parent
e862c994ea
commit
8a073cdded
93 changed files with 175 additions and 6079 deletions
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guid: 7e9aa98273b5dc84189684d4767d23b4 |
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timeCreated: 1524475879 |
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licenseType: Free |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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fileFormatVersion: 2 |
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guid: e52c8400fbaa7a849827061bc1854a54 |
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folderAsset: yes |
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timeCreated: 1524209419 |
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licenseType: Free |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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/obj |
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/bin/* |
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!/bin/data/* |
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*.opensdf |
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*.sdf |
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*.suo |
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/Library |
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/Temp |
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/Assets/UnityVS.meta |
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/Assets/UnityVS/Editor |
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/Assets/UnityVS/Editor.meta |
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/Assets/UC.meta |
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/*.CSharp.* |
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/*.csproj |
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/*.sln |
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@ -1,9 +0,0 @@ |
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fileFormatVersion: 2 |
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guid: 065c0007e5d314a4cb822d52aad7047b |
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folderAsset: yes |
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timeCreated: 1479387729 |
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licenseType: Free |
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DefaultImporter: |
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userData: |
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@ -1,9 +0,0 @@ |
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fileFormatVersion: 2 |
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guid: 8f33eb280aeeebe4790e03ebfc8909a4 |
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folderAsset: yes |
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timeCreated: 1479386370 |
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licenseType: Free |
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DefaultImporter: |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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@ -1,61 +0,0 @@ |
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using UnityEngine; |
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namespace UC |
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{ |
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[ExecuteInEditMode] |
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[RequireComponent(typeof(Camera))] |
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[AddComponentMenu("Image Effects/Fade")] |
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public class ScreenSpaceFade : MonoBehaviour |
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{ |
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public Color color; |
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[Range(0.0f, 1.0f)] |
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public float amount = 0f; |
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[SerializeField] |
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private Shader m_Shader; |
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public Shader shader |
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{ |
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get |
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{ |
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if (m_Shader == null) |
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m_Shader = Shader.Find("Hidden/ScreenSpaceFade"); |
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return m_Shader; |
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} |
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} |
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private Material m_Material; |
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public Material material |
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{ |
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get |
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{ |
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if (m_Material == null) |
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m_Material = ImageEffectHelper.CheckShaderAndCreateMaterial(shader); |
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return m_Material; |
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} |
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} |
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private void OnEnable() |
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{ |
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if (!ImageEffectHelper.IsSupported(shader, true, false, this)) |
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enabled = false; |
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GetComponent<Camera>().depthTextureMode = DepthTextureMode.DepthNormals; |
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} |
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private void OnDisable() |
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{ |
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if (m_Material != null) |
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DestroyImmediate(m_Material); |
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m_Material = null; |
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} |
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private void OnRenderImage(RenderTexture source, RenderTexture destination) |
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{ |
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material.SetColor("blend_color", color); |
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material.SetFloat("amount", amount); |
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Graphics.Blit(source, destination, material); |
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} |
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} |
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} |
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@ -1,12 +0,0 @@ |
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fileFormatVersion: 2 |
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guid: ccb6bb2de49949247bd1c56b4729043b |
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timeCreated: 1479386252 |
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licenseType: Free |
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MonoImporter: |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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@ -1,39 +0,0 @@ |
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Shader "Hidden/ScreenSpaceFade" |
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{ |
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Properties |
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{ |
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_MainTex ("Texture", 2D) = "white" {} |
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} |
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SubShader |
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{ |
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ZTest Always Cull Off ZWrite Off |
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Fog { Mode off } |
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CGINCLUDE |
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#pragma fragmentoption ARB_precision_hint_fastest |
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#include "UnityCG.cginc" |
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sampler2D _MainTex; |
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float3 blend_color; |
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float amount; |
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float4 frag(v2f_img i) : SV_Target |
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{ |
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float4 scene_color = tex2D(_MainTex, i.uv); |
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float3 col = scene_color * (1-amount) + blend_color * amount; |
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return float4( col, 1.0 ); |
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} |
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ENDCG |
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// (0) VRRenderCloud |
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Pass |
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{ |
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CGPROGRAM |
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#pragma vertex vert_img |
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#pragma fragment frag |
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ENDCG |
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} |
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} |
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FallBack off |
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} |
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@ -1,9 +0,0 @@ |
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fileFormatVersion: 2 |
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guid: bc98802603fb77747ae5ea4f301839dd |
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timeCreated: 1479386252 |
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licenseType: Free |
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ShaderImporter: |
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defaultTextures: [] |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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@ -1,38 +0,0 @@ |
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using UnityEngine; |
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namespace UC |
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{ |
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public static class ImageEffectHelper |
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{ |
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public static bool IsSupported(Shader s, bool needDepth, bool needHdr, MonoBehaviour effect) |
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{ |
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if (s == null || !s.isSupported) |
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{ |
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Debug.Log("shader is: " + s); |
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Debug.LogWarningFormat("Missing shader for image effect {0}", effect); |
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return false; |
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} |
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if (!SystemInfo.supportsImageEffects) |
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return false; |
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if (needDepth && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) |
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return false; |
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if (needHdr && !SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)) |
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return false; |
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return true; |
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} |
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public static Material CheckShaderAndCreateMaterial(Shader s) |
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{ |
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if (s == null || !s.isSupported) |
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return null; |
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var material = new Material(s); |
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material.hideFlags = HideFlags.DontSave; |
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return material; |
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} |
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} |
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} |
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@ -1,12 +0,0 @@ |
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fileFormatVersion: 2 |
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guid: ab6a3f50deeee984c88794eeeb901226 |
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timeCreated: 1448544124 |
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licenseType: Pro |
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MonoImporter: |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
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@ -1,64 +0,0 @@ |
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#pragma multi_compile __ VR |
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float4x4 _PVMMatrix; |
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float4x4 _Cam2WorldMatrix; |
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#if VR |
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float4x4 _PVMMatrix_L; |
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float4x4 _PVMMatrix_R; |
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float4x4 _Cam2WorldMatrix_L; |
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float4x4 _Cam2WorldMatrix_R; |
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#endif |
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float4 toWorldPosition(float4 p_in) |
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{ |
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return mul(_PVMMatrix, p_in); |
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} |
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float toDepth(float4 p_in) |
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{ |
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#if defined(VR) |
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return -toWorldPosition(p_in).z; |
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#else |
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return toWorldPosition(p_in).z; |
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#endif |
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} |
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float3 getRayDirection(float2 uv) |
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{ |
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#if VR |
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if (unity_CameraProjection[0][2] < 0) |
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{ |
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_Cam2WorldMatrix = _Cam2WorldMatrix_L; |
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_PVMMatrix = mul(unity_CameraProjection, _PVMMatrix_L); |
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} |
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else |
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{ |
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_Cam2WorldMatrix = _Cam2WorldMatrix_R; |
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_PVMMatrix = mul(unity_CameraProjection, _PVMMatrix_R); |
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} |
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#endif |
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float4x4 m = unity_CameraProjection; |
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float near = m[2][3] / (m[2][2] - 1); |
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float far = m[2][3] / (m[2][2] + 1); |
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float bottom = near * (m[1][2] - 1) / m[1][1]; |
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float top = near * (m[1][2] + 1) / m[1][1]; |
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float left = near * (m[0][2] - 1) / m[0][0]; |
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float right = near * (m[0][2] + 1) / m[0][0]; |
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float x = uv.x * (right - left) + left; |
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float y = uv.y * (top - bottom) + bottom; |
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#if VR |
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float z = near; |
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#else |
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float z = -near; |
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#endif |
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float3 rayDirection = float3(x, y, z); |
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rayDirection = mul(_Cam2WorldMatrix, float4(rayDirection, 0)).xyz; |
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rayDirection = normalize(rayDirection); |
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return rayDirection; |
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} |
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@ -1,9 +0,0 @@ |
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fileFormatVersion: 2 |
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||||||
guid: 82b73efc1063b214aa42a83cc16c404a |
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timeCreated: 1476248594 |
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licenseType: Pro |
|
||||||
ShaderImporter: |
|
||||||
defaultTextures: [] |
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||||||
userData: |
|
||||||
assetBundleName: |
|
||||||
assetBundleVariant: |
|
||||||
@ -1,9 +0,0 @@ |
|||||||
fileFormatVersion: 2 |
|
||||||
guid: 7527e552f7ff98e4a9af23da5785fcc9 |
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||||||
folderAsset: yes |
|
||||||
timeCreated: 1473476733 |
|
||||||
licenseType: Pro |
|
||||||
DefaultImporter: |
|
||||||
userData: |
|
||||||
assetBundleName: |
|
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assetBundleVariant: |
|
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@ -1,169 +0,0 @@ |
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using UnityEngine; |
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namespace UC |
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{ |
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[ExecuteInEditMode] |
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[RequireComponent(typeof(Camera))] |
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[AddComponentMenu("Image Effects/Ray Cast/Cloud")] |
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public class RayCastCloud : MonoBehaviour |
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{ |
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public Light sun; |
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[Header("Cloud Color")] |
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public Color sunGlareColor = new Color(1.0f, 0.4f, 0.2f); |
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public Color color1 = new Color(0.65f, 0.7f, 0.75f); |
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public Color color3 = new Color(1.0f, 0.95f, 0.8f); |
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public Color color4 = new Color(0.25f, 0.3f, 0.35f); |
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[Range(0.0f, 1.0f)] |
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public float sssAmount = 0.5f; |
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[Header("Cloud Shape")] |
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public bool useMultNoise = true; |
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[Range(-2.0f, 2.0f)] |
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public float cloudPosition = 0; |
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[Range(-2.0f, 4.0f)] |
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public float cloudThickness = 0; |
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[Range(-5f, 0.0f)] |
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public float cloudFreq1 = -1; |
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[Range(-5f, 0.0f)] |
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public float cloudFreq2 = -2; |
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[Range(-5f, 0.0f)] |
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public float cloudFreq3 = -3; |
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[Range(-5f, 0.0f)] |
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public float cloudFreq4 = -4; |
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[Range(-5f, 0.0f)] |
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public float cloudFreq5 = -5; |
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[Range(0f, 50.0f)] |
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public float near1 = 0; |
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[Range(0f, 50.0f)] |
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public float far1 = 50; |
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[Range(0f, 80.0f)] |
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public float near2 = 50; |
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public Vector3 windDirection = new Vector3(0, 0, 0); |
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[Header("Performance Factor")] |
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[Range(1, 8)] |
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public int textureDivideRate = 5; |
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[Range(60, 400)] |
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public int rayIteratorCount = 120; |
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public bool debug = false; |
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public bool useMipmap = true; |
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private enum Pass |
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{ |
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//RenderCloud, |
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VRRenderCloud, |
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VRBlendBg |
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} |
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[SerializeField] |
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private Shader m_Shader; |
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public Shader shader |
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{ |
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get |
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{ |
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if (m_Shader == null) |
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m_Shader = Shader.Find("Hidden/RayCastCloud"); |
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return m_Shader; |
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} |
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} |
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private Material m_Material; |
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public Material material |
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{ |
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get |
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{ |
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if (m_Material == null) |
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m_Material = ImageEffectHelper.CheckShaderAndCreateMaterial(shader); |
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return m_Material; |
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} |
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} |
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private void OnEnable() |
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{ |
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if (!ImageEffectHelper.IsSupported(shader, true, false, this)) |
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enabled = false; |
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GetComponent<Camera>().depthTextureMode = DepthTextureMode.DepthNormals; |
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} |
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private void OnDisable() |
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{ |
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if (m_Material != null) |
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DestroyImmediate(m_Material); |
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m_Material = null; |
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} |
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private void OnRenderImage(RenderTexture source, RenderTexture destination) |
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{ |
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float hue, s, v; |
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Color.RGBToHSV(sunGlareColor, out hue, out s, out v); |
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Color sunSSSColor = Color.HSVToRGB(hue + 0.025f, s * 0.87f, v); |
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sunSSSColor.a = sssAmount; |
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RayCastUtils.SetupMaterial(material); |
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material.SetColor("_SunGlareColor", sunGlareColor); |
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material.SetColor("_Color1", color1); |
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material.SetColor("_SunSSSColor", sunSSSColor); |
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material.SetColor("_Color3", color3); |
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material.SetColor("_Color4", color4); |
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material.SetFloat("cloud_thickness", cloudThickness); |
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material.SetFloat("cloud_position", cloudPosition); |
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material.SetFloat("cloud_freq1", Mathf.Pow(2, cloudFreq1)); |
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material.SetFloat("cloud_freq2", Mathf.Pow(2, cloudFreq2)); |
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material.SetFloat("cloud_freq3", Mathf.Pow(2, cloudFreq3)); |
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material.SetFloat("cloud_freq4", Mathf.Pow(2, cloudFreq4)); |
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material.SetFloat("cloud_freq5", Mathf.Pow(2, cloudFreq5)); |
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material.SetFloat("near1", near1); |
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material.SetFloat("far1", far1); |
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material.SetFloat("near2", near2); |
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material.SetInt("rayIteratorCount", rayIteratorCount); |
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material.SetInt("debug", debug ? 1 : 0); |
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if (debug) |
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material.EnableKeyword ("DEBUG"); |
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else |
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material.DisableKeyword ("DEBUG"); |
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if (useMipmap) |
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material.EnableKeyword ("MIPMAP"); |
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else |
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material.DisableKeyword ("MIPMAP"); |
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if (useMultNoise) |
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material.EnableKeyword("MULTNOISE"); |
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else |
|
||||||
material.DisableKeyword("MULTNOISE"); |
|
||||||
|
|
||||||
if (sun != null) |
|
||||||
{ |
|
||||||
Vector3 sun_dir = -sun.transform.forward; |
|
||||||
material.SetVector("_SunDirection", new Vector4(sun_dir.x, sun_dir.y, sun_dir.z, 1.0f)); |
|
||||||
} |
|
||||||
|
|
||||||
material.SetVector("winddir", windDirection); |
|
||||||
|
|
||||||
//if(textureDivideRate != 1) |
|
||||||
{ |
|
||||||
int w = source.width / textureDivideRate; |
|
||||||
int h = source.height / textureDivideRate; |
|
||||||
RenderTexture tmp1 = RenderTexture.GetTemporary(w, h, 0, source.format); |
|
||||||
Graphics.Blit(source, tmp1, material, (int)Pass.VRRenderCloud); |
|
||||||
material.SetTexture("_CloudTex", tmp1); |
|
||||||
Graphics.Blit(source, destination, material, (int)Pass.VRBlendBg); |
|
||||||
RenderTexture.ReleaseTemporary(tmp1); |
|
||||||
} |
|
||||||
//else |
|
||||||
// Graphics.Blit(source, destination, material, (int)Pass.VRRenderCloud); |
|
||||||
} |
|
||||||
} |
|
||||||
} |
|
||||||
@ -1,12 +0,0 @@ |
|||||||
fileFormatVersion: 2 |
|
||||||
guid: a32414799d44119408b8f8a9642c7a6a |
|
||||||
timeCreated: 1473476847 |
|
||||||
licenseType: Pro |
|
||||||
MonoImporter: |
|
||||||
serializedVersion: 2 |
|
||||||
defaultReferences: [] |
|
||||||
executionOrder: 0 |
|
||||||
icon: {instanceID: 0} |
|
||||||
userData: |
|
||||||
assetBundleName: |
|
||||||
assetBundleVariant: |
|
||||||
@ -1,264 +0,0 @@ |
|||||||
Shader "Hidden/RayCastCloud" |
|
||||||
{ |
|
||||||
Properties |
|
||||||
{ |
|
||||||
_MainTex ("Texture", 2D) = "white" {} |
|
||||||
} |
|
||||||
SubShader |
|
||||||
{ |
|
||||||
ZTest Always Cull Off ZWrite Off |
|
||||||
Fog { Mode off } |
|
||||||
|
|
||||||
CGINCLUDE |
|
||||||
|
|
||||||
#pragma fragmentoption ARB_precision_hint_fastest |
|
||||||
#pragma multi_compile __ DEBUG |
|
||||||
|
|
||||||
#pragma multi_compile __ MIPMAP |
|
||||||
#pragma multi_compile __ MULTNOISE |
|
||||||
|
|
||||||
#include "UnityCG.cginc" |
|
||||||
#include "../RayCast.cginc" |
|
||||||
|
|
||||||
#pragma target 3.0 |
|
||||||
|
|
||||||
sampler2D _MainTex; |
|
||||||
sampler2D _CloudTex; |
|
||||||
sampler2D _CameraDepthTexture; |
|
||||||
|
|
||||||
float3 _SunGlareColor; |
|
||||||
float3 _Color1; |
|
||||||
float4 _SunSSSColor; |
|
||||||
float3 _Color3; |
|
||||||
float3 _Color4; |
|
||||||
|
|
||||||
float cloud_thickness; |
|
||||||
float cloud_position; |
|
||||||
|
|
||||||
float cloud_freq1; |
|
||||||
float cloud_freq2; |
|
||||||
float cloud_freq3; |
|
||||||
float cloud_freq4; |
|
||||||
float cloud_freq5; |
|
||||||
|
|
||||||
float near1; |
|
||||||
float far1; |
|
||||||
float near2; |
|
||||||
|
|
||||||
int rayIteratorCount; |
|
||||||
|
|
||||||
float4 _SunDirection; |
|
||||||
static float3 sundir = normalize( _SunDirection.xyz ); |
|
||||||
|
|
||||||
float3 winddir; |
|
||||||
|
|
||||||
float hash( float n ) { return frac(sin(n)*43758.5453); } |
|
||||||
float noise( in float3 x ) |
|
||||||
{ |
|
||||||
float3 p = floor(x); |
|
||||||
float3 f = frac(x); |
|
||||||
f = f * f * (3.0 - 2.0 * f); |
|
||||||
|
|
||||||
float n = p.x + p.y * 57.0 + 113.0 * p.z; |
|
||||||
float rgx = lerp(lerp( hash(n + 0.0), hash(n + 1.0),f.x), lerp( hash(n + 57.0), hash(n + 58.0),f.x), f.y); |
|
||||||
float rgy = lerp(lerp( hash(n + 113.0), hash(n + 114.0),f.x), lerp( hash(n + 170.0), hash(n + 171.0),f.x), f.y); |
|
||||||
return -1.0 + 2.0 * lerp(rgx, rgy, f.z); |
|
||||||
} |
|
||||||
|
|
||||||
#if MULTNOISE |
|
||||||
#define FBM_O1 f += cloud_freq1 * noise( q - winddir * _Time.y ); q = q*2.02; |
|
||||||
#define FBM_O2 f += f * cloud_freq2 * noise( q - winddir * _Time.y ); q = q*2.03; |
|
||||||
#define FBM_O3 f += f * cloud_freq3 * noise( q - winddir * _Time.y ); q = q*2.01; |
|
||||||
#define FBM_O4 f += f * cloud_freq4 * noise( q - winddir * _Time.y ); q = q*2.02; |
|
||||||
#define FBM_O5 f += f * cloud_freq5 * noise( q - winddir * _Time.y ); |
|
||||||
#else |
|
||||||
#define FBM_O1 f += cloud_freq1 * noise( q - winddir * _Time.y ); q = q*2.02; |
|
||||||
#define FBM_O2 f += cloud_freq2 * noise( q - winddir * _Time.y ); q = q*2.03; |
|
||||||
#define FBM_O3 f += cloud_freq3 * noise( q - winddir * _Time.y ); q = q*2.01; |
|
||||||
#define FBM_O4 f += cloud_freq4 * noise( q - winddir * _Time.y ); q = q*2.02; |
|
||||||
#define FBM_O5 f += cloud_freq5 * noise( q - winddir * _Time.y ); |
|
||||||
#endif |
|
||||||
|
|
||||||
#define FBM5 FBM_O1 FBM_O2 FBM_O3 FBM_O4 FBM_O5 |
|
||||||
#define FBM4 FBM_O1 FBM_O2 FBM_O3 FBM_O4 |
|
||||||
#define FBM3 FBM_O1 FBM_O2 FBM_O3 |
|
||||||
#define FBM2 FBM_O1 FBM_O2 |
|
||||||
|
|
||||||
#define FBM(func) \ |
|
||||||
float3 q = p; \ |
|
||||||
q.y -= cloud_position; \ |
|
||||||
float f = 0; \ |
|
||||||
func \ |
|
||||||
return clamp( - abs(p.y - cloud_position) + cloud_thickness + 1.75 * f, 0.0, 1.0 ); |
|
||||||
|
|
||||||
float map5( in float3 p ) { FBM(FBM5) } |
|
||||||
float map4( in float3 p ) { FBM(FBM4) } |
|
||||||
float map3( in float3 p ) { FBM(FBM3) } |
|
||||||
float map2( in float3 p ) { FBM(FBM2) } |
|
||||||
|
|
||||||
float4 integrate( in float4 sum, in float dif, in float den, in float3 bgcol, in float t ) |
|
||||||
{ |
|
||||||
// lighting |
|
||||||
float3 lin = _Color1 * 1.4 + _SunSSSColor.rgb * dif * _SunSSSColor.a; |
|
||||||
float4 col = float4( lerp( _Color3, _Color4, den ), den ); |
|
||||||
|
|
||||||
col.xyz *= lin; |
|
||||||
col.xyz = lerp( col.xyz, bgcol, 1.0 - exp(-0.003*t*t) ); |
|
||||||
|
|
||||||
// front to back blending |
|
||||||
col.a *= 0.4; |
|
||||||
col.rgb *= col.a; |
|
||||||
return sum + col*(1.0-sum.a); |
|
||||||
} |
|
||||||
|
|
||||||
#if DEBUG |
|
||||||
#define DEBUG_DEPTH sum.r = 1; |
|
||||||
#else |
|
||||||
#define DEBUG_DEPTH |
|
||||||
#endif |
|
||||||
|
|
||||||
#define MARCH(STEPS, MAPLOD) \ |
|
||||||
for(int i=0; i<STEPS; i++) { \ |
|
||||||
float3 pos = ro + t*rd; \ |
|
||||||
if( sum.a > 0.99 ) break; \ |
|
||||||
float depth = toDepth(float4(pos, 1)); \ |
|
||||||
if( depth > bg_depth ) { DEBUG_DEPTH break; } \ |
|
||||||
float den = MAPLOD( pos ); \ |
|
||||||
float den2 = MAPLOD( pos + 0.3*sundir ); \ |
|
||||||
float dif = clamp((den - den2)/0.3, 0.0, 1.0 ); \ |
|
||||||
if((t>near1 && t<far1) || t>near2) \ |
|
||||||
sum = integrate( sum, dif, den, bgcol.rgb, t ); \ |
|
||||||
t += max(0.05, 0.02 * t); \ |
|
||||||
} |
|
||||||
|
|
||||||
float4 raymarch( in float3 ro, in float3 rd, in float4 bgcol ) |
|
||||||
{ |
|
||||||
float4 sum = float4(0.0,0.0,0.0,0.0); |
|
||||||
float bg_depth = bgcol.a; |
|
||||||
float t = 0.0; |
|
||||||
#if MIPMAP |
|
||||||
int count = rayIteratorCount / 5; |
|
||||||
MARCH(count * 2, map5); |
|
||||||
MARCH(count, map4); |
|
||||||
MARCH(count, map3); |
|
||||||
MARCH(count, map2); |
|
||||||
#else |
|
||||||
MARCH(rayIteratorCount, map5); |
|
||||||
#endif |
|
||||||
return clamp( sum, 0.0, 1.0 ); |
|
||||||
} |
|
||||||
|
|
||||||
float2 castRay( in float3 ro, in float3 rd ) |
|
||||||
{ |
|
||||||
float tmin = 1.0; |
|
||||||
float tmax = 20.0; |
|
||||||
|
|
||||||
float precis = 0.002; |
|
||||||
float t = tmin; |
|
||||||
float m = -1.0; |
|
||||||
for( int i=0; i<50; i++ ) |
|
||||||
{ |
|
||||||
float3 pos = ro + rd*t; |
|
||||||
float d = length(pos) - 0.25; |
|
||||||
if( d < precis || t > tmax ) break; |
|
||||||
t += d; |
|
||||||
m = 1; |
|
||||||
} |
|
||||||
|
|
||||||
if( t > tmax ) m=-1.0; |
|
||||||
return float2( t, m ); |
|
||||||
} |
|
||||||
|
|
||||||
float3 renderxx( in float3 ro, in float3 rd ) |
|
||||||
{ |
|
||||||
float3 col = float3(0.0, 0.0, 0.); |
|
||||||
float2 res = castRay(ro,rd); |
|
||||||
float m = res.y; |
|
||||||
if( m > -0.5 ) |
|
||||||
{ |
|
||||||
col = 0.45 + 0.3 * sin( float3(0.05,0.08,0.10)*(m-1.0) ); |
|
||||||
} |
|
||||||
|
|
||||||
return float3( clamp(col,0.0,1.0) ); |
|
||||||
} |
|
||||||
|
|
||||||
float4 frag_vr_cloud(v2f_img i) : SV_Target |
|
||||||
{ |
|
||||||
float bgDepth = LinearEyeDepth(tex2D(_CameraDepthTexture, float2(i.uv.x, i.uv.y)).r); |
|
||||||
|
|
||||||
// camera |
|
||||||
float3 ro = _WorldSpaceCameraPos; |
|
||||||
float3 rd = getRayDirection(i.uv); |
|
||||||
|
|
||||||
float4 scene_color = tex2D(_MainTex, i.uv); |
|
||||||
|
|
||||||
// clouds |
|
||||||
float4 res = raymarch( ro, rd, float4(float3(1.0, 1.0, 1.0), bgDepth) ); |
|
||||||
//float4 res = raymarch(ro, rd, float4(scene_color.rgb, bgDepth)); |
|
||||||
// sun glare |
|
||||||
float sun = clamp( dot(sundir,rd), 0.0, 1.0 ); |
|
||||||
res.rgb += 0.2 * _SunGlareColor * pow( sun, 3.0 ); |
|
||||||
|
|
||||||
//if(abs(ro.x - _WorldSpaceCameraPos.x) < 0.01 && abs(ro.y - _WorldSpaceCameraPos.y) < 0.01 && abs(ro.z - _WorldSpaceCameraPos.z) < 0.01) |
|
||||||
//if(coord.x < 0 && coord.y < 0) |
|
||||||
// col.r = 1; |
|
||||||
#if defined(DEBUG) |
|
||||||
res.rgb += renderxx(ro, rd); |
|
||||||
#endif |
|
||||||
//if (unity_CameraProjection[0][2] < 0) |
|
||||||
//if(abs(left) > abs(right)) |
|
||||||
//res.rgb = float3(1.0,0.0,0.0); |
|
||||||
/* |
|
||||||
float4x4 m = unity_CameraProjection; |
|
||||||
float near = m[2][3] / (m[2][2] - 1); |
|
||||||
float far = m[2][3] / (m[2][2] + 1); |
|
||||||
|
|
||||||
if (near <= far) |
|
||||||
res.rgb = float4(1,0,0,1); |
|
||||||
else |
|
||||||
res.rgb = float4(0, 1, 0, 1); |
|
||||||
|
|
||||||
*/ |
|
||||||
|
|
||||||
return res; |
|
||||||
} |
|
||||||
|
|
||||||
float4 frag_vr_blendbg(v2f_img i) : SV_Target |
|
||||||
{ |
|
||||||
// camera |
|
||||||
float4 scene_color = tex2D(_MainTex, i.uv); |
|
||||||
//scene_color = float4(0.0,0.0,0.0,1.0); |
|
||||||
|
|
||||||
// background sky |
|
||||||
float3 col = scene_color; |
|
||||||
//col = float3(0.6,0.71,0.75) - rd.y*0.2*float3(1.0,0.5,1.0) + 0.15*0.5; |
|
||||||
//col += 0.2 * float3(1.0,.6,0.1) * pow( sun, 8.0 ); |
|
||||||
|
|
||||||
// clouds |
|
||||||
float4 res = tex2D(_CloudTex, float2(i.uv.x, i.uv.y)); |
|
||||||
col = col * (1.0 - res.a) + res.rgb; |
|
||||||
//col = res.rgb; |
|
||||||
return float4( col, 1.0 ); |
|
||||||
} |
|
||||||
ENDCG |
|
||||||
|
|
||||||
// (0) VRRenderCloud |
|
||||||
Pass |
|
||||||
{ |
|
||||||
CGPROGRAM |
|
||||||
#pragma vertex vert_img |
|
||||||
#pragma fragment frag_vr_cloud |
|
||||||
ENDCG |
|
||||||
} |
|
||||||
|
|
||||||
// (0) VRBlendBg |
|
||||||
Pass |
|
||||||
{ |
|
||||||
CGPROGRAM |
|
||||||
#pragma vertex vert_img |
|
||||||
#pragma fragment frag_vr_blendbg |
|
||||||
ENDCG |
|
||||||
} |
|
||||||
} |
|
||||||
FallBack off |
|
||||||
} |
|
||||||
@ -1,11 +0,0 @@ |
|||||||
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|
||||||
guid: c68f8f85d85881c4a944af1d9e082132 |
|
||||||
timeCreated: 1473478078 |
|
||||||
licenseType: Pro |
|
||||||
ShaderImporter: |
|
||||||
defaultTextures: |
|
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|
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|
||||||
userData: |
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|
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mipmaps: |
|
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|
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linearTexture: 0 |
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|
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fadeOut: 0 |
|
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borderMipMap: 0 |
|
||||||
mipMapFadeDistanceStart: 1 |
|
||||||
mipMapFadeDistanceEnd: 3 |
|
||||||
bumpmap: |
|
||||||
convertToNormalMap: 0 |
|
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externalNormalMap: 0 |
|
||||||
heightScale: 0.25 |
|
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normalMapFilter: 0 |
|
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isReadable: 0 |
|
||||||
grayScaleToAlpha: 0 |
|
||||||
generateCubemap: 0 |
|
||||||
cubemapConvolution: 0 |
|
||||||
cubemapConvolutionSteps: 7 |
|
||||||
cubemapConvolutionExponent: 1.5 |
|
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seamlessCubemap: 0 |
|
||||||
textureFormat: -1 |
|
||||||
maxTextureSize: 2048 |
|
||||||
textureSettings: |
|
||||||
filterMode: -1 |
|
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aniso: -1 |
|
||||||
mipBias: -1 |
|
||||||
wrapMode: -1 |
|
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nPOTScale: 1 |
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lightmap: 0 |
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|
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compressionQuality: 50 |
|
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spriteMeshType: 1 |
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alignment: 0 |
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spritePivot: {x: 0.5, y: 0.5} |
|
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spriteBorder: {x: 0, y: 0, z: 0, w: 0} |
|
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spritePixelsToUnits: 100 |
|
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alphaIsTransparency: 0 |
|
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textureType: -1 |
|
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buildTargetSettings: [] |
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m_Father: {fileID: 224716442535490870} |
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m_AnchorMin: {x: 0, y: 0} |
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m_AnchorMax: {x: 0, y: 0} |
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m_AnchoredPosition: {x: 0, y: 0} |
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m_SizeDelta: {x: 20, y: 0} |
|
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m_Pivot: {x: 0.5, y: 0.5} |
|
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m_PrefabInternal: {fileID: 100100000} |
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m_GameObject: {fileID: 1988907300946798} |
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} |
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m_LocalPosition: {x: 0, y: 0, z: 0} |
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m_LocalScale: {x: 1, y: 1, z: 1} |
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m_Children: |
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m_Father: {fileID: 0} |
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m_RootOrder: 0 |
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} |
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m_AnchorMin: {x: 0.5, y: 0.5} |
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m_AnchorMax: {x: 0.5, y: 0.5} |
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m_AnchoredPosition: {x: 0, y: 0} |
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m_SizeDelta: {x: 160, y: 20} |
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m_Pivot: {x: 0.5, y: 0.5} |
|
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RectTransform: |
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m_ObjectHideFlags: 1 |
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m_PrefabParentObject: {fileID: 0} |
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m_PrefabInternal: {fileID: 100100000} |
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m_GameObject: {fileID: 1832920880223072} |
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} |
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m_LocalPosition: {x: 0, y: 0, z: 0} |
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m_LocalScale: {x: 1, y: 1, z: 1} |
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m_Children: |
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- {fileID: 224304404654938718} |
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m_Father: {fileID: 224881476561811432} |
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m_RootOrder: 1 |
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} |
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m_AnchorMin: {x: 0, y: 0.25} |
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m_AnchorMax: {x: 1, y: 0.75} |
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m_AnchoredPosition: {x: -5, y: 0} |
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m_SizeDelta: {x: -20, y: 0} |
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m_Pivot: {x: 0.5, y: 0.5} |
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fileFormatVersion: 2 |
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guid: ceb78a3d91912e344a414866f690aee6 |
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timeCreated: 1481883613 |
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licenseType: Free |
|
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NativeFormatImporter: |
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userData: |
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||||||
assetBundleName: |
|
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assetBundleVariant: |
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@ -1,12 +0,0 @@ |
|||||||
fileFormatVersion: 2 |
|
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guid: ed9524d22993a444d98390990215eb7a |
|
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timeCreated: 1481883609 |
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licenseType: Free |
|
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MonoImporter: |
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serializedVersion: 2 |
|
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defaultReferences: [] |
|
||||||
executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
|
||||||
assetBundleName: |
|
||||||
assetBundleVariant: |
|
||||||
@ -1,101 +0,0 @@ |
|||||||
using UnityEngine; |
|
||||||
using UnityEngine.UI; |
|
||||||
|
|
||||||
namespace UC |
|
||||||
{ |
|
||||||
[ExecuteInEditMode] |
|
||||||
[RequireComponent(typeof(Camera))] |
|
||||||
[AddComponentMenu("Image Effects/Homography")] |
|
||||||
public class ScreenHomography : MonoBehaviour |
|
||||||
{ |
|
||||||
public Color color; |
|
||||||
[Range(0.0f, 1.0f)] |
|
||||||
public float amount = 0f; |
|
||||||
|
|
||||||
[SerializeField] |
|
||||||
private Shader m_Shader; |
|
||||||
public Shader shader |
|
||||||
{ |
|
||||||
get |
|
||||||
{ |
|
||||||
if (m_Shader == null) |
|
||||||
m_Shader = Shader.Find("Hidden/ScreenHomography"); |
|
||||||
|
|
||||||
return m_Shader; |
|
||||||
} |
|
||||||
} |
|
||||||
#if false |
|
||||||
public Vector2 resolution; |
|
||||||
public Texture cornerTexture; |
|
||||||
#endif |
|
||||||
private Material m_Material; |
|
||||||
public Material material |
|
||||||
{ |
|
||||||
get |
|
||||||
{ |
|
||||||
if (m_Material == null) |
|
||||||
m_Material = ImageEffectHelper.CheckShaderAndCreateMaterial(shader); |
|
||||||
|
|
||||||
return m_Material; |
|
||||||
} |
|
||||||
} |
|
||||||
|
|
||||||
private void OnEnable() |
|
||||||
{ |
|
||||||
if (!ImageEffectHelper.IsSupported(shader, true, false, this)) |
|
||||||
enabled = false; |
|
||||||
GetComponent<Camera>().depthTextureMode = DepthTextureMode.DepthNormals; |
|
||||||
} |
|
||||||
|
|
||||||
private void OnDisable() |
|
||||||
{ |
|
||||||
if (m_Material != null) |
|
||||||
DestroyImmediate(m_Material); |
|
||||||
|
|
||||||
m_Material = null; |
|
||||||
} |
|
||||||
|
|
||||||
private void OnRenderImage(RenderTexture source, RenderTexture destination) |
|
||||||
{ |
|
||||||
material.SetColor("blend_color", color); |
|
||||||
material.SetFloat("amount", amount); |
|
||||||
Graphics.Blit(source, destination, material); |
|
||||||
} |
|
||||||
|
|
||||||
#if false |
|
||||||
GameObject obj = null; |
|
||||||
void Awake() |
|
||||||
{ |
|
||||||
if (Application.isPlaying) |
|
||||||
{ |
|
||||||
var camera = GetComponent<Camera>(); |
|
||||||
obj = new GameObject(); |
|
||||||
obj.transform.parent = transform; |
|
||||||
obj.name = "Homography"; |
|
||||||
obj.AddComponent<RectTransform>(); |
|
||||||
var canvas = obj.AddComponent<Canvas>(); |
|
||||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay; |
|
||||||
canvas.targetDisplay = camera.targetDisplay; |
|
||||||
obj.AddComponent<GraphicRaycaster>(); |
|
||||||
obj.AddComponent<CanvasGroup>(); |
|
||||||
var homo = obj.AddComponent<DoHomography>(); |
|
||||||
homo.homography = this; |
|
||||||
homo.resolution = resolution; |
|
||||||
homo.cornerTexture = cornerTexture; |
|
||||||
homo.reset = true; |
|
||||||
} |
|
||||||
|
|
||||||
} |
|
||||||
void OnDestroy() |
|
||||||
{ |
|
||||||
if (obj != null) |
|
||||||
{ |
|
||||||
if (Application.isEditor) |
|
||||||
Object.DestroyImmediate(obj); |
|
||||||
else |
|
||||||
Object.Destroy(obj); |
|
||||||
} |
|
||||||
} |
|
||||||
#endif |
|
||||||
} |
|
||||||
} |
|
||||||
@ -1,12 +0,0 @@ |
|||||||
fileFormatVersion: 2 |
|
||||||
guid: 5a07a830728500b469b1a7e6b0767a78 |
|
||||||
timeCreated: 1484131011 |
|
||||||
licenseType: Free |
|
||||||
MonoImporter: |
|
||||||
serializedVersion: 2 |
|
||||||
defaultReferences: [] |
|
||||||
executionOrder: 0 |
|
||||||
icon: {instanceID: 0} |
|
||||||
userData: |
|
||||||
assetBundleName: |
|
||||||
assetBundleVariant: |
|
||||||
@ -1,9 +0,0 @@ |
|||||||
fileFormatVersion: 2 |
|
||||||
guid: d56714f1a0630ad46ae6229b0cac6d50 |
|
||||||
folderAsset: yes |
|
||||||
timeCreated: 1484278879 |
|
||||||
licenseType: Free |
|
||||||
DefaultImporter: |
|
||||||
userData: |
|
||||||
assetBundleName: |
|
||||||
assetBundleVariant: |
|
||||||
@ -1,120 +0,0 @@ |
|||||||
Shader "Hidden/ScreenHomography" |
|
||||||
{ |
|
||||||
Properties |
|
||||||
{ |
|
||||||
_MainTex ("Texture", 2D) = "white" {} |
|
||||||
} |
|
||||||
SubShader |
|
||||||
{ |
|
||||||
ZTest Always Cull Off ZWrite Off |
|
||||||
Fog { Mode off } |
|
||||||
|
|
||||||
CGINCLUDE |
|
||||||
|
|
||||||
#pragma fragmentoption ARB_precision_hint_fastest |
|
||||||
#include "UnityCG.cginc" |
|
||||||
|
|
||||||
float4x4 matrixHomo; |
|
||||||
float4 textureSize; |
|
||||||
|
|
||||||
sampler2D _MainTex; |
|
||||||
float3 blend_color; |
|
||||||
float amount; |
|
||||||
|
|
||||||
float Triangular(float f) |
|
||||||
{ |
|
||||||
f = f / 2.0; |
|
||||||
if (f < 0.0) |
|
||||||
{ |
|
||||||
return (f + 1.0); |
|
||||||
} |
|
||||||
else |
|
||||||
{ |
|
||||||
return (1.0 - f); |
|
||||||
} |
|
||||||
return 0.0; |
|
||||||
} |
|
||||||
|
|
||||||
float4 getColor(sampler2D textureSampler, float2 TexCoord) |
|
||||||
{ |
|
||||||
float4 homo = mul(matrixHomo, float4(TexCoord, 0.0f, 1.0f)); |
|
||||||
float2 tex_coord = homo.xy / homo.w; |
|
||||||
if (tex_coord.x < 0.0f || tex_coord.x > 1.0f || tex_coord.y < 0.0f || tex_coord.y > 1.0f) |
|
||||||
return float4(0, 0, 0, 1); |
|
||||||
else |
|
||||||
return tex2D(textureSampler, tex_coord); |
|
||||||
} |
|
||||||
|
|
||||||
float4 BiCubic(sampler2D textureSampler, float2 TexCoord) |
|
||||||
{ |
|
||||||
float fWidth = textureSize.x; |
|
||||||
float fHeight = textureSize.y; |
|
||||||
float texelSizeX = 1.0 / fWidth; //size of one texel |
|
||||||
float texelSizeY = 1.0 / fHeight; //size of one texel |
|
||||||
float4 nSum = float4(0.0, 0.0, 0.0, 0.0); |
|
||||||
float4 nDenom = float4(0.0, 0.0, 0.0, 0.0); |
|
||||||
float a = frac(TexCoord.x * fWidth); // get the decimal part |
|
||||||
float b = frac(TexCoord.y * fHeight); // get the decimal part |
|
||||||
for (int m = -1; m <= 2; m++) |
|
||||||
{ |
|
||||||
for (int n = -1; n <= 2; n++) |
|
||||||
{ |
|
||||||
float4 vecData = getColor(textureSampler, |
|
||||||
TexCoord + float2(texelSizeX * float(m), |
|
||||||
texelSizeY * float(n))); |
|
||||||
float f = Triangular(float(m) - a); |
|
||||||
float4 vecCooef1 = float4(f, f, f, f); |
|
||||||
float f1 = Triangular(-(float(n) - b)); |
|
||||||
float4 vecCoeef2 = float4(f1, f1, f1, f1); |
|
||||||
nSum = nSum + (vecData * vecCoeef2 * vecCooef1); |
|
||||||
nDenom = nDenom + ((vecCoeef2 * vecCooef1)); |
|
||||||
} |
|
||||||
} |
|
||||||
return nSum / nDenom; |
|
||||||
} |
|
||||||
|
|
||||||
float4 BiLinear(sampler2D textureSampler, float2 TexCoord) |
|
||||||
{ |
|
||||||
float fWidth = textureSize.x; |
|
||||||
float fHeight = textureSize.y; |
|
||||||
|
|
||||||
float texelSizeX = 1.0 / fWidth; //size of one texel |
|
||||||
float texelSizeY = 1.0 / fHeight; //size of one texel |
|
||||||
|
|
||||||
float4 p0q0 = getColor(textureSampler, TexCoord); |
|
||||||
float4 p1q0 = getColor(textureSampler, TexCoord + float2(texelSizeX, 0)); |
|
||||||
|
|
||||||
float4 p0q1 = getColor(textureSampler, TexCoord + float2(0, texelSizeY)); |
|
||||||
float4 p1q1 = getColor(textureSampler, TexCoord + float2(texelSizeX, texelSizeY)); |
|
||||||
|
|
||||||
float a = frac(TexCoord.x * fWidth); // Get Interpolation factor for X direction. |
|
||||||
// Fraction near to valid data. |
|
||||||
|
|
||||||
float4 pInterp_q0 = lerp(p0q0, p1q0, a); // Interpolates top row in X direction. |
|
||||||
float4 pInterp_q1 = lerp(p0q1, p1q1, a); // Interpolates bottom row in X direction. |
|
||||||
|
|
||||||
float b = frac(TexCoord.y * fHeight);// Get Interpolation factor for Y direction. |
|
||||||
return lerp(pInterp_q0, pInterp_q1, b); // Interpolate in Y direction. |
|
||||||
} |
|
||||||
|
|
||||||
float4 frag(v2f_img i) : SV_Target |
|
||||||
{ |
|
||||||
float4 scene_color = getColor(_MainTex, i.uv); |
|
||||||
//scene_color = BiLinear(_MainTex, i.uv); |
|
||||||
//scene_color = BiCubic(_MainTex, i.uv); |
|
||||||
float3 col = scene_color * (1-amount) + blend_color * amount; |
|
||||||
return float4(col, 1.0); |
|
||||||
} |
|
||||||
ENDCG |
|
||||||
|
|
||||||
// (0) VRRenderCloud |
|
||||||
Pass |
|
||||||
{ |
|
||||||
CGPROGRAM |
|
||||||
#pragma vertex vert_img |
|
||||||
#pragma fragment frag |
|
||||||
ENDCG |
|
||||||
} |
|
||||||
} |
|
||||||
FallBack off |
|
||||||
} |
|
||||||
@ -1,9 +0,0 @@ |
|||||||
fileFormatVersion: 2 |
|
||||||
guid: 1bc0e66a10903904f9a395ab00d5928b |
|
||||||
timeCreated: 1484131014 |
|
||||||
licenseType: Free |
|
||||||
ShaderImporter: |
|
||||||
defaultTextures: [] |
|
||||||
userData: |
|
||||||
assetBundleName: |
|
||||||
assetBundleVariant: |
|
||||||
@ -1,113 +0,0 @@ |
|||||||
Shader "UI/UCDefault" |
|
||||||
{ |
|
||||||
Properties |
|
||||||
{ |
|
||||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} |
|
||||||
_Color ("Tint", Color) = (1,1,1,1) |
|
||||||
|
|
||||||
_StencilComp ("Stencil Comparison", Float) = 8 |
|
||||||
_Stencil ("Stencil ID", Float) = 0 |
|
||||||
_StencilOp ("Stencil Operation", Float) = 0 |
|
||||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255 |
|
||||||
_StencilReadMask ("Stencil Read Mask", Float) = 255 |
|
||||||
|
|
||||||
_ColorMask ("Color Mask", Float) = 15 |
|
||||||
|
|
||||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 |
|
||||||
} |
|
||||||
|
|
||||||
SubShader |
|
||||||
{ |
|
||||||
Tags |
|
||||||
{ |
|
||||||
"Queue"="Transparent" |
|
||||||
"IgnoreProjector"="True" |
|
||||||
"RenderType"="Transparent" |
|
||||||
"PreviewType"="Plane" |
|
||||||
"CanUseSpriteAtlas"="True" |
|
||||||
} |
|
||||||
|
|
||||||
Stencil |
|
||||||
{ |
|
||||||
Ref [_Stencil] |
|
||||||
Comp [_StencilComp] |
|
||||||
Pass [_StencilOp] |
|
||||||
ReadMask [_StencilReadMask] |
|
||||||
WriteMask [_StencilWriteMask] |
|
||||||
} |
|
||||||
|
|
||||||
Cull Off |
|
||||||
Lighting Off |
|
||||||
//ZWrite Off |
|
||||||
//ZTest [unity_GUIZTestMode] |
|
||||||
Blend SrcAlpha OneMinusSrcAlpha |
|
||||||
ColorMask [_ColorMask] |
|
||||||
|
|
||||||
Pass |
|
||||||
{ |
|
||||||
Name "Default" |
|
||||||
CGPROGRAM |
|
||||||
#pragma vertex vert |
|
||||||
#pragma fragment frag |
|
||||||
#pragma target 2.0 |
|
||||||
|
|
||||||
#include "UnityCG.cginc" |
|
||||||
#include "UnityUI.cginc" |
|
||||||
|
|
||||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP |
|
||||||
|
|
||||||
struct appdata_t |
|
||||||
{ |
|
||||||
float4 vertex : POSITION; |
|
||||||
float4 color : COLOR; |
|
||||||
float2 texcoord : TEXCOORD0; |
|
||||||
UNITY_VERTEX_INPUT_INSTANCE_ID |
|
||||||
}; |
|
||||||
|
|
||||||
struct v2f |
|
||||||
{ |
|
||||||
float4 vertex : SV_POSITION; |
|
||||||
fixed4 color : COLOR; |
|
||||||
float2 texcoord : TEXCOORD0; |
|
||||||
float4 worldPosition : TEXCOORD1; |
|
||||||
UNITY_VERTEX_OUTPUT_STEREO |
|
||||||
}; |
|
||||||
|
|
||||||
fixed4 _Color; |
|
||||||
fixed4 _TextureSampleAdd; |
|
||||||
float4 _ClipRect; |
|
||||||
|
|
||||||
v2f vert(appdata_t IN) |
|
||||||
{ |
|
||||||
v2f OUT; |
|
||||||
UNITY_SETUP_INSTANCE_ID(IN); |
|
||||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); |
|
||||||
OUT.worldPosition = IN.vertex; |
|
||||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); |
|
||||||
|
|
||||||
OUT.texcoord = IN.texcoord; |
|
||||||
|
|
||||||
OUT.color = IN.color * _Color; |
|
||||||
return OUT; |
|
||||||
} |
|
||||||
|
|
||||||
sampler2D _MainTex; |
|
||||||
|
|
||||||
fixed4 frag(v2f IN) : SV_Target |
|
||||||
{ |
|
||||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; |
|
||||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); |
|
||||||
|
|
||||||
#ifdef UNITY_UI_ALPHACLIP |
|
||||||
clip (color.a - 0.001); |
|
||||||
#endif |
|
||||||
|
|
||||||
if(color.a == 0) |
|
||||||
discard; |
|
||||||
|
|
||||||
return color; |
|
||||||
} |
|
||||||
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Loading…
Reference in new issue