add anna and kris day and night version

master
uc-hoba 8 years ago
parent 641870c6c0
commit 81e862da9b
  1. 4
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Anna_day-Standby.asset
  2. 0
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Anna_day-Standby.asset.meta
  3. 4
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Anna_day-Trigger.asset
  4. 0
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Anna_day-Trigger.asset.meta
  5. 15
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Anna_night-Standby.asset
  6. 10
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Anna_night-Standby.asset.meta
  7. 4
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Anna_night-Trigger.asset
  8. 10
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Anna_night-Trigger.asset.meta
  9. 15
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Kristoff_day-Standby.asset
  10. 0
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Kristoff_day-Standby.asset.meta
  11. 4
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Kristoff_day-Trigger.asset
  12. 0
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Kristoff_day-Trigger.asset.meta
  13. 15
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Kristoff_night-Standby.asset
  14. 10
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Kristoff_night-Standby.asset.meta
  15. 15
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Kristoff_night-Trigger.asset
  16. 10
      Unity_2018_Frozen/Assets/Frozen/DSAsset/Kristoff_night-Trigger.asset.meta
  17. 738
      Unity_2018_Frozen/Assets/Frozen/Frozen.unity
  18. 8
      Unity_2018_Frozen/Assets/Frozen/Script/CharacterBehaviour.cs
  19. 4
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Anna_day-icn.mat
  20. 0
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Anna_day-icn.mat.meta
  21. 4
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Anna_day.mat
  22. 0
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Anna_day.mat.meta
  23. 4
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Anna_night-icn.mat
  24. 2
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Anna_night-icn.mat.meta
  25. 4
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Anna_night.mat
  26. 8
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Anna_night.mat.meta
  27. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Kristoff.png
  28. 76
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Kristoff_Sven_day-icn.mat
  29. 0
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Kristoff_Sven_day-icn.mat.meta
  30. 4
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Kristoff_Sven_day.mat
  31. 0
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Kristoff_Sven_day.mat.meta
  32. 76
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Kristoff_Sven_night-icn.mat
  33. 10
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Kristoff_Sven_night-icn.mat.meta
  34. 76
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Kristoff_Sven_night.mat
  35. 10
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Kristoff_Sven_night.mat.meta
  36. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Sven.png
  37. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Sven_and_Krostoff_day_version.png
  38. 4
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Sven_and_Krostoff_day_version.png.meta
  39. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Sven_and_Krostoff_night_version.png
  40. 4
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/Sven_and_Krostoff_night_version.png.meta
  41. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/anna.png
  42. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/anna_day_version.png
  43. 4
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/anna_day_version.png.meta
  44. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/anna_night_version.png
  45. 6
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/anna_night_version.png.meta
  46. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/snow_only_day_version_timeRemap.png
  47. 88
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/snow_only_day_version_timeRemap.png.meta
  48. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/snow_only_night_version_timeRemap.png
  49. 88
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/snow_only_night_version_timeRemap.png.meta
  50. 3
      Unity_2018_Frozen/Assets/Frozen/Texture/Character/snowball_only.png
  51. 9
      Unity_2018_Frozen/Assets/Klak/DFVolume/Editor.meta
  52. 17
      Unity_2018_Frozen/Assets/Klak/DFVolume/Editor/VolumeDataEditor.cs
  53. 12
      Unity_2018_Frozen/Assets/Klak/DFVolume/Editor/VolumeDataEditor.cs.meta
  54. 70
      Unity_2018_Frozen/Assets/Klak/DFVolume/Editor/VolumeSamplerEditor.cs
  55. 12
      Unity_2018_Frozen/Assets/Klak/DFVolume/Editor/VolumeSamplerEditor.cs.meta
  56. 35
      Unity_2018_Frozen/Assets/Klak/DFVolume/Editor/VolumeVisualizer.cs
  57. 12
      Unity_2018_Frozen/Assets/Klak/DFVolume/Editor/VolumeVisualizer.cs.meta
  58. 9
      Unity_2018_Frozen/Assets/Klak/DFVolume/Shader.meta
  59. 60
      Unity_2018_Frozen/Assets/Klak/DFVolume/Shader/Visualizer.shader
  60. 9
      Unity_2018_Frozen/Assets/Klak/DFVolume/Shader/Visualizer.shader.meta
  61. 54
      Unity_2018_Frozen/Assets/Klak/DFVolume/VolumeData.cs
  62. 12
      Unity_2018_Frozen/Assets/Klak/DFVolume/VolumeData.cs.meta
  63. 122
      Unity_2018_Frozen/Assets/Klak/DFVolume/VolumeSampler.cs
  64. 12
      Unity_2018_Frozen/Assets/Klak/DFVolume/VolumeSampler.cs.meta
  65. 49
      Unity_2018_Frozen/Assets/Klak/DFVolume/VolumeVisualizer.cs
  66. 15
      Unity_2018_Frozen/Assets/Klak/DFVolume/VolumeVisualizer.cs.meta

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@ -66,8 +66,7 @@ namespace UltraCombos.Frozen
[SerializeField, Header("Debug")] [SerializeField, Header("Debug")]
bool mode = false; bool mode = false;
[SerializeField] public string info;
string info;
private void Awake() private void Awake()
{ {
@ -196,7 +195,10 @@ namespace UltraCombos.Frozen
ply.Frame = 0; ply.Frame = 0;
} }
flow = StartCoroutine(Flow()); if (is_alive)
{
flow = StartCoroutine(Flow());
}
} }
IEnumerator Flow() IEnumerator Flow()

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// DFVolume - Distance field volume generator for Unity
// https://github.com/keijiro/DFVolume
using UnityEngine;
using UnityEditor;
namespace DFVolume
{
[CustomEditor(typeof(VolumeData))]
class VolumeDataEditor : Editor
{
public override void OnInspectorGUI()
{
// There is nothing to show in the inspector.
}
}
}

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// DFVolume - Distance field volume generator for Unity
// https://github.com/keijiro/DFVolume
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System.Linq;
namespace DFVolume
{
[CanEditMultipleObjects]
[CustomEditor(typeof(VolumeSampler))]
class VolumeSamplerEditor : Editor
{
SerializedProperty _resolution;
SerializedProperty _extent;
void OnEnable()
{
_resolution = serializedObject.FindProperty("_resolution");
_extent = serializedObject.FindProperty("_extent");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(_resolution);
EditorGUILayout.PropertyField(_extent);
serializedObject.ApplyModifiedProperties();
if (GUILayout.Button("Create Volume Data")) CreateVolumeData();
CheckSkewedTransform();
}
void CreateVolumeData()
{
var output = new List<Object>();
foreach (VolumeSampler sampler in targets)
{
var path = "Assets/New Volume Data.asset";
path = AssetDatabase.GenerateUniqueAssetPath(path);
var asset = ScriptableObject.CreateInstance<VolumeData>();
asset.Initialize(sampler);
AssetDatabase.CreateAsset(asset, path);
AssetDatabase.AddObjectToAsset(asset.texture, asset);
}
AssetDatabase.SaveAssets();
EditorUtility.FocusProjectWindow();
Selection.objects = output.ToArray();
}
void CheckSkewedTransform()
{
if (targets.Any(o => ((Component)o).transform.lossyScale != Vector3.one))
EditorGUILayout.HelpBox(
"Using scale in transform may introduce error in output volumes.",
MessageType.Warning
);
}
}
}

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// DFVolume - Distance field volume generator for Unity
// https://github.com/keijiro/DFVolume
using UnityEngine;
using UnityEditor;
namespace DFVolume
{
[CanEditMultipleObjects]
[CustomEditor(typeof(VolumeVisualizer))]
class VolumeVisualizerEditor : Editor
{
SerializedProperty _data;
SerializedProperty _mode;
SerializedProperty _depth;
void OnEnable()
{
_data = serializedObject.FindProperty("_data");
_mode = serializedObject.FindProperty("_mode");
_depth = serializedObject.FindProperty("_depth");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(_data);
EditorGUILayout.PropertyField(_mode);
EditorGUILayout.PropertyField(_depth);
serializedObject.ApplyModifiedProperties();
}
}
}

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licenseType: Pro
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// DFVolume - Distance field volume generator for Unity
// https://github.com/keijiro/DFVolume
Shader "Hidden/DFVolume/Visualizer"
{
Properties
{
_MainTex("", 3D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 texcoord : TEXCOORD;
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD;
};
sampler3D _MainTex;
float _Depth;
float _Mode;
v2f vert(appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = v.texcoord;
return o;
}
fixed4 frag(v2f i) : SV_Target
{
fixed4 data = tex3D(_MainTex, float3(i.texcoord, _Depth));
fixed dist = abs(0.5 - frac(data.a * 10)) * 2;
fixed3 grad = data.rgb + 0.5;
return fixed4(lerp(dist, grad, _Mode), 1);
}
ENDCG
SubShader
{
Tags { "RenderType"="Opaque" }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
ENDCG
}
}
}

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fileFormatVersion: 2
guid: e87e89fb693f01e47ac90f63e832ed83
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licenseType: Pro
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// DFVolume - Distance field volume generator for Unity
// https://github.com/keijiro/DFVolume
using System.Collections.Generic;
using UnityEngine;
namespace DFVolume
{
public class VolumeData : ScriptableObject
{
#region Exposed attributes
[SerializeField] Texture3D _texture;
public Texture3D texture {
get { return _texture; }
}
List<Vector4> _data;
public List<Vector4> data
{
get { return _data; }
}
#endregion
#if UNITY_EDITOR
#region Editor functions
public void Initialize(VolumeSampler sampler)
{
var bmp = sampler.GenerateBitmap();
var dim = sampler.resolution;
_texture = new Texture3D(dim, dim, dim, TextureFormat.RGBAHalf, true);
_texture.name = "Distance Field Texture";
_texture.filterMode = FilterMode.Bilinear;
_texture.wrapMode = TextureWrapMode.Clamp;
_texture.SetPixels(bmp);
_texture.Apply();
_data = new List<Vector4>();
foreach (var c in bmp)
_data.Add(new Vector4(c.r, c.g, c.b, c.a));
}
#endregion
#endif
}
}

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timeCreated: 1495869190
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@ -1,122 +0,0 @@
// DFVolume - Distance field volume generator for Unity
// https://github.com/keijiro/DFVolume
using UnityEngine;
namespace DFVolume
{
public class VolumeSampler : MonoBehaviour
{
#region Exposed attributes
[SerializeField] int _resolution = 50;
public int resolution {
get { return _resolution; }
}
[SerializeField] float _extent = 0.5f;
public float extent {
get { return _extent; }
}
#endregion
#if UNITY_EDITOR
#region Editor functions
void OnDrawGizmos()
{
Gizmos.matrix = transform.localToWorldMatrix;
Gizmos.color = Color.yellow;
Gizmos.DrawWireCube(Vector3.zero, Vector3.one * _extent * 2);
}
public Color[] GenerateBitmap()
{
// Generate a distance field.
var df = new float[_resolution * _resolution * _resolution];
for (var xi = 0; xi < _resolution; xi++)
{
var x = 2.0f * xi / (_resolution - 1) - 1;
for (var yi = 0; yi < _resolution; yi++)
{
var y = 2.0f * yi / (_resolution - 1) - 1;
for (var zi = 0; zi < _resolution; zi++)
{
var z = 2.0f * zi / (_resolution - 1) - 1;
var pt = new Vector3(x, y, z) * _extent;
pt = transform.TransformPoint(pt);
var dist = SearchDistance(pt) * 0.5f / _extent;
df[GetIndex(xi, yi, zi)] = dist;
}
}
}
// Compute gradients and pack them into a bitmap.
var bmp = new Color[df.Length];
var dds2 = (_resolution - 1) / 2.0f;
for (var xi = 0; xi < _resolution; xi++)
{
for (var yi = 0; yi < _resolution; yi++)
{
for (var zi = 0; zi < _resolution; zi++)
{
var d = df[GetIndex(xi, yi, zi)];
var dx0 = df[GetIndex(xi - 1, yi, zi)];
var dx1 = df[GetIndex(xi + 1, yi, zi)];
var dy0 = df[GetIndex(xi, yi - 1, zi)];
var dy1 = df[GetIndex(xi, yi + 1, zi)];
var dz0 = df[GetIndex(xi, yi, zi - 1)];
var dz1 = df[GetIndex(xi, yi, zi + 1)];
bmp[GetIndex(xi, yi, zi)] = new Color(
(dx1 - dx0) * dds2,
(dy1 - dy0) * dds2,
(dz1 - dz0) * dds2,
d
);
}
}
}
return bmp;
}
#endregion
#region Private functions
int GetIndex(int xi, int yi, int zi)
{
xi = Mathf.Clamp(xi, 0, _resolution - 1);
yi = Mathf.Clamp(yi, 0, _resolution - 1);
zi = Mathf.Clamp(zi, 0, _resolution - 1);
return xi + _resolution * (yi + _resolution * zi);
}
float SearchDistance(Vector3 pt)
{
var r = _extent;
var s = _extent * 0.5f;
for (var i = 0; i < 10; i++)
{
r += (Physics.CheckSphere(pt, r) ? -1 : 1) * s;
s *= 0.5f;
}
return r;
}
#endregion
#endif
}
}

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@ -1,49 +0,0 @@
// DFVolume - Distance field volume generator for Unity
// https://github.com/keijiro/DFVolume
using UnityEngine;
namespace DFVolume
{
[ExecuteInEditMode]
public class VolumeVisualizer : MonoBehaviour
{
enum Mode { Distance, Gradient }
[SerializeField] VolumeData _data;
[SerializeField] Mode _mode;
[SerializeField, Range(0, 1)] float _depth = 0.5f;
[SerializeField, HideInInspector] Mesh _quadMesh;
[SerializeField, HideInInspector] Shader _shader;
Material _material;
void OnDestroy()
{
if (_material != null)
if (Application.isPlaying)
Destroy(_material);
else
DestroyImmediate(_material);
}
void Update()
{
if (_material == null)
{
_material = new Material(_shader);
_material.hideFlags = HideFlags.DontSave;
}
_material.SetTexture("_MainTex", _data.texture);
_material.SetFloat("_Depth", _depth);
_material.SetFloat("_Mode", (int)_mode);
Graphics.DrawMesh(
_quadMesh, transform.localToWorldMatrix,
_material, gameObject.layer
);
}
}
}

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