade; - m_LowDecel.volume = lowFade*decFade; - m_HighAccel.volume = highFade*accFade; - m_HighDecel.volume = highFade*decFade; - - // adjust the doppler levels - m_HighAccel.dopplerLevel = useDoppler ? dopplerLevel : 0; - m_LowAccel.dopplerLevel = useDoppler ? dopplerLevel : 0; - m_HighDecel.dopplerLevel = useDoppler ? dopplerLevel : 0; - m_LowDecel.dopplerLevel = useDoppler ? dopplerLevel : 0; - } - } - } - - - // sets up and adds new audio source to the gane object - private AudioSource SetUpEngineAudioSource(AudioClip clip) - { - // create the new audio source component on the game object and set up its properties - AudioSource source = gameObject.AddComponent(); - source.clip = clip; - source.volume = 0; - source.loop = true; - - // start the clip from a random point - source.time = Random.Range(0f, clip.length); - source.Play(); - source.minDistance = 5; - source.maxDistance = maxRolloffDistance; - source.dopplerLevel = 0; - return source; - } - - - // unclamped versions of Lerp and Inverse Lerp, to allow value to exceed the from-to range - private static float ULerp(float from, float to, float value) - { - return (1.0f - value)*from + value*to; - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs.meta deleted file mode 100644 index c584876..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/CarAudio.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 20fa55eb64c5cea4aa3c71ae19c434bf -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs deleted file mode 100644 index 1273c6c..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs +++ /dev/null @@ -1,367 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Vehicles.Car -{ - internal enum CarDriveType - { - FrontWheelDrive, - RearWheelDrive, - FourWheelDrive - } - - internal enum SpeedType - { - MPH, - KPH - } - - public class CarController : MonoBehaviour - { - [SerializeField] private CarDriveType m_CarDriveType = CarDriveType.FourWheelDrive; - [SerializeField] private WheelCollider[] m_WheelColliders = new WheelCollider[4]; - [SerializeField] private GameObject[] m_WheelMeshes = new GameObject[4]; - [SerializeField] private WheelEffects[] m_WheelEffects = new WheelEffects[4]; - [SerializeField] private Vector3 m_CentreOfMassOffset; - [SerializeField] private float m_MaximumSteerAngle; - [Range(0, 1)] [SerializeField] private float m_SteerHelper; // 0 is raw physics , 1 the car will grip in the direction it is facing - [Range(0, 1)] [SerializeField] private float m_TractionControl; // 0 is no traction control, 1 is full interference - [SerializeField] private float m_FullTorqueOverAllWheels; - [SerializeField] private float m_ReverseTorque; - [SerializeField] private float m_MaxHandbrakeTorque; - [SerializeField] private float m_Downforce = 100f; - [SerializeField] private SpeedType m_SpeedType; - [SerializeField] private float m_Topspeed = 200; - [SerializeField] private static int NoOfGears = 5; - [SerializeField] private float m_RevRangeBoundary = 1f; - [SerializeField] private float m_SlipLimit; - [SerializeField] private float m_BrakeTorque; - - private Quaternion[] m_WheelMeshLocalRotations; - private Vector3 m_Prevpos, m_Pos; - private float m_SteerAngle; - private int m_GearNum; - private float m_GearFactor; - private float m_OldRotation; - private float m_CurrentTorque; - private Rigidbody m_Rigidbody; - private const float k_ReversingThreshold = 0.01f; - - public bool Skidding { get; private set; } - public float BrakeInput { get; private set; } - public float CurrentSteerAngle{ get { return m_SteerAngle; }} - public float CurrentSpeed{ get { return m_Rigidbody.velocity.magnitude*2.23693629f; }} - public float MaxSpeed{get { return m_Topspeed; }} - public float Revs { get; private set; } - public float AccelInput { get; private set; } - - // Use this for initialization - private void Start() - { - m_WheelMeshLocalRotations = new Quaternion[4]; - for (int i = 0; i < 4; i++) - { - m_WheelMeshLocalRotations[i] = m_WheelMeshes[i].transform.localRotation; - } - m_WheelColliders[0].attachedRigidbody.centerOfMass = m_CentreOfMassOffset; - - m_MaxHandbrakeTorque = float.MaxValue; - - m_Rigidbody = GetComponent(); - m_CurrentTorque = m_FullTorqueOverAllWheels - (m_TractionControl*m_FullTorqueOverAllWheels); - } - - - private void GearChanging() - { - float f = Mathf.Abs(CurrentSpeed/MaxSpeed); - float upgearlimit = (1/(float) NoOfGears)*(m_GearNum + 1); - float downgearlimit = (1/(float) NoOfGears)*m_GearNum; - - if (m_GearNum > 0 && f < downgearlimit) - { - m_GearNum--; - } - - if (f > upgearlimit && (m_GearNum < (NoOfGears - 1))) - { - m_GearNum++; - } - } - - - // simple function to add a curved bias towards 1 for a value in the 0-1 range - private static float CurveFactor(float factor) - { - return 1 - (1 - factor)*(1 - factor); - } - - - // unclamped version of Lerp, to allow value to exceed the from-to range - private static float ULerp(float from, float to, float value) - { - return (1.0f - value)*from + value*to; - } - - - private void CalculateGearFactor() - { - float f = (1/(float) NoOfGears); - // gear factor is a normalised representation of the current speed within the current gear's range of speeds. - // We smooth towards the 'target' gear factor, so that revs don't instantly snap up or down when changing gear. - var targetGearFactor = Mathf.InverseLerp(f*m_GearNum, f*(m_GearNum + 1), Mathf.Abs(CurrentSpeed/MaxSpeed)); - m_GearFactor = Mathf.Lerp(m_GearFactor, targetGearFactor, Time.deltaTime*5f); - } - - - private void CalculateRevs() - { - // calculate engine revs (for display / sound) - // (this is done in retrospect - revs are not used in force/power calculations) - CalculateGearFactor(); - var gearNumFactor = m_GearNum/(float) NoOfGears; - var revsRangeMin = ULerp(0f, m_RevRangeBoundary, CurveFactor(gearNumFactor)); - var revsRangeMax = ULerp(m_RevRangeBoundary, 1f, gearNumFactor); - Revs = ULerp(revsRangeMin, revsRangeMax, m_GearFactor); - } - - - public void Move(float steering, float accel, float footbrake, float handbrake) - { - for (int i = 0; i < 4; i++) - { - Quaternion quat; - Vector3 position; - m_WheelColliders[i].GetWorldPose(out position, out quat); - m_WheelMeshes[i].transform.position = position; - m_WheelMeshes[i].transform.rotation = quat; - } - - //clamp input values - steering = Mathf.Clamp(steering, -1, 1); - AccelInput = accel = Mathf.Clamp(accel, 0, 1); - BrakeInput = footbrake = -1*Mathf.Clamp(footbrake, -1, 0); - handbrake = Mathf.Clamp(handbrake, 0, 1); - - //Set the steer on the front wheels. - //Assuming that wheels 0 and 1 are the front wheels. - m_SteerAngle = steering*m_MaximumSteerAngle; - m_WheelColliders[0].steerAngle = m_SteerAngle; - m_WheelColliders[1].steerAngle = m_SteerAngle; - - SteerHelper(); - ApplyDrive(accel, footbrake); - CapSpeed(); - - //Set the handbrake. - //Assuming that wheels 2 and 3 are the rear wheels. - if (handbrake > 0f) - { - var hbTorque = handbrake*m_MaxHandbrakeTorque; - m_WheelColliders[2].brakeTorque = hbTorque; - m_WheelColliders[3].brakeTorque = hbTorque; - } - - - CalculateRevs(); - GearChanging(); - - AddDownForce(); - CheckForWheelSpin(); - TractionControl(); - } - - - private void CapSpeed() - { - float speed = m_Rigidbody.velocity.magnitude; - switch (m_SpeedType) - { - case SpeedType.MPH: - - speed *= 2.23693629f; - if (speed > m_Topspeed) - m_Rigidbody.velocity = (m_Topspeed/2.23693629f) * m_Rigidbody.velocity.normalized; - break; - - case SpeedType.KPH: - speed *= 3.6f; - if (speed > m_Topspeed) - m_Rigidbody.velocity = (m_Topspeed/3.6f) * m_Rigidbody.velocity.normalized; - break; - } - } - - - private void ApplyDrive(float accel, float footbrake) - { - - float thrustTorque; - switch (m_CarDriveType) - { - case CarDriveType.FourWheelDrive: - thrustTorque = accel * (m_CurrentTorque / 4f); - for (int i = 0; i < 4; i++) - { - m_WheelColliders[i].motorTorque = thrustTorque; - } - break; - - case CarDriveType.FrontWheelDrive: - thrustTorque = accel * (m_CurrentTorque / 2f); - m_WheelColliders[0].motorTorque = m_WheelColliders[1].motorTorque = thrustTorque; - break; - - case CarDriveType.RearWheelDrive: - thrustTorque = accel * (m_CurrentTorque / 2f); - m_WheelColliders[2].motorTorque = m_WheelColliders[3].motorTorque = thrustTorque; - break; - - } - - for (int i = 0; i < 4; i++) - { - if (CurrentSpeed > 5 && Vector3.Angle(transform.forward, m_Rigidbody.velocity) < 50f) - { - m_WheelColliders[i].brakeTorque = m_BrakeTorque*footbrake; - } - else if (footbrake > 0) - { - m_WheelColliders[i].brakeTorque = 0f; - m_WheelColliders[i].motorTorque = -m_ReverseTorque*footbrake; - } - } - } - - - private void SteerHelper() - { - for (int i = 0; i < 4; i++) - { - WheelHit wheelhit; - m_WheelColliders[i].GetGroundHit(out wheelhit); - if (wheelhit.normal == Vector3.zero) - return; // wheels arent on the ground so dont realign the rigidbody velocity - } - - // this if is needed to avoid gimbal lock problems that will make the car suddenly shift direction - if (Mathf.Abs(m_OldRotation - transform.eulerAngles.y) < 10f) - { - var turnadjust = (transform.eulerAngles.y - m_OldRotation) * m_SteerHelper; - Quaternion velRotation = Quaternion.AngleAxis(turnadjust, Vector3.up); - m_Rigidbody.velocity = velRotation * m_Rigidbody.velocity; - } - m_OldRotation = transform.eulerAngles.y; - } - - - // this is used to add more grip in relation to speed - private void AddDownForce() - { - m_WheelColliders[0].attachedRigidbody.AddForce(-transform.up*m_Downforce* - m_WheelColliders[0].attachedRigidbody.velocity.magnitude); - } - - - // checks if the wheels are spinning and is so does three things - // 1) emits particles - // 2) plays tiure skidding sounds - // 3) leaves skidmarks on the ground - // these effects are controlled through the WheelEffects class - private void CheckForWheelSpin() - { - // loop through all wheels - for (int i = 0; i < 4; i++) - { - WheelHit wheelHit; - m_WheelColliders[i].GetGroundHit(out wheelHit); - - // is the tire slipping above the given threshhold - if (Mathf.Abs(wheelHit.forwardSlip) >= m_SlipLimit || Mathf.Abs(wheelHit.sidewaysSlip) >= m_SlipLimit) - { - m_WheelEffects[i].EmitTyreSmoke(); - - // avoiding all four tires screeching at the same time - // if they do it can lead to some strange audio artefacts - if (!AnySkidSoundPlaying()) - { - m_WheelEffects[i].PlayAudio(); - } - continue; - } - - // if it wasnt slipping stop all the audio - if (m_WheelEffects[i].PlayingAudio) - { - m_WheelEffects[i].StopAudio(); - } - // end the trail generation - m_WheelEffects[i].EndSkidTrail(); - } - } - - // crude traction control that reduces the power to wheel if the car is wheel spinning too much - private void TractionControl() - { - WheelHit wheelHit; - switch (m_CarDriveType) - { - case CarDriveType.FourWheelDrive: - // loop through all wheels - for (int i = 0; i < 4; i++) - { - m_WheelColliders[i].GetGroundHit(out wheelHit); - - AdjustTorque(wheelHit.forwardSlip); - } - break; - - case CarDriveType.RearWheelDrive: - m_WheelColliders[2].GetGroundHit(out wheelHit); - AdjustTorque(wheelHit.forwardSlip); - - m_WheelColliders[3].GetGroundHit(out wheelHit); - AdjustTorque(wheelHit.forwardSlip); - break; - - case CarDriveType.FrontWheelDrive: - m_WheelColliders[0].GetGroundHit(out wheelHit); - AdjustTorque(wheelHit.forwardSlip); - - m_WheelColliders[1].GetGroundHit(out wheelHit); - AdjustTorque(wheelHit.forwardSlip); - break; - } - } - - - private void AdjustTorque(float forwardSlip) - { - if (forwardSlip >= m_SlipLimit && m_CurrentTorque >= 0) - { - m_CurrentTorque -= 10 * m_TractionControl; - } - else - { - m_CurrentTorque += 10 * m_TractionControl; - if (m_CurrentTorque > m_FullTorqueOverAllWheels) - { - m_CurrentTorque = m_FullTorqueOverAllWheels; - } - } - } - - - private bool AnySkidSoundPlaying() - { - for (int i = 0; i < 4; i++) - { - if (m_WheelEffects[i].PlayingAudio) - { - return true; - } - } - return false; - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs.meta deleted file mode 100644 index 7f5da0b..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/CarController.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 3ea65b38d485c374caa584a03f1de571 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs deleted file mode 100644 index 1769c53..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs +++ /dev/null @@ -1,45 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Vehicles.Car -{ - public class CarSelfRighting : MonoBehaviour - { - // Automatically put the car the right way up, if it has come to rest upside-down. - [SerializeField] private float m_WaitTime = 3f; // time to wait before self righting - [SerializeField] private float m_VelocityThreshold = 1f; // the velocity below which the car is considered stationary for self-righting - - private float m_LastOkTime; // the last time that the car was in an OK state - private Rigidbody m_Rigidbody; - - - private void Start() - { - m_Rigidbody = GetComponent(); - } - - - private void Update() - { - // is the car is the right way up - if (transform.up.y > 0f || m_Rigidbody.velocity.magnitude > m_VelocityThreshold) - { - m_LastOkTime = Time.time; - } - - if (Time.time > m_LastOkTime + m_WaitTime) - { - RightCar(); - } - } - - - // put the car back the right way up: - private void RightCar() - { - // set the correct orientation for the car, and lift it off the ground a little - transform.position += Vector3.up; - transform.rotation = Quaternion.LookRotation(transform.forward); - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs.meta deleted file mode 100644 index bb1395f..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/CarSelfRighting.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 9db865986f75ee44eba89ace4646af65 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs deleted file mode 100644 index 09d010d..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs +++ /dev/null @@ -1,33 +0,0 @@ -using System; -using UnityEngine; -using UnityStandardAssets.CrossPlatformInput; - -namespace UnityStandardAssets.Vehicles.Car -{ - [RequireComponent(typeof (CarController))] - public class CarUserControl : MonoBehaviour - { - private CarController m_Car; // the car controller we want to use - - - private void Awake() - { - // get the car controller - m_Car = GetComponent(); - } - - - private void FixedUpdate() - { - // pass the input to the car! - float h = CrossPlatformInputManager.GetAxis("Horizontal"); - float v = CrossPlatformInputManager.GetAxis("Vertical"); -#if !MOBILE_INPUT - float handbrake = CrossPlatformInputManager.GetAxis("Jump"); - m_Car.Move(h, v, v, handbrake); -#else - m_Car.Move(h, v, v, 0f); -#endif - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs.meta deleted file mode 100644 index 57a13fe..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/CarUserControl.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 96468c245ae8e0d4f8f1c7a7b8b0542e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs deleted file mode 100644 index 895d49f..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs +++ /dev/null @@ -1,27 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Vehicles.Car -{ - // this script is specific to the supplied Sample Assets car, which has mudguards over the front wheels - // which have to turn with the wheels when steering is applied. - - public class Mudguard : MonoBehaviour - { - public CarController carController; // car controller to get the steering angle - - private Quaternion m_OriginalRotation; - - - private void Start() - { - m_OriginalRotation = transform.localRotation; - } - - - private void Update() - { - transform.localRotation = m_OriginalRotation*Quaternion.Euler(0, carController.CurrentSteerAngle, 0); - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs.meta deleted file mode 100644 index e1e9ce0..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/Mudguard.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 459cec5b068041e44a60a6e3b6abb0eb -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs deleted file mode 100644 index 73922b1..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs +++ /dev/null @@ -1,25 +0,0 @@ -using System; -using System.Collections; -using UnityEngine; - -namespace UnityStandardAssets.Vehicles.Car -{ - public class SkidTrail : MonoBehaviour - { - [SerializeField] private float m_PersistTime; - - - private IEnumerator Start() - { - while (true) - { - yield return null; - - if (transform.parent.parent == null) - { - Destroy(gameObject, m_PersistTime); - } - } - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs.meta deleted file mode 100644 index 561efad..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/SkidTrail.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 9ce3a3a1349a5774b94761844e652a65 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs deleted file mode 100644 index fc63f5d..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs +++ /dev/null @@ -1,29 +0,0 @@ -using System; -using UnityEngine; - -namespace UnityStandardAssets.Vehicles.Car -{ - // this script is specific to the car supplied in the the assets - // it controls the suspension hub to make it move with the wheel are it goes over bumps - public class Suspension : MonoBehaviour - { - public GameObject wheel; // The wheel that the script needs to referencing to get the postion for the suspension - - - private Vector3 m_TargetOriginalPosition; - private Vector3 m_Origin; - - - private void Start() - { - m_TargetOriginalPosition = wheel.transform.localPosition; - m_Origin = transform.localPosition; - } - - - private void Update() - { - transform.localPosition = m_Origin + (wheel.transform.localPosition - m_TargetOriginalPosition); - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs.meta deleted file mode 100644 index e01b402..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/Suspension.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 9ec1e45165d1f2544bff59f5a80db8ab -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs b/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs deleted file mode 100644 index 292e4a6..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs +++ /dev/null @@ -1,94 +0,0 @@ -using System.Collections; -using UnityEngine; - -namespace UnityStandardAssets.Vehicles.Car -{ - [RequireComponent(typeof (AudioSource))] - public class WheelEffects : MonoBehaviour - { - public Transform SkidTrailPrefab; - public static Transform skidTrailsDetachedParent; - public ParticleSystem skidParticles; - public bool skidding { get; private set; } - public bool PlayingAudio { get; private set; } - - - private AudioSource m_AudioSource; - private Transform m_SkidTrail; - private WheelCollider m_WheelCollider; - - - private void Start() - { - skidParticles = transform.root.GetComponentInChildren(); - - if (skidParticles == null) - { - Debug.LogWarning(" no particle system found on car to generate smoke particles"); - } - else - { - skidParticles.Stop(); - } - - m_WheelCollider = GetComponent(); - m_AudioSource = GetComponent(); - PlayingAudio = false; - - if (skidTrailsDetachedParent == null) - { - skidTrailsDetachedParent = new GameObject("Skid Trails - Detached").transform; - } - } - - - public void EmitTyreSmoke() - { - skidParticles.transform.position = transform.position - transform.up*m_WheelCollider.radius; - skidParticles.Emit(1); - if (!skidding) - { - StartCoroutine(StartSkidTrail()); - } - } - - - public void PlayAudio() - { - m_AudioSource.Play(); - PlayingAudio = true; - } - - - public void StopAudio() - { - m_AudioSource.Stop(); - PlayingAudio = false; - } - - - public IEnumerator StartSkidTrail() - { - skidding = true; - m_SkidTrail = Instantiate(SkidTrailPrefab); - while (m_SkidTrail == null) - { - yield return null; - } - m_SkidTrail.parent = transform; - m_SkidTrail.localPosition = -Vector3.up*m_WheelCollider.radius; - } - - - public void EndSkidTrail() - { - if (!skidding) - { - return; - } - skidding = false; - m_SkidTrail.parent = skidTrailsDetachedParent; - Destroy(m_SkidTrail.gameObject, 10); - } - } -} diff --git a/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs.meta b/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs.meta deleted file mode 100644 index 82e2ec3..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Scripts/WheelEffects.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: c62479c3465024b48b42983b1b2eeaaf -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/Assets/Standard Assets/Vehicles/Car/Shaders.meta b/Assets/Standard Assets/Vehicles/Car/Shaders.meta deleted file mode 100644 index fb52804..0000000 --- a/Assets/Standard Assets/Vehicles/Car/Shaders.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: f0a864b1ca0ef5a4f8a757d5d1f2621c -folderAsset: yes -DefaultImporter: - 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