diff --git a/.gitignore b/.gitignore index 9b2ad7efd..a9e318f37 100644 --- a/.gitignore +++ b/.gitignore @@ -301,4 +301,6 @@ Temp/ *.csproj *.sln -!/LearningOpenGL/*/*.sln \ No newline at end of file +!/LearningOpenGL/*/*.sln +!/XlsxTools/*/*.sln +!/XlsxTools/*/*.csproj \ No newline at end of file diff --git a/3rdPlugins/CopyAllComponents/Editor/CopyAllComponent.cs b/3rdPlugins/CopyAllComponents/Editor/CopyAllComponent.cs new file mode 100644 index 000000000..ccd81a54c --- /dev/null +++ b/3rdPlugins/CopyAllComponents/Editor/CopyAllComponent.cs @@ -0,0 +1,29 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +public class CopyAllComponent : EditorWindow +{ + static Component[] copiedComponents; + [MenuItem("GameObject/Copy Current Components #&C")] + static void Copy() + { + copiedComponents = Selection.activeGameObject.GetComponents(); + } + + [MenuItem("GameObject/Paste Current Components #&P")] + static void Paste() + { + foreach (var targetGameObject in Selection.gameObjects) + { + if (!targetGameObject || copiedComponents == null) continue; + foreach (var copiedComponent in copiedComponents) + { + if (!copiedComponent) continue; + UnityEditorInternal.ComponentUtility.CopyComponent(copiedComponent); + UnityEditorInternal.ComponentUtility.PasteComponentAsNew(targetGameObject); + } + } + } + +} diff --git a/3rdPlugins/CopyAllComponents/Editor/CopyAllComponent.cs.meta b/3rdPlugins/CopyAllComponents/Editor/CopyAllComponent.cs.meta new file mode 100644 index 000000000..ef5d18b11 --- /dev/null +++ b/3rdPlugins/CopyAllComponents/Editor/CopyAllComponent.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 63e5cbe86e1b2fe4e83089f93e38086a +timeCreated: 1463461562 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/3rdPlugins/CopyAllComponents/Editor/DeepCopyAllComponent.cs b/3rdPlugins/CopyAllComponents/Editor/DeepCopyAllComponent.cs new file mode 100644 index 000000000..6daa08809 --- /dev/null +++ b/3rdPlugins/CopyAllComponents/Editor/DeepCopyAllComponent.cs @@ -0,0 +1,87 @@ +using UnityEngine; +using UnityEditor; +using System.Collections.Generic; + +public class DeepCopyAllComponent : EditorWindow +{ + [MenuItem("GameObject/Copy All Components #%&C")] + static void Copy() + { + GetAllChilds(Selection.activeGameObject,pri_my_list); + } + + [MenuItem("GameObject/Paste All Components #%&P")] + static void Paste() + { + GameObject tmpGameObj = Selection.activeGameObject; + PasteChildComponent(tmpGameObj, pri_my_list); + + } + + + public class MyComponentList + { + public MyComponentList() + { + } + + public List gameObjList; + public List nextList; + } + + private static void PasteChildComponent(GameObject gameObj, MyComponentList next) + { + if (next.gameObjList != null) + { + foreach (var copiedComponent in next.gameObjList) + { + if (!copiedComponent) continue; + + UnityEditorInternal.ComponentUtility.CopyComponent(copiedComponent); + UnityEditorInternal.ComponentUtility.PasteComponentAsNew(gameObj); + } + } + + if (next.nextList != null) + { + List TmpListTrans = new List(); + foreach (Transform item in gameObj.transform) + { + TmpListTrans.Add(item); + } + int i = 0; + foreach (var item in next.nextList) + { + if (i < TmpListTrans.Count) + { + PasteChildComponent(TmpListTrans[i].gameObject, item); + } + i++; + } + } + } + + + static MyComponentList pri_my_list = new MyComponentList(); + + private static void GetAllChilds(GameObject transformForSearch, MyComponentList next) + { + List childsOfGameobject = new List(); + next.gameObjList = childsOfGameobject; + next.nextList = new List(); + + foreach (var item in transformForSearch.GetComponents()) + { + childsOfGameobject.Add(item); + } + + foreach (Transform item in transformForSearch.transform) + { + MyComponentList tmpnext = new MyComponentList(); + GetAllChilds(item.gameObject, tmpnext); + next.nextList.Add(tmpnext); + } + return; + } + +} \ No newline at end of file diff --git a/3rdPlugins/CopyAllComponents/Editor/DeepCopyAllComponent.cs.meta b/3rdPlugins/CopyAllComponents/Editor/DeepCopyAllComponent.cs.meta new file mode 100644 index 000000000..0a9156079 --- /dev/null +++ b/3rdPlugins/CopyAllComponents/Editor/DeepCopyAllComponent.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9c76b810def6b43429a74ae61b4d3ee0 +timeCreated: 1463462652 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/3rdPlugins/CopyAllComponents/README.md b/3rdPlugins/CopyAllComponents/README.md new file mode 100644 index 000000000..46d796e7f --- /dev/null +++ b/3rdPlugins/CopyAllComponents/README.md @@ -0,0 +1,16 @@ +## Unity对象的所有组件深拷贝与粘贴 + +* [博客地址](https://blog.csdn.net/cartzhang/article/details/51454847) + +Copy all the component include values in Hierarchy! + +You can copy a prefab or gameobject in hierarchy ,and paste all the component in other gameobject. +Here, afford to *.cs, one of them is just copy the currrent level component ,and the other one is +copy all the component include the subobjects's components. + +You can download the folder,and copy to you project,then u will see the function under the GameObject. + +http://blog.csdn.net/cartzhang/article/details/51454847 +So ,any question just let me known. + +Thanks. \ No newline at end of file diff --git a/3rdPlugins/QRCode.md b/3rdPlugins/QRCode.md new file mode 100644 index 000000000..ca866f4ae --- /dev/null +++ b/3rdPlugins/QRCode.md @@ -0,0 +1,4 @@ +## 二维码&条码相关库 +* [Unity Barcode Scanner](https://github.com/kefniark/UnityBarcodeScanner) +* [ZXing.Net](https://github.com/micjahn/ZXing.Net) +* [Unity 使用基于zxing创建二维码,以及支持草料,qrserver, api接口创建](https://github.com/tdouguo/CreatQRTool) \ No newline at end of file diff --git a/3rdPlugins/README.md b/3rdPlugins/README.md index 224a812a7..9b3bd7f14 100644 --- a/3rdPlugins/README.md +++ b/3rdPlugins/README.md @@ -1,22 +1,15 @@ ## 收集整理一些第三方库和插件 -* [Game Framework 基于 Unity 引擎的游戏框架](http://gameframework.cn/) * [UWA开源库合集](https://lab.uwa4d.com/folder/single/5c0771b72977e84b406fb3fb) -* [Unity超炫特效插件包(近百种特效)](https://pan.baidu.com/s/1Di45dh46LrD1BAhZPbCVrA) 提取码:23x9 -* [DOTween Pro好用的动画插值插件](https://pan.baidu.com/s/1k5GyBNqX3FtQ9_vtem4yjQ) 提取码:lgnl -* [Beat Detection音频插件(可以用来制作八分音符酱类似的游戏)](https://pan.baidu.com/s/1G9Df1LQwksmz8irsJcyrsw) 提取码:gm0b -* [Behavior Designer 1.5.11 行为树插件](https://pan.baidu.com/s/1txE-l7APgWfYGiPzRmEbgg) 提取码:1920 +* [腾讯开源库](https://opensource.tencent.com/projects) +* [显示.net代码(比如c#)的编译中间过程和结果的网站](https://sharplab.io/) +* [显示.net代码(比如c#)的编译中间过程和结果的网站(源码托管地址)](https://github.com/ashmind/SharpLab) * [Procedural开源库合辑](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668912611&idx=1&sn=bd9263d19ab7296054a110409555a54f&chksm=f1c9f391c6be7a87c286095782a266536798cab375dc1f646decfb70edc5364c29b1017684b4&mpshare=1&scene=23&srcid=12152Je4rJW2qBQchC36pOeJ#rd) -* [Mobile Movie Texture v2.1.2](https://pan.baidu.com/s/1NGgoKP2QLzvOb9Si3od2HQ) 提取码:7rfh -* [【博物纳新】战争迷雾开源库测评](https://mp.weixin.qq.com/s/riKooDt7PyzTpJAxOqoVwg) * [Unity推出免费全新标准材质库](https://mp.weixin.qq.com/s/EKnuKhQQLFeX3jG9dBPzEg) -* [【博物纳新】Impostor Baker开源库测评](https://mp.weixin.qq.com/s/fkVLHjTFzlVtt12VMJqkGA) -* [【博物纳新】AI for Animation开源库介绍](https://mp.weixin.qq.com/s/HtkW484f8RvFEqKOi_FEtQ) * [unity引用查找插件-ReferenceFinder](https://www.cnblogs.com/blueberryzzz/p/10674581.html) +* [Unity资源引用查找工具-OrganizeResources](https://github.com/coding2233/OrganizeResources) * [QNET,一款给力的APP弱网络测试工具](https://www.cnblogs.com/quark/p/10734587.html) -* [【博物纳新】补间动画XTween开源库测评](https://mp.weixin.qq.com/s/ZSXLRU2E99l8ZkE98_R2gA) * [Unity3d之-使用BMFont制作美术字体](https://www.cnblogs.com/imteach/p/10743725.html) -* [【博物纳新】Procedural Landmass Generation开源库测评](https://mp.weixin.qq.com/s/mp4NTruAMe-FmvNPw8XBFQ) * [6个Unity 开源项目分享!](https://gameinstitute.qq.com/community/detail/120934) * [开源分享 Unity3d客户端与C#分布式服务端游戏框架](http://www.cnblogs.com/egametang/p/7486180.html) * [xlua-framework](https://github.com/smilehao/xlua-framework) @@ -26,3 +19,735 @@ * [【博物纳新】Unity网格变形开源库测评](https://mp.weixin.qq.com/s/UuimtskN4iRiknf8BBQFPg) * [计时器库:Unity Timer](https://github.com/akbiggs/UnityTimer) * [计时器库:Proven Unity Timer](https://github.com/asyncrun/Proven-Unity-Timer) +* [【博物纳新】合辑推荐—使用Unity重现经典游戏!](https://mp.weixin.qq.com/s/O5E-bvDsFduHJI4cFkiYgA) +* [【博物纳新】创建大量角色的GPU动画系统](https://mp.weixin.qq.com/s/5-IGT56NkUQz3JzWPq2DXw) +* [【博物纳新】Unity Shader之萧萧暗雨打窗声](https://mp.weixin.qq.com/s/yQhvMY9EP1jPq9hZgJ1ZpQ) +* [王者荣耀定点数学与碰撞检测库](https://github.com/Prince-Ling/LogicPhysics) +* [【博物纳新】Unity特效性能分析工具](https://mp.weixin.qq.com/s/bKUwKw6VeJzk8fqIyKYjVQ) +* [支持不规则大小列表项的无限滚动列表](https://github.com/jinglikeblue/TurbochargedScrollList) +* [p4api.net(推荐使用)](https://github.com/perforce/p4api.net) +* [P4.net](https://github.com/milang/P4.net) +* [Unity对象的所有组件深拷贝与粘贴小插件](./CopyAllComponents) +* [excel导出为配置文件的工具](https://github.com/yanghuan/proton) +* [CSharpGeneratorForProton](https://github.com/yanghuan/CSharpGeneratorForProton) +* [适配Unity的LitJson库](https://github.com/Mervill/UnityLitJson) +* [原版的LitJson库](https://github.com/LitJSON/litjson) +* [SharpZipLib 压缩库](https://github.com/icsharpcode/SharpZipLib) +* [SharpZipLib 官网](http://icsharpcode.github.io/SharpZipLib/) +* [Lua静态语法检查工具Luacheck](https://github.com/mpeterv/luacheck) +* [LuaMemorySnapshotDump](https://github.com/yaukeywang/LuaMemorySnapshotDump) +* [Unity博主营地|Unity常用插件汇总](https://mp.weixin.qq.com/s/OvBe1BFr9NtYFKcvDFPEww) +* [“开箱即用”的Unity独立游戏开发工具 TinaX Framework](https://tinax.corala.space/#/) +* [最「水」的资源插件汇总,强烈建议你收藏](https://mp.weixin.qq.com/s/dWeC7pJf1237_qW0T6_Kew) +* [工具使用:推荐一款发现优化场景无用组件的工具Maintainer](https://gameinstitute.qq.com/community/detail/107644#commit) +* [Unity通用渲染管线Shader日志输出工具](https://mp.weixin.qq.com/s/tT7bF3__eueOWMyHIHAnAg) +* [UnityParticleSystemPreview](https://github.com/akof1314/UnityParticleSystemPreview) +* [Unity-VariableTileLayout 做海报不错的库](https://github.com/kiepng/Unity-VariableTileLayout) +* [xlsx_to_lua导表工具](https://github.com/xasset/xlsx_to_lua) +* [博主营地 | Unity红点系统如何实现?超全步骤分享](https://mp.weixin.qq.com/s/dLRiH3p_Pl9r5bQHOEAApg) +* [代码极简但功能相对完善的基于UGUI的摇杆(Joystick)组件](https://github.com/Bian-Sh/UniJoystick) +* [A Diablo 2-style inventory system for Unity3D](https://github.com/FarrokhGames/Inventory) +* [一种Shader变体收集和打包编译优化的思路](https://github.com/lujian101/ShaderVariantCollector) +* [Unity Assets Bundle Extractor](https://github.com/DerPopo/UABE) +* [Fenix Server](https://github.com/sekkit/Fenix) +* [HiSocket](https://github.com/hiramtan/HiSocket) +* [Grid Flow Builder](https://docs.dungeonarchitect.com/unity/tutorials/builder_grid_flow.html) +* [Magica Cloth 布料模拟使用心得,以及插件功能介绍](https://mp.weixin.qq.com/s/6ov4oQKXqoNHDUT4pdRJUw) +* [AI SDK平台](https://github.com/Tencent/GameAISDK) +* [UnityFBXExporter](https://github.com/KellanHiggins/UnityFBXExporter) +* [支持直接运行时加载ab的库](https://github.com/nesrak1/AssetsTools.NET) +* [MeshDebugger 网格优化工具](https://github.com/willnode/MeshDebugger/) +* [upr AssetChecker资源检查工具(资源、AssetBundle、代码)](https://upr.unity.com/instructions) +* [微软官方写的unity声音管理器,包含运行时和强大的编辑器](https://github.com/microsoft/Audio-Manager-for-Unity) +* [开源!一款功能强大的高性能二进制序列化器Bssom.Net](https://www.cnblogs.com/1996V/p/13884968.html) +* [TimingWheelc#版分层时间轮算法](https://github.com/linys2333/TimingWheel) +* [Unity3D | 插件资源分享](https://github.com/764424567/Unity-plugin) +* [UnityToolDist](https://github.com/lujian101/UnityToolDist) +* [AssetCheck资源检查修复工具](https://github.com/ZxIce/AssetCheck) +* [LuaBT-NodeCanvas行为树的Lua实现](https://github.com/monitor1394/LuaBT) +* [UnityAssetCleaner](https://github.com/tsubaki/UnityAssetCleaner) +* [best Unity3D open source search engine](https://unitylist.com/) +* [UnityHeapExplorer](https://github.com/pschraut/UnityHeapExplorer/tree/master) +* [Unity3D 实用技巧 - 分享实时飘动动画插件](https://mp.weixin.qq.com/s/cqS3XDSygWnYoV0n0jDyEw) +* [RichText高效、支持大规模头顶文字](https://github.com/506638093/RichText) +* [CascLib](https://github.com/ladislav-zezula/CascLib) +* [StormLib](https://github.com/ladislav-zezula/StormLib) +* [Unity-QuickSheet](https://github.com/kimsama/Unity-QuickSheet) +* [NKGMobaBasedOnET 基于ET框架致敬LOL的Moba游戏](https://gitee.com/NKG_admin/NKGMobaBasedOnET) +* [EasingCurvePresets 动画曲线库](https://github.com/aureliendrouet/EasingCurvePresets) +* [非常轻量级的ECS框架](https://github.com/robert-wallis/ECSLight) +* [SpriteAtlasBrowser](https://github.com/741645596/SpriteAtlasBrowser) +* [Unity 动画路径预览工具(博客)](https://blog.csdn.net/akof1314/article/details/52637145) +* [Unity 动画路径预览工具(代码)](https://github.com/akof1314/AnimationPath) +* [高性能二进制序列化库](https://github.com/xfrogcn/Xfrogcn.BinaryFormatter/blob/master/README.zh.md) +* [C# Expression Parser for Unity3D](https://github.com/deniszykov/csharp-eval-unity3d) +* [ExpressionParser](http://wiki.unity3d.com/index.php/ExpressionParser) +* [Network Benchmark .NET](https://github.com/JohannesDeml/NetworkBenchmarkDotNet) +* [Eval-Expression.NET](https://github.com/zzzprojects/Eval-Expression.NET) +* [C# expressions interpreter](https://github.com/dynamicexpresso/DynamicExpresso) +* [Zero Allocation StringBuilder for .NET Core and Unity](https://github.com/Cysharp/ZString) +* [强大的可视化编程插件 Flowcanvas + Nodecanvas 组合魔改版](https://note.youdao.com/ynoteshare1/index.html?id=6c6748dd043f124049a5b53ae281b950&type=note) +* [Unity_MapEditor_Terrain地图编辑器](https://github.com/Ogbest/Unity_MapEditor_Terrain) +* [记忆中的像素块褪色了吗?用开源的体素编辑器重新做个 3D 的吧!](https://www.cnblogs.com/xueweihan/p/14298163.html) +* [DocFxForUnity](https://github.com/NormandErwan/DocFxForUnity) +* [UnityCoverFlow——Unity3D UI CoverFlow and other Layout options](https://github.com/IainS1986/UnityCoverFlow) +* [docfx 做一个和微软一样的文档平台](https://blog.lindexi.com/post/docfx-做一个和微软一样的文档平台.html) +* [NavMeshPlus](https://github.com/h8man/NavMeshPlus) +* [Unity Git Hooks](https://github.com/doitian/unity-git-hooks) +* [UndoPro - command-based undo system integrated into Unity's default system](https://github.com/Seneral/UndoPro) +* [最后一战MOBA源码](https://github.com/jakeowner/lastbattle) +* [NaughtyAttributes is an extension for the Unity Inspector](https://github.com/dbrizov/NaughtyAttributes) +* [i18n.lua_- A very complete i18n lib for Lua](https://github.com/kikito/i18n.lua) +* [Smart Hierarchy](https://github.com/neon-age/Smart-Hierarchy) +* [FbxSharp Project : FBX SDK C# bindings](https://github.com/Unity-Technologies/com.autodesk.fbx) +* [高效率 QQ 机器人框架](https://github.com/mamoe/mirai) +* [Animation Compression Library](https://github.com/nfrechette/acl) +* [Animation Compression Library Unreal Engine 4 Plugin](https://github.com/nfrechette/acl-ue4-plugin) +* [Lua核心工具包](https://github.com/iwiniwin/LuaKit) +* [OneSignal-Unity-SDK](https://github.com/OneSignal/OneSignal-Unity-SDK) +* [realtime-CSG-for-unity](https://github.com/LogicalError/realtime-CSG-for-unity) +* [IllegalWordsDetection高效率的简单敏感词检测](https://github.com/NewbieGameCoder/IllegalWordsDetection) +* [UTween](https://github.com/ls9512/UTween) +* [搜代码费时又费力?这里有一个开源神器帮你快速搞定!](https://www.cnblogs.com/xueweihan/p/14545827.html) +* [Project Auditor](https://github.com/Unity-Technologies/ProjectAuditor) +* [用于在 Unity3D 中获取Android 和 iOS 平台上唯一机器码的插件](https://github.com/AlianBlank/BlankDeviceUniqueIdentifier) +* [Unity.IO.Compression](https://github.com/Hitcents/Unity.IO.Compression) +* [unity3d-rainbow-folders](https://github.com/PhannGor/unity3d-rainbow-folders) +* [SourceCounter代码行数统计工具](https://github.com/xiaohaijoe/SourceCounter) +* [lua-fsm](https://github.com/recih/lua-fsm) +* [NaughtyCharacter-Third Person Controller for Unity](https://github.com/dbrizov/NaughtyCharacter) +* [multi-platform bittorrent client](https://github.com/aliakseis/LIII) +* [基于unity3d重写的动作系统PosePlus,回合制策略游戏实现](https://github.com/yimengfan/PosePlus_TBS) +* [NaughtyBezierCurves](https://github.com/dbrizov/NaughtyBezierCurves) +* [Masuit.Tools包含一些常用的操作类,大都是静态类,加密解密,反射操作,动态编译等](https://github.com/ldqk/Masuit.Tools) +* [UnityRuntimeSpriteSheetsGenerator](https://github.com/DaVikingCode/UnityRuntimeSpriteSheetsGenerator) +* [SpriteDicing](https://github.com/Elringus/SpriteDicing) +* [一款提供各种主流技术方案的Unity手游框架。包含服务端、客户端等模块,采用C++、C#、Lua语言开发](https://github.com/monitor1394/XGame) +* [Hierarchy 2](https://github.com/truongnguyentungduy/hierarchy-2) +* [Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime](https://github.com/alelievr/Mixture) +* [UGUI Graphics Library for Unity. 一款 UGUI 图形库](https://github.com/monitor1394/XUGL) +* [build-your-own-x](https://github.com/danistefanovic/build-your-own-x) +* [Type References for Unity3D](https://github.com/SolidAlloy/ClassTypeReference-for-Unity) +* [Unity Simple File Browser](https://github.com/yasirkula/UnitySimpleFileBrowser) +* [MonoHook](https://github.com/Misaka-Mikoto-Tech/MonoHook) +* [战双引导](https://github.com/Kengxxiao/Punishing_GrayRaven_Tab/tree/master/lua/xguide) +* [Unity Lightmap Prefab Baker](https://github.com/nukadelic/Unity-Lightmap-Prefab-Baker) +* [SuperEditor 支持在Unity界面编辑CS脚本](https://github.com/UnitySuperEditor/SuperEditor) +* [FBX SDK C# bindings](https://github.com/Unity-Technologies/com.autodesk.fbx) +* [A bunch of code I like to have on hand while working in Unity](https://github.com/JimmyCushnie/JimmysUnityUtilities) +* [MessagePack-CSharp](https://github.com/neuecc/MessagePack-CSharp) +* [Tiny modular pieces utilizing the power of Scriptable Objects](https://github.com/unity-atoms/unity-atoms) +* [ipa-server](https://github.com/iineva/ipa-server/blob/main/README_zh.md) +* [An alternative animator for Unity tailored for traditional animation](https://github.com/aarthificial/reanimation) +* [Unity-mongo-csharp-driver-dlls](https://github.com/Julian23517/Unity-mongo-csharp-driver-dlls) +* [A library for patching, replacing and decorating .NET and Mono methods during runtime](https://github.com/pardeike/Harmony) +* [二维码&条码相关库](./QRCode.md) +* [Rule based SpriteAtlas Generator for Unity3D](https://github.com/UniGameTeam/UniGame.AtlasGenerator) +* [Newtonsoft.Json-for-Unity.Converters](https://github.com/jilleJr/Newtonsoft.Json-for-Unity.Converters) +* [unity-shell](https://github.com/marijnz/unity-shell) +* [UnityBitmapDrawing](https://github.com/ProtoTurtle/UnityBitmapDrawing) +* [DynamicMeshSplitting](https://github.com/LucasVanHooste/DynamicMeshSplitting) +* [High performance in-memory/distributed messaging pipeline for .NET and Unity](https://github.com/Cysharp/MessagePipe) +* [参数化图片处理工具EZTextureProcessor](https://github.com/EZhex1991/EZTextureProcessor) +* [Tool for conveniently and flexibly adding huge amounts of prefabs to your Unity scene](https://github.com/Roland09/PrefabPainter) +* [quick_psd2ugui](https://github.com/zs9024/quick_psd2ugui) +* [Catmull-Rom spline implementation in Unity](https://github.com/JPBotelho/Catmull-Rom-Splines) +* [Astar-for-Unity](https://github.com/sharpaccent/Astar-for-Unity) +* [unity-texture-packer](https://github.com/andydbc/unity-texture-packer) +* [分析Unity资源,如贴图、精灵图、旧版图集, 新版图集SpriteAtlas,支持AB包资源冗余](https://github.com/AMikeW/UnityResourceStaticAnalyzeTool) +* [Lightweight toolset for creating concurrent networking systems for multiplayer games](https://github.com/nxrighthere/NetStack) +* [Asset Usage Detector for Unity 3D](https://github.com/yasirkula/UnityAssetUsageDetector) +* [MyBox is a set of attributes, tools and extensions for Unity](https://github.com/Deadcows/MyBox) +* [FastGithub-github定制版的dns服务,解析访问github最快的ip](https://www.cnblogs.com/kewei/p/14888764.html) +* [LipSync for Unity3D 根据语音生成口型动画 支持fmod](https://github.com/huailiang/LipSync) +* [pkg-doctor包体医生](https://github.com/taptap/pkg-doctor) +* [unity-remote-file-explorer](https://github.com/iwiniwin/unity-remote-file-explorer) +* [docsify-A magical documentation site generator](https://docsify.js.org/#/?id=docsify) +* [美术资源自检规则工具 AssetChecker](https://github.com/Liangzg/AssetChecker) +* [Unity原生碰撞](https://unitylist.com/p/k1c/Unity-Native-Collision) +* [UnityNativeCollision](https://github.com/jeffvella/UnityNativeCollision) +* [Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples](https://github.com/luxkun/ReGoap) +* [CPU and memory profiling tools for Unity3D](https://github.com/larryhou/MemoryProfiler) +* [ILSpy](https://github.com/icsharpcode/ILSpy) +* [AvaloniaILSpy](https://github.com/icsharpcode/AvaloniaILSpy) +* [UnityBookPageCurl](https://github.com/Dandarawy/UnityBookPageCurl) +* [Unity3D-ConvexHull](https://github.com/hont127/Unity3D-ConvexHull) +* [Unity Skinned Mesh Renderer Decals](https://github.com/naelstrof/SkinnedMeshDecals) +* [Unity-Excpetion-Crash](https://github.com/sundxing/Unity-Excpetion-Crash) +* [Unity NavMesh 2D Pathfinding](https://github.com/h8man/NavMeshPlus) +* [Edit Xcode build settings from the command line](https://github.com/mulle-nat/mulle-xcode-settings) +* [NavMeshAvoidance](https://github.com/OlegDzhuraev/NavMeshAvoidance) +* [deep-speech-unity](https://github.com/Babilinski/deep-speech-unity) +* [Pooling Solution for C# and Unity3D](https://github.com/grygus/Unity-Cache-System) +* [Unity白嫖资源大合集!!!](https://www.233tw.com/unity/33772) +* [remotepvrtool](https://github.com/cloudwu/remotepvrtool) +* [Pure Lua timerwheel implementation](https://github.com/Tieske/timerwheel.lua) +* [LuaMemorySnapshotDump](https://github.com/yaukeywang/LuaMemorySnapshotDump) +* [基于ParadoxNotion Slate的帧同步技能编辑器](https://github.com/wqaetly/SkillEditorBasedOnSlate) +* [XUGL](https://github.com/monitor1394/XUGL) +* [HierarchyDecorator](https://github.com/WooshiiDev/HierarchyDecorator) +* [UnityAddressablesBuildLayoutExplorer](https://github.com/pschraut/UnityAddressablesBuildLayoutExplorer) +* [UnityFx.Async](https://github.com/Arvtesh/UnityFx.Async) +* [C-Sharp-Promise](https://github.com/Real-Serious-Games/C-Sharp-Promise) +* [EPPlus](https://github.com/JanKallman/EPPlus) +* [EPPlus 5-Excel spreadsheets for .NET](https://github.com/EPPlusSoftware/EPPlus) +* [A .NET library for distributed synchronization](https://github.com/madelson/DistributedLock) +* [SimpleFolderIcon](https://github.com/SeaeeesSan/SimpleFolderIcon) +* [FindReferencesInProject2](https://github.com/networm/FindReferencesInProject2) +* [Path-Creator](https://github.com/SebLague/Path-Creator) +* [Injects INotifyPropertyChanged code into properties at compile time](https://github.com/Fody/PropertyChanged) +* [Adobe XD to Akyui to Unity UI](https://github.com/kyubuns/AkyuiUnity) +* [C# / Unity Project to work on 3D realtime audio visualizers](https://github.com/jamesmoessis/audiovisuals) +* [Write scripts with the power of C# and .NET](https://github.com/mayuki/Chell) +* [四叉树/八叉树场景动态加载](https://github.com/AsehesL/SceneSeparateDemo) +* [A simple Unity library for cheating prevention](https://github.com/ookii-tsuki/SafeValues) +* [UnityShaderStripper](https://github.com/SixWays/UnityShaderStripper) +* [Unified Realtime/API framework for .NET platform and Unity](https://github.com/Cysharp/MagicOnion) +* [C++ Profiler For Games](https://github.com/bombomby/optick) +* [prefab-painter](https://github.com/alexanderameye/prefab-painter) +* [CatAsset Unity AssetBundle资源管理框架](https://github.com/CatImmortal/CatAsset) +* [基于unity的RPG解密游戏框架](https://github.com/cafel176/RPGFrameWork) +* [Transform controller in Game View for Unity](https://github.com/mattatz/unity-transform-control) +* [go 实现的压测工具,ab、locust、Jmeter压测工具介绍【单台机器100w连接压测实战】](https://github.com/link1st/go-stress-testing) +* [UnityWindowsFileDrag&Drop](https://github.com/Bunny83/UnityWindowsFileDrag-Drop) +* [UnityGUIChartEditor](https://github.com/alessandroTironi/UnityGUIChartEditor) +* [REX-Diagnostics](https://github.com/thorgeirk11/REX-Diagnostics) +* [Spine Timeline](https://github.com/5argon/SpineTimeline) +* [ParticleEffectProfiler](https://github.com/sunbrando/ParticleEffectProfiler) +* [Memory instrumentation tool for android app&game developers](https://github.com/Tencent/loli_profiler) +* [UnityAssetUsageDetector](https://github.com/yasirkula/UnityAssetUsageDetector) +* [Unity-Helpers](https://github.com/mikecann/Unity-Helpers) +* [FindReferencesInProject2](https://github.com/networm/FindReferencesInProject2) +* [ripgrep](https://github.com/BurntSushi/ripgrep) +* [C# string零GC补充方案](https://github.com/871041532/zstring) +* [Unity Screen Navigator](https://github.com/Haruma-K/UnityScreenNavigator) +* [MA_TextureAtlasser](https://github.com/maxartz15/MA_TextureAtlasser) +* [perf-doctor](https://github.com/taptap/perf-doctor) +* [render-doctor](https://github.com/taptap/render-doctor) +* [AssetBundleChecker](https://github.com/wotakuro/AssetBundleChecker) +* [unity-intersections](https://github.com/mattatz/unity-intersections) +* [UnityRuntimeNodeEditor](https://github.com/cemuka/UnityRuntimeNodeEditor) +* [Unity2D Pixel Perfect Collider](https://github.com/RandomiaGaming/Unity2DPixelPerfectCollider) +* [LeoECS](https://github.com/Leopotam/ecs) +* [EZAddresser](https://github.com/Haruma-K/EZAddresser) +* [C++ Profiler For Games](https://github.com/bombomby/optick) +* [bsdiff](https://github.com/mendsley/bsdiff) +* [LuaHelper](https://github.com/Tencent/LuaHelper) +* [Dynamic scrollView based on UGUI](https://github.com/aillieo/UnityDynamicScrollView) +* [A Unity Editor script for automating Rhubarb lip sync animation](https://github.com/crdrury/Unity-Rhubarb-Lip-Syncer) +* [RoadArchitect](https://github.com/MicroGSD/RoadArchitect) +* [SoftMaskForUGUI](https://github.com/mob-sakai/SoftMaskForUGUI) +* [unity-compile-in-background](https://github.com/baba-s/unity-compile-in-background) +* [A simple audio encoder, decoder, noise reduction library for Unity](https://github.com/tkmn0/Caress.Unity) +* [Decompilation Tools and High Productivity Utilities](https://github.com/badamczewski/PowerUp) +* [compilation-visualizer](https://github.com/needle-tools/compilation-visualizer) +* [Animator 事件回调系统](https://github.com/Bian-Sh/Unity-MecanimEventSystem) +* [GameNetworkingSockets](https://github.com/ValveSoftware/GameNetworkingSockets) +* [Unity-Bridge-API](https://github.com/neon-age/Unity-Bridge-API) +* [Kogane.PackageToAsset](https://github.com/baba-s/Kogane.PackageToAsset) +* [unitysizeexplorer](https://github.com/aschearer/unitysizeexplorer) +* [成熟完备灵活的游戏配置解决方案](https://github.com/focus-creative-games/luban) +* [Web browser based Realtime Untiy3D Log viewer](https://github.com/5minlab/sagiri) +* [Unity-Editor-Toolbox](https://github.com/arimger/Unity-Editor-Toolbox) +* [LogViewer](https://github.com/woanware/LogViewer) +* [DotNetJS](https://github.com/Elringus/DotNetJS) +* [GrassBending](https://github.com/Elringus/GrassBending) +* [PathFinder3D](https://github.com/TheCyaniteProject/PathFinder3D) +* [unity-text-typer](https://github.com/redbluegames/unity-text-typer) +* [UnityHook](https://github.com/HearthSim/UnityHook) +* [FuzzySharp](https://github.com/JakeBayer/FuzzySharp) +* [HSV color picker for Unity UI](https://github.com/judah4/HSV-Color-Picker-Unity) +* [Reflexil](https://github.com/sailro/Reflexil) +* [NativeWebSocket](https://github.com/endel/NativeWebSocket) +* [unity-auto-attach-component-attributes](https://github.com/Nrjwolf/unity-auto-attach-component-attributes) +* [cito](https://github.com/pfusik/cito) +* [Fracture any mesh at runtime](https://github.com/ElasticSea/unity-fracture) +* [NativeRenderingPlugin](https://github.com/Unity-Technologies/NativeRenderingPlugin) +* [Task Animation Library for Unity](https://github.com/kyubuns/AnimeTask) +* [Mobile-friendly debug console](https://github.com/kyubuns/AbcConsole) +* [Array2DEditor](https://github.com/Eldoir/Array2DEditor) +* [FishNet - Networking Evolved](https://github.com/FirstGearGames/FishNet) +* [CurveDesigner](https://github.com/cmacmillan/CurveDesigner) +* [proceduralAnimation2D](https://github.com/Re50N4NC3/proceduralAnimation2D) +* [Distance Field Ambient Occlusion](https://github.com/ZephyrL/DFAO-unity) +* [DataRenderer2D](https://github.com/geniikw/DataRenderer2D) +* [LiteNetLibManager](https://github.com/insthync/LiteNetLibManager) +* [Mesh Cutter](https://github.com/hugoscurti/mesh-cutter) +* [Level design tools for Unity](https://github.com/sabresaurus/SabreCSG) +* [Animation Sequencer](https://github.com/brunomikoski/Animation-Sequencer) +* [UnityIngameDebugConsole](https://github.com/yasirkula/UnityIngameDebugConsole) +* [Weaver is a code weaving framework built right into Unity Engine. Based heavily off of Fody](https://github.com/ByronMayne/Weaver) +* [RenderDocMeshParserForUnity](https://github.com/windsmoon/RenderDocMeshParserForUnity) +* [Asset Management Tools for Unity](https://github.com/NibbleByte/UnityAssetManagementTools) +* [Marching-Cubes-Terrain](https://github.com/Eldemarkki/Marching-Cubes-Terrain) +* [protobuf3-for-unity](https://github.com/bitcraftCoLtd/protobuf3-for-unity) +* [CSharpier is an opinionated code formatter for c#](https://github.com/belav/csharpier) +* [UnityRuntimeInspector](https://github.com/yasirkula/UnityRuntimeInspector) +* [Raycast Visualization](https://github.com/nomnomab/RaycastVisualization) +* [2D-Platformer-Hunter](https://github.com/ta-david-yu/2D-Platformer-Hunter) +* [UNITY engine RPG framework](https://github.com/delmarle/RPG-Core) +* [Animation-Sequencer](https://github.com/brunomikoski/Animation-Sequencer) +* [hierarchy-labels](https://github.com/shniqq/hierarchy-labels) +* [Graphy - Ultimate FPS Counter - Stats Monitor & Debugger (Unity)](https://github.com/Tayx94/graphy) +* [City Generator](https://github.com/itsjustdel/City-Generator) +* [Unity-Folder-Icons](https://github.com/WooshiiDev/Unity-Folder-Icons) +* [ijkplayer](https://github.com/bilibili/ijkplayer) +* [A .NET library for compressed bit set data structures](https://github.com/BitSetsNet/BitSetsNet) +* [RailgunNet](https://github.com/ashoulson/RailgunNet) +* [unity-regex-builder](https://github.com/karl-/unity-regex-builder) +* [MissingScriptType](https://github.com/SolidAlloy/MissingScriptType) +* [BitPacking](https://github.com/Cobo3/BitPacking) +* [Mesh-Carving-Unity](https://github.com/eman2XR/Mesh-Carving-Unity) +* [A 100% native C# implementation of ZeroMQ for .NET](https://github.com/zeromq/netmq) +* [packetnet](https://github.com/dotpcap/packetnet) +* [LiveCharts2](https://github.com/beto-rodriguez/LiveCharts2) +* [uLipSync](https://github.com/hecomi/uLipSync) +* [Procedural Animation in Unity](https://github.com/Sopiro/Unity-Procedural-Animation) +* [websocket-sharp](https://github.com/sta/websocket-sharp) +* [ColorBands](https://github.com/rstecca/ColorBands) +* [mesh-cutter](https://github.com/hugoscurti/mesh-cutter) +* [C# Websocket Implementation](https://github.com/statianzo/Fleck) +* [behavior tree for lua](https://github.com/zhandouxiaojiji/behavior3lua) +* [collider-visualizer](https://github.com/tomori-hikage/collider-visualizer) +* [ScriptableObject-Architecture](https://github.com/DanielEverland/ScriptableObject-Architecture) +* [UnityEngine.CullingGroup API for everyone](https://github.com/mackysoft/Vision) +* [luacheck](https://github.com/mpeterv/luacheck) +* [NativeWebSocket](https://github.com/endel/NativeWebSocket) +* [Mathematical Expressions Evaluator for .NET](https://github.com/ncalc/ncalc) +* [NativeSDF](https://github.com/Amarcolina/NativeSDF) +* [VContainer](https://github.com/hadashiA/VContainer) +* [roblox-lua-promise](https://github.com/evaera/roblox-lua-promise) +* [UnlimitedScrollUI](https://github.com/Brian-Jiang/UnlimitedScrollUI) +* [Unity-Dependencies-Hunter](https://github.com/AlexeyPerov/Unity-Dependencies-Hunter) +* [Mesh simplification for Unity](https://github.com/Whinarn/UnityMeshSimplifier) +* [PixelArtTool](https://github.com/unitycoder/PixelArtTool) +* [LipSync-Pro](https://github.com/Rtyper/LipSync-Pro) +* [unity-mesh-builder](https://github.com/mattatz/unity-mesh-builder) +* [A C# priority queue optimized for pathfinding applications](https://github.com/BlueRaja/High-Speed-Priority-Queue-for-C-Sharp) +* [YooAsset是一个基于Unity3D引擎的资源管理插件](https://github.com/tuyoogame/YooAsset) +* [ProjectAuditor](https://github.com/Unity-Technologies/ProjectAuditor) +* [OSM-City-Engine](https://github.com/BerkeCagkanToptas/OSM-City-Engine) +* [High performance LINQ implementation with minimal heap allocations](https://github.com/NetFabric/NetFabric.Hyperlinq) +* [playable visualizer with GraphView](https://github.com/terrynoya/YJZPlayableGraphView) +* [Unity - Mulligan Renamer](https://github.com/redbluegames/unity-mulligan-renamer) +* [Unity对比工具](https://github.com/L-Lawliet/UnityCompare) +* [Unity自动生成各种机型分辨率效果工具](https://github.com/QiangZou/AdapterTool) +* [Gif decoding utility for Unity engine](https://github.com/3DI70R/Unity-GifDecoder) +* [unity prefab差异对比插件UniMerge](https://zhuanlan.zhihu.com/p/28086510) +* [UnityDirtyCompiler 脏脚本编译工具](https://github.com/chenwansal/UnityDirtyCompiler) +* [LipSyncUE4](https://github.com/pgii/LipSyncUE4) +* [Peer to peer network solution for multiplayer games](https://github.com/zestylife/EuNet) +* [DotNetty](https://github.com/Azure/DotNetty) +* [sharpcompress](https://github.com/adamhathcock/sharpcompress) +* [Asynchronous Image Loader for Unity](https://github.com/Looooong/UnityAsyncImageLoader) +* [Recyclable-Scroll-Rect](https://github.com/MdIqubal/Recyclable-Scroll-Rect) +* [unity-package-tools](https://github.com/jeffcampbellmakesgames/unity-package-tools) +* [Automatic-DynamicBone](https://github.com/OneYoungMean/Automatic-DynamicBone) +* [unity-autocomplete-search-field](https://github.com/marijnz/unity-autocomplete-search-field) +* [UnityExplorer](https://github.com/sinai-dev/UnityExplorer) +* [High performance understanding for stack traces](https://github.com/benaadams/Ben.Demystifier) +* [BMeshUnity](https://github.com/eliemichel/BMeshUnity) +* [World generator made in Unity](https://github.com/emqk/ProceduralWorld) +* [FusionWater](https://github.com/nailuj05/FusionWater) +* [Smart-Inspector](https://github.com/neon-age/Smart-Inspector) +* [Ceto: Ocean system for Unity](https://github.com/Scrawk/Ceto) +* [Unity 2021 Object Pool API](https://github.com/llamacademy/2021-object-pool) +* [Easy and optimized way to apply Filtering, Sorting, and Pagination using text-based data](https://github.com/alirezanet/Gridify) +* [SharedMemory](https://github.com/justinstenning/SharedMemory) +* [BulletSharpPInvoke](https://github.com/AndresTraks/BulletSharpPInvoke) +* [Iterator Library for C# and Unity](https://github.com/jacksondunstan/iterator) +* [C# library for 2D/3D geometric computation, mesh algorithms, and so on](https://github.com/gradientspace/geometry3Sharp) +* [Reloaded.Memory](https://github.com/Reloaded-Project/Reloaded.Memory) +* [Cross-platform .NET/Mono bindings for LibVLC](https://github.com/videolan/libvlcsharp) +* [Unity_Toys](https://github.com/rito15/Unity_Toys) +* [UniTaskStateMachine](https://github.com/k-okawa/UniTaskStateMachine) +* [A fully-featured deformer system for Unity](https://github.com/keenanwoodall/Deform) +* [A unity library to parse GIF files and extract the images as textures](https://github.com/gwaredd/mgGif) +* [GCFreeClosure](https://github.com/lujian101/GCFreeClosure) +* [LinqFaster](https://github.com/jackmott/LinqFaster) +* [Fast, low-allocation ports of List, Dictionary, HashSet, Stack, and Queue using ArrayPool and Span](https://github.com/jtmueller/Collections.Pooled) +* [Pure C# 3D real time physics simulation library](https://github.com/bepu/bepuphysics2) +* [Efficient glTF 3D import / export library for Unity](https://github.com/atteneder/glTFast) +* [MemoryStream with ArrayPool](https://github.com/itn3000/PooledStream) +* [Automatic LOD generation + scene optimization](https://github.com/Unity-Technologies/AutoLOD) +* [UnityMeshSimplifier](https://gitee.com/tangcm/UnityMeshSimplifier/tree/master) +* [MeshDecimator](https://github.com/Whinarn/MeshDecimator) +* [unity中lod分级减面工具SimplyGon, lod预览工具](https://github.com/huailiang/lod) +* [A simple selection history window for Unity](https://github.com/acoppes/unity-history-window) +* [ULiteWebView是一个极度轻量化的Unity内嵌WebView插件](https://github.com/jinglikeblue/ULiteWebView) +* [Prefabshop-Prefab painter for Unity](https://github.com/Raptorij/Prefabshop) +* [Fixed point math C# library](https://github.com/asik/FixedMath.Net) +* [A C# port of Box2D](https://github.com/Zonciu/Box2DSharp) +* [MemoryExtensions](https://github.com/xljiulang/MemoryExtensions) +* [UGUI-Editor](https://github.com/liuhaopen/UGUI-Editor) +* [Unity3d-QuadTree-Collision-Detection](https://github.com/cr4yz/Unity3d-QuadTree-Collision-Detection) +* [提供 C# 基础的功能扩展](https://github.com/CYJB/Cyjb) +* [LZ4/LH4HC compression for .NET Standard 1.6/2.0 (formerly known as lz4net)](https://github.com/MiloszKrajewski/K4os.Compression.LZ4) +* [Bonsai Behaviour Tree](https://github.com/luis-l/BonsaiBehaviourTree) +* [UnityTimelineEvents](https://github.com/georgejecook/UnityTimelineEvents) +* [fullserializer](https://github.com/jacobdufault/fullserializer) +* [C# 超简单的离线人脸识别库。( 基于 SeetaFace6 )](https://github.com/ViewFaceCore/ViewFaceCore) +* [Control a camera or any other object like SceneView camera](https://github.com/XJINE/Unity_SceneCameraController) +* [Overdraw profiler for Unity, shows fill rate](https://github.com/ken48/UnityOverdrawMonitor) +* [Roslyn analyzers for Unity game developers](https://github.com/microsoft/Microsoft.Unity.Analyzers) +* [A native Unity plugin to handle runtime permissions on Android M+](https://github.com/yasirkula/UnityAndroidRuntimePermissions) +* [Implementation of a lock-free dictionary on .Net](https://github.com/VSadov/NonBlocking) +* [Unity-ZeroMQ-Example](https://github.com/valkjsaaa/Unity-ZeroMQ-Example) +* [Unity3D-Python-Communication](https://github.com/off99555/Unity3D-Python-Communication) +* [Python-Unity-Socket-Communication](https://github.com/Siliconifier/Python-Unity-Socket-Communication) +* [UnityPy is python module that makes it possible to extract/unpack and edit Unity assets](https://github.com/K0lb3/UnityPy) +* [A fast, powerful, safe and lightweight scripting language and engine for .NET](https://github.com/scriban/scriban) +* [PGP library for .NET / c#](https://github.com/Cinchoo/ChoPGP) +* [Apple Unity Plug-Ins](https://github.com/apple/unityplugins) +* [unity-cache-server](https://github.com/Unity-Technologies/unity-cache-server) +* [MikuMikuRig是一款集生成控制器,自动导入动画,自动布料为一体的blender插件](https://github.com/958261649/Miku_Miku_Rig) +* [A pure C# CIL interpreter designed to load and execute managed code on IL2CPP (Unity) platforms](https://github.com/scottyboy805/dotnow-interpreter) +* [单机吞吐2266万tps的网络通信框架](https://github.com/NewLifeX/NewLife.Net) +* [性能监控软件](https://github.com/dingxiaowei/MonitorTool) +* [Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples](https://github.com/luxkun/ReGoap) +* [Expanded Math Functionality for Unity](https://github.com/FreyaHolmer/Mathfs) +* [Steering, obstacle avoidance and path following behaviors for the Unity Game Engine](https://github.com/ricardojmendez/UnitySteer) +* [3d Tilemap Editor for Unity](https://github.com/peartreegames/blocky-world-editor) +* [Generate link.xml file for unity](https://github.com/KuraiAndras/LinkerGenerator) +* [Interactive JPS Search Algorithim, using Steve Rabin's algorithim](https://github.com/trgrote/JPS-Unity) +* [A pure C# implementation of xxhash algorithm](https://github.com/uranium62/xxHash) +* [UnityFileDownloader](https://github.com/jpgordon00/UnityFileDownloader) +* [TouchSocket是 C# 的一个整合性的、超轻量级的网络通信框架](https://github.com/RRQM/TouchSocket) +* [Tools and libraries to glue C/C++ APIs to high-level languages](https://github.com/mono/CppSharp) +* [Behavior trees for Unity3D projects](https://github.com/ashblue/fluid-behavior-tree) +* [单机吞吐2266万tps的网络通信框架](https://github.com/NewLifeX/NewLife.Net) +* [TouchSocket是 C# 的一个整合性的、超轻量级的网络通信框架](https://github.com/RRQM/TouchSocket) +* [Object pooling system for Unity](https://github.com/mackysoft/XPool) +* [Unity-AssetStreaming](https://github.com/oculus-samples/Unity-AssetStreaming) +* [UnityHFSM](https://github.com/Inspiaaa/UnityHFSM) +* [BakingSheet](https://github.com/cathei/BakingSheet) +* [unity3d_quick_reflection](https://github.com/smopu/unity3d_quick_reflection) +* [System.Span for Unity-2019](https://github.com/ousttrue/dotnet.system.memory) +* [Fast, idiomatic C# implementation of Flatbuffers](https://github.com/jamescourtney/FlatSharp) +* [A native Unity plugin to handle runtime permissions on Android M+](https://github.com/yasirkula/UnityAndroidRuntimePermissions) +* [ParrelSync](https://github.com/VeriorPies/ParrelSync) +* [Scene-View-Picker](https://github.com/RoyTheunissen/Scene-View-Picker) +* [Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime](https://github.com/alelievr/Mixture) +* [Terrain voxel engine with the use of Marching Cubes implemented in Unity](https://github.com/Javier-Garzo/Marching-cubes-on-Unity-3D) +* [A fully dynamic planar navmesh for Unity supporting agents of any size](https://github.com/dotsnav/dotsnav) +* [lightweight terrain tool for unity3d](https://github.com/emrecancubukcu/Terrain-Decorator) +* [C# library for 2D/3D geometric computation, mesh algorithms, and so on](https://github.com/gradientspace/geometry3Sharp) +* [Simple, message based, MMO Scale TCP networking in C#](https://github.com/vis2k/Telepathy) +* [Portable Executable (PE) library written in .Net](https://github.com/secana/PeNet) +* [Generate ToString method from public properties](https://github.com/Fody/ToString) +* [VertexAnimation](https://github.com/maxartz15/VertexAnimation) +* [简单高效的多边形地图系统](https://github.com/genechiu/NavMesh) +* [AsmdefHelper](https://github.com/naninunenoy/AsmdefHelper) +* [Unity editor tool for baking shaders to textures](https://github.com/Cyanilux/BakeShader) +* [Embedded Typed Readonly In-Memory Document Database for .NET Core and Unity](https://github.com/Cysharp/MasterMemory) +* [Fast, cross-platform and reliable multipart downloader with asynchronous progress events for .NET applications](https://github.com/bezzad/Downloader) +* [XPool - Object Pooling System for Unity](https://github.com/mackysoft/XPool) +* [C# Extension Methods | Over 1000 extension methods](https://github.com/zzzprojects/Z.ExtensionMethods) +* [VisualProfiler-Unity](https://github.com/microsoft/VisualProfiler-Unity) +* [Varena is a .NET library that provides a fast and lightweight arena allocator using virtual memory](https://github.com/xoofx/Varena) +* [Unity设备判断高中低](https://github.com/dingxiaowei/DeviceGrading) +* [A PBD fluid in unity running on the GPU](https://github.com/Scrawk/PBD-Fluid-in-Unity) +* [GUID regenerator for Unity assets](https://github.com/jeffjadulco/unity-guid-regenerator) +* [A .NET library to run C# code in parallel on the GPU through DX12, D2D1 and dynamically generated HLSL compute shader](https://github.com/Sergio0694/ComputeSharp) +* [Creative geometry for Unity](https://github.com/IxxyXR/polyhydra-upm) +* [Unified Realtime/API framework for .NET platform and Unity](https://github.com/Cysharp/MagicOnion) +* [A small extension that adds a menu item to add folders as symlinks in Unity](https://github.com/karl-/unity-symlink-utility) +* [High Performance Computing in C# (HPCsharp)](https://github.com/DragonSpit/HPCsharp) +* [SPH-Water-Simulation-With-Unity](https://github.com/MahmoudKanbar/SPH-Water-Simulation-With-Unity) +* [DMotion - A high level Animation Framework for Unity DOTS](https://github.com/gamedev-pro/dmotion) +* [EasyTimeSlicing](https://github.com/aillieo/EasyTimeSlicing) +* [Voice chat/VoIP solution for unity](https://github.com/adrenak/univoice) +* [C# port of the stb_image.h](https://github.com/StbSharp/StbImageSharp) +* [An advanced behaviour tree solution for the Unity game engine](https://github.com/luis-l/BonsaiBehaviourTree) +* [AnotherThread](https://github.com/unity3d-jp/AnotherThread) +* [UnityDebugSheet](https://github.com/Haruma-K/UnityDebugSheet) +* [Runtime-Monitoring](https://github.com/JohnBaracuda/Runtime-Monitoring) +* [Hierarchical Finite State Machine](https://github.com/AlexBlackfrost/Unity-Hierarchical-Finite-State-Machine) +* [Case study on fluid dynamics, Volumetric GPU-Based fluid simulator](https://github.com/Al-Asl/Fluid-Simulator) +* [C++11 std::mt19937_64 for C#](https://github.com/lineplay/mt19937_64_cs) +* [AsyncEx](https://github.com/StephenCleary/AsyncEx) +* [AsyncLock](https://github.com/neosmart/AsyncLock) +* [Grass-Tool](https://github.com/starfaerie/Grass-Tool) +* [fluid-behavior-tree](https://github.com/ashblue/fluid-behavior-tree) +* [四叉树大场景解决方案](https://github.com/654306663/QuadTreeMap) +* [SDFGI](https://github.com/Fewes/SDFGI) +* [Http-Multipart-Data-Parser](https://github.com/Http-Multipart-Data-Parser/Http-Multipart-Data-Parser) +* [UnityTimeRewinder](https://github.com/SitronX/UnityTimeRewinder) +* [BoidsUnity](https://github.com/jtsorlinis/BoidsUnity) +* [BuildReportInspector](https://github.com/Unity-Technologies/BuildReportInspector) +* [Unity-Saver](https://github.com/IvanMurzak/Unity-Saver) +* [prefab-library](https://github.com/joshcamas/prefab-library) +* [Unity-Native-Sharing](https://github.com/NicholasSheehan/Unity-Native-Sharing) +* [Mesh-Animation](https://github.com/codewriter-packages/Mesh-Animation) +* [unity-animation](https://github.com/KleinerHacker/unity-animation) +* [UnityUIOptimizationTool](https://github.com/JoanStinson/UnityUIOptimizationTool) +* [Automatically setup Camera viewports from RectTransforms in Unity](https://github.com/gilzoide/unity-camera-viewport-rect) +* [UnityBezierSolution](https://github.com/yasirkula/UnityBezierSolution) +* [Reactive systems and other utilities for Unity DOTS](https://github.com/PanMadzior/ReactiveDots) +* [com.unity.demoteam.mesh-to-sdf](https://github.com/Unity-Technologies/com.unity.demoteam.mesh-to-sdf) +* [FPMath-基于 FixedMath.NET 的 Q31.32 定点数数学库](https://github.com/chenwansal/FPMath) +* [Unity-Gyroscope-Parallax](https://github.com/IvanMurzak/Unity-Gyroscope-Parallax) +* [UnityWebBrowser](https://github.com/Voltstro-Studios/UnityWebBrowser) +* [ActiveRagdoll](https://github.com/ashleve/ActiveRagdoll) +* [UnityWindowsFileDrag-Drop](https://github.com/Bunny83/UnityWindowsFileDrag-Drop) +* [NSprites-Unity DOTS Sprite Rendering Package](https://github.com/Antoshidza/NSprites) +* [Box2DSharp](https://github.com/Zonciu/Box2DSharp) +* [psd-parser(Photoshop Document Parser for .Net)](https://github.com/NtreevSoft/psd-parser) +* [Unity-AlembicToVAT](https://github.com/Gaxil/Unity-AlembicToVAT) +* [WebSocketListener(A lightweight and scalable asynchronous WebSocket listener)](https://github.com/vtortola/WebSocketListener) +* [AIConnectors-Unity C# API connections to StableDiffusion (Automatic1111 and Replicate.com), Dall-E, GPT-3, and possibly others in the future](https://github.com/JPhilipp/AIConnectors) +* [OpenKCC-Open Source Kinematic Character Controller for Unity](https://github.com/nicholas-maltbie/OpenKCC) +* [NativeTrees-Burst compatible Octree and Quadtree for Unity](https://github.com/bartofzo/NativeTrees) +* [SuperScience-Gems of Unity Labs for our user-base](https://github.com/Unity-Technologies/SuperScience) +* [Liquid-Simulation-Liquid simulation effect created in Unity](https://github.com/ivuecode/Liquid-Simulation) +* [DungeonGenerator-Procdural dungeon generator for Unity3D](https://github.com/vazgriz/DungeonGenerator) +* [Html2UnityRich-能够将Html标签转化为Unity支持的富文本标签(UGUI or TextPro)](https://github.com/Wilson403/Html2UnityRich) +* [SimplifyPolygon](https://github.com/vanCopper/SimplifyPolygon) +* [asset-relations-viewer](https://github.com/innogames/asset-relations-viewer) +* [KCP C#版 线程安全,运行时无alloc,对gc无压力](https://github.com/KumoKyaku/KCP) +* [MotionMatching](https://github.com/nashnie/MotionMatching) +* [CapFrameX-Frametime capture and analysis tool](https://github.com/CXWorld/CapFrameX) +* [MagicOnion-Unified Realtime/API framework for .NET platform and Unity](https://github.com/Cysharp/MagicOnion) +* [YamlDotNet-YamlDotNet is a .NET library for YAML](https://github.com/aaubry/YamlDotNet) +* [VYaml-The extra fast, low memory footprint YAML library for C#, focued on .NET and Unity](https://github.com/hadashiA/VYaml) +* [Mixture-Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime](https://github.com/alelievr/Mixture) +* [G-Shark-a free and open-source geometry library designed for computational designers and software developers in the Architecture, Engineering, and Construction (AEC) industry](https://github.com/GSharker/G-Shark) +* [UnityDataTools-Experimental tools and libraries for reading and analyzing Unity data files](https://github.com/Unity-Technologies/UnityDataTools) +* [Unity GPU Vector Graphics](https://github.com/voxell-tech/UnityGPUVectorGraphics) +* [SimpleComputeShaderHashTable-A simple, threadsafe, lock-free hash table for Unity Compute Shaders](https://github.com/b0nes164/SimpleComputeShaderHashTable) +* [LLVMSharp-LLVM bindings for .NET Standard written in C# using ClangSharp](https://github.com/dotnet/LLVMSharp) +* [HexTiles-Unity Hex Tile Editor](https://github.com/RoryDungan/HexTiles) +* [UniMeshCombiner-Simple Unity Mesh Combine Tool](https://github.com/sanukin39/UniMeshCombiner) +* [Tri-Inspector](https://github.com/codewriter-packages/Tri-Inspector) +* [UnityGLTF](https://github.com/KhronosGroup/UnityGLTF) +* [ProceduralToolkit-Procedural generation library for Unity](https://github.com/Syomus/ProceduralToolkit) +* [hierarchical-pathfinding](https://github.com/hugoscurti/hierarchical-pathfinding) +* [Modular-AI Visual behaviour & AI design tool for Unity](https://github.com/Kitbashery/Modular-AI) +* [Netcode.IO.NET-A pure managed C# implementation of the Netcode.IO spec](https://github.com/GlaireDaggers/Netcode.IO.NET) +* [APKToolGUI](https://github.com/AndnixSH/APKToolGUI) +* [AppIconChangerUnity-Change the app icon dynamically in Unity (iOS only)](https://github.com/kyubuns/AppIconChangerUnity) +* [An OpenAI Rest Client for Unity (UPM)](https://github.com/RageAgainstThePixel/com.openai.unity) +* [unity-voronoi Voronoi mesh generator](https://github.com/komietty/unity-voronoi) +* [PathFinding](https://github.com/GameArki/PathFinding) +* [stylised-character-controller(A stylised physics based character controller made in Unity 3D)](https://github.com/joebinns/stylised-character-controller) +* [Skinner-Special Effects with Skinned Mesh in Unity](https://github.com/keijiro/Skinner) +* [PBD-Fluid-in-Unity](https://github.com/Scrawk/PBD-Fluid-in-Unity) +* [StructLinq-Implementation in C# of LINQ concept with struct](https://github.com/reegeek/StructLinq) +* [unity-domain-reload-helper](https://github.com/joshcamas/unity-domain-reload-helper) +* [Open-Source-Motion-Matching-System](https://github.com/dreaw131313/Open-Source-Motion-Matching-System) +* [IL2C-IL2C - A translator for ECMA-335 CIL/MSIL to C language](https://github.com/kekyo/IL2C) +* [高性能的多线程异步工具库](https://github.com/dotnet-campus/AsyncWorkerCollection) +* [Addler-Memory management system for Unity's Addressable Asset System](https://github.com/Haruma-K/Addler) +* [NativeHeap](https://github.com/Amarcolina/NativeHeap) +* [Gobie-Simple C# source generation based on custom templates](https://github.com/GobieGenerator/Gobie) +* [UnityBoneTools](https://github.com/ecidevilin/UnityBoneTools) +* [LinqGen-Alloc-free and fast replacement for Linq, with code generation](https://github.com/cathei/LinqGen) +* [Unity-GUID Implementation of a persistent serializable GUID](https://github.com/stonesheltergames/Unity-GUID) +* [DTCompileTimeTracker-Unity editor extension which tracks compile time](https://github.com/DarrenTsung/DTCompileTimeTracker) +* [GraphViewBehaviorTree](https://github.com/JamesLaFritz/GraphViewBehaviorTree) +* [SimdLinq](https://github.com/Cysharp/SimdLinq) +* [VirtualFileSystem-C#](https://github.com/Lurler/VirtualFileSystem) +* [CopyOnWrite](https://github.com/microsoft/CopyOnWrite) +* [Open AI GPT-3 and DALL-E dotnet SDK](https://github.com/betalgo/openai) +* [LSystemsInUnity](https://github.com/pboechat/LSystemsInUnity) +* [CSCore - .NET Audio Library](https://github.com/filoe/cscore) +* [FASTER-Fast persistent recoverable log and key-value store + cache, in C# and C++](https://github.com/microsoft/FASTER) +* [ProtoPromise](https://github.com/timcassell/ProtoPromise) +* [ZLogger-Zero Allocation Text/Strcutured Logger for .NET Core and Unity, built on top of a Microsoft.Extensions.Logging](https://github.com/Cysharp/ZLogger) +* [guid-based-reference](https://github.com/Unity-Technologies/guid-based-reference) +* [MethodDecorator - Compile time decorator pattern via IL rewriting](https://github.com/Fody/MethodDecorator) +* [Unity-Threading](https://github.com/Enderlook/Unity-Threading) +* [ContextSteering-Unity](https://github.com/RubenFrans/ContextSteering-Unity) +* [BNAO-A tiny, GPU-based Bent Normal and Ambient Occlusion baker for Unity](https://github.com/Fewes/BNAO) +* [tension-tools](https://github.com/apilola/tension-tools) +* [Unity-WinForms](https://github.com/Meragon/Unity-WinForms) +* [Unity-Lightmap-Prefab-Baker](https://github.com/nukadelic/Unity-Lightmap-Prefab-Baker) +* [SpherePlanet-QuadTreeimplement](https://github.com/Ymiku/SpherePlanet-QuadTreeimplement) +* [VloxyEngine-Performance oriented voxel engine for unity](https://github.com/BLaZeKiLL/VloxyEngine) +* [InspectorGraph](https://github.com/giantparticlegames/InspectorGraph) +* [bepuphysics1int](https://github.com/sam-vdp/bepuphysics1int) +* [KinoFog-Global fog effect for Unity](https://github.com/keijiro/KinoFog) +* [Bolt.Addons.Community](https://github.com/RealityStop/Bolt.Addons.Community) +* [GeneticSharp](https://github.com/giacomelli/GeneticSharp) +* [QuadSphere](https://github.com/bicarbon8/QuadSphere) +* [Deform - A fully-featured deformer system for Unity](https://github.com/keenanwoodall/Deform) +* [unity-animation-compressor](https://github.com/fish-ken/unity-animation-compressor) +* [AIShader - ChatGPT-powered shader generator for Unity](https://github.com/keijiro/AIShader) +* [PopUnitySockets](https://github.com/NewChromantics/PopUnitySockets) +* [BackgroundDownload - Plugins for mobile platforms to enable file downloads in background](https://github.com/Unity-Technologies/BackgroundDownload) +* [Synthic](https://github.com/rhedgeco/Synthic) +* [MonoGame - One framework for creating powerful cross-platform games](https://github.com/MonoGame/MonoGame) +* [Metatex - Metadata-only texture importer for Unity](https://github.com/keijiro/Metatex) +* [NetOctree - A dynamic, loose octree implementation](https://github.com/mcserep/NetOctree) +* [interprocess - A cross-platform shared memory queue for fast communication between processes](https://github.com/cloudtoid/interprocess) +* [UnityBoundingVolumeHeirachy(BVH)](https://github.com/rossborchers/UnityBoundingVolumeHeirachy) +* [UnityWebSocket](https://github.com/psygames/UnityWebSocket) +* [C-Sharp algorithms - All algorithms implemented in C#](https://github.com/TheAlgorithms/C-Sharp) +* [Render-Crowd-Of-Animated-Characters](https://github.com/chenjd/Render-Crowd-Of-Animated-Characters) +* [Netly - open source socket library for c# ](https://github.com/alec1o/Netly) +* [Netick-KCC An implementation of Kinematic Character Controller with Netick Networking](https://github.com/Milk-Drinker01/Netick-KCC) +* [NativeOctree - An Octree Native Collection for Unity DOTS](https://github.com/marijnz/NativeOctree) +* [AsmdefHelper - Unity assembly definition utilities](https://github.com/naninunenoy/AsmdefHelper) +* [2D-Platform-Controller](https://github.com/david-reborn/2D-Platform-Controller) +* [UnityNativeShare](https://github.com/yasirkula/UnityNativeShare) +* [Ebook-Unity-AIProgramming](https://github.com/MinaPecheux/Ebook-Unity-AIProgramming) +* [Imaginator4Unity](https://github.com/NeogeneAI/Imaginator4Unity) +* [AISkyboxGenerator](https://github.com/CatDarkGame/AISkyboxGenerator) +* [FastScriptReload](https://github.com/handzlikchris/FastScriptReload) +* [Unity3D.IncrementalCompiler - Unity3D Incremental C# Compiler using Roslyn](https://github.com/SaladLab/Unity3D.IncrementalCompiler) +* [lighting-data-asset-reverse](https://github.com/guycalledfrank/lighting-data-asset-reverse) +* [CustomNavMesh](https://github.com/jadvrodrigues/CustomNavMesh) +* [UnityEngineAnalyzer](https://github.com/vad710/UnityEngineAnalyzer) +* [NSprites-Unity DOTS Sprite Rendering Package](https://github.com/Antoshidza/NSprites) +* [SocoTools-Crossous's unity tools,currently contains shader variant stripper tools](https://github.com/crossous/SocoTools) +* [UnityShaderStripper](https://github.com/SixWays/UnityShaderStripper) +* [UnityDbgDraw](https://github.com/pschraut/UnityDbgDraw) +* [unity-voxel](https://github.com/mattatz/unity-voxel) +* [PlayHooky-C# Runtime Hooking Library for .NET/Mono/Unity](https://github.com/wledfor2/PlayHooky) +* [KNN-Fast K-Nearest Neighbour Library for Unity DOTS](https://github.com/ArthurBrussee/KNN) +* [GameWork-Foundation](https://github.com/FronkonGames/GameWork-Foundation) +* [FastDeepCloner](https://github.com/AlenToma/FastDeepCloner) +* [box2d-netstandard](https://github.com/codingben/box2d-netstandard) +* [Unity-Procedural-IK-Wall-Walking-Spider](https://github.com/PhilS94/Unity-Procedural-IK-Wall-Walking-Spider) +* [BurstFFT-FFT implementation in C# optimized for Unity's Burst compiler](https://github.com/keijiro/BurstFFT) +* [Unity-Animation-Sync](https://github.com/SolarianZ/Unity-Animation-Sync-Demo) +* [Unity-Plane-Mesh-Splitter](https://github.com/artnas/Unity-Plane-Mesh-Splitter) +* [TexturePanner](https://github.com/AdultLink/TexturePanner) +* [lambdaparser](https://github.com/nreco/lambdaparser) +* [EditorGUISplitView](https://github.com/miguel12345/EditorGUISplitView) +* [com.unity.formats.fbx](https://github.com/Unity-Technologies/com.unity.formats.fbx) +* [VirtualTexture](https://github.com/jintiao/VirtualTexture) +* [PublishersFork](https://github.com/adamgit/PublishersFork) +* [spine-runtimes](https://github.com/EsotericSoftware/spine-runtimes) +* [C# utility library. C#工具包](https://github.com/yuzhengyang/Fork) +* [UnityMemoryProfilerSupportKun](https://github.com/katsumasa/UnityMemoryProfilerSupportKun) +* [AirSticker](https://github.com/CyberAgentGameEntertainment/AirSticker) +* [Client Simulator for World Building](https://github.com/vrchat-community/ClientSim) +* [simple-disk-utils](https://github.com/dkrprasetya/simple-disk-utils) +* [Sep - Possibly the World's Fastest .NET CSV Parser](https://github.com/nietras/Sep) +* [LowpolyConvertor](https://github.com/zd304/LowpolyConvertor) +* [DOTS-BehaviorTree](https://github.com/SinyavtsevIlya/DOTS-BehaviorTree) +* [Unity-Built-In-Attributes](https://github.com/teebarjunk/Unity-Built-In-Attributes) +* [SPCRJointDynamics](https://github.com/SPARK-inc/SPCRJointDynamics) +* [UnityTodo](https://github.com/somedeveloper00/UnityTodo) +* [AsmResolver-A library for creating, reading and editing PE files and .NET modules](https://github.com/Washi1337/AsmResolver) +* [TypeTreeDumper](https://github.com/DaZombieKiller/TypeTreeDumper/) +* [AutumnBox - 图形化ADB工具箱](https://github.com/zsh2401/AutumnBox) +* [DotNetCorePlugins - .NET Core library for dynamically loading code](https://github.com/natemcmaster/DotNetCorePlugins) +* [Animation-Texture-Baker](https://github.com/sugi-cho/Animation-Texture-Baker) +* [Il2CppInterop](https://github.com/BepInEx/Il2CppInterop) +* [c2cs - Generate C# bindings from a C header](https://github.com/bottlenoselabs/c2cs) +* [SharpCompilerSettingsForUnity-Change the C# compiler (csc) used on your Unity project, as you like](https://github.com/mob-sakai/CSharpCompilerSettingsForUnity) +* [TextureMerge - pack/merge textures into image channels](https://github.com/Fidifis/TextureMerge) +* [BVHTools-BVH Tools for Unity](https://github.com/emilianavt/BVHTools) +* [SkiaForUnity - Skia For Unity with skottie animations](https://github.com/ammariqais/SkiaForUnity) +* [AsyncWorkerCollection - 高性能的多线程异步工具库](https://github.com/dotnet-campus/AsyncWorkerCollection) +* [reko - Reko is a binary decompiler](https://github.com/uxmal/reko) +* [AutoLevel - Free procedural level generator for unity](https://github.com/Al-Asl/AutoLevel) +* [OpenWorldFramework](https://github.com/tiredamage42/OpenWorldFramework) +* [unity-project-pin-board](https://github.com/ichenpipi/unity-project-pin-board) +* [DirectRetrieveAttribute](https://github.com/labbbirder/DirectRetrieveAttribute) +* [UnityInjection](https://github.com/labbbirder/UnityInjection) +* [Jitex - A library to modify MSIL and native code at runtime](https://github.com/Hitmasu/Jitex#Replace-Native-Code) +* [PruningRadixTrie - 1000x faster Radix trie for prefix search & auto-complete](https://github.com/wolfgarbe/PruningRadixTrie) +* [Shaman.ValueString](https://github.com/antiufo/Shaman.ValueString) +* [unity-quadtree-octree-floodfill(Quadtree Octree flood-fill in Unity)](https://github.com/ElasticSea/unity-quadtree-octree-floodfill) +* [TouchSocket - TouchSocket是.Net(包括 C# 、VB.Net、F#)的一个整合性的、超轻量级的网络通信框架](https://github.com/RRQM/TouchSocket) +* [asset-pipeline](https://github.com/daihenka/asset-pipeline) +* [Vision - UnityEngine.CullingGroup API for everyone](https://github.com/mackysoft/Vision) +* [NaResolver - 轻量化的Unity游戏插件开发框架,给你带来极佳的体验](https://github.com/MidTerm-CN/NaResolver) +* [VirtualFileSystem - A virtual file system implementation in modern C#](https://github.com/Atypical-Consulting/VirtualFileSystem) +* [unity-primitive-mesh-asset-creator](https://github.com/keijiro/unity-primitive-mesh-asset-creator) +* [FreeScheduler](https://github.com/2881099/FreeScheduler) +* [MagicTween](https://github.com/AnnulusGames/MagicTween) +* [unity-profiler-data-exporter](https://github.com/steve3003/unity-profiler-data-exporter) +* [NETCore.Encrypt - NETCore encrypt and decrypt tool](https://github.com/myloveCc/NETCore.Encrypt) +* [SmartReference](https://github.com/Brian-Jiang/SmartReference) +* [Utf8StringInterpolation](https://github.com/Cysharp/Utf8StringInterpolation) +* [RuntimeAssetDatabase](https://github.com/Battlehub0x/RuntimeAssetDatabase) +* [Unity-Collider-Optimizer](https://github.com/aniketrajnish/Unity-Collider-Optimizer) +* [PrimeTween - High-performance, allocation-free tween library for Unity](https://github.com/KyryloKuzyk/PrimeTween) +* [MiniExcel - Fast, Low-Memory, Easy Excel .NET helper](https://github.com/mini-software/MiniExcel) +* [YetAnotherHttpHandler](https://github.com/Cysharp/YetAnotherHttpHandler) +* [UnityCameraSystem_CC - 基于Cinemachine的第一/三人称过肩/自由/斜45度/俯视角摄像机系统](https://github.com/LeahLee13/UnityCameraSystem_CC) +* [MipmapStreaming](https://github.com/kuronekoyang/MipmapStreaming) +* [UnsafeCollections](https://github.com/fholm/UnsafeCollections) +* [Aether.Physics2D](https://github.com/tainicom/Aether.Physics2D) +* [Vibration - Use custom vibrations on mobile with this native Plugin for Unity (Android & iOS)](https://github.com/BenoitFreslon/Vibration) +* [ncalc - Mathematical Expressions Evaluator for .NET](https://github.com/ncalc/ncalc) +* [DotFastLZ - a port of FastLZ, Small and portable byte-aligned LZ77 compression for C#](https://github.com/ikpil/DotFastLZ) +* [ExcelDna - Free and easy .NET for Excel. This repository contains the core Excel-DNA library](https://github.com/Excel-DNA/ExcelDna) +* [com.unity.editoriterationprofiler](https://github.com/Unity-Technologies/com.unity.editoriterationprofiler) +* [DeepCopy - Simple & efficient library for deep copying .NET objects](https://github.com/ReubenBond/DeepCopy) +* [ProjectWindowHistory - Editor extension that allows Undo/Redo on Unity ProjectWindow](https://github.com/Yusuke57/ProjectWindowHistory) +* [wpftoolkit](https://github.com/xceedsoftware/wpftoolkit) +* [SynicSugar-Unity High-level Networking Library for Mobile and Small-party Games with Epic Online Services](https://github.com/skeyll/SynicSugar) +* [AOI - c# AOI algorithm for cross linked list](https://github.com/qq362946/AOI) +* [EasyCompressor](https://github.com/mjebrahimi/EasyCompressor) +* [PsdParser - PSD file parser library for C#](https://github.com/manju-summoner/PsdParser) +* [bzPSD - PSD loader for .NET written entirely in managed C#](https://github.com/bizzehdee/bzPSD) +* [npoi](https://github.com/nissl-lab/npoi) +* [SocketIOUnity](https://github.com/itisnajim/SocketIOUnity) +* [ImKeyframeReduction](https://github.com/phi16/ImKeyframeReduction) +* [AsyncRAT-C-Sharp Open-Source Remote Administration Tool For Windows C# (RAT)](https://github.com/NYAN-x-CAT/AsyncRAT-C-Sharp) +* [SDFTextureGenerator](https://github.com/cecarlsen/SDFTextureGenerator) +* [Gitostory](https://github.com/emirkivrak/Gitostory) +* [com.nebukam.job-assist](https://github.com/Nebukam/com.nebukam.job-assist) +* [.Net-Bridge](https://github.com/tr8dr/.Net-Bridge) +* [UnityMeshSimplifier](https://github.com/Unity-Technologies/UnityMeshSimplifier) +* [ComputeSharp](https://github.com/Sergio0694/ComputeSharp) +* [LitMotion - Lightning-fast and Zero Allocation Tween Library for Unity](https://github.com/AnnulusGames/LitMotion) +* [whisper.unity](https://github.com/Macoron/whisper.unity) +* [ClassifiedConsoleWindow](https://github.com/Goatman1996/ClassifiedConsoleWindow) +* [UnityDropdown](https://github.com/SolidAlloy/UnityDropdown) +* [ObservableCollections](https://github.com/Cysharp/ObservableCollections) +* [UnityTimer](https://github.com/akbiggs/UnityTimer) +* [NETworkManager - A powerful tool for managing networks and troubleshoot network problems](https://github.com/BornToBeRoot/NETworkManager) +* [Jelly-Mesh-System](https://github.com/roundyyy/Jelly-Mesh-System) +* [godot-3d-mannequin](https://github.com/gdquest-demos/godot-3d-mannequin) +* [ReflectionTool-C# Reflection Wrapper Generation & Method Hooking Tools For Unity](https://github.com/kuronekoyang/ReflectionTool/) +* [Fast-Persistent-Dictionary](https://github.com/jgric2/Fast-Persistent-Dictionary/) +* [Kcp-CSharp](https://github.com/Molth/Kcp-CSharp) +* [unity-package - Unity Plugin – Debug, control, and fine-tune your Unity games directly inside the game view](https://github.com/jahro-console/unity-package) +* [H.Pipes - A simple, easy to use, strongly-typed, async wrapper around .NET named pipes](https://github.com/HavenDV/H.Pipes) +* [Dynamic-Parkour-System](https://github.com/knela96/Dynamic-Parkour-System) +* [AppWindowUtility](https://github.com/sator-imaging/AppWindowUtility) +* [Unity-WinForms](https://github.com/Meragon/Unity-WinForms) +* [csv - Fast C# CSV parser](https://github.com/nreco/csv) +* [ParrelSync](https://github.com/VeriorPies/ParrelSync) +* [VYaml - The extra fast, low memory footprint YAML library for C#, focued on .NET and Unity](https://github.com/hadashiA/VYaml) +* [UniWindowController - Makes your Unity window transparent and allows you to drop files](https://github.com/kirurobo/uniwindowcontroller) +* [KuroDynamicAtlas-High performance ASTC dynamic atlas for unity](https://github.com/kuronekoyang/KuroDynamicAtlas) +* [UnsafeStringBuffer - High performance zero allocation string builder (but unsafe)](https://github.com/kuronekoyang/UnsafeStringBuffer) +* [UnsafeArrayBuffer - High performance zero allocation array buffer (but unsafe)](https://github.com/kuronekoyang/UnsafeArrayBuffer) +* [Animation-Instancing](https://github.com/Unity-Technologies/Animation-Instancing) +* [UnityGpuInstancedAnimation](https://github.com/piti6/UnityGpuInstancedAnimation) +* [zlua-An IL2CPP-optimized Lua scripting solution for Unity - faster and more elegant](https://github.com/focus-creative-games/zlua) +* [unity-iso-tools(Make 2.5D isometric game in Unity easy)](https://github.com/BlackMATov/unity-iso-tools) +* [dnlib - Reads and writes .NET assemblies and modules](https://github.com/0xd4d/dnlib) +* [JustDiff - c# xls/xlsx/unity prefab diff view](https://github.com/luxuia/JustDiff) +* [UniInk-CSharpInterpreter4AOT](https://github.com/Arc-huangjingtong/UniInk-CSharpInterpreter4AOT) +* [Jawbone.Sockets - UDP and TCP socket library for game engines](https://github.com/ObviousPiranha/Jawbone.Sockets) +* [AutoUpdater.NET](https://github.com/ravibpatel/AutoUpdater.NET) +* [GodotIK](https://github.com/monxa/GodotIK) +* [AutoUI](https://github.com/Sunnyliumingsheng/AutoUI) +* [ColliderMeshTool](https://github.com/SinlessDevil/ColliderMeshTool) +* [visualyaml - Unity 的 Yaml 差异工具](https://github.com/RamiShehadeh/visualyaml) +* [UnityLibs-libs for unity, memorypool, UIView Code generator, EventSet for event manager, timer wheel, clock, etc](https://github.com/fancyhub/UnityLibs) +* [MotionMatching-Motion Matching implementation for Unity](https://github.com/JLPM22/MotionMatching) +* [UnityMaliCompilerBridge](https://github.com/arcsearoc/UnityMaliCompilerBridge) +* [Unity-UGUIDrawCallAnalyzer](https://github.com/VenusEvans/Unity-UGUIDrawCallAnalyzer?tab=readme-ov-file) +* [pdb2mdb](https://github.com/bodong1987/pdb2mdb) +* [LiteEntitySystem](https://github.com/RevenantX/LiteEntitySystem) +* [SuperSimpleTcp](https://github.com/jchristn/SuperSimpleTcp) +* [ZMFrameWork](https://github.com/ZMteacher/ZMFrameWork) +* [PoolManager- PoolManager is a lightweight and async-compatible object pooling system for Unity](https://github.com/BatuhanKanbur/PoolManager) +* [UnityOctree - A dynamic, loose octree implementation for Unity written in C#](https://github.com/Nition/UnityOctree) +* [centrifuge-csharp -C# client SDK to communicate with Centrifugo and Centrifuge-based server from multiple environments](https://github.com/centrifugal/centrifuge-csharp) +* [UNanite - UNanite is an automatic LOD system intelligence for Unity](https://github.com/treviasxk/UNanite) +* [com.unity.virtualmesh](https://github.com/Unity-Technologies/com.unity.virtualmesh) +* [Unity资源缓存池,用来提前实例化防止运行时卡顿](https://github.com/zhimingliang/GameObjectPool) +* [ADB-Explorer](https://github.com/Alex4SSB/ADB-Explorer) +* [UnityNonConvexMeshColliders - Provides three types of non-convex MeshCollider approximations that work with rigid bodies](https://github.com/JohannHotzel/UnityNonConvexMeshColliders) +* [UABEANext](https://github.com/nesrak1/UABEANext) +* [scriptc - TypeScript-to-Native Compiler](https://github.com/vercel-labs/scriptc) diff --git a/AI/README.md b/AI/README.md index 555195d21..4045c6cfb 100644 --- a/AI/README.md +++ b/AI/README.md @@ -1,5 +1,6 @@ -## 游戏中的人工智能 +## AI相关 +### 游戏AI >* [游戏AI探索之旅——从alphago到moba游戏](https://www.cnblogs.com/qcloud1001/p/9511640.html) >* [游戏AI的生命力源自哪里?为你揭开MOBA AI的秘密!](https://www.cnblogs.com/qcloud1001/p/9214270.html) >* [游戏人工智能开发之6种决策方法](https://www.gameres.com/467913.html) @@ -9,3 +10,146 @@ >* [Skywind Inside](http://www.skywind.me/blog/) >* [Goal Oriented Action Planning for a Smarter AI](https://gamedevelopment.tutsplus.com/tutorials/goal-oriented-action-planning-for-a-smarter-ai--cms-20793) >* [GOAP](http://alumni.media.mit.edu/~jorkin/goap.html) + +### MCP +>* [Awesome-MCP-ZH(MCP 资源精选, MCP指南)](https://github.com/yzfly/Awesome-MCP-ZH) +>* [awesome-mcp-servers](https://github.com/punkpeye/awesome-mcp-servers) +>* [unity-mcp](https://github.com/CoplayDev/unity-mcp) +>* [UnityMCP](https://github.com/Arodoid/UnityMCP) +>* [UnrealMCP](https://github.com/kvick-games/UnrealMCP) +>* [awesome-mcp-list](https://github.com/MobinX/awesome-mcp-list) +>* [uLoopMCP](https://github.com/hatayama/uLoopMCP/) +>* [SharpToolsMCP](https://github.com/kooshi/SharpToolsMCP) +>* [mcp-perforce](https://github.com/Cocoon-AI/mcp-perforce) +>* [genai-toolbox - MCP Toolbox for Databases is an open source MCP server for databases](https://github.com/googleapis/genai-toolbox) +>* [15 分钟内构建你的第一个 MCP 服务器](https://mp.weixin.qq.com/s/GHWDnIgJv0IoMiPLFrbFrA) +>* [Build Your First MCP Server in 15 Minutes](https://medium.com/data-science-collective/build-your-first-mcp-server-in-15-minutes-complete-code-d63f85c0ce79) +>* [Unreal_mcp](https://github.com/ChiR24/Unreal_mcp) +>* [mcp-go](https://github.com/mark3labs/mcp-go) + +### Skill +>* [nuwa-skill 你想蒸馏的下一个员工,何必是同事。蒸馏任何人的思维方式——心智模型、决策启发式、表达DNA](https://github.com/alchaincyf/nuwa-skill) +>* [superpowers - Claude Code superpowers: core skills library](https://github.com/obra/superpowers) +>* [awesome-agent-skills - Agent Skills 权威中文指南:快速入门、推荐技能、最新资讯与实战案例](https://github.com/libukai/awesome-agent-skills?tab=readme-ov-file) +>* [awesome-claude-skills](https://github.com/ComposioHQ/awesome-claude-skills) +>* [awesome-claude-skills (The awesome collection of Claude Skills and resources)](https://github.com/VoltAgent/awesome-claude-skills) +>* [antigravity-awesome-skills](https://github.com/sickn33/antigravity-awesome-skills) +>* [playwright-skill - Claude Code Skill for browser automation with Playwright](https://github.com/lackeyjb/playwright-skill) +>* [graphify - AI coding assistant skill](https://github.com/safishamsi/graphify/tree/v3) +>* [obsidian-skills](https://github.com/kepano/obsidian-skills) +>* [Anthropic-Cybersecurity-Skills](https://github.com/mukul975/Anthropic-Cybersecurity-Skills) +>* [awesome-persona-skills](https://github.com/tmstack/awesome-persona-skills) +>* [awesome-design-md - Curated collection of DESIGN.md analysis by developer focused websites](https://github.com/VoltAgent/awesome-design-md) +>* [human-writing 让 AI 写的中文读起来像一个具体的人在说话。通用创作与改稿 Skill,开箱即用](https://github.com/KKKKhazix/human-writing) +>* [claude-video - Give Claude the ability to watch any video](https://github.com/bradautomates/claude-video) + +### SDK +>* [openai-dotnet - The official .NET library for the OpenAI API](https://github.com/openai/openai-dotnet) +>* [azure-sdk-for-net](https://github.com/Azure/azure-sdk-for-net) + +### CLI +>* [teamcity-cli](https://github.com/JetBrains/teamcity-cli#) +>* [copilot-cli](https://github.com/github/copilot-cli) + +### Memory +>* [mem0 -Universal memory layer for AI Agents](https://github.com/mem0ai/mem0#) + +### RAG +>* [🔍大模型应用开发实战一:RAG技术全栈指南](https://github.com/datawhalechina/all-in-rag) + +### Coding AI Assistant +>* [cline](https://github.com/cline/cline) +>* [MonkeyCode - 企业级 AI 编程助手](https://github.com/chaitin/MonkeyCode?tab=readme-ov-file) +>* [XCodeReviewer - 基于大语言模型(LLM)的智能审计工具](https://github.com/lintsinghua/XCodeReviewer) +>* [opencode - The open source coding agent](https://github.com/anomalyco/opencode) +>* [cherry-studio](https://github.com/CherryHQ/cherry-studio) +>* [AionUi - Free, local, open-source 24/7 Cowork and OpenClaw](https://github.com/iOfficeAI/AionUi/tree/main) +>* [awesome-copilot](https://github.com/github/awesome-copilot) + +### AIGC +>* [ComfyUI](https://github.com/Comfy-Org/ComfyUI) +>* [ComfyUI-Desktop](https://github.com/Comfy-Org/desktop) +>* [stable-diffusion.cpp](https://github.com/leejet/stable-diffusion.cpp) +>* [aimangastudio - 一个利用 AI 制作漫画的工具,支持脚本创作、分镜设计和角色风格控制](https://github.com/morsoli/aimangastudio) +>* [RedInk - 基于🍌Nano Banana Pro🍌 的一站式小红书图文生成器](https://github.com/HisMax/RedInk) +>* [Wan2GP - A fast AI Video Generator for the GPU Poor](https://github.com/deepbeepmeep/Wan2GP) +>* [json-render (AI → JSON → UI)](https://github.com/vercel-labs/json-render) +>* [ui-ux-pro-max-skill](https://github.com/nextlevelbuilder/ui-ux-pro-max-skill) +>* [Toonflow-app 是一款 AI 短剧漫剧工具,能够利用 AI 技术将小说自动转化为剧本,并结合 AI 生成的图片和视频](https://github.com/HBAI-Ltd/Toonflow-app) +>* [JJYB_AI_VideoAutoCut- 智能视频自动剪辑与AI解说工具(离线TTS、原创解说、混剪、AI配音)](https://github.com/jianjieyiban/JJYB_AI_VideoAutoCut) +>* [Pixelle-Video AI 全自动短视频引擎](https://github.com/AIDC-AI/Pixelle-Video) +>* [VideoCaptioner - 🎬 卡卡字幕助手 | VideoCaptioner - 基于 LLM 的智能字幕助手](https://github.com/WEIFENG2333/VideoCaptioner) +>* [awesome-seedance](https://github.com/ZeroLu/awesome-seedance) +>* [NovelForge - AI辅助长篇小说创作,卡片式创作](https://github.com/RhythmicWave/NovelForge) +>* [Seedance2-Storyboard-Generator](https://github.com/liangdabiao/Seedance2-Storyboard-Generator) +>* [awesome-seedance](https://github.com/ZeroLu/awesome-seedance/) +>* [awesome-gpt-image-2 Prompt as Code | GPT-Image2 工业级提示词引擎与模板库,370+ 个案例逆向工程,20+ 套工业级模板](https://github.com/freestylefly/awesome-gpt-image-2) +>* [awesome-gpt-image-2-API-and-Prompts](https://github.com/EvoLinkAI/awesome-gpt-image-2-API-and-Prompts) +>* [openpencil - The world's first open-source AI-native vector design tool and the first to feature concurrent Agent Teams. Design-as-Code. Turn prompts into UI directly on the live canvas. A modern alternative to Pencil](https://github.com/ZSeven-W/openpencil) + +### AI friend +>* [xiaozhi-esp32 小智 AI 聊天机器人](https://github.com/78/xiaozhi-esp32) +>* [AstrBot-✨ 一站式 LLM 聊天机器人平台及开发框架](https://github.com/AstrBotDevs/AstrBot) + +### Prompt +>* [Quick Prompt ✨ 提示词管理与快速输入浏览器扩展](https://github.com/wenyuanw/quick-prompt) +>* [prompt-optimizer](https://github.com/linshenkx/prompt-optimizer) + +### Knowledge +>* [从 Prompt 到 Context:基于 1400+ 论文的 Context Engineering 系统综述](https://mp.weixin.qq.com/s/G5BUoM12vu2dWfxzIrAcfg) +>* [Awesome-Context-Engineering](https://github.com/Meirtz/Awesome-Context-Engineering) +>* [Awesome-AGI AGI资料汇总学习(主要包括LLM和AIGC)](https://github.com/ArronAI007/Awesome-AGI) +>* [hello-agents 📚 《从零开始构建智能体》——从零开始的智能体原理与实践教程](https://github.com/datawhalechina/hello-agents) + +### LLM +>* [LLM-RL-Visualized 🌟100+ 原创 LLM / RL 原理图📚,《大模型算法》作者巨献](https://github.com/changyeyu/LLM-RL-Visualized) +>* [HY-Motion-1.0 腾讯混元](https://github.com/Tencent-Hunyuan/HY-Motion-1.0) +>* [ACE-Step-1.5 The most powerful local music generation model that outperforms most commercial alternatives](https://github.com/ace-step/ACE-Step-1.5) +>* [nano-vllm - A lightweight vLLM implementation built from scratch](https://github.com/GeeeekExplorer/nano-vllm) + +### Workflow +>* [claude-flow](https://github.com/ruvnet/claude-flow) +>* [C2C - The official code implementation for "Cache-to-Cache: Direct Semantic Communication Between Large Language Models"](https://github.com/thu-nics/C2C) +>* [langgraph - Build resilient language agents as graphs](https://github.com/langchain-ai/langgraph) +>* [langchaingo - LangChain for Go, the easiest way to write LLM-based programs in Go](https://github.com/tmc/langchaingo) + +### Text-to-Speech +>* [Frontier Open-Source Text-to-Speech](https://github.com/microsoft/VibeVoice) + +### Agent +>* [500-AI-Agents-Projects](https://github.com/ashishpatel26/500-AI-Agents-Projects) +>* [openclaw - Your own personal AI assistant. Any OS. Any Platform. The lobster way. 🦞](https://github.com/openclaw/openclaw) +>* [hermes-agent The agent that grows with you](https://github.com/NousResearch/hermes-agent) +>* [BettaFish - 微舆:人人可用的多Agent舆情分析助手,打破信息茧房,还原舆情原貌,预测未来走向,辅助决策!从0实现,不依赖任何框架](https://github.com/666ghj/BettaFish) +>* [🎯 告别信息过载,AI 助你看懂新闻资讯热点,简单的舆情监控分析](https://github.com/sansan0/TrendRadar) +>* [trae-agent Trae Agent is an LLM-based agent for general purpose software engineering tasks](https://github.com/bytedance/trae-agent) +>* [A2UI - Agent-to-User Interface](https://github.com/google/A2UI?tab=readme-ov-file) +>* [daily_stock_analysis - LLM驱动的 A 股智能分析器](https://github.com/ZhuLinsen/daily_stock_analysis) +>* [eigent - The Open Source Cowork Desktop to Unlock Your Exceptional Productivity](https://github.com/eigent-ai/eigent) +>* [BMAD-METHOD - Breakthrough Method for Agile Ai Driven Development](https://github.com/bmad-code-org/BMAD-METHOD) +>* [hello-agents 📚 《从零开始构建智能体》——从零开始的智能体原理与实践教程](https://github.com/datawhalechina/hello-agents) +>* [camel - The first and the best multi-agent framework. Finding the Scaling Law of Agents](https://github.com/camel-ai/camel) +>* [agent-framework - A framework for building, orchestrating and deploying AI agents and multi-agent workflows with support for Python and .NET](https://github.com/microsoft/agent-framework) +>* [Locus-The open source Unity Dev Agent](https://github.com/r1n7aro/Locus) +>* [gstack - Use Garry Tan's exact Claude Code setup: 23 opinionated tools that serve as CEO, Designer, Eng Manager, Release Manager, Doc Engineer, and QA](https://github.com/garrytan/gstack) +>* [cindy - 心动网络 开源、开箱即用的 AI Agent](https://github.com/makecindy/cindy) + +### Document +>* [Cursor Tutorial](https://cursor.com/cn/learn/how-ai-models-work) +>* [使用 Agent 编码的最佳实践](https://cursor.com/cn/blog/agent-best-practices) +>* [Building effective agents](https://www.anthropic.com/engineering/building-effective-agents) +>* [Claude Code Doc](https://code.claude.com/docs/zh-CN/overview) +>* [claude-code-guide (Setup, Commands, workflows, agents, skills & tips-n-tricks go from beginner to power user)](https://github.com/zebbern/claude-code-guide) +>* [当AI学会了”做梦”:深扒Claude Code记忆系统](https://zhuanlan.zhihu.com/p/2023422937345135507) +>* [seedance-2-0-official-launch](https://seed.bytedance.com/zh/blog/seedance-2-0-official-launch) + +### Service&Gateway +>* [claude-relay-service - CRS-自建Claude Code镜像](https://github.com/Wei-Shaw/claude-relay-service) +>* [bifrost - Fastest enterprise AI gateway (50x faster than LiteLLM) ](https://github.com/maximhq/bifrost) + +### Misc +>* [MinerU - Transforms complex documents like PDFs into LLM-ready markdown/JSON for your Agentic workflows](https://github.com/opendatalab/MinerU) +>* [chinese-llm-benchmark](https://github.com/jeinlee1991/chinese-llm-benchmark) +>* [docutranslate - 文档(小说、论文、字幕)翻译工具](https://github.com/xunbu/docutranslate) +>* [easyVoice - 开源文本转语音工具,支持超长文本,多角色配音](https://github.com/cosin2077/easyVoice) +>* [DeepSpec - a full-stack codebase for training and evaluating speculative decoding algorithms](https://github.com/deepseek-ai/DeepSpec) diff --git a/ARTraining/ChuYinAR/Assembly-CSharp-Editor.csproj b/ARTraining/ChuYinAR/Assembly-CSharp-Editor.csproj deleted file mode 100644 index 2c957208c..000000000 --- a/ARTraining/ChuYinAR/Assembly-CSharp-Editor.csproj +++ /dev/null @@ -1,148 +0,0 @@ - - - - Debug - AnyCPU - 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- - C:/Program Files/Unity/Editor/Data/PlaybackEngines/windowsstandalonesupport/UnityEditor.WindowsStandalone.Extensions.dll - - - C:/Program Files/Unity/Editor/Data/PlaybackEngines/macstandalonesupport/UnityEditor.OSXStandalone.Extensions.dll - - - C:/Program Files/Unity/Editor/Data/Managed/Mono.Cecil.dll - - - C:/Program Files/Unity/Editor/Data/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll - - - - - - diff --git a/ARTraining/ChuYinAR/Assets/ARDemo.unity b/ARTraining/ChuYinAR/Assets/ARDemo.unity deleted file mode 100644 index 2aa814515..000000000 Binary files a/ARTraining/ChuYinAR/Assets/ARDemo.unity and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin2_scaled.jpg b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin2_scaled.jpg deleted file mode 100644 index 01f907a6a..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin2_scaled.jpg and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3.png b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3.png deleted file mode 100644 index eb0049d6d..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3.png and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3_scaled.jpg b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3_scaled.jpg deleted file mode 100644 index 97c34aea3..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3_scaled.jpg and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin4_scaled.jpg b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin4_scaled.jpg deleted file mode 100644 index 7e596a7fa..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin4_scaled.jpg and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin_scaled.jpg b/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin_scaled.jpg deleted file mode 100644 index 56740a837..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin_scaled.jpg and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_board_dff.mat b/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_board_dff.mat deleted file mode 100644 index f35b10d91..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_board_dff.mat and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_dff.mat b/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_dff.mat deleted file mode 100644 index d561d0249..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Materials/char_cyberKid_dff.mat and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/AndroidManifest.xml b/ARTraining/ChuYinAR/Assets/Plugins/Android/AndroidManifest.xml deleted file mode 100644 index a58529eb4..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/Android/AndroidManifest.xml +++ /dev/null @@ -1,54 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/Vuforia.jar b/ARTraining/ChuYinAR/Assets/Plugins/Android/Vuforia.jar deleted file mode 100644 index bd77b0269..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/Vuforia.jar and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/VuforiaUnityPlayer.jar b/ARTraining/ChuYinAR/Assets/Plugins/Android/VuforiaUnityPlayer.jar deleted file mode 100644 index 7bc6cda3d..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/VuforiaUnityPlayer.jar and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforia.so b/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforia.so deleted file mode 100644 index f54c8d499..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforia.so and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaUnityPlayer.so b/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaUnityPlayer.so deleted file mode 100644 index 1c5390262..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaUnityPlayer.so and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaWrapper.so b/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaWrapper.so deleted file mode 100644 index 64907d832..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/Android/libs/armeabi-v7a/libVuforiaWrapper.so and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/DebugLog.java b/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/DebugLog.java deleted file mode 100644 index ab8cdd736..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/DebugLog.java +++ /dev/null @@ -1,40 +0,0 @@ -/*============================================================================ -Copyright (c) 2016 PTC Inc. All Rights Reseverd -Copyright (c) 2010-2011 Qualcomm Connected Experiences, Inc. -============================================================================*/ - -package com.vuforia.VuforiaUnityPlayer; - -import android.util.Log; - -/** DebugLog is a support class for the Vuforia samples applications. - * - * Exposes functionality for logging. - * - * */ -public class DebugLog -{ - private static final String LOGTAG = "Vuforia"; - - /** Logging functions to generate ADB logcat messages. */ - - public static final void LOGE(String nMessage) - { - Log.e(LOGTAG, nMessage); - } - - public static final void LOGW(String nMessage) - { - Log.w(LOGTAG, nMessage); - } - - public static final void LOGD(String nMessage) - { - Log.d(LOGTAG, nMessage); - } - - public static final void LOGI(String nMessage) - { - Log.i(LOGTAG, nMessage); - } -} diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/OrientationUtility.java b/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/OrientationUtility.java deleted file mode 100644 index 18ad28a49..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/OrientationUtility.java +++ /dev/null @@ -1,75 +0,0 @@ -/*============================================================================ -Copyright (c) 2016 PTC Inc. All Rights Reseverd -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -============================================================================*/ - - -package com.vuforia.VuforiaUnityPlayer; - -import android.app.Activity; -import android.content.Context; -import android.content.pm.ActivityInfo; -import android.content.res.Configuration; -import android.os.Build; -import android.util.DisplayMetrics; -import android.view.Display; -import android.view.Surface; -import android.view.WindowManager; - -/* On some devices specific orientations are not supported if "autorotation" is not enabled in the screen settings. - * Unity will still report the unsupported orientation at runtime via Screen.orientation, which will lead to inconsitencies - * in video background rendering. Querying the actual orientation from the Activity resolves the problem. -**/ -public class OrientationUtility -{ - // The values here need to match those in Tracker.h - static final int SCREEN_ORIENTATION_UNKNOWN = 0; - static final int SCREEN_ORIENTATION_PORTRAIT = 1; - static final int SCREEN_ORIENTATION_PORTRAITUPSIDEDOWN = 2; - static final int SCREEN_ORIENTATION_LANDSCAPELEFT = 3; - static final int SCREEN_ORIENTATION_LANDSCAPERIGHT = 4; - - public static int getSurfaceOrientation(Activity activity) - { - - // Sanity check: - if (activity == null) - { - return -1; // invalid value - } - - Configuration config = activity.getResources().getConfiguration(); - Display display = ((WindowManager)activity.getSystemService(Context.WINDOW_SERVICE)).getDefaultDisplay(); - - int displayRotation; - if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.FROYO) - { - displayRotation = display.getRotation(); // only available from Froyo - } - else - { - displayRotation = display.getOrientation(); - } - - int activityOrientation = SCREEN_ORIENTATION_UNKNOWN; - - switch (config.orientation) - { - case Configuration.ORIENTATION_PORTRAIT: - case Configuration.ORIENTATION_SQUARE: - activityOrientation = ( (displayRotation == Surface.ROTATION_0 || displayRotation == Surface.ROTATION_270) ? SCREEN_ORIENTATION_PORTRAIT : SCREEN_ORIENTATION_PORTRAITUPSIDEDOWN ); - break; - - case Configuration.ORIENTATION_LANDSCAPE: - activityOrientation = ( (displayRotation == Surface.ROTATION_0 || displayRotation == Surface.ROTATION_90) ? SCREEN_ORIENTATION_LANDSCAPELEFT : SCREEN_ORIENTATION_LANDSCAPERIGHT); - break; - - case Configuration.ORIENTATION_UNDEFINED: - default: - break; - } - - return activityOrientation; - } - -} diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/VuforiaInitializer.java b/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/VuforiaInitializer.java deleted file mode 100644 index 074410deb..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/Android/src/com/vuforia/VuforiaUnityPlayer/VuforiaInitializer.java +++ /dev/null @@ -1,114 +0,0 @@ -/*============================================================================ -Copyright (c) 2016 PTC Inc. All Rights Reserved -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -============================================================================*/ - - -package com.vuforia.VuforiaUnityPlayer; - -import android.app.Activity; -import android.content.Context; -import android.content.pm.ActivityInfo; -import android.content.res.Configuration; -import android.os.Build; -import android.util.DisplayMetrics; -import android.view.Display; -import android.view.Surface; -import android.view.WindowManager; - -import com.vuforia.Vuforia; - -/* This class is responsible for initializing and deinitializting Vuforia from Java. -* The initVuforia and deinitVuforia methods are invoked from C# -**/ -public class VuforiaInitializer -{ - // Name of the native dynamic libraries to load: - private static final String NATIVE_LIB_UNITYPLAYER = "VuforiaUnityPlayer"; - private static final String NATIVE_LIB_VUFORIAWRAPPER = "VuforiaWrapper"; - private static final String NATIVE_LIB_VUFORIA = "Vuforia"; - - /** Native platform initialization prior to Vuforia initialization */ - private static native void initPlatformNative(); - - /** Load native libraries stored in "libs/armeabi*" */ - public static void loadNativeLibraries() - { - loadLibrary(NATIVE_LIB_VUFORIA); - loadLibrary(NATIVE_LIB_VUFORIAWRAPPER); - loadLibrary(NATIVE_LIB_UNITYPLAYER); - } - - // initializes platform specific aspects of Vuforia. - public static void initPlatform() - { - // Carry out native platform initialization: - initPlatformNative(); - } - - - // initializes Vuforia. This is a blocking call that is invoked from c# - Unity will prevent an ANR. - public static int initVuforia(Activity activity, String licenseKey) - { - DebugLog.LOGD("Initializing Vuforia..."); - - // Always set GLES 2.0 - GLES 1.x is no longer supported. - Vuforia.setInitParameters(activity, Vuforia.GL_20, licenseKey); - - // Set the software environment type hint to 'UNITY_SOFTWARE_ENVIRONMENT': - Vuforia.setHint(0xCCCCC000, 0x001AAAAA); - - // SDK Wrapper type hint, Unity and wrapper version are set from QCARWrapper.cpp - - int progressValue = -1; - - do - { - // Vuforia.init() blocks until an initialization step is complete, - // then it proceeds to the next step and reports progress in - // percents (0 ... 100%) - // If Vuforia.init() returns -1, it indicates an error. - // Initialization is done when progress has reached 100%. - progressValue = Vuforia.init(); - - // We check whether the task has been canceled in the meantime - // (by calling AsyncTask.cancel(true)) - // and bail out if it has, thus stopping this thread. - // This is necessary as the AsyncTask will run to completion - // regardless of the status of the component that started is. - } while (progressValue >= 0 && progressValue < 100); - - if (progressValue < 0) - { - DebugLog.LOGE("Vuforia initialization failed"); - - return progressValue; - } - - return 0; - } - - - /** A helper for loading native libraries stored in "libs/armeabi*". */ - private static boolean loadLibrary(String nLibName) - { - try - { - System.loadLibrary(nLibName); - //DebugLog.LOGI("Native library lib" + nLibName + ".so loaded"); - return true; - } - catch (UnsatisfiedLinkError ulee) - { - DebugLog.LOGE("The library lib" + nLibName + - ".so could not be loaded: " + ulee.toString()); - } - catch (SecurityException se) - { - DebugLog.LOGE("The library lib" + nLibName + - ".so was not allowed to be loaded"); - } - - return false; - } -} diff --git a/ARTraining/ChuYinAR/Assets/Plugins/Editor/Unzip.js b/ARTraining/ChuYinAR/Assets/Plugins/Editor/Unzip.js deleted file mode 100644 index a22dad4c7..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/Editor/Unzip.js +++ /dev/null @@ -1,21 +0,0 @@ -import System.IO.File; -import System.IO.Stream; -import ICSharpCode.SharpZipLib.Core; -import ICSharpCode.SharpZipLib.Zip; - -// this script unzips a container at a given path and returns a input stream to a given file in this container -public static function Unzip(path : String, fileName : String) -{ - var fileStream = OpenRead(path); - var zipFile = new ZipFile(fileStream); - - for (var zipEntry : ZipEntry in zipFile) - { - if (zipEntry.Name == fileName) - { - return zipFile.GetInputStream(zipEntry); - } - } - - return; -} diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Info.plist b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Info.plist deleted file mode 100644 index 9ac9318ed..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Info.plist +++ /dev/null @@ -1,64 +0,0 @@ - - - - - BuildMachineOSBuild - 14F27 - CFBundleDevelopmentRegion - English - CFBundleExecutable - VuforiaWrapper - CFBundleIdentifier - com.qualcomm.qcar.testapps.VuforiaWrapper - CFBundleInfoDictionaryVersion - 6.0 - CFBundleName - VuforiaWrapper - CFBundlePackageType - BNDL - CFBundleShortVersionString - 1.0 - CFBundleSignature - ???? - CFBundleSupportedPlatforms - - MacOSX - - CFBundleVersion - 1 - CFPlugInDynamicRegisterFunction - - CFPlugInDynamicRegistration - NO - CFPlugInFactories - - 00000000-0000-0000-0000-000000000000 - MyFactoryFunction - - CFPlugInTypes - - 00000000-0000-0000-0000-000000000000 - - 00000000-0000-0000-0000-000000000000 - - - CFPlugInUnloadFunction - - DTCompiler - com.apple.compilers.llvm.clang.1_0 - DTPlatformBuild - 7C68 - DTPlatformVersion - GM - DTSDKBuild - 15C43 - DTSDKName - macosx10.11 - DTXcode - 0720 - DTXcodeBuild - 7C68 - NSHumanReadableCopyright - Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. All Rights Reserved. Proprietary - Qualcomm Connected Experiences, Inc. - - diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper deleted file mode 100644 index 1fac2d113..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper.signature b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper.signature deleted file mode 100644 index 9c64309c0..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/MacOS/VuforiaWrapper.signature +++ /dev/null @@ -1 +0,0 @@ -sx!dg0-9Ļ"!6Uj챿l/Ձx)1HaΎlW͕j̠8i@kDCC\k9phN8ȿP]v]e_^op4NzZƯew \ No newline at end of file diff --git a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Resources/en.lproj/InfoPlist.strings b/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Resources/en.lproj/InfoPlist.strings deleted file mode 100644 index 5e45963c3..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/VuforiaWrapper.bundle/Contents/Resources/en.lproj/InfoPlist.strings and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/Vuforia.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/Vuforia.dll deleted file mode 100644 index 620ccf4b6..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/Vuforia.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/VuforiaWrapper.dll deleted file mode 100644 index 9f3878f48..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x64/VuforiaWrapper.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/Vuforia.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/Vuforia.dll deleted file mode 100644 index ddd690ef6..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/Vuforia.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/VuforiaWrapper.dll deleted file mode 100644 index 9cdafe69f..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/WSA/x86/VuforiaWrapper.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaNativeRendererController.mm b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaNativeRendererController.mm deleted file mode 100644 index a584d2f73..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaNativeRendererController.mm +++ /dev/null @@ -1,42 +0,0 @@ -/*============================================================================ -Copyright (c) 2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -============================================================================*/ - -#import "UnityAppController.h" -#import "VuforiaRenderDelegate.h" - - -// Unity native rendering callback plugin mechanism is only supported -// from version 4.5 onwards -#if UNITY_VERSION>434 - -// Exported methods for native rendering callback -extern "C" void VuforiaSetGraphicsDevice(void* device, int deviceType, int eventType); -extern "C" void VuforiaRenderEvent(int marker); - -#endif - -// Controller to support native rendering callback -@interface VuforiaNativeRendererController : UnityAppController -{ -} -- (void)shouldAttachRenderDelegate; -@end - -@implementation VuforiaNativeRendererController - -- (void)shouldAttachRenderDelegate -{ - self.renderDelegate = [[VuforiaRenderDelegate alloc] init]; - -// Unity native rendering callback plugin mechanism is only supported -// from version 4.5 onwards -#if UNITY_VERSION>434 - UnityRegisterRenderingPlugin(&VuforiaSetGraphicsDevice, &VuforiaRenderEvent); -#endif -} -@end - - -IMPL_APP_CONTROLLER_SUBCLASS(VuforiaNativeRendererController) \ No newline at end of file diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.h b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.h deleted file mode 100644 index 088bc3d69..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.h +++ /dev/null @@ -1,11 +0,0 @@ -/*============================================================================ -Copyright (c) 2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -============================================================================*/ - - -#import "PluginBase/RenderPluginDelegate.h" - -// Controller to support native rendering callback -@interface VuforiaRenderDelegate : NSObject -@end \ No newline at end of file diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.mm b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.mm deleted file mode 100644 index a5a686793..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaRenderDelegate.mm +++ /dev/null @@ -1,22 +0,0 @@ -/*============================================================================ -Copyright (c) 2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -============================================================================*/ - - -#import "VuforiaRenderDelegate.h" - -// Exported methods for setting surface recreated flag -extern "C" void setSurfaceRecreated(); - -@implementation VuforiaRenderDelegate - -- (void)mainDisplayInited:(struct UnityRenderingSurface*)surface -{ -} - -- (void)onAfterMainDisplaySurfaceRecreate -{ - setSurfaceRecreated(); -} -@end diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaUnityPlayer.h b/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaUnityPlayer.h deleted file mode 100644 index 2201365c7..000000000 --- a/ARTraining/ChuYinAR/Assets/Plugins/iOS/VuforiaUnityPlayer.h +++ /dev/null @@ -1,20 +0,0 @@ -/*============================================================================ -Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -============================================================================*/ - - -#ifdef __cplusplus -extern "C" -{ -#endif - - int getRotationFlag(int screenOrientation); - void setPlatFormNative(); - int initQCARiOS(int graphicsAPI, int ScreenOrientation, const char* licenseKey); - void setSurfaceOrientationiOS(int orientation); - -#ifdef __cplusplus -} -#endif \ No newline at end of file diff --git a/ARTraining/ChuYinAR/Assets/Plugins/iOS/libVuforia.a b/ARTraining/ChuYinAR/Assets/Plugins/iOS/libVuforia.a deleted file mode 100644 index f2e9a6ca3..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/iOS/libVuforia.a and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.dll deleted file mode 100644 index ecb21d6c5..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.exp b/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.exp deleted file mode 100644 index fc3bf5796..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.exp and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.lib b/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.lib deleted file mode 100644 index 88275e62b..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x64/VuforiaWrapper.lib and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.dll b/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.dll deleted file mode 100644 index cafa08a62..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.exp b/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.exp deleted file mode 100644 index 9166eda64..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.exp and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.lib b/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.lib deleted file mode 100644 index 46178d69d..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Plugins/x86/VuforiaWrapper.lib and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.dat b/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.dat deleted file mode 100644 index 3a9f2b823..000000000 Binary files a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.dat and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.xml b/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.xml deleted file mode 100644 index 0569ae4ee..000000000 --- a/ARTraining/ChuYinAR/Assets/StreamingAssets/QCAR/ARTestDB.xml +++ /dev/null @@ -1,9 +0,0 @@ - - - - - - - - - diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/Materials/framemarker_sample.mat b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/Materials/framemarker_sample.mat deleted file mode 100644 index 390af5294..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/Materials/framemarker_sample.mat +++ /dev/null @@ -1,44 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!21 &2100000 -Material: - serializedVersion: 3 - m_ObjectHideFlags: 0 - m_PrefabParentObject: {fileID: 0} - m_PrefabInternal: {fileID: 0} - m_Name: framemarker_sample - m_Shader: {fileID: 7, guid: 0000000000000000e000000000000000, type: 0} - m_SavedProperties: - serializedVersion: 2 - m_TexEnvs: - data: - first: - name: _MainTex - second: - m_Texture: {fileID: 2800000, guid: 576784faa64e74d1582fd26998e51a03, type: 1} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - data: - first: - name: _BumpMap - second: - m_Texture: {fileID: 0} - m_Scale: {x: 1, y: 1} - m_Offset: {x: 0, y: 0} - m_Floats: - data: - first: - name: _Shininess - second: .078125 - m_Colors: - data: - first: - name: _Color - second: {r: 1, g: 1, b: 1, a: 1} - data: - first: - name: _SpecColor - second: {r: .5, g: .5, b: .5, a: 1} ---- !u!1002 &2100001 -EditorExtensionImpl: - serializedVersion: 6 diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frame-markers-transparent.zip b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frame-markers-transparent.zip deleted file mode 100644 index f7aca7374..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frame-markers-transparent.zip and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frameMarker_Sample.png b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frameMarker_Sample.png deleted file mode 100644 index 8ec5fe54c..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/FrameMarkerTextures/frameMarker_Sample.png and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ComponentFactoryStarter/ComponentFactoryStarter.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ComponentFactoryStarter/ComponentFactoryStarter.cs deleted file mode 100644 index 110b26dff..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ComponentFactoryStarter/ComponentFactoryStarter.cs +++ /dev/null @@ -1,26 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.IO; -using UnityEditor; - -namespace Vuforia.EditorClasses -{ - /// - /// Small utility class to create an instance of the VuforiaBehaviourComponentFactory in the editor before anything is initialized. - /// - [InitializeOnLoad] - public class ComponentFactoryStarter - { - /// - /// register an instance of the VuforiaBehaviourComponentFactory class at the singleton immediately - /// - static ComponentFactoryStarter() - { - BehaviourComponentFactory.Instance = new VuforiaBehaviourComponentFactory(); - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ExtensionImport.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ExtensionImport.cs deleted file mode 100644 index 1b5c6c788..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/ExtensionImport.cs +++ /dev/null @@ -1,138 +0,0 @@ -/*============================================================================== -Copyright (c) 2015-2016 PTC Inc. All Rights Reserved. - -Copyright (c) 2015 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. - -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -==============================================================================*/ - -using UnityEngine; -using UnityEditor; - -namespace Vuforia.EditorClasses -{ - [InitializeOnLoad] - public static class ExtensionImport - { - private static readonly string VUFORIA_ANDROID_SETTINGS = "VUFORIA_ANDROID_SETTINGS"; - private static readonly string VUFORIA_IOS_SETTINGS = "VUFORIA_IOS_SETTINGS"; - private static readonly string VUFORIA_WSA_SETTINGS = "VUFORIA_WSA_SETTINGS"; - - static ExtensionImport() - { - EditorApplication.update += UpdatePluginSettings; - EditorApplication.update += UpdatePlayerSettings; - } - - static void UpdatePluginSettings() - { - // Unregister callback (executed only once) - EditorApplication.update -= UpdatePluginSettings; - - PluginImporter[] importers = PluginImporter.GetAllImporters(); - foreach (var imp in importers) - { - string pluginPath = imp.assetPath; - bool isVuforiaWrapperPlugin = - pluginPath.EndsWith("QCARWrapper.dll") || pluginPath.EndsWith("VuforiaWrapper.dll") || - pluginPath.EndsWith("QCARWrapper.bundle") || pluginPath.EndsWith("VuforiaWrapper.bundle"); - if (isVuforiaWrapperPlugin && imp.GetCompatibleWithAnyPlatform()) - { - Debug.Log("Setting platform to 'Editor' for plugin: " + pluginPath); - imp.SetCompatibleWithAnyPlatform(false); - imp.SetCompatibleWithEditor(true); - } - } - } - - static void UpdatePlayerSettings() - { - // Unregister callback (executed only once) - EditorApplication.update -= UpdatePlayerSettings; - - BuildTargetGroup androidBuildTarget = BuildTargetGroup.Android; - BuildTargetGroup iOSBuildTarget = BuildTargetGroup.iOS; - BuildTargetGroup wsaBuildTarget = BuildTargetGroup.WSA; - - string androidSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(androidBuildTarget); - androidSymbols = androidSymbols ?? ""; - if (!androidSymbols.Contains(VUFORIA_ANDROID_SETTINGS)) - { - if (PlayerSettings.Android.targetDevice != AndroidTargetDevice.ARMv7) - { - Debug.Log("Setting Android target device to ARMv7"); - PlayerSettings.Android.targetDevice = AndroidTargetDevice.ARMv7; - } - - if (PlayerSettings.Android.androidTVCompatibility) - { - // Disable Android TV compatibility, as this is not compatible with - // portrait, portrait-upside-down and landscape-right orientations. - Debug.Log("Disabling Android TV compatibility."); - PlayerSettings.Android.androidTVCompatibility = false; - } - -#if !UNITY_5_0 // UNITY_5_1 and newer - Debug.Log("Setting Android Graphics API to OpenGL ES 2.0."); - PlayerSettings.SetGraphicsAPIs( - BuildTarget.Android, - new UnityEngine.Rendering.GraphicsDeviceType[]{UnityEngine.Rendering.GraphicsDeviceType.OpenGLES2}); -#endif - // Here we set the scripting define symbols for Android - // so we can remember that the settings were set once. - PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, - androidSymbols + ";" + VUFORIA_ANDROID_SETTINGS); - } - - string iOSSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(iOSBuildTarget); - iOSSymbols = iOSSymbols ?? ""; - if (!iOSSymbols.Contains(VUFORIA_IOS_SETTINGS)) - { -#if INCLUDE_IL2CPP - int scriptingBackend = 0; - if (PlayerSettings.GetPropertyOptionalInt("ScriptingBackend", ref scriptingBackend, iOSBuildTarget)) - { - if (scriptingBackend != (int)ScriptingImplementation.IL2CPP) - { - Debug.Log("Setting iOS scripting backend to IL2CPP to enable 64bit support."); - PlayerSettings.SetPropertyInt("ScriptingBackend", (int)ScriptingImplementation.IL2CPP, iOSBuildTarget); - } - } - else - { - Debug.LogWarning("ScriptinBackend property not available for iOS; perhaps the iOS Build Support component was not installed"); - } -#endif //INCLUDE_IL2CPP - - // Here we set the scripting define symbols for IOS - // so we can remember that the settings were set once. - PlayerSettings.SetScriptingDefineSymbolsForGroup(iOSBuildTarget, - iOSSymbols + ";" + VUFORIA_IOS_SETTINGS); - } - - string wsaSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(wsaBuildTarget); - wsaSymbols = wsaSymbols ?? ""; - if (!wsaSymbols.Contains(VUFORIA_WSA_SETTINGS)) - { - // The Windows SDK we want to use is "Universal 10" - EditorUserBuildSettings.wsaSDK = WSASDK.UWP; - - // We want to use the Webcam (obviously); to acheive this, UWP forces us to also require access - // to the microphone (which is not so obvious) - PlayerSettings.WSA.SetCapability(PlayerSettings.WSACapability.WebCam, true); - PlayerSettings.WSA.SetCapability(PlayerSettings.WSACapability.Microphone, true); - - // Vuforia SDK for UWP now also requires InternetClient Access - PlayerSettings.WSA.SetCapability(PlayerSettings.WSACapability.InternetClient, true); - - // Here we set the scripting define symbols for WSA - // so we can remember that the settings were set once. - PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.WSA, - wsaSymbols + ";" + VUFORIA_WSA_SETTINGS); - } - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/PostProcessBuildPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/PostProcessBuildPlayer.cs deleted file mode 100644 index dc3955158..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/PostProcessBuildPlayer.cs +++ /dev/null @@ -1,372 +0,0 @@ -/*============================================================================== -Copyright (c) 2015-2016 PTC Inc. All Rights Reserved. Confidential and Proprietary - -Protected under copyright and other laws. -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -==============================================================================*/ - - -using System; -using System.Collections.Generic; -using System.IO; -using System.Linq; -using UnityEditor; -using UnityEditor.Callbacks; -using UnityEngine; - -namespace Vuforia.EditorClasses -{ - /// - /// Purpose of this post build script is to post process the project.pbxproj file - /// generated by Unity to add any additional Libraries, Frameworks or build paths - /// needed to build a QCAR app then add calls to the QCAR library into the Unity - /// generated C code - /// - class PostProcessBuildPlayer - { - #region NESTED - - private class Framework - { - public Framework(string name, string id, string fileRefId) - { - Name = name; - Id = id; - FileRefId = fileRefId; - } - - public readonly string Name; - public readonly string Id; - public readonly string FileRefId; - } - - private class ResFile : Framework - { - public ResFile(string name, string id, string fileRefId, string lastKnownType) - : base(name, id, fileRefId) - { - LastKnownType = lastKnownType; - } - - public readonly string LastKnownType; - } - - #endregion // NESTED - - - - #region PRIVATE_MEMBER_VARIABLES - - // These ids have been generated by creating a project using Xcode then - // extracting the values from the generated project.pbxproj. The format of this - // file is not documented by Apple so the correct algorithm for generating these - // ids is unknown - - private const string AVFOUNDATION_ID = "CCE8C2AB135C7CDD000D8035"; - private const string AVFOUNDATION_FILEREFID = "CCE8C2AA135C7CDD000D8035"; - - private const string COREVIDEO_ID = "CC375CE01316C2C5004F0FDD"; - private const string COREVIDEO_FILEREFID = "CC375CDF1316C2C5004F0FDD"; - - private const string COREMEDIA_ID = "CC375CE51316C2D3004F0FDD"; - private const string COREMEDIA_FILEREFID = "CC375CE41316C2D3004F0FDD"; - - private const string SECURITY_ID = "CCE8C2BA135C7EA3000D8035"; - private const string SECURITY_FILEREFID = "CCE8C2B9135C7EA3000D8035"; - - private const string QCARDIR_ID = "CC9FCA1D1445D76E004F4DC3"; - private const string QCARDIR_FILEREFID = "CC9FCA171445D76E004F4DC3"; - - private const string VUFORIADIR_ID = "8C4ECDDD1C5F637A0070D641"; - private const string VUFORIADIR_FILEREFID = "8C4ECDDC1C5F637A0070D641"; - - - // List of all the frameworks to be added to the project - private static readonly Framework[] _frameworks = new[] - { - new Framework("AVFoundation.framework", AVFOUNDATION_ID, AVFOUNDATION_FILEREFID), - new Framework("CoreMedia.framework", COREMEDIA_ID, COREMEDIA_FILEREFID), - new Framework("CoreVideo.framework", COREVIDEO_ID, COREVIDEO_FILEREFID), - new Framework("Security.framework", SECURITY_ID, SECURITY_FILEREFID), - }; - - private static readonly ResFile[] _resFiles = new[] - { - new ResFile("QCAR", QCARDIR_ID, QCARDIR_FILEREFID, "folder"), - new ResFile("Vuforia", VUFORIADIR_ID, VUFORIADIR_FILEREFID, "folder"), - }; - - #endregion // PRIVATE_MEMBER_VARIABLES - - - - #region PRIVATE_METHODS - - private static void AddBuildFile(StreamWriter pbxProj, Framework framework) - { - var subsection = "Resources"; - if (framework.Name.EndsWith("framework")) - subsection = "Frameworks"; - Debug.Log("Adding build file " + framework.Name); - - - pbxProj.WriteLine("\t\t" + framework.Id + " /* " + framework.Name + " in " + subsection + - " */ = {isa = PBXBuildFile; fileRef = " + framework.FileRefId + " /* " + framework.Name + - " */; };"); - - } - - private static void AddResFileReference(StreamWriter pbxProj, ResFile resfile) - { - Debug.Log("Adding data file reference " + resfile.Name); - - var id = resfile.FileRefId; - var lastKnownFileType = resfile.LastKnownType; - var name = resfile.Name; - - pbxProj.WriteLine("\t\t" + id + " /* " + name + - " */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = " + - lastKnownFileType + "; name = " + name + "; path = Data/Raw/" + name + - "; sourceTree = SOURCE_ROOT; };"); - } - - private static void AddFrameworkFileReference(StreamWriter pbxProj, Framework framework) - { - var id = framework.FileRefId; - var name = framework.Name; - - Debug.Log("Adding framework file reference " + name); - pbxProj.WriteLine("\t\t" + id + " /* " + name + - " */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = " + name + - "; path = System/Library/Frameworks/" + name + "; sourceTree = SDKROOT; };"); - } - - private static void AddFrameworksBuildPhase(StreamWriter pbxProj, Framework framework) - { - var id = framework.Id; - var name = framework.Name; - Debug.Log("Adding build phase " + name); - pbxProj.WriteLine("\t\t\t\t" + id + " /* " + name + " in Frameworks */,"); - } - - private static void AddResourcesBuildPhase(StreamWriter pbxProj, ResFile resfile) - { - var id = resfile.Id; - var name = resfile.Name; - Debug.Log("Adding build phase " + name); - pbxProj.WriteLine("\t\t\t\t" + id + " /* " + name + " in Resources */,"); - } - - private static void AddGroup(StreamWriter pbxProj, Framework framework) - { - var id = framework.FileRefId; - var name = framework.Name; - Debug.Log("Add group " + name); - pbxProj.WriteLine("\t\t\t\t" + id + " /* " + name + " */,"); - } - - private static string[] ReadExistingFiles(string[] lines) - { - var beginPbxbuildfileSection = false; - var existingFiles = new List(); - - int i = 0; - var line = lines[i]; - while (line.Length < 6 || line.Substring(3, 3) != "End") - { - if(!beginPbxbuildfileSection) - beginPbxbuildfileSection = line.Length > 3 && line.Substring(3).StartsWith("Begin PBXBuildFile"); - else - existingFiles.Add(line.Split(new char[0], StringSplitOptions.RemoveEmptyEntries)[2]); - i = i + 1; - line = lines[i]; - } - - return existingFiles.ToArray(); - } - - - /// - /// Processes the given xcode project to add or change the supplied parameters - /// - /// filename of the Xcode project to change - /// list of Apple standard frameworks to add to the project - /// list resource files added to the project - private static void ProcessPbxProj(string xCodeProjFileName, Framework[] frameworks, ResFile[] resFiles) - { - // Open up the file generated by Unity and read into memory as a list of lines for processing - var pbxprojFilename = Path.Combine(xCodeProjFileName, "project.pbxproj"); - var lines = File.ReadAllLines(pbxprojFilename); - - - // Work out which of the resfiles exist and remove them if they don't, this - // There may not be a qcar resource folder if no targets are used - var newResFiles = new List(); - foreach (var rf in resFiles) - if (Directory.Exists(Path.Combine(xCodeProjFileName, "../Data/Raw/" + rf.Name))) - { - newResFiles.Add(rf); - } - resFiles = newResFiles.ToArray(); - - // Next open up an empty project.pbxproj for writing and iterate over the old - // file copying the original file and inserting anything extra we need - var pbxproj = File.CreateText(pbxprojFilename); - - // As we iterate through the list we'll record which section of the - // project.pbxproj we are currently in - var section = ""; - - // We use these booleans to decide whether we have already added the list of - // build files to the link line. This is needed because there could be multiple - // build targets and they are not named in the project.pbxproj - var frameworksBuildAdded = false; - var resBuildAdded = false; - - // Build a list of the files already added to the project. Then use it to - // avoid adding anything to the project twice - var existingFiles = ReadExistingFiles(lines); - var filteredFrameworks = new List(); - foreach (var framework in frameworks) - if (!existingFiles.Contains(framework.Name)) - filteredFrameworks.Add(framework); - frameworks = filteredFrameworks.ToArray(); - - var filteredResFiles = new List(); - foreach (var resFile in resFiles) - if (!existingFiles.Contains(resFile.Name)) - filteredResFiles.Add(resFile); - resFiles = filteredResFiles.ToArray(); - - - - // Now iterate through the project adding any new lines where needed - for (int i = 0; i < lines.Length; i++) - { - var line = lines[i]; - - - // Disable BITCODE - if (line.TrimStart().StartsWith("ENABLE_BITCODE")) - { - line = line.Replace("YES", "NO"); - } - - pbxproj.WriteLine(line); - - // Each section starts with a comment such as - // /* Begin PBXBuildFile section */" - if (line.Length > 3 && line.Substring(3).StartsWith("Begin")) - { - section = line.Split(' ')[2]; - if (section == "PBXBuildFile") - { - foreach (var framework in frameworks) - AddBuildFile(pbxproj, framework); - foreach (var resfile in resFiles) - AddBuildFile(pbxproj, resfile); - } - if ( - section == "PBXFileReference") - { - foreach (var framework in frameworks) - AddFrameworkFileReference(pbxproj, framework); - foreach (var resfile in resFiles) - AddResFileReference(pbxproj, resfile); - } - } - if (line.Length > 3 && line.Substring(3).StartsWith("End")) - { - section = ""; - } - - if (section == "PBXFrameworksBuildPhase") - { - if (line.Trim().StartsWith("files")) - if (!frameworksBuildAdded) - foreach (var framework in frameworks) - { - AddFrameworksBuildPhase(pbxproj, framework); - frameworksBuildAdded = true; - } - } - - // The PBXResourcesBuildPhase section is what appears in XCode as "Link - // Binary With Libraries". As with the frameworks we make the assumption the - // first target is always "Unity-iPhone" as the name of the target itself is - // not listed in project.pbxproj - if (section == "PBXResourcesBuildPhase") - { - if (line.Trim().StartsWith("files")) - if (!resBuildAdded) - foreach (var resfile in resFiles) - { - AddResourcesBuildPhase(pbxproj, resfile); - resBuildAdded = true; - } - } - - // The PBXGroup is the section that appears in XCode as "Copy Bundle Resources". - if (section == "PBXGroup") - { - if (line.Trim().StartsWith("children") && - (lines[i - 2].Trim().Split(' ')[2] == "CustomTemplate")) - { - foreach (var resfile in resFiles) - AddGroup(pbxproj, resfile); - foreach (var framework in frameworks) - AddGroup(pbxproj, framework); - } - } - - // The PBXShellScriptBuildPhase appears in Xcode 4 as "Run Script", we need to delete the QCAR - // directory from the app to avoid a duplicate copy - if (section == "PBXShellScriptBuildPhase") - { - if (line.Trim().StartsWith("shellScript")) - { - pbxproj.Flush(); - pbxproj.BaseStream.Seek(-3, SeekOrigin.Current); - - pbxproj.WriteLine("\\nrm -rf \\\"$TARGET_BUILD_DIR/$PRODUCT_NAME.app/Data/Raw/QCAR\\\"\";"); - } - } - - // change for Unity 4.2 because header search path needs to be in HEADER_SEARCH_PATHS group - if (section == "XCBuildConfiguration") - { - if (line.Trim().StartsWith("HEADER_SEARCH_PATHS = (")) - pbxproj.WriteLine("\t\t\t\t\t\"$(SRCROOT)/Libraries\","); - } - - //add C++11 support by explicitly linking to libc++ - if (line.Trim().StartsWith("OTHER_LDFLAGS = (")) - { - pbxproj.WriteLine("\t\t\t\t\t\"-lc++\","); - } - - } - pbxproj.Close(); - } - - #endregion // PRIVATE_METHODS - - - - [PostProcessBuildAttribute(1)] - public static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) - { -#if UNITY_5_0 - if (target == BuildTarget.iPhone) -#else // UNITY_5_1 or above - if (target == BuildTarget.iOS) -#endif - { - var xCodeProjFullPath = Path.Combine(pathToBuiltProject, "Unity-iPhone.xcodeproj"); - - Debug.Log("xCode Project " + xCodeProjFullPath); - ProcessPbxProj(xCodeProjFullPath, _frameworks, _resFiles); - } - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Unzipper/SharpZipLibUnzipper.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Unzipper/SharpZipLibUnzipper.cs deleted file mode 100644 index df3692918..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Unzipper/SharpZipLibUnzipper.cs +++ /dev/null @@ -1,35 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.IO; -using UnityEditor; - -namespace Vuforia.EditorClasses -{ - /// - /// class wrapping a JS functionality to unzip a file, registers itself at the Unzipper Singleton to provide the functionality. - /// - [InitializeOnLoad] - public class SharpZipLibUnzipper : IUnzipper - { - /// - /// register an instance of this class at the singleton immediately - /// - static SharpZipLibUnzipper() - { - Unzipper.Instance = new SharpZipLibUnzipper(); - } - - public Stream UnzipFile(string path, string fileNameinZip) - { - #if !EXCLUDE_JAVASCRIPT - return Unzip.Unzip(path, fileNameinZip); - #else - return null; - #endif - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.XML b/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.XML deleted file mode 100644 index 3d520be44..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Editor/Scripts/Vuforia.UnityExtensions.Editor.XML +++ /dev/null @@ -1,1238 +0,0 @@ - - - - Vuforia.UnityExtensions.Editor - - - - - Reads authoringinfo.xml which contains additional for datasets needed - in the Unity editor. - - - - - Read ImageTarget-info from the current XML element and add it to ImageTarget-list - - - - - Read Vumark-info from the current XML element and add it to VuMark-list - - - - - Read CylinderTarget-info from the current XML element and add it to CylinderTarget-list - - - - - Read ObjectTarget-info from the current XML element and add it to ObjectTarget-list - - - - - Editor for the DeviceTrackerBehaviour - - - - - Setup serialized properties when the inspector is loaded - - - - - Draws the custom inspector for the monobehaviour - - - - - Editor of the DigitalEyewearBehaviour - - - - - Setup serialized properties when the inspector is loaded - - - - - OnInspectorGUI exposes public Tracker settings in Inspector - WorldCenterMode: Defines how the relative transformation that is returned - by the Vuforia Tracker is applied. Either the camera is - moved in the scene with respect to a "world center" or - all the targets are moved with respect to the camera. - - - - - Adds Vuforia components required for video background rendering on the primary camera by copying them from the camera child objects of the VuforiaBehaviour - - - - - Adds Vuforia components required for video background rendering on the secondary camera by copying them from the camera child objects of the VuforiaBehaviour - - - - - This method Swithces the camera mode between - stereo and mono. - - - - - Access primary camera of serialized property - - - - - Access secondary camera of serialized property - - - - - Access central anchor of serialized property - - - - - Access parent anchor of serialized property - - - - - Returns a list of scene paths in the current Unity project - - - - - returns the extension of a file, given a full path to that file. - - - - - This class provides utility properties to a serialized object - targeting a CylinderTargetAbstractBehaviour - - - - - This class wraps a SerializedObject of a TrackableBehaviour and provides utility-methods. - - This class should be used when a trackable behaviour is modified in the editor - and the changes should be made persistent. By using the SerializedProperties for editing - Unity will automatically handle editor functionality, e.g. Undo/Redo - It is possible that the serialized object is editing multiple objects simultaneously. - - - - The serialized object targets a TrackableBehaviour. - - - - - The constructor gets all SerializedProperties of the trackable behaviour. - - - - - - Any code which modifies the SerializedObject should be enclosed - with a using-statement of this method. Calling Edit() updates the - SerializedObject. - - EditHandle applies all modified data when it is disposed - Example: - using(SerializedTrackable.Edit()) - { - ... editor code - } - - - - Get all game objects of behaviours that are targeted by the serialized object - - - - - Get the internal SerializedObject-instance - - - - - The constructor gets all SerializedProperties of the trackable behaviour. - - - - - - The name of the data set the Trackable belongs to. - Please be aware that the data set name is not a unique identifier at runtime! - - - - - Defines whether extended tracking should be enabled for this target - - - - - Defines whether this target should initilize smart terrain (and which) when detected. - Set null to not initialize any smart terrain. - - - - - the minimum bounds of the occluder box for ST initialization - - - - - the maximum bounds of the occluder box for ST initialization - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - This class provides utility properties to a serialized object - targeting an ImageTargetAbstractBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - This class provides utility properties to a serialized object - targeting a MarkerAbstractBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - This class provides utility properties to a serialized object - targeting a MultiTargetAbstractBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - Extension methods for SerializedObject. - - - - - Utility function for editing a SerializedObject. Any code which modifies the SerializedObject should - be enclosed with a using-statement of this method. Calling Edit() updates the SerializedObject. - - EditHandle applies all modified data when it is disposed - Example: - using(SerializedObject.Edit()) - { - ... editor code - } - - - - Check whether all values of the serialized property are approximately equal. - If so, change the property to have a unique value for all targets. - - The property needs to have a floatValue - true if the serialized property now contains one value. - - - - Get all values of serialized array - - Property has to point to a string array - copy of the serialized array. note that changing this array does not affect the serializedproperty - - - - Remove first occurence of string-value in the serialized array - - Property has to point to a string array - this value is removed from the array - - - - Add a string-value to a serialized array or list - - Property has to point to a string array - this value is added to the array - - - - get array size and move serializedproperty to first item of array - - Property has to point to an array. After the method it points to the first entry in the array - array size - - - - Utility class for editing a SerializedObject. - - - - - Constructor updates the serialized object. - - - - - Applies all modified data of the serialized object - - - - - This class provides utility properties to a serialized object - targeting an ObjectTargetAbstractBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - Aspect ratio length/width - - - - - Aspect ratio length/height - - - - - Whether the visualization of the bounding box/alignment guide is enabled in the editor - - - - - Set or get the preview image in the inspector - - - - - This class provides utility properties to a serialized object - targeting a PropAbstractBehaviour - - - - - This class provides utility properties to a serialized object - targeting a SmartTerrainTrackableBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Allows to set which mesh filter should be automatically updated with new mesh revisions - If set to null, nothing will be updated - - - - - Allows to set which mesh collider should be automatically updated with new mesh revisions - If set to null, nothing will be updated - - - - - The constructor gets all serialized properties of the target - - - - - Allows to set which box collider should be automatically updated with new bounding box revisions - If set to null, nothing will be updated - - - - - This class provides utility properties to a serialized object - targeting a VuMarkAbstractBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - This class provides utility properties to a serialized object - targeting a WordAbstractBehaviour - - - - - The constructor gets all serialized properties of the target - - - - - Get all behaviours that are edited by the serialized object - - - - - Editor for the SmartTerrainTrackerBehaviour - - - - - Setup serialized properties when the inspector is loaded - - - - - Draws the inspector for the smart terrain prefab - - - - - Editor of the BackgroundPlaneBehaviour - - - - - OnInspectorGUI exposes public settings in Inspector - - - - - This class reads the *.xml file of an editor target configuration file for retrieving object editor parameters - - - - - Read Object Target editor parameters for all specified targets. - - Path to editor configuration file with extension .xml - Objects targets for which the corresponding parameters should be retreived from the file. - - - - Editor class for ObjectTargetBehaviours - - - - - Recalculates the aspect ratio of the Object Target from a size vector. - - Local aspect ratio of this object target will be updated - Uniform scale of the target - - - - Define a new scale for the object target. - If PreserveChildSize is true, all child objects will be scaled inversely in order to keep their original size. - - Local scale of this object target will be updated - Uniform scale of the target - - - - Recalculates the bbox of the Object Target from a min, max bbox - - Local bbox of this object target will be updated - bbox minimum - bbox maximum - - - - Redefine the preview image of the Object Target from a targetID reference - - Preview imaeg of this object target will be updated - target ID use to reference the preview i mage - - - - Configure the Object Target in this custom editor. - - name of the object for the configuration - - - - Initializes the Object Target when it is drag-dropped into the scene. - - - - - Lets the user choose a Object Target from a drop down list. Object Target - must be defined in the "config.xml" file. - - - - - Update scene view for our ObjectTarget editor - - - - - Editor for Surfaces - - - - - Configure the Smart Terrain Surface in this custom editor. - - - - - Initializes the Smart Terrain Surface when it is drag-dropped into the scene. - - - - - Draws the inspector for the surface - - - - - Editor Extension that allows the configuration of initialization targets for smart terrain - - - - - Draws the section of the inspector that is used to configure a target as a smart terrain initialization target - - - - - draw translation or rotation handle for init target if set - - - - - Editor for the CloudRecoBehaviour - - - - - Draws a custom UI for the cloud reco behaviour inspector - - - - - Renders a label to visualize the CloudRecoBehaviour - - - - - This class is used to store and access data that is read from a config.xml - file. - - - - - et attributes of the VuMark Target with the given name. - If the VuMark Target does not yet exist it is created automatically. - - - - - Returns the number of VuMarks currently present in the config data. - - - - - he ConfigData Manager handles operations on the ConfigData (e.g. sync with - config.xml file, sync with scene). - - - - - Get config-data for text recognition - - - - - This class is used to parse the config.xml file into a ConfigData file and - vice versa. The config.xml file is used to configure Trackables and - Virtual Buttons. - Implements a non-thread safe singleton pattern. - - - - - This class creates a mesh for a cylinder, cone, or conical frustum. - The resulting mesh contains vertex positions, normals, and texture coordinates. - The resulting mesh contains inward and outward faces and can therefore be viewed double-sided. - The resulting mesh has one, two, or three submeshes: side geometry, top geometry (optional), bottom geometry (optional) - - - - - Create a mesh for a cylinder, cone, or conical frustum. - - Distance between point on top circle and corresponding point on bottom circle. Height for cylinders, slant height for cones. - Top diameter. For an upward cone it is zero. For a cylinder it is equal to the bottom diameter. - Bottom diameter. For a downward cone it is zero. For a cylinder it is equal to the top diameter. - Tesselation of the mesh is defined by setting the number of vertices per circle. - Define if optional top geometry should be generated. - Define if optional bottom geometry should be generated. - material used for the inside of the cylinder mesh - - - - - Create a circle for top or bottom geometry. Positions, normals, and texture coordinates are added. - - Vertices of circle, must be parallel to xz-plane - define whether the circle is for the top or for the bottom geometry - return face indices - - - - Create positions for a circle at a specific height (y-coordinate). - Note that the real height (y-coordinate) is used, not the sidelength - - - - - Create texture coordinates for top or bottom geometry - - - - - Convert a 3D-position to a texture coordinate for the side geometry. - - angle in xz-plane - Slant height (sidelength) of 3D position - Texture coordinate within range [0,1] - - - - Editor for the CylinderTargetBehaviour - - - - - Define the ratio between sidelength, top diameter, and bottom diameter. - Geometry and materials are updated according to the new parameters. - - - - - Define a new scale for the cylinder target, which corresponds to the sidelength. - If PreserveChildSize is true, all child objects will be scaled inversely in order to keep their original size. - - Local scale of edited cylinder targets will be updated - Uniform scale of the target, corresponds to the sidelength - - - - Updates CylinderTarget. Deletes all parts and recreates them. - Creates a mesh with vertices, normals, and texture coordinates. - Top and bottom geometry are represented as separate submeshes, - i.e. resulting mesh contains 1, 2, or 3 submeshes. - - Game Object which contains the CylinderTargetBehaviour - - - - Create and return materials for cylinder targets. The newly created materials - are based on the default material. - - - - - Configure the Cylinder Target in this custom editor. - - This method configures the cylinder target behaviour when it is first opened in the editor - It assigns the default dataset and creates game objects for visualizing the cylinder. - The result is equal to the CylinderTarget-prefab, even when the script is manually added to a - gameobject. - - - - Initializes the Cylinder Target when it is drag-dropped into the scene. - - - - - Lets the user choose a Cylinder Target from a drop down list. Cylinder Target - must be defined in the "config.xml" file. - - - - - Editor for the DataSetLoadBehaviour - - - - - Called when the ARCamera is instantiated in the scene - - - - - Draws the DataSetLoadBehaviour inspector - - - - - Draws check boxes for all data sets to choose to load them. - returns true if the list has been modified by the developer in the UI. - - - - - Custom Unity Menu to Apply Dataset properties from the XML file to scene objects - - - - - Custom Unity menu option to Apply Dataset properties from the XML file to scene objects - - - - - Editor for ImageTargetBehaviours - - - - - Updates the scale values in the transform component of all edited image targets from a given size. - If PreserveChildSize is true, all child objects will be scaled inversely in order to keep their original size. - - Local scale of edited image targets will be updated - Either x- or y-component is set as uniform scale, based on aspect ratio of target - - - - Create and return material for image target. - - - - - Configure the Image Target in this custom editor. - - - - - Initializes the Image Target when it is drag-dropped into the scene. - - - - - Lets the user choose a Image Target from a drop down list. Image Target - must be defined in the "config.xml" file. - - - - - Interface providing means to unzip a package and return back a file stream of a specific file within this package - - - - - Unzips a file in a package at a given path and returns a stream to that file. - - - - - - - - Editor for the KeepAliveAbstractBehaviour - - - - - Draws check boxes to keep various objects alive on scene change - - - - - Editor for MarkerBehaviours - - - - - Configure the Marker in this custom editor. - - - - - Initializes the Marker when it is drag-dropped into the scene. - - - - - Lets the user choose a Marker by specifying an ID. - - - - - Editor for MultiTargetBehaviours - - - - - Configure the Multi Target in this custom editor. - - - - - Initializes the Multi Target when it is drag-dropped into the scene. - - - - - Checks if the transformation of the Multi Target has been changed by - Unity transform-handles in scene view. - This is also called when user changes attributes in Inspector. - - - - - Lets the user choose a Multi Target from a drop down list. Multi Target - must be defined in the "config.xml" file. - - - - - Editor for the VideoBackgroundManager - - - - - Setup serialized properties when the inspector is loaded - - - - - Draws the custom inspector for the monobehaviour - - - - - Displays various help menu options in the Unity menu - - - - - Method opens up a browser Window with the specified URL. - This method is called when "Vuforia Documentation" is chosen from the - Unity "Help" menu. - - - - - Method opens up a browser Window with the specified URL. - This method is called when "Release Notes" is chosen from the - Unity "Help" menu. - - - - - Draw popups for dataset and trackable name and update serialized object accordingly - - It is necessary to update the serialized object before and - to apply the changes after calling this method - dataset-name and trackable might be reset to the first element in the lists - Function to extract all trackable names for the current trackable type from a dataset - Label for popup to select trackable name - true if the dataset or trackable has been change - - - - Draw button for target manager page - - - - - draw typical options for dataset trackables: preserve child size, extended tracking and smart terrain - - the method should be called with serializedObject.Edit() - - - - If extended tracking is enabled for any target in the scene - - - - - If any target in the scene is initializing smart terrain - and/or the smart terrain tracker is configured to start on the ARCamera - - - - - - This function enables an asynchronous call to open the Vuforia sample apps page. - - - - - Editor for the ReconstructionAbstractBehaviour - - - - - Configure the Smart Terrain in this custom editor. - - - - - Initializes the Smart Terrain when it is drag-dropped into the scene. - - - - - This method checks for the scale of the SmartTerrainObject and resets it if it's not 1,1,1 - - - - - Draws the inspector for the smart terrain prefab - - - - - Editor for Props - - - - - Configure the Smart Terrain Prop in this custom editor. - - - - - Initializes the Smart Terrain Prop when it is drag-dropped into the scene. - - - - - Draws the inspector for the prop - - - - - Define data for dictionary (word list) with given name - - - - - Define data for a filter list or custom word list with given name - - - - - Get dictionary with given name - - - - - Get word list with given name - - - - - Get the number of available dictionaries - - - - - Get the number of available filter lists / custom word lists - - - - - A dictionary contains a binary vwl-file - - - - - A word list contains a text file, can be used as custom word list or filter list - - - - - Editor for the TextRecoBehaviour - - - - - Configure the TextReco in this custom editor. - - - - - Executed new TextRecoBehaviour is instantiated in the scene - - - - - Draws a custom UI for the text reco behaviour inspector - - - - - Renders a label to visualize the TextRecoBehaviour - - - - - Test if file is a valid word list file: checks for plaint text file and for maximum line (word) length - - - - - Editor of the VuforiaBehaviour - - - - - Setup serialized properties when the inspector is loaded - - - - - OnInspectorGUI exposes public Tracker settings in Inspector - WorldCenterMode: Defines how the relative transformation that is returned - by the Vuforia Tracker is applied. Either the camera is - moved in the scene with respect to a "world center" or - all the targets are moved with respect to the camera. - - - - - This class reads the *.dat-file of a target data set for retreiving cylinder parameters. - - - - - Read cylinder parameters for all specified targets. - - Path to dataset-file with extension .dat - Cylinder targets for which the corresponding parameters should be retreived from the file. - - - - This class implements to IPlayModeEditorUtility to provide various editor functionality (popups, reading xml files) - at play mode runtime without introducing a depenency on UnityEdtitor from runtime classes. - - - - - register an instance of this class at the singleton immediately when application is executed - - - - - Displays a popup dialog in the Unity editor - - - - - Loads web cam profiles from an XML file at a given path and returns all of them - including the default profile - - - - - Forces a restart of Play Mode in the Editor. - It is called when Unity re-compiles the scripts shortly after starting play mode. - - - - - Displays a large error message in the window that the mouse is currently over - - - - - This restarts Play Mode and unregisters from the editor callback. - - - - - Singleton implementation for a helper calls that provides unzipping functionality - If no external IUnzipper implementation is registered, an internal null implementation is used - - - - - Singleton accessor for Unzipper - - - - - Editor for the UserDefinedTargetBuildingBehaviour - - - - - Draws a custom UI for the UserDefinedTargetBehaviour inspector - - - - - Renders a label to visualize the UserDefinedTargetBehaviour - - - - - Editor for the VirtualButtonBehaviour - - - - - Update Virtual Buttons from configuration data. - - - - - Add Virtual Buttons that are specified in the configuration data. - - - - - Configure the Virtual Button in this custom editor. - - - - - Initializes the Virtual Button when it is drag-dropped into the scene. - - - - - Lets the user set sensitivity and name of a Virtual Button. - - - - - Locks the y-scale of a Virtual Button at 1. - - - - - Editor for ImageTargetBehaviours - - - - - Configure the Image Target in this custom editor. - - - - - Initializes the VuMark Target when vmb is drag-dropped into the scene. - - - - - Lets the user choose a VuMark-Template from a drop down list. - - - - - Editor for the WebCamBehaviour - - - - - Configure the Camera in this custom editor. - - - - - Executed when the ARCamera is instantiated in the scene - - - - - Draws the inspector for web cam selection and configuration - - - - - Editor for WordBehaviours - - - - - Test if more than one word-target are set to template mode or if more than one word-target have the same specific word assigned. - If duplicate word-targets are found, a warning will be displayed to the developer. - - true if duplicate word-targets have been found - - - - Configure the Word in this custom editor. - - - - - Initializes the Word when it is drag-dropped into the scene - - - - - Draws the inspector for Word prefab - - - - - Creates a text-mesh and a rectangular mesh. 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All Rights Reserved. - -Confidential and Proprietary - Protected under copyright and other laws. - -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -==============================================================================*/ - -using System; -using UnityEngine; - -namespace Vuforia -{ - /// - /// The BackgroundPlaneBehaviour class creates a mesh at the far end - /// of camera frustum over which video background is rendered. - /// - public class BackgroundPlaneBehaviour : BackgroundPlaneAbstractBehaviour - { - - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CloudRecoBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CloudRecoBehaviour.cs deleted file mode 100644 index cb30db681..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CloudRecoBehaviour.cs +++ /dev/null @@ -1,21 +0,0 @@ -/*============================================================================== -Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Collections.Generic; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This is the main behaviour class that encapsulates cloud recognition behaviour. - /// It just has to be added to a Vuforia-enabled Unity scene and will initialize the target finder and wait for new results. - /// State changes and new results will be sent to registered ICloudRecoEventHandlers - /// - public class CloudRecoBehaviour : CloudRecoAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CylinderTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CylinderTargetBehaviour.cs deleted file mode 100644 index b3a3d3885..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/CylinderTargetBehaviour.cs +++ /dev/null @@ -1,19 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a CylinderTarget in the editor - /// as well as a tracked CylinderTarget result at runtime - /// - public class CylinderTargetBehaviour : CylinderTargetAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DatabaseLoadBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DatabaseLoadBehaviour.cs deleted file mode 100644 index 82460d2b7..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DatabaseLoadBehaviour.cs +++ /dev/null @@ -1,45 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.Collections.Generic; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This behaviour allows to automatically load and activate one or more DataSet on startup - /// - public class DatabaseLoadBehaviour : DatabaseLoadAbstractBehaviour - { - public override void AddOSSpecificExternalDatasetSearchDirs() - { - #if UNITY_ANDROID - if (Application.platform == RuntimePlatform.Android) - { - // Get the external storage directory - AndroidJavaClass jclassEnvironment = new AndroidJavaClass("android.os.Environment"); - AndroidJavaObject jobjFile = jclassEnvironment.CallStatic("getExternalStorageDirectory"); - string externalStorageDirectory = jobjFile.Call("getAbsolutePath"); - - // Get the package name - AndroidJavaObject jobjActivity = new AndroidJavaClass("com.unity3d.player.UnityPlayer").GetStatic("currentActivity"); - string packageName = jobjActivity.Call("getPackageName"); - - // Add some best practice search directories - // - // Assumes just Vufroria datasets extracted to the files directory - AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/"); - - // Assume entire StreamingAssets dir is extracted here and our datasets are in the "Vuforia" directory - AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/Vuforia/"); - - // Assume entire StreamingAssets dir is extracted here and our datasets are in the "QCAR" directory - AddExternalDatasetSearchDir(externalStorageDirectory + "/Android/data/" + packageName + "/files/QCAR/"); - } -#endif //UNITY_ANDROID - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs deleted file mode 100644 index cb827b919..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultInitializationErrorHandler.cs +++ /dev/null @@ -1,163 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// A custom handler that registers for Vuforia initialization errors - /// - public class DefaultInitializationErrorHandler : MonoBehaviour - { - #region PRIVATE_MEMBER_VARIABLES - - private string mErrorText = ""; - private bool mErrorOccurred = false; - - private const string WINDOW_TITLE = "Vuforia Initialization Error"; - - #endregion // PRIVATE_MEMBER_VARIABLES - - #region UNTIY_MONOBEHAVIOUR_METHODS - - void Awake() - { - // Check for an initialization error on start. - VuforiaAbstractBehaviour vuforiaBehaviour = (VuforiaAbstractBehaviour)FindObjectOfType(typeof(VuforiaAbstractBehaviour)); - if (vuforiaBehaviour) - { - vuforiaBehaviour.RegisterVuforiaInitErrorCallback(OnVuforiaInitializationError); - } - } - - void OnGUI() - { - // On error, create a full screen window. - if (mErrorOccurred) - GUI.Window(0, new Rect(0, 0, Screen.width, Screen.height), - DrawWindowContent, WINDOW_TITLE); - } - - /// - /// When this game object is destroyed, it unregisters itself as event handler - /// - void OnDestroy() - { - VuforiaAbstractBehaviour vuforiaBehaviour = (VuforiaAbstractBehaviour)FindObjectOfType(typeof(VuforiaAbstractBehaviour)); - if (vuforiaBehaviour) - { - vuforiaBehaviour.UnregisterVuforiaInitErrorCallback(OnVuforiaInitializationError); - } - } - - #endregion // UNTIY_MONOBEHAVIOUR_METHODS - - #region PRIVATE_METHODS - - private void DrawWindowContent(int id) - { - // Create text area with a 10 pixel distance from other controls and - // window border. - GUI.Label(new Rect(10, 25, Screen.width - 20, Screen.height - 95), - mErrorText); - - // Create centered button with 50/50 size and 10 pixel distance from - // other controls and window border. - if (GUI.Button(new Rect(Screen.width / 2 - 75, Screen.height - 60, 150, 50), "Close")) - { - #if UNITY_EDITOR - UnityEditor.EditorApplication.isPlaying = false; - #else - Application.Quit(); - #endif - } - } - - private void SetErrorCode(VuforiaUnity.InitError errorCode) - { - Debug.LogError("Vuforia initialization failed: " + mErrorText); - switch (errorCode) - { - case VuforiaUnity.InitError.INIT_EXTERNAL_DEVICE_NOT_DETECTED: - mErrorText = - "Failed to initialize Vuforia because this " + - "device is not docked with required external hardware."; - break; - case VuforiaUnity.InitError.INIT_LICENSE_ERROR_MISSING_KEY: - mErrorText = - "Vuforia App key is missing. Please get a valid key, " + - "by logging into your account at developer.vuforia.com " + - "and creating a new project"; - break; - case VuforiaUnity.InitError.INIT_LICENSE_ERROR_INVALID_KEY: - mErrorText = - "Invalid Key used. " + - "Please make sure you are using a valid Vuforia App Key"; - break; - case VuforiaUnity.InitError.INIT_LICENSE_ERROR_NO_NETWORK_TRANSIENT: - mErrorText = - "Unable to contact server. Please try again later."; - break; - case VuforiaUnity.InitError.INIT_LICENSE_ERROR_NO_NETWORK_PERMANENT: - mErrorText = - "No network available. Please make sure you are connected to the internet."; - break; - case VuforiaUnity.InitError.INIT_LICENSE_ERROR_CANCELED_KEY: - mErrorText = - "This App license key has been cancelled " + - "and may no longer be used. Please get a new license key."; - break; - case VuforiaUnity.InitError.INIT_LICENSE_ERROR_PRODUCT_TYPE_MISMATCH: - mErrorText = - "Vuforia App key is not valid for this product. Please get a valid key, "+ - "by logging into your account at developer.vuforia.com and choosing the "+ - "right product type during project creation"; - break; - #if (UNITY_IPHONE || UNITY_IOS) - case VuforiaUnity.InitError.INIT_NO_CAMERA_ACCESS: - mErrorText = - "Camera Access was denied to this App. \n" + - "When running on iOS8 devices, \n" + - "users must explicitly allow the App to access the camera.\n" + - "To restore camera access on your device, go to: \n" + - "Settings > Privacy > Camera > [This App Name] and switch it ON."; - break; - #endif - case VuforiaUnity.InitError.INIT_DEVICE_NOT_SUPPORTED: - mErrorText = - "Failed to initialize Vuforia because this device is not " + - "supported."; - break; - case VuforiaUnity.InitError.INIT_ERROR: - mErrorText = "Failed to initialize Vuforia."; - break; - } - } - - private void SetErrorOccurred(bool errorOccurred) - { - mErrorOccurred = errorOccurred; - } - - #endregion // PRIVATE_METHODS - - - - #region Vuforia_lifecycle_events - - public void OnVuforiaInitializationError(VuforiaUnity.InitError initError) - { - if (initError != VuforiaUnity.InitError.INIT_SUCCESS) - { - SetErrorCode(initError); - SetErrorOccurred(true); - } - } - - #endregion // Vuforia_lifecycle_events - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs deleted file mode 100644 index 851b7d702..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultSmartTerrainEventHandler.cs +++ /dev/null @@ -1,85 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - - -using UnityEngine; - -namespace Vuforia -{ - /// - /// A default event handler that handles reconstruction events for a ReconstructionFromTarget - /// It uses a single Prop template that is used for every newly created prop, - /// and a surface template that is used for the primary surface - /// - public class DefaultSmartTerrainEventHandler : MonoBehaviour - { - #region PRIVATE_MEMBERS - - private ReconstructionBehaviour mReconstructionBehaviour; - - #endregion // PRIVATE_MEMBERS - - - #region PUBLIC_MEMBERS - - public PropBehaviour PropTemplate; - public SurfaceBehaviour SurfaceTemplate; - - #endregion // PUBLIC_MEMBERS - - - - #region UNTIY_MONOBEHAVIOUR_METHODS - - void Start() - { - mReconstructionBehaviour = GetComponent(); - if (mReconstructionBehaviour) - { - mReconstructionBehaviour.RegisterPropCreatedCallback(OnPropCreated); - mReconstructionBehaviour.RegisterSurfaceCreatedCallback(OnSurfaceCreated); - } - } - - void OnDestroy() - { - if (mReconstructionBehaviour) - { - mReconstructionBehaviour.UnregisterPropCreatedCallback(OnPropCreated); - mReconstructionBehaviour.UnregisterSurfaceCreatedCallback(OnSurfaceCreated); - } - } - - #endregion // UNTIY_MONOBEHAVIOUR_METHODS - - - - #region RECONSTRUCTION_CALLBACKS - - /// - /// Called when a prop has been created - /// - public void OnPropCreated(Prop prop) - { - if (mReconstructionBehaviour) - mReconstructionBehaviour.AssociateProp(PropTemplate, prop); - } - - /// - /// Called when a surface has been created - /// - public void OnSurfaceCreated(Surface surface) - { - if (mReconstructionBehaviour) - mReconstructionBehaviour.AssociateSurface(SurfaceTemplate, surface); - } - - #endregion // RECONSTRUCTION_CALLBACKS - } -} - - - diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs deleted file mode 100644 index 576804dc2..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DefaultTrackableEventHandler.cs +++ /dev/null @@ -1,112 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// A custom handler that implements the ITrackableEventHandler interface. - /// - public class DefaultTrackableEventHandler : MonoBehaviour, - ITrackableEventHandler - { - #region PRIVATE_MEMBER_VARIABLES - - private TrackableBehaviour mTrackableBehaviour; - - #endregion // PRIVATE_MEMBER_VARIABLES - - - - #region UNTIY_MONOBEHAVIOUR_METHODS - - void Start() - { - mTrackableBehaviour = GetComponent(); - if (mTrackableBehaviour) - { - mTrackableBehaviour.RegisterTrackableEventHandler(this); - } - } - - #endregion // UNTIY_MONOBEHAVIOUR_METHODS - - - - #region PUBLIC_METHODS - - /// - /// Implementation of the ITrackableEventHandler function called when the - /// tracking state changes. - /// - public void OnTrackableStateChanged( - TrackableBehaviour.Status previousStatus, - TrackableBehaviour.Status newStatus) - { - if (newStatus == TrackableBehaviour.Status.DETECTED || - newStatus == TrackableBehaviour.Status.TRACKED || - newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED) - { - OnTrackingFound(); - } - else - { - OnTrackingLost(); - } - } - - #endregion // PUBLIC_METHODS - - - - #region PRIVATE_METHODS - - - private void OnTrackingFound() - { - Renderer[] rendererComponents = GetComponentsInChildren(true); - Collider[] colliderComponents = GetComponentsInChildren(true); - - // Enable rendering: - foreach (Renderer component in rendererComponents) - { - component.enabled = true; - } - - // Enable colliders: - foreach (Collider component in colliderComponents) - { - component.enabled = true; - } - - Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found"); - } - - - private void OnTrackingLost() - { - Renderer[] rendererComponents = GetComponentsInChildren(true); - Collider[] colliderComponents = GetComponentsInChildren(true); - - // Disable rendering: - foreach (Renderer component in rendererComponents) - { - component.enabled = false; - } - - // Disable colliders: - foreach (Collider component in colliderComponents) - { - component.enabled = false; - } - - Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost"); - } - - #endregion // PRIVATE_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DeviceTrackerBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DeviceTrackerBehaviour.cs deleted file mode 100644 index 62aac8e93..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DeviceTrackerBehaviour.cs +++ /dev/null @@ -1,18 +0,0 @@ -/*============================================================================== -Copyright (c) 2015 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -namespace Vuforia -{ - /// - /// The DeviceTracker handles the rotational tracking for VR support - /// It comes as a component of the ARCamera prefab and should only be used as part of it. - /// It is important that at any given time, only one instance of this script exists in the scene. - /// - public class DeviceTrackerBehaviour : DeviceTrackerAbstractBehaviour - { - } - -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DigitalEyewearBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DigitalEyewearBehaviour.cs deleted file mode 100644 index 98f184443..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/DigitalEyewearBehaviour.cs +++ /dev/null @@ -1,37 +0,0 @@ -/*============================================================================== -Copyright (c) 2015 PTC Inc. All Rights Reserved. - -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// The DigitalEyewearBehaviour class handles the configuration of - /// eyewear devices. It is responsible for enabling stereo rendering. - /// - public class DigitalEyewearBehaviour : DigitalEyewearAbstractBehaviour - { - - private static DigitalEyewearBehaviour mDigitalEyewearBehaviour = null; - - /// - /// A simple static singleton getter to the DigitalEyewearBehaviour (if present in the scene) - /// Will return null if no DigitalEyewearBehaviour has been instanciated in the scene. - /// - public static DigitalEyewearBehaviour Instance - { - get - { - if (mDigitalEyewearBehaviour == null) - mDigitalEyewearBehaviour = FindObjectOfType(); - - return mDigitalEyewearBehaviour; - } - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/GLErrorHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/GLErrorHandler.cs deleted file mode 100644 index dc51d49a4..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/GLErrorHandler.cs +++ /dev/null @@ -1,80 +0,0 @@ -/*============================================================================== -Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; -using System.Collections; - -namespace Vuforia -{ - /// - /// This Script can be used to set a full screen error message if an error happens on startup. - /// (such as no OpenGL ES 2.0 support that is required for some samples). - /// - public class GLErrorHandler : MonoBehaviour - { - #region PRIVATE_MEMBER_VARIABLES - - private static string mErrorText = ""; - private static bool mErrorOccurred = false; - - private const string WINDOW_TITLE = "Sample Error"; - - #endregion // PRIVATE_MEMBER_VARIABLES - - - - #region PUBLIC_METHODS - - /// - /// Sets an error text that is rendered every frame - /// - public static void SetError(string errorText) - { - mErrorText = errorText; - mErrorOccurred = true; - } - - #endregion // PUBLIC_METHODS - - - - #region UNTIY_MONOBEHAVIOUR_METHODS - - // In this method we draw an error window in case something happened. - void OnGUI() - { - // On error, create a full screen window. - if (mErrorOccurred) - { - GUI.Window(0, new Rect(0, 0, Screen.width, Screen.height), - DrawWindowContent, WINDOW_TITLE); - } - } - - #endregion // UNTIY_MONOBEHAVIOUR_METHODS - - - - #region PRIVATE_METHODS - - // This method draws an error-dialog on the screen. - private void DrawWindowContent(int id) - { - // Create text area with a 10 pixel distance from other controls and - // window border. - GUI.Label(new Rect(10, 25, Screen.width - 20, Screen.height - 95), - mErrorText); - - // Create centered button with 50/50 size and 10 pixel distance from - // other controls and window border. - if (GUI.Button(new Rect(Screen.width / 2 - 75, Screen.height - 60, - 150, 50), "Close")) - Application.Quit(); - } - - #endregion // PRIVATE_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/HideExcessAreaBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/HideExcessAreaBehaviour.cs deleted file mode 100644 index de81099cd..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/HideExcessAreaBehaviour.cs +++ /dev/null @@ -1,19 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; -using System.Collections; - -namespace Vuforia -{ - /// - /// This Behaviour creates four planes (mattes) at the near clipping plane of camera frustum - /// to hide the augmentation going off the limit of video background due to scaling - /// - public class HideExcessAreaBehaviour : HideExcessAreaAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ImageTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ImageTargetBehaviour.cs deleted file mode 100644 index ffa8ba45e..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ImageTargetBehaviour.cs +++ /dev/null @@ -1,19 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.Collections.Generic; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for an ImageTarget in the editor - /// as well as a tracked image target result at runtime - /// - public class ImageTargetBehaviour : ImageTargetAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/AndroidUnityPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/AndroidUnityPlayer.cs deleted file mode 100644 index 54126d7d7..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/AndroidUnityPlayer.cs +++ /dev/null @@ -1,230 +0,0 @@ -/*============================================================================== -Copyright (c) 2016 PTC Inc. -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class encapsulates functionality to detect various surface events - /// (size, orientation changed) and delegate this to native. - /// These are used by Unity Extension code and should usually not be called by app code. - /// - class AndroidUnityPlayer : IUnityPlayer - { - // The Activity orientation is sometimes not correct when triggered immediately after the orientation change is - // reported in Unity. - // querying for the next 20 frames seems to yield the correct orientation eventually across all devices. - private const int NUM_FRAMES_TO_QUERY_ORIENTATION = 25; - private const int JAVA_ORIENTATION_CHECK_FRM_INTERVAL = 60; - private ScreenOrientation mScreenOrientation = ScreenOrientation.Unknown; - private ScreenOrientation mJavaScreenOrientation = ScreenOrientation.Unknown; - private int mFramesSinceLastOrientationReset; - private int mFramesSinceLastJavaOrientationCheck; - - // AndroidJava resources need to be #if'd in order to allow AoT compilation on iOS - #if UNITY_ANDROID - private AndroidJavaObject mCurrentActivity; - private AndroidJavaClass mJavaOrientationUtility; - private AndroidJavaClass mVuforiaInitializer; - #endif - - #region PUBLIC_METHODS - - /// - /// Loads native plugin libraries on platforms where this is explicitly required. - /// - public void LoadNativeLibraries() - { - LoadNativeLibrariesFromJava(); - } - - /// - /// Initialized platform specific settings - /// - public void InitializePlatform() - { - InitAndroidPlatform(); - } - - /// - /// Initializes Vuforia; called from Start - /// - public VuforiaUnity.InitError Start(string licenseKey) - { - int errorCode = InitVuforia(licenseKey); - if (errorCode >= 0) - InitializeSurface(); - return (VuforiaUnity.InitError)errorCode; - } - - /// - /// Called from Update, checks for various life cycle events that need to be forwarded - /// to Vuforia, e.g. orientation changes - /// - public void Update() - { - if (SurfaceUtilities.HasSurfaceBeenRecreated()) - { - InitializeSurface(); - } - else - { - // if Unity reports that the orientation has changed, reset the member variable - // - this will trigger a check in Java for a few frames... - if (Screen.orientation != mScreenOrientation) - ResetUnityScreenOrientation(); - - CheckOrientation(); - } - - mFramesSinceLastOrientationReset++; - } - - /// - /// Pauses Vuforia - /// - public void OnPause() - { - VuforiaUnity.OnPause(); - } - - /// - /// Resumes Vuforia - /// - public void OnResume() - { - VuforiaUnity.OnResume(); - } - - /// - /// Deinitializes Vuforia - /// - public void OnDestroy() - { - VuforiaUnity.Deinit(); - } - - // Java resources need to be explicitly disposed. - public void Dispose() - { - #if UNITY_ANDROID - mCurrentActivity.Dispose(); - mCurrentActivity = null; - - mJavaOrientationUtility.Dispose(); - mJavaOrientationUtility = null; - #endif - } - - #endregion // PUBLIC_METHODS - - - - #region PRIVATE_METHODS - - private void LoadNativeLibrariesFromJava() - { - #if UNITY_ANDROID - if (mCurrentActivity == null || mVuforiaInitializer == null) - { - AndroidJavaClass javaUnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); - mCurrentActivity = javaUnityPlayer.GetStatic("currentActivity"); - if (mCurrentActivity != null) - { - mVuforiaInitializer = new AndroidJavaClass("com.vuforia.VuforiaUnityPlayer.VuforiaInitializer"); - mVuforiaInitializer.CallStatic("loadNativeLibraries"); - } - } -#endif - } - - private void InitAndroidPlatform() - { - #if UNITY_ANDROID - LoadNativeLibrariesFromJava(); - if (mVuforiaInitializer != null) - mVuforiaInitializer.CallStatic("initPlatform"); -#endif - } - - private int InitVuforia(string licenseKey) - { - int errorcode = -1; - #if UNITY_ANDROID - LoadNativeLibrariesFromJava(); - if (mVuforiaInitializer != null) - errorcode = mVuforiaInitializer.CallStatic("initVuforia", mCurrentActivity, licenseKey); -#endif - return errorcode; - } - - private void InitializeSurface() - { - SurfaceUtilities.OnSurfaceCreated(); - - #if UNITY_ANDROID - AndroidJavaClass javaUnityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); - mCurrentActivity = javaUnityPlayer.GetStatic("currentActivity"); - if (mCurrentActivity != null) - { - mJavaOrientationUtility = new AndroidJavaClass("com.vuforia.VuforiaUnityPlayer.OrientationUtility"); - } - #endif - - ResetUnityScreenOrientation(); - CheckOrientation(); - } - - private void ResetUnityScreenOrientation() - { - mScreenOrientation = Screen.orientation; - mFramesSinceLastOrientationReset = 0; - } - - private void CheckOrientation() - { - // check for the activity orientation for a few frames after it has changed in Unity - bool getOrientationFromJava = mFramesSinceLastOrientationReset < NUM_FRAMES_TO_QUERY_ORIENTATION; - if (!getOrientationFromJava) - getOrientationFromJava = mFramesSinceLastJavaOrientationCheck > JAVA_ORIENTATION_CHECK_FRM_INTERVAL; - - if (getOrientationFromJava) - { - // mScreenOrientation remains at the value reported by Unity even when the activity reports a different one - // otherwise the check for orientation changes will return true every frame. - int correctScreenOrientation = (int) mScreenOrientation; - -#if UNITY_ANDROID - if (mCurrentActivity != null) - { - // The orientation reported by Unity is not reliable on some devices (e.g. landscape right on the Nexus 10) - // We query the correct orientation from the activity to make sure. - int activityOrientation = mJavaOrientationUtility.CallStatic("getSurfaceOrientation", mCurrentActivity); - if (activityOrientation != 0) - correctScreenOrientation = activityOrientation; - } - #endif - ScreenOrientation javaScreenOrientation = (ScreenOrientation) correctScreenOrientation; - if (javaScreenOrientation != mJavaScreenOrientation) - { - mJavaScreenOrientation = javaScreenOrientation; - SurfaceUtilities.SetSurfaceOrientation(mJavaScreenOrientation); - } - - mFramesSinceLastJavaOrientationCheck = 0; - } - else - { - mFramesSinceLastJavaOrientationCheck++; - } - } - - #endregion // PRIVATE_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/ComponentFactoryStarterBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/ComponentFactoryStarterBehaviour.cs deleted file mode 100644 index 75bc1c548..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/ComponentFactoryStarterBehaviour.cs +++ /dev/null @@ -1,55 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Collections.Generic; -using System.Linq; -using System.Reflection; -using UnityEngine; - -namespace Vuforia -{ - /// - /// Small utility behaviour to create an instance of the VuforiaBehaviourComponentFactory at runtime before anything is initialized. - /// - public partial class ComponentFactoryStarterBehaviour : MonoBehaviour - { - /// - /// call all member methods that have the FactoryStart attribute - /// - void Awake() - { - List methods = this.GetType().GetMethods(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly).ToList(); - methods.AddRange(this.GetType().GetMethods(BindingFlags.Public | BindingFlags.Instance | BindingFlags.DeclaredOnly)); - - foreach (MethodInfo methodInfo in methods) - { - foreach (Attribute attribute in methodInfo.GetCustomAttributes(true)) - { - if (attribute is FactorySetter) - { - #if NETFX_CORE - Action factorySetMethod = methodInfo.CreateDelegate(typeof(Action), this) as Action; - #else - Action factorySetMethod = Delegate.CreateDelegate(typeof(Action), this, methodInfo) as Action; - #endif // NETFX_CORE - if (factorySetMethod != null) - { - factorySetMethod(); - } - } - } - } - } - - [FactorySetter] - void SetBehaviourComponentFactory() - { - Debug.Log("Setting BehaviourComponentFactory"); - BehaviourComponentFactory.Instance = new VuforiaBehaviourComponentFactory(); - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/IOSUnityPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/IOSUnityPlayer.cs deleted file mode 100644 index 91d8d1b2c..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/IOSUnityPlayer.cs +++ /dev/null @@ -1,121 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Runtime.InteropServices; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class encapsulates functionality to detect various surface events - /// (size, orientation changed) and delegate this to native. - /// These are used by Unity Extension code and should usually not be called by app code. - /// - class IOSUnityPlayer : IUnityPlayer - { - private ScreenOrientation mScreenOrientation = ScreenOrientation.Unknown; - - /// - /// Loads native plugin libraries on platforms where this is explicitly required. - /// - public void LoadNativeLibraries() - { - } - - /// - /// Initialized platform specific settings - /// - public void InitializePlatform() - { - setPlatFormNative(); - } - - /// - /// Initializes Vuforia; called from Start - /// - public VuforiaUnity.InitError Start(string licenseKey) - { - VuforiaRenderer.RendererAPI rendererAPI = VuforiaRenderer.Instance.GetRendererAPI(); - int errorCode = initQCARiOS((int)rendererAPI, (int)Screen.orientation, licenseKey); - if (errorCode >= 0) - InitializeSurface(); - return (VuforiaUnity.InitError)errorCode; - } - - /// - /// Called from Update, checks for various life cycle events that need to be forwarded - /// to Vuforia, e.g. orientation changes - /// - public void Update() - { - if (SurfaceUtilities.HasSurfaceBeenRecreated()) - { - InitializeSurface(); - } - else - { - // if Unity reports that the orientation has changed, set it correctly in native - if (Screen.orientation != mScreenOrientation) - SetUnityScreenOrientation(); - } - - } - - public void Dispose() - { - } - - /// - /// Pauses Vuforia - /// - public void OnPause() - { - VuforiaUnity.OnPause(); - } - - /// - /// Resumes Vuforia - /// - public void OnResume() - { - VuforiaUnity.OnResume(); - } - - /// - /// Deinitializes Vuforia - /// - public void OnDestroy() - { - VuforiaUnity.Deinit(); - } - - - private void InitializeSurface() - { - SurfaceUtilities.OnSurfaceCreated(); - - SetUnityScreenOrientation(); - } - - private void SetUnityScreenOrientation() - { - mScreenOrientation = Screen.orientation; - SurfaceUtilities.SetSurfaceOrientation(mScreenOrientation); - // set the native orientation (only required on iOS and WSA) - setSurfaceOrientationiOS((int) mScreenOrientation); - } - - [DllImport("__Internal")] - private static extern void setPlatFormNative(); - - [DllImport("__Internal")] - private static extern int initQCARiOS(int rendererAPI, int screenOrientation, string licenseKey); - - [DllImport("__Internal")] - private static extern void setSurfaceOrientationiOS(int screenOrientation); - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll deleted file mode 100644 index 70061807a..000000000 Binary files a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/Vuforia.UnityExtensions.dll and /dev/null differ diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/VuforiaBehaviourComponentFactory.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/VuforiaBehaviourComponentFactory.cs deleted file mode 100644 index 9d67fe153..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/VuforiaBehaviourComponentFactory.cs +++ /dev/null @@ -1,79 +0,0 @@ -/*============================================================================== -Copyright (c) 2016 PTC Inc. All Rights Reserved. - -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// Factory class that adds child class Behaviours - /// - public class VuforiaBehaviourComponentFactory : IBehaviourComponentFactory - { - #region PUBLIC_METHODS - - public MaskOutAbstractBehaviour AddMaskOutBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public VirtualButtonAbstractBehaviour AddVirtualButtonBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public TurnOffAbstractBehaviour AddTurnOffBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public ImageTargetAbstractBehaviour AddImageTargetBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public MarkerAbstractBehaviour AddMarkerBehaviour(GameObject gameObject) - { -#pragma warning disable 618 - return gameObject.AddComponent(); -#pragma warning restore 618 - } - - public MultiTargetAbstractBehaviour AddMultiTargetBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public CylinderTargetAbstractBehaviour AddCylinderTargetBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public WordAbstractBehaviour AddWordBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public TextRecoAbstractBehaviour AddTextRecoBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public ObjectTargetAbstractBehaviour AddObjectTargetBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - public VuMarkAbstractBehaviour AddVuMarkBehaviour(GameObject gameObject) - { - return gameObject.AddComponent(); - } - - #endregion // PUBLIC_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/WSAUnityPlayer.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/WSAUnityPlayer.cs deleted file mode 100644 index 4983d05ea..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Internal/WSAUnityPlayer.cs +++ /dev/null @@ -1,166 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Runtime.InteropServices; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class encapsulates functionality to detect various surface events - /// (size, orientation changed) and delegate this to native. - /// These are used by Unity Extension code and should usually not be called by app code. - /// - class WSAUnityPlayer : IUnityPlayer - { - private ScreenOrientation mScreenOrientation = ScreenOrientation.Unknown; - - /// - /// Loads native plugin libraries on platforms where this is explicitly required. - /// - public void LoadNativeLibraries() - { - } - - /// - /// Initialized platform specific settings - /// - public void InitializePlatform() - { - setPlatFormNative(); - } - - /// - /// Initializes Vuforia; called from Start - /// - public VuforiaUnity.InitError Start(string licenseKey) - { - int errorCode = initVuforiaWSA(licenseKey); - if (errorCode >= 0) - InitializeSurface(); - return (VuforiaUnity.InitError)errorCode; - } - - /// - /// Called from Update, checks for various life cycle events that need to be forwarded - /// to Vuforia, e.g. orientation changes - /// - public void Update() - { - if (SurfaceUtilities.HasSurfaceBeenRecreated()) - { - InitializeSurface(); - } - else - { - // if Unity reports that the orientation has changed, set it correctly in native - ScreenOrientation currentOrientation = GetActualScreenOrientation(); - - if (currentOrientation != mScreenOrientation) - SetUnityScreenOrientation(); - } - - } - - public void Dispose() - { - } - - /// - /// Pauses Vuforia - /// - public void OnPause() - { - VuforiaUnity.OnPause(); - } - - /// - /// Resumes Vuforia - /// - public void OnResume() - { - VuforiaUnity.OnResume(); - } - - /// - /// Deinitializes Vuforia - /// - public void OnDestroy() - { - VuforiaUnity.Deinit(); - } - - - private void InitializeSurface() - { - SurfaceUtilities.OnSurfaceCreated(); - - SetUnityScreenOrientation(); - } - - private void SetUnityScreenOrientation() - { - mScreenOrientation = GetActualScreenOrientation(); - - SurfaceUtilities.SetSurfaceOrientation(mScreenOrientation); - - // set the native orientation (only required on iOS and WSA) - setSurfaceOrientationWSA((int) mScreenOrientation); - } - - /// - /// There is a known Unity issue for Windows 10 UWP apps where the initial orientation is wrongly - /// reported as AutoRotation instead of the actual orientation. - /// This method tries to infer the screen orientation from the device orientation if this is the case. - /// - /// - private ScreenOrientation GetActualScreenOrientation() - { - ScreenOrientation orientation = Screen.orientation; - - if (orientation == ScreenOrientation.AutoRotation) - { - DeviceOrientation devOrientation = Input.deviceOrientation; - - switch (devOrientation) - { - case DeviceOrientation.LandscapeLeft: - orientation = ScreenOrientation.LandscapeLeft; - break; - - case DeviceOrientation.LandscapeRight: - orientation = ScreenOrientation.LandscapeRight; - break; - - case DeviceOrientation.Portrait: - orientation = ScreenOrientation.Portrait; - break; - - case DeviceOrientation.PortraitUpsideDown: - orientation = ScreenOrientation.PortraitUpsideDown; - break; - - default: - // fallback: Landscape Left - orientation = ScreenOrientation.LandscapeLeft; - break; - } - } - - return orientation; - } - - [DllImport("VuforiaWrapper")] - private static extern void setPlatFormNative(); - - [DllImport("VuforiaWrapper")] - private static extern int initVuforiaWSA(string licenseKey); - - [DllImport("VuforiaWrapper")] - private static extern void setSurfaceOrientationWSA(int screenOrientation); - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/KeepAliveBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/KeepAliveBehaviour.cs deleted file mode 100644 index 17b822d02..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/KeepAliveBehaviour.cs +++ /dev/null @@ -1,21 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.Collections.Generic; -using System.Linq; -using UnityEngine; - -namespace Vuforia -{ - /// - /// The KeepAliveBehaviour allows Vuforia objects to be reused across multiple - /// scenes. This makes it possible to share datasets and targets between scenes. - /// - [RequireComponent(typeof (VuforiaBehaviour))] - public class KeepAliveBehaviour : KeepAliveAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MarkerBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MarkerBehaviour.cs deleted file mode 100644 index b57005200..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MarkerBehaviour.cs +++ /dev/null @@ -1,23 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a Marker in the editor - /// as well as a tracked marker result at runtime - /// This class is deprecated. The same functionality - /// is provided by using a rectangular VuMark. - /// - [Obsolete("This class is deprecated. The same functionality is provided by using a rectangular VuMark.")] - public class MarkerBehaviour : MarkerAbstractBehaviour - { - - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MaskOutBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MaskOutBehaviour.cs deleted file mode 100644 index fabf9db79..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MaskOutBehaviour.cs +++ /dev/null @@ -1,41 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// Helper behaviour used to hide augmented objects behind the video background. - /// - public class MaskOutBehaviour : MaskOutAbstractBehaviour - { - #region UNITY_MONOBEHAVIOUR_METHODS - - void Start () - { - if (VuforiaRuntimeUtilities.IsVuforiaEnabled()) - { - Renderer rendererComp = GetComponent(); - int numMaterials = rendererComp.materials.Length; - if (numMaterials == 1) - { - rendererComp.sharedMaterial = maskMaterial; - } - else - { - Material[] maskMaterials = new Material[numMaterials]; - for (int i = 0; i < numMaterials; i++) - maskMaterials[i] = maskMaterial; - - rendererComp.sharedMaterials = maskMaterials; - } - } - } - - #endregion // UNITY_MONOBEHAVIOUR_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MultiTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MultiTargetBehaviour.cs deleted file mode 100644 index 608535326..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/MultiTargetBehaviour.cs +++ /dev/null @@ -1,18 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a MultiTarget in the editor - /// as well as a tracked MultiTarget result at runtime - /// - public class MultiTargetBehaviour : MultiTargetAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ObjectTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ObjectTargetBehaviour.cs deleted file mode 100644 index fac92f32d..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ObjectTargetBehaviour.cs +++ /dev/null @@ -1,19 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.Collections.Generic; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for an ObjectTarget in the editor - /// as well as a tracked object target result at runtime - /// - public class ObjectTargetBehaviour : ObjectTargetAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/PropBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/PropBehaviour.cs deleted file mode 100644 index 7fec163b8..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/PropBehaviour.cs +++ /dev/null @@ -1,17 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a Prop in the editor - /// as well as a reconstructed and tracked prop result at runtime - /// - public class PropBehaviour : PropAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionBehaviour.cs deleted file mode 100644 index b606e0289..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionBehaviour.cs +++ /dev/null @@ -1,15 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -namespace Vuforia -{ - /// - /// This is the main behaviour class that encapsulates smart terrain reconstruction behaviour. - /// - public class ReconstructionBehaviour : ReconstructionAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs deleted file mode 100644 index e6afb21c9..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/ReconstructionFromTargetBehaviour.cs +++ /dev/null @@ -1,15 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -namespace Vuforia -{ - /// - /// This Monobehaviour supplements the ReconstructionAbstractBehaviour with target initialization specific functionality - /// - public class ReconstructionFromTargetBehaviour : ReconstructionFromTargetAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SmartTerrainTrackerBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SmartTerrainTrackerBehaviour.cs deleted file mode 100644 index 0d3229133..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SmartTerrainTrackerBehaviour.cs +++ /dev/null @@ -1,17 +0,0 @@ -/*============================================================================== -Copyright (c) 2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -namespace Vuforia -{ - /// - /// This is the main behaviour class that manages the smart terrain tracker - /// It comes as a component of the ARCamera prefab but can be use on any other game object as well - /// It is important that at any given time, only one instance of this script exists in the scene. - /// - public class SmartTerrainTrackerBehaviour : SmartTerrainTrackerAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SurfaceBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SurfaceBehaviour.cs deleted file mode 100644 index 65efc7e96..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/SurfaceBehaviour.cs +++ /dev/null @@ -1,17 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a Surface in the editor - /// as well as a reconstructed and tracked surface result at runtime - /// - public class SurfaceBehaviour : SurfaceAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TextRecoBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TextRecoBehaviour.cs deleted file mode 100644 index 66df607aa..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TextRecoBehaviour.cs +++ /dev/null @@ -1,22 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System.Collections.Generic; -using System.Linq; -using UnityEngine; - - -namespace Vuforia -{ - /// - /// This is the main behaviour class that encapsulates text recognition behaviour. - /// It just has to be added to a Vuforia-enabled Unity scene and will initialize the text tracker with the configured word list. - /// Events for newly recognized or lost words will be called on registered ITextRecoEventHandlers - /// - public class TextRecoBehaviour : TextRecoAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffBehaviour.cs deleted file mode 100644 index 377bd3791..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffBehaviour.cs +++ /dev/null @@ -1,35 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// A utility behaviour to disable rendering of a game object at run time. - /// - public class TurnOffBehaviour : TurnOffAbstractBehaviour - { - - #region UNITY_MONOBEHAVIOUR_METHODS - - void Awake() - { - if (VuforiaRuntimeUtilities.IsVuforiaEnabled()) - { - // We remove the mesh components at run-time only, but keep them for - // visualization when running in the editor: - MeshRenderer targetMeshRenderer = this.GetComponent(); - Destroy(targetMeshRenderer); - MeshFilter targetMesh = this.GetComponent(); - Destroy(targetMesh); - } - } - - #endregion // UNITY_MONOBEHAVIOUR_METHODS - - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffWordBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffWordBehaviour.cs deleted file mode 100644 index 3365f9e74..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/TurnOffWordBehaviour.cs +++ /dev/null @@ -1,38 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// A utility behaviour to disable rendering of a word behaviour at run time. - /// - public class TurnOffWordBehaviour : MonoBehaviour - { - - #region UNITY_MONOBEHAVIOUR_METHODS - - void Awake() - { - if (VuforiaRuntimeUtilities.IsVuforiaEnabled()) - { - // We remove the renderer at run-time only, but keep it for - // visualization when running in the editor - // We keep the MeshFilter for retreiving the size of the Word-prefab - MeshRenderer targetMeshRenderer = this.GetComponent(); - Destroy(targetMeshRenderer); - //The child object for visualizing text is removed at runtime - var text = transform.FindChild("Text"); - if(text != null) - Destroy(text.gameObject); - } - } - - #endregion // UNITY_MONOBEHAVIOUR_METHODS - - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/UserDefinedTargetBuildingBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/UserDefinedTargetBuildingBehaviour.cs deleted file mode 100644 index 104f9f0a6..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/UserDefinedTargetBuildingBehaviour.cs +++ /dev/null @@ -1,22 +0,0 @@ -/*============================================================================== -Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Collections.Generic; -using System.Runtime.InteropServices; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This Component can be used to create new ImageTargets at runtime. It can be configured to start scanning automatically - /// or via a call from an external script. - /// Registered event handlers will be informed of changes in the frame quality as well as new TrackableSources - /// - public class UserDefinedTargetBuildingBehaviour : UserDefinedTargetBuildingAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs deleted file mode 100644 index 46a448b87..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/Utilities/VRIntegrationHelper.cs +++ /dev/null @@ -1,141 +0,0 @@ -/*=============================================================================== -Copyright (c) 2015-2016 PTC Inc. All Rights Reserved. Confidential and Proprietary - -Protected under copyright and other laws. -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -===============================================================================*/ - - -using System; -using UnityEngine; - -using Vuforia; - -public class VRIntegrationHelper : MonoBehaviour -{ - private static Matrix4x4 mLeftCameraMatrixOriginal; - private static Matrix4x4 mRightCameraMatrixOriginal; - - private static Camera mLeftCamera; - private static Camera mRightCamera; - - private static HideExcessAreaAbstractBehaviour mLeftExcessAreaBehaviour; - private static HideExcessAreaAbstractBehaviour mRightExcessAreaBehaviour; - - private static Rect mLeftCameraPixelRect; - private static Rect mRightCameraPixelRect; - - private static bool mLeftCameraDataAcquired = false; - private static bool mRightCameraDataAcquired = false; - - public bool IsLeft; - public Transform TrackableParent; - - void Awake() - { - GetComponent().fieldOfView = 90f; - } - - void Start() - { - VuforiaBehaviour.Instance.RegisterVuforiaStartedCallback(OnVuforiaStarted); - } - - void OnVuforiaStarted() - { - mLeftCamera = DigitalEyewearBehaviour.Instance.PrimaryCamera; - mRightCamera = DigitalEyewearBehaviour.Instance.SecondaryCamera; - - mLeftExcessAreaBehaviour = mLeftCamera.GetComponent(); - mRightExcessAreaBehaviour = mRightCamera.GetComponent(); - } - - void LateUpdate() - { - // to this only once per frame, not for both cameras - if (IsLeft) - { - if (mLeftCameraDataAcquired && mRightCameraDataAcquired) - { - // make sure the central anchor point is set to the latest head tracking pose: - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.localRotation = mLeftCamera.transform.localRotation; - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.localPosition = mLeftCamera.transform.localPosition; - - // temporarily set the primary and secondary cameras to their offset position and set the pixelrect they will have for rendering - Vector3 localPosLeftCam = mLeftCamera.transform.localPosition; - Rect leftCamPixelRect = mLeftCamera.pixelRect; - Vector3 leftCamOffset = mLeftCamera.transform.right.normalized * mLeftCamera.stereoSeparation * -0.5f; - mLeftCamera.transform.position = mLeftCamera.transform.position + leftCamOffset; - mLeftCamera.pixelRect = mLeftCameraPixelRect; - - Vector3 localPosRightCam = mRightCamera.transform.localPosition; - Rect rightCamPixelRect = mRightCamera.pixelRect; - Vector3 rightCamOffset = mRightCamera.transform.right.normalized * mRightCamera.stereoSeparation * 0.5f; - mRightCamera.transform.position = mRightCamera.transform.position + rightCamOffset; - mRightCamera.pixelRect = mRightCameraPixelRect; - - BackgroundPlaneBehaviour bgPlane = mLeftCamera.GetComponentInChildren(); - bgPlane.BackgroundOffset = mLeftCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.position; - - mLeftExcessAreaBehaviour.PlaneOffset = mLeftCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.position; - mRightExcessAreaBehaviour.PlaneOffset = mRightCamera.transform.position - DigitalEyewearBehaviour.Instance.CentralAnchorPoint.position; - - if (TrackableParent != null) - TrackableParent.localPosition = Vector3.zero; - - // update Vuforia explicitly - VuforiaBehaviour.Instance.UpdateState(false, true); - - if (TrackableParent != null) - TrackableParent.position += bgPlane.BackgroundOffset; - - // set the projection matrices for skewing - VuforiaBehaviour.Instance.ApplyCorrectedProjectionMatrix(mLeftCameraMatrixOriginal, true); - VuforiaBehaviour.Instance.ApplyCorrectedProjectionMatrix(mRightCameraMatrixOriginal, false); - -#if !(UNITY_5_2 || UNITY_5_1 || UNITY_5_0) // UNITY_5_3 and above - - // read back the projection matrices set by Vuforia and set them to the stereo cameras - // not sure if the matrices would automatically propagate between the left and right, so setting it explicitly twice - mLeftCamera.SetStereoProjectionMatrices(mLeftCamera.projectionMatrix, mRightCamera.projectionMatrix); - mRightCamera.SetStereoProjectionMatrices(mLeftCamera.projectionMatrix, mRightCamera.projectionMatrix); - -#endif - // reset the left camera - mLeftCamera.transform.localPosition = localPosLeftCam; - mLeftCamera.pixelRect = leftCamPixelRect; - - // reset the position of the right camera - mRightCamera.transform.localPosition = localPosRightCam; - mRightCamera.pixelRect = rightCamPixelRect; - } - } - } - - // OnPreRender is called once per camera each frame - void OnPreRender() - { - // on pre render is where projection matrix and pixel rect are set up correctly (for each camera individually) - // so we use this to acquire this data. - if (IsLeft && !mLeftCameraDataAcquired) - { - // at start matrix can be undefined - if (!VuforiaRuntimeUtilities.MatrixIsNaN(mLeftCamera.projectionMatrix)) - { - mLeftCameraMatrixOriginal = mLeftCamera.projectionMatrix; - mLeftCameraPixelRect = mLeftCamera.pixelRect; - mLeftCameraDataAcquired = true; - } - } - else if (!mRightCameraDataAcquired) - { - // at start matrix can be undefined - if (!VuforiaRuntimeUtilities.MatrixIsNaN(mRightCamera.projectionMatrix)) - { - mRightCameraMatrixOriginal = mRightCamera.projectionMatrix; - mRightCameraPixelRect = mRightCamera.pixelRect; - mRightCameraDataAcquired = true; - } - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundBehaviour.cs deleted file mode 100644 index 6cc77ad15..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundBehaviour.cs +++ /dev/null @@ -1,22 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Collections.Generic; -using System.Runtime.InteropServices; -using System.Text.RegularExpressions; -using UnityEngine; - -namespace Vuforia -{ - /// - /// The VideoBackgroundBehaviour class handles native video background rendering. - /// - [RequireComponent(typeof(Camera))] - public class VideoBackgroundBehaviour : VideoBackgroundAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundManager.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundManager.cs deleted file mode 100644 index de9c53dbc..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VideoBackgroundManager.cs +++ /dev/null @@ -1,41 +0,0 @@ -/*============================================================================== -Copyright (c) 2015 PTC Inc. All Rights Reserved. - -Copyright (c) 2014-2015 Qualcomm Connected Experiences, Inc. All Rights Reserved. - -Confidential and Proprietary - Protected under copyright and other laws. - -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -==============================================================================*/ - -using UnityEngine; -using System.Collections; - -namespace Vuforia -{ - /// - /// The VideoBackgroundManager class creates a texture which is used to - /// render video background using BTA. - /// - public class VideoBackgroundManager : VideoBackgroundManagerAbstractBehaviour - { - - private static VideoBackgroundManager mInstance = null; - - /// - /// A simple static singleton getter to the VideoBackgroundManager (if present in the scene) - /// Will return null if no VideoBackgroundManager has been instanciated in the scene. - /// - public static VideoBackgroundManager Instance - { - get - { - if (mInstance == null) - mInstance = FindObjectOfType(); - - return mInstance; - } - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VirtualButtonBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VirtualButtonBehaviour.cs deleted file mode 100644 index 1640660b2..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VirtualButtonBehaviour.cs +++ /dev/null @@ -1,22 +0,0 @@ -/*============================================================================== -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Collections.Generic; -using System.Runtime.InteropServices; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This behaviour associates a Virtual Button with a game object. Use the - /// functionality in ImageTargetBehaviour to create and destroy Virtual Buttons - /// at run-time. - /// - public class VirtualButtonBehaviour : VirtualButtonAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuMarkBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuMarkBehaviour.cs deleted file mode 100644 index c7ae80e70..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuMarkBehaviour.cs +++ /dev/null @@ -1,20 +0,0 @@ -/*=============================================================================== -Copyright (c) 2016 PTC Inc. All Rights Reserved. - -Confidential and Proprietary - Protected under copyright and other laws. -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -===============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a VuMark template in the editor - /// as well as a tracked VuMark result at runtime - /// - public class VuMarkBehaviour : VuMarkAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuforiaBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuforiaBehaviour.cs deleted file mode 100644 index e3b30c237..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/VuforiaBehaviour.cs +++ /dev/null @@ -1,59 +0,0 @@ -/*============================================================================== -Copyright (c) 2016 PTC Inc. All Rights Reserved. - -Copyright (c) 2010-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// The VuforiaBehaviour class handles tracking and triggers native video - /// background rendering. The class updates all Trackables in the scene. - /// - public class VuforiaBehaviour : VuforiaAbstractBehaviour - { - protected override void Awake() - { - IUnityPlayer unityPlayer = new NullUnityPlayer(); - - // instantiate the correct UnityPlayer for the current platform - if (Application.platform == RuntimePlatform.Android) - unityPlayer = new AndroidUnityPlayer(); - else if (Application.platform == RuntimePlatform.IPhonePlayer) - unityPlayer = new IOSUnityPlayer(); - else if (VuforiaRuntimeUtilities.IsPlayMode()) - unityPlayer = new PlayModeUnityPlayer(); - else if (VuforiaRuntimeUtilities.IsWSARuntime()) - { - unityPlayer = new WSAUnityPlayer(); - } - - SetUnityPlayerImplementation(unityPlayer); - - gameObject.AddComponent(); - - base.Awake(); - } - - private static VuforiaBehaviour mVuforiaBehaviour= null; - - /// - /// A simple static singleton getter to the VuforiaBehaviour (if present in the scene) - /// Will return null if no VuforiaBehaviour has been instanciated in the scene. - /// - public static VuforiaBehaviour Instance - { - get - { - if (mVuforiaBehaviour == null) - mVuforiaBehaviour = FindObjectOfType(); - - return mVuforiaBehaviour; - } - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WebCamBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WebCamBehaviour.cs deleted file mode 100644 index 3c56dbb72..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WebCamBehaviour.cs +++ /dev/null @@ -1,20 +0,0 @@ -/*============================================================================== -Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using System; -using System.Collections.Generic; -using System.Runtime.InteropServices; -using UnityEngine; - -namespace Vuforia -{ - /// - /// This MonoBehaviour manages the usage of a webcam for Play Mode in Windows or Mac. - /// - public class WebCamBehaviour : WebCamAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeBehaviour.cs deleted file mode 100644 index 638562e6e..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeBehaviour.cs +++ /dev/null @@ -1,142 +0,0 @@ -/*=============================================================================== -Copyright (c) 2016 PTC Inc. All Rights Reserved. - -Copyright (c) 2013-2015 Qualcomm Connected Experiences, Inc. All Rights Reserved. - -Confidential and Proprietary - Protected under copyright and other laws. -Vuforia is a trademark of PTC Inc., registered in the United States and other -countries. -===============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// This script renders the mesh from the MeshFilter as wireframe. - /// This is mainly supposed to be used for visualization/debugging purpoes. It uses GL.LINES to draw the wireframe, - /// which is not very fast for larger meshes. - /// In order to draw large wireframe meshes in an app, it is recommended to use 3rd party libraries such as Vectrosity. - /// - public class WireframeBehaviour : MonoBehaviour - { - #region PUBLIC_MEMBERS - - public Material lineMaterial; - public bool ShowLines = true; - public Color LineColor = Color.green; - - #endregion // PUBLIC_MEMBERS - - - #region PRIVATE_MEMBERS - - private Material mLineMaterial; - - #endregion // PRIVATE_MEMBERS - - - #region UNITY_MONOBEHAVIOUR_METHODS - - void Start() - { - if (lineMaterial != null) - { - // We clone the material so to have a unique instance - // for each WireframeBehaviour instance - mLineMaterial = new Material(lineMaterial); - } - else - { - Debug.LogWarning ("Missing line material for wireframe rendering!"); - } - } - - void OnRenderObject () - { - // avoid lines being rendered in Background-camera - GameObject go = VuforiaManager.Instance.ARCameraTransform.gameObject; - Camera[] cameras = go.GetComponentsInChildren(); - bool valid = false; - foreach (Camera cam in cameras) - { - if(Camera.current == cam) - valid = true; - } - if(!valid) - return; - - if (!ShowLines) return; - - var mf = GetComponent(); - if (!mf) return; - - - if (mLineMaterial == null) - { - Debug.LogWarning ("Missing line material for wireframe rendering!"); - return; - } - - var mesh = mf.sharedMesh; - var vertices = mesh.vertices; - var triangles = mesh.triangles; - - GL.PushMatrix(); - GL.MultMatrix(transform.localToWorldMatrix); - - mLineMaterial.SetPass(0); - mLineMaterial.SetColor ("_Color", LineColor); - - GL.Begin(GL.LINES); - for (int i=0; i(); - if (!mf) return; - - Gizmos.matrix = Matrix4x4.TRS(gameObject.transform.position, gameObject.transform.rotation, gameObject.transform.lossyScale); - Gizmos.color = LineColor; - - var mesh = mf.sharedMesh; - if (mesh != null) - { - var vertices = mesh.vertices; - var triangles = mesh.triangles; - for (int i = 0; i < triangles.Length; i += 3) - { - var P0 = (vertices[triangles[i + 0]]); - var P1 = (vertices[triangles[i + 1]]); - var P2 = (vertices[triangles[i + 2]]); - - Gizmos.DrawLine(P0, P1); - Gizmos.DrawLine(P1, P2); - Gizmos.DrawLine(P2, P0); - } - } - } - } - - #endregion // UNITY_MONOBEHAVIOUR_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeTrackableEventHandler.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeTrackableEventHandler.cs deleted file mode 100644 index 176d8db66..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WireframeTrackableEventHandler.cs +++ /dev/null @@ -1,125 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - - -using UnityEngine; - -namespace Vuforia -{ - /// - /// A custom handler that also hides the wireframe-renderer in the smart terrain - /// - public class WireframeTrackableEventHandler : MonoBehaviour, - ITrackableEventHandler - { - #region PRIVATE_MEMBER_VARIABLES - - private TrackableBehaviour mTrackableBehaviour; - - #endregion // PRIVATE_MEMBER_VARIABLES - - - - #region UNTIY_MONOBEHAVIOUR_METHODS - - void Start() - { - mTrackableBehaviour = GetComponent(); - if (mTrackableBehaviour) - { - mTrackableBehaviour.RegisterTrackableEventHandler(this); - } - } - - #endregion // UNTIY_MONOBEHAVIOUR_METHODS - - - - #region PUBLIC_METHODS - - /// - /// Implementation of the ITrackableEventHandler function called when the - /// tracking state changes. - /// - public void OnTrackableStateChanged( - TrackableBehaviour.Status previousStatus, - TrackableBehaviour.Status newStatus) - { - if (newStatus == TrackableBehaviour.Status.DETECTED || - newStatus == TrackableBehaviour.Status.TRACKED) - { - OnTrackingFound(); - } - else - { - OnTrackingLost(); - } - } - - #endregion // PUBLIC_METHODS - - - - #region PRIVATE_METHODS - - - private void OnTrackingFound() - { - Renderer[] rendererComponents = GetComponentsInChildren(true); - Collider[] colliderComponents = GetComponentsInChildren(true); - WireframeBehaviour[] wireframeComponents = GetComponentsInChildren(true); - - // Enable rendering: - foreach (Renderer component in rendererComponents) - { - component.enabled = true; - } - - // Enable colliders: - foreach (Collider component in colliderComponents) - { - component.enabled = true; - } - - // Enable wireframe rendering: - foreach (WireframeBehaviour component in wireframeComponents) - { - component.enabled = true; - } - - Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " found"); - } - - - private void OnTrackingLost() - { - Renderer[] rendererComponents = GetComponentsInChildren(true); - Collider[] colliderComponents = GetComponentsInChildren(true); - WireframeBehaviour[] wireframeComponents = GetComponentsInChildren(true); - - // Disable rendering: - foreach (Renderer component in rendererComponents) - { - component.enabled = false; - } - - // Disable colliders: - foreach (Collider component in colliderComponents) - { - component.enabled = false; - } - - // Disable wireframe rendering: - foreach (WireframeBehaviour component in wireframeComponents) - { - component.enabled = false; - } - Debug.Log("Trackable " + mTrackableBehaviour.TrackableName + " lost"); - } - - #endregion // PRIVATE_METHODS - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WordBehaviour.cs b/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WordBehaviour.cs deleted file mode 100644 index 474d9e7a5..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Scripts/WordBehaviour.cs +++ /dev/null @@ -1,18 +0,0 @@ -/*============================================================================== -Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -All Rights Reserved. -Confidential and Proprietary - Protected under copyright and other laws. -==============================================================================*/ - -using UnityEngine; - -namespace Vuforia -{ - /// - /// This class serves both as an augmentation definition for a Word in the editor - /// as well as a tracked Word result at runtime - /// - public class WordBehaviour : WordAbstractBehaviour - { - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/BrightTexture.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/BrightTexture.shader deleted file mode 100644 index 443ca527c..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/BrightTexture.shader +++ /dev/null @@ -1,52 +0,0 @@ -Shader "Custom/BrightTexture" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - } - SubShader { - - Pass{ - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - sampler2D _MainTex; - - struct v2f { - float4 pos : SV_POSITION; - float2 uv : TEXCOORD0; - }; - - float4 _MainTex_ST; - - v2f vert (appdata_base v) - { - v2f o; - o.pos = mul (UNITY_MATRIX_MVP, v.vertex); - o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); - return o; - } - - - half4 frag(v2f i) : COLOR - { - half4 c = tex2D (_MainTex, i.uv); - - float scale = 0.2f; - c.rgb = c.rgb * scale + 1.0f - scale; - - return c; - } - - ENDCG - } - } - - - - - FallBack "Diffuse" -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ClippingMask.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ClippingMask.shader deleted file mode 100644 index e33d36e0b..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ClippingMask.shader +++ /dev/null @@ -1,34 +0,0 @@ -Shader "ClippingMask" { - - SubShader { - // Render the mask after regular geometry and transparent things but - // but before any other overlays - - Tags {"Queue" = "Overlay-10" } - - // Turn off lighting, because it's expensive and the thing is supposed to be - // invisible anyway. - - Lighting Off - - // Draw into the depth buffer in the usual way. This is probably the default, - // but it doesn't hurt to be explicit. - - ZTest Always - ZWrite On - - // Draw black background into the RGBA channel - Color (0,0,0,0) - ColorMask RGBA - - // compare stencil buffer - Stencil { - Ref 0 - Comp Equal - } - - // Do nothing specific in the pass: - - Pass {} - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ColoredLines.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ColoredLines.shader deleted file mode 100644 index 3d2a0c105..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/ColoredLines.shader +++ /dev/null @@ -1,14 +0,0 @@ -Shader "Custom/ColoredLines" { - Properties { - _Color ("Main Color", Color) = (1,1,1,1) - } - - SubShader { - Pass { - Lighting Off - Cull Off - Blend SrcAlpha OneMinusSrcAlpha - Color [_Color] - } - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/DepthMask.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/DepthMask.shader deleted file mode 100644 index e156baefb..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/DepthMask.shader +++ /dev/null @@ -1,30 +0,0 @@ -Shader "DepthMask" { - - SubShader { - // Render the mask after regular geometry, but before masked geometry and - // transparent things. - - Tags {"Queue" = "Geometry-10" } - - // Turn off lighting, because it's expensive and the thing is supposed to be - // invisible anyway. - - Lighting Off - - // Draw into the depth buffer in the usual way. This is probably the default, - // but it doesn't hurt to be explicit. - - ZTest LEqual - ZWrite On - - // Don't draw anything into the RGBA channels. This is an undocumented - // argument to ColorMask which lets us avoid writing to anything except - // the depth buffer. - - ColorMask 0 - - // Do nothing specific in the pass: - - Pass {} - } -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/RenderVideoBackground.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/RenderVideoBackground.shader deleted file mode 100644 index 265b7f341..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/RenderVideoBackground.shader +++ /dev/null @@ -1,18 +0,0 @@ -//Copyright (c) 2012-2014 Qualcomm Connected Experiences, Inc. -//All Rights Reserved. -//Confidential and Proprietary - Protected under copyright and other laws. -Shader "Custom/RenderVideoBackground" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - } - SubShader { - Tags {"Queue"="overlay+1" "RenderType"="overlay" } - Pass { - // Render the teapot - SetTexture [_MainTex] { - combine texture - } - } - } - FallBack "Diffuse" -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/Text3D.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/Text3D.shader deleted file mode 100644 index 90bb2eac7..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/Text3D.shader +++ /dev/null @@ -1,23 +0,0 @@ -//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -//All Rights Reserved. -//Confidential and Proprietary - Protected under copyright and other laws. -Shader "Custom/Text3D" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _Color ("Text Color", Color) = (1,1,1,1) - } - - SubShader { - Tags { "Queue"="Geometry+1" "IgnoreProjector"="True" } - Lighting Off Offset -1, -1 ZTest LEqual ZWrite On Fog { Mode Off } - Blend SrcAlpha OneMinusSrcAlpha - Pass { - Color [_Color] - SetTexture [_MainTex] { - combine primary, texture * primary - } - } - } - - -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VertexLitWithZ.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VertexLitWithZ.shader deleted file mode 100644 index 8539fef4c..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VertexLitWithZ.shader +++ /dev/null @@ -1,33 +0,0 @@ -//============================================================================== -//Copyright (c) 2013-2014 Qualcomm Connected Experiences, Inc. -//All Rights Reserved. -//============================================================================== - -Shader "Transparent/VertexLit with Z" { -Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} -} - -SubShader { - Tags {"RenderType"="Transparent" "Queue"="Transparent"} - // Render into depth buffer only - Pass { - ColorMask 0 - } - // Render normally - Pass { - ZWrite On - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - Material { - Diffuse [_Color] - Ambient [_Color] - } - Lighting On - SetTexture [_MainTex] { - Combine texture * primary DOUBLE, texture * primary - } - } -} -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VideoBackground.shader b/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VideoBackground.shader deleted file mode 100644 index 768ef18b2..000000000 --- a/ARTraining/ChuYinAR/Assets/Vuforia/Shaders/VideoBackground.shader +++ /dev/null @@ -1,27 +0,0 @@ -//Copyright (c) 2014 Qualcomm Connected Experiences, Inc. -//All Rights Reserved. -//Confidential and Proprietary - Protected under copyright and other laws. -Shader "Custom/VideoBackground" { - Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - } - SubShader { - Tags {"Queue"="geometry-11" "RenderType"="opaque" } - Pass { - ZWrite Off - Cull Off - Lighting Off - - Stencil { - Ref 250 - Comp Always - Pass Replace - } - - SetTexture [_MainTex] { - combine texture - } - } - } - FallBack "Diffuse" -} diff --git a/ARTraining/ChuYinAR/Assets/Vuforia/Textures/CloudRecoTarget.png b/ARTraining/ChuYinAR/Assets/Vuforia/Textures/CloudRecoTarget.png deleted file mode 100644 index f69c55e6a..000000000 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a/ARTraining/ChuYinAR/ProjectSettings/Physics2DSettings.asset b/ARTraining/ChuYinAR/ProjectSettings/Physics2DSettings.asset deleted file mode 100644 index cf3a1bf98..000000000 Binary files a/ARTraining/ChuYinAR/ProjectSettings/Physics2DSettings.asset and /dev/null differ diff --git a/ARTraining/ChuYinAR/ProjectSettings/ProjectSettings.asset b/ARTraining/ChuYinAR/ProjectSettings/ProjectSettings.asset deleted file mode 100644 index 3513ded9c..000000000 Binary files a/ARTraining/ChuYinAR/ProjectSettings/ProjectSettings.asset and /dev/null differ diff --git a/ARTraining/ChuYinAR/ProjectSettings/ProjectVersion.txt b/ARTraining/ChuYinAR/ProjectSettings/ProjectVersion.txt deleted file mode 100644 index 8a062e608..000000000 --- a/ARTraining/ChuYinAR/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1,2 +0,0 @@ -m_EditorVersion: 5.2.1f1 -m_StandardAssetsVersion: 0 diff --git a/ARTraining/ChuYinAR/ProjectSettings/QualitySettings.asset 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index f18061409..000000000 --- a/ARTraining/ChuYinAR/READEME.md +++ /dev/null @@ -1,2 +0,0 @@ -##初音未来AR小DEMO -![](https://github.com/XINCGer/Unity3DTraining/blob/master/ARTraining/ChuYinAR/Assets/Editor/QCAR/ImageTargetTextures/ARTestDB/chuyin3_scaled.jpg) diff --git a/ARTraining/README.md b/ARTraining/README.md deleted file mode 100644 index 5907f4cb4..000000000 --- a/ARTraining/README.md +++ /dev/null @@ -1,5 +0,0 @@ -## AR小DEMO ->* [初音未来AR小DEMO](https://github.com/XINCGer/Unity3DTraining/tree/master/ARTraining/ChuYinAR) - - - diff --git a/AboutCamera/README.md b/AboutCamera/README.md new file mode 100644 index 000000000..7eb96407e --- /dev/null +++ b/AboutCamera/README.md @@ -0,0 +1,9 @@ +## 相机管理 + +>* [深入讲解:在Unity中使用多个相机 - 及其重要性](https://www.gameres.com/669753.html) +>* [探寻 Unity Camera 属性之 Clear Flags](https://blog.lujun.co/2019/06/02/unity_camera_clear_flags/) +>* [制作大型MMO项目中的相机视角操作【工程】](https://github.com/654306663/CameraOperate) +>* [制作大型MMO项目中的相机视角操作【博客】](http://www.u3d8.com/?p=1235) +>* [使用Cinemachine设置3D格斗游戏的摄像机](https://mp.weixin.qq.com/s/v_7rGhDfy28kfsCUALzFMQ) +>* [Unity - Cinemachine实现相机抖动](https://www.cnblogs.com/SouthBegonia/p/11891117.html) +>* [Unity 基于Cinemachine计算透视摄像机在地图中的移动范围](https://www.cnblogs.com/koshio0219/p/12145525.html) diff --git a/AboutJob/README.md b/AboutJob/README.md index b97f6a77f..3f00be99c 100644 --- a/AboutJob/README.md +++ b/AboutJob/README.md @@ -2,8 +2,24 @@ ### 马三北漂记 >* [马三北漂记之马三的2018年总结](https://www.cnblogs.com/msxh/p/10085855.html) +>* [【马三北漂记】之终章](https://www.cnblogs.com/msxh/p/11511043.html) +>* [【马三沪漂浮生记】之见闻壹](https://www.cnblogs.com/msxh/p/11878018.html) +>* [【年终总结】马三京沪漂流记之2019年总结](https://www.cnblogs.com/msxh/p/12199226.html) ### 面试、笔试、简历 +>* [在线简历生成器](https://github.com/visiky/resume) +>* [马三的面试题整理](../Doc/马三的面试题整理.md) +>* [网络手游开发知识、技术与信息库,游戏研发技术从业者的导航地图](https://github.com/gonglei007/GameDevMind) +>* [海澜访谈录——对于负责招聘的HR,如果看待候选人的一些疑问解答?](https://aihailan.com/1189-2/) +>* [Unity面试题总结](https://github.com/Lafree317/Unity-InterviewQuestion) +>* [反向面试](https://github.com/yifeikong/reverse-interview-zh) +>* [那些头部游戏公司的面试经验!](https://mp.weixin.qq.com/s/yf3Mz78SnhpBGLyGxRrefw) +>* [2021年最新总结 500个常用数据结构,算法,算法导论,面试常用,大厂高级工程师整理总结](https://github.com/0voice/algorithm-structure) +>* [精选面试tips整理](https://github.com/XINCGer/Unity3DTraining/blob/master/Doc/interview_tip) +>* [水曜日鸡面试指南1——游戏开发社招求职面试指南①——前期准备](https://blog.csdn.net/j756915370/article/details/109688883) +>* [水曜日鸡面试指南2——游戏开发社招求职面试指南②——公司选择](https://blog.csdn.net/j756915370/article/details/109703611) +>* [水曜日鸡面试指南3——游戏开发社招求职面试指南③——面试总结](https://blog.csdn.net/j756915370/article/details/109901970) +>* [简历编写注意事项.md](../Doc/简历编写注意事项.md) >* [技术面试与HR谈薪资技巧](https://mp.weixin.qq.com/s/MBgM6ds2TVIsK3hVxJ1Rqw) >* [冷熊简历](http://cv.ftqq.com/#) >* [敲代码这么多年,依然写不好这一页简历?](https://mp.weixin.qq.com/s/8MRhha080vRhNCylngbePw) @@ -21,6 +37,17 @@ >* [金三银四铜五铁六](https://www.cnblogs.com/zhuoqingsen/p/interview.html) >* [三年开发经验,抖音离职后,拿到Airbnb、快手、小红书、猿辅导等15家公司的offer](https://mp.weixin.qq.com/s/t2CA_9hhAY3q3o9lHFOUvw) >* [这简历一看就是包装过的](https://mp.weixin.qq.com/s/OI6DmYGUIFI8OeUDz0QJZQ) +>* [八家国企大数据面经(干货,详细答案)](https://mp.weixin.qq.com/s/7Aw6pdNI9eiCXsRQViM4UQ) +>* [历经两个月的秋招,结束了,谈谈春秋招中一些重要的知识点吧(本科+后台+腾讯)](https://www.cnblogs.com/kubidemanong/p/11626515.html) +>* [跳槽面试技巧记录](https://www.cnblogs.com/strick/p/12124272.html) +>* [金三银四,给面试者的十大建议](https://www.cnblogs.com/jay-huaxiao/p/12312846.html) +>* [面试中更多会考核相关技能的项目经验——再论程序员该如何准备面试](https://www.cnblogs.com/JavaArchitect/p/12466948.html) +>* [博主营地 | Unity3D 实用技巧 - 理论知识库(一)](https://mp.weixin.qq.com/s/lfBaUxhXjsZ64CxRrl-27A) +>* [三流大学和一流大学学生的简历有什么区别?](https://www.cnblogs.com/aobing/p/13716292.html) +>* [中国学历真相:非985、211真的没前途了吗?](https://mp.weixin.qq.com/s/YFvKuquGdD1-GQ4DJkH--Q) +>* [《剑指Offer》,《程序员代码面试指南》,Leetcode等算法题目集合](https://github.com/iwiniwin/Algorithm) +>* [算法(第四版)习题题解 C# 版](https://github.com/ikesnowy/Algorithms-4th-Edition-in-Csharp) +>* [120-Data-Science-Interview-Questions](https://github.com/kojino/120-Data-Science-Interview-Questions) ### 职场生存指南 >* [程序员找工作面试会遇到哪些坑(校招篇)](https://www.cnblogs.com/smyhvae/p/9587950.html) @@ -31,11 +58,25 @@ >* [跳槽找工作避坑指南(2019版)](https://www.cnblogs.com/youkanyouxiao/p/10398041.html) >* [100offer互联网下半场程序员跳槽完全手册.pdf](./100offer互联网下半场程序员跳槽完全手册.pdf) >* [太坑了|还真有这么渣渣的公司....](https://www.cnblogs.com/youkanyouxiao/p/10521148.html) +>* [职场画饼实录](https://mp.weixin.qq.com/s/nJC28zVtxSo6knh61mG_4Q) +>* [一个员工的离职成本,很恐怖!](https://mp.weixin.qq.com/s/VyOwTCtZla7ozmOwtm5Qzw) +>* [程序员把面试他的HR征服了!](https://mp.weixin.qq.com/s/EhsAmD2kb8YocAZL1-MEMw) +>* [你是如何被职场 PUA 一步步毁掉的?](https://mp.weixin.qq.com/s/HLAL2PPvuSjJw1EZupscjg) +>* [中国最惨创业者:3年前我被投资人赶出公司,3年后让我赔3800万!](https://news.cnblogs.com/n/663839/) +>* [期权到底是彩蛋,还是陷阱?](https://mp.weixin.qq.com/s/Hx_pw7m3kaAL-mZnftLuIA) +>* [比996更可怕的是职场PUA](https://news.cnblogs.com/n/668050/) +>* [那些把公司当家的程序员,后来怎么样了?](https://www.cnblogs.com/pointers/p/14088264.html) +>* [年底晋升,全网最详细的通关指南来了!](https://www.cnblogs.com/luojunwu/p/14166109.html) +>* [国企生存感悟(必读篇)](https://www.cnblogs.com/dalianmaodada/p/14228098.html) ### 赚钱、买房、买车 >* [以写作为例说下IT人如何培养挣钱DNA](https://www.cnblogs.com/JavaArchitect/p/10223393.html) >* [程序员买房指南——LZ的三次买房和一次卖房经历](https://www.cnblogs.com/zuoxiaolong/p/life86.html) >* [互联网人年底加薪指南](https://mp.weixin.qq.com/s?__biz=MzA5NzkxMzkwNQ==&mid=2649518975&idx=1&sn=65dba67ea2f4c61ff1c6b4efce11ec35&chksm=88814e21bff6c737398b9c44f58367d9aefecff959eaad5e9d8785a1220ae1078c4953ffd06a&mpshare=1&scene=23&srcid=1120oKtYeyVoqe9UgIYLl17D#rd) +>* [我年薪60W,浑身没有超过100块的衣服:存钱,才是最顶级的自律](https://mp.weixin.qq.com/s/7_X_t3kQUZf1An9NDrj_5Q) +>* [为什么我从来不教人赚钱](https://news.cnblogs.com/n/657820/) +>* [只看到了别人28岁从字节跳动退休,背后的期权知识你知道吗?](https://www.cnblogs.com/siyuanwai/p/13187040.html) +>* [90后打工人:为了买小两居,爸妈打零工帮我凑首付](https://mp.weixin.qq.com/s/JOe8OzDK99w56fJAtELLPg) ### 关于IT培训那些事 >* [IT培训行业揭秘(一)](https://www.cnblogs.com/renyanlei/p/6089315.html) @@ -47,6 +88,10 @@ >* [培训班的同学,拜托不要把用人单位想得那么傻,好不好?!](https://www.cnblogs.com/freeflying/p/10553658.html) ### 学习与技术成长 +>* [游戏程序员的学习之路](https://github.com/miloyip/game-programmer/) +>* [论道丨游戏程序员如何自我提升?专访腾讯游戏学院专家叶劲峰](https://mp.weixin.qq.com/s/g6eRpQ1gvC2o1-vDUGliNA) +>* [小公司老板的日常管理](https://www.cnblogs.com/passzhang/p/11664222.html) +>* [程序员应该怎样提高自己](https://blog.codingnow.com/2019/07/top_programmer.html) >* [我们都知道,如何不被淘汰](https://www.cnblogs.com/kiba/p/9824191.html) >* [突破瓶颈——30 程序员的中年危机自救指南](./突破瓶颈——30%20程序员的中年危机自救指南.pdf) >* [创业6年,我犯过的几个高级错误与常识性错误](https://news.cnblogs.com/n/617541/) @@ -56,12 +101,29 @@ >* [以互联网公司的经验告诉大家,架构师究竟比高级开发厉害在哪?](https://www.cnblogs.com/JavaArchitect/p/10708262.html) >* [从一线开发到管理百人的技术总监,你需要知道的一切](https://mp.weixin.qq.com/s/oK0fF3fziBhzO2zmJtk1_A) >* [程序员的重复劳动陷阱](https://www.cnblogs.com/chaosyang/p/dont-repeat-yourself.html) +>* [“大多数人,都死在了 30 岁”](https://mp.weixin.qq.com/s/ziJBdxASnT9qBd_guUlbTA) +>* [大龄开发人员如何破局](https://www.cnblogs.com/zhangpan1244/p/11422814.html) +>* [【核心整理】那些让你起飞的计算机基础知识:学什么,怎么学?](https://www.cnblogs.com/kubidemanong/p/11629398.html) +>* [每次阅读外文技术资料都头疼,终于知道原因了](https://www.cnblogs.com/strick/p/11616288.html) +>* [解决问题的能力 > 10倍程序员](https://www.cnblogs.com/Zachary-Fan/p/solveproblem.html) +>* [毕业10年,我有话说](https://www.cnblogs.com/lixinjie/p/graduated-for-10-years.html) +>* [园龄10年,有些新认识跟大家分享](https://www.cnblogs.com/xiaozhi_5638/p/12146327.html) +>* [中台,我信了你的邪 | 深氪](https://mp.weixin.qq.com/s/9j3BnR3UqA-lnJDoM5Hrvg) +>* [7年加工作经验的程序员,从大厂跳槽出来,遭遇了什么?](https://www.cnblogs.com/zuoxiaolong/p/life110.html) +>* [风物长宜放眼量,人间正道是沧桑 - 一位北美 IT 技术人破局](https://www.cnblogs.com/cxuanBlog/p/12356142.html) +>* [从草根到百万年薪程序员的二十年风雨之路](https://www.cnblogs.com/wucongzhou/p/12559202.html) +>* [中国社会各阶级的分析](https://www.marxists.org/chinese/maozedong/marxist.org-chinese-mao-19251201.htm) +>* [浅谈程序员的“内卷化”](https://www.cnblogs.com/qinchaofeng/p/13963304.html) +>* [从软件公司的异同点讲起,聊聊未来的程序员该如何选公司和谋规划](https://www.cnblogs.com/JavaArchitect/p/14160277.html) +>* [年终总结,谈技术人如何做好沟通这件事儿](https://www.cnblogs.com/ztfjs/p/talking.html) +>* [再谈谈这个沉重的话题--程序员的出路](https://www.cnblogs.com/wyhszx/p/14812908.html) ### 养生与健身 >* [程序猿养生方法(每个程序员都应该看一看)](https://www.cnblogs.com/peiyu1988/p/9591378.html) >* [华为工程师猝死,36岁,22月无休:比挣钱更重要的是活着](https://news.cnblogs.com/n/616634/) >* [程序员健康指南](https://www.cnblogs.com/strick/p/10836794.html) >* [深夜放毒,没有任何一份工作值得你拿命去拼](https://mp.weixin.qq.com/s/njMYmRFx00BqBJcY5z_KQA) +>* [什么是 “内卷化效应” ?](https://mp.weixin.qq.com/s/Qgbm2LkGnmDCD8zrT6ye8Q) ### 关于加班与996 >* [论程序员加班的害处](https://www.cnblogs.com/bianchengniuren/p/9966946.html) @@ -71,6 +133,13 @@ >* [996久了,摸鱼就像呼吸一样自然](https://mp.weixin.qq.com/s/tSARj1W_0ELQ5h1iC9mTdg) >* [互联网“工人”示威996 会重蹈“血汗工厂”覆辙吗?](https://news.cnblogs.com/n/624092/) >* [微软是一家养老公司?微软副总裁回应:员工能待20年我们很自豪](https://news.cnblogs.com/n/625254/) +>* [回顾过去一年996的折磨](https://www.cnblogs.com/edison0621/p/11481572.html) +>* [人生需要摸鱼时刻](https://mp.weixin.qq.com/s/HblKeKBYe3T4p1SaWVEqHA) +>* [我不是社畜,我是打工人](https://mp.weixin.qq.com/s/jrZmI8nqzbh_esVbvZOGNg) +>* [为什么当代生活会变成「一切皆可内卷」?](https://mp.weixin.qq.com/s/AbjgiYWZGnW_H_mI5vNOBA) +>* [漫画 | 人到中年,一地鸡毛](https://www.cnblogs.com/susouth/p/14184358.html) +>* [国内互联网公司为什么加班这么狠?](https://mp.weixin.qq.com/s/eOVeGe8Ie14ntYQloXi0Gg) +>* [“互联网留守儿童”:大厂员工的下一代](https://news.cnblogs.com/n/687546/) ### 互联网编年史2018 >* [魔都互联网人的2018:留下与离开,都不是意外](https://mp.weixin.qq.com/s/7wxN8osRmc86Mv7gJa48Vg) @@ -90,6 +159,36 @@ ### 互联网编年史2019 >* [互联网公司的2019年「春潮」:谁迎风逐浪,谁黯然退潮?](https://mp.weixin.qq.com/s/zt3WajDGRKmXangSjCFXhQ) >* [互联网公司没有中年人](https://mp.weixin.qq.com/s/Zbk63GVpkKDPMykuuOeXvg) +>* [互联网的圈子,游戏行业的现状是如何?](https://www.cnblogs.com/python2048/p/11474191.html) +>* [2019年下半年,就业形势好转了吗?](https://mp.weixin.qq.com/s/yW0ZGZPiboQ322lAwYSEzg) +>* [网易裁员,让保安把身患绝症的我赶出公司。我在网易亲身经历的噩梦!](https://mp.weixin.qq.com/s/FW7uR5t6UMMxgkCcAvk-MA) +>* [裁员的网易:我太难了!](https://news.cnblogs.com/n/651210/) +>* [华为两次卷入裁员争议背后:弱势劳动者应堤防哪些离职陷阱?](https://news.cnblogs.com/n/651292/) +>* [工作6年,失业19天](https://www.cnblogs.com/demingblog/p/12046170.html) +>* [2019,料你也不想再过一次](https://mp.weixin.qq.com/s/aWP7hydYq1ajkIviCd2_wA) +>* [互联网大厂死磕「加速包」](https://mp.weixin.qq.com/s/jnVHE2acxBBwT0-GlhxQ-g) + +### 互联网编年史2020 +>* [终于!疫情之下,第一批企业没能熬住面临倒闭,员工被遣散,没能等来春暖花开!](https://www.cnblogs.com/hejunlin/p/12289061.html) +>* [2亿人在家办公,1亿人在摸鱼:疫情当下,你该剽悍成长](https://mp.weixin.qq.com/s/jBrGQdwCBB18-CAXzrCaEQ) +>* [写给互联网大厂员工的真心话:2020年,别瞎折腾!](https://news.cnblogs.com/n/656629/) +>* [年前裸辞的程序员:我的职业生涯“宕机”了](https://news.cnblogs.com/n/657127/) +>* [毕业 2020:令人心碎的 offer | 深氪](https://mp.weixin.qq.com/s/tte0xoBh9YFN7BWiWz9pWQ) +>* [三个网红的十年:愤然一跃,坠入大海](https://news.cnblogs.com/n/657715/) +>* [刚刚,李国庆建立了当当网流亡政府](https://news.cnblogs.com/n/660873/) +>* [丰巢和快递有恃无恐](https://news.cnblogs.com/n/661638/) +>* [2020,我们公司就这样倒闭了](https://mp.weixin.qq.com/s/jNUr-XvJbzsC0oG6MgYgSA) +>* [谁扼住了华为:美日半导体霸权的三张牌](https://news.cnblogs.com/n/669073/) +>* [一场“逃离蛋壳”的自救行动:租客、房东、供应商集体行动](https://news.cnblogs.com/n/677926/) +>* [“我被公司裁员,造假的老板居然还没坐牢?”](https://news.cnblogs.com/n/680931/) +>* [兽楼处:二十岁的眼泪](https://news.cnblogs.com/n/683113/) + +### 互联网编年史2021 +>* [拼多多回应23岁女员工凌晨猝死:急救6小时依然无效](https://news.cnblogs.com/n/684514/) +>* [我在拼多多的三年](https://www.leadroyal.cn/?p=1228) +>* [疫情下的后厂村:网易做核酸,我在写代码](https://mp.weixin.qq.com/s/mBSgb7KbEQY6-C7fg45NCg) +>* [我的年终奖,泡汤了](https://mp.weixin.qq.com/s/WikZy-VTMlJxjl2YpkYlqQ) +>* [我知道有中年危机,但没想到这么不堪](https://mp.weixin.qq.com/s/jdNav1uN7Xa_oO74778FOw) ### 吹牛灌水 >* [北上广深程序员,月薪三万不如狗](https://www.cnblogs.com/bianchengniuren/p/9971046.html) @@ -100,6 +199,23 @@ >* [如何用一句话通过面试?美国科技名企版](https://news.cnblogs.com/n/622717/) >* [我班上的第1名,成了工资最低的那个人](https://mp.weixin.qq.com/s/GaIKfP-ZspAfGPiii9gN_Q) >* [老员工心塞:新入职的手下,工资比我高50%......](https://mp.weixin.qq.com/s/dWB2Y5Lss03txzxQEslvdA) +>* [我在北京这几年(全)](https://www.cnblogs.com/charlotte77/p/11303596.html) +>* [那些职场「过来人」说的话,你信了几句?](https://mp.weixin.qq.com/s/9Vk0RcChAnuqgd0tZHlpzw) +>* [北京程序员上班通勤指南:打车贵,路途远,不会武功根本挤不上地铁](https://mp.weixin.qq.com/s/kidzHQwrPIr6ahMptrEDag) +>* [真实的上海IT圈:张江男vs漕河泾男](https://mp.weixin.qq.com/s/cKzV5TRQezevEYEbuIeTlA) +>* [外资入华四十年:可口可乐曾用一年利润换下央视纪录片广告](https://new.qq.com/omn/20190926/20190926A0QK9600.html?pgv_ref=aio2015) +>* [双子码农](https://www.ifanr.com/1272453) +>* [让互联网人崩溃的一句话!](https://mp.weixin.qq.com/s/5FOBRPMcH2RWOdejg4pwXg) +>* [被大公司圈养的年轻人](https://mp.weixin.qq.com/s/z7xQH9--4gYGKLfrCXDt-w) +>* [为什么「狼性文化」里,狼越来越少,狗却越来越多? | 周末漫谈](https://mp.weixin.qq.com/s/rSEtgb6sPOV_Mk-faCMMLw) +>* [北漂怎么漂回家](https://mp.weixin.qq.com/s/Rg1GlDiDYd1odlngt5HYEw) +>* [!大部分程序员只会写3年代码](https://www.cnblogs.com/qing-gee/p/12522094.html) +>* [七年北漂落幕](https://www.cnblogs.com/chopper-poet/p/13462989.html) +>* [沉默的二本学生,才是基数最大的打工人](https://mp.weixin.qq.com/s/SGImiAR8bOrEYIExqvL-Mg) +>* [北上广没有靳东,四五线没有李诞](https://news.cnblogs.com/n/683463/) +>* [为了把游戏接口做进Windows 这位大佬干翻了微软的管理层](https://news.cnblogs.com/n/684227/) +>* [从ADSL拨号到100M光纤 — 捋一捋这些年陪伴我的那些网络设备](https://post.smzdm.com/p/527835/) +>* [关于光纤宽带技术,看这一篇就够啦!](https://zhuanlan.zhihu.com/p/40011697) --------------------------------------------------- 分割线 --------------------------------------------------- ## 法律法规相关 diff --git a/AboutJob/tf_discuss/7.png b/AboutJob/tf_discuss/7.png new file mode 100644 index 000000000..e6936ae5b Binary files /dev/null and b/AboutJob/tf_discuss/7.png differ diff --git a/AboutSkill/README.md b/AboutSkill/README.md new file mode 100644 index 000000000..2bce97d31 --- /dev/null +++ b/AboutSkill/README.md @@ -0,0 +1,31 @@ +### 技能系统相关知识收集 + +#### 技术文章 +>* [游戏开发中的GamePlay技术专栏](https://www.zhihu.com/column/c_1253986063259426816) +>* [MMORPG技能系统:AOI、技能、Buff、子弹、特效、运动、动画...](https://mp.weixin.qq.com/s/XsIdVsOukU5HFku4dMuYZQ) +>* [基于行为树的MOBA技能系统:总目录](https://www.lfzxb.top/nkgmoba-totaltabs/) +>* [Unity怎么去实现ACT战斗?](https://mp.weixin.qq.com/s/MHPMqEl7cebUrSzz9HCLig) +>* [实现行为树黑板模块0GC赋值功能](https://zhuanlan.zhihu.com/p/205410980) +>* [Unity——技能系统(一)](https://www.cnblogs.com/littleperilla/p/15536595.html) +>* [Unity——技能系统(二)](https://www.cnblogs.com/littleperilla/p/15539394.html) +>* [Unity——技能系统(三)](https://www.cnblogs.com/littleperilla/p/15540767.html) +>* [如何做横版动作游戏的战斗系统!](https://mp.weixin.qq.com/s/anhJsgm59kd3Y907n61ESQ) +>* [技能编辑器的设计实现](https://zhuanlan.zhihu.com/p/158430393) +>* [用Unity制作一个极具扩展性的顶视角射击游戏战斗系统](https://zhuanlan.zhihu.com/p/416805924) + +#### 实现库 +>* [XMLib 动作游戏开发套件](https://github.com/XINCGer/Unity3DTraining/blob/master/AboutSkill/XMLib.md) +>* [一个基于Entity-Component模式的灵活、通用的战斗(技能)框架](https://github.com/m969/EGamePlay) +>* [Dota2 alike Skill System Implementation for KnightPhone](https://github.com/KrazyL/SkillSystem-3) +>* [A repository for creating Dota 2 Lua abilities](https://github.com/Elfansoer/dota-2-lua-abilities) +>* [c# AOI algorithm for cross linked list](https://github.com/qq362946/AOI) +>* [全新的技能系统](https://github.com/dreamanlan/CSharpGameFramework/blob/master/Doc/SkillDsl.txt) +>* [a roguelike framework for C# with ECS and Unity integration](https://github.com/azsdaja/Osnowa) +>* [XCSkillEditor_Unity](https://github.com/smartgrass/XCSkillEditor_Unity) +>* [MDDSkillEngine](https://gitee.com/flamesky/MDDSkillEngine) +>* [gameplay-ability-system-for-unity](https://github.com/No78Vino/gameplay-ability-system-for-unity) +>* [ActionEditor - unity技能编辑器,Buff编辑器,场景编辑器](https://github.com/NoBugCn/ActionEditor) + +#### 成品 +>* [用Unity做的一个类Moba游戏Demo](https://github.com/swordjoinmagic/MoBaDemo) +>* [NKGMobaBasedOnET](https://gitee.com/NKG_admin/NKGMobaBasedOnET) diff --git a/AboutSkill/XMLib.md b/AboutSkill/XMLib.md new file mode 100644 index 000000000..2af2d16ae --- /dev/null +++ b/AboutSkill/XMLib.md @@ -0,0 +1,10 @@ +### XMLib 动作游戏开发套件 + +* [XMLib 动作游戏开发套件](https://github.com/PxGame/XMLib.AM) +* [XMLib 第三方库](https://github.com/PxGame/XMLib.ThirdParty) +* [XMLib 公共库](https://github.com/PxGame/XMLib.Common) +* [XMLib.AM.Example](https://github.com/PxGame/XMLib.AM.Example) +* [XMLib 核心库](https://github.com/PxGame/XMLib.Core) +* [作者B站首页](https://space.bilibili.com/129426) +* [[开源]Unity技能编辑器演示(视频教程)](https://www.bilibili.com/video/BV1VZ4y1P7fE) +* [[开源]地图编辑器演示(视频教程)](https://www.bilibili.com/video/BV1vy4y1a7Ve) \ No newline at end of file diff --git a/BezierTest/README.md b/BezierTest/README.md index cc9c0c673..82ac8f7ff 100644 --- a/BezierTest/README.md +++ b/BezierTest/README.md @@ -1,6 +1,7 @@ ## 贝塞尔曲线研究 * [博客教程](http://www.cnblogs.com/msxh/p/6270468.html) +* [Bezier Curves](https://denisrizov.com/2016/06/02/bezier-curves-unity-package-included/) * 效果预览: ![ ](./Previews/1.png) ![ ](./Previews/2.png) diff --git a/CI/AssetPiplineV2/README.md b/CI/AssetPiplineV2/README.md new file mode 100644 index 000000000..b873f3060 --- /dev/null +++ b/CI/AssetPiplineV2/README.md @@ -0,0 +1,7 @@ +### Asset Import Pipeline V2相关知识收集 + +>* [Unity Accelerator](https://docs.unity3d.com/2019.3/Documentation/Manual/UnityAccelerator.html#UsingWithAssetPipeline) +>* [Unity Accelerator能减少至90%的项目更新等待时间,帮助团队更快迭代](https://connect.unity.com/p/shi-yong-unity-acceleratorjia-kuai-tuan-dui-he-zuo) +>* [Speed up your team with the Unity Accelerator](https://blogs.unity3d.com/2019/09/11/speed-up-your-team-with-the-unity-accelerator/) +>* [The new Asset Import Pipeline: Solid foundation for speeding up asset imports](https://blogs.unity3d.com/2019/10/31/the-new-asset-import-pipeline-solid-foundation-for-speeding-up-asset-imports/) + \ No newline at end of file diff --git a/CI/README.md b/CI/README.md index 641a48b2a..c75f3b78b 100644 --- a/CI/README.md +++ b/CI/README.md @@ -1,7 +1,164 @@ ## 持续集成CI(Continuous Integration) + +### 持续集成与打包构建 * [Jenkins 介绍](https://www.w3cschool.cn/jenkins/jenkins-5h3228n2.html) * [Jenkins官方文档](https://jenkins.io/doc/) +* [Jenkins分布式与并行](https://www.cnblogs.com/rxysg/p/15681774.html) * [Unity3D研究院之Jenkins的使用](http://www.xuanyusong.com/archives/3349) * [Unity3D使用Jenkins进行自动打包](https://www.aliyun.com/jiaocheng/794551.html) * [Unity3D研究院之脚本批量打包渠道包研究](http://www.xuanyusong.com/archives/2418?utm_source=tuicool&utm_medium=referral) * [Unity和Jenkins真是绝配,将打包彻底一键化!](https://www.cnblogs.com/wuzhang/p/20190512wuzhang.html) +* [博主营地 | Unity打包Android最全攻略(含完整流程及常见问题)](https://mp.weixin.qq.com/s/bwPzIhKNqO8J2e2O6GppFA) +* [Unity 打包IOS(自动化构建)](https://www.jianshu.com/p/84df84e88188) +* [xcode8.3 shell 自动打包脚本](https://www.cnblogs.com/purple-sweet-pottoes/p/6947500.html) +* [使用shell脚本实现unity自动打包ipa工具](https://blog.csdn.net/qq_14974975/article/details/83825522) +* [Unity一键打包ipa](https://www.jianshu.com/p/69a45ea56edf) +* [Jenkins安装插件很慢的解决方法](https://www.cnblogs.com/shiyixirui/p/12888322.html) +* [【打包构建】Mac下使用expect实现执行sudo命令时自动输入密码](https://www.cnblogs.com/msxh/p/13567400.html) +* [细数Mac安装Homebrew踩过的坑......](https://zhuanlan.zhihu.com/p/93092044) +* [Jenkins安装插件很慢的解决方案](https://www.cnblogs.com/shiyixirui/p/12888322.html) +* [Unity-MultiProcess-BuildPipeline多进程资源构建方案](https://github.com/jiangzhhhh/Unity-MultiProcess-BuildPipeline) +* [The new Asset Import Pipeline: Solid foundation for speeding up asset imports](https://blogs.unity3d.com/cn/2019/10/31/the-new-asset-import-pipeline-solid-foundation-for-speeding-up-asset-imports/) +* [Unity Command line arguments](https://docs.unity3d.com/Manual/CommandLineArguments.html) +* [解决Android SDK Manager无法更新下载](https://www.cnblogs.com/hackpig/p/8502851.html) +* [android sdk 无法更新,错误原因是dl.google.com的问题](https://blog.csdn.net/rdp1305442102/article/details/105535324) +* [Unity和AndroidStudio导出OBB和APK](https://mp.weixin.qq.com/s/0OPx53exekwqSVjkCQouag) +* [Android平台app打包时遇到的问题:从Could not resolve com.android.tools.build:gradle:3.0.0.说起](https://blog.csdn.net/weixin_42097173/article/details/80745044) +* [GitHub Actions 文档](https://docs.github.com/cn/actions/guides/about-packaging-with-github-actions) +* [macOS Catalina 使用Unity导出 android IL2cpp 包出现无法打开clang/clang++,因为无法验证开发者问题](https://blog.csdn.net/qq_33464225/article/details/109327555) +* [无法打开“clang”,因为无法确认开发者的身份](https://blog.csdn.net/hyb1234hi/article/details/106469613) +* [GitHub Actions 入门教程](http://www.ruanyifeng.com/blog/2019/09/getting-started-with-github-actions.html) +* [Github Action 精华指南](https://zhuanlan.zhihu.com/p/164744104) +* [Jenkins中上游项目并行后再触发下游项目,并传递参数](https://blog.csdn.net/weixin_42143550/article/details/102731248) +* [jenkins触发下游job,并传递参数](https://blog.csdn.net/wan_zaiyunduan/article/details/104291128) +* [【超详细】7z的详解和7z-zip的控制台参数说明](https://ssherun.blog.csdn.net/article/details/108372398) +* [Jenkins配置主从节点实例](https://blog.csdn.net/jackyzhousales/article/details/81840278) +* [jenkins配置从节点](https://www.cnblogs.com/jsonhc/p/7372359.html) +* [Jenkins 进阶篇 - 节点配置 ](https://www.cnblogs.com/liudecai/p/14931120.html) +* [Jenkins2权威指南1-基础知识与流水线执行流程](https://pdf.us/2019/11/27/3723.html) +* [Jenkins官方文档](https://www.jenkins.io/zh/doc/pipeline/tour/getting-started/) +* [幕后揭密:Unity工作流的速度提升](https://unity.cn/projects/behind-the-scenes-speeding-up-unity-workflows) +* [Cannot build Unity 2020 projects using command-line on macOS with Xcode 10 or 11](https://forum.unity.com/threads/cannot-build-unity-2020-projects-using-command-line-on-macos-with-xcode-10-or-11.1084085/) +* [Jenkins使用痛点小析](https://www.jianshu.com/p/000c2331b891) +* [Jenkins升级版本](https://www.cnblogs.com/QuestionsZhang/p/11178850.html) +* [Jenkins 主备master-slave模式搭建](https://www.cnblogs.com/zndxall/p/8297356.html) +* [Throttle Concurrent Builds](https://plugins.jenkins.io/throttle-concurrents/) +* [Scoring Load Balancer](https://plugins.jenkins.io/scoring-load-balancer/) +* [使用终端连接smb](https://www.jianshu.com/p/ed010606adc2) +* [iOS中关于苹果审核IPv6的问题](https://blog.csdn.net/u013602835/article/details/53505096) +* [【指南】本地如何搭建IPv6环境测试你的APP](https://mp.weixin.qq.com/s?__biz=MjM5OTM0MzIwMQ==&mid=2652545529&idx=5&sn=0d0323cfd40441eb49a6b7c6b3792bfb&scene=23&srcid=0613ZfE6L2COVxj3Lad9fIWm#rd) +* [使用Jenkins实现多平台并行集成](https://tonybai.com/2012/02/15/intergating-on-multiple-platforms-simultaneously-using-jenkins/) +* [Unity3D 适配IPV6](https://www.jianshu.com/p/44b04e7e4f4a/) +* [Unity and IPv6 Support](https://blog.unity.com/technology/unity-and-ipv6-support) +* [ios上如何将ipv4转化成ipv6](https://www.jianshu.com/p/ddc865b6be9b) +* [unity-ios-ipv6-ready](https://github.com/mopsicus/unity-ios-ipv6-ready) +* [ipv6地址后怎么加端口](https://www.west.cn/docs/63945.html) +* [谈一谈Unity 的 Scriptable Build Pipeline](https://zhuanlan.zhihu.com/p/366780685) +* [SBP官方文档](https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.19/manual/index.html) +* [【Unity】SBP - Scriptable Build Pipeline](https://zhuanlan.zhihu.com/p/369264807) +* [利用jenkins的 Active choises parameter插件进行动态参数选择](https://www.cnblogs.com/netsa/p/16086866.html) +* [Jenkins参数化构建犀利插件Active-Choices-Plugin](https://wiki.eryajf.net/pages/2075.html#_1-%E5%89%8D%E8%A8%80%E3%80%82) +* [Node and Label parameter](https://plugins.jenkins.io/nodelabelparameter/) +* [iOS开发-Xcode Debug、Release、Archive、Profile、Analyze概念解释](https://www.cnblogs.com/lxlx1798/articles/12923039.html) +* [Unity Cache Server了解和常见问题](https://codeantenna.com/a/lxoMLpvIFY) +* [Unity realtime log in command line (batchmode)](https://github.com/mr-kelly/unity_realtime_log) +* [Unity打包前进行编译检查](https://qiita.com/k7a/items/ef5753e736d288fecc89) +* [[Unity 3d] 编辑器程序集编译API - 笔记](https://www.jianshu.com/p/7ffca90fa853) +* [app开发者需要更新此app及Xcode13遇坑](https://www.jianshu.com/p/aa6ee74a2a05) +* [Unity 输出日志到命令行](https://networm.me/2019/05/19/unity-logfile-stdout/) +* [Executing groovy scripts on Jenkins' slaves](https://stackoverflow.com/questions/37144549/executing-groovy-scripts-on-jenkins-slaves) +* [RejectedAccessException: Scripts not permitted to use method jenkins.model.Jenkins getCloud](https://blog.csdn.net/chengguo570155/article/details/100908525) +* [Python发送企业微信消息](https://www.cnblogs.com/blog-for-me/p/14743237.html) +* [企业微信Jenkins构建通知插件](https://github.com/jenkinsci/qy-wechat-notification-plugin) +* [群机器人配置说明](https://developer.work.weixin.qq.com/document/path/91770) +* [Apple_mobile_device_types](https://gist.github.com/adamawolf/3048717) +* [Jenkins如何控制多个Job进行依赖(不允许同时出现资源争抢)](https://blog.csdn.net/Python_BT/article/details/123789858) +* [入域的Windows访问未入域的Samba服务](https://wenku.baidu.com/view/b2affeff83eb6294dd88d0d233d4b14e85243ebb.html) +* [Windows、Mac命令行连接SMB(带特殊字符、处理域用户、反斜杠)](https://www.jianshu.com/p/4c9535226329) +* [Failed to get socket connection from UnityShaderCompiler.exe shader compiler](https://gamedev.stackexchange.com/questions/150581/failed-to-get-socket-connection-from-unityshadercompiler-exe-shader-compiler-c) +* [Jenkins自动化部署报Failed to get socket connection from](https://blog.csdn.net/yuxikuo_1/article/details/86751113) +* [cmd命令执行结果赋值给变量](https://blog.csdn.net/yzpbright/article/details/122919406) +* [Windows wmic命令之process进程管理](https://blog.csdn.net/yetugeng/article/details/103615205) +* [window10设置开机后自启动.bat文件](https://www.cnblogs.com/longronglang/p/16265587.html) +* [通过applescript自动连接smb服务器](https://qastack.cn/apple/256716/why-mac-smb-connect-fails-with-login-from-cli-but-works-from-finder-and-with-guest-account) +* [在Mac的terminal下连接 SMB 共享的三种方法](https://www.jianshu.com/p/1ab7849a4e0e) +* [解决UnicodeEncodeError: ‘ascii’ codec can’t encode characters in position](https://www.cnblogs.com/sundahua/p/7248209.html) +* [Jenkins批量删除历史构建记录](https://blog.csdn.net/weixin_44024740/article/details/122698707) +* [java.lang.Exception: The server rejected the connection: None of the protocols were accepted](https://blog.csdn.net/weixin_30652897/article/details/99595373) +* [Java Cryptography Extension (JCE) Unlimited Strength Jurisdiction Policy Files 8 Download](https://www.oracle.com/java/technologies/javase-jce8-downloads.html) +* [Improvements to shader build times and memory usage in 2021 LTS](https://blog.unity.com/technology/2021-lts-improvements-to-shader-build-times-and-memory-usage) +* [AB打包参数DisableWriteTypeTree导致崩溃](https://www.cnblogs.com/ogaligong/p/15632366.html) +* [Openssl生成自签名证书,简单步骤](https://ningyu1.github.io/site/post/51-ssl-cert/) +* [How to trigger Jenkins Job with Bash Script](https://birolemekli.medium.com/how-to-trigger-jenkins-job-with-bash-script-8f3457d11efc) +* [史上最全 Jenkins Pipeline流水线详解](https://blog.csdn.net/LinkSLA/article/details/127655372) +* [jenkins在pipline中触发其他job](https://www.cnblogs.com/deny/p/15430246.html) +* [jenkins pipeline之如何串联多个Job](https://blog.csdn.net/wxt_hillwill/article/details/118730523) +* [teamcity-symbol-server](https://github.com/JetBrains/teamcity-symbol-server) + +#### iOS14无法安装企业应用 +* [关于iOS系统升级到iOS14企业APP出现无法安装解决方案](https://www.freesion.com/article/75671343499/) +* [iOS14无法安装企业自签名App案例](https://zhuanlan.zhihu.com/p/268075229) +* [关于iOS13升级到iOS14后企业应用通过itms-services无法安装问题的解决](https://blog.csdn.net/fpf1228/article/details/109453580) + +### Asset Import Pipeline V2 +* [Asset Import Pipeline V2相关知识](./AssetPiplineV2) + +### iOS TestFlight与上架 +* [iOS App 上架流程(新快捷版)(Xcode8.0以后)](https://www.jianshu.com/p/873d32a559a9) +* [TestFlight用法 包教包会(内部测试篇)](https://www.jianshu.com/p/4be185e4069c) +* [TestFlight使用之外部测试 包教包会](https://www.jianshu.com/p/c6411fbe5781) +* [Unity提审AppStore踏坑指南](https://shadowkong.com/archives/2173) + +### il2cpp +* [IL2CPP Overview](https://docs.unity3d.com/Manual/IL2CPP.html) +* [An introduction to IL2CPP internals](https://blog.unity.com/technology/an-introduction-to-ilcpp-internals?_ga=2.187282792.1133497839.1631591825-153368541.1631591825) +* [Unity将来时:IL2CPP是什么?](https://zhuanlan.zhihu.com/p/19972689) +* [简单了解Mono和IL2CPP](https://www.dazhuanlan.com/hj1234/topics/1288820) +* [用Unity制作游戏,你需要深入了解一下IL2CPP](http://www.gameres.com/339671.html) +* [关于优化的二三事:Unity 2020 LTS中的托管代码剥离](https://mp.weixin.qq.com/s/YlWLVJaHmZUCdXDdFwYz-A) +* [How to add compiler or linker flags for il2cpp invocation](https://answers.unity.com/questions/1610105/how-to-add-compiler-or-linker-flags-for-il2cpp-inv.html) +* [详解三大编译器:gcc、llvm 和 clang](https://zhuanlan.zhihu.com/p/357803433) + +### iOS重签名 +* [ios-app-signer](https://github.com/DanTheMan827/ios-app-signer) +* [iOS包重签名技术知识](https://juejin.cn/post/6844904050228461575) +* [iOS软件包ipa重签名详解](https://www.jianshu.com/p/609109d41628) + +### iOS 应用上传 +* [Xcode11 使用终端上传ipa](https://www.jianshu.com/p/56d57eef81de) +* [Xcode11 之后上传 ipa文件到APP store](https://www.jianshu.com/p/767ab0f5c8e9) +* [上传工具](https://help.apple.com/app-store-connect/#/devb1c185036) + +### ssh客户端 +* [tabby](https://github.com/Eugeny/tabby) +* [MobaXterm](https://mobaxterm.mobatek.net/) + +### FastBuild +* [fastbuild Github](https://github.com/fastbuild/fastbuild) +* [FastBuild](https://www.fastbuild.org/docs/home.html) +* [使用FASTBuild加速Unreal Engine编译](https://blog.csdn.net/cjw_soledad/article/details/117362397) +* [fastbuild support shader build](https://github.com/VicentChen/fastbuild-ue4.26.2/commit/f99dcc9ce698b92caa788016d72c1c29e18df751) +* [fastbuild compress compiled object](https://github.com/VicentChen/fastbuild-ue4.26.2/commit/280d92e19fce3af4ac86211f73aac317936f7afa) +* [保姆式教你使用FASTBuild对UE4进行联机编译](https://zhuanlan.zhihu.com/p/158400394) +* [Utility to build Visual Studio solutions and projects with FASTBuild, supports VS2015/2017/2019](https://github.com/LendyZhang/msfastbuild) +* [FASTBuild-Dashboard](https://github.com/hillin/FASTBuild-Dashboard) +* [使用Fastbuild加快UnrealEngine编译速度](https://blueroses.top/2021/11/04/shi-yong-fastbuild-jia-kuai-unrealengine-bian-yi-su-du/) +* [笔记_fastbuild](https://github.com/sbfhy/note_fastbuild/tree/master/files) +* [初识FASTBuild 一个大幅提升C/C++项目编译速度的分布式编译工具](https://www.cnblogs.com/tangxin-blog/p/8635438.html) + +### IncrediBuild +* [IncrediBuild 联合编译-教程](https://blog.csdn.net/longji/article/details/118211274) +* [IncrediBuild文档](https://docs.incredibuild.cn/win/latest/windows/index.html) + +### apple-silicon +* [apple-silicon](https://developer.apple.com/documentation/apple-silicon) + +### UE +* [Build Unreal Engine & games with Jenkins on GKE/GCE](https://github.com/falldamagestudio/UE-Jenkins-BuildSystem) + +### 加速构建 +* [利用多进程并行化加速Unity资源构建](https://blog.uwa4d.com/archives/USparkle_Multi_process.html) +* [multiprocess buildpipeline for unity](https://github.com/jiangzhhhh/Unity-MultiProcess-BuildPipeline) + +### Jam +* [Unity jam build system发展史](https://blog.csdn.net/weixin_41044151/article/details/118607654) diff --git a/CPlusPlus/README.md b/CPlusPlus/README.md new file mode 100644 index 000000000..8aeafcc79 --- /dev/null +++ b/CPlusPlus/README.md @@ -0,0 +1,375 @@ +# C++实用仓库 +>* [详细的C/C++编程规范指南](https://github.com/Qihoo360/safe-rules) +>* [single_file_libs](https://github.com/nothings/single_file_libs) +>* [AwesomeCppGameDev](https://github.com/Caerind/AwesomeCppGameDev) +>* [A simple C++11 Thread Pool implementation](https://github.com/progschj/ThreadPool) +>* [C++ IPC Library](https://github.com/mutouyun/cpp-ipc) +>* [MiniScript](https://github.com/JoeStrout/miniscript) +>* [LANDrop](https://github.com/LANDrop/LANDrop) +>* [jit-tutorial](https://github.com/spencertipping/jit-tutorial) +>* [JSON for Modern C++](https://github.com/nlohmann/json) +>* [SQLiteCpp](https://github.com/SRombauts/SQLiteCpp) +>* [open-source binary diff, delta/differential compression tools](https://github.com/jmacd/xdelta) +>* [A Small C Compiler](https://github.com/rui314/8cc) +>* [The Polygon Mesh Processing Library](https://github.com/pmp-library/pmp-library) +>* [Bloaty McBloatface: a size profiler for binaries](https://github.com/google/bloaty) +>* [awesome-cpp](https://github.com/fffaraz/awesome-cpp) +>* [Lossy PNG compressor](https://github.com/kornelski/pngquant) +>* [Zopfli Compression Algorithm is a compression library programmed in C](https://github.com/google/zopfli) +>* [astc-codec](https://github.com/google/astc-codec) +>* [C/C++学习,后端开发进阶指南](https://github.com/balloonwj/CppGuide) +>* [C11 Lock-free Stack](https://github.com/skeeto/lstack) +>* [Minimal HMAC-SHA256 implementation in C / C++](https://github.com/h5p9sl/hmac_sha256) +>* [UNIX-like operating system written in C and C++](https://github.com/heatd/Onyx) +>* [A C++ library for interacting with JSON](https://github.com/open-source-parsers/jsoncpp) +>* [FlatBuffers: Memory Efficient Serialization Library](https://github.com/google/flatbuffers) +>* [recastnavigation](https://github.com/recastnavigation/recastnavigation) +>* [Read binary Excel files from C/C++](https://github.com/libxls/libxls) +>* [TrafficMonitor](https://github.com/zhongyang219/TrafficMonitor) +>* [Box2D is a 2D physics engine for games](https://github.com/erincatto/box2d) +>* [OpenSCAD - The Programmers Solid 3D CAD Modeller](https://github.com/openscad/openscad) +>* [FreeCAD](https://github.com/FreeCAD/FreeCAD) +>* [Lock-free ring buffer (MPSC)](https://github.com/rmind/ringbuf) +>* [Cap'n Proto serialization/RPC system - core tools and C++ library](https://github.com/capnproto/capnproto) +>* [video encryption for h264](https://github.com/jiulong80s/VIdeoEncryption) +>* [Trafficserver plugin drm 视频文件拖拽加减密处理 ---mp4](https://github.com/xieyugui/drm_mp4) +>* [FFmpeg](https://github.com/FFmpeg/FFmpeg) +>* [A cross platform OCR Library based on PaddleOCR & OnnxRuntime](https://github.com/RapidAI/RapidOCR) +>* [OCR离线图片文字识别命令行程序](https://github.com/hiroi-sora/PaddleOCR-json) +>* [A C++ High Performance Web Server](https://github.com/linyacool/WebServer) +>* [Edyn is a real-time physics engine organized as an ECS](https://github.com/xissburg/edyn) +>* [超轻量级中文ocr](https://github.com/DayBreak-u/chineseocr_lite) +>* [A CMake toolchain file for iOS, macOS, watchOS & tvOS C/C++/Obj-C++ development](https://github.com/leetal/ios-cmake) +>* [Mesh parameterization / UV unwrapping library](https://github.com/jpcy/xatlas) +>* [A small C compiler](https://github.com/rui314/chibicc) +>* [Spout plugin for Unity](https://github.com/keijiro/KlakSpout) +>* [Cross-platform internet download manager for HTTP(S), FTP(S), magnet-link, BitTorrent, ed2k, and online videos](https://github.com/filecxx/FileCentipede) +>* [lz4](https://github.com/lz4/lz4) +>* [Zstandard - Fast real-time compression algorithm](https://github.com/facebook/zstd) +>* [A high performance fiber RPC network framework. 高性能协程RPC网络框架](https://github.com/zavier-wong/acid) +>* [C++14 coroutine-based task library for games](https://github.com/westquote/SquidTasks) +>* [The MongoDB Database](https://github.com/mongodb/mongo) +>* [Emscripten: An LLVM-to-WebAssembly Compiler](https://github.com/emscripten-core/emscripten) +>* [KCP协议基本数据结构和算法介绍](https://github.com/frimin/learning-kcp-protocol) +>* [Corvusoft's Restbed framework brings asynchronous RESTful functionality to C++14 applications](https://github.com/Corvusoft/restbed) +>* [GPU time metric for Unity apps (currently limited to Android/GLES)](https://github.com/google/render-timing-for-unity) +>* [llvm-project](https://github.com/llvm/llvm-project) +>* [SwiftShader is a high-performance CPU-based implementation of the Vulkan graphics API](https://github.com/google/swiftshader) +>* [ios-app-signer](https://github.com/DanTheMan827/ios-app-signer) +>* [TTToolbox provides useful helper scripts to automate your character integration workflows in Unreal Engine](https://github.com/tuatec/TTToolbox) +>* [Automatic Differentiation in Geometry Processing Made Simple](https://github.com/patr-schm/TinyAD) +>* [Blazing fast memory allocator designed for video games meets .NET](https://github.com/nxrighthere/Smmalloc-CSharp) +>* [RT-Thread is an open source IoT operating system](https://github.com/RT-Thread/rt-thread) +>* [A C++20 coroutine implementation for Unreal Engine 5](https://github.com/landelare/ue5coro) +>* [🔍 A Hex Editor for Reverse Engineers, Programmers and people who value their retinas when working at 3 AM](https://github.com/WerWolv/ImHex) +>* [The fastest C JSON library](https://github.com/ibireme/yyjson) +>* [OOMDetector](https://github.com/Tencent/OOMDetector) +>* [腾讯柠檬清理](https://github.com/Tencent/lemon-cleaner) +>* [stb single-file public domain libraries for C/C++](https://github.com/nothings/stb) +>* [BS::thread_pool: a fast, lightweight, and easy-to-use C++17 thread pool library](https://github.com/bshoshany/thread-pool) +>* [Library for collision detection between two convex shapes](https://github.com/danfis/libccd) +>* [A native alternative to the heavy Electron Unity Hub, written in C++](https://github.com/Ravbug/UnityHubNative) +>* [Emscripten: An LLVM-to-WebAssembly Compiler](https://github.com/emscripten-core/emscripten) +>* [A fast file search utility for Unix-like systems based on GTK+3](https://github.com/cboxdoerfer/fsearch) +>* [asio](https://github.com/chriskohlhoff/asio) +>* [C/C++ Performance Profiler](https://github.com/google/orbit) +>* [A CMake toolchain file for iOS, macOS, watchOS & tvOS C/C++/Obj-C++ development](https://github.com/leetal/ios-cmake) +>* [The fastest and most memory efficient lattice Boltzmann CFD software](https://github.com/ProjectPhysX/FluidX3D) +>* [A professional cross-platform SSH/Sftp/Shell/Telnet/Serial terminal](https://github.com/kingToolbox/WindTerm) +>* [imgui](https://github.com/ocornut/imgui) +>* [Combustion engine simulator that generates realistic audio](https://github.com/ange-yaghi/engine-sim) +>* [An implementation of radix heap](https://github.com/iwiwi/radix-heap) +>* [tinyrenderer](https://github.com/ssloy/tinyrenderer) +>* [OpenGL 4.6 on Metal](https://github.com/openglonmetal/MGL) +>* [A high performance layer 4 load balancer](https://github.com/facebookincubator/katran) +>* [简易十字链表AOI(Area Of Interest)算法实现](https://github.com/CandyMi/aoi-c) +>* [A BSD-based OS project that aims to provide an experience like and some compatibility with macOS](https://github.com/ravynsoft/ravynos) +>* [Cemu is a Wii U emulator](https://github.com/cemu-project/Cemu) +>* [aria2 - The ultra fast download utility](https://github.com/aria2/aria2) +>* [sanitizers](https://github.com/google/sanitizers) +>* [Metareflect is a lightweight reflection system for C++, based on LLVM and Clangs libtooling](https://github.com/Leandros/metareflect) +>* [Reactive programming & data binding in C++](https://github.com/KDAB/KDBindings) +>* [A simple C++11 Thread Pool implementation(改进版)](https://github.com/log4cplus/ThreadPool) +>* [A simple C++11 Thread Pool implementation(原版)](https://github.com/progschj/ThreadPool) +>* [An NES emulator in C++](https://github.com/amhndu/SimpleNES) +>* [libfv is C++20 header-only network library, support TCP/SSL/Http/websocket server and client](https://github.com/fawdlstty/libfv) +>* [xxHash doc](http://cyan4973.github.io/xxHash/) +>* [xxHash Extremely fast non-cryptographic hash algorithm](https://github.com/Cyan4973/xxHash) +>* [gfx - A minimalist and easy to use graphics API](https://github.com/gboisse/gfx) +>* [Cross-platform asynchronous I/O](https://github.com/libuv/libuv) +>* [Cross-platform user-friendly xlsx library for C++11](https://github.com/tfussell/xlnt) +>* [Single file collision detection and dynamics library](https://github.com/mackron/miniphysics) +>* [C++ header-only library for generic data validation](https://github.com/evgeniums/cpp-validator) +>* [A General-purpose Parallel and Heterogeneous Task Programming System](https://github.com/taskflow/taskflow) +>* [nanoflann: a C++11 header-only library for Nearest Neighbor (NN) search with KD-trees](https://github.com/jlblancoc/nanoflann) +>* [The Boehm-Demers-Weiser conservative C/C++ Garbage Collector (bdwgc, also known as bdw-gc, boehm-gc, libgc)](https://github.com/ivmai/bdwgc) +>* [HAP video player plugin for Unity](https://github.com/keijiro/KlakHap) +>* [langcc: A Next-Generation Compiler Compiler](https://github.com/jzimmerman/langcc) +>* [Collection of various algorithms in mathematics, machine learning, computer science and physics implemented in C++ for educational purposes](https://github.com/TheAlgorithms/C-Plus-Plus) +>* [JoltPhysics C# bindings](https://github.com/amerkoleci/JoltPhysicsSharp) +>* [Real-time GUI layout designer for Dear ImGui](https://github.com/Raais/ImStudio) +>* [A flexible tool for redirecting a given program's TCP traffic to SOCKS5 or HTTP proxy](https://github.com/hmgle/graftcp) +>* [A fast entity component system (ECS) for C & C++](https://github.com/SanderMertens/flecs) +>* [The POCO C++ Libraries are powerful cross-platform C++ libraries for building network- and internet-based applications that run on desktop, server, mobile, IoT, and embedded systems.](https://github.com/pocoproject/poco) +>* [Small, portable implementation of the C11 threads API](https://github.com/tinycthread/tinycthread) +>* [A tiny, URL-friendly, unique string ID generator for C++, implementation of ai's nanoid](https://github.com/mcmikecreations/nanoid_cpp) +>* [Webots Robot Simulator](https://github.com/cyberbotics/webots) +>* [SML: C++14 State Machine Library](https://github.com/boost-ext/sml) +>* [EASTL](https://github.com/electronicarts/EASTL) +>* [udp2raw](https://github.com/wangyu-/udp2raw) +>* [uSockets-Miniscule cross-platform eventing, networking & crypto for async applications](https://github.com/uNetworking/uSockets) +>* [DearPyGui](https://github.com/hoffstadt/DearPyGui) +>* [hash_table](https://github.com/anholt/hash_table) +>* [rts-path-finding](https://github.com/guinzoo/rts-path-finding) +>* [kdtree-cpp](https://github.com/cdalitz/kdtree-cpp) +>* [Argument Parser for Modern C++](https://github.com/p-ranav/argparse) +>* [Triton Python, C++ and Java client libraries, and GRPC-generated client](https://github.com/triton-inference-server/client) +>* [cpp-btree(Modern C++ B-tree containers)](https://github.com/Kronuz/cpp-btree) +>* [Gource-software version control visualization](https://github.com/acaudwell/Gource) +>* [tinyexpr-plusplus(Tiny recursive descent expression parser, compiler, and evaluation engine for math expressions in C++)](https://github.com/Blake-Madden/tinyexpr-plusplus) +>* [yasio(A multi-platform support c++11 library with focus on asio (asynchronous socket I/O) for any client applications)](https://github.com/yasio/yasio) +>* [Good Game, Peace Out Rollback Network SDK](https://github.com/pond3r/ggpo) +>* [STX-C++17 & C++ 20 error-handling and utility extensions](https://github.com/lamarrr/STX) +>* [flatbuffers](https://github.com/google/flatbuffers) +>* [uvw-Header-only, event based, tiny and easy to use libuv wrapper in modern C++](https://github.com/skypjack/uvw) +>* [minicoro-Single header asymmetric stackful cross-platform coroutine library in pure C](https://github.com/edubart/minicoro) +>* [foundationdb-FoundationDB - the open source, distributed, transactional key-value store](https://github.com/apple/foundationdb) +>* [simplecpp-C++ preprocessor](https://github.com/danmar/simplecpp) +>* [stdexec-`std::execution`, the proposed C++ framework for asynchronous and parallel programming](https://github.com/NVIDIA/stdexec) +>* [voronoi-A C implementation for creating 2D voronoi diagrams](https://github.com/JCash/voronoi) +>* [linmath.h-a lean linear math library, aimed at graphics programming. Supports vec3, vec4, mat4x4 and quaternions](https://github.com/datenwolf/linmath.h) +>* [c89str-C89-compatible, single file, public domain string library](https://github.com/mackron/c89str) +>* [earcut.hpp-Fast, header-only polygon triangulation](https://github.com/mapbox/earcut.hpp) +>* [byopen-🎉A dlopen library that bypasses mobile system limitation](https://github.com/hack0z/byopen) +>* [lnav-Log file navigator](https://github.com/tstack/lnav) +>* [renderdoc-RenderDoc is a stand-alone graphics debugging tool](https://github.com/baldurk/renderdoc) +>* [hshg-2D Hierarchical Spatial Hash Grid written in C](https://github.com/supahero1/hshg) +>* [brpc](https://github.com/apache/brpc) +>* [gc-Simple, zero-dependency garbage collection for C](https://github.com/mkirchner/gc) +>* [libtree-ldd as a tree](https://github.com/haampie/libtree) +>* [sokol-minimal cross-platform standalone C headers](https://github.com/floooh/sokol) +>* [Num-Single file header only C++ implementation of BigInteger](https://github.com/983/Num) +>* [box2d-Box2D is a 2D physics engine for games](https://github.com/erincatto/box2d) +>* [movfuscator-The single instruction C compiler](https://github.com/Battelle/movfuscator) +>* [Melon-A generic cross-platform asynchronous high-performance C framework](https://github.com/Water-Melon/Melon) +>* [ugc-A single-header incremental garbage collector library](https://github.com/bullno1/ugc) +>* [sol2-C++ library binding to Lua](https://github.com/ThePhD/sol2) +>* [OcclusionCulling](https://github.com/GameTechDev/OcclusionCulling) +>* [fluxsort-A branchless stable quicksort / mergesort hybrid](https://github.com/scandum/fluxsort) +>* [yalantinglibs-A collection of C++20 libraries, include async_simple, coro_rpc and struct_pack](https://github.com/alibaba/yalantinglibs) +>* [hashcat-World's fastest and most advanced password recovery utility](https://github.com/hashcat/hashcat) +>* [nvtop-GPUs process monitoring for AMD, Intel and NVIDIA](https://github.com/Syllo/nvtop) +>* [fast_io-Significantly faster input/output for C++20](https://github.com/cppfastio/fast_io) +>* [librg-🚀 Making multi-player gamedev simpler since 2017](https://github.com/zpl-c/librg) +>* [zpl-📐 Pushing the boundaries of simplicity](https://github.com/zpl-c/zpl) +>* [GameNetworkingSockets](https://github.com/ValveSoftware/GameNetworkingSockets) +>* [msquic-Cross-platform, C implementation of the IETF QUIC protocol, exposed to C, C++, C# and Rust](https://github.com/microsoft/msquic) +>* [crossguid-Lightweight cross platform C++ GUID/UUID library](https://github.com/graeme-hill/crossguid) +>* [asio2-Header only c++ network library](https://github.com/zhllxt/asio2) +>* [async_simple - 阿里巴巴开源的轻量级C++异步框架](https://github.com/alibaba/async_simple) +>* [compressonator-Tool suite for Texture and 3D Model Compression, Optimization and Analysis using CPUs, GPUs and APUs](https://github.com/GPUOpen-Tools/compressonator) +>* [date-A date and time library based on the C++11/14/17 header](https://github.com/HowardHinnant/date) +>* [cute_headers-Collection of cross-platform one-file C/C++ libraries with no dependencies, primarily used for games](https://github.com/RandyGaul/cute_headers) +>* [meta-Header-only, non-intrusive and macro-free runtime reflection system in C++](https://github.com/skypjack/meta) +>* [A tiny C++ obfuscation framework](https://github.com/fritzone/obfy) +>* [libsodium-A modern, portable, easy to use crypto library](https://github.com/jedisct1/libsodium) +>* [cc compare-一款可替换beycond compare, 免费使用的代码同步对比工具](https://github.com/cxasm/cc-compare) +>* [minivm-A VM That is Dynamic and Fast](https://github.com/FastVM/minivm) +>* [dbg-macro A dbg(…) macro for C++](https://github.com/sharkdp/dbg-macro) +>* [async.h-Stackless Async Subroutines for C](https://github.com/naasking/async.h) +>* [pybind11](https://github.com/pybind/pybind11) +>* [Crow-A Fast and Easy to use microframework for the web](https://github.com/CrowCpp/Crow) +>* [ice - Comprehensive RPC framework with support for C++, C#, Java, JavaScript, Python and more](https://github.com/zeroc-ice/ice) +>* [smap-DLL scatter manual mapper](https://github.com/btbd/smap) +>* [UnityRenderStreaming](https://github.com/Luis797/UnityRenderStreaming) +>* [yoga - a cross-platform layout engine which implements Flexbox](https://github.com/facebook/yoga) +>* [cpp-lazy](https://github.com/MarcDirven/cpp-lazy) +>* [cpp-rotor](https://github.com/basiliscos/cpp-rotor) +>* [rres - A simple and easy-to-use file-format to package resources](https://github.com/raysan5/rres) +>* [raylib - A simple and easy-to-use library to enjoy videogames programming](https://github.com/raysan5/raylib) +>* [CV-CUDA](https://github.com/CVCUDA/CV-CUDA) +>* [terminalvideoplayer](https://github.com/TheRealOrange/terminalvideoplayer) +>* [rsync](https://github.com/WayneD/rsync) +>* [c11threads](https://github.com/jtsiomb/c11threads) +>* [firebuild](https://github.com/firebuild/firebuild) +>* [fiber-job-system](https://github.com/Freeeaky/fiber-job-system) +>* [pcileech-Direct Memory Access (DMA) Attack Software](https://github.com/ufrisk/pcileech) +>* [azerothcore-wotlk - Complete Open Source and Modular solution for MMO](https://github.com/azerothcore/azerothcore-wotlk) +>* [brotli - Brotli compression format](https://github.com/google/brotli) +>* [C++ header-only fixed-point math library](https://github.com/MikeLankamp/fpm) +>* [spdlog - Fast C++ logging library](https://github.com/gabime/spdlog) +>* [Motion-Matching](https://github.com/orangeduck/Motion-Matching) +>* [tinyobjloader](https://github.com/tinyobjloader/tinyobjloader) +>* [egos-2000 A minimal operating system (2K LOC) on QEMU and a RISC-V board](https://github.com/yhzhang0128/egos-2000) +>* [libcoro C++20 coroutine library](https://github.com/jbaldwin/libcoro) +>* [matxscript - A high-performance, extensible Python AOT compiler](https://github.com/bytedance/matxscript) +>* [workflow - C++ Parallel Computing and Asynchronous Networking Engine](https://github.com/sogou/workflow) +>* [Simd - C++ image processing and machine learning library with using of SIMD](https://github.com/ermig1979/Simd) +>* [stacktrace - C++ library for storing and printing backtraces](https://github.com/boostorg/stacktrace) +>* [FFSM2-High-Performance Flat Finite State Machine Framework](https://github.com/andrew-gresyk/FFSM2) +>* [fast-hash](https://github.com/ztanml/fast-hash) +>* [sse2neon - A translator from Intel SSE intrinsics to Arm/Aarch64 NEON implementation](https://github.com/DLTcollab/sse2neon) +>* [zxing-cpp(C++ port of ZXing)](https://github.com/zxing-cpp/zxing-cpp) +>* [rang-A Minimal, Header only Modern c++ library for terminal goodies](https://github.com/agauniyal/rang) +>* [yue - A library for creating native cross-platform GUI apps](https://github.com/yue/yue) +>* [std-simd](https://github.com/VcDevel/std-simd) +>* [nsjail - 一个轻量级的进程隔离工具](https://github.com/google/nsjail) +>* [darktable - darktable is an open source photography workflow application and raw developer](https://github.com/darktable-org/darktable) +>* [MemoryModule - Library to load a DLL from memory](https://github.com/fancycode/MemoryModule) +>* [ApkDiffPatch](https://github.com/sisong/ApkDiffPatch) +>* [dumplib - Import library generator for x86 PE files](https://github.com/Mattiwatti/dumplib) +>* [btop - A monitor of resources](https://github.com/aristocratos/btop) +>* [Inject-dll-by-APC](https://github.com/3gstudent/Inject-dll-by-APC) +>* [cstl - C STL - a Server Toolbox Library for C, including JSON processing, hash maps, dynamic arrays, binary strings and more](https://github.com/facil-io/cstl) +>* [NumCpp](https://github.com/dpilger26/NumCpp) +>* [minicoro - Single header stackful cross-platform coroutine library in pure C](https://github.com/edubart/minicoro) +>* [astc-encoder](https://github.com/ARM-software/astc-encoder) +>* [ProcessHider](https://github.com/M00nRise/ProcessHider) +>* [VMPilot - VMPilot: A Modern C++ Virtual Machine SDK](https://github.com/25077667/VMPilot) +>* [eventbus - A simple, header only event bus library written in modern C++17](https://github.com/DeveloperPaul123/eventbus) +>* [pipe - Fundational library of cross-platform features](https://github.com/PipeRift/pipe) +>* [InterSpec - spectral radiation analysis software](https://github.com/sandialabs/InterSpec) +>* [PhaseBetweener](https://github.com/pauzii/PhaseBetweener) +>* [process_ghosting](https://github.com/hasherezade/process_ghosting) +>* [EABase](https://github.com/electronicarts/EABase) +>* [lua-lz4](https://github.com/witchu/lua-lz4) +>* [ffmpeg.wasm](https://github.com/ffmpegwasm/ffmpeg.wasm) +>* [wxWidgets - Cross-Platform C++ GUI Library](https://github.com/wxWidgets/wxWidgets) +>* [blazingmq - A modern high-performance open source message queuing system](https://github.com/bloomberg/blazingmq) +>* [epoller - epoll implementation for connections in Linux, MacOS and Windows](https://github.com/smallnest/epoller) +>* [nolimix86 - x86 virtual machine with unlimited registers](https://github.com/francisvm/nolimix86) +>* [sparsehash - C++ associative containers](https://github.com/sparsehash/sparsehash) +>* [NanoSockets - Lightweight UDP sockets abstraction for rapid implementation of message-oriented protocols](https://github.com/nxrighthere/NanoSockets) +>* [CppDelegates - Single C++ header/source file that implements modern delegates](https://github.com/simco50/CppDelegates) +>* [sizer - Win32/64 executable size reporting](https://github.com/aras-p/sizer) +>* [Effekseer](https://github.com/effekseer/Effekseer) +>* [c_math_library - Highly optimized, single-header, 3D math library written in C](https://github.com/pbotmeyertron/c_math_library) +>* [decenc - Binary-to-text encoding/decoding algorithms implemented in C++](https://github.com/serge1/decenc) +>* [jank - A Clojure dialect hosted on LLVM with native C++ interop](https://github.com/jank-lang/jank) +>* [RawTherapee - A powerful cross-platform raw photo processing program](https://github.com/Beep6581/RawTherapee) +>* [CefViewCore - A common library providing clean and easy consuming of CEF](https://github.com/CefView/CefViewCore) +>* [cppLox - A tree-walker && virtual-machine && JIT interpreter for Lox language](https://github.com/edimetia3d/cppLox) +>* [iPlug2 - C++ Audio Plug-in Framework for desktop, mobile and web](https://github.com/iPlug2/iPlug2) +>* [coost - A tiny boost library in C++11](https://github.com/idealvin/coost) +>* [primihub - 由密码学专家团队打造的开源隐私计算平台](https://github.com/primihub/primihub) +>* [ufbx - Single source file FBX loader](https://github.com/ufbx/ufbx) +>* [sqlite_zstd_vfs](https://github.com/mlin/sqlite_zstd_vfs) +>* [sonobus](https://github.com/sonosaurus/sonobus) +>* [musializer - Music Visualizer](https://github.com/tsoding/musializer) +>* [react-native - A framework for building native applications using React](https://github.com/facebook/react-native) +>* [sol2 - C++ <-> Lua API wrapper](https://github.com/ThePhD/sol2) +>* [OpenUSD - Universal Scene Description](https://github.com/PixarAnimationStudios/OpenUSD) +>* [arrow - Apache Arrow is a multi-language toolbox for accelerated data interchange and in-memory processing](https://github.com/apache/arrow) +>* [cosmopolitan - build-once run-anywhere c library](https://github.com/jart/cosmopolitan) +>* [UnityCapture](https://github.com/schellingb/UnityCapture) +>* [Sourcetrail - free and open-source interactive source explorer](https://github.com/CoatiSoftware/Sourcetrail) +>* [tracy - Frame profiler](https://github.com/wolfpld/tracy) +>* [optick - C++ Profiler For Games](https://github.com/bombomby/optick) +>* [physfs - A portable, flexible file i/o abstraction](https://github.com/icculus/physfs) +>* [IPC - Microsoft](https://github.com/microsoft/IPC) +>* [cista - Cista is a simple, high-performance, zero-copy C++ serialization & reflection library](https://github.com/felixguendling/cista) +>* [async - Coroutines for C++20 & asio](https://github.com/klemens-morgenstern/async) +>* [deterministic_float - 高性能、一致性计算的软件浮点数](https://github.com/devlinzhou/deterministic_float) +>* [libaudiodecoder - The Cross-Platform Audio Decoder API](https://github.com/asantoni/libaudiodecoder) +>* [kuma - A network library implemented in C++](https://github.com/Jamol/kuma) +>* [wepoll: fast epoll for windows](https://github.com/piscisaureus/wepoll) +>* [CVector](https://github.com/rswinkle/CVector) +>* [type_list](https://github.com/marzer/type_list) +>* [mpv - 🎥 Command line video player](https://github.com/mpv-player/mpv) +>* [smhasher - Hash function quality and speed tests](https://github.com/rurban/smhasher) +>* [openh264 - Open Source H.264 Codec](https://github.com/cisco/openh264) +>* [cpp-dump](https://github.com/philip82148/cpp-dump) +>* [aseprite - Animated sprite editor & pixel art tool](https://github.com/aseprite/aseprite) +>* [OrangeC - OrangeC Compiler And Tool Chain](https://github.com/LADSoft/OrangeC) +>* [docopt.cpp - C++11 port of docopt](https://github.com/docopt/docopt.cpp) +>* [IconFontCppHeaders](https://github.com/juliettef/IconFontCppHeaders) +>* [eventpp - Event Dispatcher and callback list for C++](https://github.com/wqking/eventpp) +>* [httpserver.h - Single header library for writing non-blocking HTTP servers in C](https://github.com/jeremycw/httpserver.h) +>* [cereal - A C++11 library for serialization](https://github.com/USCiLab/cereal) +>* [hashmap.c](https://github.com/tidwall/hashmap.c) +>* [BVHView - A simple viewer for the .bvh animation file format](https://github.com/orangeduck/BVHView) +>* [mpsc-queue - A C11 implementation of D. Vyukov MPSC queue](https://github.com/grivet/mpsc-queue) +>* [libvfs - Small module based vfs library in c](https://github.com/topfs2/libvfs) +>* [draco - Draco is a library for compressing and decompressing 3D geometric meshes and point clouds](https://github.com/google/draco) +>* [velox - A C++ vectorized database acceleration library](https://github.com/facebookincubator/velox) +>* [loguru - A lightweight C++ logging library](https://github.com/emilk/loguru) +>* [tinyexpr - tiny recursive descent expression parser, compiler, and evaluation engine for math expressions](https://github.com/codeplea/tinyexpr) +>* [microps - An implementation of a small TCP/IP protocol stack for learning](https://github.com/pandax381/microps) +>* [httpserver - Http server is written on C++14 language](https://github.com/awwit/httpserver) +>* [assimp - The official Open-Asset-Importer-Library Repository](https://github.com/assimp/assimp) +>* [uthash - C macros for hash tables and more](https://github.com/troydhanson/uthash) +>* [ExcaliburHash](https://github.com/SergeyMakeev/ExcaliburHash) +>* [parson - Lightweight JSON library written in C](https://github.com/kgabis/parson) +>* [cppparser - A library to parse C/C++ source as AST](https://github.com/satya-das/cppparser) +>* [tlsf - Two-Level Segregated Fit memory allocator implementation](https://github.com/mattconte/tlsf) +>* [cppcoro- A library of C++ coroutine abstractions for the coroutines TS](https://github.com/lewissbaker/cppcoro) +>* [c_std - Implementation of C++ standard libraries in C](https://github.com/KaisenAmin/c_std) +>* [NativeThreadpool - Work, timer, and wait callback example using solely Native Windows APIs](https://github.com/fin3ss3g0d/NativeThreadpool) +>* [TimeSync - TimeSync: Time Synchronization Library in Portable C++](https://github.com/catid/TimeSync) +>* [C-Thread-Pool](https://github.com/Pithikos/C-Thread-Pool) +>* [TinySoundFont](https://github.com/schellingb/TinySoundFont) +>* [tinyfecVPN](https://github.com/wangyu-/tinyfecVPN) +>* [ladybird-Truly independent web browser](https://github.com/LadybirdBrowser/ladybird) +>* [FiberTaskingLib - A library for enabling task-based multi-threading. It allows execution of task graphs with arbitrary dependencies](https://github.com/RichieSams/FiberTaskingLib) +>* [blink - A tool which allows you to edit source code of any MSVC C++ project live at runtime](https://github.com/crosire/blink) +>* [tiny-utf8 Unicode (UTF-8) capable std::string](https://github.com/DuffsDevice/tiny-utf8) +>* [asyncplusplus - Async++ concurrency framework for C++11](https://github.com/Amanieu/asyncplusplus) +>* [Flexible, user expandable 2D animation software for Linux and Windows](https://github.com/MaurycyLiebner/enve) +>* [json.cpp - JSON for Classic C++](https://github.com/jart/json.cpp) +>* [luaaa - C++ to LUA binding tool in a single](https://github.com/gengyong/luaaa) +>* [utf8.h - single header utf8 string functions for C and C++](https://github.com/sheredom/utf8.h) +>* [verysleepy - Very Sleepy, a sampling CPU profiler for Windows](https://github.com/VerySleepy/verysleepy) +>* [cling - The interactive C++ interpreter Cling](https://github.com/vgvassilev/cling) +>* [tlse - Single C file TLS 1.2/1.3 implementation, using tomcrypt as crypto library](https://github.com/eduardsui/tlse) +>* [earcut - Fast, header-only polygon triangulation](https://github.com/mapbox/earcut.hpp) +>* [dr_libs](https://github.com/mackron/dr_libs) +>* [cppparser - A library to parse C/C++ source as AST](https://github.com/satya-das/cppparser) +>* [tiny-regex-c](https://github.com/kokke/tiny-regex-c) +>* [imgui-node-editor](https://github.com/thedmd/imgui-node-editor) +>* [mold - A Modern Linker 🦠](https://github.com/rui314/mold) +>* [chibicc - A small C compiler](https://github.com/rui314/chibicc) +>* [fil-c:completely compatible memory safety for C and C++](https://github.com/pizlonator/fil-c) +>* [openzl - A novel data compression framework](https://github.com/facebook/openzl) +>* [The Algorithms - Collection of various algorithms in mathematics, machine learning, computer science, physics, etc implemented in C for educational purposes](https://github.com/TheAlgorithms/C) +>* [Clipper2 - Polygon Clipping and Offsetting - C++, C# and Delphi](https://github.com/AngusJohnson/Clipper2) +>* [clice - A next-generation C++ language server for modern C++, focused on high performance and deep code intelligence](https://github.com/clice-io/clice) +>* [miniaudio -Audio playback and capture library written in C, in a single source file](https://github.com/mackron/miniaudio) +>* [deskflow - Share a single keyboard and mouse between multiple computers](https://github.com/deskflow/deskflow) +>* [watchman - Watches files and records, or triggers actions, when they change](https://github.com/facebook/watchman) +>* [crun - A fast and lightweight fully featured OCI runtime and C library for running containers](https://github.com/containers/crun) +>* [HyperLPR - 高性能中国车牌识别框架](https://github.com/szad670401/HyperLPR) + +## Shader +>* [ShaderLab](https://github.com/BobLChen/ShaderLab/) +>* [DirectXShaderCompiler](https://github.com/microsoft/DirectXShaderCompiler) +>* [HLSLcc-DirectX shader bytecode cross compiler](https://github.com/Unity-Technologies/HLSLcc) +>* [HLSLCrossCompiler](https://github.com/James-Jones/HLSLCrossCompiler) +>* [XShaderCompiler](https://github.com/LukasBanana/XShaderCompiler) + +## WebMProject +>* [webmproject官网](https://www.webmproject.org/code/) +>* [libvpx github-Mirror](https://github.com/webmproject/libvpx/) +>* [libvpx](https://chromium.googlesource.com/webm/libvpx) + +## Lock-free +>* [concurrentqueue-A fast multi-producer, multi-consumer lock-free concurrent queue for C++11](https://github.com/cameron314/concurrentqueue) +>* [readerwriterqueue-A fast single-producer, single-consumer lock-free queue for C++](https://github.com/cameron314/readerwriterqueue) +>* [queues-A public domain lock free queues implemented in C++11](https://github.com/mstump/queues) + +## malloc +>* [mimalloc](https://github.com/microsoft/mimalloc) +>* [snmalloc](https://github.com/microsoft/snmalloc) +>* [jemalloc](https://github.com/jemalloc/jemalloc) +>* [tlsf](https://github.com/mattconte/tlsf) +>* [dlmalloc](https://github.com/ennorehling/dlmalloc) +>* [malloc tech](https://github.com/HarshTrivedi/malloc) +>* [glibc](https://github.com/lattera/glibc/tree/master) +>* [mimalloc-bench](https://github.com/daanx/mimalloc-bench) +>* [tcmalloc](https://github.com/google/tcmalloc) +>* [glibc](https://ftp.gnu.org/gnu/glibc/) + +# C++ 文章 +[C++文章整理](./articles/README.md) + +# 有关于UnrealEngine的C++项目 +[有关于UnrealEngine的C++项目](./unrealengine) diff --git a/CPlusPlus/articles/README.md b/CPlusPlus/articles/README.md new file mode 100644 index 000000000..cf7e694f1 --- /dev/null +++ b/CPlusPlus/articles/README.md @@ -0,0 +1,69 @@ +## C++ 文章 + +* [在拥挤和变化的世界中茁壮成长:C++ 2006–2020](https://github.com/Cpp-Club/Cxx_HOPL4_zh) +* [C++ 匠心之作 从0到1入门资料](https://github.com/AnkerLeng/Cpp-0-1-Resource) +* [C++中的Volatile【简单记录】](https://zhuanlan.zhihu.com/p/66664063) +* [从硬件层面理解memory barrier](https://zhuanlan.zhihu.com/p/184912992) +* [详解C/C++中volatile关键字](https://blog.csdn.net/weixin_44363885/article/details/92838607) +* [C++移动语意 详细解释](https://www.cnblogs.com/zhangyi1357/p/16018810.html) +* [C++强制类型转换运算符(static_cast、reinterpret_cast、const_cast和dynamic_cast)](https://zhuanlan.zhihu.com/p/368267441) +* [理解 Memory barrier(内存屏障)](https://blog.csdn.net/world_hello_100/article/details/50131497) +* [Memory barrier是什么?](https://www.zhihu.com/question/20228202) + +### 多线程 +* [C++实现的无锁队列](https://blog.csdn.net/aaronjzhang/article/details/17167799) +* [c++之多线程中“锁”(mutex)的用法](https://blog.csdn.net/weixin_42127358/article/details/123507748) +* [多线程之互斥锁(mutex)的使用方法](https://blog.csdn.net/duan19920101/article/details/121352669) +* [C++ 锁机制以及常用方法(理论+实践)](https://blog.csdn.net/qq_37457202/article/details/123543141) +* [C++多线程并发(五)—原子操作与无锁编程](https://cloud.tencent.com/developer/article/2030919) +* [无锁原子操作&CAS](https://www.cnblogs.com/wiesslibrary/p/15725559.html) +* [面试必备之深入理解自旋锁](https://blog.csdn.net/qq_34337272/article/details/81252853) +* [悲观锁和乐观锁的区别](https://blog.csdn.net/weixin_50651363/article/details/119747515) +* [【C/C++面试必备】详解C/C++中volatile关键字](https://blog.csdn.net/qq_44918090/article/details/125749268) + +#### C++多线程编程系列 +* [C++ 多线程(一):生产者 - 消费者模型](https://zhuanlan.zhihu.com/p/361956060) +* [C++ 多线程(二):两个线程轮流(交替)打印 A 和 B](https://zhuanlan.zhihu.com/p/374037023) +* [C++ 多线程(三):实现线程安全队列](https://zhuanlan.zhihu.com/p/408254922) +* [C++ 多线程(四):实现一个功能完整的线程池](https://zhuanlan.zhihu.com/p/412127997) +* [C++ 多线程(五):读写锁的实现及使用样例](https://zhuanlan.zhihu.com/p/374042984) +* [C++ 多线程(六):std::promise/future、std::async、std:: packaged_task](https://zhuanlan.zhihu.com/p/465092056) +* [C++ 多线程(七):信号量 Semaphore 及 C++ 11 实现](https://zhuanlan.zhihu.com/p/512969481) + +### 智能指针 +* [C++ 智能指针](https://blog.csdn.net/TABE_/article/details/117391903) +* [C++智能指针详解](https://blog.csdn.net/bitcarmanlee/article/details/124847634) + +### lambda表达式 +* [09 C++ lambda表达式](https://zhuanlan.zhihu.com/p/362323262) + +### 模版元编程 +* [C++模板元编程(一):简介](https://zhuanlan.zhihu.com/p/378356824) +* [C++模板元编程(一):基础知识与快速排序](https://zhuanlan.zhihu.com/p/461660321) +* [C++ 模板元编程(一):入门](https://zhuanlan.zhihu.com/p/458195125) + +### debugging +* [InsightEngineering](https://github.com/DebugPrivilege/InsightEngineering) + +### 面试向 +* [C/C++ 技术面试基础知识总结](https://github.com/huihut/interview) +* [static全局变量与普通的全局变量](https://blog.csdn.net/qq_22238021/article/details/79533711) +* [C/C++中静态变量](https://blog.csdn.net/Blunt_Du/article/details/122420909) +* [学习笔记整理📚](https://github.com/arkingc/note) +* [C++面试常见问题](https://zhuanlan.zhihu.com/p/34016871) +* [C++经典面试题(最全,面中率最高)](https://zhuanlan.zhihu.com/p/75347892) +* [C++内存管理,const、mutable、static、编译过程](https://blog.csdn.net/Diligent_wu/article/details/123482018) +* [C++和C# struct和class的区别](https://blog.csdn.net/qq_43477024/article/details/114417191) +* [C++中的extern](https://blog.csdn.net/deatharthas/article/details/113769269) +* [C++: static](https://zhuanlan.zhihu.com/p/38305284) +* [C/C++const关键字详解(全网最全)](https://blog.csdn.net/weixin_44049823/article/details/128735316) +* [C/C++ 中的static关键字](https://zhuanlan.zhihu.com/p/37439983) +* [C++ static详解,类中的static用法说明](https://blog.csdn.net/weixin_43222324/article/details/106999558) + +### memory order +* [如何理解 C++11 的六种 memory order?](https://www.zhihu.com/question/24301047/answer/1193956492) +* [std::memory_order](https://zh.cppreference.com/w/cpp/atomic/memory_order) + +### 引用 +* [c++ 返回值与返回引用以及生命周期总结](https://zhuanlan.zhihu.com/p/605428903) +* [C++中不要随便返回对象的引用](https://blog.51cto.com/u_13933750/3229708) diff --git a/CPlusPlus/unrealengine/README.md b/CPlusPlus/unrealengine/README.md new file mode 100644 index 000000000..47fc3ef91 --- /dev/null +++ b/CPlusPlus/unrealengine/README.md @@ -0,0 +1,52 @@ +## 有关于UnrealEngine的C++项目 + +>* [fastbuild-ue4.26.2](https://github.com/VicentChen/fastbuild-ue4.26.2) +>* [UnrealPakViewer](https://github.com/jashking/UnrealPakViewer) +>* [Unreal Engine 4 Plugin for Lua APIs implementation](https://github.com/rdeioris/LuaMachine) +>* [Unreal Engine plugin for async task programming](https://github.com/splash-damage/future-extensions) +>* [Voxel Plugin for Unreal Engine](https://github.com/Phyronnaz/VoxelPlugin) +>* [Unreal Engine 4 C++ examples](https://github.com/Harrison1/unrealcpp) +>* [HotPatcher - Unreal Engine hot update manage and package plugin](https://github.com/hxhb/HotPatcher) +>* [Niagara UI Renderer | Free Plugin for Unreal Engine](https://github.com/SourySK/NiagaraUIRenderer) +>* [PluginMobileNativeCode](https://github.com/Sovahero/PluginMobileNativeCode) +>* [A fighting game engine written in Unreal Engine 5](https://github.com/WistfulHopes/NightSkyEngine) +>* [Unreal Engine 5 Plugin for a variety of Tech Art Tools and features](https://github.com/Ryan-DowlingSoka/RedTechArtTools) +>* [Unreal Engine 5's experimental ECS plugin](https://github.com/Megafunk/MassSample) +>* [UnrealEngineSkyAtmosphere](https://github.com/sebh/UnrealEngineSkyAtmosphere) +>* [Dialogue scripting language for Unreal Engine](https://github.com/redxdev/Supertalk) +>* [Build Unreal Engine & games with Jenkins on GKE/GCE](https://github.com/falldamagestudio/UE-Jenkins-BuildSystem) +>* [GenericMessagePlugin-A complete event system solution for Unreal Engine : Send or Receive Message everywhere](https://github.com/wangjieest/GenericMessagePlugin) +>* [FFMPEGMedia-FFMPEG Media Plugin for unreal engine](https://github.com/bakjos/FFMPEGMedia) +>* [RedTalaria-An Unreal Engine plugin providing a set of Hermes endpoints](https://github.com/cdpred/RedTalaria) +>* [GASDocumentation](https://github.com/tranek/GASDocumentation) +>* [OpenAI-Api-Unreal](https://github.com/KellanM/OpenAI-Api-Unreal) +>* [MDFastBinding](https://github.com/DoubleDeez/MDFastBinding) +>* [UltimateStarterKit](https://github.com/hfjooste/UltimateStarterKit) +>* [channeld-ue-plugin 为虚幻引擎专用服务器提供分布式模拟能力的开源插件](https://github.com/metaworking/channeld-ue-plugin) +>* [UnrealNetImgui](https://github.com/sammyfreg/UnrealNetImgui) +>* [unreal-vdb](https://github.com/eidosmontreal/unreal-vdb) +>* [DigitalLife](https://github.com/QSWWLTN/DigitalLife) +>* [DualShock4-For-Unreal-Engine-5](https://github.com/DarknessFX/DualShock4-For-Unreal-Engine-5) +>* [PBCharacterMovement - HL2-style, classic FPS movement for Unreal Engine implemented in C++](https://github.com/ProjectBorealis/PBCharacterMovement) +>* [UnrealYAML](https://github.com/jwindgassen/UnrealYAML) +>* [IAUS - Infinite axis utility system in UE4 Behavior Trees](https://github.com/ProjectBorealis/IAUS) +>* [RedTechArtTools](https://github.com/Ryan-DowlingSoka/RedTechArtTools) +>* [UAssetAPI - A low-level .NET library for reading and writing Unreal Engine 4 game assets](https://github.com/atenfyr/UAssetAPI) +>* [Zelda BOTW Climbing System](https://github.com/VitorCantao/ZeldaBotwClimbingSystem) +>* [UnrealCLR - Unreal Engine .NET 6 integration](https://github.com/nxrighthere/UnrealCLR) +>* [GASShooter](https://github.com/tranek/GASShooter) +>* [cashgenUE - Runtime Procedural Terrain Generator for UnrealEngine](https://github.com/midgen/cashgenUE) +>* [VRM4U](https://github.com/ruyo/VRM4U) +>* [VirtualizationPlus](https://github.com/VesCodes/VirtualizationPlus) +>* [Unreal-Engine-4.x-Scripting-with-C-Cookbook---Second-edition](https://github.com/PacktPublishing/Unreal-Engine-4.x-Scripting-with-C-Cookbook---Second-edition) +>* [UnrealCSharp](https://github.com/crazytuzi/UnrealCSharp) +>* [UE4_MotionMatching](https://github.com/Hethger/UE4_MotionMatching-) +>* [UnrealSpecifiers](https://github.com/fjz13/UnrealSpecifiers) +>* [NodeToCode - Translate Unreal Engine Blueprints to C++ in seconds. Not hours](https://github.com/protospatial/NodeToCode) +>* [ZipUtility-Unreal](https://github.com/getnamo/ZipUtility-Unreal) +>* [WebView - Efficient UE browser uses CEF open source kernel](https://github.com/aSurgingRiver/WebView) +>* [RealtimeMeshComponent](https://github.com/TriAxis-Games/RealtimeMeshComponent) +>* [UEViewer - Viewer and exporter for Unreal Engine 1-4 assets](https://github.com/gildor2/UEViewer) +>* [UE4-CustomGravityPlugin](https://github.com/HoussineMehnik/UE4-CustomGravityPlugin) +>* [VoxelPluginFreeLegacy](https://github.com/VoxelPlugin/VoxelPluginFreeLegacy) +>* [cesium-unreal (Bringing the 3D geospatial ecosystem to Unreal Engine)](https://github.com/CesiumGS/cesium-unreal) diff --git a/ChangeCharacter/Assembly-CSharp-Editor-firstpass-vs.csproj b/ChangeCharacter/Assembly-CSharp-Editor-firstpass-vs.csproj deleted file mode 100644 index d02baaf4b..000000000 --- a/ChangeCharacter/Assembly-CSharp-Editor-firstpass-vs.csproj +++ /dev/null @@ -1,100 +0,0 @@ - - - - Debug - 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-[ExecuteInEditMode] -[RequireComponent (typeof(Camera))] -[AddComponentMenu("Image Effects/Glow")] -public class GlowEffect : MonoBehaviour -{ - /// The brightness of the glow. Values larger than one give extra "boost". - public float glowIntensity = 1.5f; - - /// Blur iterations - larger number means more blur. - public int blurIterations = 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. - public float blurSpread = 0.7f; - - /// Tint glow with this color. Alpha adds additional glow everywhere. - public Color glowTint = new Color(1,1,1,0); - - - // -------------------------------------------------------- - // The final composition shader: - // adds (glow color * glow alpha * amount) to the original image. - // In the combiner glow amount can be only in 0..1 range; we apply extra - // amount during the blurring phase. - - private static string compositeMatString = -@"Shader ""GlowCompose"" { - Properties { - _Color (""Glow Amount"", Color) = (1,1,1,1) - _MainTex ("""", RECT) = ""white"" {} - } - SubShader { - Pass { - ZTest Always Cull Off ZWrite Off Fog { Mode Off } - Blend One One - SetTexture [_MainTex] {constantColor [_Color] combine constant * texture DOUBLE} - } - } - Fallback off -}"; - - static Material m_CompositeMaterial = null; - protected static Material compositeMaterial { - get { - if (m_CompositeMaterial == null) { - m_CompositeMaterial = new Material (compositeMatString); - m_CompositeMaterial.hideFlags = HideFlags.HideAndDontSave; - m_CompositeMaterial.shader.hideFlags = HideFlags.HideAndDontSave; - } - return m_CompositeMaterial; - } - } - - - // -------------------------------------------------------- - // 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. - // The alpha value in _Color would normally be 0.25 (to average 4 samples), - // however if we have glow amount larger than 1 then we increase this. - - private static string blurMatString = -@"Shader ""GlowConeTap"" { - Properties { - _Color (""Blur Boost"", Color) = (0,0,0,0.25) - _MainTex ("""", RECT) = ""white"" {} - } - SubShader { - Pass { - ZTest Always Cull Off ZWrite Off Fog { Mode Off } - SetTexture [_MainTex] {constantColor [_Color] combine texture * constant alpha} - SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous} - SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous} - SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous} - } - } - Fallback off -}"; - - static Material m_BlurMaterial = null; - protected static Material blurMaterial { - get { - if (m_BlurMaterial == null) { - m_BlurMaterial = new Material( blurMatString ); - m_BlurMaterial.hideFlags = HideFlags.HideAndDontSave; - m_BlurMaterial.shader.hideFlags = HideFlags.HideAndDontSave; - } - return m_BlurMaterial; - } - } - - - // -------------------------------------------------------- - // The image downsample shaders for each brightness mode. - // It is in external assets as it's quite complex and uses Cg. - - public Shader downsampleShader; - Material m_DownsampleMaterial = null; - protected Material downsampleMaterial { - get { - if (m_DownsampleMaterial == null) { - m_DownsampleMaterial = new Material( downsampleShader ); - m_DownsampleMaterial.hideFlags = HideFlags.HideAndDontSave; - } - return m_DownsampleMaterial; - } - } - - - // -------------------------------------------------------- - // finally, the actual code - - protected void OnDisable() - { - if( m_CompositeMaterial ) { - DestroyImmediate( m_CompositeMaterial.shader ); - DestroyImmediate( m_CompositeMaterial ); - } - if( m_BlurMaterial ) { - DestroyImmediate( m_BlurMaterial.shader ); - DestroyImmediate( m_BlurMaterial ); - } - if( m_DownsampleMaterial ) - DestroyImmediate( m_DownsampleMaterial ); - } - - protected void Start() - { - // Disable if we don't support image effects - if (!SystemInfo.supportsImageEffects) - { - enabled = false; - return; - } - - // Disable the effect if no downsample shader is setup - if( downsampleShader == null ) - { - Debug.Log ("No downsample shader assigned! Disabling glow."); - enabled = false; - } - // Disable if any of the shaders can't run on the users graphics card - else - { - if( !blurMaterial.shader.isSupported ) - enabled = false; - if( !compositeMaterial.shader.isSupported ) - enabled = false; - if( !downsampleMaterial.shader.isSupported ) - enabled = false; - } - } - - // Performs one blur iteration. - public void FourTapCone (RenderTexture source, RenderTexture dest, int iteration) - { - float off = 0.5f + iteration*blurSpread; - Graphics.BlitMultiTap (source, dest, blurMaterial, - 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) - { - downsampleMaterial.color = new Color( glowTint.r, glowTint.g, glowTint.b, glowTint.a/4.0f ); - Graphics.Blit (source, dest, downsampleMaterial); - } - - // Called by the camera to apply the image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - // Clamp parameters to sane values - glowIntensity = Mathf.Clamp( glowIntensity, 0.0f, 10.0f ); - blurIterations = Mathf.Clamp( blurIterations, 0, 30 ); - blurSpread = Mathf.Clamp( blurSpread, 0.5f, 1.0f ); - - RenderTexture buffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0); - RenderTexture buffer2 = RenderTexture.GetTemporary(source.width/4, source.height/4, 0); - - // Copy source to the 4x4 smaller texture. - DownSample4x (source, buffer); - - // Blur the small texture - float extraBlurBoost = Mathf.Clamp01( (glowIntensity - 1.0f) / 4.0f ); - blurMaterial.color = new Color( 1F, 1F, 1F, 0.25f + extraBlurBoost ); - - bool oddEven = true; - for(int i = 0; i < blurIterations; i++) - { - if( oddEven ) - FourTapCone (buffer, buffer2, i); - else - FourTapCone (buffer2, buffer, i); - oddEven = !oddEven; - } - ImageEffects.Blit(source,destination); - - if( oddEven ) - BlitGlow(buffer, destination); - else - BlitGlow(buffer2, destination); - - RenderTexture.ReleaseTemporary(buffer); - RenderTexture.ReleaseTemporary(buffer2); - } - - public void BlitGlow( RenderTexture source, RenderTexture dest ) - { - compositeMaterial.color = new Color(1F, 1F, 1F, Mathf.Clamp01(glowIntensity)); - Graphics.Blit (source, dest, compositeMaterial); - } -} diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffect.cs.meta b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffect.cs.meta deleted file mode 100644 index 61d6f6533..000000000 --- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffect.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 0d1352984e3c6465088f6cc7c4ce6e22 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - downsampleShader: {fileID: 4800000, guid: b14b79b8936134d3f8238f0c2d40d634, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader deleted file mode 100644 index 128e733ef..000000000 --- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader +++ /dev/null @@ -1,117 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -// Upgrade NOTE: replaced 'glstate.matrix.mvp' with 'UNITY_MATRIX_MVP' -// Upgrade NOTE: replaced 'glstate.matrix.texture[0]' with 'UNITY_MATRIX_TEXTURE0' -// Upgrade NOTE: replaced 'samplerRECT' with 'sampler2D' -// Upgrade NOTE: replaced 'texRECT' with 'tex2D' - -Shader "Hidden/Glow Downsample" { - -Properties { - _Color ("Color", color) = (1,1,1,0) - _MainTex ("", RECT) = "white" {} -} - -CGINCLUDE -// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain both vertex and fragment programs. -#pragma exclude_renderers gles -#include "UnityCG.cginc" - -struct v2f { - float4 pos : POSITION; - float4 uv[4] : TEXCOORD0; -}; - -float4 _MainTex_TexelSize; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - float4 uv; - uv.xy = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); - uv.zw = 0; - float offX = _MainTex_TexelSize.x; - float offY = _MainTex_TexelSize.y; - - // Direct3D9 needs some texel offset! - #ifdef SHADER_API_D3D9 - uv.x += offX * 2.0f; - uv.y += offY * 2.0f; - #endif - o.uv[0] = uv + float4(-offX,-offY,0,1); - o.uv[1] = uv + float4( offX,-offY,0,1); - o.uv[2] = uv + float4( offX, offY,0,1); - o.uv[3] = uv + float4(-offX, offY,0,1); - return o; -} -ENDCG - - -Category { - ZTest Always Cull Off ZWrite Off Fog { Mode Off } - - // ----------------------------------------------------------- - // ARB fragment program - - Subshader { - Pass { - -CGPROGRAM -// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain both vertex and fragment programs. -#pragma exclude_renderers gles -#pragma vertex vert -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest - -sampler2D _MainTex; -float4 _Color; - -half4 frag( v2f i ) : COLOR -{ - half4 c; - c = tex2D( _MainTex, i.uv[0].xy ); - c += tex2D( _MainTex, i.uv[1].xy ); - c += tex2D( _MainTex, i.uv[2].xy ); - c += tex2D( _MainTex, i.uv[3].xy ); - c /= 4; - c.rgb *= _Color.rgb; - c.rgb *= (c.a + _Color.a); - c.a = 0; - return c; -} -ENDCG - - } - } - - // ----------------------------------------------------------- - // Radeon 9000 - - Subshader { - Pass { - - -CGPROGRAM -// Upgrade NOTE: excluded shader from OpenGL ES 2.0 because it does not contain both vertex and fragment programs. -#pragma exclude_renderers gles -#pragma vertex vert -// use the same vertex program as in FP path -ENDCG - - - // average 2x2 samples - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant alpha} - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous} - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous} - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous} - // apply glow tint and add additional glow - SetTexture [_MainTex] {constantColor[_Color] combine previous * constant, previous + constant} - SetTexture [_MainTex] {constantColor (0,0,0,0) combine previous * previous alpha, constant} - } - } -} - -Fallback off - -} diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader.meta b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader.meta deleted file mode 100644 index 163f3097c..000000000 --- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/GlowEffectDownsample.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: b14b79b8936134d3f8238f0c2d40d634 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/ImageEffects.cs b/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/ImageEffects.cs deleted file mode 100644 index 765382c60..000000000 --- a/ChangeCharacter/Assets/CharacterCustomization/DressingroomExample/Glow/ImageEffects.cs +++ /dev/null @@ -1,181 +0,0 @@ -using UnityEngine; - -/// Blending modes use by the ImageEffects.Blit functions. -public enum BlendMode { - Copy, - Multiply, - MultiplyDouble, - Add, - AddSmoooth, - Blend -} - -/// A Utility class for performing various image based rendering tasks. -[AddComponentMenu("")] -public class ImageEffects { - static Material[] m_BlitMaterials = {null, null, null, null, null, null}; - - static public Material GetBlitMaterial (BlendMode mode) { - int index = (int)mode; - - if (m_BlitMaterials[index] != null) - return m_BlitMaterials[index]; - - // Blit Copy Material - m_BlitMaterials[0] = new Material ( - "Shader \"BlitCopy\" {\n" + - " SubShader { Pass {\n" + - " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" + - " SetTexture [__RenderTex] { combine texture}" + - " }}\n" + - "Fallback Off }" - ); - // Blit Multiply - m_BlitMaterials[1] = new Material ( - "Shader \"BlitMultiply\" {\n" + - " SubShader { Pass {\n" + - " Blend DstColor Zero\n" + - " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" + - " SetTexture [__RenderTex] { combine texture }" + - " }}\n" + - "Fallback Off }" - ); - // Blit Multiply 2X - m_BlitMaterials[2] = new Material ( - "Shader \"BlitMultiplyDouble\" {\n" + - " SubShader { Pass {\n" + - " Blend DstColor SrcColor\n" + - " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" + - " SetTexture [__RenderTex] { combine texture }" + - " }}\n" + - "Fallback Off }" - ); - // Blit Add - m_BlitMaterials[3] = new Material ( - "Shader \"BlitAdd\" {\n" + - " SubShader { Pass {\n" + - " Blend One One\n" + - " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" + - " SetTexture [__RenderTex] { combine texture }" + - " }}\n" + - "Fallback Off }" - ); - // Blit AddSmooth - m_BlitMaterials[4] = new Material ( - "Shader \"BlitAddSmooth\" {\n" + - " SubShader { Pass {\n" + - " Blend OneMinusDstColor One\n" + - " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" + - " SetTexture [__RenderTex] { combine texture }" + - " }}\n" + - "Fallback Off }" - ); - // Blit Blend - m_BlitMaterials[5] = new Material ( - "Shader \"BlitBlend\" {\n" + - " SubShader { Pass {\n" + - " Blend SrcAlpha OneMinusSrcAlpha\n" + - " ZTest Always Cull Off ZWrite Off Fog { Mode Off }\n" + - " SetTexture [__RenderTex] { combine texture }" + - " }}\n" + - "Fallback Off }" - ); - for( int i = 0; i < m_BlitMaterials.Length; ++i ) { - m_BlitMaterials[i].hideFlags = HideFlags.HideAndDontSave; - m_BlitMaterials[i].shader.hideFlags = HideFlags.HideAndDontSave; - } - return m_BlitMaterials[index]; - } - - - /// Copies one render texture onto another. - /// This function copies /source/ onto /dest/, optionally using a custom blend mode. - /// If /blendMode/ is left out, the default operation is simply to copy one texture on to another. - /// This function will copy the whole source texture on to the whole destination texture. If the sizes differ, - /// the image in the source texture will get stretched to fit. - /// The source and destination textures cannot be the same. - public static void Blit (RenderTexture source, RenderTexture dest, BlendMode blendMode) { - Blit (source, new Rect (0,0,1,1), dest, new Rect (0,0,1,1), blendMode); - } - public static void Blit (RenderTexture source, RenderTexture dest) { - Blit (source, dest, BlendMode.Copy); - } - - /// Copies one render texture onto another. - public static void Blit (RenderTexture source, Rect sourceRect, RenderTexture dest, Rect destRect, BlendMode blendMode) { - // Make the destination texture the target for all rendering - RenderTexture.active = dest; - // Assign the source texture to a property from a shader - source.SetGlobalShaderProperty ("__RenderTex"); - bool invertY = source.texelSize.y < 0.0f; - // Set up the simple Matrix - GL.PushMatrix (); - GL.LoadOrtho (); - Material blitMaterial = GetBlitMaterial(blendMode); - for (int i = 0; i < blitMaterial.passCount; i++) { - blitMaterial.SetPass (i); - DrawQuad(invertY); - } - GL.PopMatrix (); - } - - public static void BlitWithMaterial (Material material, RenderTexture source, RenderTexture destination) - { - Graphics.Blit (source, destination, material); - } - - - 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); - } - - - public static void DrawQuad(bool invertY) - { - GL.Begin (GL.QUADS); - float y1, y2; - if (invertY) { - y1 = 1.0f; y2 = 0.0f; - } else { - y1 = 0.0f; y2 = 1.0f; - } - GL.TexCoord2( 0.0f, y1 ); GL.Vertex3( 0.0f, 0.0f, 0.1f ); - GL.TexCoord2( 1.0f, y1 ); GL.Vertex3( 1.0f, 0.0f, 0.1f ); - GL.TexCoord2( 1.0f, y2 ); GL.Vertex3( 1.0f, 1.0f, 0.1f ); - GL.TexCoord2( 0.0f, y2 ); GL.Vertex3( 0.0f, 1.0f, 0.1f ); - GL.End(); - } - - public static void DrawGrid (int xSize, int ySize) - { - GL.Begin (GL.QUADS); - - float xDelta = 1.0F / xSize; - float yDelta = 1.0F / ySize; - - for (int y=0;y Camera table - - private RenderTexture m_ReflectionTexture = null; - private int m_OldReflectionTextureSize = 0; - - private static bool s_InsideRendering = false; - - // This is called when it's known that the object will be rendered by some - // camera. We render reflections 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 reflections. - if( s_InsideRendering ) - return; - s_InsideRendering = true; - - Camera reflectionCamera; - CreateMirrorObjects( cam, out reflectionCamera ); - - // 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 - int oldPixelLightCount = QualitySettings.pixelLightCount; - if( m_DisablePixelLights ) - QualitySettings.pixelLightCount = 0; - - UpdateCameraModes( cam, reflectionCamera ); - - // Render reflection - // Reflect camera around reflection plane - float d = -Vector3.Dot (normal, pos) - m_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 ); - Matrix4x4 projection = cam.projectionMatrix; - CalculateObliqueMatrix (ref projection, clipPlane); - reflectionCamera.projectionMatrix = projection; - - reflectionCamera.cullingMask = ~(1<<4) & m_ReflectLayers.value; // never render water layer - reflectionCamera.targetTexture = m_ReflectionTexture; - GL.SetRevertBackfacing (true); - reflectionCamera.transform.position = newpos; - Vector3 euler = cam.transform.eulerAngles; - reflectionCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z); - reflectionCamera.Render(); - reflectionCamera.transform.position = oldpos; - GL.SetRevertBackfacing (false); - Material[] materials = GetComponent().sharedMaterials; - foreach( Material mat in materials ) { - if( mat.HasProperty("_ReflectionTex") ) - mat.SetTexture( "_ReflectionTex", m_ReflectionTexture ); - } - - // Set matrix on the shader that transforms UVs from object space into screen - // space. We want to just project reflection texture on screen. - Matrix4x4 scaleOffset = Matrix4x4.TRS( - new Vector3(0.5f,0.5f,0.5f), Quaternion.identity, new Vector3(0.5f,0.5f,0.5f) ); - Vector3 scale = transform.lossyScale; - Matrix4x4 mtx = transform.localToWorldMatrix * Matrix4x4.Scale( new Vector3(1.0f/scale.x, 1.0f/scale.y, 1.0f/scale.z) ); - mtx = scaleOffset * cam.projectionMatrix * cam.worldToCameraMatrix * mtx; - foreach( Material mat in materials ) { - mat.SetMatrix( "_ProjMatrix", mtx ); - } - - // Restore pixel light count - if( m_DisablePixelLights ) - QualitySettings.pixelLightCount = oldPixelLightCount; - - s_InsideRendering = false; - } - - - // Cleanup all the objects we possibly have created - void OnDisable() - { - if( m_ReflectionTexture ) { - DestroyImmediate( m_ReflectionTexture ); - m_ReflectionTexture = null; - } - foreach( DictionaryEntry kvp in m_ReflectionCameras ) - DestroyImmediate( ((Camera)kvp.Value).gameObject ); - m_ReflectionCameras.Clear(); - } - - - private void UpdateCameraModes( Camera src, Camera dest ) - { - if( dest == null ) - return; - // set 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(typeof(Skybox)) as Skybox; - Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox; - 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 - private void CreateMirrorObjects( Camera currentCamera, out Camera reflectionCamera ) - { - reflectionCamera = null; - - // Reflection render texture - if( !m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize ) - { - if( m_ReflectionTexture ) - DestroyImmediate( m_ReflectionTexture ); - m_ReflectionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 ); - m_ReflectionTexture.name = "__MirrorReflection" + GetInstanceID(); - m_ReflectionTexture.isPowerOfTwo = true; - m_ReflectionTexture.hideFlags = HideFlags.DontSave; - m_OldReflectionTextureSize = m_TextureSize; - } - - // Camera for reflection - reflectionCamera = m_ReflectionCameras[currentCamera] as Camera; - if( !reflectionCamera ) // catch both not-in-dictionary and in-dictionary-but-deleted-GO - { - GameObject go = new GameObject( "Mirror 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; - } - } - - // Extended sign: returns -1, 0 or 1 based on sign of a - private static float sgn(float a) - { - if (a > 0.0f) return 1.0f; - if (a < 0.0f) return -1.0f; - return 0.0f; - } - - // Given position/normal of the plane, calculates plane in camera space. - private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign) - { - Vector3 offsetPos = pos + normal * m_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) ); - } - - // Adjusts the given projection matrix so that near plane is the given clipPlane - // clipPlane is given in camera space. See article in Game Programming Gems 5. - private static void CalculateObliqueMatrix (ref 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]; - } - - // Calculates reflection matrix around the given plane - private 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 = ( - 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804e74fd5e8714c4a8db1bd4d640058a -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/CharacterElement.cs b/ChangeCharacter/Assets/Plugins/CharacterElement.cs deleted file mode 100644 index f1d631c91..000000000 --- a/ChangeCharacter/Assets/Plugins/CharacterElement.cs +++ /dev/null @@ -1,75 +0,0 @@ -using UnityEngine; -using System; -using System.Collections.Generic; -using Object = UnityEngine.Object; - -[Serializable] -public class CharacterElement -{ - public string name; - public string bundleName; - static Dictionary wwws = new Dictionary(); - AssetBundleRequest gameObjectRequest; - AssetBundleRequest materialRequest; - AssetBundleRequest boneNameRequest; - - public CharacterElement(string name, string bundleName) - { - this.name = name; - this.bundleName = bundleName; - } - - public SkinnedMeshRenderer GetSkinnedMeshRenderer() - { - GameObject go = (GameObject)Object.Instantiate(gameObjectRequest.asset); - go.GetComponent().material = (Material)materialRequest.asset; - return (SkinnedMeshRenderer)go.GetComponent(); - } - - public string[] GetBoneNames() - { - var holder = (StringHolder)boneNameRequest.asset; - return holder.content; - } - - public WWW WWW - { - get - { - if (!wwws.ContainsKey(bundleName)) - wwws.Add(bundleName, new WWW(AssetbundleBaseURL + bundleName)); - return wwws[bundleName]; - } - } - - public bool IsLoaded - { - get - { - if (!WWW.isDone) return false; - - if (gameObjectRequest == null) - gameObjectRequest = WWW.assetBundle.LoadAssetAsync("rendererobject", typeof(GameObject)); - - if (materialRequest == null) - materialRequest = WWW.assetBundle.LoadAssetAsync(name, typeof(Material)); - - if (boneNameRequest == null) - boneNameRequest = WWW.assetBundle.LoadAssetAsync("bonenames", typeof(StringHolder)); - - if (!gameObjectRequest.isDone) return false; - if (!materialRequest.isDone) return false; - if (!boneNameRequest.isDone) return false; - - return true; - } - } - - public static string AssetbundleBaseURL - { - get - { - return "file://" + Application.dataPath + "/assetbundles/"; - } - } -} diff --git a/ChangeCharacter/Assets/Plugins/CharacterElement.cs.meta b/ChangeCharacter/Assets/Plugins/CharacterElement.cs.meta deleted file mode 100644 index 612530507..000000000 --- a/ChangeCharacter/Assets/Plugins/CharacterElement.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: fb8fba6fd33c63748a3b61e22c3f0254 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs b/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs deleted file mode 100644 index 55c7890d8..000000000 --- a/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs +++ /dev/null @@ -1,7 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - -public class CharacterElementHolder : ScriptableObject -{ - public List content; -} diff --git a/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs.meta b/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs.meta deleted file mode 100644 index 62f644d4b..000000000 --- a/ChangeCharacter/Assets/Plugins/CharacterElementHolder.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 6ff97b8fa0821334dabe69273d060b5c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs b/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs deleted file mode 100644 index 86a97ad28..000000000 --- a/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs +++ /dev/null @@ -1,235 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; -using Object = UnityEngine.Object; - -public class CharacterGenerator -{ - static WWW database; - static Dictionary>> sortedElements; - static List availableCharacters = new List(); - static Dictionary characterBaseWWWs = new Dictionary(); - static Dictionary characterBaseRequests = new Dictionary(); - string currentCharacter; - Dictionary currentConfiguration = new Dictionary(); - float assetbundlesAlreadyDownloaded; - - public static bool ReadyToUse - { - get - { - if (database == null) - database = new WWW(CharacterElement.AssetbundleBaseURL + "CharacterElementDatabase.assetbundle"); - - if (sortedElements != null) return true; - if (!database.isDone) return false; - - //Debug.Log (database.assetBundle.mainAsset); - CharacterElementHolder ceh = database.assetBundle.mainAsset as CharacterElementHolder; - if(ceh == null) return false; - sortedElements = new Dictionary>>(); - foreach (CharacterElement element in ceh.content) - { - string[] a = element.bundleName.Split('_'); - string character = a[0]; - string category = a[1].Split('-')[0].Replace(".assetbundle", ""); - - if (!availableCharacters.Contains(character)) - availableCharacters.Add(character); - - if (!sortedElements.ContainsKey(character)) - sortedElements.Add(character, new Dictionary>()); - - if (!sortedElements[character].ContainsKey(category)) - sortedElements[character].Add(category, new List()); - - sortedElements[character][category].Add(element); - } - - return true; - } - } - - public GameObject Generate(GameObject root) - { - List combineInstances = new List(); - List materials = new List(); - List bones = new List(); - Transform[] transforms = root.GetComponentsInChildren(); - - foreach (CharacterElement element in currentConfiguration.Values) - { - Debug.Log ("Element的bundleName = " + element.bundleName); - //肢体部件处理逻辑 - SkinnedMeshRenderer smr = element.GetSkinnedMeshRenderer(); - materials.AddRange(smr.materials); - for (int sub = 0; sub < smr.sharedMesh.subMeshCount; sub++) - { - CombineInstance ci = new CombineInstance(); - ci.mesh = smr.sharedMesh; - ci.subMeshIndex = sub; - combineInstances.Add(ci); - } - - foreach (string bone in element.GetBoneNames()) - { - foreach (Transform transform in transforms) - { - if (transform.name != bone) continue; - bones.Add(transform); - break; - } - } - - Object.Destroy(smr.gameObject); - } - - SkinnedMeshRenderer r = root.GetComponent(); - r.sharedMesh = new Mesh(); - r.sharedMesh.CombineMeshes(combineInstances.ToArray(), false, false); - r.bones = bones.ToArray(); - r.materials = materials.ToArray(); - - return root; - } - - public GameObject Generate() - { - GameObject root = (GameObject)Object.Instantiate(characterBaseRequests[currentCharacter].asset); - root.name = currentCharacter; - return Generate(root); - } - - public void ChangeCharacter(bool next) - { - string character = null; - for (int i = 0; i < availableCharacters.Count; i++) - { - if (availableCharacters[i] != currentCharacter) continue; - if (next) - character = i < availableCharacters.Count - 1 ? availableCharacters[i + 1] : availableCharacters[0]; - else - character = i > 0 ? availableCharacters[i - 1] : availableCharacters[availableCharacters.Count - 1]; - break; - } - PrepareRandomConfig(character); - } - - void UpdateAssetbundlesAlreadyDownloaded() - { - assetbundlesAlreadyDownloaded = CurrentCharacterBase.progress; - foreach (CharacterElement e in currentConfiguration.Values) - assetbundlesAlreadyDownloaded += e.WWW.progress; - } - - public void PrepareRandomConfig(string character) - { - currentConfiguration.Clear(); - currentCharacter = character.ToLower(); - foreach (KeyValuePair> category in sortedElements[currentCharacter]) - currentConfiguration.Add(category.Key, category.Value[Random.Range(0, category.Value.Count)]); - UpdateAssetbundlesAlreadyDownloaded(); - } - - public void ChangeElement(string catagory, bool next) - { - List available = sortedElements[currentCharacter][catagory]; - CharacterElement element = null; - for (int i = 0; i < available.Count; i++) - { - if (available[i] != currentConfiguration[catagory]) continue; - if (next) - element = i < available.Count - 1 ? available[i + 1] : available[0]; - else - element = i > 0 ? available[i - 1] : available[available.Count - 1]; - break; - } - currentConfiguration[catagory] = element; - UpdateAssetbundlesAlreadyDownloaded(); - } - - public static CharacterGenerator CreateWithRandomConfig(string character) - { - CharacterGenerator gen = new CharacterGenerator(); - gen.PrepareRandomConfig(character); - return gen; - } - - WWW CurrentCharacterBase - { - get - { - if (!characterBaseWWWs.ContainsKey(currentCharacter)) - characterBaseWWWs.Add(currentCharacter, new WWW(CharacterElement.AssetbundleBaseURL + currentCharacter + "_characterbase.assetbundle")); - return characterBaseWWWs[currentCharacter]; - } - } - - public bool ConfigReady - { - get - { - if (!CurrentCharacterBase.isDone) return false; - - if (!characterBaseRequests.ContainsKey(currentCharacter)) - characterBaseRequests.Add(currentCharacter, CurrentCharacterBase.assetBundle.LoadAssetAsync("characterbase", typeof(GameObject))); - - if (!characterBaseRequests[currentCharacter].isDone) return false; - - foreach (CharacterElement c in currentConfiguration.Values) - if (!c.IsLoaded) return false; - - return true; - } - } - - public float CurrentConfigProgress - { - get - { - float toDownload = currentConfiguration.Count + 1 - assetbundlesAlreadyDownloaded; - if (toDownload == 0) return 1; - float progress = CurrentCharacterBase.progress; - foreach (CharacterElement e in currentConfiguration.Values) - progress += e.WWW.progress; - return (progress - assetbundlesAlreadyDownloaded) / toDownload; - } - } - - public string GetConfig() - { - string s = currentCharacter; - foreach (KeyValuePair category in currentConfiguration) - s += "|" + category.Key + "|" + category.Value.name; - return s; - } - - public void PrepareConfig(string config) - { - config = config.ToLower(); - string[] settings = config.Split('|'); - currentCharacter = settings[0]; - currentConfiguration = new Dictionary(); - for (int i = 1; i < settings.Length; ) - { - string categoryName = settings[i++]; - string elementName = settings[i++]; - CharacterElement element = null; - foreach (CharacterElement e in sortedElements[currentCharacter][categoryName]) - { - if (e.name != elementName) continue; - element = e; - break; - } - if (element == null) throw new System.Exception("未找到Element: " + elementName); - currentConfiguration.Add(categoryName, element); - } - UpdateAssetbundlesAlreadyDownloaded(); - } - - public static CharacterGenerator CreateWithConfig(string config) - { - CharacterGenerator gen = new CharacterGenerator(); - gen.PrepareConfig(config); - return gen; - } -} diff --git a/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs.meta b/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs.meta deleted file mode 100644 index f42fbfcb6..000000000 --- a/ChangeCharacter/Assets/Plugins/CharacterGenerator.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 873edb70a4572c94b85d74089ebb392f -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/Editor.meta b/ChangeCharacter/Assets/Plugins/Editor.meta deleted file mode 100644 index cccd31538..000000000 --- a/ChangeCharacter/Assets/Plugins/Editor.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 69f5c06c78dc0cc44a4b5cec080865e1 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs b/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs deleted file mode 100644 index 91db48161..000000000 --- a/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs +++ /dev/null @@ -1,156 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System.Collections.Generic; -using System.IO; -using Object = UnityEngine.Object; - -public class CreateAssetBundles -{ - static string AssetbundlePath = "Assets" + Path.DirectorySeparatorChar + "assetbundles" + Path.DirectorySeparatorChar; - - [MenuItem("Character Generator/Create Assetbundles")] - static void Execute() - { - bool createdBundle = false; - foreach (Object o in Selection.GetFiltered(typeof (Object), SelectionMode.DeepAssets)) - { - if (!(o is GameObject)) continue; - if (o.name.Contains("@")) continue; - if (!AssetDatabase.GetAssetPath(o).Contains("/characters/")) continue; - - // 将选中对象转为GameObject对象 - GameObject characterFBX = (GameObject)o; - string name = characterFBX.name.ToLower(); - CreateCharacterBaseAssetBundle(characterFBX, name); - CreatePartAssetBundles(characterFBX, name); - - createdBundle = true; - } - - if(! createdBundle) - { - EditorUtility.DisplayDialog("Character Generator", - "未生成Assetbundle.请选择Project视图中的characters文件夹来生成所有角色或者选择单个子目录生成选定角色", "OK"); - return; - } - - CreateElementDatabaseBundles (); - } - - static void CreateCharacterBaseAssetBundle(GameObject fbx, string name) - { - // 若AssetBundle目录不存在则创建之 - if (!Directory.Exists(AssetbundlePath)) - Directory.CreateDirectory(AssetbundlePath); - - // 若AssetbundlePath下已包含assetbundle文件则删除之 - string[] existingAssetbundles = Directory.GetFiles(AssetbundlePath); - foreach (string bundle in existingAssetbundles) - { - if (bundle.EndsWith(".assetbundle") && bundle.Contains("/assetbundles/" + name)) - File.Delete(bundle); - } - - GameObject characterClone = (GameObject)Object.Instantiate(fbx); - - foreach (Animation a in characterClone.GetComponentsInChildren()) - a.cullingType = AnimationCullingType.AlwaysAnimate; - - foreach (SkinnedMeshRenderer smr in characterClone.GetComponentsInChildren()) - Object.DestroyImmediate(smr.gameObject); - - //生成Male_characterbase.assetbundle和Female_characterbase.assetbundle - characterClone.AddComponent(); - - Object characterBasePrefab = GetPrefab(characterClone, "characterbase"); - string path = AssetbundlePath + name + "_characterbase.assetbundle"; - BuildPipeline.BuildAssetBundle(characterBasePrefab, null, path, BuildAssetBundleOptions.CollectDependencies,BuildTarget.StandaloneWindows); - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(characterBasePrefab)); - } - - static void CreatePartAssetBundles(GameObject fbx, string name) - { - List materials = EditorHelpers.CollectAll(MaterialsPath(fbx)); - - foreach (SkinnedMeshRenderer smr in fbx.GetComponentsInChildren(true)) - { - List toinclude = new List(); - - GameObject rendererClone = (GameObject)PrefabUtility.InstantiatePrefab(smr.gameObject); - GameObject rendererParent = rendererClone.transform.parent.gameObject; - rendererClone.transform.parent = null; - Object.DestroyImmediate(rendererParent); - Object rendererPrefab = GetPrefab(rendererClone, "rendererobject"); - toinclude.Add(rendererPrefab); - - // 若材质对象名称中包含子对象的名称(如eyes、face-1、face-2等则 - // 视将材质对象加入列表。这里注意每个toinclude对象与一个 - // SkinnedMeshRenderer对象对应,即与FBX对象的子对象对应。 - foreach (Material m in materials) - if (m.name.Contains(smr.name.ToLower())) - toinclude.Add(m); - - List boneNames = new List(); - foreach (Transform t in smr.bones) - boneNames.Add(t.name); - - string stringholderpath = "Assets/bonenames.asset"; - StringHolder holder = ScriptableObject.CreateInstance (); - holder.content = boneNames.ToArray(); - AssetDatabase.CreateAsset(holder, stringholderpath); - toinclude.Add(AssetDatabase.LoadAssetAtPath(stringholderpath, typeof (StringHolder))); - - string bundleName = name + "_" + smr.name.ToLower(); - string path = AssetbundlePath + bundleName + ".assetbundle"; - BuildPipeline.BuildAssetBundle(null, toinclude.ToArray(), path, BuildAssetBundleOptions.CollectDependencies,BuildTarget.StandaloneWindows); - - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(rendererPrefab)); - AssetDatabase.DeleteAsset(stringholderpath); - } - } - - static Object GetPrefab(GameObject go, string name) - { - Object tempPrefab = PrefabUtility.CreateEmptyPrefab("Assets/" + name + ".prefab"); - tempPrefab = PrefabUtility.ReplacePrefab(go, tempPrefab); - Object.DestroyImmediate(go); - return tempPrefab; - } - - public static string MaterialsPath(GameObject character) - { - string root = AssetDatabase.GetAssetPath(character); - return root.Substring(0, root.LastIndexOf("/") + 1) + "Per Texture Materials"; - } - - static void CreateElementDatabaseBundles () - { - List characterElements = new List(); - - string[] assetbundles = Directory.GetFiles(AssetbundlePath); - string[] materials = Directory.GetFiles("Assets/CharacterCustomization/characters", "*.mat", SearchOption.AllDirectories); - foreach (string material in materials) - { - foreach (string bundle in assetbundles) - { - FileInfo bundleFI = new FileInfo(bundle); - FileInfo materialFI = new FileInfo(material); - string bundleName = bundleFI.Name.Replace(".assetbundle", ""); - if (!materialFI.Name.StartsWith(bundleName)) continue; - if (!material.Contains("Per Texture Materials")) continue; - characterElements.Add(new CharacterElement(materialFI.Name.Replace(".mat", ""), bundleFI.Name)); - break; - } - } - - CharacterElementHolder t = ScriptableObject.CreateInstance (); - t.content = characterElements; - - string p = "Assets/CharacterElementDatabase.asset"; - AssetDatabase.CreateAsset(t, p); - Object o = AssetDatabase.LoadAssetAtPath(p, typeof(CharacterElementHolder)); - - BuildPipeline.BuildAssetBundle(o, null, AssetbundlePath + "CharacterElementDatabase.assetbundle",BuildAssetBundleOptions.CollectDependencies,BuildTarget.StandaloneWindows); - AssetDatabase.DeleteAsset(p); - } -} diff --git a/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs.meta b/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs.meta deleted file mode 100644 index 499a1ac0a..000000000 --- a/ChangeCharacter/Assets/Plugins/Editor/CreateAssetBundles.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 8b91b58cb43ffbd4d95321088f5b7bd8 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/Editor/EditorHelper.cs b/ChangeCharacter/Assets/Plugins/Editor/EditorHelper.cs deleted file mode 100644 index 72575c2c1..000000000 --- a/ChangeCharacter/Assets/Plugins/Editor/EditorHelper.cs +++ /dev/null @@ -1,26 +0,0 @@ -using System; -using UnityEngine; -using UnityEditor; -using System.IO; -using System.Collections.Generic; -using Object = UnityEngine.Object; - -class EditorHelpers -{ - // 找到目录下指定类型的对象列表 - public static List CollectAll(string path) where T : Object - { - List l = new List(); - string[] files = Directory.GetFiles(path); - - foreach (string file in files) - { - if (file.Contains(".meta")) continue; - T asset = (T) AssetDatabase.LoadAssetAtPath(file, typeof(T)); - if (asset == null) throw new Exception("Asset 不属于类型" + typeof(T) + ": " + file); - l.Add(asset); - } - return l; - } -} - diff --git a/ChangeCharacter/Assets/Plugins/Editor/EditorHelper.cs.meta b/ChangeCharacter/Assets/Plugins/Editor/EditorHelper.cs.meta deleted file mode 100644 index 2c1ff6b31..000000000 --- a/ChangeCharacter/Assets/Plugins/Editor/EditorHelper.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: b607deb6c2ce0b54287fe8bcc867af0d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ChangeCharacter/Assets/Plugins/StringHolder.cs b/ChangeCharacter/Assets/Plugins/StringHolder.cs deleted file mode 100644 index 5d1f9a35a..000000000 --- a/ChangeCharacter/Assets/Plugins/StringHolder.cs +++ /dev/null @@ -1,7 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class StringHolder : ScriptableObject -{ - public string[] content; -} diff --git a/ChangeCharacter/Assets/Plugins/StringHolder.cs.meta b/ChangeCharacter/Assets/Plugins/StringHolder.cs.meta deleted file mode 100644 index fd1755571..000000000 --- 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- void Update() - { - if(generator == null) return; - if(usingLatestConfig) return; - if(!generator.ConfigReady) return; - - usingLatestConfig = true; - - if (newCharacterRequested) - { - //新角色的加载过程 - Destroy(character); - character = generator.Generate(); - Animation a = character.GetComponent(); - a.Play("idle1"); - a["idle1"].wrapMode = WrapMode.Loop; - newCharacterRequested = false; - - if (!firstCharacter) return; - firstCharacter = false; - if(a["walkin"] == null) return; - a["walkin"].layer = 1 ; - a["walkin"].weight = 1; - a.CrossFade("walkin", 0.8f); - character.GetComponent().updateWhenOffscreen = true; - } - else - { - //不加载新角色,更新角色部件的过程 - character = generator.Generate(character); - if (nonLoopingAnimationToPlay == null) return; - Animation a = character.GetComponent(); - a[nonLoopingAnimationToPlay].layer = 1; - a[nonLoopingAnimationToPlay].weight = 1; - a.CrossFade(nonLoopingAnimationToPlay, 0.8f); - nonLoopingAnimationToPlay = null; - } - } - - void ChangeCharacter(bool next) - { - generator.ChangeCharacter(next); - usingLatestConfig = false; - newCharacterRequested = true; - } - - void ChangeElement(string catagory, bool next, string anim) - { - generator.ChangeElement(catagory, next); - usingLatestConfig = false; - - if (!character.GetComponent().IsPlaying(anim)) - nonLoopingAnimationToPlay = anim; - } - - void AddCategory(string category, string displayName, string anim) - { - GUILayout.BeginHorizontal(); - if (GUILayout.Button("<", GUILayout.Width(buttonWidth))) - ChangeElement(category, false, anim); - - GUILayout.Box(displayName, GUILayout.Width(typeWidth)); - - if (GUILayout.Button(">", GUILayout.Width(buttonWidth))) - ChangeElement(category, true, anim); - GUILayout.EndHorizontal(); - } - - void OnGUI() - { - - if (generator == null) return; - GUI.enabled = usingLatestConfig && !character.GetComponent().IsPlaying("walkin"); - - GUILayout.BeginArea(new Rect(10, 10, typeWidth + 2 * buttonWidth + 8, 500)); - // 1. 添加切换角色按钮; - GUILayout.BeginHorizontal(); - if (GUILayout.Button("<", GUILayout.Width(buttonWidth))) - ChangeCharacter(false); - GUILayout.Box("角色", GUILayout.Width(typeWidth)); - if (GUILayout.Button(">", GUILayout.Width(buttonWidth))) - ChangeCharacter(true); - GUILayout.EndHorizontal(); - - // 2. 添加切换角色身体部件按钮; - AddCategory("face", "头", null); - AddCategory("hair", "头发", null); - AddCategory("eyes", "眼睛", null); - AddCategory("top", "身体", "item_shirt"); - AddCategory("pants", "腿", "item_pants"); - AddCategory("shoes", "脚", "item_boots"); - - // 3. 添加保存和删除设置按钮; - if (GUILayout.Button("保存设置")) - PlayerPrefs.SetString(prefName, generator.GetConfig()); - - if (GUILayout.Button("删除设置")) - PlayerPrefs.DeleteKey(prefName); - - GUI.enabled = true; - if (!usingLatestConfig) - { - float progress = generator.CurrentConfigProgress; - string status = "加载中"; - if (progress != 1) status = "下载中" + (int)(progress * 100) + "%"; - GUILayout.Box(status); - } - - GUILayout.EndArea(); - } -} diff --git 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a/ChangeCharacter/README.md +++ /dev/null @@ -1,8 +0,0 @@ -## 人物换装系统 ---- -### 简介 -一个简单的人物换装系统,主要练习编辑器拓展,AssetBundle的使用,Shader练习   -### 预览 -![](./Previews/1.png) -![](./Previews/2.png) -![](./Previews/3.png) diff --git a/CircusGameOnFC/Assets/Resources.meta b/CircusGameOnFC/Assets/Resources.meta deleted file mode 100644 index 9a908f3ef..000000000 --- a/CircusGameOnFC/Assets/Resources.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: bb0806db892c1ed4eb98e6c5123d686e -folderAsset: yes -timeCreated: 1508074346 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Resources/Animator.meta b/CircusGameOnFC/Assets/Resources/Animator.meta deleted file mode 100644 index 396b9a5a3..000000000 --- a/CircusGameOnFC/Assets/Resources/Animator.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 016bf4be44731104cb4f4ee892a32412 -folderAsset: yes -timeCreated: 1508682513 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Resources/Animator/FireCircle1.anim b/CircusGameOnFC/Assets/Resources/Animator/FireCircle1.anim deleted file mode 100644 index 53b33811e..000000000 Binary files a/CircusGameOnFC/Assets/Resources/Animator/FireCircle1.anim and /dev/null differ diff --git a/CircusGameOnFC/Assets/Resources/Animator/FireCircle1.anim.meta b/CircusGameOnFC/Assets/Resources/Animator/FireCircle1.anim.meta deleted file mode 100644 index 25bb9ce93..000000000 --- a/CircusGameOnFC/Assets/Resources/Animator/FireCircle1.anim.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4f0b955de0706ec409dfacc75a9f1ee9 -timeCreated: 1509202959 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Resources/Animator/FireCircle2.anim b/CircusGameOnFC/Assets/Resources/Animator/FireCircle2.anim deleted file mode 100644 index 9482d79af..000000000 Binary files a/CircusGameOnFC/Assets/Resources/Animator/FireCircle2.anim and /dev/null differ diff --git a/CircusGameOnFC/Assets/Resources/Animator/FireCircle2.anim.meta b/CircusGameOnFC/Assets/Resources/Animator/FireCircle2.anim.meta deleted file mode 100644 index c1271e0c9..000000000 --- a/CircusGameOnFC/Assets/Resources/Animator/FireCircle2.anim.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: dc81a7da172d13e45b0d55d2461f6ecd -timeCreated: 1509203922 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Resources/Animator/die.anim b/CircusGameOnFC/Assets/Resources/Animator/die.anim deleted file mode 100644 index be04a1d70..000000000 Binary files a/CircusGameOnFC/Assets/Resources/Animator/die.anim and /dev/null differ diff --git a/CircusGameOnFC/Assets/Resources/Animator/die.anim.meta b/CircusGameOnFC/Assets/Resources/Animator/die.anim.meta deleted file mode 100644 index d4a13d106..000000000 --- a/CircusGameOnFC/Assets/Resources/Animator/die.anim.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4f9bf6a231fe0354e9941271909c59f4 -timeCreated: 1508682903 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Resources/Animator/idle.anim b/CircusGameOnFC/Assets/Resources/Animator/idle.anim deleted file mode 100644 index a4a081e36..000000000 Binary files a/CircusGameOnFC/Assets/Resources/Animator/idle.anim and /dev/null differ diff --git a/CircusGameOnFC/Assets/Resources/Animator/idle.anim.meta b/CircusGameOnFC/Assets/Resources/Animator/idle.anim.meta deleted file mode 100644 index 19d4e8cc4..000000000 --- a/CircusGameOnFC/Assets/Resources/Animator/idle.anim.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a790895f55250754589fab9e611d301b -timeCreated: 1508682867 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Resources/Animator/jump.anim b/CircusGameOnFC/Assets/Resources/Animator/jump.anim deleted file mode 100644 index 3b5910038..000000000 Binary files a/CircusGameOnFC/Assets/Resources/Animator/jump.anim and /dev/null differ diff --git a/CircusGameOnFC/Assets/Resources/Animator/jump.anim.meta b/CircusGameOnFC/Assets/Resources/Animator/jump.anim.meta deleted file mode 100644 index b7cb329e8..000000000 --- a/CircusGameOnFC/Assets/Resources/Animator/jump.anim.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: acb83682a15915b4d962bb54b7a6dad1 -timeCreated: 1508682891 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Resources/Animator/run.anim b/CircusGameOnFC/Assets/Resources/Animator/run.anim deleted file mode 100644 index bbf9d4368..000000000 Binary files a/CircusGameOnFC/Assets/Resources/Animator/run.anim and /dev/null differ diff --git a/CircusGameOnFC/Assets/Resources/Animator/run.anim.meta b/CircusGameOnFC/Assets/Resources/Animator/run.anim.meta deleted file mode 100644 index c1234141b..000000000 --- a/CircusGameOnFC/Assets/Resources/Animator/run.anim.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 83aabe75b7a65bc4083e679bb5afe69f -timeCreated: 1508682483 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git "a/CircusGameOnFC/Assets/Resources/Animator/\345\260\217\344\270\2212.controller" "b/CircusGameOnFC/Assets/Resources/Animator/\345\260\217\344\270\2212.controller" deleted file mode 100644 index 71e2eebee..000000000 Binary files "a/CircusGameOnFC/Assets/Resources/Animator/\345\260\217\344\270\2212.controller" and /dev/null differ diff --git "a/CircusGameOnFC/Assets/Resources/Animator/\345\260\217\344\270\2212.controller.meta" "b/CircusGameOnFC/Assets/Resources/Animator/\345\260\217\344\270\2212.controller.meta" deleted file mode 100644 index 20c9791b1..000000000 --- "a/CircusGameOnFC/Assets/Resources/Animator/\345\260\217\344\270\2212.controller.meta" +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: aa0094c443a10ab488a51c1ed3367129 -timeCreated: 1508682483 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git "a/CircusGameOnFC/Assets/Resources/Animator/\347\201\253\345\234\210a1.controller" "b/CircusGameOnFC/Assets/Resources/Animator/\347\201\253\345\234\210a1.controller" deleted file mode 100644 index f3d3aaf38..000000000 Binary files "a/CircusGameOnFC/Assets/Resources/Animator/\347\201\253\345\234\210a1.controller" and /dev/null differ diff --git "a/CircusGameOnFC/Assets/Resources/Animator/\347\201\253\345\234\210a1.controller.meta" "b/CircusGameOnFC/Assets/Resources/Animator/\347\201\253\345\234\210a1.controller.meta" deleted file mode 100644 index d9308cc1b..000000000 --- "a/CircusGameOnFC/Assets/Resources/Animator/\347\201\253\345\234\210a1.controller.meta" +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 14ac2a6c4767afd41b659ceb732c8564 -timeCreated: 1509202959 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git "a/CircusGameOnFC/Assets/Resources/Animator/\347\201\253\345\234\210a1f.controller" "b/CircusGameOnFC/Assets/Resources/Animator/\347\201\253\345\234\210a1f.controller" deleted file mode 100644 index 232b73c52..000000000 Binary files "a/CircusGameOnFC/Assets/Resources/Animator/\347\201\253\345\234\210a1f.controller" and /dev/null differ diff --git "a/CircusGameOnFC/Assets/Resources/Animator/\347\201\253\345\234\210a1f.controller.meta" "b/CircusGameOnFC/Assets/Resources/Animator/\347\201\253\345\234\210a1f.controller.meta" deleted file mode 100644 index 70bd41216..000000000 --- "a/CircusGameOnFC/Assets/Resources/Animator/\347\201\253\345\234\210a1f.controller.meta" +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e8d91be0cfd6a674393250d11b69c443 -timeCreated: 1509203923 -licenseType: Pro -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Resources/Audios.meta b/CircusGameOnFC/Assets/Resources/Audios.meta deleted file mode 100644 index d45f994d6..000000000 --- a/CircusGameOnFC/Assets/Resources/Audios.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: f8c3af60e2c37ac4da6064a851e3b44c -folderAsset: yes -timeCreated: 1508166385 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git "a/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\345\244\261\350\264\245\351\237\263\344\271\220.wav" "b/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\345\244\261\350\264\245\351\237\263\344\271\220.wav" deleted file mode 100644 index 8ae1bfe7b..000000000 Binary files "a/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\345\244\261\350\264\245\351\237\263\344\271\220.wav" and /dev/null differ diff --git "a/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\345\244\261\350\264\245\351\237\263\344\271\220.wav.meta" "b/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\345\244\261\350\264\245\351\237\263\344\271\220.wav.meta" deleted file mode 100644 index 978c732df..000000000 --- "a/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\345\244\261\350\264\245\351\237\263\344\271\220.wav.meta" +++ /dev/null @@ -1,23 +0,0 @@ -fileFormatVersion: 2 -guid: 3fdb5341a53cf1b4abca86c1eb3b3f60 -timeCreated: 1507512745 -licenseType: Pro -AudioImporter: - serializedVersion: 6 - defaultSettings: - loadType: 0 - sampleRateSetting: 0 - sampleRateOverride: 44100 - compressionFormat: 1 - quality: 1 - conversionMode: 0 - platformSettingOverrides: {} - forceToMono: 0 - normalize: 1 - preloadAudioData: 1 - loadInBackground: 0 - ambisonic: 0 - 3D: 1 - userData: - assetBundleName: - assetBundleVariant: diff --git "a/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\347\242\260\346\222\236\351\237\263\346\225\210.wav" "b/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\347\242\260\346\222\236\351\237\263\346\225\210.wav" deleted file mode 100644 index 13b252ecd..000000000 Binary files "a/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\347\242\260\346\222\236\351\237\263\346\225\210.wav" and /dev/null differ diff --git "a/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\347\242\260\346\222\236\351\237\263\346\225\210.wav.meta" "b/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\347\242\260\346\222\236\351\237\263\346\225\210.wav.meta" deleted file mode 100644 index 88c7e7d6c..000000000 --- "a/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\347\242\260\346\222\236\351\237\263\346\225\210.wav.meta" +++ /dev/null @@ -1,23 +0,0 @@ -fileFormatVersion: 2 -guid: b83d775324dde5f4d83c6f0745de3d9f -timeCreated: 1507512746 -licenseType: Pro -AudioImporter: - serializedVersion: 6 - defaultSettings: - loadType: 0 - sampleRateSetting: 0 - sampleRateOverride: 44100 - compressionFormat: 1 - quality: 1 - conversionMode: 0 - platformSettingOverrides: {} - forceToMono: 0 - normalize: 1 - preloadAudioData: 1 - loadInBackground: 0 - ambisonic: 0 - 3D: 1 - userData: - assetBundleName: - assetBundleVariant: diff --git "a/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\350\203\214\346\231\257\351\237\263\344\271\220.wav" "b/CircusGameOnFC/Assets/Resources/Audios/\351\251\254\346\210\217\345\233\242\350\203\214\346\231\257\351\237\263\344\271\220.wav" deleted file mode 100644 index e07b04d04..000000000 Binary files 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index db093b7bf..000000000 --- a/CircusGameOnFC/Assets/Scenes/Main.unity.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f0ca33f881f64b24f8203054139cb338 -timeCreated: 1508167580 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Scripts.meta b/CircusGameOnFC/Assets/Scripts.meta deleted file mode 100644 index 7f8e6d775..000000000 --- a/CircusGameOnFC/Assets/Scripts.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 05c21e631b027174396fbfc4d8884644 -folderAsset: yes -timeCreated: 1508074339 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Scripts/AudioManager.cs b/CircusGameOnFC/Assets/Scripts/AudioManager.cs deleted file mode 100644 index dee396425..000000000 --- a/CircusGameOnFC/Assets/Scripts/AudioManager.cs +++ /dev/null @@ -1,54 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class AudioManager : MonoBehaviour -{ - - private static AudioManager audioManager = null; - private AudioSource audioSource; - - [SerializeField] - private AudioClip audioDieA; - [SerializeField] - private AudioClip audioDieB; - [SerializeField] - private AudioClip audioJump; - // Use this for initialization - void Start() - { - audioManager = this; - audioSource = this.GetComponent(); - } - - public static AudioManager GetInstance() - { - return audioManager; - } - - public void PlayJumpEffect() - { - if (audioJump != null) - { - audioSource.PlayOneShot(audioJump); - } - } - - public void PlayDieEffect() - { - if (audioDieA != null) - { - audioSource.Stop(); - audioSource.PlayOneShot(audioDieA); - Invoke("PlayDieEffectB", 1.0f); - } - } - - private void PlayDieEffectB() - { - if (audioDieB != null) - { - audioSource.PlayOneShot(audioDieB); - } - } -} diff --git a/CircusGameOnFC/Assets/Scripts/AudioManager.cs.meta b/CircusGameOnFC/Assets/Scripts/AudioManager.cs.meta deleted file mode 100644 index 96eb0d725..000000000 --- a/CircusGameOnFC/Assets/Scripts/AudioManager.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: e839f20327ac7f04f84371b424f5fa4a -timeCreated: 1508338269 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Scripts/BgController.cs b/CircusGameOnFC/Assets/Scripts/BgController.cs deleted file mode 100644 index eedd402a7..000000000 --- a/CircusGameOnFC/Assets/Scripts/BgController.cs +++ /dev/null @@ -1,57 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class BgController : MonoBehaviour -{ - private Material material; - private float rollOffset = 0f; - public float RollSpeed; - - // Use this for initialization - void Start() - { - this.material = this.GetComponent().material; - } - - /// - /// 滚动地图 - /// - public void RollingMap(Direction direction) - { - if (Direction.Left == direction) - { - this.material.SetTextureOffset("_MainTex", new Vector2(rollOffset -= RollSpeed * Time.deltaTime, 0)); - } - else if (Direction.Right == direction) - { - this.material.SetTextureOffset("_MainTex", new Vector2(rollOffset += RollSpeed * Time.deltaTime, 0)); - } - } - - void Update() - { - if (Input.GetKey(KeyCode.A)) - { - RollingMap(Direction.Left); - } - else if (Input.GetKey(KeyCode.D)) - { - RollingMap(Direction.Right); - } - } - - - -} - -/// -/// 移动方向的枚举 -/// -public enum Direction : byte -{ - UP, - Down, - Left, - Right, -} diff --git a/CircusGameOnFC/Assets/Scripts/BgController.cs.meta b/CircusGameOnFC/Assets/Scripts/BgController.cs.meta deleted file mode 100644 index 2e5697554..000000000 --- a/CircusGameOnFC/Assets/Scripts/BgController.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 020304cd42878884fa0e1ca207f45fb9 -timeCreated: 1508165947 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Scripts/FireCircleController.cs b/CircusGameOnFC/Assets/Scripts/FireCircleController.cs deleted file mode 100644 index 1bc5f7d27..000000000 --- a/CircusGameOnFC/Assets/Scripts/FireCircleController.cs +++ /dev/null @@ -1,29 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class FireCircleController : MonoBehaviour -{ - - private PlayerController playerController; - public float Speed; - // Use this for initialization - void Start() - { - playerController = GameObject.FindGameObjectWithTag("Player").GetComponent(); - } - - // Update is called once per frame - void Update() - { - if (playerController.Hp <= 0) - { - return; - } - this.transform.Translate(Vector3.left * Time.deltaTime * Speed); - if (this.transform.position.x <= -2.0f) - { - Destroy(this.gameObject); - } - } -} diff --git a/CircusGameOnFC/Assets/Scripts/FireCircleController.cs.meta b/CircusGameOnFC/Assets/Scripts/FireCircleController.cs.meta deleted file mode 100644 index 4118bc93a..000000000 --- a/CircusGameOnFC/Assets/Scripts/FireCircleController.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: cdffed0080c904047a9ae8c4080dbfe4 -timeCreated: 1509204114 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs b/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs deleted file mode 100644 index 9cf57ad74..000000000 --- a/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs +++ /dev/null @@ -1,35 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class FireCircleFactory : MonoBehaviour -{ - - private GameObject fireCirclePrefab; - private PlayerController playerController; - private float spawnTime = 0f; - // Use this for initialization - void Start () - { - playerController = GameObject.FindGameObjectWithTag("Player").GetComponent(); - if (null == fireCirclePrefab) - { - fireCirclePrefab = Resources.Load("Prefabs/FireCircle"); - } - spawnTime = Random.Range(1.5f, 2.5f); - } - - // Update is called once per frame - void Update () { - - if(playerController.Hp<=0)return; - - spawnTime -= Time.deltaTime; - if (spawnTime <= 0) - { - Instantiate(fireCirclePrefab, transform.position, Quaternion.identity); - spawnTime = Random.Range(1.5f, 2.5f); - } - - } -} diff --git a/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs.meta b/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs.meta deleted file mode 100644 index 1c778dfb2..000000000 --- a/CircusGameOnFC/Assets/Scripts/FireCircleFactory.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 1cb34bfbcccaf154995a005487c9a050 -timeCreated: 1509288939 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/Assets/Scripts/PlayerController.cs b/CircusGameOnFC/Assets/Scripts/PlayerController.cs deleted file mode 100644 index 222403b1f..000000000 --- a/CircusGameOnFC/Assets/Scripts/PlayerController.cs +++ /dev/null @@ -1,86 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class PlayerController : MonoBehaviour -{ - - private Animator animator; - private Rigidbody2D rigidbody2D; - private bool isGround; - public BgController bgController; - - public int Hp - { - get; - set; - } - - // Use this for initialization - void Start() - { - animator = this.GetComponent(); - rigidbody2D = this.GetComponent(); - Hp = 1; - } - - // Update is called once per frame - void Update() - { - float horizontal = Input.GetAxis("Horizontal"); - if (horizontal != 0) - { - if (horizontal > 0) - { - bgController.RollingMap(Direction.Right); - } - else if (horizontal < 0) - { - bgController.RollingMap(Direction.Left); - } - animator.SetBool("IsRun", true); - } - else - { - animator.SetBool("IsRun", false); - } - - if (Input.GetKeyDown(KeyCode.Space) && isGround) - { - animator.SetBool("IsJump", true); - rigidbody2D.AddForce(Vector2.up * 170); - AudioManager.GetInstance().PlayJumpEffect(); - } - } - - public void OnCollisionEnter2D(Collision2D collision) - { - if (collision.collider.CompareTag("Ground")) - { - isGround = true; - animator.SetBool("IsJump", false); - } - } - - public void OnCollisionExit2D(Collision2D collision) - { - if (collision.collider.CompareTag("Ground")) - { - isGround = false; - } - - } - - public void OnTriggerEnter2D(Collider2D collision) - { - if (collision.CompareTag("FireCircle")) - { - Hp--; - this.rigidbody2D.Sleep(); - AudioManager.GetInstance().PlayDieEffect(); - animator.SetBool("IsDie",true); - } - } - - -} diff --git a/CircusGameOnFC/Assets/Scripts/PlayerController.cs.meta b/CircusGameOnFC/Assets/Scripts/PlayerController.cs.meta deleted file mode 100644 index 6871879e4..000000000 --- a/CircusGameOnFC/Assets/Scripts/PlayerController.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 21e161bddf37bfa47a88702e2d6b888d -timeCreated: 1508859778 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/CircusGameOnFC/CircusGameOnFC.CSharp.csproj b/CircusGameOnFC/CircusGameOnFC.CSharp.csproj deleted file mode 100644 index c946d5f38..000000000 --- a/CircusGameOnFC/CircusGameOnFC.CSharp.csproj +++ /dev/null @@ -1,85 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B} - Library - Assembly-CSharp - 512 - {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} - .NETFramework - v3.5 - Unity Subset v3.5 - - Game:1 - StandaloneWindows:5 - 5.5.0f3 - - 4 - - - pdbonly - false - Temp\UnityVS_bin\Debug\ - Temp\UnityVS_obj\Debug\ - prompt - 4 - DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE - false - - - pdbonly - false - Temp\UnityVS_bin\Release\ - Temp\UnityVS_obj\Release\ - prompt - 4 - TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE - false - - - - - - - - - - - - Library\UnityAssemblies\UnityEngine.dll - - - Library\UnityAssemblies\UnityEngine.UI.dll - - - Library\UnityAssemblies\UnityEngine.Networking.dll - - - Library\UnityAssemblies\UnityEngine.PlaymodeTestsRunner.dll - - - Library\UnityAssemblies\UnityEngine.Analytics.dll - - - Library\UnityAssemblies\UnityEngine.HoloLens.dll - - - Library\UnityAssemblies\UnityEngine.VR.dll - - - Library\UnityAssemblies\UnityEditor.dll - - - - - - - - - - - diff --git a/CircusGameOnFC/CircusGameOnFC.sln b/CircusGameOnFC/CircusGameOnFC.sln deleted file mode 100644 index c0fbf4529..000000000 --- a/CircusGameOnFC/CircusGameOnFC.sln +++ /dev/null @@ -1,20 +0,0 @@ - -Microsoft Visual Studio Solution File, Format Version 12.00 -# Visual Studio 2013 -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "CircusGameOnFC.CSharp", "CircusGameOnFC.CSharp.csproj", "{5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}.Debug|Any CPU.Build.0 = Debug|Any CPU - {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}.Release|Any CPU.ActiveCfg = Release|Any CPU - {5BDC8DF1-F61B-3886-20B0-2A425DC1BE1B}.Release|Any CPU.Build.0 = Release|Any CPU - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection -EndGlobal diff --git a/CircusGameOnFC/Previews/preview1.png b/CircusGameOnFC/Previews/preview1.png deleted file mode 100644 index 114b4fce8..000000000 Binary files a/CircusGameOnFC/Previews/preview1.png and /dev/null differ diff --git a/CircusGameOnFC/Previews/preview2.png b/CircusGameOnFC/Previews/preview2.png deleted file mode 100644 index d728a4041..000000000 Binary files a/CircusGameOnFC/Previews/preview2.png and /dev/null differ diff --git a/CircusGameOnFC/Previews/preview3.png b/CircusGameOnFC/Previews/preview3.png deleted file mode 100644 index d32444c97..000000000 Binary files a/CircusGameOnFC/Previews/preview3.png and /dev/null differ diff --git a/CircusGameOnFC/Previews/preview4.png b/CircusGameOnFC/Previews/preview4.png deleted file mode 100644 index 9e14f004c..000000000 Binary files a/CircusGameOnFC/Previews/preview4.png and /dev/null differ diff --git a/CircusGameOnFC/ProjectSettings/EditorSettings.asset b/CircusGameOnFC/ProjectSettings/EditorSettings.asset deleted file mode 100644 index 626c342ba..000000000 Binary files a/CircusGameOnFC/ProjectSettings/EditorSettings.asset and /dev/null differ diff --git a/CircusGameOnFC/ProjectSettings/ProjectSettings.asset b/CircusGameOnFC/ProjectSettings/ProjectSettings.asset deleted file mode 100644 index 4b7308caa..000000000 Binary files a/CircusGameOnFC/ProjectSettings/ProjectSettings.asset and /dev/null differ diff --git a/CircusGameOnFC/ProjectSettings/TagManager.asset b/CircusGameOnFC/ProjectSettings/TagManager.asset deleted file mode 100644 index e8306ccd2..000000000 Binary files a/CircusGameOnFC/ProjectSettings/TagManager.asset and /dev/null differ diff --git a/CircusGameOnFC/README.md b/CircusGameOnFC/README.md deleted file mode 100644 index 0c9b13102..000000000 --- a/CircusGameOnFC/README.md +++ /dev/null @@ -1,9 +0,0 @@ -## 仿写FC上的马戏团 - -### 开发环境 -* Unity5.5.0 + VS2013 -### 预览 -![](./Previews/preview1.png) -![](./Previews/preview2.png) -![](./Previews/preview3.png) -![](./Previews/preview4.png) diff --git a/Crack/README.md b/Crack/README.md new file mode 100644 index 000000000..d61bb73e8 --- /dev/null +++ b/Crack/README.md @@ -0,0 +1,94 @@ +## 加密与破解研究 + +* [awesome-game-security](https://github.com/gmh5225/awesome-game-security) +* [BadCode 恶意代码逃逸源代码](https://github.com/Rvn0xsy/BadCode) + +### 破解 +>* [AssetStudio](https://github.com/zhangjiequan/AssetStudio) +>* [game-hacking Tutorials, tools, and more as related to reverse engineering video games](https://github.com/dsasmblr/game-hacking) +>* [超简单的il2cpp游戏修改教程](https://www.perfare.net/659.html) +>* [unity游戏生成与修改so文件教程](https://www.52pojie.cn/thread-618515-1-1.html) +>* [游戏资源破解提取系列博客](https://blog.csdn.net/BlueEffie/category_6195048.html) +>* [Il2CppDumper](https://github.com/Perfare/Il2CppDumper) +>* [Riru-Il2CppDumper](https://github.com/Perfare/Riru-Il2CppDumper) +>* [Il2CppInspector](https://github.com/djkaty/Il2CppInspector) +>* [Il2CppAssemblyUnhollower](https://github.com/knah/Il2CppAssemblyUnhollower/) +>* [Cpp2IL](https://github.com/SamboyCoding/Cpp2IL) +>* [cutter](https://github.com/rizinorg/cutter) +>* [Hex Editor](https://github.com/WerWolv/ImHex) +>* [Dependencies](https://github.com/lucasg/Dependencies) +>* [unredacter](https://github.com/BishopFox/unredacter) +>* [免杀姿势学习、记录、复现](https://github.com/midisec/BypassAnti-Virus) +>* [免杀技术大杂烩---乱拳也打不死老师傅](https://github.com/Airboi/bypass-av-note) +>* [【日常】瞎解包原神文件记录](https://blog.jixiaob.cn/?post=49) +>* [il2cppdumper doc](https://il2cppdumper.com/reverse/going-in-dry) +>* [uTinyRipper](https://github.com/mafaca/UtinyRipper) +>* [MusicDecrypto](https://github.com/davidxuang/MusicDecrypto) +>* [K8CScan](https://github.com/k8gege/K8CScan) +>* [lamda-史上最强安卓抓包/逆向/HOOK & 云手机/远程桌面/自动化辅助框架](https://github.com/rev1si0n/lamda) +>* [pcileech-Direct Memory Access (DMA) Attack Software](https://github.com/ufrisk/pcileech) +>* [Ponce](https://github.com/illera88/Ponce) +>* [Blackout - kill anti-malware protected processes using BYOVD](https://github.com/ZeroMemoryEx/Blackout) +>* [botw-Decompilation of The Legend of Zelda: Breath of the Wild (Switch 1.5.0)](https://github.com/zeldaret/botw) +>* [frida-il2cpp-bridge](https://github.com/vfsfitvnm/frida-il2cpp-bridge) +>* [osmium-C++ Framework for external cheats](https://github.com/cragson/osmium) +>* [Zygisk-Il2CppDumper](https://github.com/Perfare/Zygisk-Il2CppDumper) +>* [AssetsTools.NET](https://github.com/nesrak1/AssetsTools.NET/tree/upd21-with-inst) +>* [UEDumper](https://github.com/Spuckwaffel/UEDumper) +>* [ceserver-rawmem - CEServer for Cheat Engine 7.4 to perform DMA access to Windows processes](https://github.com/cs1ime/ceserver-rawmem) +>* [KrakenMask - Sleep obfuscation](https://github.com/RtlDallas/KrakenMask) +>* [system_trace_tool - 内核驱动加载/卸载痕迹清理](https://github.com/FiYHer/system_trace_tool) +>* [bochspwn](https://github.com/googleprojectzero/bochspwn) +>* [Unity-game-hacking](https://github.com/imadr/Unity-game-hacking) +>* [SignToolEx](https://github.com/hackerhouse-opensource/SignToolEx) +>* [Metadata - A tool that decrypt/convert customized metadata files](https://github.com/RazTools/Metadata) + +### 加密 +>* [awesome-crypto-papers](https://github.com/pFarb/awesome-crypto-papers) +>* [IL2Cpp简易加密方法](https://blog.csdn.net/ZhangDi2017/article/details/93502914) +>* [A simple Unity library for cheating prevention](https://github.com/ookii-tsuki/SafeValues) +>* [对Unity生成的DLL进行加密](http://www.360doc.com/content/17/0921/11/110467_688885323.shtml) +>* [Unity 2019.4.0 Mono 编译以及加密 windows版](https://blog.csdn.net/u014234721/article/details/107203359) +>* [Unity3D应用防外挂与防破解](https://www.cnblogs.com/open-coder/p/12502177.html) +>* [Unity中使用AES加密方式进行AssetBundle加密](http://www.blinkedu.cn/index.php/2020/12/10/unity%E4%B8%AD%E4%BD%BF%E7%94%A8aes%E5%8A%A0%E5%AF%86%E6%96%B9%E5%BC%8F%E8%BF%9B%E8%A1%8Cassetbundle%E5%8A%A0%E5%AF%86/) +>* [Unity加密方案](https://www.cnblogs.com/linn/p/12758703.html) +>* [Unity il2cpp global-metadata.dat 加密方案](https://fairguard.blog.csdn.net/article/details/115197721) +>* [发布到steam的unity(Il2cpp)游戏破解方法](http://www.manongjc.com/detail/22-jgukdrdlpebkoqx.html) +>* [IDA静态分析与动态分析](https://zhuanlan.zhihu.com/p/38983223) +>* [il2cpp Unity手游逆向破解修改](https://www.jianshu.com/p/a34942d01d2e) +>* [安卓U3D逆向从Assembly-CSharp到il2cpp](https://www.kanxue.com/book-24-116.htm) +>* [加壳到底是怎么回事?](https://zhuanlan.zhihu.com/p/208660624) +>* [RSA加密](./RSA) +>* [MD5加密+加盐](https://www.cnblogs.com/peaceliu/p/7825706.html) +>* [XOR加密解密](./XOR) +>* [Unity AssetBundle 加密](https://www.cnblogs.com/nafio/p/11811265.html) +>* [Unity AssetBundle高效加密案例分享](https://www.cnblogs.com/nafio/p/11811251.html) +>* [AssetBundle的几种加密方式](https://zhuanlan.zhihu.com/p/382888420) +>* [AndResGuard](https://github.com/shwenzhang/AndResGuard) +>* [Unity应用加固保护商业解决方案](https://h.virbox.com/vbp/docs/Unity3D%E5%BA%94%E7%94%A8%E4%BF%9D%E6%8A%A4/Android-Unity3D-APK%E5%8A%A0%E5%9B%BA%E6%B5%81%E7%A8%8B) +>* [iOS代码混淆工具](https://github.com/netyouli/WHC_ConfuseSoftware) +>* [视频加密程序源代码](https://github.com/talver/SuperVideo) +>* [lua-crypto](https://github.com/zhandouxiaojiji/lua-crypto) +>* [O-Z-Unity-Protector-An Integrated Encryption Scheme for Unity Project(Mono & IL2CPP)](https://github.com/Z1029-oRangeSumMer/O-Z-Unity-Protector) +>* [ConfuserEx - An open-source, free protector for .NET applications](https://github.com/mkaring/ConfuserEx) +>* [VMProtect 1](https://github.com/classic130/VMProtect-Source) +>* [VMProtect 2](https://github.com/Obfuscator-Collections/VMProtect) +>* [RelocBonus - An obfuscation tool for Windows](https://github.com/nickcano/RelocBonus) +>* [VMPilot - VMPilot: A Modern C++ Virtual Machine SDK](https://github.com/25077667/VMPilot) +>* [SweetDreams - Implementation of Advanced Module Stomping and Heap/Stack Encryption](https://github.com/CognisysGroup/SweetDreams) +>* [Promon SHIELD Reversal - Overview of Promon SHIELD's Android application protection](https://github.com/KiFilterFiberContext/promon-reversal) +>* [SafeLine - 一款足够简单、足够好用、足够强的免费 WAF](https://github.com/chaitin/SafeLine) +>* [fusor - Obfuscator based on logic-bombs](https://github.com/zzrcxb/fusor) +>* [XKCP - eXtended Keccak Code Package](https://github.com/XKCP/XKCP) +>* [Marble](https://github.com/hackerhouse-opensource/Marble) +>* [WMIProcessWatcher](https://github.com/hackerhouse-opensource/WMIProcessWatcher) +>* [UnityResolve.hpp -About Unity引擎C++接口 | Unity Engine C++ API](https://github.com/issuimo/UnityResolve.hpp) + +### 调试与逆向工具包 +>* [x64dbg](https://github.com/x64dbg/x64dbg) +>* [cutter - Free and Open Source Reverse Engineering Platform powered by rizin](https://github.com/rizinorg/cutter) +>* [radare2 - UNIX-like reverse engineering framework and command-line toolset](https://github.com/radareorg/radare2) +>* [dfhack-Memory hacking library for Dwarf Fortress and a set of tools that use it](https://github.com/DFHack/dfhack) + +### 免杀加壳 +>* [ShellcodeLoader - Windows通用免杀shellcode生成器](https://github.com/SecurityAnalysts01/ShellcodeLoader) diff --git a/Crack/RSA/README.md b/Crack/RSA/README.md new file mode 100644 index 000000000..17024aabb --- /dev/null +++ b/Crack/RSA/README.md @@ -0,0 +1,4 @@ +## RSA 加密算法 + * [C#实现RSA加密解密](https://www.cnblogs.com/soundcode/p/13920332.html) + * [RSA算法实现(C#)](https://www.cnblogs.com/flyingpigg/p/7522359.html) + * [在C#中使用RSA进行加密和解密](https://www.cnblogs.com/liessay/p/12767601.html) \ No newline at end of file diff --git a/Crack/XOR/README.md b/Crack/XOR/README.md new file mode 100644 index 000000000..76597b548 --- /dev/null +++ b/Crack/XOR/README.md @@ -0,0 +1,5 @@ +## xor加密 +>* [C# 简单的异或加密文本文件或字符串](https://www.cnblogs.com/guogangsun/p/10046924.html) +>* [C#使用异或操作符进行加密/解密](https://blog.csdn.net/xc917563264/article/details/109327076) +>* [C++异或加密/解密](https://blog.csdn.net/u012156872/article/details/107052557/) +>* [CBrother脚本异或加密与C++异或加密函数](https://www.cnblogs.com/aibiancheng123/p/10270549.html) diff --git a/CutsceneTimeline/README.md b/CutsceneTimeline/README.md new file mode 100644 index 000000000..97d1b231e --- /dev/null +++ b/CutsceneTimeline/README.md @@ -0,0 +1,34 @@ +## 剧情动画与Timeline研究 + +#### Timeline研究 +>* [Timeline官方文档(中文版)](https://docs.unity3d.com/cn/2018.4/Manual/TimelineSection.html) +>* [Timeline官方文档](https://docs.unity3d.com/Packages/com.unity.timeline@1.5/manual) +>* [手把手教你在Unity2020中使用Timeline](https://linxinfa.blog.csdn.net/article/details/108374878) +>* [Unity3D Timeline 工作流](https://www.jianshu.com/p/d79ed20f4d47) +>* [[干货分享]Unity3D 深入解析Timeline编辑器](https://www.jianshu.com/p/527e74eb59ca) +>* [Unity中用Timeline实现动画特写(上)](https://zhuanlan.zhihu.com/p/83607025) +>* [用Timeline实现动画特写(下)](https://zhuanlan.zhihu.com/p/84820028) +>* [【Unity】TimeLine系列教程——编排剧情!](https://zhuanlan.zhihu.com/p/29188275) +>* [Playables手册](https://docs.unity3d.com/Manual/Playables.html) +>* [[专栏作家]探索TimelinePlayableAPI,让Timeline为所欲为 ](https://www.sohu.com/a/231583446_667928) +>* [timeline自定义轨道Track和片段Clip实战应用(TrackAsset ,PlayableBehaviour , PlayableAsset)](https://blog.csdn.net/js0907/article/details/108878330) +>* [Unite Europe2017演讲视频--Extending Timeline with your own playables](https://www.youtube.com/watch?v=uBPRfcox5hE&t=2331s) + +#### Cinema Director +>* [Cinema Director官网](http://cinema-suite.com/cinema-director/) +>* [Cinema Director Tutorial](https://www.youtube.com/watch?v=nD9EIlTiaBQ) + +#### Slate Cinematic Sequencer +>* [Unity Asset Store](https://assetstore.unity.com/packages/tools/animation/slate-cinematic-sequencer-56558) +>* [官网](https://slate.paradoxnotion.com/) +>* [官方文档](https://slate.paradoxnotion.com/documentation/) + +* [全新影视创作工具 Beta 版新功能概览](https://mp.weixin.qq.com/s/mPdvsmjTCKB5Dbys8PI5Yw) + +#### 视频播放控制 +* [Unity视频播放控制](https://mp.weixin.qq.com/s/iUmR2KPFwNX_PU9vWBmc6Q) + +#### 博客 +>* [单机RPG游戏的剧情动画生成套件DialogueSystem工作流与工具简介](https://zhuanlan.zhihu.com/p/339964212) +>* [近代游戏技术发展回顾,以及PCG技术的展望](https://www.gcores.com/articles/133653) +>* [剧情动画PCG流程及工具搭建方法](https://zhuanlan.zhihu.com/p/475553111) diff --git a/DesignPatterns/README.md b/DesignPatterns/README.md index 424552ddb..d7a7b0ba0 100644 --- a/DesignPatterns/README.md +++ b/DesignPatterns/README.md @@ -27,6 +27,11 @@ * [架构模式:MVC与MVVM](https://www.cnblogs.com/ivaneye/p/10096598.html) * [简述21种设计模式](https://www.cnblogs.com/zhou--fei/p/10454244.html) * [设计模式看了又忘,忘了又看?](https://www.cnblogs.com/liebrother/p/10941660.html) - - +* [Unity/C#基础复习(5) 之 浅析观察者、中介者模式在游戏中的应用与delegate原理](https://www.cnblogs.com/sword-magical-blog/p/11430891.html) +* [在Unity实现游戏命令模式](https://mp.weixin.qq.com/s/3dbta9vSvY-nERUUH5IDyg) +* [游戏设计模式——面向数据编程(新)](https://www.cnblogs.com/KillerAery/p/11746639.html) +* [我曾想深入了解的:依赖倒置、控制反转、依赖注入](https://www.cnblogs.com/sunchong/p/12242994.html) +* [帮你整理了一份设计模式速查手册](https://www.cnblogs.com/xibei/p/12362992.html) +* [Design Patterns Written in Unity3D](https://github.com/QianMo/Unity-Design-Pattern) +* [C++ Design Patterns](https://github.com/JakubVojvoda/design-patterns-cpp) diff --git a/Doc/HtmlAgilityPack.md b/Doc/HtmlAgilityPack.md new file mode 100644 index 000000000..b47294740 --- /dev/null +++ b/Doc/HtmlAgilityPack.md @@ -0,0 +1,5 @@ +## HtmlAgilityPack C# Html解析库 +* [官网](https://html-agility-pack.net/) +* [C# HTML解析工具HtmlAgilityPack使用简介](https://blog.csdn.net/u011127019/article/details/52712038) +* [HtmlAgilityPack - 详细简介和使用](https://www.cnblogs.com/mq0036/p/11705424.html) +* [使用Html Agility Pack快速实现解析Html(C#)](https://blog.csdn.net/zxy13826134783/article/details/85229796) diff --git a/Doc/README.md b/Doc/README.md index 55166cd61..ff4c85f7c 100644 --- a/Doc/README.md +++ b/Doc/README.md @@ -1,6 +1,12 @@ ## 放一些乱七八糟杂七杂八的文档 +>* [FFmpeg资料收集](./ffmpeg) >* [Git使用教程:最详细、最傻瓜、最浅显、真正手把手教!](https://mp.weixin.qq.com/s/iIZNynZFKDMcnXZPfx2iqA) +>* [GitHub不再支持密码验证解决方案:SSH免密与Token登录配置](https://www.cnblogs.com/zhoulujun/p/15141608.html) +>* [看完这篇还不会用Git,那我就哭了!](https://www.cnblogs.com/wupeixuan/p/11947343.html) +>* [git merge 和 git rebase 的区别](https://www.cnblogs.com/hiyong/p/17114779.html) +>* [Git Cherry-pick使用](https://www.cnblogs.com/east4ming/p/17624569.html) +>* [【github】论怎么去写一个高大上的ReadMe](https://www.cnblogs.com/penghuwan/p/11485101.html) >* [Unity文件、文件引用、Meta详解](https://blog.uwa4d.com/archives/USparkle_inf_UnityEngine.html) >* [计算机启动过程](https://www.cnblogs.com/adamwong/p/10582183.html) >* [Unity 大版本更新之APK的下载与覆盖安装](https://www.cnblogs.com/wuzhang/p/wuzhang20190405.html) @@ -11,6 +17,109 @@ >* [正则表达式不要背](https://www.cnblogs.com/scq000/p/10875941.html) >* [如何使用Unity创建随机关卡](https://mp.weixin.qq.com/s/xSceZDtczeH10xls4Nlz5A) >* [Custom == operator, should we keep it?](https://blogs.unity3d.com/2014/05/16/custom-operator-should-we-keep-it/) +>* [UnityEngine.Object里的迷之null](http://qiankanglai.me/2016/10/21/fake-null/) >* [【厚积薄发】TextureStreamingJob 崩溃分析一则](https://mp.weixin.qq.com/s/jxsLOPMalJtHXDfzTcVVuQ) >* [C# 通俗说 内存的理解](https://www.cnblogs.com/u3ddjw/p/11065189.html) - +>* [【博物纳新】如何通过Geometry Shader来实现草海渲染](https://mp.weixin.qq.com/s/nYSNIEq8m5RAnfVr-9Y0Sw) +>* [总结关于CPU的一些基本知识](https://www.cnblogs.com/f-ck-need-u/p/11141636.html) +>* 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b/Doc/images/hr1.jpg new file mode 100644 index 000000000..28cdbc0b0 Binary files /dev/null and b/Doc/images/hr1.jpg differ diff --git a/Doc/images/hr2.jpg b/Doc/images/hr2.jpg new file mode 100644 index 000000000..a27657ce2 Binary files /dev/null and b/Doc/images/hr2.jpg differ diff --git a/Doc/images/jetbrains.png b/Doc/images/jetbrains.png new file mode 100644 index 000000000..ccceb9584 Binary files /dev/null and b/Doc/images/jetbrains.png differ diff --git a/Doc/interview_tip b/Doc/interview_tip new file mode 100644 index 000000000..3c84366f1 --- /dev/null +++ b/Doc/interview_tip @@ -0,0 +1,227 @@ +AssetBundle: + unity一种资源包 所有 unity可以识别的资源都可以被打入AB + + 压缩方 lzma 和 lz4 lzma压缩率更高 但是 压缩越多 加载的时候越慢 lz4的 运行时开销要小 + 加载时内存占用 lz4和资源文件内存大小一致 而 lzma格式的时候内存占用是资源文件内存的大约2倍 + + 一个AB合理范围是 1-2M 最好是2M + + AB加载有www和LoadFromFile 推荐后者 前者会有www下载到本地的多一分内存占用的坑 + + + AssetBundle.Unload(参数) + 参数为false的时候 仅仅清掉ab的内存镜像 不会删掉已经实例化的物体,另外再次实例化对象也不是返回当初已经实例化过的ab而是重新实例化一个 这样内存中会出现多份相同资源 适用于一次性使用的资源 用完了 紧接着调用UnLoadUnusedAssets 这俩连着用的 + 参数为true的时候 不光清掉ab内存镜像 也会删掉已经实例化的资源,那这样 如果场景对象还引用这个资源就会出现资源丢失问题,所以需要自己搞一套机制来决定是否释放一面引起异常 适用于有引用计数的方案 + + UnloadAllAssetBundles(参数) + 参数为true 卸载所有资源 包括正用着的 + 参数为false 写在所有未被依赖的资源 + + Resources.UnLoadUnusedAssets 可以来写在加载的AB 但是开销较大 建议切换场景的时候 使用 + + +UGUI + Canvas ScreenSpace-OverLay ScreenSpace-Camera WorldSpace + ScreenSpace-OverLay 2D UI,始终显示在屏幕最前方,相当于UI与相机没有距离 + Screen Space - Camera 使用画布上配置的照相机进行渲染。UI与相机有一定的距离,可以在之间放一些游戏物体,或动画效果 常用这个 + World Space UI和场景物体一样 + + UGUI优化 + 1. 设置图集 5.6的时候用sprite packer packinttag一样就行 后面使用内置的SpriteAtlas + 2. 避免不同材质或者图集的ui 互相遮挡 这样会打断批次 + 3. 动静分离 容易改变的放在一个canvas上 不容易改变的放在一个上 + 4. Mask会增加一个dc 并且mask里的图不会和外面的图合并批次 + 5. 空的Image会造成一个dc 并且打断合并 + 6. 频繁需要SetActive的物体可以用Canvas group组件 降低重建消耗 + 7. 去掉不必要的射线检测 Canvas自带grphic Raycaster组件 ui交互必须的组件,但是如果ui不需要交互那么可以勾掉 来减少点击时候的计算量 + + 网格更新的api(可以从profile中看到)(对应Canvas.SendWillRenderCanvases) + UpdateGemotry() 改变RectTransform的Size + UpdateMaterial() 修改Color + + +Unity 生命周期函数 + awake onenable start fixedupdate update lateupdate ongui ondisable ondestroy + + +C# StringBuilder和String的区别 + String是引用类型 c#引用类型分配在托管堆上 + String在进行运行时 赋值或者拼接 会产生一个新的实例 而 stringbuilder不会 + 原理就是String做拼接的时候先把两个字符串写入内存,接着删除原来的string对象创建一个新的string对象,这是因为String可读不可写的特性;而StringBuilder能在已有对象的原地址进行字符串修改 + + +C# Dictionary实现原理 + private int[] buckets; // Hash桶 + private Entry[] entries; // Entry数组,存放元素 + private int count; // 当前entries的index位置 + ``` + private struct Entry { + public int hashCode; // Lower 31 bits of hash code, -1 if unused + public int next; // Index of next entry, -1 if last + public TKey key; // Key of entry + public TValue value; // Value of entry + } + ``` + buckets用来进行hash碰撞 entries用来存储字典的内容并且表示下一个元素的位置 + Hash冲突解决发:拉链法 bucket桶 里存hashcode 然后链接链表,相同hashcode都会存在这个链表里 + +c# Dictionary 和 HashTable的区别 + Dictionary 在使用中是顺序存储的,而hashtable犹豫使用的是哈希算法进行数据存储是无序的 + Dictionary的key和value是泛型存储 HashTable的key和value都是object,所以在读取时需要进行类型转换相对慢一些 + 单线程推荐Dictionary 泛型然后速度快 多线程推荐HashTable因为默认情况下HashTable允许单写多读 再加上synchronized语意可以获得线程安全的类型 + Dictionary非线程安全得使用lock 效率降低 + Dictionary可排序,HashTable想排序需要采用别的方法自己排 + +常见的hash函数算法 + H(key) = H(key) || H(key)= a * key + b a和b是常数 + 随机数选择一个随机数 取key的随机值作为散列地址 + + +``` +-- Lua table deep copy +function clone(object) + local lookup_table = {} + local function _copy(object) + if type(object) ~= "table" then + return object + elseif lookup_table[object] then + return lookup_table[object] + end + local new_table = {} + lookup_table[object] = new_table + for key, value in pairs(object) do + new_table[_copy(key)] = _copy(value) + end + return setmetatable(new_table, getmetatable(object)) + end + return _copy(object) +end + +-- lua迭代器 关键的是 状态常量通过常量字眼我们就知道了它是不变的最终条件,而控制变量其实就是我们迭代器需要的第一个初值 +array = {"Lua", "Tutorial"} + +function elementIterator (collection) + local index = 0 + local count = #collection + -- 闭包函数 + return function () + index = index + 1 + if index <= count + then + -- 返回迭代器的当前元素 + return collection[index] + end + end +end + +for element in elementIterator(array) +do + print(element) +end + +``` + +抽象类与接口的区别 + 接口是 能够 也就是描述能力的 + 抽象类是 含有 也就是含有某些能力 + +Unity 序列帧和骨骼动画的区别 + 序列帧是美术每一帧都要画图 然后以一定帧率播放这组图片 + 骨骼动画给角色绑定骨骼,然后k帧 让这个角色或者其他 动起来 + +Unity 协程实现原理 + 其实Unity引擎每帧去 检测 yield return 后面的表达式,如果满足就继续向下执行。 + 这就是为什么StartCoroutine传入的是一个IEnumertator类型 + 这个类型 会有 MoveNext 函数里面根据当前状态控制变量值 和 最终值来做逻辑 + +c# List和LinkedList区别 + List底层本质也是Array 也就是数组 + LinkedList底层是链表 + + List内存分配 + 当List对象的 元素数量超过了capacity 会重新申请一块原来大小2倍的空间然后把所有元素复制过去 + +c# ArrayList List + 类似c++ vector 动态数组 但是所有数据当做object装箱 拆入 会造成类型安全问题 + List 泛型指定了类型 类型安全 + +纹理加载进内存以后占用内存计算 比如1024*1024的RGBA 32bit的纹理占多大内存? 8bit一字节 + 纹理内存(字节) = 宽*高*像素字节 + 像素字节 = 像素通道数(R/G/B/A) * 通道大小 + 最终 = 1024 * 1024 * 4 * 4byte + 和下面的解释同理 + 运行时大小 = 长x宽x每个像素占的大小 + 举例:rgba8888 表示的是通道rgba每个通道都占用8bit那么也就是一个像素占用了4bytes + 故,图片大小若为1014x1024,则大小=1024x1024x4/1024/1024 = 4M + 同理rgba4444的也就能算出来了 + +纹理格式的选择 + IOS ASTC 内存占用小 支持所有尺寸 画质好满足UI需求 + Android ETC2 内存占用小 不带A通道画质中,带A通道画质较好 满足UI需求 + PVRTC也是ios的 但是它要求长宽相等且为2的幂 + +HTTP协议有什么组成? + 请求报文:请求行 请求头 请求体 + 响应报文:状态行 响应头 响应体 + 状态302表示重定向 + +unity 求入射防线的反射方向 + -- v1入射 n入射平面法向量 + public static Vector3 GetReflectedDir(Vector3 v1, Vector3 n) + { + return v1 - 2 * Vector3.Dot(v1, n) * n; + } + +unity 实现简单的线性插值算法 + v = from * (1 - t) + to * t + +C#装箱拆箱 + 装箱:分配内存 讲值类型的实例拷贝到新分配的内存中 返回托管堆中新分配的对象的地址 这个地址就是指向一对象的引用 + 拆箱:检查对象类型确保它是给定值类型的装箱 将该值实例复制到值类型变量类型中 + +c# sealed + 修饰类 阻止继承 + 修饰函数 阻止重写 + +MipMap是什么 作用是什么? + 为了加快渲染和减少锯齿 贴图被预先计算和优化过的图片组成的文件 但是会增加33%的内存 + +向量点乘 叉乘 归一化的意义 + 点乘 表示投影 也表示 两个向量的相似程度 + 叉乘 获取垂直于这俩向量的向量 左手定则 + 归一化 忽略长度 只关心方向 经常用来做 位置运算 + +ref和out区别 + ref 是引用必须初始化 + out 是输出参数 必须在函数体内赋值 + + +c# foreach 遍历List 是只读的不能一边遍历一边修改 + + +alpha blend + 实际显示 = 前景颜色*alpha/255 + 背景颜色*(255-Alpha)/255 + + +帧同步中RUDP的实现原理 + 1. RTT round trip time 发送一个数据包 到 收到接收端应答 所消耗的时间 简单理解一来一回 + 2. RTO Retransmission Timeout 重传超时时间,即发送了数据包以后多久没收到ack会重发 在上面一来一回的基础上加了一些timeout + 3. 最小丢包延时 当丢包发生时,接收方最终收到的发送的数据包的最小耗时 在上面RTO之后发送了丢的包然后接受端 收到了这个包 也就是 从 1 发送了一个包丢了然后超时重传 然后又发了包 接受端收到 这么长时间 + 基于ARQ(自动重传请求)原理的实现 + 最小丢包延时 = 2RTT + 一般首次RTO = 1.5RTT + 也就是发送一个包M1 如果丢了 那么1.5RTT后超时重传 这样接受端的最小丢包延时是0.5*RTT + RTO (因为RTO后又加了一半的RTT发送时间) + 而针对什么时候发送第二个包M2分为 + 等待式:需要等待M1被接受端确认后再发M2 缺点:浪费带宽 + 后退N步:发送方发了M1并不会等接受方确认 就会按帧率发送M2 就这样一直发送M3 M4 M5,但是如果M3 丢包了,那么就会把M3和后面的包都再发送一遍 + 这是因为接收方没有收到M3这时候会把后面的包都丢弃掉,所以我们这里需要把后面的包也再发一遍 缺点:带宽占用过高 + 选择重传:优化后退N步,把M4 M5缓存下来 这样就不需要重传这个了 这个得接受端配合缓存包 + 基于FEC(前向冗余纠错)原理 + 最小丢包延时 = 0.5RTT + FT 特点:远少于ARQ的RTO + 一般FT为33ms或者66mm 也就是一帧的时间 + 也就是发送一个包F1如果丢了,那么等66ms后发送F1和F2(因为这个时候F1没被接收端确认),这次接手端收到数据包,这个时候接收端确认F2同时隐式确认F1 而从发送F1丢包然后到F2被接收端收到这里用了 0.5RTT + FT 远小于RTO + 同理,如果FT之后发送端还没收到F1和F2的确认,那么这次发送就是F1F2F3一起发送,等到什么时候客户端收到了接收端前面包的确认,这个时候下次发送只会发送没被确认的包。 比如发了F1F2F3之后,收到了F2F1的确认,那么下一个FT就只发送F3F4 + UDP分组优化 + 按照经验值最佳MTU = 470Bytes + 针对丢包进行优化? + 对同一个包,连发2次即可,如果2次不够,就发3次,次数越多丢包概率越小 diff --git "a/Doc/\347\256\200\345\216\206\347\274\226\345\206\231\346\263\250\346\204\217\344\272\213\351\241\271.md" "b/Doc/\347\256\200\345\216\206\347\274\226\345\206\231\346\263\250\346\204\217\344\272\213\351\241\271.md" new file mode 100644 index 000000000..c1f696f8c --- /dev/null +++ "b/Doc/\347\256\200\345\216\206\347\274\226\345\206\231\346\263\250\346\204\217\344\272\213\351\241\271.md" @@ -0,0 +1,4 @@ +## 简历编写注意事项 + +![](images/hr1.jpg) +![](images/hr2.jpg) diff --git "a/Doc/\351\251\254\344\270\211\347\232\204\351\235\242\350\257\225\351\242\230\346\225\264\347\220\206.md" "b/Doc/\351\251\254\344\270\211\347\232\204\351\235\242\350\257\225\351\242\230\346\225\264\347\220\206.md" new file mode 100644 index 000000000..67716ff8f --- /dev/null +++ "b/Doc/\351\251\254\344\270\211\347\232\204\351\235\242\350\257\225\351\242\230\346\225\264\347\220\206.md" @@ -0,0 +1,130 @@ +### 面试题整理(附答案) + +#### lua相关 +* lua深拷贝和浅拷贝的区别?如何实现深拷贝? A: cnblogs.com/vanishfan/p/4576603.html +https://blog.mutoo.im/2015/10/deepclone-in-lua/ +* lua中ipairs和pairs的区别? A: https://blog.csdn.net/wwlcsdn000/article/details/81291756 +* lua中的userdata是什么?有什么作用? +A: https://blog.csdn.net/adam040606/article/details/56484488 +https://blog.csdn.net/zhang197093/article/details/77109674 +* 解释下lua中的元表元方法? A:https://www.cnblogs.com/msxh/p/7745553.html +* 说说lua中如何实现面向对象?A:https://www.cnblogs.com/msxh/p/8469340.html +* 如何实现一个lua table的迭代器?A:https://www.jb51.net/article/86840.htm +* lua和C++、C#交互原理? A:https://www.cnblogs.com/slysky/p/7919114.html +* cstolua的底层原理?A:https://www.cnblogs.com/msxh/p/9813147.html +* C#与Lua交互原理? A:https://blog.csdn.net/UnityHUI/article/details/79752296 +* 说说lua中的闭包? A:https://www.cnblogs.com/msxh/p/8283865.html +* 在lua中有俩字符串,内容都是"Hello",说一下他们指向的内存空间是否是同一块? A:https://blog.csdn.net/ft1874478a/article/details/95307214 +* lua是如何实现热更新的? A: 考察Package.loaded + +#### C#相关 +* 用过协程吗?应用场景是什么?协程与线程的区别?协程的底层实现原理? A:https://www.cnblogs.com/iwiniwin/p/14878498.html +* 值类型和引用类型的区别? A:https://www.cnblogs.com/u3ddjw/p/11065189.html +* 堆和栈的区别?内存分配时地址有什么不同? A:https://www.cnblogs.com/u3ddjw/p/11065189.html +* GC的原理?Unity中Mono的GC和.net原生的GC算法有什么区别? A:https://www.cnblogs.com/u3ddjw/p/11065189.html +* List的底层实现原理?如何实现扩容?删除时占用内存空间会释放吗? +* String与StringBuilder的区别?StringBuilder底层原理?A:https://www.cnblogs.com/oralig/p/7766566.html +* C#中字符串的内存分配与暂存池? A:https://blog.csdn.net/xiaouncle/article/details/87832198 +* Dictionary的内部实现原理? A:https://www.cnblogs.com/InCerry/p/10325290.html +* HashTable与Dictionary的区别? A:https://blog.csdn.net/mpegfour/article/details/78725768 +* 抽象类与接口的区别?什么时候使用抽象类,什么时候使用接口? +* C# 内存分配&&垃圾回收解析? A:https://www.jianshu.com/p/53439af1eb00 +* 谈谈.net对象生命周期 A:https://www.cnblogs.com/MaMaNongNong/p/11945161.html + +#### C++ 相关 +* 智能指针有了解吗? +A:https://www.baidu.com/link?url=zPuC-0F5PLZMiHgVeo3YUcaL1YC5BDIV3a-rOmr8vWIsK0CwCrzh5C2EMAzakXoh&wd=&eqid=a22323c0000ba41a000000025d5e8cf2 +https://blog.csdn.net/k346k346/article/details/81478223 +https://blog.csdn.net/flowing_wind/article/details/81301001 +https://www.cnblogs.com/wuyepeng/p/9741241.html + +* C++11里面一些常用的新特性? +A:https://www.cnblogs.com/msxh/p/5869992.html + +* 重载与多态? +* C++是如何实现多态的?底层原理?(考察虚函数表和虚指针) A:https://blog.csdn.net/yuanchunsi/article/details/78833345 +https://www.cnblogs.com/zhxmdefj/p/11594459.html +* 浅谈C++虚函数机制 A:https://www.cnblogs.com/backnullptr/p/12047900.html +* 说说C++中的内存对齐?一个空类、空结构体占用几个字节? +* C++ 为什么会在内存溢出或者越界的时候导致程序崩溃? A:https://blog.csdn.net/u014426939/article/details/80374207 +* 类与对象的区别? +* 类编译后,没有实例化前会占用内存空间吗?如果占用的话它存储在哪里? +* C++ 的内存分配? A:https://blog.csdn.net/qq_22238021/article/details/79533711 +* 静态变量和全局变量的区别? A:https://blog.csdn.net/qq_22238021/article/details/79533711 +* 了解STL标准模板库吗?挑两个你最熟悉的说说他们的特点、用法和实现原理? +* 指针与引用的区别? A:https://www.cnblogs.com/msxh/p/5557546.html + +#### Unity相关 +* MonoBehavior的生命周期 A:https://docs.unity3d.com/Manual/ExecutionOrder.html +* 图片压缩格式(PC,Android,iOS平台) A:https://www.jianshu.com/p/f7c3741f22af +https://blog.csdn.net/a133900029/article/details/80698783 +https://blog.csdn.net/u013746357/article/details/89457616 +https://blog.csdn.net/biospc/article/details/78077159 +* 纹理加载进内存以后占用内存如何计算?比如一个1024 * 1204的RGBA 32bit的纹理占用多大内存? A: +纹理加载进内存后,大小计算公式如下: +纹理内存大小(字节) = 纹理宽度 x 纹理高度 x 像素字节 +像素字节 = 像素通道数(R/G/B/A) x 通道大小(1字节/半字节) +1024 * 1024 * 4 * 4byte +* UGUI原理与常用优化技巧? A:https://www.jianshu.com/p/9bd461de19a7 +* 合批的原理与优化? +* Unity如何实现跨平台的? +* 当我们自定义一个脚本继承自MonoBehavior以后,Start()、Update()方法并不是重写父类的方法,那么Unity在底层是如何调用到他们的呢?A:https://www.zhihu.com/question/27752591 +* 有读过UGUI源码嘛? +* 浅述项目中的资源管理方案? A:建议读一下xAsset的源码,然后就会对资源管理有个大致的了解了,[传送门](https://github.com/xasset/xasset) +* 在项目中有做过性能优化吗?从哪些方面入手? +* Unity 使用UGUI创建可重用TableView思路? A:https://blog.csdn.net/tmac3380809/article/details/51290387 + +#### 算法与数据结构和3D数学 +* 讲一下KMP字符串匹配算法? +* 将一下DP动态规划的思想? +* 说一下快排的思想以及手写代码 A:https://github.com/XINCGer/AlgorithmTraining/tree/master/sort/%E5%BF%AB%E9%80%9F%E6%8E%92%E5%BA%8F +* 链表相关(求长度,求倒数第N个,删除倒数第N个,判断是否有环,链表逆置等) +* 快排是稳定排序吗?什么是稳定排序? A:https://www.jianshu.com/p/abe27f16b7b5 +* table.sort()的内部实现源码和List.Sort的内部实现源码? A:https://docs.microsoft.com/en-us/dotnet/api/system.collections.generic.list-1.sort?redirectedfrom=MSDN&view=netframework-4.8#System_Collections_Generic_List_1_Sort_System_Comparison__0__ +http://www.csharp411.com/c-stable-sort/ +https://www.cnblogs.com/bitzhuwei/archive/2012/10/27/smilewei_sort.html +* 二分查找算法? +* 一个地图中假如说有100个怪,如何快速地获取到你周围一定范围内的怪? A:百度一下AOI算法。https://www.cnblogs.com/persistentsnail/p/3294842.html https://www.cnblogs.com/rond/p/6114919.html +http://www.cppblog.com/jaxe/archive/2011/06/20/148998.html +https://blog.codingnow.com/2012/03/dev_note_13.html +* 如何判断技能的打击范围? +* 已知入射向量和法向量如何求出反射向量? +* 说说Hash算法与HashTable? +* 实现一个简单的线性插值算法? A: value = to + (from - to)* progress +* 判断一个图中任意两个节点的连通性?A:通过BFS或者DFS直接搜索就可以 +* 写出斐波那契数列的实现并进行优化 A:1.最普通的递归版|2.ACM竞赛数组打表版|3.尾递归优化版|4.DP思想,增加记忆化避免重复计算 +* 实现一个比较好的洗牌算法? A:直接上Fisher-Yates shuffle洗牌算法 +https://blog.csdn.net/u012604810/article/details/82177726 +https://blog.csdn.net/bitcarmanlee/article/details/52206847 +* 从二叉查找树到B+树中间的各种树复习 A:https://www.cnblogs.com/godoforange/p/11618643.html +* [最大连续子序列和](https://blog.csdn.net/u011947630/article/details/81542591) +* [C++实现队列--数组实现和链表实现](https://blog.csdn.net/FreeeLinux/article/details/52075018) + +#### 网络相关 +* 简述一下TCP三次握手和四次挥手的过程?A:https://www.cnblogs.com/pretty-guy/p/11457706.html +* 说一下Socket编程中的一些常见API和客户端服务器端的函数调用顺序?A:https://www.cnblogs.com/msxh/p/4989883.html +* 在浏览器上打开www.baidu.com这个网站,背后都发生了哪些事情? A:https://blog.csdn.net/ZhangQiye1993/article/details/82693304 +* 讲一讲Http协议,http和https有什么区别? A:https://www.cnblogs.com/lingyejun/p/7148756.html?utm_source=itdadao&utm_medium=referral +* 什么是粘包,如何处理? A: https://www.cnblogs.com/msxh/p/10822516.html +* 关于网络的一些基本知识点汇总 A:[网络编程之TCP/IP各层详解](https://www.cnblogs.com/Kwan-C/p/11508684.html) +* [从零开始的计算机网络基础(图文并茂,1.8w字,面试复习必备)](https://www.cnblogs.com/Lazy-Cat/p/12772667.html) + +#### 设计模式相关 +* 说一下设计模式的六大设计原则 A: https://www.cnblogs.com/msxh/p/6921679.html +* 工厂模式考察 A:https://github.com/XINCGer/Unity3DTraining/tree/master/DesignPatterns/Factory +* 单例模式考察 A:https://github.com/XINCGer/Unity3DTraining/tree/master/DesignPatterns/Singleton +* 中介者模式考察 A:https://github.com/XINCGer/Unity3DTraining/tree/master/DesignPatterns/MediatorPattern +* 观察者模式考察 A:https://github.com/XINCGer/Unity3DTraining/tree/master/DesignPatterns/ObserverPattern +* 说一说MVC架构,各层分别负责做什么?MVC模式优点、缺点是什么? A: +https://www.cnblogs.com/JustRun1983/p/3679827.html +http://www.cnblogs.com/JustRun1983/p/3727560.html +https://www.cnblogs.com/aspwebchh/p/8853659.html +* 说一下MVVM架构,对比MVC架构有和优点? A:解答同上面的问题 +* [【设计模式速查手册(方便随时回顾)】](https://www.cnblogs.com/xibei/p/12362992.html) + +#### 夜莺大佬总结 +考察一般的unity高级程序就这几块: +* (1)数据结构和算法,刷好leetcode 就行了 +* (2)图形学渲染管线 建议 从opengl 学起,熟悉基本的渲染管线 +* (3)一些unity特殊技巧。比如 mesh的定点的属性列表。ugui的动静分离 。assetbundle的 加载和卸载,ui 渲染3d 模型,别提 雨凇的策略。那策略基本上没用 +* (4)lua 比如:for 空洞的 table。寄存器语言特性, lua vm 一些基本的概念 diff --git a/ECS/README.md b/ECS/README.md new file mode 100644 index 000000000..bf8253f40 --- /dev/null +++ b/ECS/README.md @@ -0,0 +1,32 @@ +## ESC实体组件系统研究 + +* [详解实体组件系统ECS](https://mp.weixin.qq.com/s?__biz=MzU5MjQ1NTEwOA==&mid=2247495191&idx=1&sn=036034914643a69df7fec819ffe6b3cf&chksm=fe1ddabcc96a53aa06d9e32c689545e2db6a58361b5210d898341579987bc3c0dec4a20c4dba&mpshare=1&scene=23&srcid=1008ncfC38tQ6Bu3tN0zNsBN#rd) +* [理解 组件-实体-系统 (ECS \CES)游戏编程模型](https://www.cnblogs.com/FuTaimeng/p/5572183.html) +* [云风:浅谈《守望先锋》中的 ECS 构架](https://blog.codingnow.com/2017/06/overwatch_ecs.html) +* [深入解读Job System(1)](https://mp.weixin.qq.com/s/IY_zmySNrit5H8i0CcTR7Q) +* [深入解读Job system(2)](https://mp.weixin.qq.com/s/vV4kqorvMtddjrrjmOxQKg) +* [ECS入门之Hello World](https://mp.weixin.qq.com/s/2LrfF0UmkCIwJ6_2xYzyWw) +* [ECS的核心概念](https://mp.weixin.qq.com/s/Tvtqz51Np7vWeYwKcQtHdQ) +* [LeoECS](https://github.com/Leopotam/ecs) +* [ReeseUnityDemos](https://github.com/reeseschultz/ReeseUnityDemos) +* [actors.unity](https://github.com/PixeyeHQ/actors.unity) +* [A fully-featured deformer system for Unity](https://github.com/keenanwoodall/Deform) +* [ecs-faq](https://github.com/SanderMertens/ecs-faq) +* [LiteEntitySystem-Pure C# HighLevel API for multiplayer games](https://github.com/RevenantX/LiteEntitySystem) +* [entt-Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more](https://github.com/skypjack/entt) +* [Svelto.ECS](https://github.com/sebas77/Svelto.ECS) +* [gaia-ecs](https://github.com/richardbiely/gaia-ecs) +* [Arch](https://github.com/genaray/Arch) +* [morpeh - 🎲 ECS Framework for Unity Game Engine and .Net Platform](https://github.com/scellecs/morpeh) +* [flecs - A fast entity component system (ECS) for C & C++](https://github.com/SanderMertens/flecs) + + +## JobSystem +* [Unity DOTS(一) Job System 介绍](https://zhuanlan.zhihu.com/p/66336209) +* [C# Job System](https://www.cnblogs.com/sifenkesi/p/12258842.html) +* [Unity 多线程 JobSystem 简述](https://warl.top/posts/Unity-JobSystem/) +* [Unity中文社区 Job System教程](https://developer.unity.cn/projects/61f68b70edbc2a16f7df9e83) +* [IJob API Document](https://docs.unity3d.com/2023.1/Documentation/ScriptReference/Unity.Jobs.IJob.html) +* [C# Job System Manual](https://docs.unity3d.com/2023.1/Documentation/Manual/JobSystem.html) +* [Unity JobSystem使用及技巧](https://www.cnblogs.com/FlyingZiming/p/17241013.html) +* [animation-jobs-samples](https://github.com/Unity-Technologies/animation-jobs-samples) diff --git a/ECS/UnsafeECS/README.md b/ECS/UnsafeECS/README.md new file mode 100644 index 000000000..c47083035 --- /dev/null +++ b/ECS/UnsafeECS/README.md @@ -0,0 +1,10 @@ +### UnsafeECS 框架 +支持超大型场景的帧同步, +想象本框架的应用场景 +:和你的好基友一起联机,同屏对砍几千只怪,60帧的运行速度 +比Entitas 快4倍以上,(代码写的好可以10倍+), +高性能ECS帧同步框架,你,值得拥有 + +视频 https://www.bilibili.com/video/av74152979/ +demo 源码(不含工具) +https://github.com/JiepengTan/UnsafeECS_Demo_Boid \ No newline at end of file diff --git a/ESC/README.md b/ESC/README.md deleted file mode 100644 index ed6e3b069..000000000 --- a/ESC/README.md +++ /dev/null @@ -1,6 +0,0 @@ -## ESC实体组件系统研究 - -* [详解实体组件系统ECS](https://mp.weixin.qq.com/s?__biz=MzU5MjQ1NTEwOA==&mid=2247495191&idx=1&sn=036034914643a69df7fec819ffe6b3cf&chksm=fe1ddabcc96a53aa06d9e32c689545e2db6a58361b5210d898341579987bc3c0dec4a20c4dba&mpshare=1&scene=23&srcid=1008ncfC38tQ6Bu3tN0zNsBN#rd) -* [理解 组件-实体-系统 (ECS \CES)游戏编程模型](https://www.cnblogs.com/FuTaimeng/p/5572183.html) -* [深入解读Job System(1)](https://mp.weixin.qq.com/s/IY_zmySNrit5H8i0CcTR7Q) -* [深入解读Job system(2)](https://mp.weixin.qq.com/s/vV4kqorvMtddjrrjmOxQKg) diff --git a/Effective C#/README.md b/Effective C#/README.md index af223c99a..0d45893fe 100644 --- a/Effective C#/README.md +++ b/Effective C#/README.md @@ -1,6 +1,19 @@ -## Effective C# U3D高效C#技法训练 +# Effective C# 高效C#技法训练 -### 目录 +## 目录 +### 指针 +>* [C#(含Unity)unsafe指针快速反射第一篇(字段篇 )](https://zhuanlan.zhihu.com/p/547327113) +>* [C#(含Unity)unsafe指针快速反射第二篇(属性篇 )](https://zhuanlan.zhihu.com/p/552294970) +>* [IntPtr 结构](https://learn.microsoft.com/zh-cn/dotnet/api/System.IntPtr?view=net-5.0) +>* [Marshal 类](https://learn.microsoft.com/zh-cn/dotnet/api/system.runtime.interopservices.marshal?view=net-5.0) + +### unsafe +>* [不安全代码、指针类型和函数指针](https://learn.microsoft.com/zh-cn/dotnet/csharp/language-reference/unsafe-code) +>* [unsafe(C# 参考)](https://learn.microsoft.com/zh-cn/dotnet/csharp/language-reference/keywords/unsafe) + +### 其他 +>* [awesome-dotnet-tips](https://github.com/meysamhadeli/awesome-dotnet-tips) +>* [referencesource](https://github.com/microsoft/referencesource) >* [Learning Hard C# 博客原文](https://www.kancloud.cn/wizardforcel/learning-hard-csharp/111492) >* [Unity3D中使用委托和事件](https://github.com/XINCGer/Unity3DTraining/tree/master/Effective%20C%23/Delegate_EventTraining) >* [浅谈 .NET 中的对象引用、非托管指针和托管指针](https://www.cnblogs.com/blurhkh/p/10357576.html) @@ -11,3 +24,51 @@ >* [详解C#特性和反射(三)](https://www.cnblogs.com/minotauros/p/9742548.html) >* [详解C#特性和反射(四)](https://www.cnblogs.com/minotauros/p/9760903.html) >* [[C#进阶系列]专题一:深入解析深拷贝和浅拷贝](https://www.kancloud.cn/wizardforcel/learning-hard-csharp/111515) +>* [C# 一句很简单而又很经典的代码](https://www.cnblogs.com/u3ddjw/p/11109679.html) +>* [Unity官方建议的编程风格](http://wiki.unity3d.com/index.php/Csharp_Coding_Guidelines) +>* [从零开始分析C#所有常用集合类的设计(源码向)](https://www.lfzxb.top/re0-c-generic-collections-analyze-with-source-code/) +>* [聊聊“装箱”在CLR内部的实现](https://www.cnblogs.com/murongxiaopifu/p/12295848.html) +>* [【5min+】 这些C#的运算符您都认识吗?](https://www.cnblogs.com/uoyo/p/12307959.html) +>* [你所不知道的 C# 中的细节](https://www.cnblogs.com/hez2010/p/12606419.html) +>* [内存迟迟下不去,可能你就差一个GC.Collect](https://www.cnblogs.com/huangxincheng/p/12839160.html) +>* [List的扩容机制,你真的明白吗?](https://www.cnblogs.com/huangxincheng/p/12954569.html) +>* [浅析C# Dictionary实现原理](https://www.cnblogs.com/InCerry/p/10325290.html) +>* [使用PInvoke互操作,让C#和C++愉快的交互优势互补](https://www.cnblogs.com/huangxincheng/p/12985351.html) +>* [C# 中的Async 和 Await 的用法详解](https://www.cnblogs.com/yilezhu/p/10555849.html) +>* [.NET 异步详解](https://www.cnblogs.com/hez2010/p/async-in-dotnet.html) +>* [C# 彻底搞懂async/await](https://www.cnblogs.com/zhaoshujie/p/11192036.html) +>* [c# 按位与,按位或](https://www.cnblogs.com/mili3/archive/2013/03/07/2947564.html) +>* [利用按位取反(~)从复合枚举值里清除枚举值](https://blog.csdn.net/hchaoh/article/details/84698752) +>* [新版 C# 高效率编程指南](https://www.cnblogs.com/hez2010/p/13724904.html) +>* [C# Type.GetType 返回NULL 问题解决记录](https://blog.csdn.net/qq_17347313/article/details/102834781) +>* [.NET/C# 判断某个类是否是泛型类型或泛型接口的子类型](https://www.cnblogs.com/walterlv/p/10236419.html) +>* [C# List Sort 排序用法总结](https://zhuanlan.zhihu.com/p/141618333) +>* [什么是C#的值类型与引用类型?Class与Struct对比](https://mp.weixin.qq.com/s/RSZTSceOaVKhl3KP6X6BKg) +>* [LINQ 查询简介 (C#)](https://docs.microsoft.com/zh-cn/dotnet/csharp/programming-guide/concepts/linq/introduction-to-linq-queries) +>* [语言集成查询 (LINQ)](https://docs.microsoft.com/zh-cn/dotnet/csharp/linq/) +>* [帮你理清 C# 委托、事件、Action、Func](https://mp.weixin.qq.com/s/V6u4fsrlY9tSVUKQty7eDA) +>* [C# Async/Await原理剖析](https://blog.csdn.net/weixin_43990579/article/details/105417652) +>* [Unity3d的Task存在的坑](https://zhuanlan.zhihu.com/p/86168785) +>* [一文说通C#中的异步编程](https://www.cnblogs.com/tiger-wang/p/13357981.html) +>* [C#中的9个“黑魔法”](https://zhuanlan.zhihu.com/p/121792448) +>* [c#动态设置attribute](https://www.cnblogs.com/jacle169/archive/2013/04/20/3032113.html) +>* [在C#序列化中保存字典](http://ask.sov5.cn/q/7hBfSdNfiP) +>* [C#中字符串优化String.Intern、IsInterned详解](https://www.jb51.net/article/129541.htm) +>* [await,async 我要把它翻个底朝天,这回你总该明白了吧](https://blog.csdn.net/huangxinchen520/article/details/108214146) +>* [异步编程模型](https://docs.microsoft.com/zh-cn/dotnet/csharp/programming-guide/concepts/async/task-asynchronous-programming-model) +>* [C#中的异步任务类型记录](https://www.jianshu.com/p/77bcfabc3f9f) +>* [Async Task Types in C#](https://github.com/dotnet/roslyn/blob/main/docs/features/task-types.md) +>* [C#中的变量存储](https://www.jianshu.com/p/ceb5e9fd607e) +>* [深入理解.NET中的并行编程(TPL)——多线程、异步、任务和并行计算](https://zhuanlan.zhihu.com/p/242142417) +>* [任务并行库 (TPL)](https://docs.microsoft.com/zh-cn/dotnet/standard/parallel-programming/task-parallel-library-tpl?redirectedfrom=MSDN) +>* [基于无锁的C#并发队列实现](https://www.cnblogs.com/akxmhd/p/15305868.html) +>* [AsyncLock: an async/await-friendly locking library for C# and .NET](https://neosmart.net/blog/2017/asynclock-an-asyncawait-friendly-locking-library-for-c-and-net/) +>* [.NET 零开销抽象指南](https://zhuanlan.zhihu.com/p/579403949) +>* [托管线程处理的最佳做法](https://learn.microsoft.com/zh-cn/dotnet/standard/threading/managed-threading-best-practices) +>* [C#基础知识梳理系列九:StringBuilder](https://www.cnblogs.com/solan/archive/2012/08/06/CSharp09.html) + +### Roslyn +>* [roslyn](https://github.com/dotnet/roslyn) +>* [Roslynator](https://github.com/JosefPihrt/Roslynator) +>* [.NET Compiler Platform SDK](https://docs.microsoft.com/zh-cn/dotnet/csharp/roslyn-sdk/) +>* [从零开始学习 dotnet 编译过程和 Roslyn 源码分析](https://www.jianshu.com/p/5b3c23cb3cf2) diff --git a/Engine/README.md b/Engine/README.md new file mode 100644 index 000000000..bc6c75782 --- /dev/null +++ b/Engine/README.md @@ -0,0 +1,198 @@ +# 引擎研究 + +## Unity源码分析 +* [Unity 引擎资源管理代码分析(1)](https://cloud.tencent.com/developer/article/1005786) +* [Unity 引擎资源管理代码分析(2)](https://cloud.tencent.com/developer/article/1005843) +* [Unity 引擎资源管理代码分析(3)](https://cloud.tencent.com/developer/article/1005853) +* [[U3D]StreamedBinaryRead::TransferSTLStyleArray崩溃分析](https://zhuanlan.zhihu.com/p/59394832) +* [[U3D] GetPreloadData 崩溃分析](https://zhuanlan.zhihu.com/p/113049982) +* [Unity3D 秘籍之 开启编辑器隐藏功能](https://zhuanlan.zhihu.com/p/91011605) +* [[U3D]TextureStreamingJob 崩溃分析一则](https://zhuanlan.zhihu.com/p/67941302) +* [Unity技术开放日 | 绝对干货 - 揭秘Unity的黑盒世界,“ShaderLab”底层原理浅谈](https://developer.unity.cn/projects/61289638edbc2a484ade955c) +* [Unity技术开放日 | 绝对干货 - 揭秘Unity的黑盒世界,原生对象和托管对象浅谈](https://developer.unity.cn/projects/6152e4fbedbc2a0020584027) +* [【Unity笔记】ShaderLab与其底层原理浅谈](https://zhuanlan.zhihu.com/p/400470713) +* [【笔记】Unity内存分配和回收的底层原理](https://zhuanlan.zhihu.com/p/381859536) +* [【Unity】Asset简介](https://zhuanlan.zhihu.com/p/411946807) +* [Unity如何把一个对象从内存序列化到磁盘](https://juzhen.space/post/820kmhmbt/) +* [深入剖析 Unity 协程的实现原理](https://blog.sunweizhe.cn/2020/05/08/%E6%B7%B1%E5%85%A5%E5%89%96%E6%9E%90Unity%E5%8D%8F%E7%A8%8B%E7%9A%84%E5%AE%9E%E7%8E%B0%E5%8E%9F%E7%90%86/) +* [Unity AssetBundle文件格式解析](https://chenanbao.github.io/2020/01/08/AssetBundle/) +* [Alan Liu's Blog](https://alanliu90.hatenablog.com/archive) +* [Asset Bundle 格式简析](https://blog.csdn.net/TorstenZhou/article/details/107360345) +* [研究快速修改Unity构建包内的资源文件](https://zhuanlan.zhihu.com/p/677543237) +* [Unity Asset Bundles tips and pitfalls](https://blog.unity.com/engine-platform/unity-asset-bundles-tips-pitfalls) +* [Unity Asset Bundles,不可不知的使用技巧和误区](https://mp.weixin.qq.com/s/2wMpO9h7aCcv3gpVBJxQDA) +* [团结 AssetBundle 新功能深度解析:加密、依赖分析优化与并行构建提升](https://mp.weixin.qq.com/s/05_Jbh6SmMNK8yId88hgdA) +* [Unity IL2CPP的GC原理](https://mp.weixin.qq.com/s/iz54xvT4NQV01R2q76ENGw) +* [团结 AssetBundle 新功能深度解析 Ⅱ:多进程并行构建提升](https://mp.weixin.qq.com/s/uL-6AePwRClkV_XB_Mn7Lw) + +## UnrealEngine分析 +* [虚幻引擎编译系统总结](https://mp.weixin.qq.com/s/33nGKBrEl2W9Q8vBbd66pw) +* [解析UE动画系统——核心实现](https://mp.weixin.qq.com/s/wdpZiHAegrtRV97VAXMsrA) +* [UE5多线程|FRunnableThread](https://mp.weixin.qq.com/s/l7ne4C1KmOS77FO2U0q5Lg) +* [UE5多线程|ThreadPool](https://mp.weixin.qq.com/s/89uDjQcAnlqgOf-gUJ1fCw) +* [UE5多线程|TaskGraph](https://mp.weixin.qq.com/s/WkyMNzR2ZN4-9JUQM6dnpw) + +## 物理 +* [NVIDIA PhysX SDK 5.0](https://github.com/NVIDIA-Omniverse/PhysX) +* [NVIDIA PhysX SDK](https://github.com/NVIDIAGameWorks/PhysX) +* [NVIDIA PhysX SDK 3.4](https://github.com/NVIDIAGameWorks/PhysX-3.4) +* [Bullet Physics SDK](https://github.com/bulletphysics/bullet3) +* [A cross-platform, realtime physics engine for all .NET app](https://github.com/notgiven688/jitterphysics) +* [3DLineDetection](https://github.com/xiaohulugo/3DLineDetection) +* [ZEn NOde system - a simulation & rendering engine in nodes](https://github.com/zenustech/zeno) +* [Voxel-based fluid simulation engine for computer games](https://github.com/CubbyFlow/CubbyFlow) +* [Bounce is a 3D physics engine for games](https://github.com/irlanrobson/bounce) +* [JoltPhysics-A multi core friendly rigid body physics and collision detection library suitable for games and VR applications](https://github.com/jrouwe/JoltPhysics) +* [JoltPhysicsSharp-JoltPhysics C# bindings](https://github.com/amerkoleci/JoltPhysicsSharp) +* [A small 2D physics engine](https://github.com/erincatto/box2d-lite) +* [deterministic_physics 能为3D帧同步游戏提供一致性、确定性的物理引擎](https://github.com/devlinzhou/deterministic_physics) +* [FLAT- A 2D rigid body physics engine](https://github.com/yuanming-hu/FLAT) +* [reactphysics3d-Open source C++ physics engine library in 3D](https://github.com/DanielChappuis/reactphysics3d) +* [Chipmunk2D-A fast and lightweight 2D game physics library](https://github.com/slembcke/Chipmunk2D) +* [miniphysics-Single file collision detection and dynamics library](https://github.com/mackron/miniphysics) +* [ImpulseEngine-Simple, open source, 2D impulse based physics engine for educational use](https://github.com/RandyGaul/ImpulseEngine) +* [chrono-High-performance C++ library for multiphysics and multibody dynamics simulations](https://github.com/projectchrono/chrono) +* [mujoco-Multi-Joint dynamics with Contact. A general purpose physics simulator](https://github.com/deepmind/mujoco) +* [box2d-netstandard](https://github.com/codingben/box2d-netstandard) +* [box3d-Box3D is a 3D physics engine for games](https://github.com/erincatto/box3d) +* [bepuphysics2 - Pure C# 3D real time physics simulation library, now with a higher version number](https://github.com/bepu/bepuphysics2) +* [The Open Dynamics Engine (ODE)](https://github.com/thomasmarsh/ODE) +* [IrrPAL - repository for Irrlicht and PAL physics integration](https://github.com/netpipe/IrrPAL) +* [manifold - Geometry library for topological robustness](https://github.com/elalish/manifold) +* [QuarkPhysics](https://github.com/erayzesen/QuarkPhysics) +* [havok-2013](https://github.com/sigmaco/havok-2013) +* [godot-jolt](https://github.com/godot-jolt/godot-jolt) +* [历时2年,华人团队力作,震撼开源生成式物理引擎Genesis,可模拟世界万物](https://mp.weixin.qq.com/s/ioYK3YV07f9m0Iu-l6tLsg) +* [Genesis - A generative world for general-purpose robotics & embodied AI learning](https://github.com/Genesis-Embodied-AI/Genesis) +* [KawaiiPhysics - KawaiiPhysics : Simple fake Physics for UnrealEngine4 & 5](https://github.com/pafuhana1213/KawaiiPhysics) +* [RVO2 - Optimal Reciprocal Collision Avoidance (C++)](https://github.com/snape/RVO2) +* [mujoco - Multi-Joint dynamics with Contact. A general purpose physics simulator](https://github.com/google-deepmind/mujoco) + +## 渲染 +* [现代渲染引擎开发-Modern Graphic API](https://mp.weixin.qq.com/s/ZEDfNmyFF5UTpGJDp3Okqw) +* [Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2](https://github.com/google/filament) +* [Real-Time Rendering Framework](https://github.com/NVIDIAGameWorks/Falcor) +* [3D engine focusing on modern rendering](https://github.com/turanszkij/WickedEngine) +* [The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2](https://github.com/ConfettiFX/The-Forge) +* [tinyrenderer](https://github.com/ssloy/tinyrenderer) +* [ShaderLab](https://github.com/BobLChen/ShaderLab) +* [OpenGL Mathematics (GLM)](https://github.com/g-truc/glm) +* [DXE-A voxel cone traced realtime Global Illumination rendering engine in dx12, wip](https://github.com/LanLou123/DXE) +* [MathGeoLib-A C++ library for linear algebra and geometry manipulation for computer graphics](https://github.com/juj/MathGeoLib) +* [FidelityFX-FSR2 FidelityFX Super Resolution 2](https://github.com/GPUOpen-Effects/FidelityFX-FSR2) +* [LunaSDK-++ software development framework for real-time rendering applications](https://github.com/JX-Master/LunaSDK) +* [3d-game-shaders-for-beginners](https://github.com/lettier/3d-game-shaders-for-beginners) +* [embree](https://github.com/embree/embree) +* [openmoonray](https://github.com/dreamworksanimation/openmoonray) +* [renderer-A shader-based software renderer written from scratch in C89](https://github.com/zauonlok/renderer) +* [geometry-central(Applied 3D geometry in C++, with a focus on surface meshes)](https://github.com/nmwsharp/geometry-central) +* [XUSG](https://github.com/StarsX/XUSG) +* [magnum-Lightweight and modular C++11 graphics middleware](https://github.com/mosra/magnum) +* [nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations](https://github.com/memononen/nanovg) +* [SRender](https://github.com/SunXLei/SRender) +* [igl - intermediate Graphics Library](https://github.com/facebook/igl) +* [smaa-cpp](https://github.com/iRi-E/smaa-cpp) +* [Candela - Pathtraced Realtime Engine](https://github.com/swr06/Candela) +* [skia Skia is a complete 2D graphic library for drawing Text, Geometries, and Images](https://github.com/google/skia) +* [Friction Graphics](https://github.com/friction2d/friction) +* [hlslpp - Math library using HLSL syntax with multiplatform SIMD support](https://github.com/redorav/hlslpp) +* [LLGL - Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal](https://github.com/LukasBanana/LLGL) + +## 动画 +* [Motion-Matching](https://github.com/orangeduck/Motion-Matching) +* [在UE5中,预测脚步IK实现-PredictFootIK](https://mp.weixin.qq.com/s/64Mye5xvBpBSjHsZUGTPrQ) + +## 开源引擎 +* [Game Engines with Source: Learning from the best](https://github.com/redorav/public_source_engines) +* [WickedEngine](https://github.com/turanszkij/WickedEngine) +* [OpenGraphic - Graphic Engine & Game Engine lists](https://github.com/Gforcex/OpenGraphic) +* [Game engine created using OpenGL and C++](https://github.com/MrFrenik/Enjon) +* [Flax Engine – multi-platform 3D game engine](https://github.com/FlaxEngine/FlaxEngine) +* [Godot Engine – Multi-platform 2D and 3D game engine](https://github.com/godotengine/godot) +* [awesome-godot](https://github.com/godotengine/awesome-godot) +* [godex - Godex is a Godot Engine ECS library](https://github.com/GodotECS/godex) +* [Piccolo – mini game engine for games104](https://github.com/BoomingTech/Piccolo) +* [Cross mobile platform 2D&3D C++ game engine](https://github.com/fjz13/Medusa) +* [Esoterica Engine](https://github.com/BobbyAnguelov/Esoterica) +* [FluxEngine](https://github.com/simco50/FluxEngine) +* [Iris is a cross-platform game engine written in modern C++](https://github.com/irisengine/iris) +* [C++20 framework for creative coding 🎮🎨🎹 / Cross-platform support (Windows, macOS, Linux, and the Web)](https://github.com/Siv3D/OpenSiv3D) +* [Simple DirectMedia Layer (SDL) Version 2.0](https://github.com/libsdl-org/SDL) +* [SakuraEngine 为高性能而生的游戏运行时与工具箱](https://github.com/SakuraEngine/SakuraEngine) +* [Utopia Game Engine 无境游戏引擎](https://github.com/Ubpa/Utopia) +* [KlayGE-Cross-platform open source game engine with plugin-based architecture](https://github.com/gongminmin/KlayGE) +* [urho3d](https://github.com/urho3d/urho3d) +* [defold](https://github.com/defold/defold) +* [Hazel-Hazel Engine](https://github.com/TheCherno/Hazel) +* [turso3d](https://github.com/cadaver/turso3d) +* [U3D-Open-source, cross-platform 2D and 3D game engine built in C++](https://github.com/u3d-community/U3D) +* [halley-A lightweight game engine written in modern C++](https://github.com/amzeratul/halley) +* [librg-🚀 Making multi-player gamedev simpler since 2017](https://github.com/zpl-c/librg) +* [zpl-📐 Pushing the boundaries of simplicity](https://github.com/zpl-c/zpl) +* [ogre-scene-oriented, flexible 3D engine (C++, Python, C#, Java)](https://github.com/OGRECave/ogre) +* [AXMOL Engine](https://github.com/axmolengine/axmol) +* [NextEngine](https://github.com/CompilerLuke/NextEngine) +* [vulkan-engine](https://github.com/MohammadFakhreddin/vulkan-engine) +* [SpartanEngine - Game engine with an emphasis on architectural quality and performance](https://github.com/PanosK92/SpartanEngine) +* [source-engine](https://github.com/nillerusr/source-engine) +* [Source Engine Wiki](https://developer.valvesoftware.com/wiki/Source) +* [Overload - 3D Game engine with editor](https://github.com/adriengivry/Overload) +* [Ursine3D](https://github.com/AustinBrunkhorst/Ursine3D) +* [crown - The flexible game engine](https://github.com/crownengine/crown) +* [BigWorld-Engine-14.4.1](https://github.com/v2v3v4/BigWorld-Engine-14.4.1) +* [xray-16](https://github.com/OpenXRay/xray-16) +* [Irrlicht Demo Repository](https://github.com/netpipe/IrrlichtDemos) +* [Luna Game Engine](https://github.com/netpipe/Luna) +* [LunaLibs](https://github.com/netpipe/LunaLibs) +* [Alpha_Engine - Game Engine For Simulation Games](https://github.com/Quark-Hell/Alpha_Engine) +* [halflife](https://github.com/ValveSoftware/halflife) +* [exengine - A C99 3D game engine](https://github.com/solenum/exengine) +* [godot-cpp C++ bindings for the Godot script API](https://github.com/godotengine/godot-cpp) +* [stride - Stride Game Engine (formerly Xenko)](https://github.com/stride3d/stride) +* [GameEngineFromScratch](https://github.com/netwarm007/GameEngineFromScratch) +* [dragengine](https://github.com/LordOfDragons/dragengine) +* [StarryX - [Early developing] This is another more radical fork of cocos2d-x game engine](https://github.com/wzhengsen/StarryX) +* [DagorEngine](https://github.com/GaijinEntertainment/DagorEngine) +* [The-Forge](https://github.com/ConfettiFX/The-Forge) +* [MxEngine - C++ open source 3D game engine](https://github.com/asc-community/MxEngine) +* [blade - a cross platform 3d engine using c++98](https://github.com/crazii/blade) +* [Ant game engine](https://github.com/ejoy/ant) +* [butano - Modern C++ high level GBA engine](https://github.com/GValiente/butano) +* [DiligentEngine](https://github.com/DiligentGraphics/DiligentEngine) +* [bgfx](https://github.com/bkaradzic/bgfx) +* [Castor3D - Multi-OS 3D engine](https://github.com/DragonJoker/Castor3D) +* [limonEngine - 3D FPS game engine with full dynamic lighting and shadows](https://github.com/enginmanap/limonEngine) +* [source-sdk-2013](https://github.com/ValveSoftware/source-sdk-2013) +* [mgp - 3D Game engine building from Gameplay3D codebase](https://github.com/chunquedong/mgp) +* [FEngine - 2d格斗游戏引擎&&编辑器](https://github.com/hoyt-tian/FEngine) +* [openbor-OpenBOR is the ultimate 2D side scrolling engine for beat em' ups, shooters, and more](https://github.com/DCurrent/openbor) +* [BraneEngine](https://github.com/BraneReality/BraneEngine) +* [Prowl - An Open Source C# 3D Game Engine under MIT license, inspired by Unity and featuring a complete editor](https://github.com/ProwlEngine/Prowl) +* [SpartanEngine - A game engine with an emphasis on real-time cutting-edge solutions](https://github.com/PanosK92/SpartanEngine) +* [Bulllord-Engine - lightspeed lightweight elegant game engine in pure c](https://github.com/MarilynDafa/Bulllord-Engine) +* [Boo-Engine:基于Vulkan的现代游戏引擎架构实践](https://mp.weixin.qq.com/s/5U0Vt9MZwMiz5icLMESm0g) +* [Boo-Engine](https://github.com/carlosyzy/Boo-Engine) + +## ECS +* [entt-Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more](https://github.com/skypjack/entt) + +## 工具 +* [rectpack2D - A header-only, very efficient 2D rectangle packing library. Used in Assassin's Creed and Skydio drones. 2 scientific references](https://github.com/TeamHypersomnia/rectpack2D) + +## 文章 +* [从零编写游戏引擎教程 Writing a game engine tutorial from scratch](https://github.com/ThisisGame/cpp-game-engine-book) +* [游戏引擎开发实录](https://www.zhihu.com/column/c_1346828552935948288) +* [手摇虚幻引擎](https://www.zhihu.com/column/c_1358890091050606592) +* [次世代游戏引擎中的 I/O(序):迈向 DirectStorage](https://zhuanlan.zhihu.com/p/605381512) +* [从零开始手敲次世代游戏引擎](https://zhuanlan.zhihu.com/c_119702958) +* [《恋与深空》首次深度技术分享:如何为玩家创造真实可感世界?](https://mp.weixin.qq.com/s/-v3CgfsqyK61jF2m2Ao7Tw) + +## games104作业 +* [作业收集1](https://github.com/1393650770/Games104-Homework) +* [作业收集2](https://github.com/renbiao1024/Games104_Homework) + +## Games104文章 +* [GAMES104课程笔记(全22篇)](https://www.piccoloengine.com/topic/310590) +* [引擎的多任务,该如何高效管理?](https://mp.weixin.qq.com/s/ERJHUxG_3mIcGChOEuVYhw) +* [一文详解游戏引擎中的JobSystem](https://mp.weixin.qq.com/s/cVxZtvQ8jVGHUH3jHLq4Dg) +* [UE多线程机制](https://piccoloengine.com/topic/310472) diff --git a/HotUpdate/README.md b/HotUpdate/README.md index a469b5066..c474885f1 100644 --- a/HotUpdate/README.md +++ b/HotUpdate/README.md @@ -1,5 +1,9 @@ ## 热更新专题 +* [Asset Bundle Internal Structure](https://docs.unity3d.com/540/Documentation/Manual/AssetBundleInternalStructure.html) +* [AssetBundlesIntro](https://docs.unity3d.com/Manual/AssetBundlesIntro.html) +* [程序丨入门必看:Unity资源加载及管理](https://mp.weixin.qq.com/s/0XFQt8LmqoTxxst_kKDMjw) +* [浅谈倩女手游中的资源更新](https://zhuanlan.zhihu.com/p/150171940) * [uLua基础之C#与lua相互调用](./uLuaDemo) * [AssetBundle入门](./AssetBundleDemo) * [【Unity游戏开发】AssetBundle杂记--AssetBundle的二三事](http://www.cnblogs.com/msxh/p/8506274.html) @@ -7,3 +11,80 @@ * [一个不错的热更学习框架](./AssetBundleFramework)   * [lua热更框架之XLua](https://www.cnblogs.com/IAMTOM/p/9498393.html) * [Unity AssetBundle,Asset,GameObject之间的联系](https://www.cnblogs.com/u3ddjw/p/11074071.html) +* [Unity AssetBundle高效加密案例分享](https://mp.weixin.qq.com/s/eM6bFgkD2roZKLJ7SHn4xQ) +* [基于Resource ID的资源管理机制](https://zhuanlan.zhihu.com/p/38048506) +* [关于AssetBundle打包的依赖收集](./关于AssetBundle打包的依赖收集.docx) +* [一位大神自研的支持热更的脚本语言](https://github.com/qingfeng346/Scorpio-CSharp) +* [Unity 5.x AssetBundle零冗余解决方案](https://zhuanlan.zhihu.com/p/25111851?tdsourcetag=s_pcqq_aiomsg) +* [关于Unity3D的AssetBundle打包的建议](https://zhuanlan.zhihu.com/p/63686076?tdsourcetag=s_pcqq_aiomsg) +* [给调皮的AssetBundle加上面向对象式加载调试管理](https://blog.uwa4d.com/archives/Sparkle_AB.html) +* [Addressable基础篇之浅谈Assets——Unity资源映射](https://mp.weixin.qq.com/s/3iyl_O1cRf9i1seMpi3Owg) +* [Addressable基础篇之Resources目录的优点与痛点](https://mp.weixin.qq.com/s/5EBji5p5Skh0XRp8mq5RBA) +* [Addressable基础篇之AssetBundle原理](https://mp.weixin.qq.com/s/uOy4lkuY6HPQNOhXki58NQ) +* [Addressable基础篇之AssetBundle最佳实践](https://mp.weixin.qq.com/s/MSFoXifr5FkCP-ZTP1Jaww) +* [Addressable基础篇之Addressable Assets System简介](https://mp.weixin.qq.com/s/q8nkAw_52AVG_oSuaDzxjw) +* [Addressable基础篇之Addressable Assets开发周期](https://mp.weixin.qq.com/s/yKTymdcQriYvCQmAugwiQg) +* [Addressable基础篇之Addressable Assets托管服务](https://mp.weixin.qq.com/s/sa0wF5uNH7jpuIrFfzhJiA) +* [Addressable基础篇之Addressable Assets内存管理](https://mp.weixin.qq.com/s/anwQnLVbQLYQbM22pnBQkw) +* [Addressable基础篇之Addressables分析器](https://mp.weixin.qq.com/s/04fQFpF_zwrOOlGLiKaWbA) +* [关于Addressable的疑问](https://blog.uwa4d.com/archives/TechSharing_195.html) +* [AssetBundles如何影响运行时内存?看这一篇就够了](https://mp.weixin.qq.com/s/PGfDsnYM5MAYWruy6W4ejw) +* [Learn to save memory usage by improving the way you use AssetBundles](https://blogs.unity3d.com/2020/04/09/learn-to-save-memory-usage-by-improving-the-way-you-use-assetbundles/) +* [博主营地 | 超快上手的AssetBundle和XLua热更新教程,倾囊分享](https://mp.weixin.qq.com/s/x9uz7XrDeYSqzRj0prhX6w) +* [【Unity游戏开发】加载AB和实例化操作对应的内存变化](https://zhuanlan.zhihu.com/p/135192859) +* [AssetBundle的原理及最佳实践](https://zhuanlan.zhihu.com/p/103669794) +* [【Unity游戏开发】SpriteAtlas与AssetBundle最佳食用方案](https://www.cnblogs.com/msxh/p/14194756.html) +* [ 如何隐藏你的热更新 bundle 文件?](https://www.cnblogs.com/skychx/p/how-to-hide-bundle.html) +* [InjectFix——C#热修复方案分析 & 使用流程](https://blog.csdn.net/qq_33726878/article/details/112525690) +* [静态包、动态包有什么区别?何时使用增量更新?Addressables 更新流程大梳理](https://mp.weixin.qq.com/s/2WJRhZM61OrBQxtglMSERg) +* [Unity中使用AES加密方式进行AssetBundle加密](http://www.blinkedu.cn/index.php/2020/12/10/unity%E4%B8%AD%E4%BD%BF%E7%94%A8aes%E5%8A%A0%E5%AF%86%E6%96%B9%E5%BC%8F%E8%BF%9B%E8%A1%8Cassetbundle%E5%8A%A0%E5%AF%86/) +* [CatAsset Unity AssetBundle资源管理框架](https://github.com/CatImmortal/CatAsset) +* [A C# hot reload framework for Unity3D, based on Mono's MONO_AOT_MODE_INTERP mode](https://github.com/loongly/PureScript) +* [AssetBundle详解与休闲游戏如何设计Bundle结构](https://blog.csdn.net/lanazyit/article/details/108552429) +* [Unity增量更新BsDiff(也适用于整包的增量更新)](https://mp.weixin.qq.com/s/xnXH_ZjteIuFn2uL5fk9ow) +* [AssetBundle异步加载被中断的问题](https://answer.uwa4d.com/question/5af3db530e95a527a7a81d31) +* [Unity增量更新BsDiff(也适用于整包的增量更新)](https://mp.weixin.qq.com/s/xnXH_ZjteIuFn2uL5fk9ow) +* [UE热更新:资源的二进制补丁方案](https://cloud.tencent.com/developer/article/1874827) +* [Unity资产管理与更新系统的一种实现方式](https://mp.weixin.qq.com/s/yaA5mG7jsZwQpD3yOKZuAA) +* [2020版本AssetBundle的结构分析](https://www.bilibili.com/read/cv15116475) +* [[U3D]StreamedBinaryRead::TransferSTLStyleArray崩溃分析](https://zhuanlan.zhihu.com/p/59394832) +* [Pak files - Virtual file system](https://simoncoenen.com/blog/programming/PakFiles) +* [江娱Unity手游代码热更新技术演进](https://zhuanlan.zhihu.com/p/676793950) +* [AssetBundle详解与休闲游戏如何设计Bundle结构](https://blog.csdn.net/lanazyit/article/details/108552429) +* [Unity Asset Bundles,不可不知的使用技巧和误区](https://mp.weixin.qq.com/s/2wMpO9h7aCcv3gpVBJxQDA) +* [利用多进程并行化加速Unity资源构建](https://blog.uwa4d.com/archives/USparkle_Multi_process.html) +* [StreamAssetBundle - Unity AssetBundle 资源加密](https://github.com/shunfy/StreamAssetBundle/) +* [YooAsset](https://github.com/tuyoogame/YooAsset/tree/dev) + +#### Shader打包与变体收集 +* [Shader变体收集与打包](https://zhuanlan.zhihu.com/p/68888831) +* [Unity 导出 ShaderVariantCollection](https://networm.me/2019/04/21/unity-export-shadervariantcollection/) +* [ShaderVariantCollection解决shader_feature丢失](https://www.dazhuanlan.com/2019/12/16/5df6a886cf4dd/) +* [内置的shader怎么打包?](https://answer.uwa4d.com/question/58e8d7c074c2cac90afa6f36) +* [Packages 目录下 Shader 打包](https://answer.uwa4d.com/question/5f3d10b19424416784ef1c82) +* [Unity Shader AssetBundle ShaderVariantCollection](https://blog.csdn.net/kuangben2000/article/details/104099063) +* [Unity3D Shader加载时机和预编译](https://gameinstitute.qq.com/community/detail/118869) +* [一种Shader变体收集和打包编译优化的思路](https://github.com/lujian101/ShaderVariantCollector) +* [如何理解Shader.Parse 和 Shader.CreateGpuProgram](https://answer.uwa4d.com/question/58dbb737901de5f21c6569c2) +* [Unity的Shader加载解析和ShaderVariantCollection的warmup](https://answer.uwa4d.com/question/5ce5467ad1d3d045c846d769) +* [UnityShaderStripper](https://github.com/SixWays/UnityShaderStripper) + +### ILRuntime相关 +* [ILRuntime官网](https://ourpalm.github.io/ILRuntime/public/v1/guide/index.html) +* [ILRuntime入门笔记](https://www.cnblogs.com/zhaoqingqing/archive/2019/01/17/10274176.html) +* [对C#热更新方案ILRuntime的探究](https://www.cnblogs.com/zblade/p/9041400.html) +* [必读!ILRuntime来实现热更新的优与劣!](https://blog.uwa4d.com/archives/TechSharing_103.html) +* [ILRuntime热更方案坑点](https://www.cnblogs.com/Bright-King/p/11686947.html) +* [《暗黑破坏神》类手游,用ILRuntime的热更新&性能测试&TestCase!](https://mp.weixin.qq.com/s/hAIfEO5EEvOGAYpBmT6h6Q) + +### Lua热更新 +* [lua_hotupdate](https://github.com/asqbtcupid/lua_hotupdate) +* [LuaRuntimeHotfix](https://github.com/756915370/LuaRuntimeHotfix) + +### huatuo热更新 +* [huatuo c#热更新](https://www.zhihu.com/column/c_1489549396035870720) +* [huatuo trial project](https://github.com/focus-creative-games/hybridclr_trial) +* [huatuo](https://github.com/focus-creative-games/hybridclr) +* [il2cpp version which support HUAUTO interpreter](https://github.com/pirunxi/il2cpp_huatuo) +* [深入剖析il2cpp及huatuo实现的技术专栏](https://github.com/focus-creative-games/inspect_hybridclr) +* [划时代的代码热更新方案huatuo源码流程解析](https://www.lfzxb.top/huatuo-source-analyze/) diff --git "a/HotUpdate/\345\205\263\344\272\216AssetBundle\346\211\223\345\214\205\347\232\204\344\276\235\350\265\226\346\224\266\351\233\206.docx" "b/HotUpdate/\345\205\263\344\272\216AssetBundle\346\211\223\345\214\205\347\232\204\344\276\235\350\265\226\346\224\266\351\233\206.docx" new file mode 100644 index 000000000..aab52d2f1 Binary files /dev/null and "b/HotUpdate/\345\205\263\344\272\216AssetBundle\346\211\223\345\214\205\347\232\204\344\276\235\350\265\226\346\224\266\351\233\206.docx" differ diff --git a/I18N_Localization/LanguageDemo.unitypackage b/I18N_Localization/LanguageDemo.unitypackage new file mode 100644 index 000000000..3fc614c4f Binary files /dev/null and b/I18N_Localization/LanguageDemo.unitypackage differ diff --git a/I18N_Localization/README.md b/I18N_Localization/README.md index f20b09d96..4e7cd0219 100644 --- a/I18N_Localization/README.md +++ b/I18N_Localization/README.md @@ -1,7 +1,9 @@ ## I18N 国际化(本地化) ### 目录 +* [Unity I18N 小探](https://zhuanlan.zhihu.com/p/81159633) * [使用Txt文本文档国际化](./I18N_By_Txt) * [使用Json文件国际化](./I18N_By_Json) -* [使用CSV文件国际化](./I18N_By_Csv) - +* [使用CSV文件国际化](./I18N_By_Csv) +* [UGUI 文本多语言方案](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668911888&idx=1&sn=ae6d1f4f41b3d76402de4d7fd81608ce&chksm=f1c9f162c6be7874f3e531d7d6c201218e5e0146f584e6c99d76e3aa838db68b3b1d66272ff7&mpshare=1&scene=23&srcid=1016haEg0r63aUmYvOcXqzyJ#rd) +* [Unity:语言国际化实现](https://blog.csdn.net/qq_30473517/article/details/98758811) diff --git a/InputAndTouch/README.md b/InputAndTouch/README.md index ce7997685..2c5699f01 100644 --- a/InputAndTouch/README.md +++ b/InputAndTouch/README.md @@ -3,4 +3,5 @@ >* [easytouch的使用](https://blog.csdn.net/dingxiaowei2013/article/details/19967041) >* [FingerGestures研究院之初探Unity手势操作](http://www.xuanyusong.com/archives/1869) >* [unity3D的FingerGestures插件](https://blog.csdn.net/luyuncsd123/article/details/14123977) +>* [[源码]Unity原始输入系统封装](https://mp.weixin.qq.com/s/VG83sbyjlWOz_MQ1vCsR1g) diff --git a/LICENSE b/LICENSE new file mode 100644 index 000000000..873bcf669 --- /dev/null +++ b/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2020 马三小伙儿 + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/LearningOpenGL/LightAndRendering/README.md b/LearningOpenGL/LightAndRendering/README.md new file mode 100644 index 000000000..cb747d4d1 --- /dev/null +++ b/LearningOpenGL/LightAndRendering/README.md @@ -0,0 +1,7 @@ +## Unity灯光与渲染相关 + +>* [Unity3D功能:灯光及光照烘焙](https://www.jianshu.com/p/7594b044e6dc) +>* [Unity3D灯光与渲染学习之(一):天空盒、灯光以及色彩空间](https://blog.csdn.net/s1314_JHC/article/details/80618820) +>* [Unity3D灯光与渲染学习之(二):全局、烘焙以及混合光照](https://blog.csdn.net/s1314_JHC/article/details/80619312) +>* [Unity3D灯光与渲染学习之(三):探针使用、后处理与批处理](https://blog.csdn.net/s1314_JHC/article/details/80619851) +>* [Unity灯光烘焙设置详解【2019】](https://zhuanlan.zhihu.com/p/78999142) diff --git a/LearningOpenGL/README.md b/LearningOpenGL/README.md index 22420d306..4076d6c82 100644 --- a/LearningOpenGL/README.md +++ b/LearningOpenGL/README.md @@ -1,9 +1,17 @@ ## Learning OpenGL 与计算机图形学 +* [A trip through the Graphics Pipeline 2011](https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/) * [https://learnopengl.com/](https://learnopengl.com/) * [Learning OpenGL中文版](https://learnopengl-cn.readthedocs.io/zh/latest/) -* [Learning OpenGL GitBook地址](https://learnopengl-cn.github.io/) +* [Learning OpenGL GitBook地址](https://learnopengl-cn.github.io/) +* [现代DX11系列教程:使用Windows SDK(C++)开发Direct3D 11.x](https://github.com/MKXJun/DirectX11-With-Windows-SDK) +* [directx-sdk-samples](https://github.com/walbourn/directx-sdk-samples) +* [Omnimatte: Associating Objects and Their Effects in Video](https://omnimatte.github.io/) +* [omnimatte](https://github.com/erikalu/omnimatte) * [Unity官方图形学教程](https://unity3d.com/cn/learn/tutorials/s/graphics) +* [TA笔记](https://www.yuque.com/sugelameiyoudi-jadcc/okgm7e) +* [Unity 灯光与渲染相关](./LightAndRendering/README.md) +* [深入GPU硬件架构及运行机制](https://www.cnblogs.com/timlly/p/11471507.html) * [在VS2013下如何配置DirectX SDK的开发环境](https://jingyan.baidu.com/article/b7001fe199dbf00e7382dd75.html) * [【游戏开发】基于VS2017的OpenGL开发环境搭建](https://www.cnblogs.com/msxh/p/9622617.html ) * [高清晰渲染管线HDRP入门指南](https://mp.weixin.qq.com/s?__biz=MzU5MjQ1NTEwOA==&mid=2247495203&idx=1&sn=758a27cc70dccbaa63c386e4af417b14&chksm=fe1dda88c96a539eca17b6e4fdbc56e374b892737c2f41549da1af3cbac3e09a43fd011d2087&mpshare=1&scene=23&srcid=1008KtbT2kVYtseQCr1Zco9i#rd) @@ -19,5 +27,154 @@ * [旋转的数学表达:欧拉角、轴向角、四元数与矩阵](https://www.cnblogs.com/xiaohutu/p/10979936.html) * [由浅入深学习PBR的原理和实现](https://www.cnblogs.com/timlly/p/10631718.html?from=timeline) * [四元数与旋转](https://github.com/cybercser/OpenGL_3_3_Tutorial_Translation/blob/master/Tutorial%2017%20Rotations.md) +* [Unity轻量级渲染管线LWRP源码及案例解析(上)](https://mp.weixin.qq.com/s/WrEUOFF9xK3dgOksujKgvQ) +* [Unity轻量级渲染管线LWRP源码及案例解析(下)](https://mp.weixin.qq.com/s/COfd91QA3Q_zdNSp7m7fCw) +* [【简单易懂】渲染基础-渲染管线(Render-pipeline)](https://blog.csdn.net/AvatarForTest/article/details/80438344) +* [向量投影](https://blog.csdn.net/broccoli_lian/article/details/79991367) +* [求反射向量](https://www.cnblogs.com/graphics/archive/2013/02/21/2920627.html) +* [Unity 点乘&叉乘 应用实例](https://www.cnblogs.com/u3ddjw/p/8587767.html) +* [3blue1brown官网](https://www.3blue1brown.com/) +* [3blue1brown B站](https://space.bilibili.com/88461692) +* [Unity博主营地 | 零基础入门Unity Shader(一)](https://mp.weixin.qq.com/s/dR86hy8gaHoXSkf1Xb04pQ) +* [博主营地 | 零基础入门Unity Shader(二)](https://mp.weixin.qq.com/s/eUe3BA9d8XDurKyc2rS0FQ) +* [博主营地 | 弹性鱼竿简单实现-通过贝塞尔曲线修改Mesh](https://mp.weixin.qq.com/s/Mc3GDIqmUu6KjSRudC4vkg) +* [十种故障艺术后处理算法的总结与实现](https://mp.weixin.qq.com/s/p6WJlOB1tjgujYtbqIFeKw) +* [Shader 案例:顶点运动模糊](https://mp.weixin.qq.com/s/abHmpfdjIvJvd8a9_eZSlQ) +* [Unity3D 浅谈美术那些事 - PBR技术](https://mp.weixin.qq.com/s/zfBFkfXlVfEOl4znw2U1tg) +* [主要是个人收集的一些游戏相关的渲染知识和白嫖圣地](https://github.com/Go1c/AboutGameEngineGraphics) +* [Unity3D 实用技巧 - Unity Shader 汇总式学习·初探篇](https://mp.weixin.qq.com/s/gVsOjetvZKdQrtZ0wFOAdQ) +* [【十天自制软渲染器】DAY 01:图形学学习建议与环境搭建](https://www.cnblogs.com/skychx/p/toyrenderer-day01-env-setup.html) +* [用 Unity 制作写实渲染,画面实现上需要注意的一些问题](https://mp.weixin.qq.com/s/Z7pbIsc4T09WkaOILvFuJw) +* [大世界树木阴影方案集合](https://mp.weixin.qq.com/s/rufDfzb_jkCHsZOrXjveOg) +* [Unity3D 实用技巧 - Unity Shader 汇总式学习·实战篇 - 阴影](https://mp.weixin.qq.com/s/9HPC8j8WMBHXrLAv5ZJ5rg) +* [Linux OpenGL 实践篇-10-framebuffer](https://www.cnblogs.com/xin-lover/p/8977307.html) +* [OpenGL ES学习之路(3.1) 着色器渲染过程、渲染方式、FrameBuffer与RenderBuffer](https://www.jianshu.com/p/dbba97339e75?tdsourcetag=s_pctim_aiomsg) +* [Unity中RenderTexture详解以及它的用途](https://www.jianshu.com/p/fa73c0f6762d) +* [又卡了~从王者荣耀看Android屏幕刷新机制](https://www.cnblogs.com/jimuzz/p/14835790.html) +* [【老陆】向前渲染和延迟渲染的区别!](https://mp.weixin.qq.com/s/J7h36rMXiV-Z_c5X6Nta6A) +* [[图形学]一篇光线追踪的入门](https://mp.weixin.qq.com/s/QjLyFst-HsMzlBm84NX4TA) +* [【Unity】深度图(Depth Texture)实战技巧](https://mp.weixin.qq.com/s/1CT33nMBEJnKIQbGKyMi0A) +* [XPL: Unity引擎的高品质后处理库](https://github.com/QianMo/X-PostProcessing-Library) +* [Unity Basic Shader](https://github.com/ipud2/Unity-Basic-Shader) +* [[干货]Unity 标准PBR材质 美术向数据流程](https://mp.weixin.qq.com/s/kh9sBNZ0sK9dfrqU8XPQTA) +* [Unity Shader 调试技巧!](https://mp.weixin.qq.com/s/ogxBvpu8CFt3eKaArM3Z8Q) +* [无缝大世界手游的草的一种渲染方案](https://mp.weixin.qq.com/s/E4OKRqy30EwBou0nkMw2_A) +* [游戏特效的套路归纳——刀光篇](https://mp.weixin.qq.com/s/4QpaxhAym0X2PE0xuDNQ2A) +* [针对Unity的Shader参考大全](https://github.com/taecg/ShaderReference) +* [Lua bindings for OpenGL](https://github.com/stetre/moongl) +* [Unity中Compute Shader的基础介绍与使用](https://mp.weixin.qq.com/s/ikE35VXJNDEJwu1p4nZMGg) +* [Open book about math and programming](https://github.com/liuxinyu95/unplugged) +* [A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android](https://github.com/google/angle) +* [Unity实现二维波方程交互水面与实时焦散](https://github.com/AsehesL/UnityWaveEquation) +* [Multi-functional shader for the Particle System that supports Universal Render Pipeline](https://github.com/CyberAgentGameEntertainment/NovaShader) +* [【干货】菜鸡的TA知识阶段性总结](https://mp.weixin.qq.com/s/gpLgNSViD5qOEKwi8Eil8A) +* [【干货】菜鸡的渲染管线总结!](https://mp.weixin.qq.com/s/bkZm0oFiSxI8lYmgI1k4AQ) +* [图形学3D渲染管线学习](https://www.cnblogs.com/littleperilla/p/15667021.html) +* [图形学之Unity渲染管线流程](https://www.cnblogs.com/littleperilla/p/15680654.html) +* [(Unity) Cross-fading LOD shader example](https://github.com/keijiro/CrossFadingLod) +* [【源码】基于《原神》模型,Unity的StandardShader分析](https://mp.weixin.qq.com/s/Z6pc6gNMCAT8ukicWtrXQg) +* [[源码]菜鸡都能学会的Unity卡通水渲染](https://mp.weixin.qq.com/s/4DU1N2NATPO24BpOt6Ggwg) +* [全局光照引擎:烘焙器构件与反射构件](https://mp.weixin.qq.com/s/_WB_3ILs0rOP8Snpvk90tA) +* [Minimal Compute Shader Examples](https://github.com/cinight/MinimalCompute) +* [[源码]详解Cubemap、IBL与球谐光照](https://mp.weixin.qq.com/s/60-c4eXnW53RUWBFewPfNQ) +* [Untiy Chinese Painting Rendering](https://github.com/boringsky/Unity_ChinesePainting) +* [🐙 🐙图形学论文实现](https://github.com/AngelMonica126/GraphicAlgorithm) +* [Tooll 3 is an open source software to create realtime motion graphics](https://github.com/still-scene/t3) +* [【博物纳新】网格切割算法](https://mp.weixin.qq.com/s/hS-tlEdy5dsUpObrURxhiA) +* [游戏资源中常见的贴图类型](https://zhuanlan.zhihu.com/p/260973533) +* [关于静态批处理/动态批处理/GPU Instancing /SRP Batcher的详细剖析](https://zhuanlan.zhihu.com/p/98642798) +* [Unity3D-CG-programming](https://github.com/przemyslawzaworski/Unity3D-CG-programming) +* [Unity空间坐标转换的矩阵应用](https://zhuanlan.zhihu.com/p/453431538) +* [渲染杂谈:early-z、z-culling、hi-z、z-perpass到底是什么?](https://zhuanlan.zhihu.com/p/389396050) +* [MSAA-Visualization](https://github.com/keijiro/MSAA-Visualization) +* [当我们谈Raytracing时我们在谈些什么](https://mp.weixin.qq.com/s/f3czSYy6QBVNfrzQ3Hwm-g) +* [Raymarching-Engine-Unity](https://github.com/aniketrajnish/Raymarching-Engine-Unity) +* [四种体积光的写法](https://mp.weixin.qq.com/s/dP9-ZzeM37dgyVRataQAWA) +* [LightGraph:使用最短路径查找在参与介质中实现高效多重散射](https://mp.weixin.qq.com/s/6pHARz5kwhAUKkk4karHIA) +### URP +* [【渲染篇】新时代的SRP Batcher 和尴尬的Dynamic Batching](https://zhuanlan.zhihu.com/p/183931199) +* [Unity SRP Batcher的工作原理](https://zhuanlan.zhihu.com/p/165574008) +* [Scriptable Render Pipeline Doc](https://catlikecoding.com/unity/tutorials/scriptable-render-pipeline/image-quality/) +* [URP 系列教程 | 多相机玩法攻略](https://mp.weixin.qq.com/s/RvImZ-twed643wJK-taAEA) +* [URP 系列教程 | 能讲讲如何在 URP 中使用 SRP Batcher 吗?安排上](https://mp.weixin.qq.com/s/QM448TeUfqc81pwMm3BBvw) +* [A very simple toon lit shader example, for you to learn writing custom lit shader in Unity URP](https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample) +* [[Unity]URP排坑 持续更新](https://blog.glowtree.cn/blog/?p=415) +* [Unity的URP项目开启](https://blog.csdn.net/zakerhero/article/details/106160451) +* [Unity URP/SRP 渲染管线浅入深出【匠】](https://mp.weixin.qq.com/s/i4smZfIkbGfFxTKvlz4eZQ) +* [【Unity】SRP底层渲染流程及原理](https://mp.weixin.qq.com/s/EAlFztuMZ2xwyzK02NyfSg) +* [狐狸菌的urp教程](https://fungusfox.gitee.io/tags/urp/) +* [Customized High-Quality Rendering Pipeline in Unity3D](https://github.com/MaxwellGengYF/Unity-MPipeline) +* [Unity URP/SRP 渲染管线浅入深出](https://blog.csdn.net/qq_26292661/article/details/116234991) +* [OverdrawForURP](https://github.com/ina-amagami/OverdrawForURP) +* [srp shader build in batchmode](https://issuetracker.unity3d.com/issues/urp-shader-dot-renderqueue-does-not-return-the-correct-value-for-shaders-when-executing-unity-in-batchmode) +* [【博物纳新】HDRP Water & 云影](https://mp.weixin.qq.com/s/KS-LVX_WwPj0jVMOeyKPcA) +* [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html) +* [Universal Render Pipeline overview](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@13.0/manual/index.html) +* [A Toon Shader in Unity Universal Render Pipeline](https://github.com/ChiliMilk/URP_Toon) +* [从内置转为通用渲染管线,看这个教程就够了](https://mp.weixin.qq.com/s/cee2swWWM_05lfuoQSnn8Q) +* [UnityInteractableWater-Grass-Wind_URP](https://github.com/Zoroiscrying/UnityInteractableWater-Grass-Wind_URP) +* [FFT-Ocean](https://github.com/gasgiant/FFT-Ocean) +* [Boat-Simulation](https://github.com/corentin-ryr/Boat-Simulation) +* [URP-RayTracer](https://github.com/teofilobd/URP-RayTracer) +* [UnityURP-MobileDrawMeshInstancedIndirectExample](https://github.com/ColinLeung-NiloCat/UnityURP-MobileDrawMeshInstancedIndirectExample) + +### PRB +* [pbrt 中文整合翻译 基于物理的渲染:从理论到实现 Physically Based Rendering: From Theory To Implementation](https://github.com/kanition/pbrtbook) +* [A mesh-based PBR decal system for Unity's universal render pipeline](https://github.com/Anatta336/driven-decals) + +### 水体 +* [boat-attack-water](https://github.com/Unity-Technologies/boat-attack-water) + +### 水墨画实现 +* [仿宋代水墨山水画风格3D渲染 Unity实现](https://zhuanlan.zhihu.com/p/602960198) +* [Okami-Celestial-Brush](https://github.com/mixandjam/Okami-Celestial-Brush) +* [3D_ChineseInkPaintingStyleShader](https://github.com/sacshadow/3D_ChineseInkPaintingStyleShader) +* [Untiy Chinese Painting Rendering](https://github.com/boringsky/Unity_ChinesePainting) + +### 草体 +* [unity-optimized-grass](https://github.com/willlogs/unity-optimized-grass) + +### 视频教程 +* [GAMES101-现代计算机图形学入门-闫令琪](https://www.bilibili.com/video/BV1X7411F744) +* [技术美术TA-庄懂b站空间](https://space.bilibili.com/6373917) + +### 电子书 +* [Physically Based Rendering - 3rd Edition](http://www.pbr-book.org/3ed-2018/contents.html) +* [Games101笔记](https://www.cnblogs.com/somedayLi/category/1645593.html) +* [Real-Time-Rendering-4th-CN](https://github.com/Morakito/Real-Time-Rendering-4th-CN) + +### GI +* [VolumetricLighting](https://github.com/Unity-Technologies/VolumetricLighting) +* [Unity 技术开放日 | 绝对干货 - 基于Unity Probe的大世界GI方案](https://developer.unity.cn/projects/60efe674edbc2a0159e317cf) +* [Unity: 大世界GI方案](https://mp.weixin.qq.com/s/HDjr59jkS2ASO1S6THgFhg) +* [新版unity2019.3 全局光照GI 系统以及反射探针的详细说明教程](https://blog.csdn.net/lengyoumo/article/details/103910249) +* [SDFGI](https://www.docdroid.net/ILIv1Qj/godot-sdfgi-plan-for-41-pdf) +* [LuxGI - Hybrid GI solution, based on DDGI](https://github.com/flwmxd/LuxGI) +* [gi-study](https://github.com/JMS55/gi-study) +* [lighting-data-asset-reverse](https://github.com/guycalledfrank/lighting-data-asset-reverse) +* [SEGI-A fully-dynamic voxel-based global illumination system for Unity](https://github.com/sonicether/SEGI) +* [Probe-Based Global Illumination](https://mp.weixin.qq.com/s/AmlQOAdxn6tImdC3gdk2ag) +* [解析团结引擎实时全局光照系统技术能力](https://mp.weixin.qq.com/s/gZISRiX6a0a7CKsb4-J0sg?poc_token=HPhGCmej2hUy8037kG3E5zOuxdNgbbM9O8kCzm9N) +* [通俗易懂的 ShadowMap](https://zhuanlan.zhihu.com/p/690617671) +* [图形学基础 - 阴影 - ShadowMap及其延伸](https://zhuanlan.zhihu.com/p/384446688) + +### Volume +* [UnityVolumeCloud](https://github.com/ShaderFallback/UnityVolumeCloud) +* [unity-voxel](https://github.com/mattatz/unity-voxel) +* [unity-volumetric-fog](https://github.com/SiiMeR/unity-volumetric-fog) +* [MassiveVoxelRayTracing](https://github.com/Ushio/MassiveVoxelRayTracing) +* [SparseVoxelOctree](https://github.com/AdamYuan/SparseVoxelOctree) +* [VoxelSpace](https://github.com/s-macke/VoxelSpace) +* [MesoEngine - A high resolution voxel engine](https://github.com/yuchengzhong/MesoEngine) +* [UnityVolumetricCloudsURP](https://github.com/jiaozi158/UnityVolumetricCloudsURP) + +### AO +* [AmplifyOcclusion](https://github.com/AmplifyCreations/AmplifyOcclusion) + +### LOD +* [SimLOD - simultaneous-lod-generation-and-rendering](https://github.com/m-schuetz/SimLOD) + +### 阴影 +* [Unity改造URP的CSM阴影](https://zhuanlan.zhihu.com/p/691367954) diff --git a/MMO_Demo/Assembly-CSharp-Editor-vs.csproj b/MMO_Demo/Assembly-CSharp-Editor-vs.csproj deleted file mode 100644 index 4a2bf8864..000000000 --- a/MMO_Demo/Assembly-CSharp-Editor-vs.csproj +++ /dev/null @@ -1,102 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - {64EDCBAE-7017-73F4-7078-3A3C29921F75} - Library - Properties - - Assembly-CSharp-Editor - v3.5 - 512 - Assets - - - true - full - false - Temp\bin\Debug\ - DEBUG;TRACE;UNITY_5_0_0;UNITY_5_0;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_OBSOLETE_API_UPDATING;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_MONO;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;UNITY_PRO_LICENSE - prompt - 4 - 0169 - - - pdbonly - true - Temp\bin\Release\ - TRACE - prompt - 4 - 0169 - - - - - - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/Managed/UnityEngine.dll - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/Managed/UnityEditor.dll - - - - - - - - - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/Managed/UnityEditor.Graphs.dll - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/PlaybackEngines/androidplayer/UnityEditor.Android.Extensions.dll - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.dll - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/PlaybackEngines/wp8support/UnityEditor.WP8.Extensions.dll - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/PlaybackEngines/metrosupport/UnityEditor.Metro.Extensions.dll - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/PlaybackEngines/blackberryplayer/UnityEditor.BB10.Extensions.dll - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/PlaybackEngines/webglsupport/UnityEditor.WebGL.Extensions.dll - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/PlaybackEngines/linuxstandalonesupport/UnityEditor.LinuxStandalone.Extensions.dll - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/PlaybackEngines/windowsstandalonesupport/UnityEditor.WindowsStandalone.Extensions.dll - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/PlaybackEngines/macstandalonesupport/UnityEditor.OSXStandalone.Extensions.dll - - - - - {6B571DF2-7731-180F-E628-45E37C0A3420} Assembly-CSharp-vs - - - - - diff --git a/MMO_Demo/Assembly-CSharp-Editor.csproj b/MMO_Demo/Assembly-CSharp-Editor.csproj deleted file mode 100644 index 5b9a0038c..000000000 --- a/MMO_Demo/Assembly-CSharp-Editor.csproj +++ /dev/null @@ -1,102 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - {64EDCBAE-7017-73F4-7078-3A3C29921F75} - Library - Properties - - Assembly-CSharp-Editor - v3.5 - 512 - Assets - - - true - full - false - Temp\bin\Debug\ - DEBUG;TRACE;UNITY_5_0_0;UNITY_5_0;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_OBSOLETE_API_UPDATING;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_MONO;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;UNITY_PRO_LICENSE - prompt - 4 - 0169 - - - pdbonly - true - Temp\bin\Release\ - TRACE - prompt - 4 - 0169 - - - - - - - - C:/Program Files/Unity 5.0.0b9/Editor/Data/Managed/UnityEngine.dll - - - C:/Program 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CATRigSpineCATRigSpine1 - 400050: CATRigRLegPlatform - 400052: CATRigLLegPlatform - 2300000: Shield - 2300002: Axe - 3300000: Shield - 3300002: Axe - 4300000: BaseHuman - 4300002: Axe - 4300004: Shield - 7400000: Take 001 - 11100000: //RootNode - 13700000: BaseHuman - materials: - importMaterials: 0 - materialName: 0 - materialSearch: 1 - animations: - legacyGenerateAnimations: 4 - bakeSimulation: 0 - optimizeGameObjects: 0 - motionNodeName: - pivotNodeName: - animationCompression: 1 - animationRotationError: .5 - animationPositionError: .5 - animationScaleError: .5 - animationWrapMode: 2 - extraExposedTransformPaths: [] - clipAnimations: [] - isReadable: 1 - meshes: - lODScreenPercentages: [] - globalScale: .00999999978 - meshCompression: 0 - addColliders: 0 - importBlendShapes: 1 - swapUVChannels: 0 - generateSecondaryUV: 0 - useFileUnits: 1 - optimizeMeshForGPU: 1 - keepQuads: 0 - weldVertices: 1 - secondaryUVAngleDistortion: 8 - secondaryUVAreaDistortion: 15.000001 - secondaryUVHardAngle: 88 - secondaryUVPackMargin: 4 - useFileScale: 0 - tangentSpace: - normalSmoothAngle: 60 - splitTangentsAcrossUV: 1 - normalImportMode: 0 - tangentImportMode: 1 - importAnimation: 1 - copyAvatar: 0 - humanDescription: - human: [] - skeleton: [] - armTwist: .5 - foreArmTwist: .5 - upperLegTwist: .5 - legTwist: .5 - armStretch: .0500000007 - legStretch: .0500000007 - feetSpacing: 0 - rootMotionBoneName: - lastHumanDescriptionAvatarSource: {instanceID: 0} - animationType: 1 - additionalBone: 0 - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/AnimationController.cs b/MMO_Demo/Assets/Demo/Assets/AnimationController.cs deleted file mode 100644 index 82937c06c..000000000 --- a/MMO_Demo/Assets/Demo/Assets/AnimationController.cs +++ /dev/null @@ -1,262 +0,0 @@ -using UnityEngine; -using System.Collections; - -[RequireComponent (typeof (ThirdPersonController))] -public class AnimationController : MonoBehaviour -{ - enum CharacterState - { - Normal, - Jumping, - Falling, - Landing - } - - - public Animation target; - // The animation component being controlled - new public Rigidbody rigidbody; - // The rigidbody movement is read from - public Transform root, spine, hub; - // The animated transforms used for lower body rotation - public float - walkSpeed = 0.2f, - runSpeed = 1.0f, - // Walk and run speed dictate at which rigidbody velocity, the animation should blend - rotationSpeed = 6.0f, - // The speed at which the lower body should rotate - shuffleSpeed = 7.0f, - // The speed at which the character shuffles his feet back into place after an on-the-spot rotation - runningLandingFactor = 0.2f; - // Reduces the duration of the landing animation when the rigidbody has hoizontal movement - - - private ThirdPersonController controller; - private CharacterState state = CharacterState.Falling; - private bool canLand = true; - private float currentRotation; - private Vector3 lastRootForward; - - - private Vector3 HorizontalMovement - { - get - { - return new Vector3 (rigidbody.velocity.x, 0.0f, rigidbody.velocity.z); - } - } - - - void Reset () - // Run setup on component attach, so it is visually more clear which references are used - { - Setup (); - } - - - void Setup () - // If target or rigidbody are not set, try using fallbacks - { - if (target == null) - { - target = GetComponent (); - } - - if (rigidbody == null) - { - rigidbody = GetComponent (); - } - } - - - void Start () - // Verify setup, configure - { - Setup (); - // Retry setup if references were cleared post-add - - if (VerifySetup ()) - { - controller = GetComponent (); - controller.onJump += OnJump; - // Have OnJump invoked when the ThirdPersonController starts a jump - currentRotation = 0.0f; - lastRootForward = root.forward; - } - } - - - bool VerifySetup () - { - return VerifySetup (target, "target") && - VerifySetup (rigidbody, "rigidbody") && - VerifySetup (root, "root") && - VerifySetup (spine, "spine") && - VerifySetup (hub, "hub"); - } - - - bool VerifySetup (Component component, string name) - { - if (component == null) - { - Debug.LogError ("No " + name + " assigned. Please correct and restart."); - enabled = false; - - return false; - } - - return true; - } - - - void OnJump () - // Start a jump - { - canLand = false; - state = CharacterState.Jumping; - - Invoke ("Fall", target["Jump"].length); - } - - - void OnLand () - // Start a landing - { - canLand = false; - state = CharacterState.Landing; - - Invoke ( - "Land", - target["Land"].length * (HorizontalMovement.magnitude < walkSpeed ? 1.0f : runningLandingFactor) - // Land quicker if we're moving enough horizontally to start walking after landing - ); - } - - - void Fall () - // End a jump and transition to a falling state (ignore if already grounded) - { - if (controller.Grounded) - { - return; - } - state = CharacterState.Falling; - } - - - void Land () - // End a landing and transition to normal animation state (ignore if not currently landing) - { - if (state != CharacterState.Landing) - { - return; - } - state = CharacterState.Normal; - } - - - void FixedUpdate () - // Handle changes in groundedness - { - if (controller.Grounded) - { - if (state == CharacterState.Falling || (state == CharacterState.Jumping && canLand)) - { - OnLand (); - } - } - else if (state == CharacterState.Jumping) - { - canLand = true; - } - } - - - void Update () - // Animation control - { - switch (state) - { - case CharacterState.Normal: - Vector3 movement = HorizontalMovement; - - if (movement.magnitude < walkSpeed) - { - if (Vector3.Angle (lastRootForward, root.forward) > 1.0f) - // If the character has rotated on the spot, shuffle his feet a bit - { - target.CrossFade ("Shuffle"); - - lastRootForward = Vector3.Slerp (lastRootForward, root.forward, Time.deltaTime * shuffleSpeed); - } - else - { - target.CrossFade ("Idle"); - } - } - else - { - target["Walk"].speed = target["Run"].speed = - Vector3.Angle (root.forward, movement) > 91.0f ? -1.0f : 1.0f; - // If the direction if backwards, play the animations backwards - - if (movement.magnitude < runSpeed) - { - target.CrossFade ("Walk"); - } - else - { - target.CrossFade ("Run"); - } - - lastRootForward = root.forward; - } - break; - case CharacterState.Jumping: - target.CrossFade ("Jump"); - break; - case CharacterState.Falling: - target.CrossFade ("Fall"); - break; - case CharacterState.Landing: - target.CrossFade ("Land"); - break; - } - } - - - void LateUpdate () - // Apply directional rotation of lower body - { - float targetAngle = 0.0f; - - Vector3 movement = HorizontalMovement; - - if (movement.magnitude >= walkSpeed) - // Only calculate the target angle if we're moving sufficiently - { - targetAngle = Vector3.Angle (movement, new Vector3 (root.forward.x, 0.0f, root.forward.z)); - - if (Vector3.Angle (movement, root.right) > Vector3.Angle (movement, root.right * -1)) - // Negative rotation if shortest route is counter-clockwise - { - targetAngle *= -1.0f; - } - - if (Mathf.Abs (targetAngle) > 91.0f) - // When walking backwards, don't rotate over 90 degrees and rotate opposite - { - targetAngle = targetAngle + (targetAngle > 0 ? -180.0f : 180.0f); - } - } - - currentRotation = Mathf.Lerp (currentRotation, targetAngle, Time.deltaTime * rotationSpeed); - // Update our current rotation score - - hub.RotateAround (hub.position, root.up, currentRotation); - // Rotate the dude - spine.RotateAround (spine.position, root.up, currentRotation * -1.0f); - // Rotate the upper-body to face forward - } -} diff --git a/MMO_Demo/Assets/Demo/Assets/AnimationController.cs.meta b/MMO_Demo/Assets/Demo/Assets/AnimationController.cs.meta deleted file mode 100644 index 496d6568f..000000000 --- a/MMO_Demo/Assets/Demo/Assets/AnimationController.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: efbe2167437b24cf7856bc9940126498 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/CloseCameraFade.cs b/MMO_Demo/Assets/Demo/Assets/CloseCameraFade.cs deleted file mode 100644 index c6757358a..000000000 --- a/MMO_Demo/Assets/Demo/Assets/CloseCameraFade.cs +++ /dev/null @@ -1,90 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class CloseCameraFade : MonoBehaviour -{ - new public Camera camera; - public Transform cameraTarget; - new public Renderer renderer; - public float fadeDistance = 2.0f, hideDistance = 1.0f; - - - void Reset () - { - Setup (); - } - - - void Setup () - { - if (cameraTarget == null) - { - cameraTarget = GetComponent (); - } - - if (renderer == null) - { - renderer = GetComponent (); - } - - if (camera == null) - { - camera = Camera.main; - } - } - - - void Start () - { - Setup (); - - if (cameraTarget == null) - { - Debug.LogError ("No camera target assigned. Please correct and restart."); - enabled = false; - return; - } - - if (renderer == null) - { - Debug.LogError ("No renderer assigned. Please correct and restart."); - enabled = false; - return; - } - - if (camera == null) - { - Debug.LogError ("No camera assigned. Please correct and restart."); - enabled = false; - return; - } - } - - - void Update () - { - float distance = (cameraTarget.transform.position - camera.transform.position).magnitude; - - if (distance < hideDistance) - { - renderer.enabled = false; - } - else if (distance < fadeDistance) - { - renderer.enabled = true; - float alpha = 1.0f - (fadeDistance - distance) / (fadeDistance - hideDistance); - if (renderer.material.color.a != alpha) - { - renderer.material.color = new Color (renderer.material.color.r, renderer.material.color.g, renderer.material.color.b, alpha); - } - } - else - { - renderer.enabled = true; - if (renderer.material.color.a != 1.0f) - { - renderer.material.color = new Color (renderer.material.color.r, renderer.material.color.g, renderer.material.color.b, 1.0f); - } - } - } -} diff --git a/MMO_Demo/Assets/Demo/Assets/CloseCameraFade.cs.meta b/MMO_Demo/Assets/Demo/Assets/CloseCameraFade.cs.meta deleted file mode 100644 index 31bacf875..000000000 --- a/MMO_Demo/Assets/Demo/Assets/CloseCameraFade.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: c41195832cbc14b34a8d6db45a81beb2 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/Label.meta b/MMO_Demo/Assets/Demo/Assets/Label.meta deleted file mode 100644 index c7079d075..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Label.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 325870bea495a4a9297a0d575930dc90 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/Label/Editor.meta b/MMO_Demo/Assets/Demo/Assets/Label/Editor.meta deleted file mode 100644 index fd65088dd..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Label/Editor.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: dba71141f2942412293a9de43f0a8136 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/Label/Editor/LabelEditor.cs b/MMO_Demo/Assets/Demo/Assets/Label/Editor/LabelEditor.cs deleted file mode 100644 index de9852a2f..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Label/Editor/LabelEditor.cs +++ /dev/null @@ -1,52 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System.Collections; - -[CustomEditor (typeof (Label))] -public class LabelEditor : PropertyEditor -{ - private const float maxDistanceCap = 100.0f; - - private SerializedProperty labelTextProperty; - private SerializedProperty customSkinProperty; - private SerializedProperty styleNameProperty; - private SerializedProperty guiCameraProperty; - private SerializedProperty fadeDistanceProperty; - private SerializedProperty hideDistanceProperty; - private SerializedProperty maxViewAngleProperty; - - - protected override void Initialize () - { - labelTextProperty = serializedObject.FindProperty ("labelText"); - customSkinProperty = serializedObject.FindProperty ("customSkin"); - styleNameProperty = serializedObject.FindProperty ("styleName"); - guiCameraProperty = serializedObject.FindProperty ("guiCamera"); - fadeDistanceProperty = serializedObject.FindProperty ("fadeDistance"); - hideDistanceProperty = serializedObject.FindProperty ("hideDistance"); - maxViewAngleProperty = serializedObject.FindProperty ("maxViewAngle"); - } - - - public override void OnInspectorGUI () - { - BeginEdit (); - BeginSection ("Contents"); - PropertyField ("Text", labelTextProperty); - EndSection (); - - BeginSection ("View settings"); - PropertyField ("Camera", guiCameraProperty); - Comment ("The camera displaying the GUI. Used for coordinates and distance checks."); - MinMaxPropertySliderFields ("Fade and hide distance", fadeDistanceProperty, hideDistanceProperty, 0.0f, maxDistanceCap); - PropertyField (maxViewAngleProperty); - EndSection (); - - BeginSection ("Rendering"); - PropertyField ("Skin", customSkinProperty); - Comment ("Leave unassigned to use the built in skin."); - PropertyField ("Style name", styleNameProperty); - EndSection (); - EndEdit (); - } -} diff --git a/MMO_Demo/Assets/Demo/Assets/Label/Editor/LabelEditor.cs.meta b/MMO_Demo/Assets/Demo/Assets/Label/Editor/LabelEditor.cs.meta deleted file mode 100644 index 17d45e8df..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Label/Editor/LabelEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 432c7931837d04544aa040e43563278d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/Label/Label.cs b/MMO_Demo/Assets/Demo/Assets/Label/Label.cs deleted file mode 100644 index c369aa0cd..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Label/Label.cs +++ /dev/null @@ -1,97 +0,0 @@ -using UnityEngine; -using System.Collections; - - -[RequireComponent (typeof (Collider))] -public class Label : MonoBehaviour -{ - public string labelText = ""; - // The text rendered in the label. - public GUISkin customSkin = null; - // The skin containing the style used to render the label (leave as null to use the default skin) - public string styleName = "Box"; - // The style used to render the label. Must be available in the used skin. - public Camera guiCamera = null; - // The camera used to display the GUI. Used for coordinate and distance calculations. - public float fadeDistance = 30.0f, hideDistance = 35.0f; - // Specifies when the label should start fading and when it should hide - public float maxViewAngle = 90.0f; - // Specifies at which angle to the camera forward vector, the label should no longer render - - - void Reset () - // Fallback for the camera reference - { - if (guiCamera == null) - { - guiCamera = Camera.main; - maxViewAngle = guiCamera.fieldOfView * 0.5f; - } - } - - - public void SetLabel (string label) - // Handle SetLabel messages sent to the GO - { - labelText = label; - } - - - void OnGUI () - { - useGUILayout = false; - // We're not using GUILayout, so don't spend processing on it - - if (Event.current.type != EventType.Repaint) - // We are only interested in repaint events - { - return; - } - - Vector3 worldPosition = GetComponent().bounds.center + Vector3.up * GetComponent().bounds.size.y * 0.5f; - // Place the label on top of the collider - float cameraDistance = (worldPosition - guiCamera.transform.position).magnitude; - - if ( - cameraDistance > hideDistance || - Vector3.Angle ( - guiCamera.transform.forward, - worldPosition - guiCamera.transform.position - ) > - maxViewAngle - ) - // If the world position is outside of the field of view or further away than hideDistance, don't render the label - { - return; - } - - if (cameraDistance > fadeDistance) - // If the distance to the label position is greater than the fade distance, apply the needed fade to the label - { - GUI.color = new Color ( - 1.0f, - 1.0f, - 1.0f, - 1.0f - (cameraDistance - fadeDistance) / (hideDistance - fadeDistance) - ); - } - - Vector2 position = guiCamera.WorldToScreenPoint (worldPosition); - position = new Vector2 (position.x, Screen.height - position.y); - // Get the GUI space position - - GUI.skin = customSkin; - // Set the custom skin. If no custom skin is set (null), Unity will use the default skin - - string contents = string.IsNullOrEmpty (labelText) ? gameObject.name : labelText; - - Vector2 size = GUI.skin.GetStyle (styleName).CalcSize (new GUIContent (contents)); - // Get the content size with the selected style - - Rect rect = new Rect (position.x - size.x * 0.5f, position.y - size.y, size.x, size.y); - // Construct a rect based on the calculated position and size - - GUI.skin.GetStyle (styleName).Draw (rect, contents, false, false, false, false); - // Draw the label with the selected style - } -} diff --git a/MMO_Demo/Assets/Demo/Assets/Label/Label.cs.meta b/MMO_Demo/Assets/Demo/Assets/Label/Label.cs.meta deleted file mode 100644 index fde6d0ff3..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Label/Label.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 8c9863f71c2184947a4d82b9325e4c76 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/LabelSkin.guiskin b/MMO_Demo/Assets/Demo/Assets/LabelSkin.guiskin deleted file mode 100644 index 4145f5074..000000000 Binary files a/MMO_Demo/Assets/Demo/Assets/LabelSkin.guiskin and /dev/null differ diff --git a/MMO_Demo/Assets/Demo/Assets/LabelSkin.guiskin.meta b/MMO_Demo/Assets/Demo/Assets/LabelSkin.guiskin.meta deleted file mode 100644 index c701c1fbc..000000000 --- a/MMO_Demo/Assets/Demo/Assets/LabelSkin.guiskin.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: a07d55cd5277f41e287f96259737a777 -NativeFormatImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/Prefab.meta b/MMO_Demo/Assets/Demo/Assets/Prefab.meta deleted file mode 100644 index f05f69ce6..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Prefab.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: a78cebc0885ca1c448c5c4931ab2fe13 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/Prefab/Viking.prefab b/MMO_Demo/Assets/Demo/Assets/Prefab/Viking.prefab deleted file mode 100644 index dae3c476f..000000000 Binary files a/MMO_Demo/Assets/Demo/Assets/Prefab/Viking.prefab and /dev/null differ diff --git a/MMO_Demo/Assets/Demo/Assets/Prefab/Viking.prefab.meta b/MMO_Demo/Assets/Demo/Assets/Prefab/Viking.prefab.meta deleted file mode 100644 index 9af5400ba..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Prefab/Viking.prefab.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: e44818eeae84d4d47bc19333dbd03ead -NativeFormatImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/SetupVerification.cs b/MMO_Demo/Assets/Demo/Assets/SetupVerification.cs deleted file mode 100644 index e5a6e0fbb..000000000 --- a/MMO_Demo/Assets/Demo/Assets/SetupVerification.cs +++ /dev/null @@ -1,47 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class SetupVerification : MonoBehaviour -{ - public string message = ""; - - - private bool badSetup = false; - - - void Awake () - { - Application.RegisterLogCallback (OnLog); - } - - - void OnLog (string message, string stacktrace, LogType type) - { - if (message.IndexOf ("UnityException: Input Axis") == 0 || - message.IndexOf ("UnityException: Input Button") == 0 - ) - { - ((ThirdPersonController)FindObjectOfType (typeof (ThirdPersonController))).enabled = false; - badSetup = true; - } - } - - - void OnGUI () - { - if (!badSetup) - { - return; - } - - GUILayout.BeginArea (new Rect (0.0f, 0.0f, Screen.width, Screen.height)); - GUILayout.FlexibleSpace (); - GUILayout.BeginHorizontal (); - GUILayout.FlexibleSpace (); - GUILayout.Box (message); - GUILayout.FlexibleSpace (); - GUILayout.EndHorizontal (); - GUILayout.FlexibleSpace (); - GUILayout.EndArea (); - } -} diff --git a/MMO_Demo/Assets/Demo/Assets/SetupVerification.cs.meta b/MMO_Demo/Assets/Demo/Assets/SetupVerification.cs.meta deleted file mode 100644 index 760a02214..000000000 --- a/MMO_Demo/Assets/Demo/Assets/SetupVerification.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 4cc50d9ad63e64571ab3265c2b1e5856 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/Skyboxes.meta b/MMO_Demo/Assets/Demo/Assets/Skyboxes.meta deleted file mode 100644 index 8799f9e9c..000000000 --- a/MMO_Demo/Assets/Demo/Assets/Skyboxes.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 607426a9820414bfd8081fb22854dbd4 -folderAsset: yes -DefaultImporter: - 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userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Assets/TransparentDiffuse.mat b/MMO_Demo/Assets/Demo/Assets/TransparentDiffuse.mat deleted file mode 100644 index 88e3d9953..000000000 Binary files a/MMO_Demo/Assets/Demo/Assets/TransparentDiffuse.mat and /dev/null differ diff --git a/MMO_Demo/Assets/Demo/Assets/TransparentDiffuse.mat.meta b/MMO_Demo/Assets/Demo/Assets/TransparentDiffuse.mat.meta deleted file mode 100644 index 07b4de332..000000000 --- a/MMO_Demo/Assets/Demo/Assets/TransparentDiffuse.mat.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 2a2a764d342a24e319623d18f4da7d96 -NativeFormatImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/READ ME FIRST.txt b/MMO_Demo/Assets/Demo/READ ME FIRST.txt deleted file mode 100644 index 218946062..000000000 --- a/MMO_Demo/Assets/Demo/READ ME FIRST.txt +++ /dev/null @@ -1,28 +0,0 @@ - - READ ME FIRST - - Third Person MMO Controller demo - - ---- - - As specified in the ThirdPersonController inspector, a custom axis - and a custom button needs to be defined before use. This applies - to the demo as well. - - You can access the input definitions of your projects in: - - Edit -> Project Settings -> Input - - The needed additional input is as follows: - - "ToggleWalk" - Set up precisely as the "Jump" button - only with the positive - button set to '+' or whichever button you find appropriate. - - "Sidestep" - Set up precisely as the "Horizontal" axis - only with the - negative and positive buttons changed to 'q' and 'e' and the - alt negative and positive buttons cleared. - - With these modifications to your input settings, you will be able - to play the demo and use the third person controller component. \ No newline at end of file diff --git a/MMO_Demo/Assets/Demo/READ ME FIRST.txt.meta b/MMO_Demo/Assets/Demo/READ ME FIRST.txt.meta deleted file mode 100644 index 410b9b9bd..000000000 --- a/MMO_Demo/Assets/Demo/READ ME FIRST.txt.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 150a7e033ea794f6c8aa736f32fc2825 -TextScriptImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Scenes.meta b/MMO_Demo/Assets/Demo/Scenes.meta deleted file mode 100644 index 6e8136bdb..000000000 --- a/MMO_Demo/Assets/Demo/Scenes.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 533b9aa0b25fb4f4d8c1dbd535fb9473 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Scenes/DemoScene.unity b/MMO_Demo/Assets/Demo/Scenes/DemoScene.unity deleted file mode 100644 index 8d707c4f7..000000000 Binary files a/MMO_Demo/Assets/Demo/Scenes/DemoScene.unity and /dev/null differ diff --git a/MMO_Demo/Assets/Demo/Scenes/DemoScene.unity.meta b/MMO_Demo/Assets/Demo/Scenes/DemoScene.unity.meta deleted file mode 100644 index 622f3be13..000000000 --- a/MMO_Demo/Assets/Demo/Scenes/DemoScene.unity.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: bb86ea9b71258474fa1b83389221c6b9 -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Shaders.meta b/MMO_Demo/Assets/Demo/Shaders.meta deleted file mode 100644 index cb03e8871..000000000 --- a/MMO_Demo/Assets/Demo/Shaders.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 5e4f2092824a9bf448b01bc98b94068c -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Demo/Shaders/NewShader.shader b/MMO_Demo/Assets/Demo/Shaders/NewShader.shader deleted file mode 100644 index 487b618f8..000000000 --- a/MMO_Demo/Assets/Demo/Shaders/NewShader.shader +++ /dev/null @@ -1,29 +0,0 @@ - -Shader "Transparent/VertexLit with Z" { -Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} -} - -SubShader { - Tags {"RenderType"="Transparent" "Queue"="Transparent"} - // Render into depth buffer only - Pass { - ColorMask 0 - } - // Render normally - Pass { - ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - Material { - Diffuse [_Color] - Ambient [_Color] - } - Lighting On - SetTexture [_MainTex] { - Combine texture * primary DOUBLE, texture * primary - } - } -} -} \ No newline at end of file diff --git a/MMO_Demo/Assets/Demo/Shaders/NewShader.shader.meta b/MMO_Demo/Assets/Demo/Shaders/NewShader.shader.meta deleted file mode 100644 index 1763bf481..000000000 --- a/MMO_Demo/Assets/Demo/Shaders/NewShader.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: c1842d40b88ce21408c44d925e0169ac -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Documentation.meta b/MMO_Demo/Assets/Documentation.meta deleted file mode 100644 index 36c20ff67..000000000 --- a/MMO_Demo/Assets/Documentation.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: fc37a7acd4ac24f5c8d0922ea6f07c3d -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Documentation/ThirdPersonCamera.pdf b/MMO_Demo/Assets/Documentation/ThirdPersonCamera.pdf deleted file mode 100644 index 02b7c80aa..000000000 Binary files a/MMO_Demo/Assets/Documentation/ThirdPersonCamera.pdf and /dev/null differ diff --git a/MMO_Demo/Assets/Documentation/ThirdPersonCamera.pdf.meta b/MMO_Demo/Assets/Documentation/ThirdPersonCamera.pdf.meta deleted file mode 100644 index e73c9f8a6..000000000 --- a/MMO_Demo/Assets/Documentation/ThirdPersonCamera.pdf.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 136d6552b25bb4c5194d47fdab2f0487 -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Documentation/ThirdPersonController.pdf b/MMO_Demo/Assets/Documentation/ThirdPersonController.pdf deleted file mode 100644 index 2ef279d2a..000000000 Binary files a/MMO_Demo/Assets/Documentation/ThirdPersonController.pdf and /dev/null differ diff --git a/MMO_Demo/Assets/Documentation/ThirdPersonController.pdf.meta b/MMO_Demo/Assets/Documentation/ThirdPersonController.pdf.meta deleted file mode 100644 index d1fee4014..000000000 --- a/MMO_Demo/Assets/Documentation/ThirdPersonController.pdf.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 73b2254d35a7844f4b88cf629f3159fc -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Editor.meta b/MMO_Demo/Assets/Editor.meta deleted file mode 100644 index 141e89a7a..000000000 --- a/MMO_Demo/Assets/Editor.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 2ede9e326ddad4b63bc55cede11fb8eb -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Editor/PropertyEditor.cs b/MMO_Demo/Assets/Editor/PropertyEditor.cs deleted file mode 100644 index ffa111088..000000000 --- a/MMO_Demo/Assets/Editor/PropertyEditor.cs +++ /dev/null @@ -1,322 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System.Collections; - -public abstract class PropertyEditor : Editor -{ - protected SerializedObject serializedObject; - - - private static GUIStyle commentStyle = null; - private static bool cameraRendered = false; - - - // General // - - - protected abstract void Initialize (); - - - public void BeginEdit () - { - if (serializedObject != null && serializedObject.targetObject == target) - { - serializedObject.Update (); - return; - } - - serializedObject = new SerializedObject (target); - - Initialize (); - } - - - public void EndEdit () - { - serializedObject.ApplyModifiedProperties (); - } - - - // Inspector GUI // - - - public static GUIStyle CommentStyle - { - get - { - if (commentStyle == null) - { - commentStyle = new GUIStyle (GUI.skin.GetStyle ("Box")); - commentStyle.font = EditorStyles.miniFont; - commentStyle.alignment = TextAnchor.UpperLeft; - } - - return commentStyle; - } - } - - - protected void PropertyField (string label, SerializedProperty property, params GUILayoutOption[] options) - { - if (string.IsNullOrEmpty (label)) - { - EditorGUILayout.PropertyField (property, options); - } - else - { - EditorGUILayout.PropertyField (property, new GUIContent (label), options); - } - } - - - protected void PropertyField (SerializedProperty property, params GUILayoutOption[] options) - { - PropertyField (null, property, options); - } - - - protected void FloatPropertyField (SerializedProperty property, params GUILayoutOption[] options) - { - float newValue = EditorGUILayout.FloatField (property.floatValue, options); - if (newValue != property.floatValue) - { - property.floatValue = newValue; - } - } - - - protected void StringPropertyField (SerializedProperty property, params GUILayoutOption[] options) - { - string newValue = EditorGUILayout.TextField (property.stringValue, options); - if (newValue != property.stringValue) - { - property.stringValue = newValue; - } - } - - - protected void TexturePropertyField (SerializedProperty property, params GUILayoutOption[] options) - { - Object newValue = EditorGUILayout.ObjectField (property.objectReferenceValue, typeof (Texture2D), options); - if (newValue != property.objectReferenceValue) - { - property.objectReferenceValue = newValue; - } - } - - - protected void MinMaxPropertySlider (SerializedProperty minProperty, SerializedProperty maxProperty, float minCap, float maxCap, params GUILayoutOption[] options) - { - float newMin = minProperty.floatValue, newMax = maxProperty.floatValue; - EditorGUILayout.MinMaxSlider (ref newMin, ref newMax, minCap, maxCap, options); - - if (newMin != minProperty.floatValue || newMax != maxProperty.floatValue) - { - minProperty.floatValue = newMin; - maxProperty.floatValue = newMax; - } - } - - - protected void MinMaxPropertySliderFields (string label, SerializedProperty minProperty, SerializedProperty maxProperty, float minCap, float maxCap, params GUILayoutOption[] options) - { - GUILayout.BeginHorizontal (); - GUILayout.Space (5.0f); - Rect labelRect = GUILayoutUtility.GetRect (new GUIContent (label), EditorStyles.boldLabel); - GUI.Label (labelRect, label, minProperty.prefabOverride || maxProperty.prefabOverride ? EditorStyles.boldLabel : EditorStyles.label); - GUILayout.EndHorizontal (); - GUILayout.BeginHorizontal (); - GUILayout.Space (15.0f); - FloatPropertyField (minProperty, GUILayout.Width (40.0f)); - MinMaxPropertySlider (minProperty, maxProperty, minCap, maxCap, options); - FloatPropertyField (maxProperty, GUILayout.Width (40.0f)); - GUILayout.EndHorizontal (); - } - - - public static void WideComment (string comment) - { - GUILayout.Box (comment, CommentStyle, GUILayout.ExpandWidth (true)); - } - - - public static void Comment (string comment) - { - GUILayout.BeginHorizontal (); - GUILayout.Space (105.0f); - WideComment (comment); - GUILayout.EndHorizontal (); - } - - - public static void Header (string label) - { - GUILayout.Label (label, EditorStyles.boldLabel); - } - - - public static void BeginSection (string label) - { - Header (label); - } - - - public static void EndSection () - { - EditorGUILayout.Space (); - EditorGUILayout.Space (); - } - - - // Scene GUI // - - - public virtual bool RenderSceneHandles - { - get - { - return true; - } - } - - - public virtual Color SceneHandlesColor - { - get - { - return Color.green; - } - } - - - public Transform TargetTransform - { - get - { - return ((Component)target).transform; - } - } - - - protected virtual void DoSceneGUI () - // Implement your scene GUI in here for automatic camera, on/off and colour handling - { - - } - - - public void OnPreSceneGUI () - { - cameraRendered = false; - } - - - public void OnSceneGUI () - { - if (!RenderSceneHandles) - { - return; - } - - if (!cameraRendered) - { - Handles.DrawCamera (new Rect (0.0f, 0.0f, Screen.width, Screen.height), Camera.current); - cameraRendered = true; - } - - Handles.color = SceneHandlesColor; - - DoSceneGUI (); - } - - - public static float AngularSlider (Vector3 position, Vector3 forward, Vector3 right, Vector3 up, float angle, float radius, Handles.DrawCapFunction capFunction, float offset = 0.0f, float handleSize = 1.0f) - // Create an angular slider for the given transform - { - Vector3 angleVector = PlanarAngleVector (forward, right, angle) * radius; - Vector3 directionVector = Vector3.Cross (angleVector, up) * -1; - Vector3 sliderPosition = position + angleVector + angleVector.normalized * offset; - Vector3 changeVector = Handles.Slider (sliderPosition, directionVector, handleSize, capFunction, 1.0f) - sliderPosition; - return angle + (Vector3.Angle (directionVector, changeVector) > 90.0f ? changeVector.magnitude * -1.0f : changeVector.magnitude); - } - - - public static float AngularSlider (Vector3 position, Vector3 forward, Vector3 right, Vector3 up, float angle, float radius, float offset = 0.0f) - { - return AngularSlider (position, forward, right, up, angle, radius, Handles.ArrowCap, offset, HandleUtility.GetHandleSize (position)); - } - - - public static float AngularSlider (Transform transform, float angle, float radius, float offset = 0.0f) - { - return AngularSlider (transform.position, transform.forward, transform.right, transform.up, angle, radius, offset); - } - - - public static void DrawThickWireArc (Vector3 position, Vector3 forward, Vector3 up, float angle, float radius, int thickness, float resolution) - // Draw a wire arc for a transform with a given thickness and resolution - { - for (int i = 0; i < thickness; i++) - { - Handles.DrawWireArc ( - position, - up, - forward, - angle, - radius + resolution * (float)i * HandleUtility.GetHandleSize (position) - ); - } - } - - - public static void DrawThickWireArc (Transform transform, float angle, float radius, int thickness, float resolution) - { - DrawThickWireArc (transform.position, transform.forward, transform.up, angle, radius, thickness, resolution); - } - - - public static Vector3 PlanarAngleVector (Vector3 forward, Vector3 right, float angle) - // Produce a planar directional vector - a set degrees from the forward vector of the given transform - { - if (angle < 90.0f) - { - return Vector3.Slerp ( - forward, - right, - angle / 90.0f - ); - } - else if (angle < 180.0f) - { - return Vector3.Slerp ( - right, - forward * -1.0f, - (angle - 90.0f) / 90.0f - ); - } - else if (angle < 270.0f) - { - return Vector3.Slerp ( - forward * -1.0f, - right * -1.0f, - (angle - 180.0f) / 90.0f - ); - } - else - { - return Vector3.Slerp ( - right * -1.0f, - forward, - (angle - 270.0f) / 90.0f - ); - } - } - - - public static void MinMaxRadiusHandle (Transform transform, ref float min, ref float max, float minClamp, float maxClamp) - // Produce two radius handles around the given transform, one rotated 45 degrees on the up vector, scaling a min and a max - { - min = Mathf.Clamp (Handles.RadiusHandle (transform.rotation, transform.position, min), minClamp, max); - max = Mathf.Clamp (Handles.RadiusHandle (transform.rotation * Quaternion.AngleAxis (45.0f, transform.up), transform.position, max), min, maxClamp); - } -} diff --git a/MMO_Demo/Assets/Editor/PropertyEditor.cs.meta b/MMO_Demo/Assets/Editor/PropertyEditor.cs.meta deleted file mode 100644 index 496e5da5e..000000000 --- a/MMO_Demo/Assets/Editor/PropertyEditor.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 351eb14081d55444c904172463f65b09 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Editor/ThirdPersonCameraEditor.cs b/MMO_Demo/Assets/Editor/ThirdPersonCameraEditor.cs deleted file mode 100644 index 8225b72f2..000000000 --- a/MMO_Demo/Assets/Editor/ThirdPersonCameraEditor.cs +++ /dev/null @@ -1,160 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System.Collections; - -[CustomEditor (typeof (ThirdPersonCamera))] -public class ThirdPersonCameraEditor : PropertyEditor -{ - private const float maxCameraDistanceCap = 100.0f; - - - private SerializedProperty targetProperty; - private SerializedProperty cameraProperty; - private SerializedProperty obstacleLayersProperty; - private SerializedProperty minDistanceProperty; - private SerializedProperty maxDistanceProperty; - private SerializedProperty groundLayersProperty; - private SerializedProperty groundedCheckOffsetProperty; - private SerializedProperty rotationUpdateSpeedProperty; - private SerializedProperty lookUpSpeedProperty; - private SerializedProperty zoomSpeedProperty; - private SerializedProperty followUpdateSpeedProperty; - private SerializedProperty distanceUpdateSpeedProperty; - private SerializedProperty maxForwardAngleProperty; - private SerializedProperty showGizmosProperty; - private SerializedProperty requireLockProperty; - private SerializedProperty controlLockProperty; - - - protected override void Initialize () - { - targetProperty = serializedObject.FindProperty ("target"); - cameraProperty = serializedObject.FindProperty ("camera"); - obstacleLayersProperty = serializedObject.FindProperty ("obstacleLayers"); - minDistanceProperty = serializedObject.FindProperty ("minDistance"); - maxDistanceProperty = serializedObject.FindProperty ("maxDistance"); - groundLayersProperty = serializedObject.FindProperty ("groundLayers"); - groundedCheckOffsetProperty = serializedObject.FindProperty ("groundedCheckOffset"); - rotationUpdateSpeedProperty = serializedObject.FindProperty ("rotationUpdateSpeed"); - lookUpSpeedProperty = serializedObject.FindProperty ("lookUpSpeed"); - zoomSpeedProperty = serializedObject.FindProperty ("zoomSpeed"); - followUpdateSpeedProperty = serializedObject.FindProperty ("followUpdateSpeed"); - distanceUpdateSpeedProperty = serializedObject.FindProperty ("distanceUpdateSpeed"); - maxForwardAngleProperty = serializedObject.FindProperty ("maxForwardAngle"); - showGizmosProperty = serializedObject.FindProperty ("showGizmos"); - requireLockProperty = serializedObject.FindProperty ("requireLock"); - controlLockProperty = serializedObject.FindProperty ("controlLock"); - } - - - public override void OnInspectorGUI () - { - BeginEdit (); - BeginSection ("Objects"); - PropertyField ("Viewed collider", targetProperty); - PropertyField ("Camera", cameraProperty); - EndSection (); - - BeginSection ("View obstruction"); - PropertyField ("Obstacle layers", obstacleLayersProperty); - Comment ("Make sure that the target collider is not in any of these layers."); - MinMaxPropertySliderFields ("Camera distance", minDistanceProperty, maxDistanceProperty, 0.0f, maxCameraDistanceCap); - EndSection (); - - BeginSection ("Camera grounding check"); - PropertyField ("Ground layers", groundLayersProperty); - Comment ("Make sure that the target collider is not in any of these layers."); - PropertyField ("Offset", groundedCheckOffsetProperty); - EndSection (); - - BeginSection ("Speed"); - PropertyField ("Horizontal rotation", rotationUpdateSpeedProperty); - PropertyField ("Vertical rotation", lookUpSpeedProperty); - PropertyField ("Zoom", zoomSpeedProperty); - PropertyField ("Follow snap", followUpdateSpeedProperty); - PropertyField ("Distance snap", distanceUpdateSpeedProperty); - EndSection (); - - BeginSection ("Mouse control"); - PropertyField ("Require lock", requireLockProperty); - PropertyField ("Control lock", controlLockProperty); - EndSection (); - - PropertyField ("Angle clamp", maxForwardAngleProperty); - PropertyField ("Show gizmos", showGizmosProperty); - EndEdit (); - } - - - public override bool RenderSceneHandles - { - get - { - BeginEdit (); - return showGizmosProperty.boolValue; - } - } - - - public override Color SceneHandlesColor - { - get - { - return Color.blue; - } - } - - - protected override void DoSceneGUI () - { - BeginEdit (); - float min = minDistanceProperty.floatValue, max = maxDistanceProperty.floatValue; - MinMaxRadiusHandle (TargetTransform, ref min, ref max, 0.0f, maxCameraDistanceCap); - minDistanceProperty.floatValue = min; - maxDistanceProperty.floatValue = max; - // Do a double wire sphere for modifying the min/max camera distance - - Color color = Handles.color; - Handles.color = new Color (color.r, color.g, color.b, 0.1f); - - Handles.DrawSolidArc ( - TargetTransform.position, - TargetTransform.right, - TargetTransform.forward * -1.0f, - maxForwardAngleProperty.floatValue, - maxDistanceProperty.floatValue - ); - // Render the camera area transparent - - Handles.color = color; - - DrawThickWireArc ( - TargetTransform.position, - TargetTransform.forward * -1.0f, - TargetTransform.right, - maxForwardAngleProperty.floatValue, - maxDistanceProperty.floatValue, - 20, - 0.005f - ); - // Render the outline of the camera area on the camera arc - - maxForwardAngleProperty.floatValue = Mathf.Clamp ( - AngularSlider ( - TargetTransform.position, - TargetTransform.forward * -1.0f, - TargetTransform.up, - TargetTransform.right, - maxForwardAngleProperty.floatValue, - maxDistanceProperty.floatValue, - Handles.ArrowCap, - 20.0f * 0.005f * HandleUtility.GetHandleSize (TargetTransform.position), - HandleUtility.GetHandleSize (TargetTransform.position) - ), - 0.0f, - 90.0f - ); - // Make tha camera angle modifyable via an angular slider after the wire arc - EndEdit (); - } -} diff --git a/MMO_Demo/Assets/Editor/ThirdPersonCameraEditor.cs.meta b/MMO_Demo/Assets/Editor/ThirdPersonCameraEditor.cs.meta deleted file mode 100644 index 56de0942c..000000000 --- a/MMO_Demo/Assets/Editor/ThirdPersonCameraEditor.cs.meta +++ /dev/null @@ -1,16 +0,0 @@ -fileFormatVersion: 2 -guid: 70a9f7551a8cf42fc9f0f9e5212af1e9 -labels: -- control -- controller -- character -- camera -- mmo -- mmorpg -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/Editor/ThirdPersonControllerEditor.cs b/MMO_Demo/Assets/Editor/ThirdPersonControllerEditor.cs deleted file mode 100644 index 1327c087f..000000000 --- a/MMO_Demo/Assets/Editor/ThirdPersonControllerEditor.cs +++ /dev/null @@ -1,127 +0,0 @@ -using UnityEngine; -using UnityEditor; -using System.Collections; - -[CustomEditor (typeof (ThirdPersonController))] -public class ThirdPersonControllerEditor : PropertyEditor -{ - private SerializedProperty targetProperty; - private SerializedProperty speedProperty; - private SerializedProperty walkSpeedDownscaleProperty; - private SerializedProperty turnSpeedProperty; - private SerializedProperty mouseTurnSpeedProperty; - private SerializedProperty jumpSpeedProperty; - private SerializedProperty groundLayersProperty; - private SerializedProperty groundedCheckOffsetProperty; - private SerializedProperty showGizmosProperty; - private SerializedProperty requireLockProperty; - private SerializedProperty controlLockProperty; - - - private const float rotationSpeedHandleScale = 20.0f; - // Scales the visualization of the rotation speed handles. Reduce if you're dealing with larger rotation speeds. - - - protected override void Initialize () - { - targetProperty = serializedObject.FindProperty ("target"); - speedProperty = serializedObject.FindProperty ("speed"); - walkSpeedDownscaleProperty = serializedObject.FindProperty ("walkSpeedDownscale"); - turnSpeedProperty = serializedObject.FindProperty ("turnSpeed"); - mouseTurnSpeedProperty = serializedObject.FindProperty ("mouseTurnSpeed"); - jumpSpeedProperty = serializedObject.FindProperty ("jumpSpeed"); - groundLayersProperty = serializedObject.FindProperty ("groundLayers"); - groundedCheckOffsetProperty = serializedObject.FindProperty ("groundedCheckOffset"); - showGizmosProperty = serializedObject.FindProperty ("showGizmos"); - requireLockProperty = serializedObject.FindProperty ("requireLock"); - controlLockProperty = serializedObject.FindProperty ("controlLock"); - } - - - public override void OnInspectorGUI () - { - BeginEdit (); - BeginSection ("Target character"); - PropertyField ("Rigidbody", targetProperty); - EndSection (); - - BeginSection ("Speed"); - PropertyField ("Movement", speedProperty); - PropertyField ("Walk downscale", walkSpeedDownscaleProperty); - PropertyField ("Turn", turnSpeedProperty); - PropertyField ("Mouse turn", mouseTurnSpeedProperty); - PropertyField ("Jump", jumpSpeedProperty); - EndSection (); - - BeginSection ("Grounding check"); - PropertyField ("Layers", groundLayersProperty); - Comment ("This should include anything that the character can land on. Make sure that any part of the character is not in any of these layers."); - PropertyField ("Offset", groundedCheckOffsetProperty); - EndSection (); - - BeginSection ("Mouse control"); - PropertyField ("Require lock", requireLockProperty); - PropertyField ("Control lock", controlLockProperty); - EndSection (); - - PropertyField ("Show gizmos", showGizmosProperty); - - EndSection (); - - WideComment ("This component uses more input than is included in the default input setup:\n\n - An extra axis named \"Sidestep\" - a straight copy of the \"Horizontal\" input axis - mapped to Q (negative) and E (positive).\n\n - An extra button named \"ToggleWalk\" - same setup as the \"Jump\" button, by default mapped to \"+\" (positive)."); - EndEdit (); - } - - - public override bool RenderSceneHandles - { - get - { - BeginEdit (); - return showGizmosProperty.boolValue; - } - } - - - public override Color SceneHandlesColor - { - get - { - return Color.red; - } - } - - - protected override void DoSceneGUI () - { - BeginEdit (); - speedProperty.floatValue = Handles.RadiusHandle (TargetTransform.rotation, TargetTransform.position, speedProperty.floatValue); - // Do a wire sphere handle for modifying the speed as a radius - - float visualizedRotationAngle = turnSpeedProperty.floatValue * rotationSpeedHandleScale; - // Scaling up the angle used in visualization of the rotation speed as we're dealing with low values per default - - DrawThickWireArc (TargetTransform, visualizedRotationAngle, speedProperty.floatValue, 20, 0.005f); - // Draw the indication of the rotation speed as an angle segment of the planar circle, indicating speed - - float change = AngularSlider ( - TargetTransform, - visualizedRotationAngle, - speedProperty.floatValue, - 20.0f * 0.005f * HandleUtility.GetHandleSize (TargetTransform.position) - ) - visualizedRotationAngle; - // Do the slider handle, allowing us to modify the rotation speed from the scene view - - if (visualizedRotationAngle + change < 360.0f) - // Don't allow dragging over 360 degrees. This check is needed since we're scaling up the visual representation of the angle. - { - turnSpeedProperty.floatValue = Mathf.Clamp (turnSpeedProperty.floatValue + change / rotationSpeedHandleScale, 0.0f, 360.0f); - } - else - // Clamp to 360 - { - turnSpeedProperty.floatValue = 360.0f / rotationSpeedHandleScale; - } - EndEdit (); - } -} diff --git a/MMO_Demo/Assets/Editor/ThirdPersonControllerEditor.cs.meta b/MMO_Demo/Assets/Editor/ThirdPersonControllerEditor.cs.meta deleted file mode 100644 index d4f7b655e..000000000 --- a/MMO_Demo/Assets/Editor/ThirdPersonControllerEditor.cs.meta +++ /dev/null @@ -1,16 +0,0 @@ -fileFormatVersion: 2 -guid: 4e5aa3b4fb998460c8d6c45a20819160 -labels: -- control -- controller -- character -- camera -- mmo -- mmorpg -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/ThirdPersonCamera.cs b/MMO_Demo/Assets/ThirdPersonCamera.cs deleted file mode 100644 index ee4b5a61e..000000000 --- a/MMO_Demo/Assets/ThirdPersonCamera.cs +++ /dev/null @@ -1,313 +0,0 @@ -using UnityEngine; -using System.Collections; - - -public class ThirdPersonCamera : MonoBehaviour -{ - public Collider target; - // The object we're looking at - new public Camera camera; - // The camera to control - public LayerMask obstacleLayers = -1, groundLayers = -1; - // Which layers should count as obstructing the view? And which are designated ground? - // NOTICE: Make sure that the target collider is not in any of these layers! - public float groundedCheckOffset = 0.7f; - // Tweak so check starts from just within target footing - public float rotationUpdateSpeed = 60.0f, - lookUpSpeed = 20.0f, - distanceUpdateSpeed = 10.0f, - followUpdateSpeed = 10.0f; - // Tweak these to adjust camera responsiveness - public float maxForwardAngle = 80.0f; - // Tweak to adjust camera clamping angle - specifies the maximum angle between target and clamped camera forward - public float minDistance = 0.1f, - maxDistance = 10.0f, - zoomSpeed = 1.0f; - // Tweak to adjust scrollwheel zoom - public bool - showGizmos = true, - // Turn this off to reduce gizmo clutter if needed - requireLock = true, - // Turn this off if the camera should be controllable even without cursor lock - controlLock = true; - // Turn this off if you want mouse lock controlled elsewhere - - - private const float movementThreshold = 0.1f, rotationThreshold = 0.1f; - // Tweak these to adjust camera responsiveness - private const float groundedDistance = 0.5f; - // Tweak if the camera goes into ground mode too soon or late - - - private Vector3 lastStationaryPosition; - private float optimalDistance, targetDistance; - private bool grounded = false; - - - void Reset () - // Run setup on component attach, so it is visually more clear which references are used - { - Setup (); - } - - - void Setup () - // If target and/or camera is not set, try using fallbacks - { - if (target == null) - { - target = GetComponent (); - } - - if (camera == null) - { - if (Camera.main != null) - { - camera = Camera.main; - } - } - } - - - void Start () - // Verify setup, initialise bookkeeping - { - Setup (); - // Retry setup if references were cleared post-add - - if (target == null) - { - Debug.LogError ("No target assigned. Please correct and restart."); - enabled = false; - return; - } - - if (camera == null) - { - Debug.LogError ("No camera assigned. Please correct and restart."); - enabled = false; - return; - } - - lastStationaryPosition = target.transform.position; - targetDistance = optimalDistance = (camera.transform.position - target.transform.position).magnitude; - } - - - float ViewRadius - // The minimum clear radius between the camera and the target - { - get - { - float fieldOfViewRadius = (optimalDistance / Mathf.Sin (90.0f - camera.fieldOfView / 2.0f)) * Mathf.Sin (camera.fieldOfView / 2.0f); - // Half the width of the field of view of the camera at the position of the target - float doubleCharacterRadius = Mathf.Max (target.bounds.extents.x, target.bounds.extents.z) * 2.0f; - - return Mathf.Min (doubleCharacterRadius, fieldOfViewRadius); - } - } - - - Vector3 SnappedCameraForward - // The camera forward vector, clamped to the target forward vector so only horizontal rotation is kept - { - get - { - Vector2 planeForward = new Vector2 (camera.transform.forward.x, camera.transform.forward.z); - planeForward = new Vector2 (target.transform.forward.x, target.transform.forward.z).normalized * - planeForward.magnitude; - return new Vector3 (planeForward.x, camera.transform.forward.y, planeForward.y); - } - } - - - void FixedUpdate () - // See if the camera touches the ground and adjust the camera distance if an object blocks the view - { - grounded = Physics.Raycast ( - camera.transform.position + target.transform.up * -groundedCheckOffset, - target.transform.up * -1, - groundedDistance, - groundLayers - ); - // Shoot a ray downward to see if we're touching the ground - - Vector3 inverseLineOfSight = camera.transform.position - target.transform.position; - - RaycastHit hit; - if (Physics.SphereCast (target.transform.position, ViewRadius, inverseLineOfSight, out hit, optimalDistance, obstacleLayers)) - // Cast a sphere from the target towards the camera - using the view radius - checking against the obstacle layers - { - targetDistance = Mathf.Min ((hit.point - target.transform.position).magnitude, optimalDistance); - // If something is hit, set the target distance to the hit position - } - else - { - targetDistance = optimalDistance; - // If nothing is hit, target the optimal distance - } - } - - - void Update () - // Update optimal distance based on scroll wheel input - { - optimalDistance = Mathf.Clamp ( - optimalDistance + Input.GetAxis ("Mouse ScrollWheel") * -zoomSpeed * Time.deltaTime, - minDistance, - maxDistance - ); - } - - - void LateUpdate () - // Update camera position - specifics are delegated to camera mode functions - { - if ( - (Input.GetMouseButton (0) || Input.GetMouseButton (1)) && // Act if a mouse button is down - (!requireLock || controlLock || Screen.lockCursor) // ... and we're allowed to - ) - { - if (controlLock) - { - Screen.lockCursor = true; - } - - FreeUpdate (); - lastStationaryPosition = target.transform.position; - // Update the stationary position so we don't get an immediate snap back when releasing the mouse button - } - else - { - if (controlLock) - { - Screen.lockCursor = false; - } - - Vector3 movement = target.transform.position - lastStationaryPosition; - if (new Vector2 (movement.x, movement.z).magnitude > movementThreshold) - // Only update follow camera if we moved sufficiently - { - FollowUpdate (); - } - } - - DistanceUpdate (); - } - - - void FollowUpdate () - // Have the camera follow behind the character - { - Vector3 cameraForward = target.transform.position - camera.transform.position; - cameraForward = new Vector3 (cameraForward.x, 0.0f, cameraForward.z); - // Ignore camera elevation when calculating the angle - - float rotationAmount = Vector3.Angle (cameraForward, target.transform.forward); - - if (rotationAmount < rotationThreshold) - // Stop rotating if we're within the threshold - { - lastStationaryPosition = target.transform.position; - } - - rotationAmount *= followUpdateSpeed * Time.deltaTime; - - if (Vector3.Angle (cameraForward, target.transform.right) < Vector3.Angle (cameraForward, target.transform.right * -1.0f)) - // Rotate to the left if the camera is to the right of target forward - { - rotationAmount *= -1.0f; - } - - camera.transform.RotateAround (target.transform.position, Vector3.up, rotationAmount); - } - - - void FreeUpdate () - // Control the camera via the mouse - { - float rotationAmount; - - // Horizontal rotation: - - if (Input.GetMouseButton (1)) - // If right mouse button is held, don't rotate horizontally - the character should do that - { - FollowUpdate (); - } - else - // If left mouse button it held, do horizontal rotation - { - rotationAmount = Input.GetAxis ("Mouse X") * rotationUpdateSpeed * Time.deltaTime; - camera.transform.RotateAround (target.transform.position, Vector3.up, rotationAmount); - } - - // Vertical rotation: - - rotationAmount = Input.GetAxis ("Mouse Y") * -1.0f * lookUpSpeed * Time.deltaTime; - // Calculate vertical rotation - - bool lookFromBelow = Vector3.Angle (camera.transform.forward, target.transform.up * -1) > - Vector3.Angle (camera.transform.forward, target.transform.up); - // Is the camera looking up at the target? - - if (grounded && lookFromBelow) - // If we're grounded and look up from this position - applying the vertical rotation to the camera pivot point - { - camera.transform.RotateAround (camera.transform.position, camera.transform.right, rotationAmount); - } - else - // If we're not grounded, apply the vertical rotation to the target pivot point - { - camera.transform.RotateAround (target.transform.position, camera.transform.right, rotationAmount); - camera.transform.LookAt (target.transform.position); - // Apply rotation and keep looking at the target - - float forwardAngle = Vector3.Angle (target.transform.forward, SnappedCameraForward); - // Get the new rotation relative to the target forward vector - - if (forwardAngle > maxForwardAngle) - // If the new rotation brought the camera over the clamp max, rotate it back by the difference - { - camera.transform.RotateAround ( - target.transform.position, - camera.transform.right, - lookFromBelow ? forwardAngle - maxForwardAngle : maxForwardAngle - forwardAngle - ); - } - } - } - - - void DistanceUpdate () - // Apply any change in camera distance - { - Vector3 targetPosition = target.transform.position + (camera.transform.position - target.transform.position).normalized * targetDistance; - camera.transform.position = Vector3.Lerp (camera.transform.position, targetPosition, Time.deltaTime * distanceUpdateSpeed); - } - - - void OnDrawGizmosSelected () - // Use gizmos to gain information about the state of your setup - { - if (!showGizmos || target == null || camera == null) - { - return; - } - - Gizmos.color = Color.green; - Gizmos.DrawLine (target.transform.position, target.transform.position + target.transform.forward); - // Visualise the target forward vector - - Gizmos.color = grounded ? Color.blue : Color.red; - Gizmos.DrawLine (camera.transform.position + target.transform.up * -groundedCheckOffset, - camera.transform.position + target.transform.up * -(groundedCheckOffset + groundedDistance)); - // Visualise the camera grounded check and whether or not it is grounded - - Gizmos.color = Color.green; - Gizmos.DrawLine (camera.transform.position, camera.transform.position + camera.transform.forward); - Gizmos.color = Color.blue; - Gizmos.DrawLine (camera.transform.position, camera.transform.position + SnappedCameraForward); - // Visualise the camera forward vector (green) vs. the SnappedCameraForward - } -} diff --git a/MMO_Demo/Assets/ThirdPersonCamera.cs.meta b/MMO_Demo/Assets/ThirdPersonCamera.cs.meta deleted file mode 100644 index 8be8a03c0..000000000 --- a/MMO_Demo/Assets/ThirdPersonCamera.cs.meta +++ /dev/null @@ -1,16 +0,0 @@ -fileFormatVersion: 2 -guid: 21e0a0b3d1f7945fd8fdab7d4e2eef15 -labels: -- mmo -- mmorpg -- control -- controller -- character -- camera -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/ThirdPersonController.cs b/MMO_Demo/Assets/ThirdPersonController.cs deleted file mode 100644 index 00ff70f62..000000000 --- a/MMO_Demo/Assets/ThirdPersonController.cs +++ /dev/null @@ -1,218 +0,0 @@ -using UnityEngine; -using System.Collections; - -public delegate void JumpDelegate (); - -public class ThirdPersonController : MonoBehaviour -{ - public Rigidbody target; - // The object we're steering - public float speed = 1.0f, walkSpeedDownscale = 2.0f, turnSpeed = 2.0f, mouseTurnSpeed = 0.3f, jumpSpeed = 1.0f; - // Tweak to ajust character responsiveness - public LayerMask groundLayers = -1; - // Which layers should be walkable? - // NOTICE: Make sure that the target collider is not in any of these layers! - public float groundedCheckOffset = 0.7f; - // Tweak so check starts from just within target footing - public bool - showGizmos = true, - // Turn this off to reduce gizmo clutter if needed - requireLock = true, - // Turn this off if the camera should be controllable even without cursor lock - controlLock = false; - // Turn this on if you want mouse lock controlled by this script - public JumpDelegate onJump = null; - // Assign to this delegate to respond to the controller jumping - - - private const float inputThreshold = 0.01f, - groundDrag = 5.0f, - directionalJumpFactor = 0.7f; - // Tweak these to adjust behaviour relative to speed - private const float groundedDistance = 0.5f; - // Tweak if character lands too soon or gets stuck "in air" often - - - private bool grounded, walking; - - - public bool Grounded - // Make our grounded status available for other components - { - get - { - return grounded; - } - } - - - void Reset () - // Run setup on component attach, so it is visually more clear which references are used - { - Setup (); - } - - - void Setup () - // If target is not set, try using fallbacks - { - if (target == null) - { - target = GetComponent (); - } - } - - - void Start () - // Verify setup, configure rigidbody - { - Setup (); - // Retry setup if references were cleared post-add - - if (target == null) - { - Debug.LogError ("No target assigned. Please correct and restart."); - enabled = false; - return; - } - - target.freezeRotation = true; - // We will be controlling the rotation of the target, so we tell the physics system to leave it be - walking = false; - } - - - void Update () - // Handle rotation here to ensure smooth application. - { - float rotationAmount; - - if (Input.GetMouseButton (1) && (!requireLock || controlLock || Screen.lockCursor)) - // If the right mouse button is held, rotation is locked to the mouse - { - if (controlLock) - { - Screen.lockCursor = true; - } - - rotationAmount = Input.GetAxis ("Mouse X") * mouseTurnSpeed * Time.deltaTime; - } - else - { - if (controlLock) - { - Screen.lockCursor = false; - } - - rotationAmount = Input.GetAxis ("Horizontal") * turnSpeed * Time.deltaTime; - } - - target.transform.RotateAround (target.transform.up, rotationAmount); - - if (Input.GetButtonDown ("ToggleWalk")) - { - walking = !walking; - } - } - - - float SidestepAxisInput - // If the right mouse button is held, the horizontal axis also turns into sidestep handling - { - get - { - if (Input.GetMouseButton (1)) - { - float sidestep = Input.GetAxis ("Sidestep"), horizontal = Input.GetAxis ("Horizontal"); - - return Mathf.Abs (sidestep) > Mathf.Abs (horizontal) ? sidestep : horizontal; - } - else - { - return Input.GetAxis ("Sidestep"); - } - } - } - - - void FixedUpdate () - // Handle movement here since physics will only be calculated in fixed frames anyway - { - grounded = Physics.Raycast ( - target.transform.position + target.transform.up * -groundedCheckOffset, - target.transform.up * -1, - groundedDistance, - groundLayers - ); - // Shoot a ray downward to see if we're touching the ground - - if (grounded) - { - target.drag = groundDrag; - // Apply drag when we're grounded - - if (Input.GetButton ("Jump")) - // Handle jumping - { - target.AddForce ( - jumpSpeed * target.transform.up + - target.velocity.normalized * directionalJumpFactor, - ForceMode.VelocityChange - ); - // When jumping, we set the velocity upward with our jump speed - // plus some application of directional movement - - if (onJump != null) - { - onJump (); - } - } - else - // Only allow movement controls if we did not just jump - { - Vector3 movement = Input.GetAxis ("Vertical") * target.transform.forward + - SidestepAxisInput * target.transform.right; - - float appliedSpeed = walking ? speed / walkSpeedDownscale : speed; - // Scale down applied speed if in walk mode - - if (Input.GetAxis ("Vertical") < 0.0f) - // Scale down applied speed if walking backwards - { - appliedSpeed /= walkSpeedDownscale; - } - - if (movement.magnitude > inputThreshold) - // Only apply movement if we have sufficient input - { - target.AddForce (movement.normalized * appliedSpeed, ForceMode.VelocityChange); - } - else - // If we are grounded and don't have significant input, just stop horizontal movement - { - target.velocity = new Vector3 (0.0f, target.velocity.y, 0.0f); - return; - } - } - } - else - { - target.drag = 0.0f; - // If we're airborne, we should have no drag - } - } - - - void OnDrawGizmos () - // Use gizmos to gain information about the state of your setup - { - if (!showGizmos || target == null) - { - return; - } - - Gizmos.color = grounded ? Color.blue : Color.red; - Gizmos.DrawLine (target.transform.position + target.transform.up * -groundedCheckOffset, - target.transform.position + target.transform.up * -(groundedCheckOffset + groundedDistance)); - } -} diff --git a/MMO_Demo/Assets/ThirdPersonController.cs.meta b/MMO_Demo/Assets/ThirdPersonController.cs.meta deleted file mode 100644 index c1f1930e6..000000000 --- a/MMO_Demo/Assets/ThirdPersonController.cs.meta +++ /dev/null @@ -1,16 +0,0 @@ -fileFormatVersion: 2 -guid: 8efe724891414453d8635d3b0850a57e -labels: -- mmo -- mmorpg -- control -- controller -- character -- camera -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/ThirdPersonMMOController.prefab b/MMO_Demo/Assets/ThirdPersonMMOController.prefab deleted file mode 100644 index e2e36b113..000000000 Binary files a/MMO_Demo/Assets/ThirdPersonMMOController.prefab and /dev/null differ diff --git a/MMO_Demo/Assets/ThirdPersonMMOController.prefab.meta b/MMO_Demo/Assets/ThirdPersonMMOController.prefab.meta deleted file mode 100644 index dbb5f158e..000000000 --- a/MMO_Demo/Assets/ThirdPersonMMOController.prefab.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 640055aff95214e33a7c8281b11cd4fc -labels: -- mmo -- mmorpg -- control -- controller -- character -- camera -NativeFormatImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scenes.meta b/MMO_Demo/Assets/_Scenes.meta deleted file mode 100644 index 063d3bbb3..000000000 --- a/MMO_Demo/Assets/_Scenes.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: e54daf45b2e1e604eb73a63c45e33534 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scenes/Main.unity b/MMO_Demo/Assets/_Scenes/Main.unity deleted file mode 100644 index 0b9ba3ef9..000000000 Binary files a/MMO_Demo/Assets/_Scenes/Main.unity and /dev/null differ diff --git a/MMO_Demo/Assets/_Scenes/Main.unity.meta b/MMO_Demo/Assets/_Scenes/Main.unity.meta deleted file mode 100644 index 5ca7a3902..000000000 --- a/MMO_Demo/Assets/_Scenes/Main.unity.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: ae7f1729c4f2bdc4e8484b706767edb7 -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scripts.meta b/MMO_Demo/Assets/_Scripts.meta deleted file mode 100644 index 0a6e765c0..000000000 --- a/MMO_Demo/Assets/_Scripts.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 2228eff447de93d49963aa141010458e -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scripts/CameraMovement.cs b/MMO_Demo/Assets/_Scripts/CameraMovement.cs deleted file mode 100644 index 04f86ae9c..000000000 --- a/MMO_Demo/Assets/_Scripts/CameraMovement.cs +++ /dev/null @@ -1,183 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class CameraMovement : MonoBehaviour -{ - public Collider target; - public Camera camera; - public LayerMask obstacleLayers = -1; - public LayerMask groundLayers = -1; - public float groundedCheckOffset = 0.7f; - public float rotationUpdateSpeed = 60.0f; - public float lookUpSpeed = 20.0f; - public float distanceUpdateSpeed = 10.0f; - public float followUpdateSpeed = 10.0f; - public float maxForwardAngle = 80.0f; - public float minDistance = 0.1f; - public float maxDistance = 10.0f; - public float zoomSpeed = 1.0f; - public bool requireLock = true; - public bool controlLock = true; - - private const float movementThreshold = 0.1f; - private const float rotationThreshold = 0.1f; - private const float groundedDistance = 0.5f; - private Vector3 lastStationaryPosition; - private float optimalDistance; - private float targetDistance; - private bool grounded = false; - - void Start () - { - if (target == null) - target = GetComponent(); - if (camera == null && Camera.main != null) - camera = Camera.main; - - if (target == null) - { - Debug.LogError ("target未赋值."); - enabled = false; - return; - } - if (camera == null) - { - Debug.LogError ("camera未赋值."); - enabled = false; - return; - } - - lastStationaryPosition = target.transform.position; - targetDistance = optimalDistance = (camera.transform.position - target.transform.position).magnitude; - } - - void Update () - { - optimalDistance = Mathf.Clamp ( - optimalDistance + Input.GetAxis ("Mouse ScrollWheel") * -zoomSpeed * Time.deltaTime, - minDistance, - maxDistance - ); - } - - float ViewRadius - { - get - { - float fieldOfViewRadius = (optimalDistance * Mathf.Tan(camera.fieldOfView / 2.0f) * Mathf.Deg2Rad); - float doubleCharacterRadius = Mathf.Max (target.bounds.extents.x, target.bounds.extents.z) * 2.0f; - - return Mathf.Min (doubleCharacterRadius, fieldOfViewRadius); - } - } - - Vector3 SnappedCameraForward - { - get - { - Vector3 f = camera.transform.forward; - Vector2 planeForward = new Vector2 (f.x, f.z); - planeForward = new Vector2 (target.transform.forward.x, target.transform.forward.z).normalized * planeForward.magnitude; - return new Vector3 (planeForward.x, f.y, planeForward.y); - } - } - - void FixedUpdate () - { - grounded = Physics.Raycast (camera.transform.position + target.transform.up * -groundedCheckOffset, target.transform.up * -1, groundedDistance, groundLayers); - - Vector3 inverseLineOfSight = camera.transform.position - - target.transform.position; - - RaycastHit hit; - if (Physics.SphereCast (target.transform.position, - ViewRadius, inverseLineOfSight, - out hit, optimalDistance, obstacleLayers)) - { - targetDistance = Mathf.Min ((hit.point - target.transform.position).magnitude, optimalDistance); - } - else - targetDistance = optimalDistance; - } - - void FollowUpdate () - { - Vector3 cameraForward = target.transform.position - camera.transform.position; - cameraForward = new Vector3 (cameraForward.x, 0.0f, cameraForward.z); - float rotationAmount = Vector3.Angle (cameraForward, target.transform.forward); - - if (rotationAmount < rotationThreshold) - lastStationaryPosition = target.transform.position; - - rotationAmount *= followUpdateSpeed * Time.deltaTime; - - if (Vector3.Angle (cameraForward, target.transform.right) < Vector3.Angle (cameraForward, target.transform.right * -1.0f)) - rotationAmount *= -1.0f; - - camera.transform.RotateAround (target.transform.position, Vector3.up, rotationAmount); - } - - void FreeUpdate () - { - float rotationAmount; - - if (Input.GetMouseButton (1)) - FollowUpdate (); - else - { - rotationAmount = Input.GetAxis ("Mouse X") * rotationUpdateSpeed * Time.deltaTime; - camera.transform.RotateAround (target.transform.position, Vector3.up, rotationAmount); - } - - rotationAmount = Input.GetAxis ("Mouse Y") * -1.0f * lookUpSpeed * Time.deltaTime; - bool lookFromBelow = Vector3.Angle (camera.transform.forward, target.transform.up * -1) > - Vector3.Angle (camera.transform.forward, target.transform.up); - - if (grounded && lookFromBelow) - camera.transform.RotateAround (camera.transform.position, camera.transform.right, rotationAmount); - else - { - camera.transform.RotateAround (target.transform.position, camera.transform.right, rotationAmount); - camera.transform.LookAt (target.transform.position); - - float forwardAngle = Vector3.Angle (target.transform.forward, SnappedCameraForward); - - if (forwardAngle > maxForwardAngle) - camera.transform.RotateAround ( target.transform.position, - camera.transform.right, - lookFromBelow ? forwardAngle - maxForwardAngle : maxForwardAngle - forwardAngle - ); - } - } - - void DistanceUpdate () - { - Vector3 targetPosition = target.transform.position + (camera.transform.position - target.transform.position).normalized * targetDistance; - camera.transform.position = Vector3.Lerp (camera.transform.position, targetPosition, Time.deltaTime * distanceUpdateSpeed); - } - - void LateUpdate () - { - if ((Input.GetMouseButton (0) || Input.GetMouseButton (1)) && - (!requireLock || controlLock || Screen.lockCursor)) - { - if (controlLock) - Screen.lockCursor = true; - - FreeUpdate (); - lastStationaryPosition = target.transform.position; - } - else - { - if (controlLock) - Screen.lockCursor = false; - - Vector3 movement = target.transform.position - lastStationaryPosition; - if (new Vector2 (movement.x, movement.z).magnitude > movementThreshold) - FollowUpdate (); - } - - DistanceUpdate (); - } - -} diff --git a/MMO_Demo/Assets/_Scripts/CameraMovement.cs.meta b/MMO_Demo/Assets/_Scripts/CameraMovement.cs.meta deleted file mode 100644 index 604ba15f2..000000000 --- a/MMO_Demo/Assets/_Scripts/CameraMovement.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: ac3268486e1db864c890fcf03fe2dca5 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scripts/NPCName.cs b/MMO_Demo/Assets/_Scripts/NPCName.cs deleted file mode 100644 index 759443c6c..000000000 --- a/MMO_Demo/Assets/_Scripts/NPCName.cs +++ /dev/null @@ -1,46 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class NPCName : MonoBehaviour -{ - public string labelText = ""; - public GUISkin customSkin = null; - public string styleName = "Box"; - public Camera guiCamera = null; - public float fadeDistance = 12.0f; - public float hideDistance = 17.0f; - public float maxViewAngle = 90.0f; - - void OnGUI () - { - useGUILayout = false; - - if (Event.current.type != EventType.Repaint) - return; - - Vector3 worldPosition = GetComponent().bounds.center + Vector3.up * GetComponent().bounds.size.y * 0.5f; - Vector3 distance = worldPosition - guiCamera.transform.position; - float cameraDistance = distance.magnitude; - - if (cameraDistance > hideDistance || - Vector3.Angle (guiCamera.transform.forward, distance) > maxViewAngle) - return; - - if (cameraDistance > fadeDistance) - { - GUI.color = new Color (1.0f, 1.0f, 1.0f, 1.0f - (cameraDistance - fadeDistance) / (hideDistance - fadeDistance)); - } - - Vector2 position = guiCamera.WorldToScreenPoint (worldPosition); - //print ("beofore : " + position.ToString()); - position = new Vector2 (position.x, Screen.height - position.y); - //print ("after: " + position.ToString()); - GUI.skin = customSkin; - string contents = string.IsNullOrEmpty (labelText) ? gameObject.name : labelText; - Vector2 size = GUI.skin.GetStyle (styleName).CalcSize (new GUIContent (contents)); - - Rect rect = new Rect (position.x - size.x * 0.5f, position.y - size.y, size.x, size.y); - GUI.skin.GetStyle (styleName).Draw (rect, contents, false, false, false, false); - //GUI.skin.GetStyle (styleName).Draw (new Rect(0, 10, 100, 100), "Test", false, false, false, false); - } -} diff --git a/MMO_Demo/Assets/_Scripts/NPCName.cs.meta b/MMO_Demo/Assets/_Scripts/NPCName.cs.meta deleted file mode 100644 index b9a1560b8..000000000 --- a/MMO_Demo/Assets/_Scripts/NPCName.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: dbd1b496a0aec594b942dbb4fd5529e8 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scripts/PlayerAnimation.cs b/MMO_Demo/Assets/_Scripts/PlayerAnimation.cs deleted file mode 100644 index 14d908352..000000000 --- a/MMO_Demo/Assets/_Scripts/PlayerAnimation.cs +++ /dev/null @@ -1,176 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class PlayerAnimation : MonoBehaviour -{ - enum CharacterState - { - Normal, - Jumping, - Falling, - Landing - } - - public Animation target; - public Rigidbody rigidbody; - public Transform root, spine, hub; - public float walkSpeed = 0.2f; - public float runSpeed = 1.0f; - public float rotationSpeed = 6.0f; - public float shuffleSpeed = 7.0f; - public float runningLandingFactor = 0.2f; - - private PlayerController controller; - private CharacterState state = CharacterState.Falling; - private bool canLand = true; - private float currentRotation; - private Vector3 lastRootForward; - - private Vector3 HorizontalMovement - { - get - { - return new Vector3 (rigidbody.velocity.x, 0.0f, rigidbody.velocity.z); - } - } - - void Start () - { - if (target == null) - target = GetComponent (); - if (rigidbody == null) - rigidbody = GetComponent (); - - if (VerifySetups()) - { - controller = GetComponent(); - controller.onJump += OnJump; - currentRotation = 0.0f; - lastRootForward = root.forward; - } - } - - bool VerifySetup (Component component, string name) - { - if (component == null) - { - Debug.LogError ("参数 " + name + " 未赋值."); - enabled = false; - return false; - } - - return true; - } - - bool VerifySetups() - { - return VerifySetup (target, "target") && - VerifySetup (rigidbody, "rigidbody") && - VerifySetup (root, "root") && - VerifySetup (spine, "spine") && - VerifySetup (hub, "hub"); - } - - void OnJump () - { - canLand = false; - state = CharacterState.Jumping; - - Invoke ("Fall", target["Jump"].length); - } - - void OnLand () - { - canLand = false; - state = CharacterState.Landing; - - Invoke ("Land", target["Land"].length * (HorizontalMovement.magnitude < - walkSpeed ? 1.0f : runningLandingFactor) - ); - } - - void Fall () - { - if (controller.Grounded) - return; - state = CharacterState.Falling; - } - - void Land () - { - if (state != CharacterState.Landing) - return; - state = CharacterState.Normal; - } - - void FixedUpdate () - { - if (controller.Grounded) - { - if (state == CharacterState.Falling || (state == CharacterState.Jumping && canLand)) - OnLand (); - } - else if (state == CharacterState.Jumping) - canLand = true; - } - - void Update () - { - switch (state) - { - case CharacterState.Normal: - Vector3 movement = HorizontalMovement; - - if (movement.magnitude < walkSpeed) - { - if (Vector3.Angle (lastRootForward, root.forward) > 1.0f) - { - target.CrossFade ("Shuffle"); - lastRootForward = Vector3.Slerp (lastRootForward, root.forward, Time.deltaTime * shuffleSpeed); - } - else - target.CrossFade ("Idle"); - } - else - { - target["Walk"].speed = target["Run"].speed = - Vector3.Angle (root.forward, movement) > 91.0f ? -1.0f : 1.0f; - - if (movement.magnitude < runSpeed) - target.CrossFade ("Walk"); - else - target.CrossFade ("Run"); - - lastRootForward = root.forward; - } - break; - case CharacterState.Jumping: - target.CrossFade ("Jump"); - break; - case CharacterState.Falling: - target.CrossFade ("Fall"); - break; - case CharacterState.Landing: - target.CrossFade ("Land"); - break; - } - } - - void LateUpdate () - { - float targetAngle = 0.0f; - Vector3 movement = HorizontalMovement; - if (movement.magnitude >= walkSpeed) - { - targetAngle = Vector3.Angle (movement, new Vector3 (root.forward.x, 0.0f, root.forward.z)); - if (Vector3.Angle (movement, root.right) > Vector3.Angle (movement, root.right * -1)) - targetAngle *= -1.0f; - - if (Mathf.Abs (targetAngle) > 91.0f) - targetAngle = targetAngle + (targetAngle > 0 ? -180.0f : 180.0f); - } - currentRotation = Mathf.Lerp (currentRotation, targetAngle, Time.deltaTime * rotationSpeed); - hub.RotateAround (hub.position, root.up, currentRotation); - spine.RotateAround (spine.position, root.up, currentRotation * -1.0f); - } -} diff --git a/MMO_Demo/Assets/_Scripts/PlayerAnimation.cs.meta b/MMO_Demo/Assets/_Scripts/PlayerAnimation.cs.meta deleted file mode 100644 index 8652844a3..000000000 --- a/MMO_Demo/Assets/_Scripts/PlayerAnimation.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: c425e5cf05a719048af92ba2ae7a3699 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/Assets/_Scripts/PlayerController.cs b/MMO_Demo/Assets/_Scripts/PlayerController.cs deleted file mode 100644 index 4860050ab..000000000 --- a/MMO_Demo/Assets/_Scripts/PlayerController.cs +++ /dev/null @@ -1,137 +0,0 @@ -using UnityEngine; -using System.Collections; - -public delegate void MyJumpDelegate (); - -public class PlayerController : MonoBehaviour -{ - public Rigidbody target; - public float speed = 1.0f; - public float walkSpeedDownscale = 2.0f; - public float turnSpeed = 2.0f; - public float mouseTurnSpeed = 0.3f; - public float jumpSpeed = 1.0f; - public LayerMask groundLayers = -1; - public float groundedCheckOffset = 0.7f; - public bool showGizmos = true; - public bool requireLock = true; - public bool controlLock = false; - public MyJumpDelegate onJump = null; - private const float inputThreshold = 0.01f; - private const float groundDrag = 5.0f; - private const float directionalJumpFactor = 0.7f; - private const float groundedDistance = 0.5f; - private bool grounded; - private bool walking; - - void Start () - { - if (target == null) - target = GetComponent (); - if (target == null) - { - Debug.LogError ("变量target未赋值"); - enabled = false; - return; - } - target.freezeRotation = true; - walking = false; - } - - void Update () - { - float rotationAmount; - - if (Input.GetMouseButton (1) && (!requireLock || controlLock || Cursor.lockState == CursorLockMode.Locked)) - { - if (controlLock) - Cursor.lockState = CursorLockMode.Locked; - - rotationAmount = Input.GetAxis ("Mouse X") * mouseTurnSpeed * Time.deltaTime; - } - else - { - if (controlLock) - Cursor.lockState = CursorLockMode.None; - - rotationAmount = Input.GetAxis ("Horizontal") * turnSpeed * Time.deltaTime; - } - target.transform.RotateAround(target.transform.up, rotationAmount); - - if (Input.GetButtonDown ("ToggleWalk")) - walking = !walking; - } - - float SidestepAxisInput - { - get - { - if (Input.GetMouseButton (1)) - { - float sidestep = Input.GetAxis ("Sidestep"), horizontal = Input.GetAxis ("Horizontal"); - return Mathf.Abs (sidestep) > Mathf.Abs (horizontal) ? sidestep : horizontal; - } - else - return Input.GetAxis ("Sidestep"); - } - } - - public bool Grounded - { - get { return grounded; } - } - - void FixedUpdate () - { - grounded = Physics.Raycast ( - target.transform.position + target.transform.up * -groundedCheckOffset, - target.transform.up * -1, - groundedDistance, - groundLayers - ); - - if (grounded) - { - target.drag = groundDrag; - if (Input.GetButton ("Jump")) - { - target.AddForce ( - jumpSpeed * target.transform.up + - target.velocity.normalized * directionalJumpFactor, - ForceMode.VelocityChange - ); - if (onJump != null) - onJump (); - } - else - { - Vector3 movement = Input.GetAxis ("Vertical") * target.transform.forward + - SidestepAxisInput * target.transform.right; - float appliedSpeed = walking ? speed / walkSpeedDownscale : speed; - - if (Input.GetAxis ("Vertical") < 0.0f) - appliedSpeed /= walkSpeedDownscale; - - if (movement.magnitude > inputThreshold) - target.AddForce (movement.normalized * appliedSpeed, ForceMode.VelocityChange); - else - { - target.velocity = new Vector3 (0.0f, target.velocity.y, 0.0f); - return; - } - } - } - else - target.drag = 0.0f; - } - - void OnDrawGizmos () - { - if (!showGizmos || target == null) - return; - Gizmos.color = grounded ? Color.blue : Color.red; - Vector3 p = target.transform.position; - Vector3 a = p + target.transform.up * -groundedCheckOffset; - Gizmos.DrawLine(a, a + target.transform.up * -groundedDistance); - } -} diff --git a/MMO_Demo/Assets/_Scripts/PlayerController.cs.meta b/MMO_Demo/Assets/_Scripts/PlayerController.cs.meta deleted file mode 100644 index b4ea0a191..000000000 --- a/MMO_Demo/Assets/_Scripts/PlayerController.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 372ab8ddba3521a48bf86890c38d1241 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/MMO_Demo/MyMMO-csharp.sln b/MMO_Demo/MyMMO-csharp.sln deleted file mode 100644 index 8de10fcbc..000000000 --- a/MMO_Demo/MyMMO-csharp.sln +++ /dev/null @@ -1,45 +0,0 @@ -Microsoft Visual Studio Solution File, Format Version 11.00 -# Visual Studio 2008 - -Project("{CBDDC4A6-EA28-E16C-9B45-F5F836465B4C}") = "MyMMO", "Assembly-CSharp-vs.csproj", "{6B571DF2-7731-180F-E628-45E37C0A3420}" -EndProject -Project("{CBDDC4A6-EA28-E16C-9B45-F5F836465B4C}") = "MyMMO", "Assembly-CSharp-Editor-vs.csproj", "{64EDCBAE-7017-73F4-7078-3A3C29921F75}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {6B571DF2-7731-180F-E628-45E37C0A3420}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {6B571DF2-7731-180F-E628-45E37C0A3420}.Debug|Any CPU.Build.0 = Debug|Any CPU - {6B571DF2-7731-180F-E628-45E37C0A3420}.Release|Any CPU.ActiveCfg = Release|Any CPU - {6B571DF2-7731-180F-E628-45E37C0A3420}.Release|Any CPU.Build.0 = Release|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Debug|Any CPU.Build.0 = Debug|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Release|Any CPU.ActiveCfg = Release|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Release|Any CPU.Build.0 = Release|Any CPU - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection - GlobalSection(MonoDevelopProperties) = preSolution - StartupItem = Assembly-CSharp.csproj - Policies = $0 - $0.TextStylePolicy = $1 - $1.inheritsSet = null - $1.scope = text/x-csharp - $0.CSharpFormattingPolicy = $2 - $2.inheritsSet = Mono - $2.inheritsScope = text/x-csharp - $2.scope = text/x-csharp - $0.TextStylePolicy = $3 - $3.FileWidth = 120 - $3.TabWidth = 4 - $3.EolMarker = Unix - $3.inheritsSet = Mono - $3.inheritsScope = text/plain - $3.scope = text/plain - EndGlobalSection - -EndGlobal diff --git a/MMO_Demo/MyMMO.sln b/MMO_Demo/MyMMO.sln deleted file mode 100644 index e965042c8..000000000 --- a/MMO_Demo/MyMMO.sln +++ /dev/null @@ -1,45 +0,0 @@ -Microsoft Visual Studio Solution File, Format Version 11.00 -# Visual Studio 2008 - -Project("{CBDDC4A6-EA28-E16C-9B45-F5F836465B4C}") = "MyMMO", "Assembly-CSharp.csproj", "{6B571DF2-7731-180F-E628-45E37C0A3420}" -EndProject -Project("{CBDDC4A6-EA28-E16C-9B45-F5F836465B4C}") = "MyMMO", "Assembly-CSharp-Editor.csproj", "{64EDCBAE-7017-73F4-7078-3A3C29921F75}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {6B571DF2-7731-180F-E628-45E37C0A3420}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {6B571DF2-7731-180F-E628-45E37C0A3420}.Debug|Any CPU.Build.0 = Debug|Any CPU - {6B571DF2-7731-180F-E628-45E37C0A3420}.Release|Any CPU.ActiveCfg = Release|Any CPU - {6B571DF2-7731-180F-E628-45E37C0A3420}.Release|Any CPU.Build.0 = Release|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Debug|Any CPU.Build.0 = Debug|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Release|Any CPU.ActiveCfg = Release|Any CPU - {64EDCBAE-7017-73F4-7078-3A3C29921F75}.Release|Any CPU.Build.0 = Release|Any CPU - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection - GlobalSection(MonoDevelopProperties) = preSolution - StartupItem = Assembly-CSharp.csproj - Policies = $0 - $0.TextStylePolicy = $1 - $1.inheritsSet = null - $1.scope = text/x-csharp - $0.CSharpFormattingPolicy = $2 - $2.inheritsSet = Mono - $2.inheritsScope = text/x-csharp - $2.scope = text/x-csharp - $0.TextStylePolicy = $3 - $3.FileWidth = 120 - $3.TabWidth = 4 - $3.EolMarker = Unix - $3.inheritsSet = Mono - $3.inheritsScope = text/plain - $3.scope = text/plain - EndGlobalSection - -EndGlobal diff --git a/MMO_Demo/Previews/preview1.png b/MMO_Demo/Previews/preview1.png deleted file mode 100644 index d830b7fb5..000000000 Binary files a/MMO_Demo/Previews/preview1.png and /dev/null differ diff --git a/MMO_Demo/Previews/preview2.png b/MMO_Demo/Previews/preview2.png deleted file mode 100644 index f9b292ebf..000000000 Binary files a/MMO_Demo/Previews/preview2.png and /dev/null differ diff --git a/MMO_Demo/Previews/preview3.png b/MMO_Demo/Previews/preview3.png deleted file mode 100644 index 61da44ebb..000000000 Binary files a/MMO_Demo/Previews/preview3.png and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/AudioManager.asset b/MMO_Demo/ProjectSettings/AudioManager.asset deleted file mode 100644 index 35a5650f8..000000000 Binary files a/MMO_Demo/ProjectSettings/AudioManager.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/ClusterInputManager.asset b/MMO_Demo/ProjectSettings/ClusterInputManager.asset deleted file mode 100644 index e8fc78b86..000000000 Binary files a/MMO_Demo/ProjectSettings/ClusterInputManager.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/DynamicsManager.asset b/MMO_Demo/ProjectSettings/DynamicsManager.asset deleted file mode 100644 index 519722fde..000000000 Binary files a/MMO_Demo/ProjectSettings/DynamicsManager.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/EditorBuildSettings.asset b/MMO_Demo/ProjectSettings/EditorBuildSettings.asset deleted file mode 100644 index bfc5ec985..000000000 Binary files a/MMO_Demo/ProjectSettings/EditorBuildSettings.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/EditorSettings.asset b/MMO_Demo/ProjectSettings/EditorSettings.asset deleted file mode 100644 index d35bf3873..000000000 Binary files a/MMO_Demo/ProjectSettings/EditorSettings.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/GraphicsSettings.asset b/MMO_Demo/ProjectSettings/GraphicsSettings.asset deleted file mode 100644 index 281359031..000000000 Binary files a/MMO_Demo/ProjectSettings/GraphicsSettings.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/InputManager.asset b/MMO_Demo/ProjectSettings/InputManager.asset deleted file mode 100644 index e5578b332..000000000 Binary files a/MMO_Demo/ProjectSettings/InputManager.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/NavMeshAreas.asset b/MMO_Demo/ProjectSettings/NavMeshAreas.asset deleted file mode 100644 index ab7cdb060..000000000 Binary files a/MMO_Demo/ProjectSettings/NavMeshAreas.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/NetworkManager.asset b/MMO_Demo/ProjectSettings/NetworkManager.asset deleted file mode 100644 index 1192791ab..000000000 Binary files a/MMO_Demo/ProjectSettings/NetworkManager.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/Physics2DSettings.asset b/MMO_Demo/ProjectSettings/Physics2DSettings.asset deleted file mode 100644 index d16971f26..000000000 Binary files a/MMO_Demo/ProjectSettings/Physics2DSettings.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/ProjectSettings.asset b/MMO_Demo/ProjectSettings/ProjectSettings.asset deleted file mode 100644 index a52793fc3..000000000 Binary files a/MMO_Demo/ProjectSettings/ProjectSettings.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/ProjectVersion.txt b/MMO_Demo/ProjectSettings/ProjectVersion.txt deleted file mode 100644 index e6cd1f978..000000000 --- a/MMO_Demo/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1 +0,0 @@ -m_EditorVersion: 2017.3.0f3 diff --git a/MMO_Demo/ProjectSettings/QualitySettings.asset b/MMO_Demo/ProjectSettings/QualitySettings.asset deleted file mode 100644 index cc4d628a5..000000000 Binary files a/MMO_Demo/ProjectSettings/QualitySettings.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/TagManager.asset b/MMO_Demo/ProjectSettings/TagManager.asset deleted file mode 100644 index 28bced2b3..000000000 Binary files a/MMO_Demo/ProjectSettings/TagManager.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/TimeManager.asset b/MMO_Demo/ProjectSettings/TimeManager.asset deleted file mode 100644 index 582d1ad89..000000000 Binary files a/MMO_Demo/ProjectSettings/TimeManager.asset and /dev/null differ diff --git a/MMO_Demo/ProjectSettings/UnityConnectSettings.asset b/MMO_Demo/ProjectSettings/UnityConnectSettings.asset deleted file mode 100644 index 998882e8b..000000000 Binary files a/MMO_Demo/ProjectSettings/UnityConnectSettings.asset and /dev/null differ diff --git a/MMO_Demo/README.md b/MMO_Demo/README.md deleted file mode 100644 index aa359be64..000000000 --- a/MMO_Demo/README.md +++ /dev/null @@ -1,6 +0,0 @@ -## 一个简单的MMO游戏 - -### 游戏预览 -> ![](./Previews/preview1.png) -> ![](./Previews/preview2.png) -> ![](./Previews/preview3.png) diff --git a/MMO_Demo/UnityPackageManager/manifest.json b/MMO_Demo/UnityPackageManager/manifest.json deleted file mode 100644 index 526aca605..000000000 --- a/MMO_Demo/UnityPackageManager/manifest.json +++ /dev/null @@ -1,4 +0,0 @@ -{ - "dependencies": { - } -} diff --git a/MacanimSystem/Blend Shape/README.md b/MacanimSystem/Blend Shape/README.md new file mode 100644 index 000000000..c0381e483 --- /dev/null +++ b/MacanimSystem/Blend Shape/README.md @@ -0,0 +1,5 @@ +## Blend Shape资料收集 +* [Unity学习笔记(二):面部表情动画](https://zhuanlan.zhihu.com/p/36804763) +* [BlendShapes](https://www.jianshu.com/p/b8c1210dd12e) +* [Unity 工具类 之 BlendShape 捏脸的实现](https://blog.csdn.net/u014361280/article/details/103929611) +* [Unity3D Blend Shape简析](https://www.jianshu.com/p/4ae6662a40df) \ No newline at end of file diff --git a/MacanimSystem/README.md b/MacanimSystem/README.md index 38543052f..db2a9311e 100644 --- a/MacanimSystem/README.md +++ b/MacanimSystem/README.md @@ -3,3 +3,19 @@ * [Macanim动画系统基础](./Macanim_Training) * [MecanimGDC2013高级新特性](./MecanimGDC2013) * [Unity的动画图和人形动画初探](https://mp.weixin.qq.com/s/7jHR-AmgNSQbQfq94xDRHA) +* [游戏动画技术总结](https://zhuanlan.zhihu.com/p/340313373) +* [Unity动画系统全解](https://mp.weixin.qq.com/mp/appmsgalbum?__biz=MjM5Mzg2Nzg2MQ==&action=getalbum&album_id=1405002593331691525&scene=173&from_msgid=2456961954&from_itemidx=1&count=3#wechat_redirect) +* [Unity动画状态机Animator使用](https://blog.csdn.net/linxinfa/article/details/94392971) +* [[干货笔记/长文]Unity动画系统!](https://mp.weixin.qq.com/s/XhQk0oqYG4OP6m7V2vWg2Q) +* [学习笔记---3dMax动画系统(基础入门篇)](https://zhuanlan.zhihu.com/p/76529448) +* [当3dMax遇上Unity3d---模型导入的前后你需要注意的地方](https://zhuanlan.zhihu.com/p/56413668) +* [3D动画概述暨骨骼动画实现](https://blog.csdn.net/fyfcauc/article/details/78850379) +* [MotionMatching](https://github.com/nashnie/MotionMatching) +* [UE4/UE5 动画的原理和性能优化](https://mp.weixin.qq.com/s/pesA4Wp7ktimspaOZhnrmw) + +### Blend Shape资料收集 +* [Blend Shape资料收集](./Blend%20Shape) + +### FBX资料收集 +* [FBX SDK 之模型分离与解析(Python/C++)](https://zhuanlan.zhihu.com/p/460279498) +* [基于FBX SDK的FBX模型解析与加载 -(一)](https://blog.csdn.net/bugrunner/article/details/7210511) diff --git a/Navmesh/Navmesh.csproj b/Navmesh/Navmesh.csproj deleted file mode 100644 index 17f6dc792..000000000 --- a/Navmesh/Navmesh.csproj +++ /dev/null @@ -1,82 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - {F1575171-3804-D746-6EC3-F78DA0B1EB92} - Library - Assembly-CSharp - 512 - {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} - .NETFramework - v3.5 - Unity Subset v3.5 - - Game:1 - StandaloneWindows:5 - 5.5.0f3 - - 4 - - - pdbonly - false - Temp\UnityVS_bin\Debug\ - Temp\UnityVS_obj\Debug\ - prompt - 4 - DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE - false - - - pdbonly - false - Temp\UnityVS_bin\Release\ - Temp\UnityVS_obj\Release\ - prompt - 4 - TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE - false - - - - - - - - - - - - Library\UnityAssemblies\UnityEngine.dll - - - Library\UnityAssemblies\UnityEngine.UI.dll - - - Library\UnityAssemblies\UnityEngine.Networking.dll - - - Library\UnityAssemblies\UnityEngine.PlaymodeTestsRunner.dll - - - Library\UnityAssemblies\UnityEngine.Analytics.dll - - - Library\UnityAssemblies\UnityEngine.HoloLens.dll - - - Library\UnityAssemblies\UnityEngine.VR.dll - - - Library\UnityAssemblies\UnityEditor.dll - - - - - - - - diff --git a/Navmesh/Navmesh.sln b/Navmesh/Navmesh.sln deleted file mode 100644 index 436d87f29..000000000 --- a/Navmesh/Navmesh.sln +++ /dev/null @@ -1,20 +0,0 @@ - -Microsoft Visual Studio Solution File, Format Version 12.00 -# Visual Studio 2017 -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Navmesh", "Navmesh.csproj", "{F1575171-3804-D746-6EC3-F78DA0B1EB92}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {F1575171-3804-D746-6EC3-F78DA0B1EB92}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {F1575171-3804-D746-6EC3-F78DA0B1EB92}.Debug|Any CPU.Build.0 = Debug|Any CPU - {F1575171-3804-D746-6EC3-F78DA0B1EB92}.Release|Any CPU.ActiveCfg = Release|Any CPU - {F1575171-3804-D746-6EC3-F78DA0B1EB92}.Release|Any CPU.Build.0 = Release|Any CPU - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection -EndGlobal diff --git a/Navmesh/ProjectSettings/AudioManager.asset b/Navmesh/ProjectSettings/AudioManager.asset deleted file mode 100644 index ed53c41c5..000000000 Binary files a/Navmesh/ProjectSettings/AudioManager.asset and /dev/null differ diff --git a/Navmesh/ProjectSettings/ClusterInputManager.asset b/Navmesh/ProjectSettings/ClusterInputManager.asset deleted file mode 100644 index 737873b28..000000000 Binary files a/Navmesh/ProjectSettings/ClusterInputManager.asset and /dev/null differ diff --git a/Navmesh/ProjectSettings/DynamicsManager.asset b/Navmesh/ProjectSettings/DynamicsManager.asset deleted file mode 100644 index fb9143900..000000000 Binary files a/Navmesh/ProjectSettings/DynamicsManager.asset and /dev/null differ diff --git a/Navmesh/ProjectSettings/EditorBuildSettings.asset b/Navmesh/ProjectSettings/EditorBuildSettings.asset deleted file mode 100644 index cb509c753..000000000 Binary files a/Navmesh/ProjectSettings/EditorBuildSettings.asset and /dev/null differ diff --git a/Navmesh/ProjectSettings/GraphicsSettings.asset b/Navmesh/ProjectSettings/GraphicsSettings.asset deleted file mode 100644 index 5bbdb35fb..000000000 Binary files a/Navmesh/ProjectSettings/GraphicsSettings.asset and /dev/null differ diff --git a/Navmesh/ProjectSettings/InputManager.asset b/Navmesh/ProjectSettings/InputManager.asset deleted file mode 100644 index 9c7064a5e..000000000 Binary files a/Navmesh/ProjectSettings/InputManager.asset and /dev/null differ diff --git a/Navmesh/ProjectSettings/NavMeshAreas.asset b/Navmesh/ProjectSettings/NavMeshAreas.asset deleted file mode 100644 index fd9f06a66..000000000 Binary files a/Navmesh/ProjectSettings/NavMeshAreas.asset and /dev/null differ diff --git a/Navmesh/ProjectSettings/NetworkManager.asset b/Navmesh/ProjectSettings/NetworkManager.asset deleted file mode 100644 index fe4422c5c..000000000 Binary files a/Navmesh/ProjectSettings/NetworkManager.asset and /dev/null differ diff --git a/Navmesh/ProjectSettings/Physics2DSettings.asset b/Navmesh/ProjectSettings/Physics2DSettings.asset deleted file mode 100644 index 59764e6b3..000000000 Binary files a/Navmesh/ProjectSettings/Physics2DSettings.asset and /dev/null differ diff --git a/Navmesh/ProjectSettings/ProjectVersion.txt b/Navmesh/ProjectSettings/ProjectVersion.txt deleted file mode 100644 index 66e05aa78..000000000 --- a/Navmesh/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1 +0,0 @@ -m_EditorVersion: 5.5.0f3 diff --git a/Navmesh/ProjectSettings/QualitySettings.asset b/Navmesh/ProjectSettings/QualitySettings.asset deleted file mode 100644 index 3b545db6f..000000000 Binary files a/Navmesh/ProjectSettings/QualitySettings.asset and /dev/null differ diff --git a/Navmesh/ProjectSettings/TimeManager.asset b/Navmesh/ProjectSettings/TimeManager.asset deleted file mode 100644 index 3327a2451..000000000 Binary files a/Navmesh/ProjectSettings/TimeManager.asset and /dev/null differ diff --git a/Navmesh/ProjectSettings/UnityConnectSettings.asset b/Navmesh/ProjectSettings/UnityConnectSettings.asset deleted file mode 100644 index d6435dc3e..000000000 Binary files a/Navmesh/ProjectSettings/UnityConnectSettings.asset and /dev/null differ diff --git a/NetWorkAndResources/README.md b/NetWorkAndResources/README.md index ee6921922..606c2b2ff 100644 --- a/NetWorkAndResources/README.md +++ b/NetWorkAndResources/README.md @@ -1,7 +1,9 @@ ## 网络与资源数据操作练习   +>* [计算机网络重磅来袭——一文让你拨开迷雾,直击网络原理](https://www.cnblogs.com/zyx110/p/11891335.html) >* [利用WWW网络类实现GET/POST数据传递,上传下载资源](https://github.com/XINCGer/Unity3DTraining/tree/master/NetWorkAndResources/WebTest) >* [Json数据解析与存储](https://github.com/XINCGer/Unity3DTraining/tree/master/NetWorkAndResources/JsonDataDemo) ->* [Unity3D移动平台动态读取外部文件全解析](https://github.com/XINCGer/Unity3DTraining/tree/master/NetWorkAndResources/MobilePlatformDynamicReadExternalFiles) +>* [Unity3D移动平台动态读取外部文件全解析](./MobilePlatformDynamicReadExternalFiles) +>* [深入Unity序列化](https://zhuanlan.zhihu.com/p/76247383) >* [Socket\Protobuff\拆包粘包断包Demo](./Socket_Protobuff) >* [【游戏开发】网络编程之浅谈TCP粘包、拆包问题及其解决方案](https://www.cnblogs.com/msxh/p/10822516.html) >* [JSON官方文档](http://www.json.org/json-zh.html) @@ -10,6 +12,34 @@ >* [教你从头写游戏服务器框架](https://www.cnblogs.com/qcloud1001/p/10478522.html) >* [《Exploring in UE4》网络同步原理深入(上)](https://mp.weixin.qq.com/s/SEFKFRulIWHYgt5s85-M1g) >* [《Exploring in UE4》网络同步原理深入(下)](https://mp.weixin.qq.com/s/n4qN0dDLxQSPzRWfhwLCzA) ->* [【Unity3D_常用模块】 Socket网络模块(超级详细完整,上线项目中稳定使用着)](.//SampleSocket) +>* [【Unity3D_常用模块】 Socket网络模块(超级详细完整,上线项目中稳定使用着)](.//SampleSocket) +>* [预测回滚式帧同步的框架](https://github.com/JiepengTan/LockstepEngine) +>* [预测回滚式帧同步的框架的教程源码](https://github.com/JiepengTan/Lockstep-Tutorial) +>* [预测回滚式帧同步的框架的教程(免费)](https://space.bilibili.com/308864667/channel/detail?cid=86562) +>* [TCP/IP超详细总结](https://www.cnblogs.com/wgblog-code/p/12091057.html) +>* [xLua下使用lua-protobuf](https://www.cnblogs.com/xiaohutu/p/12168781.html) +>* [两种同步模式:状态同步和帧同步](https://zhuanlan.zhihu.com/p/36884005) +>* [帧同步游戏开发小结](https://www.cnblogs.com/xiaohutu/p/12402399.html) +>* [protobuf-net使用教程](https://www.cnblogs.com/sifenkesi/p/4045392.html) +>* [使用C#进行二进制序列化与反序列化](https://blog.csdn.net/sinat_34791632/article/details/79722525) +>* [Unity 网络连接数量限制](https://networm.me/2017/01/15/unity-connection-limit/) +>* [为 Unity 设置数据库 (SQLite)](https://stackoverflow.com/questions/50753569/setup-database-sqlite-for-unity) +>* [Unity工具—Mono.Data.Sqlite 使用](https://zhuanlan.zhihu.com/p/112232175) +>* [Ftp实现文件同步](https://www.cnblogs.com/huhangfei/p/4989176.html) +>* [Unity实现断点续传下载功能](https://www.blinkedu.cn/index.php/2021/08/19/unity%e5%ae%9e%e7%8e%b0%e6%96%ad%e7%82%b9%e7%bb%ad%e4%bc%a0%e4%b8%8b%e8%bd%bd%e5%8a%9f%e8%83%bd/) +>* [Unity从流中读取各种类型的数据和写入数据(利用MemoryStream关于内存数据的读写)](https://blog.csdn.net/qq_36274965/article/details/80181160) +>* [Unity使用UnityWebRequest上传文件到服务器的简单实现流程](https://blog.csdn.net/qq_17367039/article/details/107027470) +>* [Sending a form to an HTTP server (POST)](https://docs.unity3d.com/2019.4/Documentation/Manual/UnityWebRequest-SendingForm.html) +>* [[python]初探socket](https://www.233tw.com/unity/57149) +>* [Unity3D使用Socket.IO](http://www.luohanjie.com/2019-07-25/socket-io-for-unity3d.html) +>* [《Exploring in UE4》Unreal回放系统剖析](https://mp.weixin.qq.com/s/k0dPE3_2DTUolcaPPAlKpA) +>* [一文搞懂select、poll和epoll区别](https://zhuanlan.zhihu.com/p/272891398) +>* [「Linux」——select和epoll详解](https://zhuanlan.zhihu.com/p/179071801) +>* [linker-.NET8、p2p打洞(tcp+udp),和异地组网](https://github.com/snltty/linker) +### FlatBffers +>* [深入浅出FlatBuffers原理](https://zhuanlan.zhihu.com/p/391109273) +>* [数据序列化组件PB与FB对比](https://juzii.gitee.io/2020/03/02/protobuf-vs-flatbuffer/) +### CSV +>* [csv - Fast C# CSV parser](https://github.com/nreco/csv) diff --git a/OpenSourceGame/README.md b/OpenSourceGame/README.md new file mode 100644 index 000000000..a45a5526d --- /dev/null +++ b/OpenSourceGame/README.md @@ -0,0 +1,57 @@ +# 收集一些不错的开源游戏项目 +* [A recreation of the classic RTS game Starcraft by Blizzard, on Unity3D](https://github.com/coconauts/startcraft-unity3d) +* [基于ET框架致敬LOL的Moba游戏](https://gitee.com/NKG_admin/NKGMobaBasedOnET) +* [金庸群侠传3D重制版](https://github.com/jynew/jynew) +* [Darkest Dungeon port in Unity](https://github.com/Reinisch/Darkest-Dungeon-Unity) +* [Stride Game Engine (formerly Xenko)](https://github.com/stride3d/stride) +* [基于Unity开源框架GameFramewrk实现的一款塔防游戏Demo](https://github.com/DrFlower/TowerDefense-GameFramework-Demo) +* [金融群侠传复刻版](https://github.com/ZhanruiLiang/jinyong-legend) +* [UnityMMO](https://github.com/liuhaopen/UnityMMO) +* [SkynetMMO](https://github.com/liuhaopen/SkynetMMO) +* [球球大作战,前端分h5、u3d版,后端skynet](https://github.com/YKPublicGame/ball) +* [TransitSimulator](https://github.com/DavidMcLaughlin208/TransitSimulator) +* [UnityRoyale-Public](https://github.com/ciro-unity/UnityRoyale-Public) +* [Unity制作的联机赛车游戏](https://github.com/TastSong/CrazyCar) +* [unity-shooting-tutorial](https://github.com/baba-s/unity-shooting-tutorial) +* [PokemonUnity](https://github.com/PokemonUnity/PokemonUnity) +* [在 Unity3D 上重现暴雪的经典 RTS 游戏星际争霸](https://github.com/coconauts/startcraft-unity3d) +* [3D Chess Game made in Unity](https://github.com/SacuL/3D-Chess-Unity) +* [OpenCoreMMO](https://github.com/caioavidal/OpenCoreMMO) +* [Match 3 game template](https://github.com/ChebanovDD/MatchSweets) +* [Unity制作的联机赛车游戏](https://github.com/TastSong/CrazyCar) +* [Minesweeper game is made by Unity](https://github.com/Markmax2304/MineSweeper) +* [Third-person Action Roguelike made in Unreal Engine C++](https://github.com/tomlooman/ActionRoguelike) +* [A community-driven touchscreen music game](https://github.com/Cytoid/Cytoid) +* [FontainebleauDemo](https://github.com/Unity-Technologies/FontainebleauDemo) +* [用Unity做的一个类Moba游戏Demo](https://github.com/swordjoinmagic/MoBaDemo) +* [HoneySelect](https://github.com/xoyojank/HoneySelect) +* [A 6 pack Solitaire game in Unity](https://github.com/Nichathan-Gaming/Nichathans-Solitaire-Pack) +* [多人FPS演示,该演示集成了许多现代网络代码技术以提高游戏质量](https://github.com/Yinmany/NetCode-FPS) +* [CryEngine Shooting Template with first and third person views](https://github.com/Battledrake/CryShooter) +* [A moba phone game using unity](https://github.com/exmex/UnityMoba) +* [2DMMORPG](https://github.com/HeroJho/2DMMORPG) +* [daggerfall-unity](https://github.com/Interkarma/daggerfall-unity) +* [NineChronicles](https://github.com/planetarium/NineChronicles) +* [MinecraftECS](https://github.com/UnityTechnologies/MinecraftECS) +* [UnityTutorials-RTS](https://github.com/MinaPecheux/UnityTutorials-RTS) +* [ECS-Network-Racing-Sample](https://github.com/Unity-Technologies/ECS-Network-Racing-Sample) +* [[Unity] 明日方舟复刻源码 (不含资源)](https://github.com/Saukiya/Arknights) +* [UnityMoba-A moba phone game using unity](https://github.com/exmex/UnityMoba) +* [Legends-Of-Heroes](https://github.com/FlameskyDexive/Legends-Of-Heroes) +* [mir2 - Legend of Mir 2 - Official Public Crystal Source](https://github.com/Suprcode/mir2) +* [UnityMultiplayerARPG_MMO](https://github.com/insthync/UnityMultiplayerARPG_MMO) +* [Unity-TheWorldBeyond](https://github.com/oculus-samples/Unity-TheWorldBeyond) +* [ViZDoom](https://github.com/Farama-Foundation/ViZDoom) +* [Darklings-FightingGame](https://github.com/kidagine/Darklings-FightingGame) +* [Etherboy](https://github.com/loomnetwork/Etherboy) +* [Barotrauma-About +A 2D online multiplayer game taking place in a submarine travelling through the icy depths of Jupiter's moon Europa](https://github.com/Regalis11/Barotrauma) +* [DelayNoMoreUnity](https://github.com/genxium/DelayNoMoreUnity) +* [FishMMO - FishNetworking MMO Template](https://github.com/jimdroberts/FishMMO) +* [MOBA_CSharp_Unity](https://github.com/yasgamesdev/MOBA_CSharp_Unity) +* [wipeout-rewrite](https://github.com/phoboslab/wipeout-rewrite) +* [DungeonShooting - 一款由Godot开发的地牢射击游戏](https://github.com/xlljc/DungeonShooting) +* [CityBuilder3D - It is a 3D city builder game rendered in opengl implemented in c++](https://github.com/TamasPetii/CityBuilder3D) +* [Thrive - The main repository for the development of the evolution game Thrive](https://github.com/Revolutionary-Games/Thrive) +* [laya3.x引擎 + nodejs 开发的网络麻将](https://github.com/liumengniu/majiang) +* [laya3.x引擎 + nodejs 开发的网络麻将(服务端)](https://github.com/liumengniu/majiang-server) diff --git "a/OverCallControl/MMO\346\236\266\346\236\204.png" "b/OverCallControl/MMO\346\236\266\346\236\204.png" new file mode 100644 index 000000000..ee34794eb Binary files /dev/null and "b/OverCallControl/MMO\346\236\266\346\236\204.png" differ diff --git a/OverCallControl/Mobilephone_division/README.md b/OverCallControl/Mobilephone_division/README.md new file mode 100644 index 000000000..f59fdf366 --- /dev/null +++ b/OverCallControl/Mobilephone_division/README.md @@ -0,0 +1,4 @@ +### 手机设备定档与划分 + +* [Android打分代码与策略](安卓打分.txt) +* [MobileHelper](https://github.com/XINCGer/ColaFrameWork/blob/master/Assets/Plugins/Foundation/MobileHelper.cs) diff --git "a/OverCallControl/Mobilephone_division/\345\256\211\345\215\223\346\211\223\345\210\206.txt" "b/OverCallControl/Mobilephone_division/\345\256\211\345\215\223\346\211\223\345\210\206.txt" new file mode 100644 index 000000000..97b2ed69d --- /dev/null +++ "b/OverCallControl/Mobilephone_division/\345\256\211\345\215\223\346\211\223\345\210\206.txt" @@ -0,0 +1,63 @@ +打分几路 +mate20: +deviceName:HWLYA total: 29.202473958333 average:5.8404947916667 gMemScore:2.0,memScore:14.869140625 gShdrScore:2.0 procCScore:6.0 procFScore:4.3333333333333 + XLua.StaticLuaCallbacks:Print(IntPtr) + +三星 galaxy s6 +deviceName:zenltechn total: 19.65625 average:3.93125 gMemScore:1.0,memScore:7.15625 gShdrScore:2.0 procCScore:6.0 procFScore:3.5 + +华为 nexus 6p +deviceName:angler total: 17.058463541667 average:3.4116927083333 gMemScore:1.0,memScore:5.466796875 gShdrScore:2.0 procCScore:6.0 procFScore:2.5916666666667 + +华为荣耀7 +deviceName:HWBND-H total: 20.335104166667 average:4.0670208333333 gMemScore:1.0,memScore:7.3984375 gShdrScore:2.0 procCScore:6.0 procFScore:3.9366666666667 + +vivo x7 +deviceName:PD1602 total: 18.32328125 average:3.66465625 gMemScore:1.0,memScore:6.98828125 gShdrScore:2.0 procCScore:6.0 procFScore:2.335 + +function ApplicationMediator:getGameQualityId() + local deviceName= he.MetaInfo:getDeviceName() + local average= 0 + local gMemScore=0 + local resultId = HIGH_QUALITY_ID + if __ANDROID then + local gMem = SystemInfo.graphicsMemorySize; + local gShdr = SystemInfo.graphicsShaderLevel; + local mem = SystemInfo.systemMemorySize; + local procC = SystemInfo.processorCount; + local procF = SystemInfo.processorFrequency; + + + gMemScore = gMem / 1024 * graphicsMemoryWeight * multiThreadWeight; + local memScore = mem / 512 * memoryWeight; + local gShdrScore = gShdr / 25 * graphicsShaderWeight; + local procCScore = procC * 0.75 * processorCoreWeight; + local procFScore = procF / 600 * processorFrequencyWeight; + + local total = gMemScore + memScore + gShdrScore + procCScore + procFScore; + average = total / 5; + + log.i("deviceName:%s total: %s average:%s gMemScore:%s,memScore:%s gShdrScore:%s procCScore:%s procFScore:%s", + deviceName, + total, + average, + gMemScore, + memScore, + gShdrScore, + procCScore, + procFScore) + end + + local conf= ConfigManager:getInstance():getDeviceQuality(deviceName) + if conf then + --local qualitySet= ConfigManager:getInstance():getQuality(conf.quality) + resultId=conf.quality + else + if average>0 and average< 4 then + resultId= LOW_QUALITY_ID + elseif gMemScore>0 and gMemScore<1.1 then + resultId= LOW_QUALITY_ID + end + end + return resultId + end \ No newline at end of file diff --git a/OverCallControl/README.md b/OverCallControl/README.md index 293483609..89531a0b0 100644 --- a/OverCallControl/README.md +++ b/OverCallControl/README.md @@ -2,3 +2,29 @@ >* [Unity项目开发过程中常见的问题,你遇到过吗?](https://www.cnblogs.com/murongxiaopifu/p/9833395.html) >* [必看!互联网开发模式的经验之谈](https://www.cnblogs.com/qcloud1001/p/10251623.html) >* [如何做好窗口界面的交互设计?你需要了解这些规范](https://mp.weixin.qq.com/s/atlBC-t_so4baiTR8WNu0A) +>* [Unity制作人专场 | 代号—S手游制作经验](https://mp.weixin.qq.com/s/geMCdEawAd62YjjWMuNgBw) +>* [Unity制作人专场 | 闪耀暖暖从2D到3D的创作与进化之路](https://mp.weixin.qq.com/s/LGGvnlEP9SaAOizay66ttQ) +>* [凉鞋:我所理解的框架 【Unity 游戏框架搭建】](https://www.cnblogs.com/liangxiegame/p/12557515.html) +>* [游戏开发中常见的五个“坑”,你都趟过吗?](https://mp.weixin.qq.com/s/6_D8g_yHndnUKv5rGyYp6A) +>* [《软件设计的哲学》中文翻译](http://gdut_yy.gitee.io/doc-aposd/) +>* [为什么项目开发永远缺乏合理的时间?](https://www.cnblogs.com/wlzcool/p/14142005.html) +>* [MMO架构](./MMO架构.png) +>* [软件版本命名规范](https://www.cnblogs.com/7code/p/14206269.html) +>* [如何设计渲染等级](https://answer.uwa4d.com/question/5acc208b425802635474fc7d) +>* [一个角色最终呈现在引擎里,美术制作上的思考以及注意事项](https://mp.weixin.qq.com/s/pql5axto8gxSgYd4Y-GJYQ) +>* [Naming cheatsheet命名规则最佳实践](https://github.com/kettanaito/naming-cheatsheet) +>* [手机设备定档与划分](./Mobilephone_division) +>* [如何搭建一支拖垮公司的技术团队?](https://mp.weixin.qq.com/s/e_so3ESiTdhC-73qE79Xrg) +>* [一个技术总监的忠告:你精通那么多技术,为何还是做不好一个项目?](https://www.cnblogs.com/siyuanwai/p/14652810.html) +>* [我,管理100多人技术团队的二三事](https://www.cnblogs.com/siyuanwai/p/14738726.html) +>* [技术管理之新晋总监生存指南](https://www.cnblogs.com/yexiaochai/p/14805941.html) +>* [新晋总监生存指南二——建立指标](https://www.cnblogs.com/yexiaochai/p/14819888.html) +>* [新晋总监生存指南三——OKR,先进的管理工具](https://www.cnblogs.com/yexiaochai/p/14829246.html) +>* [新晋总监生存指南四——项目执行指南,如何挽救混乱的项目](https://www.cnblogs.com/yexiaochai/p/14839111.html) +>* [新晋总监生存指南五——人才运营机制,技术团队如何解决造血能力](https://www.cnblogs.com/yexiaochai/p/14843274.html) +>* [新晋总监生存指南终章——构建技术团队信息通道](https://www.cnblogs.com/yexiaochai/p/14863325.html) +>* [技术管理进阶——技术总监的第一要务](https://www.cnblogs.com/yexiaochai/p/14915151.html) +>* [【开发日志】《鬼山之下》前 100 个小时的制作思路分享(一)打算如何做?为什么要做?](https://mp.weixin.qq.com/s/nwtfn9GPH_OhDxAOHUJnDQ) +>* [对开发人员有用的定律、理论、原则和模式](https://github.com/nusr/hacker-laws-zh) +>* [游戏项目性能优化团队的建设方案和常规流程](https://zhuanlan.zhihu.com/p/603986997) +>* [基于团队的持续优化之道](https://zhuanlan.zhihu.com/p/36930662) diff --git a/PacMan/Assets/Resources.meta b/PacMan/Assets/Resources.meta deleted file mode 100644 index 94f3e63c1..000000000 --- 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file mode 100644 index e6cd1f978..000000000 --- a/PacMan/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1 +0,0 @@ -m_EditorVersion: 2017.3.0f3 diff --git a/PacMan/ProjectSettings/QualitySettings.asset b/PacMan/ProjectSettings/QualitySettings.asset deleted file mode 100644 index 3b545db6f..000000000 Binary files a/PacMan/ProjectSettings/QualitySettings.asset and /dev/null differ diff --git a/PacMan/ProjectSettings/TagManager.asset b/PacMan/ProjectSettings/TagManager.asset deleted file mode 100644 index e23e4e137..000000000 Binary files a/PacMan/ProjectSettings/TagManager.asset and /dev/null differ diff --git a/PacMan/ProjectSettings/TimeManager.asset b/PacMan/ProjectSettings/TimeManager.asset deleted file mode 100644 index 3327a2451..000000000 Binary files a/PacMan/ProjectSettings/TimeManager.asset and /dev/null differ diff --git a/PacMan/ProjectSettings/UnityConnectSettings.asset b/PacMan/ProjectSettings/UnityConnectSettings.asset deleted file mode 100644 index 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Files/Unity 5.0.0b18/Editor/Data/Managed/UnityEngine.dll - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/Managed/UnityEditor.dll - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll - - - - - {80716B72-F6B8-9577-9D95-745D8320A027} Assembly-CSharp-firstpass - - {B94E7E01-FE4A-E407-6F86-38A24A61A446} Assembly-UnityScript-firstpass - - - - - diff --git a/ParticleSystem/Assembly-UnityScript-Editor-firstpass-vs.unityproj b/ParticleSystem/Assembly-UnityScript-Editor-firstpass-vs.unityproj deleted file mode 100644 index 68e6bf0e6..000000000 --- a/ParticleSystem/Assembly-UnityScript-Editor-firstpass-vs.unityproj +++ /dev/null @@ -1,184 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - {73F01E45-D0B8-25E4-7421-02E46FCBC1DC} - Library - Properties - - Assembly-UnityScript-Editor-firstpass - 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Temp\bin\Release\ - TRACE - prompt - 4 - 0169 - - - - - - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/Managed/UnityEngine.dll - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/Managed/UnityEditor.dll - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - D:/projects/unityprojects/ch5/MyParticle/Library/ScriptAssemblies/Assembly-UnityScript-firstpass.dll - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/Managed/UnityEditor.Graphs.dll - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/PlaybackEngines/androidplayer/UnityEditor.Android.Extensions.dll - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.dll - - - C:/Program Files/Unity 5.0.0b18/Editor/Data/PlaybackEngines/wp8support/UnityEditor.WP8.Extensions.dll - 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a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/AntialiasingAsPostEffectEditor.js b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/AntialiasingAsPostEffectEditor.js deleted file mode 100644 index c7cdd361d..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/AntialiasingAsPostEffectEditor.js +++ /dev/null @@ -1,62 +0,0 @@ - -#pragma strict - -@CustomEditor (AntialiasingAsPostEffect) - -class AntialiasingAsPostEffectEditor extends Editor -{ - var serObj : SerializedObject; - - var mode : SerializedProperty; - - var showGeneratedNormals : SerializedProperty; - var offsetScale : SerializedProperty; - var blurRadius : SerializedProperty; - var dlaaSharp : SerializedProperty; - - var edgeThresholdMin : SerializedProperty; - var edgeThreshold : SerializedProperty; - var edgeSharpness : SerializedProperty; - - function 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"); - } - - function OnInspectorGUI () { - serObj.Update (); - - GUILayout.Label("Luminance based fullscreen antialiasing", EditorStyles.miniBoldLabel); - - EditorGUILayout.PropertyField (mode, new GUIContent ("Technique")); - - var mat : Material = (target as AntialiasingAsPostEffect).CurrentAAMaterial (); - if(null == mat && (target as AntialiasingAsPostEffect).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 == 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 == AAMode.DLAA) { - EditorGUILayout.PropertyField (dlaaSharp, new GUIContent ("Sharp")); - } else if (mode.enumValueIndex == 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/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/AntialiasingAsPostEffectEditor.js.meta b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/AntialiasingAsPostEffectEditor.js.meta deleted file mode 100644 index 7f4b0a6fb..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/AntialiasingAsPostEffectEditor.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 36f48f2018eba4c07a9ed16f79126f55 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/BloomAndLensFlaresEditor.js b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/BloomAndLensFlaresEditor.js deleted file mode 100644 index fa32c9bde..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/BloomAndLensFlaresEditor.js +++ /dev/null @@ -1,155 +0,0 @@ - -#pragma strict - -@CustomEditor (BloomAndLensFlares) - -class BloomAndLensFlaresEditor extends Editor -{ - var tweakMode : SerializedProperty; - var screenBlendMode : SerializedProperty; - - var serObj : SerializedObject; - - var hdr : SerializedProperty; - var sepBlurSpread : SerializedProperty; - var useSrcAlphaAsMask : SerializedProperty; - - var bloomIntensity : SerializedProperty; - var bloomThreshhold : SerializedProperty; - var bloomBlurIterations : SerializedProperty; - - var lensflares : SerializedProperty; - - var hollywoodFlareBlurIterations : SerializedProperty; - - var lensflareMode : SerializedProperty; - var hollyStretchWidth : SerializedProperty; - var lensflareIntensity : SerializedProperty; - var lensflareThreshhold : SerializedProperty; - var flareColorA : SerializedProperty; - var flareColorB : SerializedProperty; - var flareColorC : SerializedProperty; - var flareColorD : SerializedProperty; - - var blurWidth : SerializedProperty; - var lensFlareVignetteMask : SerializedProperty; - - function 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"); - bloomThreshhold = serObj.FindProperty("bloomThreshhold"); - bloomBlurIterations = serObj.FindProperty("bloomBlurIterations"); - - lensflares = serObj.FindProperty("lensflares"); - - lensflareMode = serObj.FindProperty("lensflareMode"); - hollywoodFlareBlurIterations = serObj.FindProperty("hollywoodFlareBlurIterations"); - hollyStretchWidth = serObj.FindProperty("hollyStretchWidth"); - lensflareIntensity = serObj.FindProperty("lensflareIntensity"); - lensflareThreshhold = serObj.FindProperty("lensflareThreshhold"); - flareColorA = serObj.FindProperty("flareColorA"); - flareColorB = serObj.FindProperty("flareColorB"); - flareColorC = serObj.FindProperty("flareColorC"); - flareColorD = serObj.FindProperty("flareColorD"); - blurWidth = serObj.FindProperty("blurWidth"); - lensFlareVignetteMask = serObj.FindProperty("lensFlareVignetteMask"); - - tweakMode = serObj.FindProperty("tweakMode"); - } - - function 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 - var cam : Camera = (target as BloomAndLensFlares).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")); - bloomThreshhold.floatValue = EditorGUILayout.Slider ("Threshhold", bloomThreshhold.floatValue, -0.05, 4.0); - bloomBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", bloomBlurIterations.intValue, 1, 4); - sepBlurSpread.floatValue = EditorGUILayout.Slider ("Blur spread", sepBlurSpread.floatValue, 0.1, 10.0); - - if (1 == tweakMode.intValue) - useSrcAlphaAsMask.floatValue = EditorGUILayout.Slider (new GUIContent("Use alpha mask", "Make alpha channel define glowiness"), useSrcAlphaAsMask.floatValue, 0.0, 1.0); - else - useSrcAlphaAsMask.floatValue = 0.0; - - 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")); - lensflareThreshhold.floatValue = EditorGUILayout.Slider ("Local threshhold", lensflareThreshhold.floatValue, 0.0, 1.0); - - 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/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/BloomAndLensFlaresEditor.js.meta b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/BloomAndLensFlaresEditor.js.meta deleted file mode 100644 index 2b0dc48e7..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/BloomAndLensFlaresEditor.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: fa3c09c9b1eff448fa03c3cc1ffd0283 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/BloomEditor.js b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/BloomEditor.js deleted file mode 100644 index 2b0bf7dd9..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/BloomEditor.js +++ /dev/null @@ -1,160 +0,0 @@ - -#pragma strict - -@CustomEditor (Bloom) - -class BloomEditor extends Editor -{ - var tweakMode : SerializedProperty; - var screenBlendMode : SerializedProperty; - - var serObj : SerializedObject; - - var hdr : SerializedProperty; - var quality : SerializedProperty; - var sepBlurSpread : SerializedProperty; - - var bloomIntensity : SerializedProperty; - var bloomThreshholdColor : SerializedProperty; - var bloomThreshhold : SerializedProperty; - var bloomBlurIterations : SerializedProperty; - - var hollywoodFlareBlurIterations : SerializedProperty; - - var lensflareMode : SerializedProperty; - var hollyStretchWidth : SerializedProperty; - var lensflareIntensity : SerializedProperty; - var flareRotation : SerializedProperty; - var lensFlareSaturation : SerializedProperty; - var lensflareThreshhold : SerializedProperty; - var flareColorA : SerializedProperty; - var flareColorB : SerializedProperty; - var flareColorC : SerializedProperty; - var flareColorD : SerializedProperty; - - var blurWidth : SerializedProperty; - var lensFlareVignetteMask : SerializedProperty; - - function 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"); - bloomThreshhold = serObj.FindProperty("bloomThreshhold"); - bloomThreshholdColor = serObj.FindProperty("bloomThreshholdColor"); - bloomBlurIterations = serObj.FindProperty("bloomBlurIterations"); - - lensflareMode = serObj.FindProperty("lensflareMode"); - hollywoodFlareBlurIterations = serObj.FindProperty("hollywoodFlareBlurIterations"); - hollyStretchWidth = serObj.FindProperty("hollyStretchWidth"); - lensflareIntensity = serObj.FindProperty("lensflareIntensity"); - lensflareThreshhold = serObj.FindProperty("lensflareThreshhold"); - lensFlareSaturation = serObj.FindProperty("lensFlareSaturation"); - flareRotation = serObj.FindProperty("flareRotation"); - flareColorA = serObj.FindProperty("flareColorA"); - flareColorB = serObj.FindProperty("flareColorB"); - flareColorC = serObj.FindProperty("flareColorC"); - flareColorD = serObj.FindProperty("flareColorD"); - blurWidth = serObj.FindProperty("blurWidth"); - lensFlareVignetteMask = serObj.FindProperty("lensFlareVignetteMask"); - - tweakMode = serObj.FindProperty("tweakMode"); - } - - function 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 - var cam : Camera = (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")); - bloomThreshhold.floatValue = EditorGUILayout.Slider ("Threshhold", bloomThreshhold.floatValue, -0.05, 4.0); - if (1 == tweakMode.intValue) { - EditorGUILayout.PropertyField(bloomThreshholdColor, new GUIContent(" RGB Threshhold")); - } - EditorGUILayout.Separator (); - - bloomBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur Iterations", bloomBlurIterations.intValue, 1, 4); - sepBlurSpread.floatValue = EditorGUILayout.Slider (" Sample Distance", sepBlurSpread.floatValue, 0.1, 10.0); - 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)")); - lensflareThreshhold.floatValue = EditorGUILayout.Slider (" Threshhold", lensflareThreshhold.floatValue, 0.0, 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/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/BloomEditor.js.meta b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/BloomEditor.js.meta deleted file mode 100644 index c9886731e..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/BloomEditor.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: cf6d8fc1580864a149a13b0e37bb6659 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/CameraMotionBlurEditor.js b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/CameraMotionBlurEditor.js deleted file mode 100644 index 8de93b0aa..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/CameraMotionBlurEditor.js +++ /dev/null @@ -1,98 +0,0 @@ - -#pragma strict - -@CustomEditor (CameraMotionBlur) -class CameraMotionBlurEditor extends Editor -{ - var serObj : SerializedObject; - - var filterType : SerializedProperty; - var preview_ : SerializedProperty; - var previewScale : SerializedProperty; - var movementScale : SerializedProperty; - var jitter : SerializedProperty; - var rotationScale : SerializedProperty; - var maxVelocity : SerializedProperty; - var minVelocity : SerializedProperty; - var maxNumSamples : SerializedProperty; - var velocityScale : SerializedProperty; - var velocityDownsample : SerializedProperty; - var noiseTexture : SerializedProperty; - var showVelocity : SerializedProperty; - var showVelocityScale : SerializedProperty; - var excludeLayers : SerializedProperty; - //var dynamicLayers : SerializedProperty; - - function 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"); - - maxNumSamples = serObj.FindProperty ("maxNumSamples"); - jitter = serObj.FindProperty ("jitter"); - - excludeLayers = serObj.FindProperty ("excludeLayers"); - //dynamicLayers = serObj.FindProperty ("dynamicLayers"); - - velocityScale = serObj.FindProperty ("velocityScale"); - velocityDownsample = serObj.FindProperty ("velocityDownsample"); - - noiseTexture = serObj.FindProperty ("noiseTexture"); - } - - function 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.PropertyField (maxVelocity, new GUIContent(" Velocity Max")); - } - else - EditorGUILayout.PropertyField (maxVelocity, new GUIContent(" Velocity Max")); - EditorGUILayout.PropertyField (minVelocity, 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.PropertyField (jitter, 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/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/CameraMotionBlurEditor.js.meta b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/CameraMotionBlurEditor.js.meta deleted file mode 100644 index 36441de86..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/CameraMotionBlurEditor.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 52641a36df9ae43a18965d3cac5fcb31 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/ColorCorrectionCurvesEditor.js b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/ColorCorrectionCurvesEditor.js deleted file mode 100644 index 4c18b76cd..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/ColorCorrectionCurvesEditor.js +++ /dev/null @@ -1,137 +0,0 @@ - -#pragma strict - -@CustomEditor (ColorCorrectionCurves) - -class ColorCorrectionCurvesEditor extends Editor { - var serObj : SerializedObject; - - var mode : SerializedProperty; - - var redChannel : SerializedProperty; - var greenChannel : SerializedProperty; - var blueChannel : SerializedProperty; - - var useDepthCorrection : SerializedProperty; - - var depthRedChannel : SerializedProperty; - var depthGreenChannel : SerializedProperty; - var depthBlueChannel : SerializedProperty; - - var zCurveChannel : SerializedProperty; - - var saturation : SerializedProperty; - - var selectiveCc : SerializedProperty; - var selectiveFromColor : SerializedProperty; - var selectiveToColor : SerializedProperty; - - private var applyCurveChanges : boolean = false; - - function 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"); - - if (!redChannel.animationCurveValue.length) - redChannel.animationCurveValue = new AnimationCurve(Keyframe(0, 0.0, 1.0, 1.0), Keyframe(1, 1.0, 1.0, 1.0)); - if (!greenChannel.animationCurveValue.length) - greenChannel.animationCurveValue = new AnimationCurve(Keyframe(0, 0.0, 1.0, 1.0), Keyframe(1, 1.0, 1.0, 1.0)); - if (!blueChannel.animationCurveValue.length) - blueChannel.animationCurveValue = new AnimationCurve(Keyframe(0, 0.0, 1.0, 1.0), Keyframe(1, 1.0, 1.0, 1.0)); - - if (!depthRedChannel.animationCurveValue.length) - depthRedChannel.animationCurveValue = new AnimationCurve(Keyframe(0, 0.0, 1.0, 1.0), Keyframe(1, 1.0, 1.0, 1.0)); - if (!depthGreenChannel.animationCurveValue.length) - depthGreenChannel.animationCurveValue = new AnimationCurve(Keyframe(0, 0.0, 1.0, 1.0), Keyframe(1, 1.0, 1.0, 1.0)); - if (!depthBlueChannel.animationCurveValue.length) - depthBlueChannel.animationCurveValue = new AnimationCurve(Keyframe(0, 0.0, 1.0, 1.0), Keyframe(1, 1.0, 1.0, 1.0)); - - if (!zCurveChannel.animationCurveValue.length) - zCurveChannel.animationCurveValue = new AnimationCurve(Keyframe(0, 0.0, 1.0, 1.0), Keyframe(1, 1.0, 1.0, 1.0)); - - serObj.ApplyModifiedProperties (); - - selectiveCc = serObj.FindProperty ("selectiveCc"); - selectiveFromColor = serObj.FindProperty ("selectiveFromColor"); - selectiveToColor = serObj.FindProperty ("selectiveToColor"); - } - - function CurveGui (name : String, animationCurve : SerializedProperty, color : Color) { - // @NOTE: EditorGUILayout.CurveField is buggy and flickers, using PropertyField for now - //animationCurve.animationCurveValue = EditorGUILayout.CurveField (GUIContent (name), animationCurve.animationCurveValue, color, Rect (0.0,0.0,1.0,1.0)); - EditorGUILayout.PropertyField (animationCurve, GUIContent (name)); - if (GUI.changed) - applyCurveChanges = true; - } - - function BeginCurves () { - applyCurveChanges = false; - } - - function ApplyCurves () { - if (applyCurveChanges) { - serObj.ApplyModifiedProperties (); - (serObj.targetObject as ColorCorrectionCurves).gameObject.SendMessage ("UpdateTextures"); - } - } - - function 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, 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, GUIContent ("Selective")); - if (selectiveCc.boolValue) { - EditorGUILayout.PropertyField (selectiveFromColor, GUIContent (" Key")); - EditorGUILayout.PropertyField (selectiveToColor, GUIContent (" Target")); - } - - - ApplyCurves (); - - if (!applyCurveChanges) - serObj.ApplyModifiedProperties (); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/ColorCorrectionCurvesEditor.js.meta b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/ColorCorrectionCurvesEditor.js.meta deleted file mode 100644 index e589b58a2..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/ColorCorrectionCurvesEditor.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: edb8dea92f0664f7ebdba06b4f2697da -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/ColorCorrectionLutEditor.js b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/ColorCorrectionLutEditor.js deleted file mode 100644 index 3bb72e31a..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/ColorCorrectionLutEditor.js +++ /dev/null @@ -1,88 +0,0 @@ - - -@CustomEditor (ColorCorrectionLut) - -class ColorCorrectionLutEditor extends Editor -{ - var serObj : SerializedObject; - - function OnEnable () { - serObj = new SerializedObject (target); - } - - private var tempClutTex2D : Texture2D; - - function OnInspectorGUI () - { - serObj.Update (); - - EditorGUILayout.LabelField("Converts textures into color lookup volumes (for grading)", EditorStyles.miniLabel); - - //EditorGUILayout.LabelField("Change Lookup Texture (LUT):"); - //EditorGUILayout.BeginHorizontal (); - //var r : Rect = GUILayoutUtility.GetAspectRect(1.0f); - - var r : Rect; var t : Texture2D; - - //EditorGUILayout.Space(); - tempClutTex2D = EditorGUILayout.ObjectField (" Based on", tempClutTex2D, Texture2D, false) as Texture2D; - if (tempClutTex2D == null) { - t = AssetDatabase.LoadMainAssetAtPath((target as ColorCorrectionLut).basedOnTempTex) as Texture2D; - if (t) tempClutTex2D = t; - } - - var tex : Texture2D = tempClutTex2D; - - if (tex && (target as ColorCorrectionLut).basedOnTempTex != AssetDatabase.GetAssetPath (tex)) - { - EditorGUILayout.Separator(); - if (!(target as ColorCorrectionLut).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")) - { - var path : String = AssetDatabase.GetAssetPath (tex); - var textureImporter : TextureImporter = AssetImporter.GetAtPath(path) as TextureImporter; - var doImport : boolean = false; - if (textureImporter.isReadable == false) { - doImport = true; - } - 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 ColorCorrectionLut).Convert (tex, path); - } - } - - if ((target as ColorCorrectionLut).basedOnTempTex != "") { - EditorGUILayout.HelpBox ("Using " + (target as ColorCorrectionLut).basedOnTempTex, MessageType.Info); - t = AssetDatabase.LoadMainAssetAtPath((target as ColorCorrectionLut).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/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/ColorCorrectionLutEditor.js.meta b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/ColorCorrectionLutEditor.js.meta deleted file mode 100644 index a84f770af..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/ColorCorrectionLutEditor.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 8edd86d270edb1a47955aa151efab0fe -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/DepthOfField34Editor.js b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/DepthOfField34Editor.js deleted file mode 100644 index c909c3631..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/DepthOfField34Editor.js +++ /dev/null @@ -1,144 +0,0 @@ - -#pragma strict - -@CustomEditor (DepthOfField34) -class DepthOfField34Editor extends Editor -{ - var serObj : SerializedObject; - - var simpleTweakMode : SerializedProperty; - - var focalPoint : SerializedProperty; - var smoothness : SerializedProperty; - - var focalSize : SerializedProperty; - - var focalZDistance : SerializedProperty; - var focalStartCurve : SerializedProperty; - var focalEndCurve : SerializedProperty; - - var visualizeCoc : SerializedProperty; - - var resolution : SerializedProperty; - var quality : SerializedProperty; - - var objectFocus : SerializedProperty; - - var bokeh : SerializedProperty; - var bokehScale : SerializedProperty; - var bokehIntensity : SerializedProperty; - var bokehThreshholdLuminance : SerializedProperty; - var bokehThreshholdContrast : SerializedProperty; - var bokehDownsample : SerializedProperty; - var bokehTexture : SerializedProperty; - var bokehDestination : SerializedProperty; - - var bluriness : SerializedProperty; - var maxBlurSpread : SerializedProperty; - var foregroundBlurExtrude : SerializedProperty; - - function 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"); - bokehThreshholdContrast = serObj.FindProperty ("bokehThreshholdContrast"); - bokehThreshholdLuminance = serObj.FindProperty ("bokehThreshholdLuminance"); - - 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"); - } - - function OnInspectorGUI () { - serObj.Update (); - - var go : GameObject = (target as DepthOfField34).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); - bokehThreshholdLuminance.floatValue = EditorGUILayout.Slider ("Min luminance", bokehThreshholdLuminance.floatValue, 0.0f, 0.99f); - bokehThreshholdContrast.floatValue = EditorGUILayout.Slider ("Min contrast", bokehThreshholdContrast.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(); - } -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/DepthOfField34Editor.js.meta b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/DepthOfField34Editor.js.meta deleted file mode 100644 index 9c15e18a2..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/DepthOfField34Editor.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 7582ab3f881264059af1f28fe5b7e44b -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/DepthOfFieldScatterEditor.js b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/DepthOfFieldScatterEditor.js deleted file mode 100644 index dd500c5c4..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/DepthOfFieldScatterEditor.js +++ /dev/null @@ -1,98 +0,0 @@ - -#pragma strict - -@CustomEditor (DepthOfFieldScatter) -class DepthOfFieldScatterEditor extends Editor -{ - var serObj : SerializedObject; - - var visualizeFocus : SerializedProperty; - var focalLength : SerializedProperty; - var focalSize : SerializedProperty; - var aperture : SerializedProperty; - var focalTransform : SerializedProperty; - var maxBlurSize : SerializedProperty; - var highResolution : SerializedProperty; - - var blurType : SerializedProperty; - var blurSampleCount : SerializedProperty; - - var nearBlur : SerializedProperty; - var foregroundOverlap : SerializedProperty; - - var dx11BokehThreshhold : SerializedProperty; - var dx11SpawnHeuristic : SerializedProperty; - var dx11BokehTexture : SerializedProperty; - var dx11BokehScale : SerializedProperty; - var dx11BokehIntensity : SerializedProperty; - - function 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"); - - dx11BokehThreshhold = serObj.FindProperty ("dx11BokehThreshhold"); - dx11SpawnHeuristic = serObj.FindProperty ("dx11SpawnHeuristic"); - dx11BokehTexture = serObj.FindProperty ("dx11BokehTexture"); - dx11BokehScale = serObj.FindProperty ("dx11BokehScale"); - dx11BokehIntensity = serObj.FindProperty ("dx11BokehIntensity"); - } - - function OnInspectorGUI () { - serObj.Update (); - - EditorGUILayout.LabelField("Simulates camera lens defocus", EditorStyles.miniLabel); - - GUILayout.Label ("Focal Settings"); - EditorGUILayout.PropertyField (visualizeFocus, new GUIContent(" Visualize")); - EditorGUILayout.PropertyField (focalLength, new GUIContent(" Focal Distance")); - EditorGUILayout.PropertyField (focalSize, new GUIContent(" Focal Size")); - EditorGUILayout.PropertyField (focalTransform, new GUIContent(" Focus on Transform")); - EditorGUILayout.PropertyField (aperture, new GUIContent(" Aperture")); - - EditorGUILayout.Separator (); - - EditorGUILayout.PropertyField (blurType, new GUIContent("Defocus Type")); - - if (!(target as DepthOfFieldScatter).Dx11Support() && blurType.enumValueIndex>0) { - EditorGUILayout.HelpBox("DX11 mode not supported (need shader model 5)", MessageType.Info); - } - - if(blurType.enumValueIndex<1) - EditorGUILayout.PropertyField (blurSampleCount, new GUIContent(" Sample Count")); - - EditorGUILayout.PropertyField (maxBlurSize, new GUIContent(" Max Blur Distance")); - EditorGUILayout.PropertyField (highResolution, new GUIContent(" High Resolution")); - - EditorGUILayout.Separator (); - - EditorGUILayout.PropertyField (nearBlur, new GUIContent("Near Blur")); - EditorGUILayout.PropertyField (foregroundOverlap, new GUIContent(" Overlap Size")); - - EditorGUILayout.Separator (); - - if(blurType.enumValueIndex>0) { - GUILayout.Label ("DX11 Bokeh Settings"); - EditorGUILayout.PropertyField (dx11BokehTexture, new GUIContent(" Bokeh Texture")); - EditorGUILayout.PropertyField (dx11BokehScale, new GUIContent(" Bokeh Scale")); - EditorGUILayout.PropertyField (dx11BokehIntensity, new GUIContent(" Bokeh Intensity")); - EditorGUILayout.PropertyField (dx11BokehThreshhold, new GUIContent(" Min Luminance")); - EditorGUILayout.PropertyField (dx11SpawnHeuristic, new GUIContent(" Spawn Heuristic")); - } - - serObj.ApplyModifiedProperties(); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/DepthOfFieldScatterEditor.js.meta b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/DepthOfFieldScatterEditor.js.meta deleted file mode 100644 index 875de4358..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/DepthOfFieldScatterEditor.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 04777896b3565514c89ff279f6ff35a7 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/EdgeDetectEffectNormalsEditor.js b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/EdgeDetectEffectNormalsEditor.js deleted file mode 100644 index e4e84d7ba..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/EdgeDetectEffectNormalsEditor.js +++ /dev/null @@ -1,67 +0,0 @@ - -@CustomEditor (EdgeDetectEffectNormals) - -class EdgeDetectEffectNormalsEditor extends Editor -{ - var serObj : SerializedObject; - - var mode : SerializedProperty; - var sensitivityDepth : SerializedProperty; - var sensitivityNormals : SerializedProperty; - - var lumThreshhold : SerializedProperty; - - var edgesOnly : SerializedProperty; - var edgesOnlyBgColor : SerializedProperty; - - var edgeExp : SerializedProperty; - var sampleDist : SerializedProperty; - - - function OnEnable () { - serObj = new SerializedObject (target); - - mode = serObj.FindProperty("mode"); - - sensitivityDepth = serObj.FindProperty("sensitivityDepth"); - sensitivityNormals = serObj.FindProperty("sensitivityNormals"); - - lumThreshhold = serObj.FindProperty("lumThreshhold"); - - edgesOnly = serObj.FindProperty("edgesOnly"); - edgesOnlyBgColor = serObj.FindProperty("edgesOnlyBgColor"); - - edgeExp = serObj.FindProperty("edgeExp"); - sampleDist = serObj.FindProperty("sampleDist"); - } - - function 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 (lumThreshhold, 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, 0.0, 1.0); - EditorGUILayout.PropertyField (edgesOnlyBgColor, new GUIContent (" Color")); - - serObj.ApplyModifiedProperties(); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/EdgeDetectEffectNormalsEditor.js.meta b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/EdgeDetectEffectNormalsEditor.js.meta deleted file mode 100644 index b10e65aab..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/EdgeDetectEffectNormalsEditor.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: e04ef121228444287a4c957e442a58c1 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/NoiseAndGrainEditor.js b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/NoiseAndGrainEditor.js deleted file mode 100644 index 87b2794d1..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/NoiseAndGrainEditor.js +++ /dev/null @@ -1,106 +0,0 @@ - -#pragma strict - -@CustomEditor ( NoiseAndGrain) - -class NoiseAndGrainEditor extends Editor -{ - var serObj : SerializedObject; - - var intensityMultiplier : SerializedProperty; - var generalIntensity : SerializedProperty; - var blackIntensity : SerializedProperty; - var whiteIntensity : SerializedProperty; - var midGrey : SerializedProperty; - - var dx11Grain : SerializedProperty; - var softness : SerializedProperty; - var monochrome : SerializedProperty; - - var intensities : SerializedProperty; - var tiling : SerializedProperty; - var monochromeTiling : SerializedProperty; - - var noiseTexture : SerializedProperty; - var filterMode : SerializedProperty; - - function 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"); - } - - function 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 shader model 5)", MessageType.Info); - } - - EditorGUILayout.PropertyField(monochrome, new GUIContent("Monochrome")); - - EditorGUILayout.Separator(); - - EditorGUILayout.PropertyField(intensityMultiplier, new GUIContent("Intensity Multiplier")); - EditorGUILayout.PropertyField(generalIntensity, new GUIContent(" General")); - EditorGUILayout.PropertyField(blackIntensity, new GUIContent(" Black Boost")); - EditorGUILayout.PropertyField(whiteIntensity, new GUIContent(" White Boost")); - midGrey.floatValue = EditorGUILayout.Slider( new GUIContent(" Mid Grey (for Boost)"), midGrey.floatValue, 0.0f, 1.0f); - if(monochrome.boolValue == false) { - var c : Color = new Color(intensities.vector3Value.x,intensities.vector3Value.y,intensities.vector3Value.z,1.0f); - c = EditorGUILayout.ColorField(new GUIContent(" Color Weights"), c); - intensities.vector3Value.x = c.r; - intensities.vector3Value.y = c.g; - intensities.vector3Value.z = 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) { - tiling.vector3Value.x = EditorGUILayout.FloatField(new GUIContent(" Tiling (Red)"), tiling.vector3Value.x); - tiling.vector3Value.y = EditorGUILayout.FloatField(new GUIContent(" Tiling (Green)"), tiling.vector3Value.y); - tiling.vector3Value.z = EditorGUILayout.FloatField(new GUIContent(" Tiling (Blue)"), tiling.vector3Value.z); - } - else { - EditorGUILayout.PropertyField(monochromeTiling, new GUIContent(" Tiling")); - } - } - - serObj.ApplyModifiedProperties(); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/NoiseAndGrainEditor.js.meta b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/NoiseAndGrainEditor.js.meta deleted file mode 100644 index a2f6c7565..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/NoiseAndGrainEditor.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 178e954e5548fe5419ef0614d731c36e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/SunShaftsEditor.js b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/SunShaftsEditor.js deleted file mode 100644 index 90c9db97e..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/SunShaftsEditor.js +++ /dev/null @@ -1,102 +0,0 @@ - -#pragma strict - -@CustomEditor (SunShafts) - -class SunShaftsEditor extends Editor -{ - var serObj : SerializedObject; - - var sunTransform : SerializedProperty; - var radialBlurIterations : SerializedProperty; - var sunColor : SerializedProperty; - var sunShaftBlurRadius : SerializedProperty; - var sunShaftIntensity : SerializedProperty; - var useSkyBoxAlpha : SerializedProperty; - var useDepthTexture : SerializedProperty; - var resolution : SerializedProperty; - var screenBlendMode : SerializedProperty; - var maxRadius : SerializedProperty; - - function OnEnable () { - serObj = new SerializedObject (target); - - screenBlendMode = serObj.FindProperty("screenBlendMode"); - - sunTransform = serObj.FindProperty("sunTransform"); - sunColor = serObj.FindProperty("sunColor"); - - sunShaftBlurRadius = serObj.FindProperty("sunShaftBlurRadius"); - radialBlurIterations = serObj.FindProperty("radialBlurIterations"); - - sunShaftIntensity = serObj.FindProperty("sunShaftIntensity"); - useSkyBoxAlpha = serObj.FindProperty("useSkyBoxAlpha"); - - resolution = serObj.FindProperty("resolution"); - - maxRadius = serObj.FindProperty("maxRadius"); - - useDepthTexture = serObj.FindProperty("useDepthTexture"); - } - - function OnInspectorGUI () { - serObj.Update (); - - EditorGUILayout.BeginHorizontal(); - - var oldVal : boolean = useDepthTexture.boolValue; - 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 - /* - var newVal : boolean = 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")) { - var ray : Ray = (target as SunShafts).GetComponent.().ViewportPointToRay(Vector3(0.5,0.5,0)); - (target as SunShafts).sunTransform.position = ray.origin + ray.direction * 500.0; - (target as SunShafts).sunTransform.LookAt ((target as SunShafts).transform); - } - } - } - - EditorGUILayout.EndHorizontal(); - - EditorGUILayout.Separator (); - - EditorGUILayout.PropertyField (sunColor, new GUIContent ("Shafts color")); - maxRadius.floatValue = 1.0f - EditorGUILayout.Slider ("Distance falloff", 1.0f - maxRadius.floatValue, 0.1, 1.0); - - EditorGUILayout.Separator (); - - sunShaftBlurRadius.floatValue = EditorGUILayout.Slider ("Blur size", sunShaftBlurRadius.floatValue, 1.0, 10.0); - radialBlurIterations.intValue = EditorGUILayout.IntSlider ("Blur iterations", radialBlurIterations.intValue, 1, 3); - - EditorGUILayout.Separator (); - - EditorGUILayout.PropertyField (sunShaftIntensity, new GUIContent("Intensity")); - useSkyBoxAlpha.floatValue = EditorGUILayout.Slider ("Use alpha mask", useSkyBoxAlpha.floatValue, 0.0, 1.0); - - serObj.ApplyModifiedProperties(); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/SunShaftsEditor.js.meta b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/SunShaftsEditor.js.meta deleted file mode 100644 index 5addb168f..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/SunShaftsEditor.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 3d78256471dee4d869e7f18f13f73945 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/TonemappingEditor.js b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/TonemappingEditor.js deleted file mode 100644 index 04a40ab24..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/TonemappingEditor.js +++ /dev/null @@ -1,77 +0,0 @@ - -#pragma strict - -@CustomEditor (Tonemapping) - -class TonemappingEditor extends Editor -{ - var serObj : SerializedObject; - - var type : SerializedProperty;; - - // CURVE specific parameter - var remapCurve : SerializedProperty; - - var exposureAdjustment : SerializedProperty; - - // REINHARD specific parameter - var middleGrey : SerializedProperty; - var white : SerializedProperty; - var adaptionSpeed : SerializedProperty; - var adaptiveTextureSize : SerializedProperty; - - function 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"); - } - - function OnInspectorGUI () { - serObj.Update (); - - GUILayout.Label("Mapping HDR to LDR ranges since 1982", EditorStyles.miniLabel); - - var cam : Camera = (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 == Tonemapping.TonemapperType.UserCurve) { - EditorGUILayout.PropertyField (remapCurve, new GUIContent ("Remap curve", "Specify the mapping of luminances yourself")); - } else if (type.enumValueIndex == Tonemapping.TonemapperType.SimpleReinhard) { - EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment")); - } else if (type.enumValueIndex == Tonemapping.TonemapperType.Hable) { - EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment")); - } else if (type.enumValueIndex == Tonemapping.TonemapperType.Photographic) { - EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment")); - } else if (type.enumValueIndex == Tonemapping.TonemapperType.OptimizedHejiDawson) { - EditorGUILayout.PropertyField (exposureAdjustment, new GUIContent ("Exposure", "Exposure adjustment")); - } else if (type.enumValueIndex == 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 == 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/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/TonemappingEditor.js.meta b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/TonemappingEditor.js.meta deleted file mode 100644 index b12792064..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/TonemappingEditor.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 49b4d4c810eb44642b415cf62b24efe3 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/VignettingEditor.js b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/VignettingEditor.js deleted file mode 100644 index 23962a6f6..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/VignettingEditor.js +++ /dev/null @@ -1,56 +0,0 @@ - -#pragma strict - -@CustomEditor (Vignetting) -class VignettingEditor extends Editor -{ - var serObj : SerializedObject; - - var mode : SerializedProperty; - var intensity : SerializedProperty; // intensity == 0 disables pre pass (optimization) - var chromaticAberration : SerializedProperty; - var axialAberration : SerializedProperty; - var blur : SerializedProperty; // blur == 0 disables blur pass (optimization) - var blurSpread : SerializedProperty; - var blurDistance : SerializedProperty; - var luminanceDependency : SerializedProperty; - - function OnEnable () { - serObj = new SerializedObject (target); - - mode = serObj.FindProperty ("mode"); - intensity = serObj.FindProperty ("intensity"); - chromaticAberration = serObj.FindProperty ("chromaticAberration"); - axialAberration = serObj.FindProperty ("axialAberration"); - blur = serObj.FindProperty ("blur"); - blurSpread = serObj.FindProperty ("blurSpread"); - luminanceDependency = serObj.FindProperty ("luminanceDependency"); - blurDistance = serObj.FindProperty ("blurDistance"); - } - - function OnInspectorGUI () { - serObj.Update (); - - EditorGUILayout.LabelField("Simulates the common lens artifacts 'Vignette' and 'Aberration'", EditorStyles.miniLabel); - - EditorGUILayout.PropertyField (intensity, new GUIContent("Vignetting")); - EditorGUILayout.PropertyField (blur, new GUIContent(" Blurred Corners")); - if(blur.floatValue>0.0f) - EditorGUILayout.PropertyField (blurSpread, new GUIContent(" Blur Distance")); - - EditorGUILayout.Separator (); - - EditorGUILayout.PropertyField (mode, new GUIContent("Aberration")); - if(mode.intValue>0) - { - EditorGUILayout.PropertyField (chromaticAberration, new GUIContent(" Tangential Aberration")); - EditorGUILayout.PropertyField (axialAberration, new GUIContent(" Axial Aberration")); - luminanceDependency.floatValue = EditorGUILayout.Slider(" Contrast Dependency", luminanceDependency.floatValue, 0.001f, 1.0f); - blurDistance.floatValue = EditorGUILayout.Slider(" Blur Distance", blurDistance.floatValue, 0.001f, 5.0f); - } - else - EditorGUILayout.PropertyField (chromaticAberration, new GUIContent(" Chromatic Aberration")); - - serObj.ApplyModifiedProperties(); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/VignettingEditor.js.meta b/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/VignettingEditor.js.meta deleted file mode 100644 index c0ab5d594..000000000 --- a/ParticleSystem/Assets/Standard Assets/Editor/Image Effects/VignettingEditor.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 9632fe331f54a4b7eb377365cc94b406 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only).meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only).meta deleted file mode 100644 index 5b717ba4c..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only).meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: d6e0c95a128e14227939c51b5d9ad74e -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/AntialiasingAsPostEffect.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/AntialiasingAsPostEffect.js deleted file mode 100644 index 062a9f5f0..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/AntialiasingAsPostEffect.js +++ /dev/null @@ -1,161 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Other/Antialiasing") - -enum AAMode { - FXAA2 = 0, - FXAA3Console = 1, - FXAA1PresetA = 2, - FXAA1PresetB = 3, - NFAA = 4, - SSAA = 5, - DLAA = 6, -} - -class AntialiasingAsPostEffect extends PostEffectsBase { - public var mode : AAMode = AAMode.FXAA3Console; - - public var showGeneratedNormals : boolean = false; - public var offsetScale : float = 0.2; - public var blurRadius : float = 18.0; - - public var edgeThresholdMin : float = 0.05f; - public var edgeThreshold : float = 0.2f; - public var edgeSharpness : float = 4.0f; - - public var dlaaSharp : boolean = false; - - public var ssaaShader : Shader; - private var ssaa : Material; - public var dlaaShader : Shader; - private var dlaa : Material; - public var nfaaShader : Shader; - private var nfaa : Material; - public var shaderFXAAPreset2 : Shader; - private var materialFXAAPreset2 : Material; - public var shaderFXAAPreset3 : Shader; - private var materialFXAAPreset3 : Material; - public var shaderFXAAII : Shader; - private var materialFXAAII : Material; - public var shaderFXAAIII : Shader; - private var materialFXAAIII : Material; - - function CurrentAAMaterial () : Material - { - var returnValue : Material = 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; - } - - function 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; - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - 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; - var interim : RenderTexture = 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/AntialiasingAsPostEffect.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/AntialiasingAsPostEffect.js.meta deleted file mode 100644 index 905021ee1..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/AntialiasingAsPostEffect.js.meta +++ /dev/null @@ -1,16 +0,0 @@ -fileFormatVersion: 2 -guid: a9aaa3f5f2d574f228e4a21aa38b61e4 -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} - - shaderFXAAIII: {fileID: 4800000, guid: c547503fff0e8482ea5793727057041c, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Bloom.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Bloom.js deleted file mode 100644 index 9320c960f..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Bloom.js +++ /dev/null @@ -1,285 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Bloom and Glow/Bloom") - -class Bloom extends PostEffectsBase { - enum LensFlareStyle { - Ghosting = 0, - Anamorphic = 1, - Combined = 2, - } - - enum TweakMode { - Basic = 0, - Complex = 1, - } - - enum HDRBloomMode { - Auto = 0, - On = 1, - Off = 2, - } - - enum BloomScreenBlendMode { - Screen = 0, - Add = 1, - } - - enum BloomQuality { - Cheap = 0, - High = 1, - } - - public var tweakMode : TweakMode = 0; - public var screenBlendMode : BloomScreenBlendMode = BloomScreenBlendMode.Add; - - public var hdr : HDRBloomMode = HDRBloomMode.Auto; - private var doHdr : boolean = false; - public var sepBlurSpread : float = 2.5f; - - public var quality : BloomQuality = BloomQuality.High; - - public var bloomIntensity : float = 0.5f; - public var bloomThreshhold : float = 0.5f; - public var bloomThreshholdColor : Color = Color.white; - public var bloomBlurIterations : int = 2; - - public var hollywoodFlareBlurIterations : int = 2; - public var flareRotation : float = 0.0f; - public var lensflareMode : LensFlareStyle = 1; - public var hollyStretchWidth : float = 2.5f; - public var lensflareIntensity : float = 0.0f; - public var lensflareThreshhold : float = 0.3f; - public var lensFlareSaturation : float = 0.75f; - public var flareColorA : Color = Color (0.4f, 0.4f, 0.8f, 0.75f); - public var flareColorB : Color = Color (0.4f, 0.8f, 0.8f, 0.75f); - public var flareColorC : Color = Color (0.8f, 0.4f, 0.8f, 0.75f); - public var flareColorD : Color = Color (0.8f, 0.4f, 0.0f, 0.75f); - public var blurWidth : float = 1.0f; - public var lensFlareVignetteMask : Texture2D; - - public var lensFlareShader : Shader; - private var lensFlareMaterial : Material; - - public var screenBlendShader : Shader; - private var screenBlend : Material; - - public var blurAndFlaresShader: Shader; - private var blurAndFlaresMaterial : Material; - - public var brightPassFilterShader : Shader; - private var brightPassFilterMaterial : Material; - - function CheckResources () : boolean { - CheckSupport (false); - - screenBlend = CheckShaderAndCreateMaterial (screenBlendShader, screenBlend); - lensFlareMaterial = CheckShaderAndCreateMaterial(lensFlareShader,lensFlareMaterial); - blurAndFlaresMaterial = CheckShaderAndCreateMaterial (blurAndFlaresShader, blurAndFlaresMaterial); - brightPassFilterMaterial = CheckShaderAndCreateMaterial(brightPassFilterShader, brightPassFilterMaterial); - - if(!isSupported) - ReportAutoDisable (); - return isSupported; - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - 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; - - var realBlendMode : BloomScreenBlendMode = screenBlendMode; - if(doHdr) - realBlendMode = BloomScreenBlendMode.Add; - - var rtFormat = (doHdr) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default; - var halfRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 2, source.height / 2, 0, rtFormat); - var quarterRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 4, source.height / 4, 0, rtFormat); - var secondQuarterRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 4, source.height / 4, 0, rtFormat); - var thirdQuarterRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 4, source.height / 4, 0, rtFormat); - - var widthOverHeight : float = (1.0f * source.width) / (1.0f * source.height); - var oneOverBaseSize : float = 1.0f / 512.0f; - - // downsample - - if(quality > BloomQuality.Cheap) { - Graphics.Blit (source, halfRezColor, screenBlend, 2); - Graphics.Blit (halfRezColor, secondQuarterRezColor, screenBlend, 2); - Graphics.Blit (secondQuarterRezColor, quarterRezColor, screenBlend, 6); - } - else { - Graphics.Blit (source, halfRezColor); - Graphics.Blit (halfRezColor, quarterRezColor, screenBlend, 6); - } - - // cut colors (threshholding) - - BrightFilter (bloomThreshhold * bloomThreshholdColor, quarterRezColor, secondQuarterRezColor); - - // blurring - - if (bloomBlurIterations < 1) bloomBlurIterations = 1; - else if (bloomBlurIterations > 10) bloomBlurIterations = 10; - - for (var iter : int = 0; iter < bloomBlurIterations; iter++ ) { - var spreadForPass : float = (1.0f + (iter * 0.25f)) * sepBlurSpread; - - blurAndFlaresMaterial.SetVector ("_Offsets", Vector4 (0.0f, spreadForPass * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (secondQuarterRezColor, thirdQuarterRezColor, blurAndFlaresMaterial, 4); - - if(quality > BloomQuality.Cheap) { - blurAndFlaresMaterial.SetVector ("_Offsets", Vector4 ((spreadForPass / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, blurAndFlaresMaterial, 4); - - if(iter == 0) - Graphics.Blit (secondQuarterRezColor, quarterRezColor); - else - Graphics.Blit (secondQuarterRezColor, quarterRezColor, screenBlend, 10); - } - else { - blurAndFlaresMaterial.SetVector ("_Offsets", Vector4 ((spreadForPass / widthOverHeight) * oneOverBaseSize, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, blurAndFlaresMaterial, 4); - } - } - - if(quality > BloomQuality.Cheap) - Graphics.Blit (quarterRezColor, secondQuarterRezColor, screenBlend, 6); - - // lens flares: ghosting, anamorphic or both (ghosted anamorphic flares) - - if (lensflareIntensity > Mathf.Epsilon) { - - if (lensflareMode == 0) { - - BrightFilter (lensflareThreshhold, secondQuarterRezColor, thirdQuarterRezColor); - - if(quality > BloomQuality.Cheap) { - // smooth a little - blurAndFlaresMaterial.SetVector ("_Offsets", Vector4 (0.0f, (1.5f) / (1.0f * quarterRezColor.height), 0.0f, 0.0f)); - Graphics.Blit (thirdQuarterRezColor, quarterRezColor, blurAndFlaresMaterial, 4); - blurAndFlaresMaterial.SetVector ("_Offsets", Vector4 ((1.5f) / (1.0f * quarterRezColor.width), 0.0f, 0.0f, 0.0f)); - Graphics.Blit (quarterRezColor, thirdQuarterRezColor, blurAndFlaresMaterial, 4); - } - - // no ugly edges! - Vignette (0.975f, thirdQuarterRezColor, thirdQuarterRezColor); - BlendFlares (thirdQuarterRezColor, secondQuarterRezColor); - } - else { - - //Vignette (0.975f, thirdQuarterRezColor, thirdQuarterRezColor); - //DrawBorder(thirdQuarterRezColor, screenBlend, 8); - - var flareXRot : float = 1.0f * Mathf.Cos(flareRotation); - var flareyRot : float = 1.0f * Mathf.Sin(flareRotation); - - var stretchWidth : float = (hollyStretchWidth * 1.0f / widthOverHeight) * oneOverBaseSize; - var stretchWidthY : float = hollyStretchWidth * oneOverBaseSize; - - blurAndFlaresMaterial.SetVector ("_Offsets", Vector4 (flareXRot, flareyRot, 0.0, 0.0)); - blurAndFlaresMaterial.SetVector ("_Threshhold", Vector4 (lensflareThreshhold, 1.0f, 0.0f, 0.0f)); - blurAndFlaresMaterial.SetVector ("_TintColor", Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * flareColorA.a * lensflareIntensity); - blurAndFlaresMaterial.SetFloat ("_Saturation", lensFlareSaturation); - - Graphics.Blit (thirdQuarterRezColor, quarterRezColor, blurAndFlaresMaterial, 2); - Graphics.Blit (quarterRezColor, thirdQuarterRezColor, blurAndFlaresMaterial, 3); - - blurAndFlaresMaterial.SetVector ("_Offsets", Vector4 (flareXRot * stretchWidth, flareyRot * stretchWidth, 0.0, 0.0)); - blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth); - - Graphics.Blit (thirdQuarterRezColor, quarterRezColor, blurAndFlaresMaterial, 1); - blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth * 2.0f); - Graphics.Blit (quarterRezColor, thirdQuarterRezColor, blurAndFlaresMaterial, 1); - blurAndFlaresMaterial.SetFloat ("_StretchWidth", hollyStretchWidth * 4.0f); - Graphics.Blit (thirdQuarterRezColor, quarterRezColor, blurAndFlaresMaterial, 1); - - for (iter = 0; iter < hollywoodFlareBlurIterations; iter++ ) { - stretchWidth = (hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize; - blurAndFlaresMaterial.SetVector ("_Offsets", Vector4 (stretchWidth * flareXRot, stretchWidth * flareyRot, 0.0, 0.0)); - Graphics.Blit (quarterRezColor, thirdQuarterRezColor, blurAndFlaresMaterial, 4); - blurAndFlaresMaterial.SetVector ("_Offsets", Vector4 (stretchWidth * flareXRot, stretchWidth * flareyRot, 0.0, 0.0)); - Graphics.Blit (thirdQuarterRezColor, quarterRezColor, blurAndFlaresMaterial, 4); - } - - if (lensflareMode == 1) - AddTo (1.0, quarterRezColor, secondQuarterRezColor); - else { - - // "combined" lens flares - - Vignette (1.0, quarterRezColor, thirdQuarterRezColor); - BlendFlares (thirdQuarterRezColor, quarterRezColor); - AddTo (1.0, quarterRezColor, secondQuarterRezColor); - } - } - } - - var blendPass : int = realBlendMode; - //if(Mathf.Abs(chromaticBloom) < Mathf.Epsilon) - // blendPass += 4; - - screenBlend.SetFloat ("_Intensity", bloomIntensity); - screenBlend.SetTexture ("_ColorBuffer", source); - - if(quality > BloomQuality.Cheap) { - Graphics.Blit (secondQuarterRezColor, halfRezColor); - Graphics.Blit (halfRezColor, destination, screenBlend, blendPass); - } - else - Graphics.Blit (secondQuarterRezColor, destination, screenBlend, blendPass); - - RenderTexture.ReleaseTemporary (halfRezColor); - RenderTexture.ReleaseTemporary (quarterRezColor); - RenderTexture.ReleaseTemporary (secondQuarterRezColor); - RenderTexture.ReleaseTemporary (thirdQuarterRezColor); - } - - private function AddTo (intensity_ : float, from : RenderTexture, to : RenderTexture) { - screenBlend.SetFloat ("_Intensity", intensity_); - Graphics.Blit (from, to, screenBlend, 9); - } - - private function BlendFlares (from : RenderTexture, to : RenderTexture) { - lensFlareMaterial.SetVector ("colorA", Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * lensflareIntensity); - lensFlareMaterial.SetVector ("colorB", Vector4 (flareColorB.r, flareColorB.g, flareColorB.b, flareColorB.a) * lensflareIntensity); - lensFlareMaterial.SetVector ("colorC", Vector4 (flareColorC.r, flareColorC.g, flareColorC.b, flareColorC.a) * lensflareIntensity); - lensFlareMaterial.SetVector ("colorD", Vector4 (flareColorD.r, flareColorD.g, flareColorD.b, flareColorD.a) * lensflareIntensity); - Graphics.Blit (from, to, lensFlareMaterial); - } - - private function BrightFilter (thresh : float, from : RenderTexture, to : RenderTexture) { - brightPassFilterMaterial.SetVector ("_Threshhold", Vector4 (thresh, thresh, thresh, thresh)); - Graphics.Blit (from, to, brightPassFilterMaterial, 0); - } - - private function BrightFilter (threshColor : Color, from : RenderTexture, to : RenderTexture) { - brightPassFilterMaterial.SetVector ("_Threshhold", threshColor); - Graphics.Blit (from, to, brightPassFilterMaterial, 1); - } - - private function Vignette (amount : float, from : RenderTexture, to : RenderTexture) { - if(lensFlareVignetteMask) { - screenBlend.SetTexture ("_ColorBuffer", lensFlareVignetteMask); - Graphics.Blit (from == to ? null : from, to, screenBlend, from == to ? 7 : 3); - } - else if(from != to) - Graphics.Blit (from, to); - } - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Bloom.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Bloom.js.meta deleted file mode 100644 index df6ec31db..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Bloom.js.meta +++ /dev/null @@ -1,17 +0,0 @@ -fileFormatVersion: 2 -guid: a773099f140e846f7835d27351846623 -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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/BloomAndLensFlares.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/BloomAndLensFlares.js deleted file mode 100644 index 079d97ef5..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/BloomAndLensFlares.js +++ /dev/null @@ -1,289 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Bloom and Glow/BloomAndFlares (3.5, Deprecated)") - -enum LensflareStyle34 { - Ghosting = 0, - Anamorphic = 1, - Combined = 2, -} - -enum TweakMode34 { - Basic = 0, - Complex = 1, -} - -enum HDRBloomMode { - Auto = 0, - On = 1, - Off = 2, -} - -enum BloomScreenBlendMode { - Screen = 0, - Add = 1, -} - -class BloomAndLensFlares extends PostEffectsBase { - public var tweakMode : TweakMode34 = 0; - public var screenBlendMode : BloomScreenBlendMode = BloomScreenBlendMode.Add; - - public var hdr : HDRBloomMode = HDRBloomMode.Auto; - private var doHdr : boolean = false; - public var sepBlurSpread : float = 1.5f; - public var useSrcAlphaAsMask : float = 0.5f; - - public var bloomIntensity : float = 1.0f; - public var bloomThreshhold : float = 0.5f; - public var bloomBlurIterations : int = 2; - - public var lensflares : boolean = false; - public var hollywoodFlareBlurIterations : int = 2; - public var lensflareMode : LensflareStyle34 = 1; - public var hollyStretchWidth : float = 3.5f; - public var lensflareIntensity : float = 1.0f; - public var lensflareThreshhold : float = 0.3f; - public var flareColorA : Color = Color (0.4f, 0.4f, 0.8f, 0.75f); - public var flareColorB : Color = Color (0.4f, 0.8f, 0.8f, 0.75f); - public var flareColorC : Color = Color (0.8f, 0.4f, 0.8f, 0.75f); - public var flareColorD : Color = Color (0.8f, 0.4f, 0.0f, 0.75f); - public var blurWidth : float = 1.0f; - public var lensFlareVignetteMask : Texture2D; - - public var lensFlareShader : Shader; - private var lensFlareMaterial : Material; - - public var vignetteShader : Shader; - private var vignetteMaterial : Material; - - public var separableBlurShader : Shader; - private var separableBlurMaterial : Material; - - public var addBrightStuffOneOneShader: Shader; - private var addBrightStuffBlendOneOneMaterial : Material; - - public var screenBlendShader : Shader; - private var screenBlend : Material; - - public var hollywoodFlaresShader: Shader; - private var hollywoodFlaresMaterial : Material; - - public var brightPassFilterShader : Shader; - private var brightPassFilterMaterial : Material; - - function CheckResources () : boolean { - 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; - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - 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; - - var realBlendMode : BloomScreenBlendMode = screenBlendMode; - if(doHdr) - realBlendMode = BloomScreenBlendMode.Add; - - var rtFormat = (doHdr) ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.Default; - var halfRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 2, source.height / 2, 0, rtFormat); - var quarterRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 4, source.height / 4, 0, rtFormat); - var secondQuarterRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 4, source.height / 4, 0, rtFormat); - var thirdQuarterRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 4, source.height / 4, 0, rtFormat); - - var widthOverHeight : float = (1.0f * source.width) / (1.0f * source.height); - var oneOverBaseSize : float = 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 (threshholding) - - BrightFilter (bloomThreshhold, useSrcAlphaAsMask, quarterRezColor, secondQuarterRezColor); - quarterRezColor.DiscardContents(); - - // blurring - - if (bloomBlurIterations < 1) bloomBlurIterations = 1; - - for (var iter : int = 0; iter < bloomBlurIterations; iter++ ) { - var spreadForPass : float = (1.0f + (iter * 0.5f)) * sepBlurSpread; - separableBlurMaterial.SetVector ("offsets", Vector4 (0.0f, spreadForPass * oneOverBaseSize, 0.0f, 0.0f)); - - var src : RenderTexture = iter == 0 ? secondQuarterRezColor : quarterRezColor; - Graphics.Blit (src, thirdQuarterRezColor, separableBlurMaterial); - src.DiscardContents(); - - separableBlurMaterial.SetVector ("offsets", 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 (lensflareThreshhold, 0.0f, quarterRezColor, thirdQuarterRezColor); - quarterRezColor.DiscardContents(); - - // smooth a little, this needs to be resolution dependent - /* - separableBlurMaterial.SetVector ("offsets", Vector4 (0.0f, (2.0f) / (1.0f * quarterRezColor.height), 0.0f, 0.0f)); - Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial); - separableBlurMaterial.SetVector ("offsets", Vector4 ((2.0f) / (1.0f * quarterRezColor.width), 0.0f, 0.0f, 0.0f)); - Graphics.Blit (secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial); - */ - // no ugly edges! - - Vignette (0.975, 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 ("_Threshhold", Vector4 (lensflareThreshhold, 1.0f / (1.0f - lensflareThreshhold), 0.0f, 0.0f)); - hollywoodFlaresMaterial.SetVector ("tintColor", 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", Vector4 ((sepBlurSpread * 1.0f / widthOverHeight) * oneOverBaseSize, 0.0, 0.0, 0.0)); - 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 == 1) { - for (var itera : int = 0; itera < hollywoodFlareBlurIterations; itera++ ) { - separableBlurMaterial.SetVector ("offsets", Vector4 ((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0, 0.0, 0.0)); - Graphics.Blit (secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial); - secondQuarterRezColor.DiscardContents(); - - separableBlurMaterial.SetVector ("offsets", Vector4 ((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0, 0.0, 0.0)); - Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial); - thirdQuarterRezColor.DiscardContents(); - } - - AddTo (1.0, secondQuarterRezColor, quarterRezColor); - secondQuarterRezColor.DiscardContents(); - } - else { - - // (c) combined - - for (var ix : int = 0; ix < hollywoodFlareBlurIterations; ix++ ) { - separableBlurMaterial.SetVector ("offsets", Vector4 ((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0, 0.0, 0.0)); - Graphics.Blit (secondQuarterRezColor, thirdQuarterRezColor, separableBlurMaterial); - secondQuarterRezColor.DiscardContents(); - - separableBlurMaterial.SetVector ("offsets", Vector4 ((hollyStretchWidth * 2.0f / widthOverHeight) * oneOverBaseSize, 0.0, 0.0, 0.0)); - Graphics.Blit (thirdQuarterRezColor, secondQuarterRezColor, separableBlurMaterial); - thirdQuarterRezColor.DiscardContents(); - } - - Vignette (1.0, secondQuarterRezColor, thirdQuarterRezColor); - secondQuarterRezColor.DiscardContents(); - - BlendFlares (thirdQuarterRezColor, secondQuarterRezColor); - thirdQuarterRezColor.DiscardContents(); - - AddTo (1.0, secondQuarterRezColor, quarterRezColor); - secondQuarterRezColor.DiscardContents(); - } - } - } - - // screen blend bloom results to color buffer - - screenBlend.SetFloat ("_Intensity", bloomIntensity); - screenBlend.SetTexture ("_ColorBuffer", source); - Graphics.Blit (quarterRezColor, destination, screenBlend, realBlendMode); - - RenderTexture.ReleaseTemporary (quarterRezColor); - RenderTexture.ReleaseTemporary (secondQuarterRezColor); - RenderTexture.ReleaseTemporary (thirdQuarterRezColor); - } - - private function AddTo (intensity_ : float, from : RenderTexture, to : RenderTexture) { - addBrightStuffBlendOneOneMaterial.SetFloat ("_Intensity", intensity_); - Graphics.Blit (from, to, addBrightStuffBlendOneOneMaterial); - } - - private function BlendFlares (from : RenderTexture, to : RenderTexture) { - lensFlareMaterial.SetVector ("colorA", Vector4 (flareColorA.r, flareColorA.g, flareColorA.b, flareColorA.a) * lensflareIntensity); - lensFlareMaterial.SetVector ("colorB", Vector4 (flareColorB.r, flareColorB.g, flareColorB.b, flareColorB.a) * lensflareIntensity); - lensFlareMaterial.SetVector ("colorC", Vector4 (flareColorC.r, flareColorC.g, flareColorC.b, flareColorC.a) * lensflareIntensity); - lensFlareMaterial.SetVector ("colorD", Vector4 (flareColorD.r, flareColorD.g, flareColorD.b, flareColorD.a) * lensflareIntensity); - Graphics.Blit (from, to, lensFlareMaterial); - } - - private function BrightFilter (thresh : float, useAlphaAsMask : float, from : RenderTexture, to : RenderTexture) { - if(doHdr) - brightPassFilterMaterial.SetVector ("threshhold", Vector4 (thresh, 1.0f, 0.0f, 0.0f)); - else - brightPassFilterMaterial.SetVector ("threshhold", Vector4 (thresh, 1.0f / (1.0f-thresh), 0.0f, 0.0f)); - brightPassFilterMaterial.SetFloat ("useSrcAlphaAsMask", useAlphaAsMask); - Graphics.Blit (from, to, brightPassFilterMaterial); - } - - private function Vignette (amount : float, from : RenderTexture, to : RenderTexture) { - 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/BloomAndLensFlares.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/BloomAndLensFlares.js.meta deleted file mode 100644 index 97267fe37..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/BloomAndLensFlares.js.meta +++ /dev/null @@ -1,22 +0,0 @@ -fileFormatVersion: 2 -guid: d35a90bed98554f4d8b92c9cd3cfbafa -MonoImporter: - serializedVersion: 2 - defaultReferences: - - lensFlareVignetteMask: {fileID: 2800000, guid: 95ef4804fe0be4c999ddaa383536cde8, - type: 3} - - lensFlareShader: {fileID: 4800000, guid: 459fe69d2f6d74ddb92f04dbf45a866b, type: 3} - - vignetteShader: {fileID: 4800000, guid: 562f620336e024ac99992ff05725a89a, 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Blur.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Blur.js deleted file mode 100644 index 7bb64bf98..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Blur.js +++ /dev/null @@ -1,78 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Blur/Blur (Optimized)") - -class Blur extends PostEffectsBase { - - @Range(0, 2) - public var downsample : int = 1; - - public enum BlurType { - StandardGauss = 0, - SgxGauss = 1, - } - - @Range(0.0f, 10.0f) - public var blurSize : float = 3.0f; - - @Range(1, 4) - public var blurIterations : int = 2; - - public var blurType = BlurType.StandardGauss; - - public var blurShader : Shader; - private var blurMaterial : Material = null; - - function CheckResources () : boolean { - CheckSupport (false); - - blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial); - - if(!isSupported) - ReportAutoDisable (); - return isSupported; - } - - function OnDisable() { - if(blurMaterial) - DestroyImmediate (blurMaterial); - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - if(CheckResources() == false) { - Graphics.Blit (source, destination); - return; - } - - var widthMod : float = 1.0f / (1.0f * (1<> downsample, source.height >> downsample, 0, source.format); - var rt2 : RenderTexture = RenderTexture.GetTemporary (source.width >> downsample, source.height >> downsample, 0, source.format); - - rt.filterMode = FilterMode.Bilinear; - rt2.filterMode = FilterMode.Bilinear; - - Graphics.Blit (source, rt, blurMaterial, 0); - - var passOffs = blurType == BlurType.StandardGauss ? 0 : 2; - - for(var i : int = 0; i < blurIterations; i++) { - var iterationOffs : float = (i*1.0f); - blurMaterial.SetVector ("_Parameter", Vector4 (blurSize * widthMod + iterationOffs, -blurSize * widthMod - iterationOffs, 0.0f, 0.0f)); - - Graphics.Blit (rt, rt2, blurMaterial, 1 + passOffs); - Graphics.Blit (rt2, rt, blurMaterial, 2 + passOffs); - } - - Graphics.Blit (rt, destination); - - RenderTexture.ReleaseTemporary (rt); - RenderTexture.ReleaseTemporary (rt2); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Blur.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Blur.js.meta deleted file mode 100644 index 86ec93503..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Blur.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 2d7914440ac9e4b22a60e4303888e90c -MonoImporter: - serializedVersion: 2 - defaultReferences: - - blurShader: {fileID: 4800000, guid: f9d5fa183cd6b45eeb1491f74863cd91, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/BlurEffect.cs b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/BlurEffect.cs deleted file mode 100644 index 3548b63ee..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/BlurEffect.cs +++ /dev/null @@ -1,110 +0,0 @@ -using UnityEngine; -using System.Collections; - -[ExecuteInEditMode] -[AddComponentMenu("Image Effects/Blur/Blur")] -public class BlurEffect : MonoBehaviour -{ - /// Blur iterations - larger number means more blur. - 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. - 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; - - //private static string blurMatString = - - 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) { - RenderTexture buffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0); - RenderTexture buffer2 = RenderTexture.GetTemporary(source.width/4, source.height/4, 0); - - // Copy source to the 4x4 smaller texture. - DownSample4x (source, buffer); - - // Blur the small texture - bool oddEven = true; - for(int i = 0; i < iterations; i++) - { - if( oddEven ) - FourTapCone (buffer, buffer2, i); - else - FourTapCone (buffer2, buffer, i); - oddEven = !oddEven; - } - if( oddEven ) - Graphics.Blit(buffer, destination); - else - Graphics.Blit(buffer2, destination); - - RenderTexture.ReleaseTemporary(buffer); - RenderTexture.ReleaseTemporary(buffer2); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/BlurEffect.cs.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/BlurEffect.cs.meta deleted file mode 100644 index 1818d9da6..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/BlurEffect.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 34382083ad114a07d000fbfb8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - blurShader: {fileID: 4800000, guid: 57e6deea7c2924e22a5138e2b70bb4dc, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/CameraMotionBlur.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/CameraMotionBlur.js deleted file mode 100644 index 41a37c548..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/CameraMotionBlur.js +++ /dev/null @@ -1,391 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Camera/Camera Motion Blur") - -public class CameraMotionBlur extends PostEffectsBase -{ - // make sure to match this to MAX_RADIUS in shader ('k' in paper) - static var MAX_RADIUS : int = 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 var filterType : MotionBlurFilter = MotionBlurFilter.Reconstruction; - public var preview : boolean = false; // show how blur would look like in action ... - public var previewScale : Vector3 = Vector3.one; // ... given this movement vector - - // params - public var movementScale : float = 0.0f; - public var rotationScale : float = 1.0f; - public var maxVelocity : float = 8.0f; // maximum velocity in pixels - public var minVelocity : float = 0.1f; // minimum velocity in pixels - public var velocityScale : float = 0.375f; // global velocity scale - public var softZDistance : float = 0.005f; // for z overlap check softness (reconstruction filter only) - public var velocityDownsample : int = 1; // low resolution velocity buffer? (optimization) - public var excludeLayers : LayerMask = 0; - //public var dynamicLayers : LayerMask = 0; - private var tmpCam : GameObject = null; - - // resources - public var shader : Shader; - public var dx11MotionBlurShader : Shader; - public var replacementClear : Shader; - //public var replacementDynamics : Shader; - private var motionBlurMaterial : Material = null; - private var dx11MotionBlurMaterial : Material = null; - - public var noiseTexture : Texture2D = null; - public var jitter : float = 0.05f; - - // (internal) debug - public var showVelocity : boolean = false; - public var showVelocityScale : float = 1.0f; - - // camera transforms - private var currentViewProjMat : Matrix4x4; - private var prevViewProjMat : Matrix4x4; - private var prevFrameCount : int; - private var wasActive : boolean; - // shortcuts to calculate global blur direction when using 'CameraMotion' - private var prevFrameForward : Vector3 = Vector3.forward; - private var prevFrameRight : Vector3 = Vector3.right; - private var prevFrameUp : Vector3 = Vector3.up; - private var prevFramePos : Vector3 = Vector3.zero; - - private function CalculateViewProjection() { - var viewMat : Matrix4x4 = GetComponent.().worldToCameraMatrix; - var projMat : Matrix4x4 = GL.GetGPUProjectionMatrix (GetComponent.().projectionMatrix, true); - currentViewProjMat = projMat * viewMat; - } - - function Start () { - CheckResources (); - - wasActive = gameObject.activeInHierarchy; - CalculateViewProjection (); - Remember (); - wasActive = false; // hack to fake position/rotation update and prevent bad blurs - } - - function OnEnable () { - GetComponent.().depthTextureMode |= DepthTextureMode.Depth; - } - - function OnDisable () { - if (null != motionBlurMaterial) { - DestroyImmediate (motionBlurMaterial); - motionBlurMaterial = null; - } - if (null != dx11MotionBlurMaterial) { - DestroyImmediate (dx11MotionBlurMaterial); - dx11MotionBlurMaterial = null; - } - if (null != tmpCam) { - DestroyImmediate (tmpCam); - tmpCam = null; - } - } - - function CheckResources () : boolean { - CheckSupport (true, true); // depth & hdr needed - motionBlurMaterial = CheckShaderAndCreateMaterial (shader, motionBlurMaterial); - - if (supportDX11 && filterType == MotionBlurFilter.ReconstructionDX11) { - dx11MotionBlurMaterial = CheckShaderAndCreateMaterial (dx11MotionBlurShader, dx11MotionBlurMaterial); - } - - if (!isSupported) - ReportAutoDisable (); - - return isSupported; - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - 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 - var velBuffer : RenderTexture = RenderTexture.GetTemporary (divRoundUp (source.width, velocityDownsample), divRoundUp (source.height, velocityDownsample), 0, rtFormat); - var tileWidth : int = 1; - var tileHeight : int = 1; - maxVelocity = Mathf.Max (2.0f, maxVelocity); - - var _maxVelocity : float = maxVelocity; // calculate 'k' - // note: 's' is hardcoded in shaders except for DX11 path - - // auto DX11 fallback! - var fallbackFromDX11 : boolean = false; - if (filterType == MotionBlurFilter.ReconstructionDX11 && dx11MotionBlurMaterial == null) { - fallbackFromDX11 = true; - } - - if (filterType == MotionBlurFilter.Reconstruction || fallbackFromDX11 || filterType == MotionBlurFilter.ReconstructionDisc) { - maxVelocity = Mathf.Min (maxVelocity, MAX_RADIUS); - tileWidth = divRoundUp (velBuffer.width, maxVelocity); - tileHeight = divRoundUp (velBuffer.height, maxVelocity); - _maxVelocity = velBuffer.width/tileWidth; - } - else { - tileWidth = divRoundUp (velBuffer.width, maxVelocity); - tileHeight = divRoundUp (velBuffer.height, maxVelocity); - _maxVelocity = velBuffer.width/tileWidth; - } - - var tileMax : RenderTexture = RenderTexture.GetTemporary (tileWidth, tileHeight, 0, rtFormat); - var neighbourMax : RenderTexture = 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 - var invViewPrj : Matrix4x4 = 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 - var viewMat : Matrix4x4 = GetComponent.().worldToCameraMatrix; - var offset : Matrix4x4 = Matrix4x4.identity; - offset.SetTRS(previewScale * 0.3333f, Quaternion.identity, Vector3.one); // using only translation - var projMat : Matrix4x4 = GL.GetGPUProjectionMatrix (GetComponent.().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 - var blurVector : Vector4 = Vector4.zero; - - var lookUpDown : float = Vector3.Dot (transform.up, Vector3.up); - var distanceVector : Vector3 = prevFramePos-transform.position; - - var distMag : float = distanceVector.magnitude; - - var farHeur : float = 1.0f; - - // pitch (vertical) - farHeur = (Vector3.Angle (transform.up, prevFrameUp) / GetComponent.().fieldOfView) * (source.width * 0.75f); - blurVector.x = rotationScale * farHeur;//Mathf.Clamp01((1.0f-Vector3.Dot(transform.up, prevFrameUp))); - - // yaw #1 (horizontal, faded by pitch) - farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / GetComponent.().fieldOfView) * (source.width * 0.75f); - blurVector.y = rotationScale * lookUpDown * farHeur;//Mathf.Clamp01((1.0f-Vector3.Dot(transform.forward, prevFrameForward))); - - // yaw #2 (when looking down, faded by 1-pitch) - farHeur = (Vector3.Angle (transform.forward, prevFrameForward) / GetComponent.().fieldOfView) * (source.width * 0.75f); - blurVector.z = rotationScale * (1.0f- lookUpDown) * farHeur;//Mathf.Clamp01((1.0f-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", Vector4 (previewScale.y, previewScale.x, 0.0f, previewScale.z) * 0.5f * GetComponent.().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) - - var cam : Camera = null; - if (excludeLayers.value)// || dynamicLayers.value) - cam = GetTmpCam (); - - if (cam && excludeLayers.value != 0 && replacementClear && replacementClear.isSupported) { - cam.targetTexture = velBuffer; - cam.cullingMask = excludeLayers; - cam.RenderWithShader (replacementClear, ""); - } - - // dynamic layers (e.g. rigid bodies) - // no worky in 4.0, but let's fix for 4.x - /* - if (cam && dynamicLayers.value != 0 && replacementDynamics && replacementDynamics.isSupported) { - - Shader.SetGlobalFloat ("_MaxVelocity", maxVelocity); - Shader.SetGlobalFloat ("_VelocityScale", velocityScale); - Shader.SetGlobalVector ("_VelBufferSize", Vector4 (velBuffer.width, velBuffer.height, 0, 0)); - Shader.SetGlobalMatrix ("_PrevViewProj", prevViewProjMat); - Shader.SetGlobalMatrix ("_ViewProj", currentViewProjMat); - - cam.targetTexture = velBuffer; - cam.cullingMask = dynamicLayers; - cam.RenderWithShader (replacementDynamics, ""); - } - */ - - } - - 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); - } - - function Remember () { - prevViewProjMat = currentViewProjMat; - prevFrameForward = transform.forward; - prevFrameRight = transform.right; - prevFrameUp = transform.up; - prevFramePos = transform.position; - } - - function GetTmpCam () : Camera { - if (tmpCam == null) { - var name : String = "_" + GetComponent.().name + "_MotionBlurTmpCam"; - var go : GameObject = 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 = GetComponent.().transform.position; - tmpCam.transform.rotation = GetComponent.().transform.rotation; - tmpCam.transform.localScale = GetComponent.().transform.localScale; - tmpCam.GetComponent.().CopyFrom (GetComponent.()); - - tmpCam.GetComponent.().enabled = false; - tmpCam.GetComponent.().depthTextureMode = DepthTextureMode.None; - tmpCam.GetComponent.().clearFlags = CameraClearFlags.Nothing; - - return tmpCam.GetComponent.(); - } - - function 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); - } - - function divRoundUp (x : int, d : int) : int { - return (x + d - 1) / d; - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/CameraMotionBlur.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/CameraMotionBlur.js.meta deleted file mode 100644 index 7ad85e56c..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/CameraMotionBlur.js.meta +++ /dev/null @@ -1,14 +0,0 @@ -fileFormatVersion: 2 -guid: f7db9ec1392f34265817a55853e6ab07 -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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionCurves.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionCurves.js deleted file mode 100644 index 031264951..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionCurves.js +++ /dev/null @@ -1,161 +0,0 @@ - -#pragma strict -@script ExecuteInEditMode -@script AddComponentMenu ("Image Effects/Color Adjustments/Color Correction (Curves, Saturation)") - -enum ColorCorrectionMode { - Simple = 0, - Advanced = 1 -} - -class ColorCorrectionCurves extends PostEffectsBase -{ - public var redChannel : AnimationCurve; - public var greenChannel : AnimationCurve; - public var blueChannel : AnimationCurve; - - public var useDepthCorrection : boolean = false; - - public var zCurve : AnimationCurve; - public var depthRedChannel : AnimationCurve; - public var depthGreenChannel : AnimationCurve; - public var depthBlueChannel : AnimationCurve; - - private var ccMaterial : Material; - private var ccDepthMaterial : Material; - private var selectiveCcMaterial : Material; - - private var rgbChannelTex : Texture2D; - private var rgbDepthChannelTex : Texture2D; - private var zCurveTex : Texture2D; - - public var saturation : float = 1.0f; - - public var selectiveCc : boolean = false; - - public var selectiveFromColor : Color = Color.white; - public var selectiveToColor : Color = Color.white; - - public var mode : ColorCorrectionMode; - - public var updateTextures : boolean = true; - - public var colorCorrectionCurvesShader : Shader = null; - public var simpleColorCorrectionCurvesShader : Shader = null; - public var colorCorrectionSelectiveShader : Shader = null; - - private var updateTexturesOnStartup : boolean = true; - - function Start () { - super (); - updateTexturesOnStartup = true; - } - - function Awake () { } - - function CheckResources () : boolean { - 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 function UpdateParameters () - { - if (redChannel && greenChannel && blueChannel) { - for (var i : float = 0.0f; i <= 1.0f; i += 1.0f / 255.0f) { - var rCh : float = Mathf.Clamp (redChannel.Evaluate(i), 0.0f, 1.0f); - var gCh : float = Mathf.Clamp (greenChannel.Evaluate(i), 0.0f, 1.0f); - var bCh : float = Mathf.Clamp (blueChannel.Evaluate(i), 0.0f, 1.0f); - - rgbChannelTex.SetPixel (Mathf.Floor(i*255.0f), 0, Color(rCh,rCh,rCh) ); - rgbChannelTex.SetPixel (Mathf.Floor(i*255.0f), 1, Color(gCh,gCh,gCh) ); - rgbChannelTex.SetPixel (Mathf.Floor(i*255.0f), 2, Color(bCh,bCh,bCh) ); - - var zC : float = Mathf.Clamp (zCurve.Evaluate(i), 0.0,1.0); - - zCurveTex.SetPixel (Mathf.Floor(i*255.0), 0, 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 (Mathf.Floor(i*255.0f), 0, Color(rCh,rCh,rCh) ); - rgbDepthChannelTex.SetPixel (Mathf.Floor(i*255.0f), 1, Color(gCh,gCh,gCh) ); - rgbDepthChannelTex.SetPixel (Mathf.Floor(i*255.0f), 2, Color(bCh,bCh,bCh) ); - } - - rgbChannelTex.Apply (); - rgbDepthChannelTex.Apply (); - zCurveTex.Apply (); - } - } - - function UpdateTextures () { - UpdateParameters (); - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - if(CheckResources()==false) { - Graphics.Blit (source, destination); - return; - } - - if (updateTexturesOnStartup) { - UpdateParameters (); - updateTexturesOnStartup = false; - } - - if (useDepthCorrection) - GetComponent.().depthTextureMode |= DepthTextureMode.Depth; - - var renderTarget2Use : RenderTexture = 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); - } - } -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionCurves.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionCurves.js.meta deleted file mode 100644 index 6c4c182ff..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionCurves.js.meta +++ /dev/null @@ -1,15 +0,0 @@ -fileFormatVersion: 2 -guid: 83b39678ff6aa4fec8d135d231ba9cde -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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionEffect.cs b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionEffect.cs deleted file mode 100644 index 1db371d24..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionEffect.cs +++ /dev/null @@ -1,14 +0,0 @@ -using UnityEngine; -using System.Collections; - -[ExecuteInEditMode] -[AddComponentMenu("Image Effects/Color Adjustments/Color Correction (Ramp)")] -public class ColorCorrectionEffect : 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionEffect.cs.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionEffect.cs.meta deleted file mode 100644 index 90ec40cb0..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionEffect.cs.meta +++ /dev/null @@ -1,11 +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: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionLut.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionLut.js deleted file mode 100644 index f251bdc39..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionLut.js +++ /dev/null @@ -1,126 +0,0 @@ - -#pragma strict -@script ExecuteInEditMode -@script AddComponentMenu ("Image Effects/Color Adjustments/Color Correction (3D Lookup Texture)") - -public class ColorCorrectionLut extends PostEffectsBase -{ - public var shader : Shader; - private var material : Material; - - // serialize this instead of having another 2d texture ref'ed - public var converted3DLut : Texture3D = null; - public var basedOnTempTex : String = ""; - - function CheckResources () : boolean { - CheckSupport (false); - - material = CheckShaderAndCreateMaterial (shader, material); - - if(!isSupported) - ReportAutoDisable (); - return isSupported; - } - - function OnDisable () { - if (material) { - DestroyImmediate (material); - material = null; - } - } - - function OnDestroy () { - if (converted3DLut) - DestroyImmediate (converted3DLut); - converted3DLut = null; - } - - public function SetIdentityLut () { - var dim : int = 16; - var newC : Color[] = new Color[dim*dim*dim]; - var oneOverDim : float = 1.0f / (1.0f * dim - 1.0f); - - for(var i : int = 0; i < dim; i++) { - for(var j : int = 0; j < dim; j++) { - for(var k : int = 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 function ValidDimensions (tex2d : Texture2D) : boolean { - if (!tex2d) return false; - var h : int = tex2d.height; - if (h != Mathf.FloorToInt(Mathf.Sqrt(tex2d.width))) { - return false; - } - return true; - } - - public function Convert (temp2DTex : Texture2D, path : String) { - - // 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) { - var dim : int = 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 : Color[] = temp2DTex.GetPixels(); - var newC : Color[] = new Color[c.Length]; - - for(var i : int = 0; i < dim; i++) { - for(var j : int = 0; j < dim; j++) { - for(var k : int = 0; k < dim; k++) { - var j_ : int = 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."); - } - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - if(CheckResources () == false) { - Graphics.Blit (source, destination); - return; - } - - if (converted3DLut == null) { - SetIdentityLut (); - } - - var lutSize : int = 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionLut.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionLut.js.meta deleted file mode 100644 index 320ad4321..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ColorCorrectionLut.js.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c1409ce56b1c8422e849019fc420df42 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: b61f0d8d8244b4b28aa66b0c8cb46a8d, type: 3} - - clutTex: {fileID: 2800000, guid: a4b474cd484494a4aaa4bbf928219d09, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ContrastEnhance.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ContrastEnhance.js deleted file mode 100644 index 439c48c78..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ContrastEnhance.js +++ /dev/null @@ -1,64 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent(Camera) -@script AddComponentMenu("Image Effects/Color Adjustments/Contrast Enhance (Unsharp Mask)") - -class ContrastEnhance extends PostEffectsBase { - public var intensity : float = 0.5; - public var threshhold : float = 0.0; - - private var separableBlurMaterial : Material; - private var contrastCompositeMaterial : Material; - - public var blurSpread : float = 1.0; - - public var separableBlurShader : Shader = null; - public var contrastCompositeShader : Shader = null; - - function CheckResources () : boolean { - CheckSupport (false); - - contrastCompositeMaterial = CheckShaderAndCreateMaterial (contrastCompositeShader, contrastCompositeMaterial); - separableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, separableBlurMaterial); - - if(!isSupported) - ReportAutoDisable (); - return isSupported; - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - if(CheckResources()==false) { - Graphics.Blit (source, destination); - return; - } - - var halfRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 2.0, source.height / 2.0, 0); - var quarterRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 4.0, source.height / 4.0, 0); - var secondQuarterRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / 4.0, source.height / 4.0, 0); - - // ddownsample - - Graphics.Blit (source, halfRezColor); - Graphics.Blit (halfRezColor, quarterRezColor); - - // blur - - separableBlurMaterial.SetVector ("offsets", Vector4 (0.0, (blurSpread * 1.0) / quarterRezColor.height, 0.0, 0.0)); - Graphics.Blit (quarterRezColor, secondQuarterRezColor, separableBlurMaterial); - separableBlurMaterial.SetVector ("offsets", Vector4 ((blurSpread * 1.0) / quarterRezColor.width, 0.0, 0.0, 0.0)); - Graphics.Blit (secondQuarterRezColor, quarterRezColor, separableBlurMaterial); - - // composite - - contrastCompositeMaterial.SetTexture ("_MainTexBlurred", quarterRezColor); - contrastCompositeMaterial.SetFloat ("intensity", intensity); - contrastCompositeMaterial.SetFloat ("threshhold", threshhold); - Graphics.Blit (source, destination, contrastCompositeMaterial); - - RenderTexture.ReleaseTemporary (halfRezColor); - RenderTexture.ReleaseTemporary (quarterRezColor); - RenderTexture.ReleaseTemporary (secondQuarterRezColor); - } -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ContrastEnhance.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ContrastEnhance.js.meta deleted file mode 100644 index df16f33d6..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ContrastEnhance.js.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: e653d08d21ce9453591b1dc2100fdfcd -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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ContrastStretchEffect.cs b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ContrastStretchEffect.cs deleted file mode 100644 index e22b0f218..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ContrastStretchEffect.cs +++ /dev/null @@ -1,191 +0,0 @@ -using UnityEngine; -using System.Collections; - -[ExecuteInEditMode] -[AddComponentMenu("Image Effects/Color Adjustments/Contrast Stretch")] -public class ContrastStretchEffect : MonoBehaviour -{ - /// Adaptation speed - percents per frame, if playing at 30FPS. - /// Default is 0.02 (2% each 1/30s). - 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. - public float limitMinimum = 0.2f; - - /// The limit on the maximum luminance (0...1) - we won't go below this. - 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, 32 ); - 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 - )); - Graphics.Blit ( - adaptRenderTex[prevAdaptIndex], - adaptRenderTex[curAdaptIndex], - materialAdapt); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ContrastStretchEffect.cs.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ContrastStretchEffect.cs.meta deleted file mode 100644 index 626388cd3..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ContrastStretchEffect.cs.meta +++ /dev/null @@ -1,13 +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: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Crease.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Crease.js deleted file mode 100644 index d1d3c124d..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Crease.js +++ /dev/null @@ -1,66 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Edge Detection/Crease Shading") - -class Crease extends PostEffectsBase { - public var intensity : float = 0.5; - public var softness : int = 1; - public var spread : float = 1.0; - - public var blurShader : Shader; - private var blurMaterial : Material = null; - - public var depthFetchShader : Shader; - private var depthFetchMaterial : Material = null; - - public var creaseApplyShader : Shader; - private var creaseApplyMaterial : Material = null; - - function CheckResources () : boolean { - CheckSupport (true); - - blurMaterial = CheckShaderAndCreateMaterial (blurShader, blurMaterial); - depthFetchMaterial = CheckShaderAndCreateMaterial (depthFetchShader, depthFetchMaterial); - creaseApplyMaterial = CheckShaderAndCreateMaterial (creaseApplyShader, creaseApplyMaterial); - - if(!isSupported) - ReportAutoDisable (); - return isSupported; - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - if(CheckResources()==false) { - Graphics.Blit (source, destination); - return; - } - - var widthOverHeight : float = (1.0f * source.width) / (1.0f * source.height); - var oneOverBaseSize : float = 1.0f / 512.0f; - - var hrTex : RenderTexture = RenderTexture.GetTemporary (source.width, source.height, 0); - var lrTex1 : RenderTexture = RenderTexture.GetTemporary (source.width / 2, source.height / 2, 0); - var lrTex2 : RenderTexture = RenderTexture.GetTemporary (source.width / 2, source.height / 2, 0); - - Graphics.Blit (source,hrTex, depthFetchMaterial); - Graphics.Blit (hrTex, lrTex1); - - for(var i : int = 0; i < softness; i++) { - blurMaterial.SetVector ("offsets", Vector4 (0.0, spread * oneOverBaseSize, 0.0, 0.0)); - Graphics.Blit (lrTex1, lrTex2, blurMaterial); - blurMaterial.SetVector ("offsets", Vector4 (spread * oneOverBaseSize / widthOverHeight, 0.0, 0.0, 0.0)); - Graphics.Blit (lrTex2, lrTex1, blurMaterial); - } - - creaseApplyMaterial.SetTexture ("_HrDepthTex", hrTex); - creaseApplyMaterial.SetTexture ("_LrDepthTex", lrTex1); - creaseApplyMaterial.SetFloat ("intensity", intensity); - Graphics.Blit (source,destination, creaseApplyMaterial); - - RenderTexture.ReleaseTemporary (hrTex); - RenderTexture.ReleaseTemporary (lrTex1); - RenderTexture.ReleaseTemporary (lrTex2); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Crease.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Crease.js.meta deleted file mode 100644 index 64027485a..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Crease.js.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 0a8e0413e0444491eaddd12550af679e -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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/DepthOfField34.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/DepthOfField34.js deleted file mode 100644 index 90ce33e2e..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/DepthOfField34.js +++ /dev/null @@ -1,415 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Camera/Depth of Field (3.4)") - -enum Dof34QualitySetting { - OnlyBackground = 1, - BackgroundAndForeground = 2, -} - -enum DofResolution { - High = 2, - Medium = 3, - Low = 4, -} - -enum DofBlurriness { - Low = 1, - High = 2, - VeryHigh = 4, -} - -enum BokehDestination { - Background = 0x1, - Foreground = 0x2, - BackgroundAndForeground = 0x3, -} - -class DepthOfField34 extends PostEffectsBase { - - static private var SMOOTH_DOWNSAMPLE_PASS : int = 6; - static private var BOKEH_EXTRA_BLUR : float = 2.0f; - - public var quality : Dof34QualitySetting = Dof34QualitySetting.OnlyBackground; - public var resolution : DofResolution = DofResolution.Low; - public var simpleTweakMode : boolean = true; - - public var focalPoint : float = 1.0f; - public var smoothness : float = 0.5f; - - public var focalZDistance : float = 0.0f; - public var focalZStartCurve : float = 1.0f; - public var focalZEndCurve : float = 1.0f; - - private var focalStartCurve : float = 2.0f; - private var focalEndCurve : float = 2.0f; - private var focalDistance01 : float = 0.1f; - - public var objectFocus : Transform = null; - public var focalSize : float = 0.0f; - - public var bluriness : DofBlurriness = DofBlurriness.High; - public var maxBlurSpread : float = 1.75f; - - public var foregroundBlurExtrude : float = 1.15f; - - public var dofBlurShader : Shader; - private var dofBlurMaterial : Material = null; - - public var dofShader : Shader; - private var dofMaterial : Material = null; - - public var visualize : boolean = false; - public var bokehDestination : BokehDestination = BokehDestination.Background; - - private var widthOverHeight : float = 1.25f; - private var oneOverBaseSize : float = 1.0f / 512.0f; - - public var bokeh : boolean = false; - public var bokehSupport : boolean = true; - public var bokehShader : Shader; - public var bokehTexture : Texture2D; - public var bokehScale : float = 2.4f; - public var bokehIntensity : float = 0.15f; - public var bokehThreshholdContrast : float = 0.1f; - public var bokehThreshholdLuminance : float = 0.55f; - public var bokehDownsample : int = 1; - private var bokehMaterial : Material; - - function CreateMaterials () { - dofBlurMaterial = CheckShaderAndCreateMaterial (dofBlurShader, dofBlurMaterial); - dofMaterial = CheckShaderAndCreateMaterial (dofShader,dofMaterial); - bokehSupport = bokehShader.isSupported; - - if(bokeh && bokehSupport && bokehShader) - bokehMaterial = CheckShaderAndCreateMaterial (bokehShader, bokehMaterial); - } - - function CheckResources () : boolean { - 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; - } - - function OnDisable () { - Quads.Cleanup (); - } - - function OnEnable() { - GetComponent.().depthTextureMode |= DepthTextureMode.Depth; - } - - function FocalDistance01 (worldDist : float) : float { - return GetComponent.().WorldToViewportPoint((worldDist-GetComponent.().nearClipPlane) * GetComponent.().transform.forward + GetComponent.().transform.position).z / (GetComponent.().farClipPlane-GetComponent.().nearClipPlane); - } - - function GetDividerBasedOnQuality () { - var divider : int = 1; - if (resolution == DofResolution.Medium) - divider = 2; - else if (resolution == DofResolution.Low) - divider = 2; - return divider; - } - - function GetLowResolutionDividerBasedOnQuality (baseDivider : int) { - var lowTexDivider : int = baseDivider; - if (resolution == DofResolution.High) - lowTexDivider *= 2; - if (resolution == DofResolution.Low) - lowTexDivider *= 2; - return lowTexDivider; - } - - private var foregroundTexture : RenderTexture = null; - private var mediumRezWorkTexture : RenderTexture = null; - private var finalDefocus : RenderTexture = null; - private var lowRezWorkTexture : RenderTexture = null; - private var bokehSource : RenderTexture = null; - private var bokehSource2 : RenderTexture = null; - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - if(CheckResources()==false) { - Graphics.Blit (source, destination); - return; - } - - if (smoothness < 0.1f) - smoothness = 0.1f; - - // update needed focal & rt size parameter - - bokeh = bokeh && bokehSupport; - var bokehBlurAmplifier : float = bokeh ? BOKEH_EXTRA_BLUR : 1.0f; - - var blurForeground : boolean = quality > Dof34QualitySetting.OnlyBackground; - var focal01Size : float = focalSize / (GetComponent.().farClipPlane - GetComponent.().nearClipPlane);; - - if (simpleTweakMode) { - focalDistance01 = objectFocus ? (GetComponent.().WorldToViewportPoint (objectFocus.position)).z / (GetComponent.().farClipPlane) : FocalDistance01 (focalPoint); - focalStartCurve = focalDistance01 * smoothness; - focalEndCurve = focalStartCurve; - blurForeground = blurForeground && (focalPoint > (GetComponent.().nearClipPlane + Mathf.Epsilon)); - } - else { - if(objectFocus) { - var vpPoint = GetComponent.().WorldToViewportPoint (objectFocus.position); - vpPoint.z = (vpPoint.z) / (GetComponent.().farClipPlane); - focalDistance01 = vpPoint.z; - } - else - focalDistance01 = FocalDistance01 (focalZDistance); - - focalStartCurve = focalZStartCurve; - focalEndCurve = focalZEndCurve; - blurForeground = blurForeground && (focalPoint > (GetComponent.().nearClipPlane + Mathf.Epsilon)); - } - - widthOverHeight = (1.0f * source.width) / (1.0f * source.height); - oneOverBaseSize = 1.0f / 512.0f; - - dofMaterial.SetFloat ("_ForegroundBlurExtrude", foregroundBlurExtrude); - dofMaterial.SetVector ("_CurveParams", Vector4 (simpleTweakMode ? 1.0f / focalStartCurve : focalStartCurve, simpleTweakMode ? 1.0f / focalEndCurve : focalEndCurve, focal01Size * 0.5, focalDistance01)); - dofMaterial.SetVector ("_InvRenderTargetSize", Vector4 (1.0 / (1.0 * source.width), 1.0 / (1.0 * source.height),0.0,0.0)); - - var divider : int = GetDividerBasedOnQuality (); - var lowTexDivider : int = 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 & BokehDestination.Background)) { - dofMaterial.SetVector ("_Threshhold", Vector4(bokehThreshholdContrast, bokehThreshholdLuminance, 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 & BokehDestination.Background)) - 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 & BokehDestination.Foreground)) { - dofMaterial.SetVector ("_Threshhold", Vector4(bokehThreshholdContrast * 0.5f, bokehThreshholdLuminance, 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 & BokehDestination.Foreground)) - AddBokeh (bokehSource2, bokehSource, destination); - } - - ReleaseTextures (); - } - - function Blur (from : RenderTexture, to : RenderTexture, iterations : DofBlurriness, blurPass: int, spread : float) { - var tmp : RenderTexture = RenderTexture.GetTemporary (to.width, to.height); - if (iterations > 1) { - BlurHex (from, to, blurPass, spread, tmp); - if (iterations > 2) { - dofBlurMaterial.SetVector ("offsets", Vector4 (0.0, spread * oneOverBaseSize, 0.0, 0.0)); - Graphics.Blit (to, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0, 0.0, 0.0)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - } - else { - dofBlurMaterial.SetVector ("offsets", Vector4 (0.0, spread * oneOverBaseSize, 0.0, 0.0)); - Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0, 0.0, 0.0)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - RenderTexture.ReleaseTemporary (tmp); - } - - function BlurFg (from : RenderTexture, to : RenderTexture, iterations : DofBlurriness, blurPass: int, spread : float) { - // we want a nice, big coc, hence we need to tap once from this (higher resolution) texture - dofBlurMaterial.SetTexture ("_TapHigh", from); - - var tmp : RenderTexture = RenderTexture.GetTemporary (to.width, to.height); - if (iterations > 1) { - BlurHex (from, to, blurPass, spread, tmp); - if (iterations > 2) { - dofBlurMaterial.SetVector ("offsets", Vector4 (0.0, spread * oneOverBaseSize, 0.0, 0.0)); - Graphics.Blit (to, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0, 0.0, 0.0)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - } - else { - dofBlurMaterial.SetVector ("offsets", Vector4 (0.0, spread * oneOverBaseSize, 0.0, 0.0)); - Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0, 0.0, 0.0)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - RenderTexture.ReleaseTemporary (tmp); - } - - function BlurHex (from : RenderTexture, to : RenderTexture, blurPass: int, spread : float, tmp : RenderTexture) { - dofBlurMaterial.SetVector ("offsets", Vector4 (0.0, spread * oneOverBaseSize, 0.0, 0.0)); - Graphics.Blit (from, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, 0.0, 0.0, 0.0)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, spread * oneOverBaseSize, 0.0, 0.0)); - Graphics.Blit (to, tmp, dofBlurMaterial, blurPass); - dofBlurMaterial.SetVector ("offsets", Vector4 (spread / widthOverHeight * oneOverBaseSize, -spread * oneOverBaseSize, 0.0, 0.0)); - Graphics.Blit (tmp, to, dofBlurMaterial, blurPass); - } - - function Downsample (from : RenderTexture, to : RenderTexture) { - dofMaterial.SetVector ("_InvRenderTargetSize", 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); - } - - function AddBokeh (bokehInfo : RenderTexture, tempTex : RenderTexture, finalTarget : RenderTexture) { - if (bokehMaterial) { - var meshes : Mesh[] = Quads.GetMeshes (tempTex.width, tempTex.height); // quads: exchanging more triangles with less overdraw - - RenderTexture.active = tempTex; - GL.Clear (false, true, 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; - - var arW : float = (bokehInfo.width * 1.0f) / (bokehInfo.height * 1.0f); - var sc : float = 2.0f / (1.0f * bokehInfo.width); - sc += bokehScale * maxBlurSpread * BOKEH_EXTRA_BLUR * oneOverBaseSize; - - bokehMaterial.SetTexture ("_Source", bokehInfo); - bokehMaterial.SetTexture ("_MainTex", bokehTexture); - bokehMaterial.SetVector ("_ArScale", Vector4 (sc, sc * arW, 0.5f, 0.5f * arW)); - bokehMaterial.SetFloat ("_Intensity", bokehIntensity); - bokehMaterial.SetPass (0); - - for (var m : Mesh 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; - } - } - - - function 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); - } - - function AllocateTextures (blurForeground : boolean, source : RenderTexture, divider : int, lowTexDivider : int) { - 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, 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/DepthOfField34.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/DepthOfField34.js.meta deleted file mode 100644 index eb8c3a4f0..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/DepthOfField34.js.meta +++ /dev/null @@ -1,14 +0,0 @@ -fileFormatVersion: 2 -guid: 237a7a10492cc4ae6a3adcc6419f4961 -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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/DepthOfFieldScatter.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/DepthOfFieldScatter.js deleted file mode 100644 index 1ef9183ba..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/DepthOfFieldScatter.js +++ /dev/null @@ -1,374 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Camera/Depth of Field (Lens Blur, Scatter, DX11)") - -class DepthOfFieldScatter extends PostEffectsBase -{ - public var visualizeFocus : boolean = false; - public var focalLength : float = 10.0f; - public var focalSize : float = 0.05f; - public var aperture : float = 11.5f; - public var focalTransform : Transform = null; - public var maxBlurSize : float = 2.0f; - public var highResolution : boolean = false; - - public enum BlurType { - DiscBlur = 0, - DX11 = 1, - } - - public enum BlurSampleCount { - Low = 0, - Medium = 1, - High = 2, - } - - public var blurType : BlurType = BlurType.DiscBlur; - public var blurSampleCount : BlurSampleCount = BlurSampleCount.High; - - public var nearBlur : boolean = false; - public var foregroundOverlap : float = 1.0f; - - public var dofHdrShader : Shader; - private var dofHdrMaterial : Material = null; - - public var dx11BokehShader : Shader; - private var dx11bokehMaterial : Material; - - public var dx11BokehThreshhold : float = 0.5f; - public var dx11SpawnHeuristic : float = 0.0875f; - public var dx11BokehTexture : Texture2D = null; - public var dx11BokehScale : float = 1.2f; - public var dx11BokehIntensity : float = 2.5f; - - private var focalDistance01 : float = 10.0f; - private var cbDrawArgs : ComputeBuffer; - private var cbPoints : ComputeBuffer; - private var internalBlurWidth : float = 1.0f; - - function CheckResources () : boolean { - 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; - } - - function OnEnable () { - GetComponent.().depthTextureMode |= DepthTextureMode.Depth; - } - - function OnDisable() - { - ReleaseComputeResources (); - - if(dofHdrMaterial) DestroyImmediate(dofHdrMaterial); - dofHdrMaterial = null; - if(dx11bokehMaterial) DestroyImmediate(dx11bokehMaterial); - dx11bokehMaterial = null; - } - - function ReleaseComputeResources () - { - if(cbDrawArgs) cbDrawArgs.Release(); - cbDrawArgs = null; - if(cbPoints) cbPoints.Release(); - cbPoints = null; - } - - function 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); - } - } - - function FocalDistance01 (worldDist : float) : float { - return GetComponent.().WorldToViewportPoint((worldDist-GetComponent.().nearClipPlane) * GetComponent.().transform.forward + GetComponent.().transform.position).z / (GetComponent.().farClipPlane-GetComponent.().nearClipPlane); - } - - private function WriteCoc (fromTo : RenderTexture, temp1 : RenderTexture, temp2 : RenderTexture, fgDilate : boolean) { - dofHdrMaterial.SetTexture("_FgOverlap", null); - - if (nearBlur && fgDilate) { - // capture fg coc - Graphics.Blit (fromTo, temp2, dofHdrMaterial, 4); - - // special blur - var fgAdjustment : float = internalBlurWidth * foregroundOverlap; - - dofHdrMaterial.SetVector ("_Offsets", Vector4 (0.0f, fgAdjustment , 0.0f, fgAdjustment)); - Graphics.Blit (temp2, temp1, dofHdrMaterial, 2); - dofHdrMaterial.SetVector ("_Offsets", Vector4 (fgAdjustment, 0.0f, 0.0f, fgAdjustment)); - Graphics.Blit (temp1, temp2, dofHdrMaterial, 2); - - // "merge up" with background COC - dofHdrMaterial.SetTexture("_FgOverlap", temp2); - Graphics.Blit (fromTo, fromTo, dofHdrMaterial, 13); - } - else { - // capture full coc in alpha channel (fromTo is not read, but bound to detect screen flip) - Graphics.Blit (fromTo, fromTo, dofHdrMaterial, 0); - } - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - 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) ? (GetComponent.().WorldToViewportPoint (focalTransform.position)).z / (GetComponent.().farClipPlane) : FocalDistance01 (focalLength); - dofHdrMaterial.SetVector ("_CurveParams", Vector4 (1.0f, focalSize, aperture/10.0f, focalDistance01)); - - // possible render texture helpers - - var rtLow : RenderTexture = null; - var rtLow2 : RenderTexture = null; - var rtSuperLow1 : RenderTexture = null; - var rtSuperLow2 : RenderTexture = null; - var fgBlurDist : float = internalBlurWidth * foregroundOverlap; - - if(visualizeFocus) - { - - // - // 2. - // visualize coc - // - // - - rtLow = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); - rtLow2 = RenderTexture.GetTemporary (source.width>>1, source.height>>1, 0, source.format); - - WriteCoc (source, rtLow, rtLow2, 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, null, null, 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", Vector4 (0.0f, 1.5f , 0.0f, 1.5f)); - Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 19); - dofHdrMaterial.SetVector ("_Offsets", 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", Vector4(dx11BokehScale, dx11BokehIntensity, Mathf.Clamp(dx11BokehThreshhold, 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", Vector4 (0.0f, fgBlurDist , 0.0f, fgBlurDist)); - Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 2); - dofHdrMaterial.SetVector ("_Offsets", 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", Vector4 (internalBlurWidth, 0.0f , 0.0f, internalBlurWidth)); - Graphics.Blit (rtLow, source, dofHdrMaterial, 5); - dofHdrMaterial.SetVector ("_Offsets", 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", 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, null, null, 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", Vector4 (0.0f, 1.5f , 0.0f, 1.5f)); - Graphics.Blit (rtSuperLow1, rtSuperLow2, dofHdrMaterial, 19); - dofHdrMaterial.SetVector ("_Offsets", Vector4 (1.5f, 0.0f, 0.0f, 1.5f)); - Graphics.Blit (rtSuperLow2, rtSuperLow1, dofHdrMaterial, 19); - - var rtLow3 : RenderTexture = 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", Vector4(dx11BokehScale, dx11BokehIntensity, Mathf.Clamp(dx11BokehThreshhold, 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", Vector4 (0.0f, fgBlurDist , 0.0f, fgBlurDist)); - Graphics.Blit (rtLow3, rtLow, dofHdrMaterial, 2); - dofHdrMaterial.SetVector ("_Offsets", 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", Vector4 (internalBlurWidth, 0.0f , 0.0f, internalBlurWidth)); - Graphics.Blit (rtLow2, rtLow, dofHdrMaterial, 5); - dofHdrMaterial.SetVector ("_Offsets", 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", 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 - // - // - - rtLow = RenderTexture.GetTemporary (source.width >> 1, source.height >> 1, 0, source.format); - rtLow2 = RenderTexture.GetTemporary (source.width >> 1, source.height >> 1, 0, source.format); - source.filterMode = FilterMode.Bilinear; - - if(highResolution) internalBlurWidth *= 2.0f; - - WriteCoc (source, rtLow, rtLow2, true); - - var blurPass : int = (blurSampleCount == BlurSampleCount.High || blurSampleCount == BlurSampleCount.Medium) ? 17 : 11; - - if(highResolution) { - dofHdrMaterial.SetVector ("_Offsets", Vector4 (0.0f, internalBlurWidth, 0.025f, internalBlurWidth)); - Graphics.Blit (source, destination, dofHdrMaterial, blurPass); - } - else { - dofHdrMaterial.SetVector ("_Offsets", 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/DepthOfFieldScatter.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/DepthOfFieldScatter.js.meta deleted file mode 100644 index f52c218c8..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/DepthOfFieldScatter.js.meta +++ /dev/null @@ -1,13 +0,0 @@ -fileFormatVersion: 2 -guid: f202adaee27c646fa9d90739bb84aa42 -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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/EdgeDetectEffectNormals.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/EdgeDetectEffectNormals.js deleted file mode 100644 index a8e466dd6..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/EdgeDetectEffectNormals.js +++ /dev/null @@ -1,78 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Edge Detection/Edge Detection") - -enum EdgeDetectMode { - TriangleDepthNormals = 0, - RobertsCrossDepthNormals = 1, - SobelDepth = 2, - SobelDepthThin = 3, - TriangleLuminance = 4, -} - -class EdgeDetectEffectNormals extends PostEffectsBase { - - public var mode : EdgeDetectMode = EdgeDetectMode.SobelDepthThin; - public var sensitivityDepth : float = 1.0f; - public var sensitivityNormals : float = 1.0f; - public var lumThreshhold : float = 0.2f; - public var edgeExp : float = 1.0f; - public var sampleDist : float = 1.0f; - public var edgesOnly : float = 0.0f; - public var edgesOnlyBgColor : Color = Color.white; - - public var edgeDetectShader : Shader; - private var edgeDetectMaterial : Material = null; - private var oldMode : EdgeDetectMode = EdgeDetectMode.SobelDepthThin; - - function CheckResources () : boolean { - CheckSupport (true); - - edgeDetectMaterial = CheckShaderAndCreateMaterial (edgeDetectShader,edgeDetectMaterial); - if (mode != oldMode) - SetCameraFlag (); - - oldMode = mode; - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - function Start () { - oldMode = mode; - } - - function SetCameraFlag () { - if (mode>1) - GetComponent.().depthTextureMode |= DepthTextureMode.Depth; - else - GetComponent.().depthTextureMode |= DepthTextureMode.DepthNormals; - } - - function OnEnable() { - SetCameraFlag(); - } - - @ImageEffectOpaque - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - if (CheckResources () == false) { - Graphics.Blit (source, destination); - return; - } - - var sensitivity : Vector2 = Vector2 (sensitivityDepth, sensitivityNormals); - edgeDetectMaterial.SetVector ("_Sensitivity", Vector4 (sensitivity.x, sensitivity.y, 1.0, sensitivity.y)); - edgeDetectMaterial.SetFloat ("_BgFade", edgesOnly); - edgeDetectMaterial.SetFloat ("_SampleDistance", sampleDist); - edgeDetectMaterial.SetVector ("_BgColor", edgesOnlyBgColor); - edgeDetectMaterial.SetFloat ("_Exponent", edgeExp); - edgeDetectMaterial.SetFloat ("_Threshold", lumThreshhold); - - Graphics.Blit (source, destination, edgeDetectMaterial, mode); - } -} - diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/EdgeDetectEffectNormals.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/EdgeDetectEffectNormals.js.meta deleted file mode 100644 index afbc6a6ae..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/EdgeDetectEffectNormals.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 57378565f2adf4d3fbe949ebe1453f09 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - edgeDetectShader: {fileID: 4800000, guid: 0d1644bdf064147baa97f235fc5b4903, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/FastBloom.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/FastBloom.js deleted file mode 100644 index defc79df0..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/FastBloom.js +++ /dev/null @@ -1,87 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Bloom and Glow/Bloom (Optimized)") - -class FastBloom extends PostEffectsBase { - - public enum Resolution { - Low = 0, - High = 1, - } - - public enum BlurType { - Standard = 0, - Sgx = 1, - } - - @Range(0.0f, 1.5f) - public var threshhold : float = 0.25f; - @Range(0.0f, 2.5f) - public var intensity : float = 0.75f; - - @Range(0.25f, 5.5f) - public var blurSize : float = 1.0f; - - var resolution : Resolution = Resolution.Low; - @Range(1, 4) - public var blurIterations : int = 1; - - public var blurType = BlurType.Standard; - - public var fastBloomShader : Shader; - private var fastBloomMaterial : Material = null; - - function CheckResources () : boolean { - CheckSupport (false); - - fastBloomMaterial = CheckShaderAndCreateMaterial (fastBloomShader, fastBloomMaterial); - - if(!isSupported) - ReportAutoDisable (); - return isSupported; - } - - function OnDisable() { - if(fastBloomMaterial) - DestroyImmediate (fastBloomMaterial); - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - if(CheckResources() == false) { - Graphics.Blit (source, destination); - return; - } - - var divider : int = resolution == Resolution.Low ? 4 : 2; - var widthMod : float = resolution == Resolution.Low ? 0.5f : 1.0f; - - fastBloomMaterial.SetVector ("_Parameter", Vector4 (blurSize * widthMod, 0.0f, threshhold, intensity)); - source.filterMode = FilterMode.Bilinear; - - var rt : RenderTexture = RenderTexture.GetTemporary (source.width/divider, source.height/divider, 0, source.format); - var rt2 : RenderTexture = RenderTexture.GetTemporary (source.width/divider, source.height/divider, 0, source.format); - - rt.filterMode = FilterMode.Bilinear; - rt2.filterMode = FilterMode.Bilinear; - - Graphics.Blit (source, rt, fastBloomMaterial, 1); - - var passOffs = blurType == BlurType.Standard ? 0 : 2; - - for(var i : int = 0; i < blurIterations; i++) { - fastBloomMaterial.SetVector ("_Parameter", Vector4 (blurSize * widthMod + (i*1.0f), 0.0f, threshhold, intensity)); - Graphics.Blit (rt, rt2, fastBloomMaterial, 2 + passOffs); - Graphics.Blit (rt2, rt, fastBloomMaterial, 3 + passOffs); - } - - fastBloomMaterial.SetTexture ("_Bloom", rt); - - Graphics.Blit (source, destination, fastBloomMaterial, 0); - - RenderTexture.ReleaseTemporary (rt); - RenderTexture.ReleaseTemporary (rt2); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/FastBloom.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/FastBloom.js.meta deleted file mode 100644 index 514035d6d..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/FastBloom.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 97b4768c3683045e4bfdb2e78272970c -MonoImporter: - serializedVersion: 2 - defaultReferences: - - fastBloomShader: {fileID: 4800000, guid: 68a00c837b82e4c6d92e7da765dc5f1d, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Fisheye.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Fisheye.js deleted file mode 100644 index 4742613f1..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Fisheye.js +++ /dev/null @@ -1,37 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Displacement/Fisheye") - -class Fisheye extends PostEffectsBase { - public var strengthX : float = 0.05f; - public var strengthY : float = 0.05f; - - public var fishEyeShader : Shader = null; - private var fisheyeMaterial : Material = null; - - function CheckResources () : boolean { - CheckSupport (false); - fisheyeMaterial = CheckShaderAndCreateMaterial(fishEyeShader,fisheyeMaterial); - - if(!isSupported) - ReportAutoDisable (); - return isSupported; - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - if(CheckResources()==false) { - Graphics.Blit (source, destination); - return; - } - - var oneOverBaseSize : float = 80.0f / 512.0f; // to keep values more like in the old version of fisheye - - var ar : float = (source.width * 1.0f) / (source.height * 1.0f); - - fisheyeMaterial.SetVector ("intensity", Vector4 (strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize, strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize)); - Graphics.Blit (source, destination, fisheyeMaterial); - } -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Fisheye.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Fisheye.js.meta deleted file mode 100644 index 858164d4a..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Fisheye.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 7d5488e098d8f4eb492591bb089fe793 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - fishEyeShader: {fileID: 4800000, guid: 874ceab4425f64bccb1d14032f4452b1, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GlobalFog.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GlobalFog.js deleted file mode 100644 index 15ae3b50c..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GlobalFog.js +++ /dev/null @@ -1,125 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Rendering/Global Fog") - -class GlobalFog extends PostEffectsBase { - - enum FogMode { - AbsoluteYAndDistance = 0, - AbsoluteY = 1, - Distance = 2, - RelativeYAndDistance = 3, - } - - public var fogMode : FogMode = FogMode.AbsoluteYAndDistance; - - private var CAMERA_NEAR : float = 0.5f; - private var CAMERA_FAR : float = 50.0f; - private var CAMERA_FOV : float = 60.0f; - private var CAMERA_ASPECT_RATIO : float = 1.333333f; - - public var startDistance : float = 200.0f; - public var globalDensity : float = 1.0f; - public var heightScale : float = 100.0f; - public var height : float = 0.0f; - - public var globalFogColor : Color = Color.grey; - - public var fogShader : Shader; - private var fogMaterial : Material = null; - - function CheckResources () : boolean { - CheckSupport (true); - - fogMaterial = CheckShaderAndCreateMaterial (fogShader, fogMaterial); - - if(!isSupported) - ReportAutoDisable (); - return isSupported; - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - if(CheckResources()==false) { - Graphics.Blit (source, destination); - return; - } - - CAMERA_NEAR = GetComponent.().nearClipPlane; - CAMERA_FAR = GetComponent.().farClipPlane; - CAMERA_FOV = GetComponent.().fieldOfView; - CAMERA_ASPECT_RATIO = GetComponent.().aspect; - - var frustumCorners : Matrix4x4 = Matrix4x4.identity; - var vec : Vector4; - var corner : Vector3; - - var fovWHalf : float = CAMERA_FOV * 0.5f; - - var toRight : Vector3 = GetComponent.().transform.right * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad) * CAMERA_ASPECT_RATIO; - var toTop : Vector3 = GetComponent.().transform.up * CAMERA_NEAR * Mathf.Tan (fovWHalf * Mathf.Deg2Rad); - - var topLeft : Vector3 = (GetComponent.().transform.forward * CAMERA_NEAR - toRight + toTop); - var CAMERA_SCALE : float = topLeft.magnitude * CAMERA_FAR/CAMERA_NEAR; - - topLeft.Normalize(); - topLeft *= CAMERA_SCALE; - - var topRight : Vector3 = (GetComponent.().transform.forward * CAMERA_NEAR + toRight + toTop); - topRight.Normalize(); - topRight *= CAMERA_SCALE; - - var bottomRight : Vector3 = (GetComponent.().transform.forward * CAMERA_NEAR + toRight - toTop); - bottomRight.Normalize(); - bottomRight *= CAMERA_SCALE; - - var bottomLeft : Vector3 = (GetComponent.().transform.forward * CAMERA_NEAR - toRight - toTop); - bottomLeft.Normalize(); - bottomLeft *= CAMERA_SCALE; - - frustumCorners.SetRow (0, topLeft); - frustumCorners.SetRow (1, topRight); - frustumCorners.SetRow (2, bottomRight); - frustumCorners.SetRow (3, bottomLeft); - - fogMaterial.SetMatrix ("_FrustumCornersWS", frustumCorners); - fogMaterial.SetVector ("_CameraWS", GetComponent.().transform.position); - fogMaterial.SetVector ("_StartDistance", Vector4 (1.0f / startDistance, (CAMERA_SCALE-startDistance))); - fogMaterial.SetVector ("_Y", Vector4 (height, 1.0f / heightScale)); - - fogMaterial.SetFloat ("_GlobalDensity", globalDensity * 0.01f); - fogMaterial.SetColor ("_FogColor", globalFogColor); - - CustomGraphicsBlit (source, destination, fogMaterial, fogMode); - } - - static function CustomGraphicsBlit (source : RenderTexture, dest : RenderTexture, fxMaterial : Material, passNr : int) { - 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, 0.0); // TL - - GL.End (); - GL.PopMatrix (); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GlobalFog.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GlobalFog.js.meta deleted file mode 100644 index a7af5e827..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GlobalFog.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 34c3946ab5378473cb34bedd1c8194ba -MonoImporter: - serializedVersion: 2 - defaultReferences: - - fogShader: {fileID: 4800000, guid: 70d8568987ac0499f952b54c7c13e265, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GlowEffect.cs b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GlowEffect.cs deleted file mode 100644 index 423fd551d..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GlowEffect.cs +++ /dev/null @@ -1,189 +0,0 @@ -using UnityEngine; - -// Glow uses the alpha channel as a source of "extra brightness". -// All builtin Unity shaders output baseTexture.alpha * color.alpha, plus -// specularHighlight * specColor.alpha into that. -// Usually you'd want either to make base textures to have zero alpha; or -// set the color to have zero alpha (by default alpha is 0.5). - -[ExecuteInEditMode] -[RequireComponent (typeof(Camera))] -[AddComponentMenu("Image Effects/Bloom and Glow/Glow (Deprecated)")] -public class GlowEffect : MonoBehaviour -{ - /// The brightness of the glow. Values larger than one give extra "boost". - public float glowIntensity = 1.5f; - - /// Blur iterations - larger number means more blur. - public int blurIterations = 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. - public float blurSpread = 0.7f; - - /// Tint glow with this color. Alpha adds additional glow everywhere. - public Color glowTint = new Color(1,1,1,0); - - - // -------------------------------------------------------- - // The final composition shader: - // adds (glow color * glow alpha * amount) to the original image. - // In the combiner glow amount can be only in 0..1 range; we apply extra - // amount during the blurring phase. - - public Shader compositeShader; - Material m_CompositeMaterial = null; - protected Material compositeMaterial { - get { - if (m_CompositeMaterial == null) { - m_CompositeMaterial = new Material(compositeShader); - m_CompositeMaterial.hideFlags = HideFlags.HideAndDontSave; - } - return m_CompositeMaterial; - } - } - - - // -------------------------------------------------------- - // 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. - // The alpha value in _Color would normally be 0.25 (to average 4 samples), - // however if we have glow amount larger than 1 then we increase this. - - public Shader blurShader; - Material m_BlurMaterial = null; - protected Material blurMaterial { - get { - if (m_BlurMaterial == null) { - m_BlurMaterial = new Material(blurShader); - m_BlurMaterial.hideFlags = HideFlags.HideAndDontSave; - } - return m_BlurMaterial; - } - } - - - // -------------------------------------------------------- - // The image downsample shaders for each brightness mode. - // It is in external assets as it's quite complex and uses Cg. - public Shader downsampleShader; - Material m_DownsampleMaterial = null; - protected Material downsampleMaterial { - get { - if (m_DownsampleMaterial == null) { - m_DownsampleMaterial = new Material( downsampleShader ); - m_DownsampleMaterial.hideFlags = HideFlags.HideAndDontSave; - } - return m_DownsampleMaterial; - } - } - - - // -------------------------------------------------------- - // finally, the actual code - - protected void OnDisable() - { - if( m_CompositeMaterial ) { - DestroyImmediate( m_CompositeMaterial ); - } - if( m_BlurMaterial ) { - DestroyImmediate( m_BlurMaterial ); - } - if( m_DownsampleMaterial ) - DestroyImmediate( m_DownsampleMaterial ); - } - - protected void Start() - { - // Disable if we don't support image effects - if (!SystemInfo.supportsImageEffects) - { - enabled = false; - return; - } - - // Disable the effect if no downsample shader is setup - if( downsampleShader == null ) - { - Debug.Log ("No downsample shader assigned! Disabling glow."); - enabled = false; - } - // Disable if any of the shaders can't run on the users graphics card - else - { - if( !blurMaterial.shader.isSupported ) - enabled = false; - if( !compositeMaterial.shader.isSupported ) - enabled = false; - if( !downsampleMaterial.shader.isSupported ) - enabled = false; - } - } - - // Performs one blur iteration. - public void FourTapCone (RenderTexture source, RenderTexture dest, int iteration) - { - float off = 0.5f + iteration*blurSpread; - Graphics.BlitMultiTap (source, dest, blurMaterial, - 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) - { - downsampleMaterial.color = new Color( glowTint.r, glowTint.g, glowTint.b, glowTint.a/4.0f ); - Graphics.Blit (source, dest, downsampleMaterial); - } - - // Called by the camera to apply the image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) - { - // Clamp parameters to sane values - glowIntensity = Mathf.Clamp( glowIntensity, 0.0f, 10.0f ); - blurIterations = Mathf.Clamp( blurIterations, 0, 30 ); - blurSpread = Mathf.Clamp( blurSpread, 0.5f, 1.0f ); - - RenderTexture buffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0); - RenderTexture buffer2 = RenderTexture.GetTemporary(source.width/4, source.height/4, 0); - - // Copy source to the 4x4 smaller texture. - DownSample4x (source, buffer); - - // Blur the small texture - float extraBlurBoost = Mathf.Clamp01( (glowIntensity - 1.0f) / 4.0f ); - blurMaterial.color = new Color( 1F, 1F, 1F, 0.25f + extraBlurBoost ); - - bool oddEven = true; - for(int i = 0; i < blurIterations; i++) - { - if( oddEven ) - FourTapCone (buffer, buffer2, i); - else - FourTapCone (buffer2, buffer, i); - oddEven = !oddEven; - } - Graphics.Blit(source,destination); - - if( oddEven ) - BlitGlow(buffer, destination); - else - BlitGlow(buffer2, destination); - - RenderTexture.ReleaseTemporary(buffer); - RenderTexture.ReleaseTemporary(buffer2); - } - - public void BlitGlow( RenderTexture source, RenderTexture dest ) - { - compositeMaterial.color = new Color(1F, 1F, 1F, Mathf.Clamp01(glowIntensity)); - Graphics.Blit (source, dest, compositeMaterial); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GlowEffect.cs.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GlowEffect.cs.meta deleted file mode 100644 index 220ef6764..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GlowEffect.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 0d1352984e3c6465088f6cc7c4ce6e22 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - compositeShader: {fileID: 4800000, guid: 96ca71e39c7b6fb4f9bec2c5bf331349, type: 3} - - blurShader: {fileID: 4800000, guid: fb52973118cf00648825ced2fcca240c, type: 3} - - downsampleShader: {fileID: 4800000, guid: b14b79b8936134d3f8238f0c2d40d634, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GrayscaleEffect.cs b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GrayscaleEffect.cs deleted file mode 100644 index 2977208ee..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GrayscaleEffect.cs +++ /dev/null @@ -1,15 +0,0 @@ -using UnityEngine; - -[ExecuteInEditMode] -[AddComponentMenu("Image Effects/Color Adjustments/Grayscale")] -public class GrayscaleEffect : ImageEffectBase { - public Texture textureRamp; - 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); - } -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GrayscaleEffect.cs.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GrayscaleEffect.cs.meta deleted file mode 100644 index a31f0c0b6..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/GrayscaleEffect.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 243a781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: daf9781cad112c75d0008dfa8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ImageEffectBase.cs b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ImageEffectBase.cs deleted file mode 100644 index f35676754..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ImageEffectBase.cs +++ /dev/null @@ -1,40 +0,0 @@ -using UnityEngine; - -[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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ImageEffectBase.cs.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ImageEffectBase.cs.meta deleted file mode 100644 index 4a06a6329..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ImageEffectBase.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: f6469eb0ad1119d6d00011d98d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ImageEffects.cs b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ImageEffects.cs deleted file mode 100644 index 3b1e17a25..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ImageEffects.cs +++ /dev/null @@ -1,37 +0,0 @@ -using UnityEngine; -//using System; - -/// 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); - } - - [System.Obsolete("Use Graphics.Blit(source,dest) instead")] - public static void Blit(RenderTexture source, RenderTexture dest) - { - Graphics.Blit(source, dest); - } - - [System.Obsolete("Use Graphics.Blit(source, destination, material) instead")] - public static void BlitWithMaterial(Material material, RenderTexture source, RenderTexture dest) - { - Graphics.Blit(source, dest, material); - } -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ImageEffects.cs.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ImageEffects.cs.meta deleted file mode 100644 index 36910d99b..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ImageEffects.cs.meta +++ /dev/null @@ -1,18 +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: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/MotionBlur.cs b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/MotionBlur.cs deleted file mode 100644 index b551b81dc..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/MotionBlur.cs +++ /dev/null @@ -1,67 +0,0 @@ -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. -[ExecuteInEditMode] -[AddComponentMenu("Image Effects/Blur/Motion Blur (Color Accumulation)")] -[RequireComponent(typeof(Camera))] - -public class MotionBlur : ImageEffectBase -{ - 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); - 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); - - // Render the image using the motion blur shader - Graphics.Blit (source, accumTexture, material); - Graphics.Blit (accumTexture, destination); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/MotionBlur.cs.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/MotionBlur.cs.meta deleted file mode 100644 index acc6f57d2..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/MotionBlur.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 478a2083ad114a07d000fbfb8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: e9ba2083ad114a07d000fbfb8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/NoiseAndGrain.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/NoiseAndGrain.js deleted file mode 100644 index b21af4bd5..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/NoiseAndGrain.js +++ /dev/null @@ -1,168 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Noise/Noise And Grain (Filmic)") - -class NoiseAndGrain extends PostEffectsBase { - - public var intensityMultiplier : float = 0.25f; - - public var generalIntensity : float = 0.5f; - public var blackIntensity : float = 1.0f; - public var whiteIntensity : float = 1.0f; - public var midGrey : float = 0.2f; - - public var dx11Grain : boolean = false; - public var softness : float = 0.0f; - public var monochrome : boolean = false; - - public var intensities : Vector3 = Vector3(1.0f, 1.0f, 1.0f); - public var tiling : Vector3 = Vector3(64.0f, 64.0f, 64.0f); - public var monochromeTiling : float = 64.0f; - - public var filterMode : FilterMode = FilterMode.Bilinear; - - public var noiseTexture : Texture2D; - - public var noiseShader : Shader; - private var noiseMaterial : Material = null; - - public var dx11NoiseShader : Shader; - private var dx11NoiseMaterial : Material = null; - - private static var TILE_AMOUNT : float = 64.0f; - - function CheckResources () : boolean { - 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; - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - 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", Vector3(midGrey, 1.0f/(1.0-midGrey), -1.0f/midGrey)); - dx11NoiseMaterial.SetVector ("_NoiseAmount", Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier); - - if(softness > Mathf.Epsilon) - { - var rt : RenderTexture = RenderTexture.GetTemporary(source.width * (1.0f-softness), 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", Vector3(midGrey, 1.0f/(1.0-midGrey), -1.0f/midGrey)); - noiseMaterial.SetVector ("_NoiseAmount", Vector3(generalIntensity, blackIntensity, whiteIntensity) * intensityMultiplier); - - if(softness > Mathf.Epsilon) - { - var rt2 : RenderTexture = RenderTexture.GetTemporary(source.width * (1.0f-softness), 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 function DrawNoiseQuadGrid (source : RenderTexture, dest : RenderTexture, fxMaterial : Material, noise : Texture2D, passNr : int) { - RenderTexture.active = dest; - - var noiseSize : float = (noise.width * 1.0f); - var subDs : float = (1.0f * source.width) / TILE_AMOUNT; - - fxMaterial.SetTexture ("_MainTex", source); - - GL.PushMatrix (); - GL.LoadOrtho (); - - var aspectCorrection : float = (1.0f * source.width) / (1.0f * source.height); - var stepSizeX : float = 1.0f / subDs; - var stepSizeY : float = stepSizeX * aspectCorrection; - var texTile : float = noiseSize / (noise.width * 1.0f); - - fxMaterial.SetPass (passNr); - - GL.Begin (GL.QUADS); - - for (var x1 : float = 0.0; x1 < 1.0; x1 += stepSizeX) { - for (var y1 : float = 0.0; y1 < 1.0; y1 += stepSizeY) { - - var tcXStart : float = Random.Range (0.0f, 1.0f); - var tcYStart : float = Random.Range (0.0f, 1.0f); - - //var v3 : Vector3 = Random.insideUnitSphere; - //var c : Color = new Color(v3.x, v3.y, v3.z); - - tcXStart = Mathf.Floor(tcXStart*noiseSize) / noiseSize; - tcYStart = Mathf.Floor(tcYStart*noiseSize) / noiseSize; - - var texTileMod : float = 1.0f / noiseSize; - - GL.MultiTexCoord2 (0, tcXStart, tcYStart); - GL.MultiTexCoord2 (1, 0.0f, 0.0f); - //GL.Color( c ); - GL.Vertex3 (x1, y1, 0.1); - GL.MultiTexCoord2 (0, tcXStart + texTile * texTileMod, tcYStart); - GL.MultiTexCoord2 (1, 1.0f, 0.0f); - //GL.Color( c ); - GL.Vertex3 (x1 + stepSizeX, y1, 0.1); - 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, 0.1); - GL.MultiTexCoord2 (0, tcXStart, tcYStart + texTile * texTileMod); - GL.MultiTexCoord2 (1, 0.0f, 1.0f); - //GL.Color( c ); - GL.Vertex3 (x1, y1 + stepSizeY, 0.1); - } - } - - GL.End (); - GL.PopMatrix (); - } -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/NoiseAndGrain.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/NoiseAndGrain.js.meta deleted file mode 100644 index c19ccf9be..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/NoiseAndGrain.js.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 0da8daaf1d21e474bafa968f8f6c9f1e -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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/NoiseEffect.cs b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/NoiseEffect.cs deleted file mode 100644 index fe4ec9d88..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/NoiseEffect.cs +++ /dev/null @@ -1,130 +0,0 @@ -using UnityEngine; - -[ExecuteInEditMode] -[RequireComponent (typeof(Camera))] -[AddComponentMenu("Image Effects/Noise/Noise and Scratches")] -public class NoiseEffect : 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. - public float grainIntensityMin = 0.1f; - public float grainIntensityMax = 0.2f; - - /// The size of the noise grains (1 = one pixel). - public float grainSize = 2.0f; - - // Scratches take random intensity from Min to Max. - public float scratchIntensityMin = 0.05f; - public float scratchIntensityMax = 0.25f; - - /// Scratches jump to another locations at this times per second. - public float scratchFPS = 10.0f; - /// While scratches are in the same location, they jitter a bit. - 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/NoiseEffect.cs.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/NoiseEffect.cs.meta deleted file mode 100644 index 2aa28181f..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/NoiseEffect.cs.meta +++ /dev/null @@ -1,13 +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: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/PostEffectsBase.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/PostEffectsBase.js deleted file mode 100644 index 51ec1696b..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/PostEffectsBase.js +++ /dev/null @@ -1,209 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) - -class PostEffectsBase extends MonoBehaviour { - protected var supportHDRTextures : boolean = true; - protected var supportDX11 : boolean = false; - protected var isSupported : boolean = true; - - function CheckShaderAndCreateMaterial (s : Shader, m2Create : Material) : Material { - if (!s) { - Debug.Log("Missing shader in " + this.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 "+this.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; - } - } - - function CreateMaterial (s : Shader, m2Create : Material) : Material { - if (!s) { - Debug.Log ("Missing shader in " + this.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; - } - } - - function OnEnable() { - isSupported = true; - } - - function CheckSupport () : boolean { - return CheckSupport (false); - } - - function CheckResources () : boolean { - Debug.LogWarning ("CheckResources () for " + this.ToString() + " should be overwritten."); - return isSupported; - } - - function Start () { - CheckResources (); - } - - function CheckSupport (needDepth : boolean) : boolean { - 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; - } - - function CheckSupport (needDepth : boolean, needHdr : boolean) : boolean { - if(!CheckSupport(needDepth)) - return false; - - if(needHdr && !supportHDRTextures) { - NotSupported (); - return false; - } - - return true; - } - - function Dx11Support() : boolean { - return supportDX11; - } - - function ReportAutoDisable () { - Debug.LogWarning ("The image effect " + this.ToString() + " has been disabled as it's not supported on the current platform."); - } - - // deprecated but needed for old effects to survive upgrading - function CheckShader (s : Shader) : boolean { - Debug.Log("The shader " + s.ToString () + " on effect "+ this.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; - } - } - - function NotSupported () { - enabled = false; - isSupported = false; - return; - } - - function DrawBorder (dest : RenderTexture, material : Material ) { - var x1 : float; - var x2 : float; - var y1 : float; - var y2 : float; - - RenderTexture.active = dest; - var invertY : boolean = true; // source.texelSize.y < 0.0f; - // Set up the simple Matrix - GL.PushMatrix(); - GL.LoadOrtho(); - - for (var i : int = 0; i < material.passCount; i++) - { - material.SetPass(i); - - var y1_ : float; var y2_ : float; - if (invertY) - { - y1_ = 1.0; y2_ = 0.0; - } - else - { - y1_ = 0.0; y2_ = 1.0; - } - - // left - x1 = 0.0; - x2 = 0.0 + 1.0/(dest.width*1.0); - y1 = 0.0; - y2 = 1.0; - GL.Begin(GL.QUADS); - - GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); - GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); - GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); - GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); - - // right - x1 = 1.0 - 1.0/(dest.width*1.0); - x2 = 1.0; - y1 = 0.0; - y2 = 1.0; - - GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); - GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); - GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); - GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); - - // top - x1 = 0.0; - x2 = 1.0; - y1 = 0.0; - y2 = 0.0 + 1.0/(dest.height*1.0); - - GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); - GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); - GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); - GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); - - // bottom - x1 = 0.0; - x2 = 1.0; - y1 = 1.0 - 1.0/(dest.height*1.0); - y2 = 1.0; - - GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); - GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); - GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); - GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); - - GL.End(); - } - - GL.PopMatrix(); - } -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/PostEffectsBase.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/PostEffectsBase.js.meta deleted file mode 100644 index 0e61bcef9..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/PostEffectsBase.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: d9e12470535464538a29207930915629 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/PostEffectsHelper.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/PostEffectsHelper.js deleted file mode 100644 index e93cfe66b..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/PostEffectsHelper.js +++ /dev/null @@ -1,188 +0,0 @@ - -@script ExecuteInEditMode -@script RequireComponent (Camera) - -class PostEffectsHelper extends MonoBehaviour -{ - function Start () { - - } - - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - Debug.Log("OnRenderImage in Helper called ..."); - } - - static function DrawLowLevelPlaneAlignedWithCamera( - dist : float, - source : RenderTexture, dest : RenderTexture, - material : Material, - cameraForProjectionMatrix : Camera ) - { - // 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); - var invertY : boolean = true; // source.texelSize.y < 0.0f; - // Set up the simple Matrix - GL.PushMatrix(); - GL.LoadIdentity(); - GL.LoadProjectionMatrix(cameraForProjectionMatrix.projectionMatrix); - - var fovYHalfRad : float = cameraForProjectionMatrix.fieldOfView * 0.5 * Mathf.Deg2Rad; - var cotangent : float = Mathf.Cos(fovYHalfRad) / Mathf.Sin(fovYHalfRad); - var asp : float = cameraForProjectionMatrix.aspect; - - var x1 : float = asp/-cotangent; - var x2 : float = asp/cotangent; - var y1 : float = 1.0/-cotangent; - var y2 : float = 1.0/cotangent; - - var sc : float = 1.0; // magic constant (for now) - - x1 *= dist * sc; - x2 *= dist * sc; - y1 *= dist * sc; - y2 *= dist * sc; - - var z1 : float = -dist; - - for (var i : int = 0; i < material.passCount; i++) - { - material.SetPass(i); - - GL.Begin(GL.QUADS); - var y1_ : float; var y2_ : float; - if (invertY) - { - y1_ = 1.0; y2_ = 0.0; - } - else - { - y1_ = 0.0; y2_ = 1.0; - } - GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, z1); - GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, z1); - GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, z1); - GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, z1); - GL.End(); - } - - GL.PopMatrix(); - } - - static function DrawBorder ( - dest : RenderTexture, - material : Material ) - { - var x1 : float; - var x2 : float; - var y1 : float; - var y2 : float; - - RenderTexture.active = dest; - var invertY : boolean = true; // source.texelSize.y < 0.0f; - // Set up the simple Matrix - GL.PushMatrix(); - GL.LoadOrtho(); - - for (var i : int = 0; i < material.passCount; i++) - { - material.SetPass(i); - - var y1_ : float; var y2_ : float; - if (invertY) - { - y1_ = 1.0; y2_ = 0.0; - } - else - { - y1_ = 0.0; y2_ = 1.0; - } - - // left - x1 = 0.0; - x2 = 0.0 + 1.0/(dest.width*1.0); - y1 = 0.0; - y2 = 1.0; - GL.Begin(GL.QUADS); - - GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); - GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); - GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); - GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); - - // right - x1 = 1.0 - 1.0/(dest.width*1.0); - x2 = 1.0; - y1 = 0.0; - y2 = 1.0; - - GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); - GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); - GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); - GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); - - // top - x1 = 0.0; - x2 = 1.0; - y1 = 0.0; - y2 = 0.0 + 1.0/(dest.height*1.0); - - GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); - GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); - GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); - GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); - - // bottom - x1 = 0.0; - x2 = 1.0; - y1 = 1.0 - 1.0/(dest.height*1.0); - y2 = 1.0; - - GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); - GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); - GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); - GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); - - GL.End(); - } - - GL.PopMatrix(); - } - - static function DrawLowLevelQuad( x1 : float, x2 : float, y1 : float, y2 : float, source : RenderTexture, dest : RenderTexture, 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); - var invertY : boolean = true; // source.texelSize.y < 0.0f; - // Set up the simple Matrix - GL.PushMatrix(); - GL.LoadOrtho(); - - for (var i : int = 0; i < material.passCount; i++) - { - material.SetPass(i); - - GL.Begin(GL.QUADS); - var y1_ : float; var y2_ : float; - if (invertY) - { - y1_ = 1.0; y2_ = 0.0; - } - else - { - y1_ = 0.0; y2_ = 1.0; - } - GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); - GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); - GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); - GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); - GL.End(); - } - - GL.PopMatrix(); - } -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/PostEffectsHelper.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/PostEffectsHelper.js.meta deleted file mode 100644 index 201d7983f..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/PostEffectsHelper.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 5a8c1b59f27344754b41795198b8f341 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Quads.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Quads.js deleted file mode 100644 index 8e0ac69af..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Quads.js +++ /dev/null @@ -1,115 +0,0 @@ - -// same as Triangles but creates quads instead which generally -// saves fillrate at the expense for more triangles to issue - -#pragma strict - -static var meshes : Mesh[]; -static var currentQuads : int = 0; - -static function HasMeshes () : boolean { - if (!meshes) - return false; - for (var m : Mesh in meshes) - if (null == m) - return false; - - return true; -} - -static function Cleanup () { - if (!meshes) - return; - - for (var m : Mesh in meshes) { - if (null != m) { - DestroyImmediate (m); - m = null; - } - } - meshes = null; -} - -static function GetMeshes (totalWidth : int, totalHeight : int) : Mesh[] -{ - if (HasMeshes () && (currentQuads == (totalWidth * totalHeight))) { - return meshes; - } - - var maxQuads : int = 65000 / 6; - var totalQuads : int = totalWidth * totalHeight; - currentQuads = totalQuads; - - var meshCount : int = Mathf.CeilToInt ((1.0f * totalQuads) / (1.0f * maxQuads)); - - meshes = new Mesh [meshCount]; - - var i : int = 0; - var index : int = 0; - for (i = 0; i < totalQuads; i += maxQuads) { - var quads : int = Mathf.FloorToInt (Mathf.Clamp ((totalQuads-i), 0, maxQuads)); - - meshes[index] = GetMesh (quads, i, totalWidth, totalHeight); - index++; - } - - return meshes; -} - -static function GetMesh (triCount : int, triOffset : int, totalWidth : int, totalHeight : int) : Mesh -{ - var mesh = new Mesh (); - mesh.hideFlags = HideFlags.DontSave; - - var verts : Vector3[] = new Vector3[triCount*4]; - var uvs : Vector2[] = new Vector2[triCount*4]; - var uvs2 : Vector2[] = new Vector2[triCount*4]; - var tris : int[] = new int[triCount*6]; - - var size : float = 0.0075f; - - for (var i : int = 0; i < triCount; i++) - { - var i4 : int = i * 4; - var i6 : int = i * 6; - - var vertexWithOffset : int = triOffset + i; - - var x : float = Mathf.Floor(vertexWithOffset % totalWidth) / totalWidth; - var y : float = Mathf.Floor(vertexWithOffset / totalWidth) / totalHeight; - - var position : Vector3 = Vector3 (x*2-1,y*2-1, 1.0); - - verts[i4 + 0] = position; - verts[i4 + 1] = position; - verts[i4 + 2] = position; - verts[i4 + 3] = position; - - uvs[i4 + 0] = Vector2 (0.0f, 0.0f); - uvs[i4 + 1] = Vector2 (1.0f, 0.0f); - uvs[i4 + 2] = Vector2 (0.0f, 1.0f); - uvs[i4 + 3] = Vector2 (1.0f, 1.0f); - - uvs2[i4 + 0] = Vector2 (x, y); - uvs2[i4 + 1] = Vector2 (x, y); - uvs2[i4 + 2] = Vector2 (x, y); - uvs2[i4 + 3] = 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Quads.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Quads.js.meta deleted file mode 100644 index fe4eb221c..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Quads.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: f2648273e111b48e881504326f709df7 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SSAOEffect.cs b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SSAOEffect.cs deleted file mode 100644 index 585375cda..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SSAOEffect.cs +++ /dev/null @@ -1,194 +0,0 @@ -using UnityEngine; - -[ExecuteInEditMode] -[RequireComponent (typeof(Camera))] -[AddComponentMenu("Image Effects/Rendering/Screen Space Ambient Occlusion")] -public class SSAOEffect : MonoBehaviour -{ - public enum SSAOSamples { - Low = 0, - Medium = 1, - High = 2, - } - - public float m_Radius = 0.4f; - public SSAOSamples m_SampleCount = SSAOSamples.Medium; - public float m_OcclusionIntensity = 1.5f; - public int m_Blur = 2; - public int m_Downsampling = 2; - public float m_OcclusionAttenuation = 1.0f; - 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SSAOEffect.cs.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SSAOEffect.cs.meta deleted file mode 100644 index d96e6f157..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SSAOEffect.cs.meta +++ /dev/null @@ -1,11 +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: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ScreenOverlay.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ScreenOverlay.js deleted file mode 100644 index 77e82a60b..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ScreenOverlay.js +++ /dev/null @@ -1,44 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Other/Screen Overlay") - -class ScreenOverlay extends PostEffectsBase { - - enum OverlayBlendMode { - Additive = 0, - ScreenBlend = 1, - Multiply = 2, - Overlay = 3, - AlphaBlend = 4, - } - - public var blendMode : OverlayBlendMode = OverlayBlendMode.Overlay; - public var intensity : float = 1.0f; - public var texture : Texture2D; - - public var overlayShader : Shader; - private var overlayMaterial : Material = null; - - function CheckResources () : boolean { - CheckSupport (false); - - overlayMaterial = CheckShaderAndCreateMaterial (overlayShader, overlayMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - if (CheckResources() == false) { - Graphics.Blit (source, destination); - return; - } - overlayMaterial.SetFloat ("_Intensity", intensity); - overlayMaterial.SetTexture ("_Overlay", texture); - Graphics.Blit (source, destination, overlayMaterial, blendMode); - } -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ScreenOverlay.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ScreenOverlay.js.meta deleted file mode 100644 index 75e3b34ea..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/ScreenOverlay.js.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e9b41ef81e8d74f3a814d061ec18b3a7 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - texture: {instanceID: 0} - - overlayShader: {fileID: 4800000, guid: 8c81db0e527d24acc9bcec04e87781bd, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SepiaToneEffect.cs b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SepiaToneEffect.cs deleted file mode 100644 index 7f9e911fe..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SepiaToneEffect.cs +++ /dev/null @@ -1,11 +0,0 @@ -using UnityEngine; - -[ExecuteInEditMode] -[AddComponentMenu("Image Effects/Color Adjustments/Sepia Tone")] -public class SepiaToneEffect : ImageEffectBase { - - // Called by camera to apply image effect - void OnRenderImage (RenderTexture source, RenderTexture destination) { - Graphics.Blit (source, destination, material); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SepiaToneEffect.cs.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SepiaToneEffect.cs.meta deleted file mode 100644 index 431734384..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SepiaToneEffect.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: a07a781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: b6aa781cad112c75d0008dfa8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SunShafts.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SunShafts.js deleted file mode 100644 index a5ff4248f..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SunShafts.js +++ /dev/null @@ -1,145 +0,0 @@ - - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Rendering/Sun Shafts") - -enum SunShaftsResolution { - Low = 0, - Normal = 1, - High = 2, -} - -enum ShaftsScreenBlendMode { - Screen = 0, - Add = 1, -} - -class SunShafts extends PostEffectsBase -{ - public var resolution : SunShaftsResolution = SunShaftsResolution.Normal; - public var screenBlendMode : ShaftsScreenBlendMode = ShaftsScreenBlendMode.Screen; - - public var sunTransform : Transform; - public var radialBlurIterations : int = 2; - public var sunColor : Color = Color.white; - public var sunShaftBlurRadius : float = 2.5f; - public var sunShaftIntensity : float = 1.15; - public var useSkyBoxAlpha : float = 0.75f; - - public var maxRadius : float = 0.75f; - - public var useDepthTexture : boolean = true; - - public var sunShaftsShader : Shader; - private var sunShaftsMaterial : Material; - - public var simpleClearShader : Shader; - private var simpleClearMaterial : Material; - - function CheckResources () : boolean { - CheckSupport (useDepthTexture); - - sunShaftsMaterial = CheckShaderAndCreateMaterial (sunShaftsShader, sunShaftsMaterial); - simpleClearMaterial = CheckShaderAndCreateMaterial (simpleClearShader, simpleClearMaterial); - - if(!isSupported) - ReportAutoDisable (); - return isSupported; - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - if(CheckResources()==false) { - Graphics.Blit (source, destination); - return; - } - - // we actually need to check this every frame - if(useDepthTexture) - GetComponent.().depthTextureMode |= DepthTextureMode.Depth; - - var divider : float = 4.0; - if (resolution == SunShaftsResolution.Normal) - divider = 2.0; - else if (resolution == SunShaftsResolution.High) - divider = 1.0; - - var v : Vector3 = Vector3.one * 0.5; - if (sunTransform) - v = GetComponent.().WorldToViewportPoint (sunTransform.position); - else - v = Vector3(0.5, 0.5, 0.0); - - var secondQuarterRezColor : RenderTexture = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 0); - var lrDepthBuffer : RenderTexture = RenderTexture.GetTemporary (source.width / divider, source.height / divider, 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", Vector4 (1.0, 1.0, 0.0, 0.0) * sunShaftBlurRadius ); - sunShaftsMaterial.SetVector ("_SunPosition", Vector4 (v.x, v.y, v.z, maxRadius)); - sunShaftsMaterial.SetFloat ("_NoSkyBoxMask", 1.0f - useSkyBoxAlpha); - - if (!useDepthTexture) { - var tmpBuffer : RenderTexture = RenderTexture.GetTemporary (source.width, source.height, 0); - 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 = ClampBlurIterationsToSomethingThatMakesSense (radialBlurIterations); - - var ofs : float = sunShaftBlurRadius * (1.0f / 768.0f); - - sunShaftsMaterial.SetVector ("_BlurRadius4", Vector4 (ofs, ofs, 0.0f, 0.0f)); - sunShaftsMaterial.SetVector ("_SunPosition", Vector4 (v.x, v.y, v.z, maxRadius)); - - for (var it2 : int = 0; it2 < radialBlurIterations; it2++ ) { - // each iteration takes 2 * 6 samples - // we update _BlurRadius each time to cheaply get a very smooth look - - Graphics.Blit (lrDepthBuffer, secondQuarterRezColor, sunShaftsMaterial, 1); - ofs = sunShaftBlurRadius * (((it2 * 2.0f + 1.0f) * 6.0f)) / 768.0f; - sunShaftsMaterial.SetVector ("_BlurRadius4", Vector4 (ofs, ofs, 0.0f, 0.0f) ); - - Graphics.Blit (secondQuarterRezColor, lrDepthBuffer, sunShaftsMaterial, 1); - ofs = sunShaftBlurRadius * (((it2 * 2.0f + 2.0f) * 6.0f)) / 768.0f; - sunShaftsMaterial.SetVector ("_BlurRadius4", Vector4 (ofs, ofs, 0.0f, 0.0f) ); - } - - // put together: - - if (v.z >= 0.0) - sunShaftsMaterial.SetVector ("_SunColor", 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); - RenderTexture.ReleaseTemporary (secondQuarterRezColor); - } - - // helper functions - - private function ClampBlurIterationsToSomethingThatMakesSense (its : int) : int { - if (its < 1) - return 1; - else if (its > 4) - return 4; - else - return its; - } - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SunShafts.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SunShafts.js.meta deleted file mode 100644 index 0a3965d90..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/SunShafts.js.meta +++ /dev/null @@ -1,14 +0,0 @@ -fileFormatVersion: 2 -guid: 1dad87ba4f1e04d6eb7f287e1f2e08fe -MonoImporter: - serializedVersion: 2 - defaultReferences: - - sunTransform: {instanceID: 0} - - prepareBlurShader: {fileID: 4800000, guid: 9ad381ed8492840ab9f165df743e4826, type: 3} - - radialBlurShader: {fileID: 4800000, guid: f58445347fe2e4b8396487ed2bfa02ad, type: 3} - - sunShaftsShader: {fileID: 4800000, guid: d3b1c8c1036784176946f5cfbfb7fe4c, type: 3} - - simpleClearShader: {fileID: 4800000, guid: f688f89ed5eb847c5b19c934a0f1e772, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/TiltShiftHdr.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/TiltShiftHdr.js deleted file mode 100644 index 152f72229..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/TiltShiftHdr.js +++ /dev/null @@ -1,74 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Camera/Tilt Shift (Lens Blur)") - -class TiltShiftHdr extends PostEffectsBase { - public enum TiltShiftMode - { - TiltShiftMode, - IrisMode, - } - public enum TiltShiftQuality - { - Preview, - Normal, - High, - } - - public var mode : TiltShiftMode = TiltShiftMode.TiltShiftMode; - public var quality : TiltShiftQuality = TiltShiftQuality.Normal; - - @Range(0.0f, 15.0f) - public var blurArea : float = 1.0f; - - @Range(0.0f, 25.0f) - public var maxBlurSize : float = 5.0f; - - @Range(0, 1) - public var downsample : int = 0; - - public var tiltShiftShader : Shader; - private var tiltShiftMaterial : Material = null; - - - function CheckResources () : boolean { - CheckSupport (true); - - tiltShiftMaterial = CheckShaderAndCreateMaterial (tiltShiftShader, tiltShiftMaterial); - - if(!isSupported) - ReportAutoDisable (); - return isSupported; - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - 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; - - var rt : RenderTexture = destination; - if (downsample) { - rt = RenderTexture.GetTemporary (source.width>>downsample, source.height>>downsample, 0, source.format); - rt.filterMode = FilterMode.Bilinear; - } - - var basePassNr : int = quality; basePassNr *= 2; - Graphics.Blit (source, rt, tiltShiftMaterial, mode == TiltShiftMode.TiltShiftMode ? basePassNr : basePassNr + 1); - - if (downsample) { - tiltShiftMaterial.SetTexture ("_Blurred", rt); - Graphics.Blit (source, destination, tiltShiftMaterial, 6); - } - - if (rt != destination) - RenderTexture.ReleaseTemporary (rt); - } -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/TiltShiftHdr.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/TiltShiftHdr.js.meta deleted file mode 100644 index bb4e9ef07..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/TiltShiftHdr.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 776cc4b17d3044029b83a0c3fc4c2965 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - tiltShiftShader: {fileID: 4800000, guid: bf34d2a25450349699e8ae6456fa7ca9, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Tonemapping.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Tonemapping.js deleted file mode 100644 index 35f6f2bf8..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Tonemapping.js +++ /dev/null @@ -1,237 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Color Adjustments/Tonemapping") - -class Tonemapping extends 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 var type : TonemapperType = TonemapperType.Photographic; - public var adaptiveTextureSize = AdaptiveTexSize.Square256; - - // CURVE parameter - public var remapCurve : AnimationCurve; - private var curveTex : Texture2D = null; - - // UNCHARTED parameter - public var exposureAdjustment : float = 1.5f; - - // REINHARD parameter - public var middleGrey : float = 0.4f; - public var white : float = 2.0f; - public var adaptionSpeed : float = 1.5f; - - // usual & internal stuff - public var tonemapper : Shader = null; - public var validRenderTextureFormat : boolean = true; - private var tonemapMaterial : Material = null; - private var rt : RenderTexture = null; - private var rtFormat : RenderTextureFormat = RenderTextureFormat.ARGBHalf; - - function CheckResources () : boolean { - 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 function UpdateCurve () : float { - var range : float = 1.0f; - if(remapCurve.keys.length < 1) - remapCurve = new AnimationCurve(Keyframe(0, 0), Keyframe(2, 1)); - if (remapCurve) { - if(remapCurve.length) - range = remapCurve[remapCurve.length-1].time; - for (var i : float = 0.0f; i <= 1.0f; i += 1.0f / 255.0f) { - var c : float = remapCurve.Evaluate(i * 1.0f * range); - curveTex.SetPixel (Mathf.Floor(i*255.0f), 0, Color(c,c,c)); - } - curveTex.Apply (); - } - return 1.0f / range; - } - - function OnDisable () { - if (rt) { - DestroyImmediate (rt); - rt = null; - } - if (tonemapMaterial) { - DestroyImmediate (tonemapMaterial); - tonemapMaterial = null; - } - if (curveTex) { - DestroyImmediate (curveTex); - curveTex = null; - } - } - - function CreateInternalRenderTexture () : boolean { - 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; - } - - // a new attribute we introduced in 3.5 indicating that the image filter chain will continue in LDR - @ImageEffectTransformsToLDR - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - 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) { - var rangeScale : float = 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 - - var freshlyBrewedInternalRt : boolean = CreateInternalRenderTexture (); // this retrieves rtFormat, so should happen before rt allocations - - var rtSquared : RenderTexture = RenderTexture.GetTemporary(adaptiveTextureSize, adaptiveTextureSize, 0, rtFormat); - Graphics.Blit(source, rtSquared); - - var downsample : int = Mathf.Log(rtSquared.width * 1.0f, 2); - - var div : int = 2; - var rts : RenderTexture[] = new RenderTexture[downsample]; - for (var i : int = 0; i < downsample; i++) { - rts[i] = RenderTexture.GetTemporary(rtSquared.width / div, rtSquared.width / div, 0, rtFormat); - div *= 2; - } - - var ar : float = (source.width * 1.0f) / (source.height * 1.0f); - - // downsample pyramid - - var lumRt = rts[downsample-1]; - Graphics.Blit(rtSquared, rts[0], tonemapMaterial, 1); - if (type == TonemapperType.AdaptiveReinhardAutoWhite) { - for(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(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); - - #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", 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(i = 0; i < downsample; i++) { - RenderTexture.ReleaseTemporary (rts[i]); - } - RenderTexture.ReleaseTemporary (rtSquared); - } -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Tonemapping.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Tonemapping.js.meta deleted file mode 100644 index c94498921..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Tonemapping.js.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: dd05e71c69dd4457fa205c9eea7c2326 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - tonemapper: {fileID: 4800000, guid: 003377fc2620a44939dadde6fe3f8190, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Triangles.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Triangles.js deleted file mode 100644 index 9be041f26..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Triangles.js +++ /dev/null @@ -1,102 +0,0 @@ - -#pragma strict - -static var meshes : Mesh[]; -static var currentTris : int = 0; - -static function HasMeshes () : boolean { - if (!meshes) - return false; - for (var m : Mesh in meshes) - if (null == m) - return false; - - return true; -} - -static function Cleanup () { - if (!meshes) - return; - - for (var m : Mesh in meshes) { - if (null != m) { - DestroyImmediate (m); - m = null; - } - } - meshes = null; -} - -static function GetMeshes (totalWidth : int, totalHeight : int) : Mesh[] -{ - if (HasMeshes () && (currentTris == (totalWidth * totalHeight))) { - return meshes; - } - - var maxTris : int = 65000 / 3; - var totalTris : int = totalWidth * totalHeight; - currentTris = totalTris; - - var meshCount : int = Mathf.CeilToInt ((1.0f * totalTris) / (1.0f * maxTris)); - - meshes = new Mesh[meshCount]; - - var i : int = 0; - var index : int = 0; - for (i = 0; i < totalTris; i += maxTris) { - var tris : int = Mathf.FloorToInt (Mathf.Clamp ((totalTris-i), 0, maxTris)); - - meshes[index] = GetMesh (tris, i, totalWidth, totalHeight); - index++; - } - - return meshes; -} - -static function GetMesh (triCount : int, triOffset : int, totalWidth : int, totalHeight : int) : Mesh -{ - var mesh = new Mesh (); - mesh.hideFlags = HideFlags.DontSave; - - var verts : Vector3[] = new Vector3[triCount*3]; - var uvs : Vector2[] = new Vector2[triCount*3]; - var uvs2 : Vector2[] = new Vector2[triCount*3]; - var tris : int[] = new int[triCount*3]; - - var size : float = 0.0075f; - - for (var i : int = 0; i < triCount; i++) - { - var i3 : int = i * 3; - var vertexWithOffset : int = triOffset + i; - - var x : float = Mathf.Floor(vertexWithOffset % totalWidth) / totalWidth; - var y : float = Mathf.Floor(vertexWithOffset / totalWidth) / totalHeight; - - var position : Vector3 = Vector3 (x*2-1,y*2-1, 1.0); - - verts[i3 + 0] = position; - verts[i3 + 1] = position; - verts[i3 + 2] = position; - - uvs[i3 + 0] = Vector2 (0.0f, 0.0f); - uvs[i3 + 1] = Vector2 (1.0f, 0.0f); - uvs[i3 + 2] = Vector2 (0.0f, 1.0f); - - uvs2[i3 + 0] = Vector2 (x, y); - uvs2[i3 + 1] = Vector2 (x, y); - uvs2[i3 + 2] = 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Triangles.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Triangles.js.meta deleted file mode 100644 index 059df6aa4..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Triangles.js.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 3e177568faf634377937607864643e25 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/TwirlEffect.cs b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/TwirlEffect.cs deleted file mode 100644 index 54adf148b..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/TwirlEffect.cs +++ /dev/null @@ -1,14 +0,0 @@ -using UnityEngine; - -[ExecuteInEditMode] -[AddComponentMenu("Image Effects/Displacement/Twirl")] -public class TwirlEffect : ImageEffectBase { - public Vector2 radius = new Vector2(0.3F,0.3F); - 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/TwirlEffect.cs.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/TwirlEffect.cs.meta deleted file mode 100644 index 09873d81b..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/TwirlEffect.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: bdda781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: 641b781cad112c75d0008dfa8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Vignetting.js b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Vignetting.js deleted file mode 100644 index 237dd20f7..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Vignetting.js +++ /dev/null @@ -1,102 +0,0 @@ - -#pragma strict - -@script ExecuteInEditMode -@script RequireComponent (Camera) -@script AddComponentMenu ("Image Effects/Camera/Vignette and Chromatic Aberration") - -class Vignetting /* And Chromatic Aberration */ extends PostEffectsBase { - - public enum AberrationMode { - Simple = 0, - Advanced = 1, - } - - public var mode : AberrationMode = AberrationMode.Simple; - - public var intensity : float = 0.375f; // intensity == 0 disables pre pass (optimization) - public var chromaticAberration : float = 0.2f; - public var axialAberration : float = 0.5f; - - public var blur : float = 0.0f; // blur == 0 disables blur pass (optimization) - public var blurSpread : float = 0.75f; - - public var luminanceDependency : float = 0.25f; - - public var blurDistance : float = 2.5f; - - public var vignetteShader : Shader; - private var vignetteMaterial : Material; - - public var separableBlurShader : Shader; - private var separableBlurMaterial : Material; - - public var chromAberrationShader : Shader; - private var chromAberrationMaterial : Material; - - function CheckResources () : boolean { - CheckSupport (false); - - vignetteMaterial = CheckShaderAndCreateMaterial (vignetteShader, vignetteMaterial); - separableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, separableBlurMaterial); - chromAberrationMaterial = CheckShaderAndCreateMaterial (chromAberrationShader, chromAberrationMaterial); - - if (!isSupported) - ReportAutoDisable (); - return isSupported; - } - - function OnRenderImage (source : RenderTexture, destination : RenderTexture) { - if( CheckResources () == false) { - Graphics.Blit (source, destination); - return; - } - - var doPrepass : boolean = (Mathf.Abs(blur)>0.0f || Mathf.Abs(intensity)>0.0f); - - var widthOverHeight : float = (1.0f * source.width) / (1.0f * source.height); - var oneOverBaseSize : float = 1.0f / 512.0f; - - var color : RenderTexture = null; - var halfRezColor : RenderTexture = null; - var secondHalfRezColor : RenderTexture = null; - - if (doPrepass) { - color = RenderTexture.GetTemporary (source.width, source.height, 0, source.format); - - if (Mathf.Abs (blur)>0.0f) { - halfRezColor = RenderTexture.GetTemporary (source.width / 2.0f, source.height / 2.0f, 0, source.format); - secondHalfRezColor = RenderTexture.GetTemporary (source.width / 2.0f, source.height / 2.0f, 0, source.format); - - Graphics.Blit (source, halfRezColor, chromAberrationMaterial, 0); - - for(var i : int = 0; i < 2; i++) { // maybe make iteration count tweakable - separableBlurMaterial.SetVector ("offsets", Vector4 (0.0f, blurSpread * oneOverBaseSize, 0.0f, 0.0f)); - Graphics.Blit (halfRezColor, secondHalfRezColor, separableBlurMaterial); - separableBlurMaterial.SetVector ("offsets", Vector4 (blurSpread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f)); - Graphics.Blit (secondHalfRezColor, halfRezColor, separableBlurMaterial); - } - } - - vignetteMaterial.SetFloat ("_Intensity", intensity); // intensity for vignette - vignetteMaterial.SetFloat ("_Blur", blur); // blur intensity - vignetteMaterial.SetTexture ("_VignetteTex", halfRezColor); // blurred texture - - Graphics.Blit (source, color, vignetteMaterial, 0); // prepass blit: darken & blur corners - } - - chromAberrationMaterial.SetFloat ("_ChromaticAberration", chromaticAberration); - chromAberrationMaterial.SetFloat ("_AxialAberration", axialAberration); - chromAberrationMaterial.SetVector ("_BlurDistance", Vector2 (-blurDistance, blurDistance)); - 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, chromAberrationMaterial, mode == AberrationMode.Advanced ? 2 : 1); - - if (color) RenderTexture.ReleaseTemporary (color); - if (halfRezColor) RenderTexture.ReleaseTemporary (halfRezColor); - if (secondHalfRezColor) RenderTexture.ReleaseTemporary (secondHalfRezColor); - } - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Vignetting.js.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Vignetting.js.meta deleted file mode 100644 index 91a75089c..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/Vignetting.js.meta +++ /dev/null @@ -1,14 +0,0 @@ -fileFormatVersion: 2 -guid: bef3d242a13c447ac90c2d2dc213b1ea -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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/VortexEffect.cs b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/VortexEffect.cs deleted file mode 100644 index ca9d95cc1..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/VortexEffect.cs +++ /dev/null @@ -1,14 +0,0 @@ -using UnityEngine; - -[ExecuteInEditMode] -[AddComponentMenu("Image Effects/Displacement/Vortex")] -public class VortexEffect : 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/VortexEffect.cs.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/VortexEffect.cs.meta deleted file mode 100644 index 8ecc974e5..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/VortexEffect.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: a94b781cad112c75d0008dfa8d76c639 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - shader: {fileID: 4800000, guid: 708b781cad112c75d0008dfa8d76c639, type: 3} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources.meta deleted file mode 100644 index 0d1197c74..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: c60d549d7b8ffdd479e6bedd2605e659 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders.meta deleted file mode 100644 index b68c7f9bb..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: b2145489f7c704db8acb14a52bddeee9 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/BlendModesOverlay.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/BlendModesOverlay.shader deleted file mode 100644 index 25a8740e1..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/BlendModesOverlay.shader +++ /dev/null @@ -1,136 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BlendModesOverlay" { - Properties { - _MainTex ("Screen Blended", 2D) = "" {} - _Overlay ("Color", 2D) = "grey" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - float2 uv[2] : TEXCOORD0; - }; - - sampler2D _Overlay; - sampler2D _MainTex; - - half _Intensity; - half4 _MainTex_TexelSize; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv[0] = v.texcoord.xy; - - #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) : COLOR { - half4 toAdd = tex2D(_Overlay, i.uv[0]) * _Intensity; - return tex2D(_MainTex, i.uv[1]) + toAdd; - } - - half4 fragMultiply (v2f i) : COLOR { - half4 toBlend = tex2D(_Overlay, i.uv[0]) * _Intensity; - return tex2D(_MainTex, i.uv[1]) * toBlend; - } - - half4 fragScreen (v2f i) : COLOR { - half4 toBlend = (tex2D(_Overlay, i.uv[0]) * _Intensity); - return 1-(1-toBlend)*(1-(tex2D(_MainTex, i.uv[1]))); - } - - half4 fragOverlay (v2f i) : COLOR { - 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(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) : COLOR { - half4 toAdd = tex2D(_Overlay, i.uv[0]) ; - return lerp(tex2D(_MainTex, i.uv[1]), toAdd, toAdd.a); - } - - - ENDCG - -Subshader { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - ColorMask RGB - - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragAddSub - ENDCG - } - - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragScreen - ENDCG - } - - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragMultiply - ENDCG - } - - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragOverlay - ENDCG - } - - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragAlphaBlend - ENDCG - } -} - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/BlendModesOverlay.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/BlendModesOverlay.shader.meta deleted file mode 100644 index 7779533db..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/BlendModesOverlay.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 8c81db0e527d24acc9bcec04e87781bd -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/BlurEffectConeTaps.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/BlurEffectConeTaps.shader deleted file mode 100644 index c32e6eb3d..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/BlurEffectConeTaps.shader +++ /dev/null @@ -1,55 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BlurEffectConeTap" { - Properties { _MainTex ("", any) = "" {} } - SubShader { - Pass { - ZTest Always Cull Off ZWrite Off Fog { Mode Off } - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant alpha} - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous} - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous} - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous} - } - } - CGINCLUDE - #include "UnityCG.cginc" - struct v2f { - float4 pos : POSITION; - half2 uv : TEXCOORD0; - half2 taps[4] : TEXCOORD1; - }; - sampler2D _MainTex; - half4 _MainTex_TexelSize; - half4 _BlurOffsets; - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos(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) : COLOR { - 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 - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment frag - ENDCG - } - } - Fallback off -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/BlurEffectConeTaps.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/BlurEffectConeTaps.shader.meta deleted file mode 100644 index 5f328f47f..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/BlurEffectConeTaps.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 57e6deea7c2924e22a5138e2b70bb4dc -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/CameraMotionBlur.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/CameraMotionBlur.shader deleted file mode 100644 index d65e075b3..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/CameraMotionBlur.shader +++ /dev/null @@ -1,550 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - /* - 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 : POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - sampler2D _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 = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - float4 CameraVelocity(v2f i) : COLOR - { - 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 = UNITY_SAMPLE_DEPTH(tex2D(_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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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 = UNITY_SAMPLE_DEPTH(tex2D(_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 - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ConvertDepth.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ConvertDepth.shader.meta deleted file mode 100644 index 234e0ce5c..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ConvertDepth.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 14768d3865b1342e3a861fbe19ba2db2 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/CreaseApply.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/CreaseApply.shader deleted file mode 100644 index 5f30dfafa..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/CreaseApply.shader +++ /dev/null @@ -1,65 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - - -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 - Fog { Mode off } - -CGPROGRAM -#pragma fragmentoption ARB_precision_hint_fastest -#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 : POSITION; - float2 uv : TEXCOORD0; -}; - -v2f vert( appdata_img v ) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv.xy = v.texcoord.xy; - return o; -} - -half4 frag (v2f i) : COLOR -{ - 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 - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/CreaseApply.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/CreaseApply.shader.meta deleted file mode 100644 index d67a0034b..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/CreaseApply.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: b59984d82af624bd3b0c777f038276f2 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/EdgeDetectNormals.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/EdgeDetectNormals.shader deleted file mode 100644 index 7328956ee..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/EdgeDetectNormals.shader +++ /dev/null @@ -1,332 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -Shader "Hidden/EdgeDetect" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - float2 uv[5] : TEXCOORD0; - }; - - struct v2fd { - float4 pos : POSITION; - float2 uv[2] : TEXCOORD0; - }; - - sampler2D _MainTex; - uniform float4 _MainTex_TexelSize; - - sampler2D _CameraDepthNormalsTexture; - sampler2D _CameraDepthTexture; - - uniform half4 _Sensitivity; - uniform half4 _BgColor; - uniform half _BgFade; - uniform half _SampleDistance; - uniform float _Exponent; - - uniform float _Threshold; - - struct v2flum { - float4 pos : POSITION; - float2 uv[3] : TEXCOORD0; - }; - - v2flum vertLum (appdata_img v) - { - v2flum o; - o.pos = UnityObjectToClipPos (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) : COLOR - { - 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 sample) - { - // difference in normals - // do not bother decoding normals - there's no need here - half2 diff = abs(centerNormal - sample.xy) * _Sensitivity.y; - half isSameNormal = (diff.x + diff.y) * _Sensitivity.y < 0.1; - // difference in depth - float sampleDepth = DecodeFloatRG (sample.zw); - float zdiff = abs(centerDepth-sampleDepth); - // scale the required threshold by the distance - half isSameDepth = zdiff * _Sensitivity.x < 0.09 * centerDepth; - - // return: - // 1 - if normals and depth are similar enough - // 0 - otherwise - - return isSameNormal * isSameDepth; - } - - v2f vertRobert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos(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 = UnityObjectToClipPos (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 = UnityObjectToClipPos (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) : COLOR - { - // inspired by borderlands implementation of popular "sobel filter" - - float centerDepth = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, i.uv[1]))); - float4 depthsDiag; - float4 depthsAxis; - - float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy; - - depthsDiag.x = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]+uvDist))); // TR - depthsDiag.y = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1)))); // TL - depthsDiag.z = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1)))); // BR - depthsDiag.w = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]-uvDist))); // BL - - depthsAxis.x = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1)))); // T - depthsAxis.y = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0)))); // L - depthsAxis.z = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0)))); // R - depthsAxis.w = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_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) : COLOR - { - // inspired by borderlands implementation of popular "sobel filter" - - float centerDepth = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture, i.uv[1]))); - float4 depthsDiag; - float4 depthsAxis; - - float2 uvDist = _SampleDistance * _MainTex_TexelSize.xy; - - depthsDiag.x = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]+uvDist))); // TR - depthsDiag.y = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]+uvDist*float2(-1,1)))); // TL - depthsDiag.z = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]-uvDist*float2(-1,1)))); // BR - depthsDiag.w = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]-uvDist))); // BL - - depthsAxis.x = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]+uvDist*float2(0,1)))); // T - depthsAxis.y = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]-uvDist*float2(1,0)))); // L - depthsAxis.z = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv[1]+uvDist*float2(1,0)))); // R - depthsAxis.w = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_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) : COLOR { - 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) : COLOR - { - 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 - Fog { Mode off } - - CGPROGRAM - #pragma vertex vertThin - #pragma fragment fragThin - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma vertex vertRobert - #pragma fragment fragRobert - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma target 3.0 - #pragma vertex vertD - #pragma fragment fragDCheap - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma target 3.0 - #pragma vertex vertD - #pragma fragment fragD - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma target 3.0 - #pragma vertex vertLum - #pragma fragment fragLum - ENDCG - } -} - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/EdgeDetectNormals.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/EdgeDetectNormals.shader.meta deleted file mode 100644 index 66f505fc7..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/EdgeDetectNormals.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 0d1644bdf064147baa97f235fc5b4903 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/FisheyeShader.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/FisheyeShader.shader deleted file mode 100644 index e7470e73d..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/FisheyeShader.shader +++ /dev/null @@ -1,62 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/FisheyeShader" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - // Shader code pasted into all further CGPROGRAM blocks - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - - float2 intensity; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - half4 frag(v2f i) : COLOR - { - 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 - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment frag - ENDCG - } - -} - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/FisheyeShader.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/FisheyeShader.shader.meta deleted file mode 100644 index dadf5e733..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/FisheyeShader.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 874ceab4425f64bccb1d14032f4452b1 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlobalFog.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlobalFog.shader deleted file mode 100644 index 739f355fb..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlobalFog.shader +++ /dev/null @@ -1,156 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/GlobalFog" { -Properties { - _MainTex ("Base (RGB)", 2D) = "black" {} -} - -CGINCLUDE - - #include "UnityCG.cginc" - - uniform sampler2D _MainTex; - uniform sampler2D _CameraDepthTexture; - - uniform float _GlobalDensity; - uniform float4 _FogColor; - uniform float4 _StartDistance; - uniform float4 _Y; - uniform float4 _MainTex_TexelSize; - - // for fast world space reconstruction - - uniform float4x4 _FrustumCornersWS; - uniform float4 _CameraWS; - - struct v2f { - float4 pos : 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 = UnityObjectToClipPos(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; - } - - float ComputeFogForYAndDistance (in float3 camDir, in float3 wsPos) - { - float fogInt = saturate(length(camDir) * _StartDistance.x-1.0) * _StartDistance.y; - float fogVert = max(0.0, (wsPos.y-_Y.x) * _Y.y); - fogVert *= fogVert; - return (1-exp(-_GlobalDensity*fogInt)) * exp (-fogVert); - } - - half4 fragAbsoluteYAndDistance (v2f i) : COLOR - { - float dpth = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv_depth))); - float4 wsDir = dpth * i.interpolatedRay; - float4 wsPos = _CameraWS + wsDir; - return lerp(tex2D(_MainTex, i.uv), _FogColor, ComputeFogForYAndDistance(wsDir.xyz,wsPos.xyz)); - } - - half4 fragRelativeYAndDistance (v2f i) : COLOR - { - float dpth = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv_depth))); - float4 wsDir = dpth * i.interpolatedRay; - return lerp(tex2D(_MainTex, i.uv), _FogColor, ComputeFogForYAndDistance(wsDir.xyz, wsDir.xyz)); - } - - half4 fragAbsoluteY (v2f i) : COLOR - { - float dpth = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv_depth))); - float4 wsPos = (_CameraWS + dpth * i.interpolatedRay); - float fogVert = max(0.0, (wsPos.y-_Y.x) * _Y.y); - fogVert *= fogVert; - fogVert = (exp (-fogVert)); - return lerp(tex2D( _MainTex, i.uv ), _FogColor, fogVert); - } - - half4 fragDistance (v2f i) : COLOR - { - float dpth = Linear01Depth(UNITY_SAMPLE_DEPTH(tex2D(_CameraDepthTexture,i.uv_depth))); - float4 camDir = ( /*_CameraWS + */ dpth * i.interpolatedRay); - float fogInt = saturate(length( camDir ) * _StartDistance.x - 1.0) * _StartDistance.y; - return lerp(_FogColor, tex2D(_MainTex, i.uv), exp(-_GlobalDensity*fogInt)); - } - -ENDCG - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragAbsoluteYAndDistance - #pragma fragmentoption ARB_precision_hint_fastest - #pragma exclude_renderers flash - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragAbsoluteY - #pragma fragmentoption ARB_precision_hint_fastest - #pragma exclude_renderers flash - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragDistance - #pragma fragmentoption ARB_precision_hint_fastest - #pragma exclude_renderers flash - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragRelativeYAndDistance - #pragma fragmentoption ARB_precision_hint_fastest - #pragma exclude_renderers flash - - ENDCG - } -} - -Fallback off - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlobalFog.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlobalFog.shader.meta deleted file mode 100644 index daf131d90..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlobalFog.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 70d8568987ac0499f952b54c7c13e265 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowCompose.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowCompose.shader deleted file mode 100644 index 050efb4cc..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowCompose.shader +++ /dev/null @@ -1,59 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/GlowCompose" { - -Properties { - _Color ("Glow Amount", Color) = (1,1,1,1) - _MainTex ("", 2D) = "white" {} -} - -Category { - ZTest Always Cull Off ZWrite Off Fog { Mode Off } - Blend One One - - Subshader { - Pass { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma fragmentoption ARB_precision_hint_fastest - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - half2 uv : TEXCOORD0; - }; - - float4 _MainTex_TexelSize; - float4 _BlurOffsets; - - v2f vert (appdata_img v) - { - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord.xy); - return o; - } - - sampler2D _MainTex; - fixed4 _Color; - - fixed4 frag( v2f i ) : COLOR - { - return 2.0f * _Color * tex2D( _MainTex, i.uv ); - } - ENDCG - } - } - - SubShader { - Pass { - SetTexture [_MainTex] {constantColor [_Color] combine constant * texture DOUBLE} - } - } -} - -Fallback off - -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowCompose.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowCompose.shader.meta deleted file mode 100644 index 02ef4ef6c..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowCompose.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 96ca71e39c7b6fb4f9bec2c5bf331349 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowConeTap.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowConeTap.shader deleted file mode 100644 index 178cfc340..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowConeTap.shader +++ /dev/null @@ -1,76 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/GlowConeTap" { - -Properties { - _Color ("Color", color) = (1,1,1,0) - _MainTex ("", 2D) = "white" {} -} - -Category { - ZTest Always Cull Off ZWrite Off Fog { Mode Off } - - Subshader { - Pass { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma fragmentoption ARB_precision_hint_fastest - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - half4 uv[2] : TEXCOORD0; - }; - - float4 _MainTex_TexelSize; - float4 _BlurOffsets; - - v2f vert (appdata_img v) - { - v2f o; - float offX = _MainTex_TexelSize.x * _BlurOffsets.x; - float offY = _MainTex_TexelSize.y * _BlurOffsets.y; - - o.pos = UnityObjectToClipPos (v.vertex); - float2 uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord.xy-float2(offX, offY)); - - o.uv[0].xy = uv + float2( offX, offY); - o.uv[0].zw = uv + float2(-offX, offY); - o.uv[1].xy = uv + float2( offX,-offY); - o.uv[1].zw = uv + float2(-offX,-offY); - return o; - } - - sampler2D _MainTex; - fixed4 _Color; - - fixed4 frag( v2f i ) : COLOR - { - fixed4 c; - c = tex2D( _MainTex, i.uv[0].xy ); - c += tex2D( _MainTex, i.uv[0].zw ); - c += tex2D( _MainTex, i.uv[1].xy ); - c += tex2D( _MainTex, i.uv[1].zw ); - c.rgb *= _Color.rgb; - return c * _Color.a; - } - ENDCG - } - } - - Subshader { - Pass { - SetTexture [_MainTex] {constantColor [_Color] combine texture * constant alpha} - SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous} - SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous} - SetTexture [_MainTex] {constantColor [_Color] combine texture * constant + previous} - } - - } -} - -Fallback off - -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowConeTap.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowConeTap.shader.meta deleted file mode 100644 index d31dcca30..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowConeTap.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: fb52973118cf00648825ced2fcca240c -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowEffectDownsample.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowEffectDownsample.shader deleted file mode 100644 index 758505721..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowEffectDownsample.shader +++ /dev/null @@ -1,107 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/Glow Downsample" { - -Properties { - _Color ("Color", color) = (1,1,1,0) - _MainTex ("", 2D) = "white" {} -} - -CGINCLUDE -#include "UnityCG.cginc" - -struct v2f { - float4 pos : POSITION; - float4 uv[4] : TEXCOORD0; -}; - -float4 _MainTex_TexelSize; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - float4 uv; - uv.xy = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); - uv.zw = 0; - float offX = _MainTex_TexelSize.x; - float offY = _MainTex_TexelSize.y; - - // Direct3D9 needs some texel offset! - #ifdef UNITY_HALF_TEXEL_OFFSET - uv.x += offX * 2.0f; - uv.y += offY * 2.0f; - #endif - o.uv[0] = uv + float4(-offX,-offY,0,1); - o.uv[1] = uv + float4( offX,-offY,0,1); - o.uv[2] = uv + float4( offX, offY,0,1); - o.uv[3] = uv + float4(-offX, offY,0,1); - return o; -} -ENDCG - - -Category { - ZTest Always Cull Off ZWrite Off Fog { Mode Off } - - // ----------------------------------------------------------- - // DX9+ level - - Subshader { - Pass { - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest - -sampler2D _MainTex; -fixed4 _Color; - -fixed4 frag( v2f i ) : COLOR -{ - fixed4 c; - c = tex2D( _MainTex, i.uv[0].xy ); - c += tex2D( _MainTex, i.uv[1].xy ); - c += tex2D( _MainTex, i.uv[2].xy ); - c += tex2D( _MainTex, i.uv[3].xy ); - c /= 4; - c.rgb *= _Color.rgb; - c.rgb *= (c.a + _Color.a); - c.a = 0; - return c; -} -ENDCG - - } - } - - // ----------------------------------------------------------- - // DX8 level - - Subshader { - Pass { - - -CGPROGRAM -#pragma vertex vert -#pragma exclude_renderers shaderonly -// use the same vertex program as in FP path -ENDCG - - - // average 2x2 samples - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant alpha} - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous} - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous} - SetTexture [_MainTex] {constantColor (0,0,0,0.25) combine texture * constant + previous} - // apply glow tint and add additional glow - SetTexture [_MainTex] {constantColor[_Color] combine previous * constant, previous + constant} - SetTexture [_MainTex] {constantColor (0,0,0,0) combine previous * previous alpha, constant} - } - } -} - -Fallback off - -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowEffectDownsample.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowEffectDownsample.shader.meta deleted file mode 100644 index 163f3097c..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GlowEffectDownsample.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: b14b79b8936134d3f8238f0c2d40d634 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GrayscaleEffect.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GrayscaleEffect.shader deleted file mode 100644 index cff143f0a..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GrayscaleEffect.shader +++ /dev/null @@ -1,38 +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 - Fog { Mode off } - -CGPROGRAM -#pragma vertex vert_img -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; -uniform sampler2D _RampTex; -uniform half _RampOffset; - -fixed4 frag (v2f_img i) : COLOR -{ - 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 - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GrayscaleEffect.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GrayscaleEffect.shader.meta deleted file mode 100644 index d35f84c32..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/GrayscaleEffect.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: daf9781cad112c75d0008dfa8d76c639 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/MotionBlur.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/MotionBlur.shader deleted file mode 100644 index 3b65a6b7b..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/MotionBlur.shader +++ /dev/null @@ -1,126 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/MotionBlur" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _AccumOrig("AccumOrig", Float) = 0.65 -} - - SubShader { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - Pass { - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - BindChannels { - Bind "vertex", vertex - Bind "texcoord", texcoord - } - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma fragmentoption ARB_precision_hint_fastest - - #include "UnityCG.cginc" - - struct appdata_t { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD; - }; - - struct v2f { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD; - }; - - float4 _MainTex_ST; - float _AccumOrig; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = UnityObjectToClipPos(v.vertex); - o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); - return o; - } - - sampler2D _MainTex; - - half4 frag (v2f i) : COLOR - { - 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 - #pragma fragmentoption ARB_precision_hint_fastest - - #include "UnityCG.cginc" - - struct appdata_t { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD; - }; - - struct v2f { - float4 vertex : POSITION; - float2 texcoord : TEXCOORD; - }; - - float4 _MainTex_ST; - - v2f vert (appdata_t v) - { - v2f o; - o.vertex = UnityObjectToClipPos(v.vertex); - o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); - return o; - } - - sampler2D _MainTex; - - half4 frag (v2f i) : COLOR - { - return tex2D(_MainTex, i.texcoord); - } - ENDCG - } - - } - -SubShader { - ZTest Always Cull Off ZWrite Off - Fog { Mode 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 - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/MotionBlur.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/MotionBlur.shader.meta deleted file mode 100644 index a164ad13f..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/MotionBlur.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: e9ba2083ad114a07d000fbfb8d76c639 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/MotionBlurClear.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/MotionBlurClear.shader deleted file mode 100644 index 1113d59eb..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/MotionBlurClear.shader +++ /dev/null @@ -1,61 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -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 - #pragma glsl - - #include "UnityCG.cginc" - - struct vs_input { - float4 vertex : POSITION; - }; - - struct ps_input { - float4 pos : SV_POSITION; - float4 screen : TEXCOORD0; - }; - - sampler2D _CameraDepthTexture; - - ps_input vert (vs_input v) - { - ps_input o; - o.pos = UnityObjectToClipPos (v.vertex); - o.screen = ComputeScreenPos(o.pos); - COMPUTE_EYEDEPTH(o.screen.z); - return o; - } - - float4 frag (ps_input i) : COLOR - { - // 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 = UNITY_SAMPLE_DEPTH(tex2Dproj(_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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/MotionBlurClear.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/MotionBlurClear.shader.meta deleted file mode 100644 index 0e27c3bbe..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/MotionBlurClear.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 7699c5fbfa27745a1abe111ab7bf9785 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseAndGrain.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseAndGrain.shader deleted file mode 100644 index ae94a6f91..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseAndGrain.shader +++ /dev/null @@ -1,162 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -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 = UnityObjectToClipPos (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 ) : COLOR - { - 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 ) : COLOR - { - 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 ) : COLOR - { - 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 - Fog { Mode off } - - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragOverlayBlend - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragTmp - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - - } - } - FallBack Off -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseAndGrain.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseAndGrain.shader.meta deleted file mode 100644 index e737499e5..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseAndGrain.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: b0249d8c935344451aa4de6db76f0688 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseAndGrainDX11.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseAndGrainDX11.shader deleted file mode 100644 index 49abee093..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseAndGrainDX11.shader +++ /dev/null @@ -1,245 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -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 = UnityObjectToClipPos (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 ) : COLOR - { - 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 ) : COLOR - { - 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 ) : COLOR - { - 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 ) : COLOR - { - 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 ) : COLOR - { - 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 - Fog { Mode off } - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragDX11 - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragDX11Monochrome - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragDX11Tmp - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragDX11MonochromeTmp - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - - } - - Pass { - - CGPROGRAM - - #pragma exclude_renderers gles xbox360 ps3 d3d9 - #pragma target 5.0 - #pragma vertex vert - #pragma fragment fragOverlayBlend - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - - } - } - FallBack Off -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseAndGrainDX11.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseAndGrainDX11.shader.meta deleted file mode 100644 index 2f3b96120..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseAndGrainDX11.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 8b30686bb4322ab42ad5eb50a0210b58 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseEffectShaderRGB.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseEffectShaderRGB.shader deleted file mode 100644 index dd8dcd587..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseEffectShaderRGB.shader +++ /dev/null @@ -1,65 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -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 Fog { Mode off } - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest -#include "UnityCG.cginc" - -struct v2f { - float4 pos : 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 = UnityObjectToClipPos (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) : COLOR -{ - 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 - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseEffectShaderRGB.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseEffectShaderRGB.shader.meta deleted file mode 100644 index 0a9249dfc..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseEffectShaderRGB.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 5d7f4c401ae8946bcb0d6ff68a9e7466 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseEffectShaderYUV.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseEffectShaderYUV.shader deleted file mode 100644 index 83d9ee4b0..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseEffectShaderYUV.shader +++ /dev/null @@ -1,77 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -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 - Fog { Mode off } - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest -#include "UnityCG.cginc" - -struct v2f { - float4 pos : 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 = UnityObjectToClipPos (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) : COLOR -{ - 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 - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseEffectShaderYUV.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseEffectShaderYUV.shader.meta deleted file mode 100644 index a3f26e774..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/NoiseEffectShaderYUV.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 0e447868506ba49f0a73235b8a8b647a -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/PrepareSunShaftsBlur.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/PrepareSunShaftsBlur.shader deleted file mode 100644 index e5ad80d69..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/PrepareSunShaftsBlur.shader +++ /dev/null @@ -1,101 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -Shader "Hidden/PrepareSunShaftsBlur" { - Properties { - _MainTex ("Base", 2D) = "" {} - _Skybox ("Skybox", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - sampler2D _Skybox; - sampler2D _CameraDepthTexture; - - uniform half _NoSkyBoxMask; - uniform half4 _SunPosition; - - v2f vert (appdata_img v) { - v2f o; - o.pos = UnityObjectToClipPos(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) : COLOR { - float depthSample = UNITY_SAMPLE_DEPTH( tex2D (_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) : COLOR { - 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 - Fog { Mode off } - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragNoDepthNeeded - - ENDCG - } -} - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/PrepareSunShaftsBlur.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/PrepareSunShaftsBlur.shader.meta deleted file mode 100644 index ffd3ee596..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/PrepareSunShaftsBlur.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 9ad381ed8492840ab9f165df743e4826 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/RadialBlur.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/RadialBlur.shader deleted file mode 100644 index d344e9dc2..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/RadialBlur.shader +++ /dev/null @@ -1,75 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/RadialBlur" -{ - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - // Shader code pasted into all further CGPROGRAM blocks - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : 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 = UnityObjectToClipPos(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) : COLOR - { - 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 - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment frag - - ENDCG - } // Pass -} // Subshader - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/RadialBlur.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/RadialBlur.shader.meta deleted file mode 100644 index 96c5bef88..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/RadialBlur.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: f58445347fe2e4b8396487ed2bfa02ad -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SSAOShader.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SSAOShader.shader deleted file mode 100644 index 1a4837265..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SSAOShader.shader +++ /dev/null @@ -1,282 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/SSAO" { -Properties { - _MainTex ("", 2D) = "" {} - _RandomTexture ("", 2D) = "" {} - _SSAO ("", 2D) = "" {} -} -Subshader { - ZTest Always Cull Off ZWrite Off Fog { Mode Off } - -CGINCLUDE -// Common code used by several SSAO passes below -#include "UnityCG.cginc" -#pragma exclude_renderers gles -struct v2f_ao { - float4 pos : 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 = UnityObjectToClipPos (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 - -#ifdef UNITY_COMPILER_HLSL - -# define INPUT_SAMPLE_COUNT 8 -# include "frag_ao.cginc" - -# define INPUT_SAMPLE_COUNT 14 -# include "frag_ao.cginc" - -# define INPUT_SAMPLE_COUNT 26 -# include "frag_ao.cginc" - -# define INPUT_SAMPLE_COUNT 34 -# include "frag_ao.cginc" - -#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 -#pragma fragmentoption ARB_precision_hint_fastest - - -half4 frag (v2f_ao i) : COLOR -{ - #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 -#pragma fragmentoption ARB_precision_hint_fastest - - -half4 frag (v2f_ao i) : COLOR -{ - #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 -#pragma fragmentoption ARB_precision_hint_fastest - - -half4 frag (v2f_ao i) : COLOR -{ - #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 -#pragma fragmentoption ARB_precision_hint_fastest -#include "UnityCG.cginc" - -struct v2f { - float4 pos : POSITION; - float2 uv : TEXCOORD0; -}; - -float4 _MainTex_ST; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos (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 ) : COLOR -{ - #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 -#pragma fragmentoption ARB_precision_hint_fastest -#include "UnityCG.cginc" - -struct v2f { - float4 pos : POSITION; - float2 uv[2] : TEXCOORD0; -}; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos (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 ) : COLOR -{ - 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SSAOShader.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SSAOShader.shader.meta deleted file mode 100644 index 29c3f544f..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SSAOShader.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 43ca18288c424f645aaa1e9e07f04c50 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ScreenSpaceAmbientObscurance.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ScreenSpaceAmbientObscurance.shader deleted file mode 100644 index bca40fef9..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ScreenSpaceAmbientObscurance.shader +++ /dev/null @@ -1,425 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -// 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 _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 : POSITION; - float2 uv : TEXCOORD0; - float2 uv2 : TEXCOORD1; - }; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos(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 = UNITY_SAMPLE_DEPTH(tex2D(_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 = UNITY_SAMPLE_DEPTH(tex2D(_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) : COLOR - { - 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 = (3 * ssCInt.x ^ ssCInt.y + ssCInt.x * ssCInt.y) * 10; - #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) : COLOR - { - 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) : COLOR - { - float4 ao = tex2D(_AOTex, i.uv2.xy); - return tex2D(_MainTex, i.uv.xy) * ao.rrrr; - } - - float4 fragApplySoft (v2f i) : COLOR - { - 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) : COLOR - { - 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 - int index = r; if (index<0) index = -index; - float weight = 0.3 + gaussian[index]; - - // 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 - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragAO - #pragma target 3.0 - #pragma glsl - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // 1: bilateral blur - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragBlurBL - #pragma target 3.0 - #pragma glsl - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // 2: apply ao - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragApply - #pragma target 3.0 - #pragma glsl - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // 3: apply with a slight box filter - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragApplySoft - #pragma target 3.0 - #pragma glsl - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // 4: in case you want to blur in high rez for nicer z borders - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragUpsample - #pragma target 3.0 - #pragma glsl - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } -} - -Fallback off - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ScreenSpaceAmbientObscurance.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ScreenSpaceAmbientObscurance.shader.meta deleted file mode 100644 index 67c78a2c5..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ScreenSpaceAmbientObscurance.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 95616c020c5604dda96cf76afbbc0272 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SepiaToneEffect.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SepiaToneEffect.shader deleted file mode 100644 index 3c2b53551..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SepiaToneEffect.shader +++ /dev/null @@ -1,40 +0,0 @@ -Shader "Hidden/Sepiatone Effect" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - -CGPROGRAM -#pragma vertex vert_img -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; - -fixed4 frag (v2f_img i) : COLOR -{ - 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 - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SepiaToneEffect.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SepiaToneEffect.shader.meta deleted file mode 100644 index e94093b71..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SepiaToneEffect.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: b6aa781cad112c75d0008dfa8d76c639 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ShowAlphaChannel.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ShowAlphaChannel.shader deleted file mode 100644 index 87cbfe776..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ShowAlphaChannel.shader +++ /dev/null @@ -1,58 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - - -Shader "Hidden/ShowAlphaChannel" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} - _EdgeTex ("_EdgeTex", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest - -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; -uniform sampler2D _EdgeTex; - -uniform float4 _MainTex_TexelSize; - -float filterRadius; - -struct v2f { - float4 pos : POSITION; - float2 uv : TEXCOORD0; -}; - -v2f vert( appdata_img v ) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv = v.texcoord.xy; - - return o; -} - -half4 frag (v2f i) : COLOR -{ - - half4 color = tex2D(_MainTex, i.uv.xy); - half edges = color.a; - - return edges; -} -ENDCG - } -} - -Fallback off - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ShowAlphaChannel.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ShowAlphaChannel.shader.meta deleted file mode 100644 index 84d6b5780..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ShowAlphaChannel.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: da310021e2a4142429d95c537846dc38 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SimpleClear.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SimpleClear.shader deleted file mode 100644 index f9fc5c97b..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SimpleClear.shader +++ /dev/null @@ -1,45 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - - -Shader "Hidden/SimpleClear" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; -uniform float4 _MainTex_TexelSize; - -struct v2f { - float4 pos : POSITION; -}; - -v2f vert( appdata_img v ) -{ - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - return o; -} - -half4 frag (v2f i) : COLOR -{ - return half4(0,0,0,0); -} -ENDCG - } -} - -Fallback off - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SimpleClear.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SimpleClear.shader.meta deleted file mode 100644 index 2b7064221..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SimpleClear.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: f688f89ed5eb847c5b19c934a0f1e772 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SunShaftsComposite.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SunShaftsComposite.shader deleted file mode 100644 index 04643700a..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SunShaftsComposite.shader +++ /dev/null @@ -1,237 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/SunShaftsComposite" { - Properties { - _MainTex ("Base", 2D) = "" {} - _ColorBuffer ("Color", 2D) = "" {} - _Skybox ("Skybox", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - float2 uv : TEXCOORD0; - #if UNITY_UV_STARTS_AT_TOP - float2 uv1 : TEXCOORD1; - #endif - }; - - struct v2f_radial { - float4 pos : POSITION; - float2 uv : TEXCOORD0; - float2 blurVector : TEXCOORD1; - }; - - sampler2D _MainTex; - sampler2D _ColorBuffer; - sampler2D _Skybox; - sampler2D _CameraDepthTexture; - - uniform half _NoSkyBoxMask; - - 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 = UnityObjectToClipPos(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) : COLOR { - 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) : COLOR { - 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 = UnityObjectToClipPos(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) : COLOR - { - 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 max (skyboxValue.a, _NoSkyBoxMask * dot (skyboxValue.rgb, float3 (0.59,0.3,0.11))); - } - - half4 frag_depth (v2f i) : COLOR { - #if UNITY_UV_STARTS_AT_TOP - float depthSample = UNITY_SAMPLE_DEPTH(tex2D (_CameraDepthTexture, i.uv1.xy)); - #else - float depthSample = UNITY_SAMPLE_DEPTH(tex2D (_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) : COLOR { - #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; - - if (Luminance ( abs(sky.rgb - tex.rgb)) < 0.2) - outColor = TransformColor (sky) * dist; - - return outColor; - } - - - - ENDCG - -Subshader { - - Pass { - Blend Off - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragScreen - - ENDCG - } - - Pass { - Blend One Zero - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert_radial - #pragma fragment frag_radial - - ENDCG - } - - Pass { - Blend Off - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment frag_depth - - ENDCG - } - - Pass { - Blend Off - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment frag_nodepth - - ENDCG - } - - Pass { - Blend Off - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragAdd - - ENDCG - } -} - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SunShaftsComposite.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SunShaftsComposite.shader.meta deleted file mode 100644 index 5be4ee9da..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SunShaftsComposite.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: d3b1c8c1036784176946f5cfbfb7fe4c -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/Tonemapper.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/Tonemapper.shader deleted file mode 100644 index 7f553800c..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/Tonemapper.shader +++ /dev/null @@ -1,378 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/Tonemapper" { - Properties { - _MainTex ("", 2D) = "black" {} - _SmallTex ("", 2D) = "grey" {} - _Curve ("", 2D) = "black" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : 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 = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - float4 fragLog(v2f i) : COLOR - { - const float DELTA = 0.0001f; - - float fLogLumSum = 0.0f; - - fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,-1)).rgb) + DELTA); - fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,1)).rgb) + DELTA); - fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(-1,1)).rgb) + DELTA); - fLogLumSum += log( Luminance(tex2D(_MainTex, i.uv + _MainTex_TexelSize.xy * float2(1,-1)).rgb) + DELTA); - - float avg = fLogLumSum / 4.0; - return float4(avg, avg, avg, avg); - } - - float4 fragExp(v2f i) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - float4 texColor = tex2D(_MainTex, i.uv); - return 1-exp2(-_ExposureAdjustment * texColor); - } - - float4 fragDownsample(v2f i) : COLOR - { - 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 - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragAdaptive - ENDCG - } - - // 1 - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragLog - ENDCG - } - // 2 - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - Blend SrcAlpha OneMinusSrcAlpha - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragExp - ENDCG - } - // 3 - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - Blend Off - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragExp - ENDCG - } - - // 4 user controllable tonemap curve - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragCurve - ENDCG - } - - // 5 tonemapping in uncharted - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragHable - ENDCG - } - - // 6 simple tonemapping based reinhard - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragSimpleReinhard - ENDCG - } - - // 7 OptimizedHejiDawson - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragOptimizedHejiDawson - ENDCG - } - - // 8 Photographic - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragPhotographic - ENDCG - } - - // 9 Downsample with auto white detection - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragDownsample - ENDCG - } - - // 10 adaptive reinhhard apply with auto white - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragAdaptiveAutoWhite - ENDCG - } -} - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/Tonemapper.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/Tonemapper.shader.meta deleted file mode 100644 index 9a113ebd5..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/Tonemapper.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 003377fc2620a44939dadde6fe3f8190 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/TwirlEffect.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/TwirlEffect.shader deleted file mode 100644 index b92fdf0c9..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/TwirlEffect.shader +++ /dev/null @@ -1,56 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/Twirt Effect Shader" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; -uniform float4 _MainTex_TexelSize; -uniform float4 _CenterRadius; -uniform float4x4 _RotationMatrix; - -struct v2f { - float4 pos : POSITION; - float2 uv : TEXCOORD0; -}; - -v2f vert( appdata_img v ) -{ - v2f o; - o.pos = UnityObjectToClipPos (v.vertex); - o.uv = v.texcoord - _CenterRadius.xy; - return o; -} - -float4 frag (v2f i) : COLOR -{ - 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/TwirlEffect.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/TwirlEffect.shader.meta deleted file mode 100644 index 5778cb0d0..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/TwirlEffect.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 641b781cad112c75d0008dfa8d76c639 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VignettingShader.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VignettingShader.shader deleted file mode 100644 index d8059e803..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VignettingShader.shader +++ /dev/null @@ -1,73 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/Vignetting" { - Properties { - _MainTex ("Base", 2D) = "white" {} - _VignetteTex ("Vignette", 2D) = "white" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : 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 = UnityObjectToClipPos(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) : COLOR { - 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 * 0.1; - - 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 - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VignettingShader.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VignettingShader.shader.meta deleted file mode 100644 index d23632d90..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VignettingShader.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 627943dc7a9a74286b70a4f694a0acd5 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VortexEffect.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VortexEffect.shader deleted file mode 100644 index 0ed145632..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VortexEffect.shader +++ /dev/null @@ -1,69 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/Twist Effect" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader -{ - Pass - { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest - -#include "UnityCG.cginc" - -uniform sampler2D _MainTex; - -uniform float4 _MainTex_ST; - -uniform float4 _MainTex_TexelSize; -uniform float _Angle; -uniform float4 _CenterRadius; - -struct v2f { - float4 pos : POSITION; - float2 uv : TEXCOORD0; - float2 uvOrig : TEXCOORD1; -}; - -v2f vert (appdata_img v) -{ - v2f o; - o.pos = UnityObjectToClipPos(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) : COLOR -{ - 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 - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VortexEffect.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VortexEffect.shader.meta deleted file mode 100644 index 62f5a71e6..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VortexEffect.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 708b781cad112c75d0008dfa8d76c639 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing.meta deleted file mode 100644 index 7bcca5579..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 6d55b5e91b95c41739cdf4f804dd383d -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/DLAA.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/DLAA.shader deleted file mode 100644 index 3ec66ea25..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/DLAA.shader +++ /dev/null @@ -1,356 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -// -// 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 : 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 = UnityObjectToClipPos (v.vertex); - - float2 uv = v.texcoord.xy; - o.uv.xy = uv; - - return o; - } - - half4 fragFirst (v2f i) : COLOR { - return highPassPre (i.uv); - } - - half4 fragSecond (v2f i) : COLOR { - return edgeDetectAndBlur( i.uv ); - } - - half4 fragThird (v2f i) : COLOR { - return edgeDetectAndBlurSharper( i.uv ); - } - -ENDCG - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragFirst - //#pragma fragmentoption ARB_precision_hint_fastest - #pragma exclude_renderers d3d11_9x - #pragma glsl - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragSecond - //#pragma fragmentoption ARB_precision_hint_fastest - #pragma target 3.0 - #pragma exclude_renderers d3d11_9x - #pragma glsl - - ENDCG - } - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragThird - //#pragma fragmentoption ARB_precision_hint_fastest - #pragma target 3.0 - #pragma exclude_renderers d3d11_9x - #pragma glsl - - ENDCG - } -} - -Fallback off - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/DLAA.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/DLAA.shader.meta deleted file mode 100644 index 7f15211b1..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/DLAA.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 017ca72b9e8a749058d13ebd527e98fa -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAA2.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAA2.shader deleted file mode 100644 index 6c16267e1..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAA2.shader +++ /dev/null @@ -1,192 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/FXAA II" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - -CGPROGRAM - -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#pragma target 3.0 -#pragma glsl -#pragma exclude_renderers d3d11_9x - -#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 = UnityObjectToClipPos (v.vertex); - o.uv = FxaaVertexShader (v.texcoord.xy*2-1, _MainTex_TexelSize.xy); - return o; -} - -sampler2D _MainTex; - -float4 frag (v2f i) : COLOR0 -{ - return float4(FxaaPixelShader(i.uv, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); -} - -ENDCG - } -} - -Fallback off -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAA2.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAA2.shader.meta deleted file mode 100644 index bb712ed8c..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAA2.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: cd5b323dcc592457790ff18b528f5e67 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAA3Console.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAA3Console.shader deleted file mode 100644 index 31018f28d..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAA3Console.shader +++ /dev/null @@ -1,174 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - - -/*============================================================================ - -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 - Fog { Mode off } - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma glsl - #pragma fragmentoption ARB_precision_hint_fastest - #pragma target 3.0 - #pragma exclude_renderers d3d11_9x - - #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 = UnityObjectToClipPos (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; - - 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) : COLOR - { - half3 color = FxaaPixelShader(i.uv, i.interpolatorA, i.interpolatorB, i.interpolatorC); - return half4(color, 1.0); - } - - ENDCG - } - } - FallBack Off -} - diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAA3Console.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAA3Console.shader.meta deleted file mode 100644 index c6c6ecdb0..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAA3Console.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: c547503fff0e8482ea5793727057041c -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAAPreset2.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAAPreset2.shader deleted file mode 100644 index 28e3524c3..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAAPreset2.shader +++ /dev/null @@ -1,832 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/FXAA Preset 2" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#pragma target 3.0 -#pragma glsl -#pragma exclude_renderers d3d11_9x - -// 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 = UnityObjectToClipPos (v.vertex); - o.uv = v.texcoord.xy; - return o; -} - -sampler2D _MainTex; -float4 _MainTex_TexelSize; - -float4 frag (v2f i) : COLOR0 -{ - return float4(FxaaPixelShader(i.uv.xy, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); -} - -ENDCG - } -} - -Fallback "Hidden/FXAA II" -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAAPreset2.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAAPreset2.shader.meta deleted file mode 100644 index 75181394e..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAAPreset2.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 6f1418cffd12146f2a83be795f6fa5a7 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAAPreset3.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAAPreset3.shader deleted file mode 100644 index 27e841a07..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAAPreset3.shader +++ /dev/null @@ -1,831 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/FXAA Preset 3" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -SubShader { - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - -CGPROGRAM -#pragma vertex vert -#pragma fragment frag -#include "UnityCG.cginc" -#pragma target 3.0 -#pragma glsl -#pragma exclude_renderers d3d11_9x - -// 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 = UnityObjectToClipPos (v.vertex); - o.uv = v.texcoord.xy; - return o; -} - -sampler2D _MainTex; -float4 _MainTex_TexelSize; - -float4 frag (v2f i) : COLOR0 -{ - return float4(FxaaPixelShader(i.uv.xy, _MainTex, _MainTex_TexelSize.xy).xyz, 0.0f); -} - -ENDCG - } -} - -Fallback "Hidden/FXAA II" -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAAPreset3.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAAPreset3.shader.meta deleted file mode 100644 index 139fae9c7..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/FXAAPreset3.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: c182fa94a5a0a4c02870641efcd38cd5 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/NFAA.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/NFAA.shader deleted file mode 100644 index daf710e44..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/NFAA.shader +++ /dev/null @@ -1,159 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -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 : POSITION; - float2 uv[8] : TEXCOORD0; -}; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos (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) : COLOR - { - // 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) : COLOR - { - // 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 - Fog { Mode off } - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - #pragma fragmentoption ARB_precision_hint_fastest - #pragma exclude_renderers d3d11_9x - #pragma glsl - - ENDCG - } - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma vertex vert - #pragma fragment fragDebug - #pragma fragmentoption ARB_precision_hint_fastest - #pragma exclude_renderers d3d11_9x - #pragma glsl - - ENDCG - } -} -/* -#pragma vertex vert -#pragma fragment frag -#pragma fragmentoption ARB_precision_hint_fastest -*/ - -Fallback off - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/NFAA.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/NFAA.shader.meta deleted file mode 100644 index c909e0ec6..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/NFAA.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: ce0cb2621f6d84e21a87414e471a3cce -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/SSAA.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/SSAA.shader deleted file mode 100644 index 7a597e1e7..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/SSAA.shader +++ /dev/null @@ -1,89 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -Shader "Hidden/SSAA" { -Properties { - _MainTex ("Base (RGB)", 2D) = "white" {} -} - -// very simple & fast AA by Emmanuel Julien - -SubShader { - Pass { - - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma vertex vert - #pragma fragment frag - #pragma fragmentoption ARB_precision_hint_fastest - - #include "UnityCG.cginc" - - uniform sampler2D _MainTex; - uniform float4 _MainTex_TexelSize; - - struct v2f { - float4 pos : POSITION; - float2 uv[5] : TEXCOORD0; - }; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos (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) : COLOR - { - 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 - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/SSAA.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/SSAA.shader.meta deleted file mode 100644 index ebdba27a3..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_Antialiasing/SSAA.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: b3728d1488b02490cbd196c7941bf1f8 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares.meta deleted file mode 100644 index 0d4d10586..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: d6ef58fc6f637406bbe6814a19c377f8 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/Blend.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/Blend.shader deleted file mode 100644 index 29ffe46fc..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/Blend.shader +++ /dev/null @@ -1,121 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/Blend" { - Properties { - _MainTex ("Screen Blended", 2D) = "" {} - _ColorBuffer ("Color", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - float2 uv[2] : TEXCOORD0; - }; - struct v2f_mt { - float4 pos : 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 = UnityObjectToClipPos(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 = UnityObjectToClipPos(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) : COLOR { - half4 toBlend = saturate (tex2D(_MainTex, i.uv[0]) * _Intensity); - return 1-(1-toBlend)*(1-tex2D(_ColorBuffer, i.uv[1])); - } - - half4 fragAdd (v2f i) : COLOR { - return tex2D(_MainTex, i.uv[0].xy) * _Intensity + tex2D(_ColorBuffer, i.uv[1]); - } - - half4 fragVignetteBlend (v2f i) : COLOR { - return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]); - } - - half4 fragMultiTap (v2f_mt i) : COLOR { - 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 - Fog { Mode off } - - // 0: nicer & softer "screen" blend mode - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragScreen - ENDCG - } - - // 1: simple "add" blend mode - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragAdd - ENDCG - } - // 2: used for "stable" downsampling - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertMultiTap - #pragma fragment fragMultiTap - ENDCG - } - // 3: vignette blending - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragVignetteBlend - ENDCG - } -} - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/Blend.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/Blend.shader.meta deleted file mode 100644 index ce84a98cf..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/Blend.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 53b3960ee3d3d4a5caa8d5473d120187 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlendForBloom.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlendForBloom.shader deleted file mode 100644 index 13a1cbbec..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlendForBloom.shader +++ /dev/null @@ -1,234 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BlendForBloom" { - Properties { - _MainTex ("Screen Blended", 2D) = "" {} - _ColorBuffer ("Color", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - float2 uv[2] : TEXCOORD0; - }; - struct v2f_mt { - float4 pos : 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 = UnityObjectToClipPos(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 = UnityObjectToClipPos(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) : COLOR { - 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) : COLOR { - 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) : COLOR { - half4 addedbloom = tex2D(_MainTex, i.uv[0].xy); - half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); - return _Intensity * addedbloom + screencolor; - } - - half4 fragAddCheap (v2f i) : COLOR { - half4 addedbloom = tex2D(_MainTex, i.uv[0].xy); - half4 screencolor = tex2D(_ColorBuffer, i.uv[1]); - return _Intensity * addedbloom + screencolor; - } - - half4 fragVignetteMul (v2f i) : COLOR { - return tex2D(_MainTex, i.uv[0].xy) * tex2D(_ColorBuffer, i.uv[0]); - } - - half4 fragVignetteBlend (v2f i) : COLOR { - return half4(1,1,1, tex2D(_ColorBuffer, i.uv[0]).r); - } - - half4 fragClear (v2f i) : COLOR { - return 0; - } - - half4 fragAddOneOne (v2f i) : COLOR { - half4 addedColors = tex2D(_MainTex, i.uv[0].xy); - return addedColors * _Intensity; - } - - half4 frag1Tap (v2f i) : COLOR { - return tex2D(_MainTex, i.uv[0].xy); - } - - half4 fragMultiTapMax (v2f_mt i) : COLOR { - 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) : COLOR { - 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 - Fog { Mode off } - - // 0: nicer & softer "screen" blend mode - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragScreen - ENDCG - } - - // 1: "add" blend mode - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragAdd - ENDCG - } - // 2: several taps, maxxed - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertMultiTap - #pragma fragment fragMultiTapMax - ENDCG - } - // 3: vignette blending - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragVignetteMul - ENDCG - } - // 4: nicer & softer "screen" blend mode(cheapest) - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragScreenCheap - ENDCG - } - // 5: "add" blend mode (cheapest) - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragAddCheap - ENDCG - } - // 6: used for "stable" downsampling (blur) - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertMultiTap - #pragma fragment fragMultiTapBlur - ENDCG - } - // 7: vignette blending (blend to dest) - Pass { - - Blend Zero SrcAlpha - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragVignetteBlend - ENDCG - } - // 8: clear - Pass { - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragClear - ENDCG - } - // 9: fragAddOneOne - Pass { - - Blend One One - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragAddOneOne - ENDCG - } - // 10: max blend - Pass { - - BlendOp Max - Blend One One - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment frag1Tap - ENDCG - } -} - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlendForBloom.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlendForBloom.shader.meta deleted file mode 100644 index 20bc416b3..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlendForBloom.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 7856cbff0a0ca45c787d5431eb805bb0 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlendOneOne.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlendOneOne.shader deleted file mode 100644 index 1f84401e4..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlendOneOne.shader +++ /dev/null @@ -1,52 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BlendOneOne" { - Properties { - _MainTex ("-", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - half _Intensity; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - half4 frag(v2f i) : COLOR { - return tex2D(_MainTex, i.uv) * _Intensity; - } - - ENDCG - -Subshader { - - Pass { - BlendOp Add - Blend One One - - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlendOneOne.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlendOneOne.shader.meta deleted file mode 100644 index 8bc33e985..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlendOneOne.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: f7898d203e9b94c0dbe2bf9dd5cb32c0 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlurAndFlares.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlurAndFlares.shader deleted file mode 100644 index 8e310bf02..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlurAndFlares.shader +++ /dev/null @@ -1,215 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BlurAndFlares" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - _NonBlurredTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - half4 pos : POSITION; - half2 uv : TEXCOORD0; - }; - - struct v2f_opts { - half4 pos : POSITION; - half2 uv[7] : TEXCOORD0; - }; - - struct v2f_blur { - half4 pos : 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 = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - v2f_blur vertWithMultiCoords2 (appdata_img v) { - v2f_blur o; - o.pos = UnityObjectToClipPos(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 = UnityObjectToClipPos(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 = UnityObjectToClipPos(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) : COLOR { - 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) : COLOR { - 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) : COLOR { - 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) : COLOR { - 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) : COLOR { - 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 - Fog { Mode off } - Pass { - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma exclude_renderers flash - #pragma vertex vert - #pragma fragment fragPostNoBlur - - ENDCG - } - - Pass { - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma exclude_renderers flash - #pragma vertex vertStretch - #pragma fragment fragStretch - - ENDCG - } - - // 2 - Pass { - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma exclude_renderers flash - #pragma vertex vertWithMultiCoords - #pragma fragment fragPreAndCut - - ENDCG - } - - // 3 - Pass { - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma exclude_renderers flash - #pragma vertex vertWithMultiCoords - #pragma fragment fragPost - - ENDCG - } - // 4 - Pass { - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma exclude_renderers flash - #pragma vertex vertWithMultiCoords2 - #pragma fragment fragGaussBlur - - ENDCG - } -} - -Fallback off - -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta deleted file mode 100644 index 3b0d2ffab..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: be6e39cf196f146d5be72fbefb18ed75 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BrightPassFilter.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BrightPassFilter.shader deleted file mode 100644 index 973130b43..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BrightPassFilter.shader +++ /dev/null @@ -1,61 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BrightPassFilterForBloom" -{ - Properties - { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f - { - float4 pos : POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - - half4 threshhold; - half useSrcAlphaAsMask; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - half4 frag(v2f i) : COLOR - { - 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-threshhold.x); - return color; - } - - ENDCG - - Subshader - { - Pass - { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment frag - - ENDCG - } - } - Fallback off -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta deleted file mode 100644 index f65c903ea..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 186c4c0d31e314f049595dcbaf4ca129 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BrightPassFilter2.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BrightPassFilter2.shader deleted file mode 100644 index 4ec5cf597..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BrightPassFilter2.shader +++ /dev/null @@ -1,80 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/BrightPassFilter2" -{ - Properties - { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f - { - float4 pos : POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - - half4 _Threshhold; - - v2f vert( appdata_img v ) - { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - half4 fragScalarThresh(v2f i) : COLOR - { - 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) : COLOR - { - 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 - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragScalarThresh - - ENDCG - } - - Pass - { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragColorThresh - - ENDCG - } - } - Fallback off -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta deleted file mode 100644 index dc6e446ed..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 0aeaa4cb29f5d4e9c8455f04c8575c8c -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/LensFlareCreate.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/LensFlareCreate.shader deleted file mode 100644 index f8914490d..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/LensFlareCreate.shader +++ /dev/null @@ -1,65 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/LensFlareCreate" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - float2 uv[4] : TEXCOORD0; - }; - - fixed4 colorA; - fixed4 colorB; - fixed4 colorC; - fixed4 colorD; - - sampler2D _MainTex; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos(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) : COLOR { - 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 - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - - #pragma vertex vert - #pragma fragment frag - - ENDCG - } -} - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta deleted file mode 100644 index 786962b7c..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 459fe69d2f6d74ddb92f04dbf45a866b -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBloom.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBloom.shader deleted file mode 100644 index 3364f4097..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBloom.shader +++ /dev/null @@ -1,301 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -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 = UnityObjectToClipPos (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 = UnityObjectToClipPos (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 ) : COLOR - { - #if UNITY_UV_STARTS_AT_TOP - - fixed4 color = tex2D(_MainTex, i.uv); - return color + tex2D(_Bloom, i.uv2); - - #else - - fixed4 color = tex2D(_MainTex, i.uv); - return color + tex2D(_Bloom, i.uv); - - #endif - } - - fixed4 fragDownsample ( v2f_tap i ) : COLOR - { - 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 = UnityObjectToClipPos (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 = UnityObjectToClipPos (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 ) : COLOR - { - 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 = UnityObjectToClipPos (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 = UnityObjectToClipPos (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 ) : COLOR - { - 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 - Fog { Mode off } - - // 0 - Pass { - - CGPROGRAM - #pragma vertex vertBloom - #pragma fragment fragBloom - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - - } - - // 1 - Pass { - - CGPROGRAM - - #pragma vertex vert4Tap - #pragma fragment fragDownsample - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - - } - - // 2 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurVertical - #pragma fragment fragBlur8 - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - } - - // 3 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurHorizontal - #pragma fragment fragBlur8 - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - } - - // alternate blur - // 4 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurVerticalSGX - #pragma fragment fragBlurSGX - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - } - - // 5 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurHorizontalSGX - #pragma fragment fragBlurSGX - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - } - } - - FallBack Off -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBloom.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBloom.shader.meta deleted file mode 100644 index 0757c10b5..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBloom.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 68a00c837b82e4c6d92e7da765dc5f1d -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBlur.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBlur.shader deleted file mode 100644 index 1f8d593a5..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBlur.shader +++ /dev/null @@ -1,242 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -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 = UnityObjectToClipPos (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 ) : COLOR - { - 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 = UnityObjectToClipPos (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 = UnityObjectToClipPos (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 ) : COLOR - { - 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 = UnityObjectToClipPos (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 = UnityObjectToClipPos (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 ) : COLOR - { - 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 - Fog { Mode off } - - // 0 - Pass { - - CGPROGRAM - - #pragma vertex vert4Tap - #pragma fragment fragDownsample - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - - } - - // 1 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurVertical - #pragma fragment fragBlur8 - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - } - - // 2 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurHorizontal - #pragma fragment fragBlur8 - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - } - - // alternate blur - // 3 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurVerticalSGX - #pragma fragment fragBlurSGX - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - } - - // 4 - Pass { - ZTest Always - Cull Off - - CGPROGRAM - - #pragma vertex vertBlurHorizontalSGX - #pragma fragment fragBlurSGX - #pragma fragmentoption ARB_precision_hint_fastest - - ENDCG - } - } - - FallBack Off -} diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBlur.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBlur.shader.meta deleted file mode 100644 index 952c2974e..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MobileBlur.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: f9d5fa183cd6b45eeb1491f74863cd91 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader deleted file mode 100644 index 2d5b17f10..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader +++ /dev/null @@ -1,161 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/MultipassHollywoodFlares" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - _NonBlurredTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - half4 pos : POSITION; - half2 uv : TEXCOORD0; - }; - - struct v2f_opts { - half4 pos : 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 = UnityObjectToClipPos(v.vertex); - o.uv = v.texcoord.xy; - return o; - } - - v2f_opts vertStretch (appdata_img v) { - v2f_opts o; - o.pos = UnityObjectToClipPos(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 = UnityObjectToClipPos(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) : COLOR { - 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) : COLOR { - 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) : COLOR { - 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) : COLOR { - 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 - Fog { Mode off } - Pass { - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragPrepare - - ENDCG - } - - Pass { - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertStretch - #pragma fragment fragStretch - - ENDCG - } - - Pass { - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertVerticalCoords - #pragma fragment fragPreAndCut - - ENDCG - } - - Pass { - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertVerticalCoords - #pragma fragment fragPost - - ENDCG - } -} - -Fallback off - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta deleted file mode 100644 index 02a653f94..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: e2baf3cae8edc4daf94c9adc2154be00 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/SeparableBlurPlus.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/SeparableBlurPlus.shader deleted file mode 100644 index fa876d213..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/SeparableBlurPlus.shader +++ /dev/null @@ -1,75 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/SeparableBlurPlus" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - half4 pos : 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 = UnityObjectToClipPos(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) : COLOR { - 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 - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - // not enough temporary registers for flash - #pragma exclude_renderers flash - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta deleted file mode 100644 index ce964191a..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: a9df009a214e24a5ebbf271595f8d5b6 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/VignetteShader.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/VignetteShader.shader deleted file mode 100644 index 0671cf882..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/VignetteShader.shader +++ /dev/null @@ -1,62 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/VignetteShader" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - float2 uv : TEXCOORD0; - }; - - sampler2D _MainTex; - - float4 _MainTex_TexelSize; - float vignetteIntensity; - - v2f vert( appdata_img v ) { - v2f o; - o.pos = UnityObjectToClipPos(v.vertex); - - o.uv = v.texcoord.xy; - return o; - } - - half4 frag(v2f i) : COLOR { - 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 - Fog { Mode off } - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - - #pragma vertex vert - #pragma fragment frag - - ENDCG - } -} - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/VignetteShader.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/VignetteShader.shader.meta deleted file mode 100644 index f41ffeade..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_BloomAndFlares/VignetteShader.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 562f620336e024ac99992ff05725a89a -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField.meta deleted file mode 100644 index 10b1b715e..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: d9cccf980fcb7441d85b8b3b5c2d2c34 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/Bokeh34.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/Bokeh34.shader deleted file mode 100644 index 1b62eeb21..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/Bokeh34.shader +++ /dev/null @@ -1,83 +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 : 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) : COLOR - { - 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 - - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma exclude_renderers d3d11_9x - - #pragma vertex vert - #pragma fragment frag - - ENDCG - } - -} - -Fallback off - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/Bokeh34.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/Bokeh34.shader.meta deleted file mode 100644 index da48e98e7..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/Bokeh34.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 57cdacf9b217546aaa18edf39a6151c0 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfField34.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfField34.shader deleted file mode 100644 index 841664275..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfField34.shader +++ /dev/null @@ -1,524 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - 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 : POSITION; - half2 uv1 : TEXCOORD0; - }; - - struct v2fDofApply { - half4 pos : POSITION; - half2 uv : TEXCOORD0; - }; - - struct v2fRadius { - half4 pos : POSITION; - half2 uv : TEXCOORD0; - half4 uv1[4] : TEXCOORD1; - }; - - struct v2fDown { - half4 pos : POSITION; - half2 uv0 : TEXCOORD0; - half2 uv[2] : TEXCOORD1; - }; - - sampler2D _MainTex; - sampler2D _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 = UnityObjectToClipPos (v.vertex); - o.uv1.xy = v.texcoord.xy; - return o; - } - - v2fRadius vertWithRadius( appdata_img v ) { - v2fRadius o; - o.pos = UnityObjectToClipPos(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 = UnityObjectToClipPos(v.vertex); - o.uv.xy = v.texcoord.xy; - return o; - } - - v2fDown vertDownsampleWithCocConserve(appdata_img v) { - v2fDown o; - o.pos = UnityObjectToClipPos(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) : COLOR { - 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) : COLOR { - 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) : COLOR { - 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) : COLOR { - 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) : COLOR { - 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) : COLOR { - - float d = UNITY_SAMPLE_DEPTH ( tex2D (_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) : COLOR { - 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 = UNITY_SAMPLE_DEPTH (tex2D (_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) : COLOR { - return half4(0,0,0,0); - } - - // used for simple one one blend - - half4 fragAddBokeh (v2f i) : COLOR { - half4 from = tex2D( _MainTex, i.uv1.xy ); - return from; - } - - half4 fragAddFgBokeh (v2f i) : COLOR { - half4 from = tex2D( _MainTex, i.uv1.xy ); - return from; - } - - half4 fragDarkenForBokeh(v2fRadius i) : COLOR { - 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) : COLOR { - 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 - Fog { Mode off } - - CGPROGRAM - #pragma exclude_renderers flash - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertDofApply - #pragma fragment fragDofApplyBg - - ENDCG - } - - // pass 1 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - Fog { Mode off } - - CGPROGRAM - #pragma exclude_renderers flash - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertDofApply - #pragma fragment fragDofApplyFgDebug - - ENDCG - } - - // pass 2 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - Fog { Mode off } - - CGPROGRAM - #pragma exclude_renderers flash - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertDofApply - #pragma fragment fragDofApplyBgDebug - - ENDCG - } - - - - // pass 3 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask A - Fog { Mode off } - - CGPROGRAM - #pragma exclude_renderers flash - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragCocBg - - ENDCG - } - - - // pass 4 - - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - //Blend One One - Fog { Mode off } - - CGPROGRAM - #pragma exclude_renderers flash - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertDofApply - #pragma fragment fragDofApplyFg - - ENDCG - } - - // pass 5 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask ARGB - Fog { Mode off } - - CGPROGRAM - #pragma exclude_renderers flash - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragCocFg - - ENDCG - } - - // pass 6 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma exclude_renderers flash - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertDownsampleWithCocConserve - #pragma fragment fragDownsampleWithCocConserve - - ENDCG - } - - // pass 7 - // not being used atm - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGBA - Fog { Mode off } - - CGPROGRAM - #pragma exclude_renderers flash - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragMask - - ENDCG - } - - // pass 8 - - Pass { - ZTest Always Cull Off ZWrite Off - Blend SrcAlpha OneMinusSrcAlpha - ColorMask RGB - Fog { Mode off } - - CGPROGRAM - #pragma exclude_renderers flash - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragAddBokeh - - ENDCG - } - - // pass 9 - - Pass { - ZTest Always Cull Off ZWrite Off - Blend One One - ColorMask RGB - Fog { Mode off } - - CGPROGRAM - #pragma exclude_renderers flash - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertWithRadius - #pragma fragment fragExtractAndAddToBokeh - - ENDCG - } - - // pass 10 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma exclude_renderers flash - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertWithRadius - #pragma fragment fragDarkenForBokeh - - ENDCG - } - - // pass 11 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - #pragma exclude_renderers flash - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertWithRadius - #pragma fragment fragExtractAndAddToBokeh - - ENDCG - } - } - -Fallback off - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfField34.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfField34.shader.meta deleted file mode 100644 index 031a71400..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfField34.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 987fb0677d01f43ce8a9dbf12271e668 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfFieldDX11.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfFieldDX11.shader deleted file mode 100644 index c17a6fdc0..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfFieldDX11.shader +++ /dev/null @@ -1,259 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - -/* - 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 _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 Fog { Mode 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 = UnityObjectToClipPos (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) : COLOR0 - { - 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 Fog { Mode 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) : COLOR0 - { - 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 Fog { Mode 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) : COLOR0 - { - 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 -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfFieldDX11.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfFieldDX11.shader.meta deleted file mode 100644 index 64df31798..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfFieldDX11.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: d8e82664aa8686642a424c88ab10164a -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfFieldScatter.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfFieldScatter.shader deleted file mode 100644 index d71f01ffa..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfFieldScatter.shader +++ /dev/null @@ -1,1028 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - Shader "Hidden/Dof/DepthOfFieldHdr" { - Properties { - _MainTex ("-", 2D) = "black" {} - _FgOverlap ("-", 2D) = "black" {} - _LowRez ("-", 2D) = "black" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : POSITION; - float2 uv : TEXCOORD0; - float2 uv1 : TEXCOORD1; - }; - - struct v2fRadius { - float4 pos : POSITION; - float2 uv : TEXCOORD0; - float4 uv1[4] : TEXCOORD1; - }; - - struct v2fBlur { - float4 pos : POSITION; - float2 uv : TEXCOORD0; - float4 uv01 : TEXCOORD1; - float4 uv23 : TEXCOORD2; - float4 uv45 : TEXCOORD3; - float4 uv67 : TEXCOORD4; - float4 uv89 : TEXCOORD5; - }; - - uniform sampler2D _MainTex; - uniform sampler2D _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 = UnityObjectToClipPos (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 = UnityObjectToClipPos (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 = UnityObjectToClipPos(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 sample, float sampleDistance, float4 centerSample) - { - return smoothstep(SCATTER_OVERLAP_SMOOTH, 0.0, sample.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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - 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) : COLOR - { - float4 color = tex2D (_MainTex, i.uv1.xy); - float d = UNITY_SAMPLE_DEPTH(tex2D(_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) : COLOR - { - float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy); - float d = UNITY_SAMPLE_DEPTH(tex2D(_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) : COLOR - { - return tex2D (_MainTex, i.uv1.xy); - } - - float4 fragMergeCoc (v2f i) : COLOR - { - float4 color = tex2D (_FgOverlap, i.uv1.xy); // this is the foreground overlap value - float fgCoc = color.a; - - float d = UNITY_SAMPLE_DEPTH(tex2D(_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) : COLOR - { - 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) : COLOR - { - float4 color = float4(0,0,0,0); //tex2D (_MainTex, i.uv1.xy); - float d = UNITY_SAMPLE_DEPTH(tex2D(_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) : COLOR - { - float4 color = float4(0,0,0,0); - float d = UNITY_SAMPLE_DEPTH(tex2D(_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) : COLOR - { - float4 tapHighRez = tex2D(_MainTex, i.uv.xy); - return float4(tapHighRez.rgb, 1.0-saturate(tapHighRez.a*5.0)); - } - - float4 fragBlendInLowRezParts (v2f i) : COLOR - { - 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) : COLOR - { - float4 c = tex2D(_MainTex, i.uv1.xy); - return c; - } - - float4 fragAlphaMask(v2f i) : COLOR - { - 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 - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragCaptureCoc - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 1 - - Pass - { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertBlurPlusMinus - #pragma fragment fragGaussBlur - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 2 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertBlurPlusMinus - #pragma fragment fragBlurForFgCoc - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - - // pass 3 - - Pass - { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - ColorMask A - BlendOp Max, Max - Blend One One, One One - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment AddFgCoc - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - - // pass 4 - - Pass - { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - ColorMask A - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragCaptureForegroundCoc - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 5 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragBlurBox - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 6 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment frag4TapBlurForLRSpawn - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 7 - - Pass { - ZTest Always Cull Off ZWrite Off - ColorMask RGB - Blend SrcAlpha OneMinusSrcAlpha - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragBlendInHighRez - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 8 - - Pass - { - ZTest Always Cull Off ZWrite Off - ColorMask A - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragCaptureForegroundCocMask - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - - // pass 9 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragBlurUpsampleCheap - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 10 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragCaptureColorAndSignedCoc - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 11 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragBlurInsaneMQ - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 12 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragBlurUpsampleCombineMQ - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 13 - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - ColorMask A - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragMergeCoc - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 14 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - ColorMask A - BlendOp Max, Max - Blend One One, One One - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragCombineCocWithMaskBlur - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 15 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragBoxDownsample - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 16 - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragVisualize - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 17 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragBlurInsaneHQ - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 18 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragBlurUpsampleCombineHQ - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 19 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertBlurPlusMinus - #pragma fragment fragBlurAlphaWeighted - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 20 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragAlphaMask - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 21 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - BlendOp Add, Add - Blend DstAlpha OneMinusDstAlpha, Zero One - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertFlip - #pragma fragment fragBlurBox - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } - - // pass 22 - - Pass { - ZTest Always Cull Off ZWrite Off - Fog { Mode off } - - // destination alpha needs to stay intact as we have layed alpha before - BlendOp Add, Add - Blend DstAlpha One, Zero One - - CGPROGRAM - - #pragma glsl - #pragma target 3.0 - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragUpsampleWithAlphaMask - #pragma exclude_renderers d3d11_9x flash - - ENDCG - } -} - -Fallback off - -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfFieldScatter.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfFieldScatter.shader.meta deleted file mode 100644 index acf31d0c1..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/DepthOfFieldScatter.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: acd613035ff3e455e8abf23fdc8c8c24 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/SeparableBlur.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/SeparableBlur.shader deleted file mode 100644 index ea2f961dd..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/SeparableBlur.shader +++ /dev/null @@ -1,70 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -Shader "Hidden/SeparableBlur" { - Properties { - _MainTex ("Base (RGB)", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f { - float4 pos : 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 = UnityObjectToClipPos(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) : COLOR { - 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 - Fog { Mode off } - - CGPROGRAM - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment frag - ENDCG - } -} - -Fallback off - - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/SeparableBlur.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/SeparableBlur.shader.meta deleted file mode 100644 index a6990b232..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/SeparableBlur.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: e97c14fbb5ea04c3a902cc533d7fc5d1 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader deleted file mode 100644 index 2d90b2268..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader +++ /dev/null @@ -1,250 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - -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 : POSITION; - half2 uv : TEXCOORD0; - half4 uv01 : TEXCOORD1; - half4 uv23 : TEXCOORD2; - half4 uv45 : TEXCOORD3; - }; - - struct v2fSingle { - half4 pos : POSITION; - half2 uv : TEXCOORD0; - }; - - // - // VERT PROGRAMS - // - - v2f vert (appdata_img v) { - v2f o; - o.pos = UnityObjectToClipPos(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 = UnityObjectToClipPos(v.vertex); - o.uv.xy = v.texcoord.xy; - return o; - } - - // - // FRAG PROGRAMS - // - - // mostly used for foreground, so more gaussian-like - - half4 fragBlurUnweighted (v2f i) : COLOR { - 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) : COLOR { - 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) : COLOR { - 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) : COLOR { - 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) : COLOR - { - 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 - Fog { Mode off } - - Pass { - - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragBlurWeighted - - ENDCG - } - Pass { - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragBlurUnweighted - - ENDCG - } - - // 2 - - Pass { - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragBlurUnweightedDark - - ENDCG - } - Pass { - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vertSingleTex - #pragma fragment fragMixMediumAndLowTap - - ENDCG - } - - // 4 - - Pass { - CGPROGRAM - - #pragma fragmentoption ARB_precision_hint_fastest - #pragma vertex vert - #pragma fragment fragBlurDark - - ENDCG - } -} - -Fallback off - -} // shader \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta deleted file mode 100644 index 373b36da5..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: bb4af680337344a4abad65a4e8873c50 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader deleted file mode 100644 index cc5c05b9b..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader +++ /dev/null @@ -1,333 +0,0 @@ -// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' - - - Shader "Hidden/Dof/TiltShiftHdrLensBlur" { - Properties { - _MainTex ("-", 2D) = "" {} - } - - CGINCLUDE - - #include "UnityCG.cginc" - - struct v2f - { - float4 pos : 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 = UnityObjectToClipPos (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) : COLOR - { - return WeightIrisMode(i.uv.xy) * 0.5; - } - - float4 fragFieldPreview (v2f i) : COLOR - { - return WeightFieldMode(i.uv.xy) * 0.5; - } - - float4 fragUpsample (v2f i) : COLOR - { - 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) : COLOR - { - 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/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/frag_ao.cginc.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/frag_ao.cginc.meta deleted file mode 100644 index 502173387..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/frag_ao.cginc.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 51ae11a5cd82fda468a85179946d672a -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Textures.meta b/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Textures.meta deleted file mode 100644 index f926ce3a6..000000000 --- a/ParticleSystem/Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Textures.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: f9372f23586ef470b97d53856af88487 -folderAsset: yes -DefaultImporter: - 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userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Blob Light Projector.prefab b/ParticleSystem/Assets/Standard Assets/Projectors/Blob Light Projector.prefab deleted file mode 100644 index 109131702..000000000 Binary files a/ParticleSystem/Assets/Standard Assets/Projectors/Blob Light Projector.prefab and /dev/null differ diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Blob Light Projector.prefab.meta b/ParticleSystem/Assets/Standard Assets/Projectors/Blob Light Projector.prefab.meta deleted file mode 100644 index 44618404a..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Blob Light Projector.prefab.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: b0a1f6772f39e47fdae4d55c17d8ac35 -NativeFormatImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Blob Shadow Projector.prefab b/ParticleSystem/Assets/Standard Assets/Projectors/Blob Shadow Projector.prefab deleted file mode 100644 index 2590c59a4..000000000 Binary files a/ParticleSystem/Assets/Standard Assets/Projectors/Blob Shadow Projector.prefab and /dev/null differ diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Blob Shadow Projector.prefab.meta b/ParticleSystem/Assets/Standard Assets/Projectors/Blob Shadow Projector.prefab.meta deleted file mode 100644 index d8ff3ad7e..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Blob Shadow Projector.prefab.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 1880a732ad112a541100162a44295342 -NativeFormatImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Grid Projector.prefab b/ParticleSystem/Assets/Standard Assets/Projectors/Grid Projector.prefab deleted file mode 100644 index 842b56a26..000000000 Binary files a/ParticleSystem/Assets/Standard Assets/Projectors/Grid Projector.prefab and /dev/null differ diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Grid Projector.prefab.meta b/ParticleSystem/Assets/Standard Assets/Projectors/Grid Projector.prefab.meta deleted file mode 100644 index d924a1a46..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Grid Projector.prefab.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: a29e133e3841243b7b0ec432e3573cdd -NativeFormatImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Guidelines.txt b/ParticleSystem/Assets/Standard Assets/Projectors/Guidelines.txt deleted file mode 100644 index 2a1c1f389..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Guidelines.txt +++ /dev/null @@ -1,3 +0,0 @@ -To use the Additive-Projector properly: -1. Make sure to have your Cookie texture set to "Clamp" -2. To prevent projector bleeding turn on the "Border Mipmaps" option or disable Mipmaps altogether in the Import Settings for the Cookie texture. \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Guidelines.txt.meta b/ParticleSystem/Assets/Standard Assets/Projectors/Guidelines.txt.meta deleted file mode 100644 index 951cf122c..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Guidelines.txt.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: d5d58c10e934a4738aa90eb4e904a166 -TextScriptImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Sources.meta b/ParticleSystem/Assets/Standard Assets/Projectors/Sources.meta deleted file mode 100644 index c485d79f8..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Sources.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 8668f96cc207b4965afadab0edade16a -folderAsset: yes -DefaultImporter: - userData: - 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Material.mat.meta deleted file mode 100644 index 74d5629bd..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Materials/Grid Material.mat.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 52a1cf6eec0cc4f64bd6dfc9a3e8fe14 -NativeFormatImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Materials/Light Material.mat b/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Materials/Light Material.mat deleted file mode 100644 index 2cd767b15..000000000 Binary files a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Materials/Light Material.mat and /dev/null differ diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Materials/Light Material.mat.meta b/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Materials/Light Material.mat.meta deleted file mode 100644 index d8b69e35e..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Materials/Light 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userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders.meta b/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders.meta deleted file mode 100644 index a8533407a..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 0d64cf85603324c6d89204084bbb3438 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders/Projector Light.shader b/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders/Projector Light.shader deleted file mode 100644 index 58f19d358..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders/Projector Light.shader +++ /dev/null @@ -1,26 +0,0 @@ -Shader "Projector/Light" { - Properties { - _Color ("Main Color", Color) = (1,1,1,1) - _ShadowTex ("Cookie", 2D) = "" { TexGen ObjectLinear } - _FalloffTex ("FallOff", 2D) = "" { TexGen ObjectLinear } - } - Subshader { - Pass { - ZWrite off - Fog { Color (0, 0, 0) } - Color [_Color] - ColorMask RGB - Blend DstColor One - Offset -1, -1 - SetTexture [_ShadowTex] { - combine texture * primary, ONE - texture - Matrix [_Projector] - } - SetTexture [_FalloffTex] { - constantColor (0,0,0,0) - combine previous lerp (texture) constant - Matrix [_ProjectorClip] - } - } - } -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders/Projector Light.shader.meta b/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders/Projector Light.shader.meta deleted file mode 100644 index 36e916a28..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders/Projector Light.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: ab70c098a52a04be88096d20e1540cb8 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders/Projector Multiply.shader b/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders/Projector Multiply.shader deleted file mode 100644 index f92214296..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders/Projector Multiply.shader +++ /dev/null @@ -1,27 +0,0 @@ -Shader "Projector/Multiply" { - Properties { - _ShadowTex ("Cookie", 2D) = "gray" { TexGen ObjectLinear } - _FalloffTex ("FallOff", 2D) = "white" { TexGen ObjectLinear } - } - - Subshader { - Tags { "RenderType"="Transparent-1" } - Pass { - ZWrite Off - Fog { Color (1, 1, 1) } - AlphaTest Greater 0 - ColorMask RGB - Blend DstColor Zero - Offset -1, -1 - SetTexture [_ShadowTex] { - combine texture, ONE - texture - Matrix [_Projector] - } - SetTexture [_FalloffTex] { - constantColor (1,1,1,0) - combine previous lerp (texture) constant - Matrix [_ProjectorClip] - } - } - } -} \ No newline at end of file diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders/Projector Multiply.shader.meta b/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders/Projector Multiply.shader.meta deleted file mode 100644 index 0c27c3e3c..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Shaders/Projector Multiply.shader.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: ac96f5c0b697340a887ac2bd77a0bddc -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Textures.meta b/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Textures.meta deleted file mode 100644 index e1d603483..000000000 --- a/ParticleSystem/Assets/Standard Assets/Projectors/Sources/Textures.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 24f8b7f726c7047cb906be889dbf5ac1 -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Standard 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a/ParticleSystem/Assets/TestScene.meta b/ParticleSystem/Assets/TestScene.meta deleted file mode 100644 index 35f87fec6..000000000 --- a/ParticleSystem/Assets/TestScene.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: ffef2a398ed861940b0996727dddb589 -folderAsset: yes -timeCreated: 1520691895 -licenseType: Pro -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/ParticleSystem/Assets/TestScene/Main.unity b/ParticleSystem/Assets/TestScene/Main.unity deleted file mode 100644 index de9aff5b4..000000000 Binary files a/ParticleSystem/Assets/TestScene/Main.unity and /dev/null differ diff --git a/ParticleSystem/Assets/TestScene/Main.unity.meta b/ParticleSystem/Assets/TestScene/Main.unity.meta deleted file mode 100644 index e81181898..000000000 --- a/ParticleSystem/Assets/TestScene/Main.unity.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: 67ece601fa9f4f144ad0f687188887f0 -DefaultImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/TestScene/ScriptOnCollider.cs b/ParticleSystem/Assets/TestScene/ScriptOnCollider.cs deleted file mode 100644 index 67b0bfacb..000000000 --- a/ParticleSystem/Assets/TestScene/ScriptOnCollider.cs +++ /dev/null @@ -1,46 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class ScriptOnCollider : MonoBehaviour -{ - private ParticleCollisionEvent[] collisionEvents = new ParticleCollisionEvent[16]; - - void Start() - { - } - - void Update() - { - - } - - // OnParticleCollision在Collider所属游戏对象脚本上执行,other为ParticleSystem所属游戏对象 - void OnParticleCollision(GameObject other) - { - ParticleSystem ps = other.GetComponent(); - int safeLength = ps.GetSafeCollisionEventSize(); - print("safe length = " + safeLength.ToString()); - if(collisionEvents.Length < safeLength) - collisionEvents = new ParticleCollisionEvent[safeLength]; - int num = ps.GetCollisionEvents(gameObject, collisionEvents); - print("received collision event number = " + num.ToString()); - for(int i = 0; i < num; ++i) { - ParticleCollisionEvent ev = collisionEvents [i]; - Vector3 pos = ev.intersection; - if(ev.colliderComponent.tag == "Cube") - print("hit cube at position : " + pos.Str()); - else if(ev.colliderComponent.tag == "Capsule") - print("hit capsule at position : " + pos.Str()); - else if(ev.colliderComponent.tag == "Cylinder") - print("hit cylinder at position : " + pos.Str()); - } - } -} - -public static class Vector3Ext -{ - public static string Str(this Vector3 v) - { - return string.Format("({0},{1},{2})", v.x, v.y, v.z); - } -} diff --git a/ParticleSystem/Assets/TestScene/ScriptOnCollider.cs.meta b/ParticleSystem/Assets/TestScene/ScriptOnCollider.cs.meta deleted file mode 100644 index 50e12ed48..000000000 --- a/ParticleSystem/Assets/TestScene/ScriptOnCollider.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 9c16ac3b7a6c48c43822c8cb4f5b2818 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/TestScene/ScriptOnParticle.cs b/ParticleSystem/Assets/TestScene/ScriptOnParticle.cs deleted file mode 100644 index a11bb5119..000000000 --- a/ParticleSystem/Assets/TestScene/ScriptOnParticle.cs +++ /dev/null @@ -1,27 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class ScriptOnParticle : MonoBehaviour -{ - ParticleCollisionEvent[] pces = new ParticleCollisionEvent[16]; - - void Start() - { - } - - void Update() - { - } - - void OnParticleCollision(GameObject other) - { - print("OnParticleCollision execute on ParticleSystem"); - print("Collider tag is " + other.tag); - ParticleSystem ps = GetComponent(); - int safeLen = ps.GetSafeCollisionEventSize(); - if(pces.Length < safeLen) - pces = new ParticleCollisionEvent[safeLen]; - int num = ps.GetCollisionEvents(other, pces); - print("Collision event num = " + num.ToString()); - } -} diff --git a/ParticleSystem/Assets/TestScene/ScriptOnParticle.cs.meta b/ParticleSystem/Assets/TestScene/ScriptOnParticle.cs.meta deleted file mode 100644 index 1baf14829..000000000 --- a/ParticleSystem/Assets/TestScene/ScriptOnParticle.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 883cf9cddf8227545bdcc35f67dd623e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Textures.meta b/ParticleSystem/Assets/Textures.meta deleted file mode 100644 index db6d07489..000000000 --- a/ParticleSystem/Assets/Textures.meta +++ /dev/null @@ -1,6 +0,0 @@ -fileFormatVersion: 2 -guid: 524df53eeeebbd147911e3252213cb9a -folderAsset: yes -DefaultImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Textures/cube_junkyard_sharp.cubemap b/ParticleSystem/Assets/Textures/cube_junkyard_sharp.cubemap deleted file mode 100644 index 5b3caf1c0..000000000 Binary files a/ParticleSystem/Assets/Textures/cube_junkyard_sharp.cubemap and /dev/null differ diff --git a/ParticleSystem/Assets/Textures/cube_junkyard_sharp.cubemap.meta b/ParticleSystem/Assets/Textures/cube_junkyard_sharp.cubemap.meta deleted file mode 100644 index 133a37042..000000000 --- a/ParticleSystem/Assets/Textures/cube_junkyard_sharp.cubemap.meta +++ /dev/null @@ -1,5 +0,0 @@ -fileFormatVersion: 2 -guid: e8d0de5c60960cb42b82ac737a42f588 -NativeFormatImporter: - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/Textures/cube_junkyard_soft.cubemap b/ParticleSystem/Assets/Textures/cube_junkyard_soft.cubemap deleted file mode 100644 index 93eb8a833..000000000 Binary files a/ParticleSystem/Assets/Textures/cube_junkyard_soft.cubemap and /dev/null differ diff --git a/ParticleSystem/Assets/Textures/cube_junkyard_soft.cubemap.meta b/ParticleSystem/Assets/Textures/cube_junkyard_soft.cubemap.meta deleted file mode 100644 index 4286ddadb..000000000 --- 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ParticleSystem[] sprinklers; - private ParticleCollisionEvent[][] collisionEvents; - - void Awake () - { - sprinklers = GetComponentsInChildren(); - } - - void Start () - { - collisionEvents = new ParticleCollisionEvent[sprinklers.Length][]; - } - - void OnParticleCollision(GameObject other) - { - if(collisionEvents == null) - return; - - if(other.tag == "Barrel") - { - for(int i = 0; i < collisionEvents.Length; i++) - collisionEvents[i] = new ParticleCollisionEvent[sprinklers[i].GetSafeCollisionEventSize()]; - - for(int i = 0; i < collisionEvents.Length; i++) - sprinklers[i].GetCollisionEvents(gameObject, collisionEvents[i]); - - for(int i = 0; i < collisionEvents.Length; i++) - { - for(int j = 0; j < collisionEvents[i].Length; j++) - { - lid.AddForceAtPosition(Vector3.down * dropletForce, collisionEvents[i][j].intersection); - } - } - } - } -} diff --git a/ParticleSystem/Assets/_Scripts/BarrelLid.cs.meta b/ParticleSystem/Assets/_Scripts/BarrelLid.cs.meta deleted file mode 100644 index ddb008e5e..000000000 --- a/ParticleSystem/Assets/_Scripts/BarrelLid.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 94124bb66633e0943a55da7dc51f7c15 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/_Scripts/Fire.cs b/ParticleSystem/Assets/_Scripts/Fire.cs deleted file mode 100644 index c9f7f0d0f..000000000 --- a/ParticleSystem/Assets/_Scripts/Fire.cs +++ /dev/null @@ -1,23 +0,0 @@ -using UnityEngine; -using System.Collections; -using System.Collections.Generic; - -public class Fire : MonoBehaviour -{ - public List particles; - - void Update () - { - foreach(ParticleHelper ph in particles) - { - if(ph.varyAlpha) - ph.IncreaseAlpha(); - if(ph.varyEmission) - ph.IncreaseEmission(); - if(ph.varyIntensity) - ph.IncreaseIntensity(); - if(ph.varyRange) - ph.IncreaseRange(); - } - } -} diff --git a/ParticleSystem/Assets/_Scripts/Fire.cs.meta b/ParticleSystem/Assets/_Scripts/Fire.cs.meta deleted file mode 100644 index 8fa2b4b45..000000000 --- a/ParticleSystem/Assets/_Scripts/Fire.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: b8fc09fe735eb72408d2d948d2d880e0 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/_Scripts/ParticleHelper.cs b/ParticleSystem/Assets/_Scripts/ParticleHelper.cs deleted file mode 100644 index b17a45ed7..000000000 --- a/ParticleSystem/Assets/_Scripts/ParticleHelper.cs +++ /dev/null @@ -1,119 +0,0 @@ -using UnityEngine; -using System.Collections; - -[System.Serializable] -public class ParticleHelper -{ - public ParticleSystem part; - public Light light; - - public bool varyAlpha; - public bool varyEmission; - public bool varyIntensity; - public bool varyRange; - - public float minAlpha; - public float maxAlpha; - public float alphaIncreaseRate; - public float alphaDecreaseRate; - public float alphaVariation; - - public float minEmission; - public float maxEmission; - public float emissionIncreaseRate; - public float emissionDecreaseRate; - public float emissionVariation; - - public float minIntensity; - public float maxIntensity; - public float intensityIncreaseRate; - public float intensityDecreaseRate; - public float intensityVariation; - - public float minRange; - public float maxRange; - public float rangeIncreaseRate; - public float rangeDecreaseRate; - public float rangeVariation; - - void Start () - { - } - - // Update is called once per frame - void Update () { - - } - - public void IncreaseAlpha () - { - if(part.startColor.a < maxAlpha) - { - Color adjustedColour = part.startColor; - adjustedColour.a += alphaIncreaseRate * Time.deltaTime; - adjustedColour.a += Random.Range(0f, alphaVariation); - part.startColor = adjustedColour; - } - } - - public void DecreaseAlpha () - { - if(part.startColor.a > minAlpha) - { - Color adjustedColour = part.startColor; - adjustedColour.a -= alphaDecreaseRate * Time.deltaTime; - part.startColor = adjustedColour; - } - } - - public void IncreaseEmission () - { - if(part.emissionRate < maxEmission) - { - float emissionRate = part.emissionRate; - emissionRate += emissionIncreaseRate * Time.deltaTime; - emissionRate += Random.Range(0f, emissionVariation); - part.emissionRate = emissionRate; - } - } - - public void DecreaseEmission () - { - if(part.emissionRate > minEmission) - part.emissionRate -= emissionDecreaseRate * Time.deltaTime; - } - - public void IncreaseIntensity () - { - if(light.intensity < maxIntensity) - { - float intensity = light.intensity; - intensity += intensityIncreaseRate * Time.deltaTime; - intensity += Random.Range(0f, intensityVariation); - light.intensity = intensity; - } - } - - public void DecreaseIntensity () - { - if(light.intensity > minIntensity) - light.intensity -= intensityDecreaseRate * Time.deltaTime; - } - - public void IncreaseRange () - { - if(light.range < maxRange) - { - float range = light.range; - range += rangeIncreaseRate * Time.deltaTime; - range += Random.Range(0f, rangeVariation); - light.range = range; - } - } - - public void DecreaseRange () - { - if(light.range > minRange) - light.range -= rangeDecreaseRate * Time.deltaTime; - } -} diff --git a/ParticleSystem/Assets/_Scripts/ParticleHelper.cs.meta b/ParticleSystem/Assets/_Scripts/ParticleHelper.cs.meta deleted file mode 100644 index 18ca62427..000000000 --- a/ParticleSystem/Assets/_Scripts/ParticleHelper.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 2924bd2b268469f4c85ac52c3058643d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/Assets/_Scripts/Sprinkler.cs b/ParticleSystem/Assets/_Scripts/Sprinkler.cs deleted file mode 100644 index 2bbab0837..000000000 --- a/ParticleSystem/Assets/_Scripts/Sprinkler.cs +++ /dev/null @@ -1,94 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class Sprinkler : MonoBehaviour -{ - private float heightAboveFloor; - private ParticleCollisionEvent[][] collisionEvents; - private GameObject barrel; - private ParticleSystem[] sprinklers; - private GameObject floor; - private Fire fire; - - void Awake () - { - barrel = GameObject.FindGameObjectWithTag("FireBarrel"); - fire = barrel.GetComponent(); - sprinklers = GetComponentsInChildren(); - } - - void Start () - { - heightAboveFloor = transform.position.y; - collisionEvents = new ParticleCollisionEvent[sprinklers.Length][]; - } - - void OnParticleCollision(GameObject other) - { - if(other.tag == "FireBarrel") - { - for(int i = 0; i < collisionEvents.Length; i++) - { - collisionEvents[i] = new ParticleCollisionEvent[sprinklers[i].GetSafeCollisionEventSize()]; - } - - for(int i = 0; i < collisionEvents.Length; i++) - { - sprinklers[i].GetCollisionEvents(gameObject, collisionEvents[i]); - } - - for(int i = 0; i < collisionEvents.Length; i++) - { - for(int j = 0; j < collisionEvents[i].Length; j++) - { - foreach(ParticleHelper ph in fire.particles) - { - if(ph.varyAlpha) - ph.DecreaseAlpha(); - if(ph.varyEmission) - ph.DecreaseEmission(); - if(ph.varyIntensity) - ph.DecreaseIntensity(); - if(ph.varyRange) - ph.DecreaseRange(); - } - } - } - } - } - - void Update () - { - if(Input.GetMouseButton(0)) - { - Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); - RaycastHit[] hits; - - hits = Physics.RaycastAll(ray); - - foreach(RaycastHit h in hits) - { - if(h.collider.name == "ground") - transform.position = h.point + new Vector3(0f, heightAboveFloor, 0f); - } - - if(!sprinklers[0].isPlaying) - { - for(int i = 0; i < sprinklers.Length; i++) - { - sprinklers[i].Play(); - } - } - } - else - { - if(sprinklers[0].isPlaying) - { - for(int i = 0; i < sprinklers.Length; i++) - { - sprinklers[i].Stop(); - } - } - } - } -} diff --git a/ParticleSystem/Assets/_Scripts/Sprinkler.cs.meta b/ParticleSystem/Assets/_Scripts/Sprinkler.cs.meta deleted file mode 100644 index bf4d34fc3..000000000 --- a/ParticleSystem/Assets/_Scripts/Sprinkler.cs.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 4577ad628c24597408b2d1d1803c30be -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: diff --git a/ParticleSystem/MyParticle-csharp.sln b/ParticleSystem/MyParticle-csharp.sln deleted file mode 100644 index 3dff351cb..000000000 --- a/ParticleSystem/MyParticle-csharp.sln +++ /dev/null @@ -1,45 +0,0 @@ -Microsoft Visual Studio Solution File, Format Version 11.00 -# Visual Studio 2008 - -Project("{0A2C08BA-09DF-AFE8-AE3A-64C9D6DE607A}") = "MyParticle", "Assembly-CSharp-firstpass-vs.csproj", "{80716B72-F6B8-9577-9D95-745D8320A027}" -EndProject -Project("{0A2C08BA-09DF-AFE8-AE3A-64C9D6DE607A}") = "MyParticle", "Assembly-CSharp-vs.csproj", "{8D483F68-12F7-3F34-ABD1-2EBB8321657E}" -EndProject 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b/ParticleSystem/ProjectSettings/ProjectVersion.txt deleted file mode 100644 index e6cd1f978..000000000 --- a/ParticleSystem/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1 +0,0 @@ -m_EditorVersion: 2017.3.0f3 diff --git a/ParticleSystem/ProjectSettings/QualitySettings.asset b/ParticleSystem/ProjectSettings/QualitySettings.asset deleted file mode 100644 index 975884f8e..000000000 Binary files a/ParticleSystem/ProjectSettings/QualitySettings.asset and /dev/null differ diff --git a/ParticleSystem/ProjectSettings/TagManager.asset b/ParticleSystem/ProjectSettings/TagManager.asset deleted file mode 100644 index 6bf7f0c8c..000000000 Binary files a/ParticleSystem/ProjectSettings/TagManager.asset and /dev/null differ diff --git a/ParticleSystem/ProjectSettings/TimeManager.asset b/ParticleSystem/ProjectSettings/TimeManager.asset deleted file mode 100644 index f8acd25e3..000000000 Binary files a/ParticleSystem/ProjectSettings/TimeManager.asset and /dev/null differ diff --git a/ParticleSystem/ProjectSettings/UnityConnectSettings.asset b/ParticleSystem/ProjectSettings/UnityConnectSettings.asset deleted file mode 100644 index 998882e8b..000000000 Binary files a/ParticleSystem/ProjectSettings/UnityConnectSettings.asset and /dev/null differ diff --git a/ParticleSystem/ProjectSettings/graphicssettings.asset b/ParticleSystem/ProjectSettings/graphicssettings.asset deleted file mode 100644 index 281359031..000000000 Binary files a/ParticleSystem/ProjectSettings/graphicssettings.asset and /dev/null differ diff --git a/ParticleSystem/README.md b/ParticleSystem/README.md deleted file mode 100644 index 5beed014f..000000000 --- a/ParticleSystem/README.md +++ /dev/null @@ -1,3 +0,0 @@ -## 粒子系统研究 - -> 利用粒子系统生成烟雾、火焰、水以及粒子碰撞回调研究 diff --git a/ParticleSystem/UnityPackageManager/manifest.json b/ParticleSystem/UnityPackageManager/manifest.json deleted file mode 100644 index 526aca605..000000000 --- a/ParticleSystem/UnityPackageManager/manifest.json +++ /dev/null @@ -1,4 +0,0 @@ -{ - "dependencies": { - } -} diff --git a/Navmesh/Assets/PlayerController.cs b/Pathfinding/Navmesh/Assets/PlayerController.cs similarity index 100% rename from Navmesh/Assets/PlayerController.cs rename to Pathfinding/Navmesh/Assets/PlayerController.cs diff --git a/Navmesh/Assets/PlayerController.cs.meta b/Pathfinding/Navmesh/Assets/PlayerController.cs.meta similarity index 100% rename from Navmesh/Assets/PlayerController.cs.meta rename to Pathfinding/Navmesh/Assets/PlayerController.cs.meta diff --git a/Navmesh/Assets/Scenes.meta b/Pathfinding/Navmesh/Assets/Scenes.meta similarity index 100% rename from Navmesh/Assets/Scenes.meta rename to Pathfinding/Navmesh/Assets/Scenes.meta diff --git a/Navmesh/Assets/Scenes/Main.meta b/Pathfinding/Navmesh/Assets/Scenes/Main.meta similarity index 100% rename from Navmesh/Assets/Scenes/Main.meta rename to Pathfinding/Navmesh/Assets/Scenes/Main.meta diff --git a/Navmesh/Assets/Scenes/Main.unity b/Pathfinding/Navmesh/Assets/Scenes/Main.unity similarity index 100% rename from Navmesh/Assets/Scenes/Main.unity rename to Pathfinding/Navmesh/Assets/Scenes/Main.unity diff --git a/Navmesh/Assets/Scenes/Main.unity.meta b/Pathfinding/Navmesh/Assets/Scenes/Main.unity.meta similarity index 100% rename from Navmesh/Assets/Scenes/Main.unity.meta rename to Pathfinding/Navmesh/Assets/Scenes/Main.unity.meta diff --git a/Navmesh/Assets/Scenes/Main/NavMesh.asset b/Pathfinding/Navmesh/Assets/Scenes/Main/NavMesh.asset similarity index 100% rename from Navmesh/Assets/Scenes/Main/NavMesh.asset rename to Pathfinding/Navmesh/Assets/Scenes/Main/NavMesh.asset diff --git a/Navmesh/Assets/Scenes/Main/NavMesh.asset.meta b/Pathfinding/Navmesh/Assets/Scenes/Main/NavMesh.asset.meta similarity index 100% rename from Navmesh/Assets/Scenes/Main/NavMesh.asset.meta rename to Pathfinding/Navmesh/Assets/Scenes/Main/NavMesh.asset.meta diff --git a/Navmesh/Assets/Scripts.meta b/Pathfinding/Navmesh/Assets/Scripts.meta similarity index 100% rename from Navmesh/Assets/Scripts.meta rename to Pathfinding/Navmesh/Assets/Scripts.meta diff --git a/CircusGameOnFC/ProjectSettings/AudioManager.asset b/Pathfinding/Navmesh/ProjectSettings/AudioManager.asset similarity index 100% rename from CircusGameOnFC/ProjectSettings/AudioManager.asset rename to Pathfinding/Navmesh/ProjectSettings/AudioManager.asset diff --git a/CircusGameOnFC/ProjectSettings/ClusterInputManager.asset b/Pathfinding/Navmesh/ProjectSettings/ClusterInputManager.asset similarity index 100% rename from CircusGameOnFC/ProjectSettings/ClusterInputManager.asset rename to Pathfinding/Navmesh/ProjectSettings/ClusterInputManager.asset diff --git a/CircusGameOnFC/ProjectSettings/DynamicsManager.asset b/Pathfinding/Navmesh/ProjectSettings/DynamicsManager.asset similarity index 100% rename from CircusGameOnFC/ProjectSettings/DynamicsManager.asset rename to Pathfinding/Navmesh/ProjectSettings/DynamicsManager.asset diff --git a/CircusGameOnFC/ProjectSettings/EditorBuildSettings.asset b/Pathfinding/Navmesh/ProjectSettings/EditorBuildSettings.asset similarity index 100% rename from CircusGameOnFC/ProjectSettings/EditorBuildSettings.asset rename to Pathfinding/Navmesh/ProjectSettings/EditorBuildSettings.asset diff --git a/Navmesh/ProjectSettings/EditorSettings.asset b/Pathfinding/Navmesh/ProjectSettings/EditorSettings.asset similarity index 100% rename from Navmesh/ProjectSettings/EditorSettings.asset rename to Pathfinding/Navmesh/ProjectSettings/EditorSettings.asset diff --git a/CircusGameOnFC/ProjectSettings/GraphicsSettings.asset b/Pathfinding/Navmesh/ProjectSettings/GraphicsSettings.asset similarity index 100% rename from CircusGameOnFC/ProjectSettings/GraphicsSettings.asset rename to Pathfinding/Navmesh/ProjectSettings/GraphicsSettings.asset diff --git a/CircusGameOnFC/ProjectSettings/InputManager.asset b/Pathfinding/Navmesh/ProjectSettings/InputManager.asset similarity index 100% rename from CircusGameOnFC/ProjectSettings/InputManager.asset rename to Pathfinding/Navmesh/ProjectSettings/InputManager.asset diff --git a/CircusGameOnFC/ProjectSettings/NavMeshAreas.asset b/Pathfinding/Navmesh/ProjectSettings/NavMeshAreas.asset similarity index 100% rename from CircusGameOnFC/ProjectSettings/NavMeshAreas.asset rename to Pathfinding/Navmesh/ProjectSettings/NavMeshAreas.asset diff --git a/CircusGameOnFC/ProjectSettings/NetworkManager.asset b/Pathfinding/Navmesh/ProjectSettings/NetworkManager.asset similarity index 100% rename from CircusGameOnFC/ProjectSettings/NetworkManager.asset rename to Pathfinding/Navmesh/ProjectSettings/NetworkManager.asset diff --git a/CircusGameOnFC/ProjectSettings/Physics2DSettings.asset b/Pathfinding/Navmesh/ProjectSettings/Physics2DSettings.asset similarity index 100% rename from CircusGameOnFC/ProjectSettings/Physics2DSettings.asset rename to Pathfinding/Navmesh/ProjectSettings/Physics2DSettings.asset diff --git a/Navmesh/ProjectSettings/ProjectSettings.asset b/Pathfinding/Navmesh/ProjectSettings/ProjectSettings.asset similarity index 100% rename from Navmesh/ProjectSettings/ProjectSettings.asset rename to Pathfinding/Navmesh/ProjectSettings/ProjectSettings.asset diff --git a/CircusGameOnFC/ProjectSettings/ProjectVersion.txt b/Pathfinding/Navmesh/ProjectSettings/ProjectVersion.txt similarity index 100% rename from CircusGameOnFC/ProjectSettings/ProjectVersion.txt rename to Pathfinding/Navmesh/ProjectSettings/ProjectVersion.txt diff --git a/CircusGameOnFC/ProjectSettings/QualitySettings.asset b/Pathfinding/Navmesh/ProjectSettings/QualitySettings.asset similarity index 100% rename from CircusGameOnFC/ProjectSettings/QualitySettings.asset rename to Pathfinding/Navmesh/ProjectSettings/QualitySettings.asset diff --git a/Navmesh/ProjectSettings/TagManager.asset b/Pathfinding/Navmesh/ProjectSettings/TagManager.asset similarity index 100% rename from Navmesh/ProjectSettings/TagManager.asset rename to Pathfinding/Navmesh/ProjectSettings/TagManager.asset diff --git a/CircusGameOnFC/ProjectSettings/TimeManager.asset b/Pathfinding/Navmesh/ProjectSettings/TimeManager.asset similarity index 100% rename from CircusGameOnFC/ProjectSettings/TimeManager.asset rename to Pathfinding/Navmesh/ProjectSettings/TimeManager.asset diff --git a/CircusGameOnFC/ProjectSettings/UnityConnectSettings.asset b/Pathfinding/Navmesh/ProjectSettings/UnityConnectSettings.asset similarity index 100% rename from CircusGameOnFC/ProjectSettings/UnityConnectSettings.asset rename to Pathfinding/Navmesh/ProjectSettings/UnityConnectSettings.asset diff --git a/Navmesh/README.md b/Pathfinding/Navmesh/README.md similarity index 100% rename from Navmesh/README.md rename to Pathfinding/Navmesh/README.md diff --git a/Pathfinding/README.md b/Pathfinding/README.md index 72e3488b2..03095216a 100644 --- a/Pathfinding/README.md +++ b/Pathfinding/README.md @@ -1,3 +1,4 @@ ## 寻路相关 > [大规模单位实时游戏寻路的构建](https://www.cnblogs.com/xiaohutu/p/10504586.html) +> [NavMesh网格寻路练习](./Navmesh) \ No newline at end of file diff --git a/PerformanceOptimization/AnimOptimization.md b/PerformanceOptimization/AnimOptimization.md new file mode 100644 index 000000000..b18d038d8 --- /dev/null +++ b/PerformanceOptimization/AnimOptimization.md @@ -0,0 +1,10 @@ +## Anim动画压缩优化探究 + +>* [【Unity游戏开发】初探Unity动画优化](https://www.cnblogs.com/msxh/p/14090805.html) +>* [如何降低动画文件的浮点数精度(UWA 王亮)](https://answer.uwa4d.com/question/593955b6c42dc04f4d8f7341) +>* [Unity+模型/动画的优化方案](https://zhuanlan.zhihu.com/p/27378492) +>* [压缩动画精度、剔除Scale曲线工具](https://uwa-public.oss-cn-beijing.aliyuncs.com/answer/attachment/public/100513/1502162694449.cs) +>* [精简动画文件的精度问题2](https://answer.uwa4d.com/question/597b3afd58c8409c0dc7e2ca) +>* [动画数据优化f3的代码需要用到UnityEditor,导致无法打包](https://answer.uwa4d.com/question/5975b249a0553c16647b3ba0/%E5%8A%A8%E7%94%BB%E6%95%B0%E6%8D%AE%E4%BC%98%E5%8C%96f3%E7%9A%84%E4%BB%A3%E7%A0%81%E9%9C%80%E8%A6%81%E7%94%A8%E5%88%B0UnityEditor-%E5%AF%BC%E8%87%B4%E6%97%A0%E6%B3%95%E6%89%93%E5%8C%85) +>* [Unity动画文件优化探究](https://blog.uwa4d.com/archives/Optimization_Animation.html) +>* [Unity AnimationClip极限压缩](https://zhuanlan.zhihu.com/p/40755787) diff --git a/PerformanceOptimization/README.md b/PerformanceOptimization/README.md index a069004dd..5304bd668 100644 --- a/PerformanceOptimization/README.md +++ b/PerformanceOptimization/README.md @@ -1,13 +1,19 @@ ## 性能优化相关专题 ### 目录 ->* [UWA厚积薄发相关优化专题](./UWA.md) +>* [UWA厚积薄发相关优化专题](https://github.com/XINCGer/Unity3DTraining/blob/master/PerformanceOptimization/UWA.md) +>* [UWA2022技术分享总结](https://zhuanlan.zhihu.com/p/599878127) +>* [【Unity游戏开发】性能优化之在真机上开启DeepProfile与踩坑](https://www.cnblogs.com/msxh/p/11749405.html) +>* [About Unity Performance Tuning knowledge book](https://github.com/CyberAgentGameEntertainment/UnityPerformanceTuningBible) +>* [移动全平台性能测试分析专家PerfDog性能狗](https://perfdog.qq.com/?ADTAG=media.weixin.wetest.banner1) +>* [UWA发布 | Unity手游体检蓝皮书](https://mp.weixin.qq.com/s/HgNhcjRl3DsUSFUWArJOdA) +>* [Profiler 官方使用指南](https://pan.baidu.com/s/1e8_ZD6h8e8bUshw5_rkIvA)提取码:g4xe >* [浅谈Unity中的GC以及优化(密码:123456)](http://www.cnblogs.com/msxh/p/6531725.html) >* [GC思维导图](https://github.com/XINCGer/Unity3DTraining/blob/master/Doc/Unity%20GC.png) >* [移动游戏性能优化通用技法](https://www.cnblogs.com/timlly/p/10463467.html) >* [Unity MMORPG游戏优化经验分享](https://mp.weixin.qq.com/s?__biz=MzU5MjQ1NTEwOA==&mid=2247493814&idx=1&sn=39bcb1b3e6ce275e6e85665e628d0c55&chksm=fe1ddc1dc96a550bc846d83dd51cfe8e3c9be3f16495155a60dbbe3c08f232210a981385cea1&mpshare=1&scene=23&srcid=0704yTg4ItGDKJsQXiAMlRVS#rd) >* [Unity Profiler分析器使用](https://github.com/XINCGer/Unity3DTraining/tree/master/PerformanceOptimization/ProfilerExample) ->* [C#内存管理解析](http://www.cnblogs.com/yejianyong/p/7396154.html) +>* [扒一扒Profiler中这几个“占坑鬼”](https://blog.uwa4d.com/archives/presentandsync.html) >* [Android性能优化来龙去脉总结](https://www.cnblogs.com/wetest/p/9153213.html) >* [Unity GUI(uGUI)使用心得与性能总结](https://www.jianshu.com/p/061e67308e5f) >* [深入浅出聊优化:从Draw Calls到GC](https://www.cnblogs.com/murongxiaopifu/p/4284988.html) @@ -29,7 +35,6 @@ >* [利用多进程并行化加速Unity资源构建](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668911709&idx=1&sn=275cba9b5dedaf577d8dc3b0f8bce9e5&chksm=f1c9f02fc6be79396683835692f04da15f55807d685f3811f8431e096b83a006853e7b88aba0&mpshare=1&scene=23&srcid=092757UJQfXuRsPByAsv4H7A#rd) >* [[Unity官方]Unity UI性能优化技巧](https://mp.weixin.qq.com/s/mLd5INIVhkBQvbbXVLmDzw) >* [Some of the best optimization tips for Unity UI](https://unity3d.com/cn/how-to/unity-ui-optimization-tips?_ga=2.154346363.2101800386.1531107495-1345188037.1524659430) ->* [Android中一张图片占据的内存大小是如何计算](https://www.cnblogs.com/dasusu/p/9789389.html) >* [Unity动态网格简化算法](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668912081&idx=1&sn=7e68007b22bd063c18e1bda3e8f458a0&chksm=f1c9f1a3c6be78b54e441567b3bf958871f4a6318a9f3dbb3a6549ae3dc8c8dc23fc703e7d62&mpshare=1&scene=23&srcid=1031mGOlzHsIajNYdEG43gNL#rd) >* [FairyGUI的使用技巧和优化建议](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668912211&idx=1&sn=d501f5d8fc33de578bebba560c204307&chksm=f1c9f221c6be7b3793d378b64bda5e68b84f62448d82eb4e69329274a240b5895ec50a1bff3a&mpshare=1&scene=23&srcid=11081TlWebOqQ5ddGVTyElk7#rd) >* [动态骨骼Dynamic Bone优化](https://mp.weixin.qq.com/s/8exSvCMw_Bx1Ea53WYm94g) @@ -39,9 +44,143 @@ >* [Unity填坑笔记——记一次“内存泄露”的排查](http://www.manew.com/thread-141722-1-1.html) >* [如何使用Android Studio在安卓平台对Unity开发的应用进行性能检查?](https://www.cnblogs.com/murongxiaopifu/p/10605053.html) >* [TX工作室UI优化文档](.//TX工作室UI优化文档.md) ->* [用好Lua+Unity,让性能飞起来](https://blog.uwa4d.com/archives/USparkle_Lua.html) +>* [用好Lua+Unity,让性能飞起来](https://blog.uwa4d.com/archives/USparkle_Lua.html) +>* [用好Lua+Unity,让性能飞起来—LuaJIT性能坑详解](https://blog.csdn.net/uwa4d/article/details/72916830) >* [关于音效背景音乐的音频文件的格式设置请教](https://answer.uwa4d.com/question/5c189a63bf256b207515158b) >* [Unity Profile Analyzer工具介绍](https://mp.weixin.qq.com/s/cApKe8SrJNtkdITW06wZ6g) ->* [渲染优化-从GPU的结构谈起](https://mp.weixin.qq.com/s/-9I3nr5sWHMRVlB-080pNA) >* [Unity性能优化的最佳实践](https://mp.weixin.qq.com/s/v15Q9501Sg6_WWPjwTrXkQ) +>* [Unite 2019 | Unity UPR性能报告功能介绍](https://mp.weixin.qq.com/s/9h1Uv90zL90n2Ug_RAP9IQ) +>* [2018腾讯移动游戏技术评审标准与实践案例](https://pan.baidu.com/s/1JU9RP-23EQ9hIaVJeAni7A)(提取码:3m4x) +>* [优化Unity游戏项目的脚本(上)](https://mp.weixin.qq.com/s/DQqA0lRjPXqvjq10CYJ-Ng) +>* [优化Unity游戏项目的脚本(下)](https://mp.weixin.qq.com/s/qPzxGMdkeM3XfZs52sV-Mw) +>* [Unity UI Profiling:你怎么敢破坏我的批处理?](https://mp.weixin.qq.com/s/lccbTm0LI1Kc_oyg5D0u3w) +>* [游戏开发:Unity中Lua造成的堆内存泄露问题](https://mp.weixin.qq.com/s/weuQjDcGPUyxZzQZEsNDxg) +>* [[转]Lua和Lua JIT及优化指南](https://www.cnblogs.com/zhaoqingqing/p/10397867.html) +>* [UnityTips:不要在发布版本中实现OnGUI方法](https://www.cnblogs.com/murongxiaopifu/p/12341204.html) +>* [不要忽视Managed code stripping的副作用](https://www.cnblogs.com/murongxiaopifu/p/12425817.html) +>* [解决Sprite Atlas打包Asset bundles时重复打包的问题](https://www.cnblogs.com/murongxiaopifu/p/12453356.html) +>* [如何优化几何、纹理、材料、阴影表现?TA不可不知的4个小技巧](https://mp.weixin.qq.com/s/KSkBCtKvxpt5GCnoYH8Ucg) +>* [【Unity游戏开发】马三的游戏性能优化自留地](https://www.cnblogs.com/msxh/p/12987632.html) +>* [[笔记]关于unity mono内存优化的工具](https://zhuanlan.zhihu.com/p/99655489) +>* [3分钟就能掌握的视频/音频优化技巧!](https://mp.weixin.qq.com/s/Chk6g9ur4t_8z1hrGb-6Dw) +>* [Batch, Draw Call, Setpass Call详解](https://zhuanlan.zhihu.com/p/76562300) +>* [【Unity优化】DrawCall与Batch](https://www.cnblogs.com/hearthstone/p/13357821.html) +>* [DrawCall,Batches,SetPass calls是什么?原理?](https://blog.csdn.net/qq_30259857/article/details/110062397) +>* [Unity3D之DrawCalls、Batches和SetPassCalls的关系](https://blog.csdn.net/wei_yuan_2012/article/details/88677172) +>* [关于Unity动画系统优化,你可能遇到这些问题](https://blog.uwa4d.com/archives/QA_Animator-1.html) +>* [Unity动画文件Animation的压缩和优化总结](https://mp.weixin.qq.com/s/dbkcKmdhQPDbKhK3aRjT5w) +>* [Anim动画压缩优化探究总结](AnimOptimization.md) +>* [《Unity游戏优化》第2版总结思维导图](./Unity性能优化.png) +>* [[2018.1]Unity贴图压缩格式设置](https://zhuanlan.zhihu.com/p/113366420) +>* [Unity减小安装包的体积(210MB减小到7MB)](https://www.cnblogs.com/wxjblog/p/14038849.html) +>* [Unity MemoryProfiler 的工作机制及可能的改进](http://tech.seasungame.com/blog/index.php/2017/02/15/unity-memoryprofiler-degongzuojizhijikenengdegaijin/) +>* [西山居资深引擎开发工程师:《剑网3:指尖江湖》角色逼真摆动效果如何实现?](https://mp.weixin.qq.com/s/WPURBQ8lyg9eCx2bITtKiw) +>* [破解技术难题,Unity官方性能优化和企业服务是如何工作的?](https://mp.weixin.qq.com/s/8fNfTBOV45JXyteMA9uB9g) +>* [BoomのUnityOptimize优化笔记](https://www.notion.so/StudyNotes-UnityOptimize-a380bff132cd4ef7956020ca7131d47e) +>* [iOS闪退日志的收集和解析](https://www.cnblogs.com/jingxin1992/p/12342168.html) +>* [[翻译]Unity游戏优化最佳实践](https://zhuanlan.zhihu.com/p/103691977) +>* [C#代码优化:拯救你的CPU耗时](https://mp.weixin.qq.com/s/a8ltaCdy-EyKEQO2sLtWGg) +>* [Managed code stripping](https://docs.unity3d.com/Manual/ManagedCodeStripping.html) +>* [不同内存的安卓与苹果机型上(1G,2G,3G,4G...),游戏内存的峰值一般最高多少能保证不闪退](https://answer.uwa4d.com/question/5b8e2f5f339d267d357c6eda) +>* [Unity 内存分析](https://networm.me/2020/12/13/unity-memory-profile/) +>* [记一次Lua语言中死循环查错](https://www.cnblogs.com/lijiajia/p/10817407.html) +>* [Lua优化——认识局部变量中的常见陷阱](https://mp.weixin.qq.com/s/pUEEBIZl2EowO_S8BiYbeA) +>* [Lua优化—写得一手好代码](https://mp.weixin.qq.com/s/ONTMSKsnQyaOl4P68C52gw) +>* [Unity-CSharp-Optimize-Guildline](https://github.com/ted10401/Unity-CSharp-Optimize-Guildline) +>* [魔改TProto优化掉100MB的Lua内存](https://mp.weixin.qq.com/s/IMRGKCdxj_srS-Oa2w8Pwg) +>* [Unity移动端性能优化总结](https://mp.weixin.qq.com/s/HMjb7maiX0xeqGkzbhYtng) +>* [Unity+Lua游戏开发的性能检测](https://mp.weixin.qq.com/s/UzOgjW4sk8V0xgmjk_iTiA) +>* [Arm 和 Unity 联合推出:适用于移动应用程序的 3D 美术优化](https://learn.u3d.cn/tutorial/arm-he-unity-lian-he-tui-chu-gua-yong-yu-yi-dong-ying-yong-cheng-xu-de-3d-mei-zhu-you-hua#) +>* [全新Arm Mobile Studio for Unity软件包,增强移动端性能分析](https://mp.weixin.qq.com/s/Swxq2Rn2aFSL5FwBWABhDg) +>* [优化移动游戏性能 | 来自Unity顶级工程师的性能分析、内存与代码架构小贴士](https://mp.weixin.qq.com/s/XNxa0oeW25R_mwCgKWp11w) +>* [优化移动端游戏性能 | 来自Unity顶级工程师的图形与资源相关建议](https://mp.weixin.qq.com/s/u72hFgcxIeWd1QXRDQ4g3g) +>* [UWA本地资源检测文档](https://mp.weixin.qq.com/s/gh4uMHFvhgeEuzrWTtwgjQ) +>* [shadowmap的压缩技巧!](https://mp.weixin.qq.com/s/MD1C0eAJpjtcdJpo6X4VdA) +>* [探索游戏中的LOD技术 - 网格简化!](https://mp.weixin.qq.com/s/xRa_JAYu3ndJ0Kg6alztJw) +>* [总结目前常见的Crash日志收集工具](http://levent-j.com/2018/12/08/survey-crash-report/) +>* [Unity 下网格内存的优化!](https://mp.weixin.qq.com/s/OB5oyokEhf1psyzsFvgjoQ) +>* [如何根据侑虎(UWA)的性能报告,分析出性能问题?](https://www.zhihu.com/question/407417865/answer/1356438425) +>* [移动游戏优化指南(Unity官方中文课堂)](https://learn.u3d.cn/tutorial/mobile-game-optimization) +>* [Unity性能优化 — UI模块](https://mp.weixin.qq.com/s/tYuEDNDYKlrUn933BWheHw) +>* [游戏特效优化指南—贴图篇](https://mp.weixin.qq.com/s/8oBl730UBQKMBJgUcWO-1A) +>* [《使命召唤》手游方案:codm 贴图压缩算法分析与实现](https://mp.weixin.qq.com/s/H0ojL-XJhrXSsRH06SZW_Q) +>* [优化移动端游戏性能 | 来自Unity顶级工程师的物理、UI和音频设置小贴士](https://mp.weixin.qq.com/s/egAWR4HH0D05M9pBqNXQJQ) +>* [物理调试可视化](https://docs.unity3d.com/cn/current/Manual/PhysicsDebugVisualization.html) +>* [Unity粒子系统去GameObject化](https://mp.weixin.qq.com/s/B1_sen_ak_wRcurbBlFoLg) +>* [Profiler Detailed内存中NotSaved/AssetBundles和Other/SerializedFile有什么区别](https://answer.uwa4d.com/question/6040d8bdcfa35d5b536698b4) +>* [AssetBundle-Dependencies](https://gnoph.github.io/unity-dev-notes/2018/01/17/AssetBundle-Dependencies.html) +>* [Assets中的Shader,是否只要开始运行就会直接加进内存](https://answer.uwa4d.com/question/619cce5ed8413e18eb241eb5) +>* [Unity根据设备性能自动修改质量设置Quality](https://github.com/CrazyMaga/QualitySetting) +>* [Unity实时反射相关优化](https://mp.weixin.qq.com/s/fJBJ7uwAy0_F3QbOOFj_EQ) +>* [高级图形调试优化技巧 - XCode篇](https://zhuanlan.zhihu.com/p/98358937) +>* [使用 Xcode 帧调试器](https://docs.unity3d.com/cn/2020.3/Manual/XcodeFrameDebuggerIntegration.html) +>* [Debugging Tools](https://developer.apple.com/documentation/metal/debugging_tools) +>* [Xcode OpenGL ES Tools Overview](https://developer.apple.com/library/archive/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/ToolsOverview/ToolsOverview.html) +>* [Enabling Frame Capture](https://developer.apple.com/documentation/metal/debugging_tools/enabling_frame_capture) +>* [Unity 特效性能分析工具](https://github.com/sunbrando/ParticleEffectProfiler) +>* [Unity3D游戏GC优化总结---protobuf-net无GC版本优化实践 ](https://www.cnblogs.com/SChivas/p/7898166.html) +>* [ASTC纹理压缩格式介绍](https://mp.weixin.qq.com/s/4Yjg2mm2LwtQS1qE9eGneA) +>* [翻译: 如何使用 Xcode 的内存图调试器检测 iOS 内存泄漏并保留周期](https://blog.csdn.net/zgpeace/article/details/121299611) +>* [iOS性能调优系列:使用Instruments动态分析内存泄漏](https://www.ktanx.com/blog/p/893) +>* [你所需要了解的几种纹理压缩格式原理](https://mp.weixin.qq.com/s/pUbf-JhMIUWWX8OMrbQaLw) +>* [分享一次查找GfxDriver内存暴涨的经历](https://mp.weixin.qq.com/s/sCwBIHmr_SBtseD0u6tWHA) +>* [关于静态批处理/动态批处理/GPU Instancing /SRP Batcher的详细剖析](https://zhuanlan.zhihu.com/p/98642798) +>* [游戏场景剔除之剔除算法综述](https://mp.weixin.qq.com/s/nOtRNHbIKfIDfMy1s9rxTg) +>* [ Output Particle ](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@10.2/manual/Context-OutputPrimitive.html) +>* [VFX Graph and High-Definition Render Pipeline](https://blog.unity.com/technology/now-available-the-spaceship-demo-project-using-vfx-graph-and-high-definition-render) +>* [Unity网格内存优化](https://mp.weixin.qq.com/s/kUmeLFksQyUwqFlCNPpQeg) +>* [浅析Unity引擎视角下的游戏内存优化](https://zhuanlan.zhihu.com/p/603847226) +>* [【Unity】引擎编译时间优化](https://zhuanlan.zhihu.com/p/601065788) +>* [Unity Shader变体优化与故障排除技巧](https://mp.weixin.qq.com/s/0l6SkXNwuoRzFt9Xg0ZV4A) +>* [Unity大咖作客 | 知乎大V「放牛的星星」,是这么做性能优化的](https://www.bilibili.com/read/cv12145909/) +>* [Unite Shanghai 2024 游戏生态专场 | 《合金弹头:觉醒》框架演化之路](https://mp.weixin.qq.com/s/VBu5s_yGToBuasKH1dvV7w) +>* [解析团结引擎实时全局光照系统技术能力](https://mp.weixin.qq.com/s/gZISRiX6a0a7CKsb4-J0sg) +>* [做10万量级粒子的模拟与渲染需要什么样的技术实现方案?](https://mp.weixin.qq.com/s/erSzGu7Qj-sHM9RcSFzhVg) + +#### 底层原理 +>* [Understanding the managed heap](https://docs.unity3d.com/Manual/BestPracticeUnderstandingPerformanceInUnity4-1.html) +>* [Unity内存管理你应该知道的底层原理](https://mp.weixin.qq.com/s/FQv1oT0eb-xLucEBcD00Bw) +>* [【笔记】Unity内存管理底层黑盒揭秘](https://mp.weixin.qq.com/s/IUK_USRmXInnY1nr2_MRcw) +>* [【GC原理(上)】判断对象存活算法、四种引用、回收方法区](https://mp.weixin.qq.com/s/Mzf9QXNGRLP0otfdG3mBSQ) +>* [【GC原理(下)】:4种垃圾收集算法及7种垃圾收集器](https://mp.weixin.qq.com/s/Zf9o5PtMvUKntTi9cTyFSg) +>* [Unity 技术开放日 | 绝对干货 - 引擎源码及渲染管线在《航海王热血航线》项目中的深度定制](https://zhuanlan.zhihu.com/p/400238538) +>* [引擎源码及渲染管线在《航海王热血航线》项目中的深度定制](https://open.163.com/newview/movie/free?pid=RGFHLHLN6&mid=YGFHLHLO1) +>* [Unity 优化之 移动游戏加载性能和内存管理全解析【2017年版】](https://www.jianshu.com/p/5338c59ddcda) +>* [C#内存管理解析](http://www.cnblogs.com/yejianyong/p/7396154.html) +>* [Android中一张图片占据的内存大小是如何计算](https://www.cnblogs.com/dasusu/p/9789389.html) +>* [渲染优化-从GPU的结构谈起](https://mp.weixin.qq.com/s/-9I3nr5sWHMRVlB-080pNA) +>* [浅谈Unity内存管理(视频版)](https://www.bilibili.com/video/av79798486/) +>* [浅谈 Unity 内存管理(文字版)](https://www.notion.so/Unity-f79bb1d4ccfc483fbd8f8eb859ae55fe) +>* [iOS Memory 内存详解](https://mp.weixin.qq.com/s/YpJa3LeTFz9UFOUcs5Bitg) +>* [iOS app内存分析套路](https://www.cnblogs.com/bigfeng/p/6178301.html) +>* [iOS内存监测原理文章](https://github.com/wzpziyi1/MemoryDetector) +>* [Unity游戏内存分布概览](https://mp.weixin.qq.com/s/sRHS5n8bXu4H-nRPgYqmmA) +>* [关于iOS 性能优化梳理、内存泄露、卡顿、网络、GPU、电量、 App 包体积瘦身、启动速度优化等、Instruments 高级技巧、常见的优化技能](https://github.com/skyming/iOS-Performance-Optimization) +>* [写给Unity开发者的iOS内存调试指南 0x00 前言](https://www.cnblogs.com/murongxiaopifu/p/12357406.html) +>* [Android 内存优化的总结方案](https://zhuanlan.zhihu.com/p/538929141) +>* [Android内存分布和优化](https://www.cnblogs.com/sevenyuan/p/13305420.html) +>* [iOS内存深入研究](https://www.jianshu.com/p/d4dfab95368d) +>* [Xcode的vmmap、VM_Tracker和Allocations的调研笔记](https://zhuanlan.zhihu.com/p/379615733) +>* [UE4/UE5 动画的原理和性能优化](https://mp.weixin.qq.com/s/pesA4Wp7ktimspaOZhnrmw) +>* [浅谈Unity纹理串流系统Mipmap Streaming System](https://mp.weixin.qq.com/s/ES7kMAXJlYwj-SIC_yUAjQ) +>* [线程信号量导致的Unity退出卡死](https://zhuanlan.zhihu.com/p/675216512) + +#### ShaderVariant +* [ShaderVariantCollector](https://github.com/lujian101/ShaderVariantCollector) 一种Shader变体收集和打包编译优化的思路 +* https://github.com/networm/ShaderVariantCollectionExporter + +#### RenderDoc使用 +* [Renderdoc快速入门](https://zhuanlan.zhihu.com/p/404576672) +* [GPU分析工具RenderDoc使用](https://zhuanlan.zhihu.com/p/80704313) +* [RenderDoc使用详解](https://zhuanlan.zhihu.com/p/568990608) +### 零散知识点总结 +* 以下是Unity官方直播中的性能优化点总结: +(1)新版本的asset pipeline2 采用database的存取资源,英文简称 LMDB +(2)在打assetbundle 的时候,官方推荐的打包选项是 + - chunck的压缩方式(这种压缩,官方优化了 和lz4 基本一样),中国版unity的里面,chunck的压缩方式,已经暴露了加密接口。所以说用这个加密方式是最安全的,最快的,吊打offset + - disableTypeTree ( 这个选项主要是官方用来做各个引擎版本的 类型的schema兼容的) +(3) 一个ab文件的大小最好 是1 到2M ,2M 最好 +(4)在资源文件夹的名字,前面或者后面有~ (波浪线)unity 都会忽略这个文件夹 +(5)assetbundle 在unity editor 里面的和 手机上,加载方式不一样。前者是完全加载,后者按需加载 +(6) assetbundle 最好不要同时用 同步和异步加载,应该内部分配object id的时候有lock 操作 diff --git "a/PerformanceOptimization/TX\345\267\245\344\275\234\345\256\244UI\344\274\230\345\214\226\346\226\207\346\241\243.md" "b/PerformanceOptimization/TX\345\267\245\344\275\234\345\256\244UI\344\274\230\345\214\226\346\226\207\346\241\243.md" index 191cc36b1..fc71fd3ea 100644 --- "a/PerformanceOptimization/TX\345\267\245\344\275\234\345\256\244UI\344\274\230\345\214\226\346\226\207\346\241\243.md" +++ "b/PerformanceOptimization/TX\345\267\245\344\275\234\345\256\244UI\344\274\230\345\214\226\346\226\207\346\241\243.md" @@ -133,3 +133,8 @@ UGUI 和 NGUI 都有一个类来存储顶点uv颜色等信息,每一次重新绘制或者更改都会重新填充其中的数据 outline和tild image 长文本 最好不要是动态的 ,绘制消耗太大 。outline会复制5个原网格,定点数和边数增加5倍 + +### 补充UGUI合批知识点 +其实原理很简单:对于每一个UI元素,对应其材质和shader找到一个batch,没有或者有但是被其他batch的UI挡住了就要新生成一个batch, +否则就合到已存在的batch。 + diff --git a/PerformanceOptimization/UWA.md b/PerformanceOptimization/UWA.md index 532aaf368..76d2f7a60 100644 --- a/PerformanceOptimization/UWA.md +++ b/PerformanceOptimization/UWA.md @@ -30,3 +30,298 @@ >* [【厚积薄发】Linear Rendering在移动设备上的支持率](https://mp.weixin.qq.com/s?__biz=MzI3MzA2MzE5Nw==&mid=2668912166&idx=1&sn=7c9c38e868014b99a2b88b8bda6730fd&chksm=f1c9f254c6be7b426805d50ebca2a89f72f7071d5cf62df74b9cd592775c66514a7c84938bdb&mpshare=1&scene=23&srcid=1107GYXI5vHKTwOfBFWg0soO#rd) >* [【厚积薄发】Unity2018升级DrawMeshInstanced不生效](https://mp.weixin.qq.com/s/tNEWE3roI_-UZPVxz0CujQ) >* [【厚积薄发】Texture Streaming Mipmap使用疑问](https://mp.weixin.qq.com/s/syqamlBruIeDIibCegxNeQ) +>* [【厚积薄发】在平行光照中加入Cookie遮罩](https://mp.weixin.qq.com/s/PQnCy8TIBxhS99fAezf-uQ) +>* [【厚积薄发】场景物件Static设置失效](https://mp.weixin.qq.com/s/zHD-IL_K-LyoonpT7oykAg) +>* 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[【厚积薄发】如何使Bloom只局部地作用于特效以提高性能](https://mp.weixin.qq.com/s/KaAOs4cVKiC5cWao83CU_Q) +>* [【厚积薄发】.so mmap计算工具内存翻倍现象](https://mp.weixin.qq.com/s/7kDxyvT_5wlkNvXstJJYuQ) +>* [【厚积薄发】UE的粒子系统开销怎么优化](https://mp.weixin.qq.com/s/cv21rKc6o8yncIfvRL2zHw) +>* [【厚积薄发】堆内存对象的Managed Size具体是如何计算的](https://mp.weixin.qq.com/s/_p0T1h0MumAUgTCa3aiw3Q) +>* [【厚积薄发】GPU带宽分析中GPU Non-Base Level Textures过低是什么意思](https://mp.weixin.qq.com/s/fL9IJYkK7dhx5d4ilSA7kw) +>* [【厚积薄发】如何降低Animator的调用次数](https://mp.weixin.qq.com/s/6b1pq6zrKlWzXZRC8Wc01A) +>* [【厚积薄发】小游戏的Spine数量过多开销大](https://mp.weixin.qq.com/s/KkOBXVDt6iYSVLWmmJmiJA) +>* [【厚积薄发】Spine动画更新耗时问题治理](https://mp.weixin.qq.com/s/4YugYNezLXiJkR1Js6Evxg) diff --git "a/PerformanceOptimization/Unity\346\200\247\350\203\275\344\274\230\345\214\226.png" "b/PerformanceOptimization/Unity\346\200\247\350\203\275\344\274\230\345\214\226.png" new file mode 100644 index 000000000..8b5224192 Binary files /dev/null and "b/PerformanceOptimization/Unity\346\200\247\350\203\275\344\274\230\345\214\226.png" differ diff --git a/PhysicsStudy/README.md b/PhysicsStudy/README.md index 2484fbb0e..af9e9f506 100644 --- a/PhysicsStudy/README.md +++ b/PhysicsStudy/README.md @@ -1,2 +1,16 @@ -## Unity3D中的物理研究 +## 游戏中的物理研究 +>* [Unity 实用技巧 - 物理系统初识](https://mp.weixin.qq.com/s/Q6nKlHNOaZr6_tDqJX_tkg) +>* [现代游戏物理引擎研究(1-6)](https://mp.weixin.qq.com/s/AP7zmUDYPwQB4wJnUy-p1w) +>* [Pure C# 3D real time physics simulation library, now with a higher version number](https://github.com/bepu/bepuphysics2) +>* [gpu-physics-unity](https://github.com/jknightdoeswork/gpu-physics-unity) +>* [Randomation-Vehicle-Physics](https://github.com/JustInvoke/Randomation-Vehicle-Physics) +>* [Fluid3D](https://github.com/christopherbatty/Fluid3D) +>* [A simple liquid simulation using MetaBalls](https://github.com/Nesh108/Unity_MetaBalls_Liquids) +>* [Cross-platform deterministic physics simulation in Unity](https://github.com/Kimbatt/unity-deterministic-physics) +>* [[源码]20行代码,Unity中的“神笔马良”](https://mp.weixin.qq.com/s/cAl2UI-7Zxn2XEj7pZ2AJQ) +>* [MathUtilities](https://github.com/zalo/MathUtilities) +>* [A 2D Physics Library for Networked Games](https://github.com/ashoulson/VolatilePhysics) +>* [浮力与流体仿真](https://github.com/Acceyuriko/FluidSimulation) +>* [havok for unity](https://docs.unity3d.com/Packages/com.havok.physics@1.0/manual/index.html) +>* [Ten-Minute-Physics-Unity](https://github.com/Habrador/Ten-Minute-Physics-Unity) diff --git a/ProtoBufDemo/Assets/Plugins.meta b/ProtoBufDemo/Assets/Plugins.meta deleted file mode 100644 index f5b3124cc..000000000 --- a/ProtoBufDemo/Assets/Plugins.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 002b150fe98aca34b8af3982478f1a4a -folderAsset: yes -timeCreated: 1506344953 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Plugins/protobuf-net.dll b/ProtoBufDemo/Assets/Plugins/protobuf-net.dll deleted file mode 100644 index 346f6f1a5..000000000 Binary files a/ProtoBufDemo/Assets/Plugins/protobuf-net.dll and /dev/null differ diff --git a/ProtoBufDemo/Assets/Plugins/protobuf-net.dll.meta b/ProtoBufDemo/Assets/Plugins/protobuf-net.dll.meta deleted file mode 100644 index da7edf301..000000000 --- a/ProtoBufDemo/Assets/Plugins/protobuf-net.dll.meta +++ /dev/null @@ -1,25 +0,0 @@ -fileFormatVersion: 2 -guid: 51ce4a3720cd9624b946a35589f50a20 -timeCreated: 1506344976 -licenseType: Pro -PluginImporter: - serializedVersion: 1 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - isOverridable: 0 - platformData: - Any: - enabled: 1 - settings: {} - Editor: - enabled: 0 - settings: - DefaultValueInitialized: true - WindowsStoreApps: - enabled: 0 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scene.meta b/ProtoBufDemo/Assets/Scene.meta deleted file mode 100644 index ceeb4eb26..000000000 --- a/ProtoBufDemo/Assets/Scene.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 2eadc0eabacf5a648b142d831a8927d4 -folderAsset: yes -timeCreated: 1506344958 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scene/main.unity b/ProtoBufDemo/Assets/Scene/main.unity deleted file mode 100644 index 90236d37f..000000000 Binary files a/ProtoBufDemo/Assets/Scene/main.unity and /dev/null differ diff --git a/ProtoBufDemo/Assets/Scene/main.unity.meta b/ProtoBufDemo/Assets/Scene/main.unity.meta deleted file mode 100644 index e162373e2..000000000 --- a/ProtoBufDemo/Assets/Scene/main.unity.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a9e25fe503295a247a0fe3aab6f4b089 -timeCreated: 1506351583 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scripts.meta b/ProtoBufDemo/Assets/Scripts.meta deleted file mode 100644 index cc57d626a..000000000 --- a/ProtoBufDemo/Assets/Scripts.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 6d376175ab2b7cd489fcaefacd9add4e -folderAsset: yes -timeCreated: 1506344929 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scripts/NetEncode.cs b/ProtoBufDemo/Assets/Scripts/NetEncode.cs deleted file mode 100644 index 45174acb2..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetEncode.cs +++ /dev/null @@ -1,63 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.IO; -using UnityEngine; - -/// -/// 编码和解码 -/// -public class NetEncode -{ - /// - /// 将数据编码 长度+内容 - /// - /// - /// - public static byte[] Encode(byte[] data) - { - //整型占4个字节,所以声明一个+4的数组 - byte[] result = new byte[data.Length + 4]; - //使用流将编码二进制 - MemoryStream ms = new MemoryStream(); - BinaryWriter br = new BinaryWriter(ms); - br.Write(data.Length); - br.Write(data); - //将流中的内容复制到数组中 - Buffer.BlockCopy(ms.ToArray(), 0, result, 0, (int)ms.Length); - br.Close(); - ms.Close(); - return result; - } - - /// - /// 将数据解码 - /// - /// - /// - public static byte[] Decode(ref List cahce) - { - //首先获取到长度,整型4字节,如果字节数不足4字节,舍弃 - if (cahce.Count < 4) - { - return null; - } - //读取数据 - MemoryStream ms = new MemoryStream(cahce.ToArray()); - BinaryReader br = new BinaryReader(ms); - //先读取出包头的长度 - int len = br.ReadInt32(); - //根据长度,判断内容是否传递完毕 - if (len > ms.Length - ms.Position) - { - return null; - } - //获取数据 - byte[] result = br.ReadBytes(len); - //清空消息池 - cahce.Clear(); - //将剩余没有处理的消息重新存入消息池中 - cahce.AddRange(br.ReadBytes((int)ms.Length - (int)ms.Position)); - return result; - } -} diff --git a/ProtoBufDemo/Assets/Scripts/NetEncode.cs.meta b/ProtoBufDemo/Assets/Scripts/NetEncode.cs.meta deleted file mode 100644 index 8f0c94805..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetEncode.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 5c78246a1bf1bac4e9c847efd03427a6 -timeCreated: 1506396623 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scripts/NetModel.cs b/ProtoBufDemo/Assets/Scripts/NetModel.cs deleted file mode 100644 index 63cea833c..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetModel.cs +++ /dev/null @@ -1,16 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using ProtoBuf; -using UnityEngine; - -//添加特性,表示可以被ProtoBuf工具序列化 -[ProtoContract] -public class NetModel -{ - - //添加特性,表示字段可以被序列化,1可以理解为下标 - [ProtoMember(1)] public int ID; - [ProtoMember(2)] public string Commit; - [ProtoMember(3)] public string Message; - -} diff --git a/ProtoBufDemo/Assets/Scripts/NetModel.cs.meta b/ProtoBufDemo/Assets/Scripts/NetModel.cs.meta deleted file mode 100644 index ce88a8094..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetModel.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 762489d8bffa17c42b3962a25428fe09 -timeCreated: 1506345147 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs b/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs deleted file mode 100644 index 4100b0e70..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs +++ /dev/null @@ -1,66 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.IO; -using UnityEngine; - -public static class NetSerilizer -{ - - /// - /// 将消息序列化为二进制数组 - /// - /// - /// - public static byte[] Serialize(NetModel netModel) - { - try - { - //将二进制序列化到流中 - using (MemoryStream ms = new MemoryStream()) - { - //使用ProtoBuf工具序列化方法 - ProtoBuf.Serializer.Serialize(ms, netModel); - //保存序列化后的结果 - byte[] result = new byte[ms.Length]; - //将流的位置设置为0,起始点 - ms.Position = 0; - //将流中的内容读取到二进制数组中 - ms.Read(result, 0, result.Length); - return result; - } - } - catch (Exception e) - { - Console.WriteLine(e); - throw; - } - } - - /// - /// 把收到的消息反序列化成对象 - /// - /// - /// - public static NetModel DeSerialize(byte[] msg) - { - try - { - using (MemoryStream ms = new MemoryStream()) - { - //将消息写入流中 - ms.Write(msg, 0, msg.Length); - //将流的位置归零 - ms.Position = 0; - //使用工具反序列化对象 - NetModel result = ProtoBuf.Serializer.Deserialize(ms); - return result; - } - } - catch (Exception e) - { - Console.WriteLine(e); - throw; - } - } -} diff --git a/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs.meta b/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs.meta deleted file mode 100644 index 1619b7002..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetSerilizer.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 79828248449911947a7221f046293a68 -timeCreated: 1506410169 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scripts/NetUserToken.cs b/ProtoBufDemo/Assets/Scripts/NetUserToken.cs deleted file mode 100644 index 2b10a7eca..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetUserToken.cs +++ /dev/null @@ -1,134 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.Net.Sockets; -using UnityEngine; - - -/// -/// 模拟客户端操作 -/// -public class NetUserToken -{ - /// - /// 用于连接的socket - /// - private Socket socket; - /// - /// 数据缓冲区 - /// - public byte[] byteBuff; - /// - /// 每次接受和发送的数据大小 - /// - private readonly int size = 1024; - /// - /// 接收数据池 - /// - private List receiveCache; - - private bool isReceiving; - /// - /// 发送数据池 - /// - private Queue sendCache; - - private bool isSending; - /// - /// 接收到消息后的回调 - /// - private Action receiveCallback; - - - public NetUserToken() - { - byteBuff = new byte[size]; - receiveCache = new List(); - sendCache = new Queue(); - } - - /// - /// 服务器接收客户端发送的消息 - /// - /// - public void Receive(byte[] data) - { - Debug.Log("接收数据"); - //将接收到的数据放入数据池中 - receiveCache.AddRange(data); - //如果没在读数据 - if (!isReceiving) - { - isReceiving = true; - - } - } - - /// - /// 读取数据 - /// - private void ReadData() - { - byte[] data = NetEncode.Decode(ref receiveCache); - - //如果数据读取成功 - if (null != data) - { - NetModel item = NetSerilizer.DeSerialize(data); - Debug.Log(item.ID + "," + item.Commit + "," + item.Message); - if (null != receiveCallback) - { - receiveCallback(item); - } - //尾递归,继续处理数据 - ReadData(); - } - else - { - isReceiving = false; - } - } - - /// - /// 服务器发送消息给客户端 - /// - private void Send() - { - try - { - if (sendCache.Count == 0) - { - isSending = false; - return; - } - byte[] data = sendCache.Dequeue(); - int count = data.Length / size; - int len = size; - for (int i = 0; i < count + 1; i++) - { - if (i == count) - { - len = data.Length - i * size; - } - socket.Send(data, i * size, len, SocketFlags.None); - } - Debug.Log("发送成功"); - Send(); - } - catch (Exception e) - { - Console.WriteLine(e); - throw; - } - } - - public void WriteSendData(byte[] data) - { - sendCache.Enqueue(data); - if (!isSending) - { - isSending = true; - Send(); - } - } -} diff --git a/ProtoBufDemo/Assets/Scripts/NetUserToken.cs.meta b/ProtoBufDemo/Assets/Scripts/NetUserToken.cs.meta deleted file mode 100644 index 55db8de10..000000000 --- a/ProtoBufDemo/Assets/Scripts/NetUserToken.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: b995499a673cf1549b15d951952dcd87 -timeCreated: 1506407847 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/Assets/Scripts/PBTest.cs b/ProtoBufDemo/Assets/Scripts/PBTest.cs deleted file mode 100644 index 87dfd16ab..000000000 --- a/ProtoBufDemo/Assets/Scripts/PBTest.cs +++ /dev/null @@ -1,80 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.IO; -using UnityEngine; - -public class PBTest : MonoBehaviour -{ - - // Use this for initialization - void Start() - { - - //创建对象 - NetModel item = new NetModel() { ID = 1, Commit = "马三", Message = "Unity" }; - //序列化对象 - byte[] temp = Serialize(item); - Debug.Log("序列化数组长度:" + temp.Length); - //反序列化为对象 - NetModel result = DeSerialize(temp); - Debug.Log(result.ID + "," + result.Commit + "," + result.Message); - } - - /// - /// 将消息序列化为二进制数组 - /// - /// - /// - private byte[] Serialize(NetModel netModel) - { - try - { - //将二进制序列化到流中 - using (MemoryStream ms = new MemoryStream()) - { - //使用ProtoBuf工具序列化方法 - ProtoBuf.Serializer.Serialize(ms, netModel); - //保存序列化后的结果 - byte[] result = new byte[ms.Length]; - //将流的位置设置为0,起始点 - ms.Position = 0; - //将流中的内容读取到二进制数组中 - ms.Read(result, 0, result.Length); - return result; - } - } - catch (Exception e) - { - Console.WriteLine(e); - throw; - } - } - - /// - /// 把收到的消息反序列化成对象 - /// - /// - /// - private NetModel DeSerialize(byte[] msg) - { - try - { - using (MemoryStream ms = new MemoryStream()) - { - //将消息写入流中 - ms.Write(msg, 0, msg.Length); - //将流的位置归零 - ms.Position = 0; - //使用工具反序列化对象 - NetModel result = ProtoBuf.Serializer.Deserialize(ms); - return result; - } - } - catch (Exception e) - { - Console.WriteLine(e); - throw; - } - } -} diff --git a/ProtoBufDemo/Assets/Scripts/PBTest.cs.meta b/ProtoBufDemo/Assets/Scripts/PBTest.cs.meta deleted file mode 100644 index 4c69b5be2..000000000 --- a/ProtoBufDemo/Assets/Scripts/PBTest.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 26387e72821a6f84f90831bb9c2dbf3d -timeCreated: 1506344997 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/ProtoBufDemo/ProjectSettings/AudioManager.asset b/ProtoBufDemo/ProjectSettings/AudioManager.asset deleted 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a/ProtoBufDemo/ProjectSettings/NetworkManager.asset b/ProtoBufDemo/ProjectSettings/NetworkManager.asset deleted file mode 100644 index fe4422c5c..000000000 Binary files a/ProtoBufDemo/ProjectSettings/NetworkManager.asset and /dev/null differ diff --git a/ProtoBufDemo/ProjectSettings/Physics2DSettings.asset b/ProtoBufDemo/ProjectSettings/Physics2DSettings.asset deleted file mode 100644 index 59764e6b3..000000000 Binary files a/ProtoBufDemo/ProjectSettings/Physics2DSettings.asset and /dev/null differ diff --git a/ProtoBufDemo/ProjectSettings/ProjectSettings.asset b/ProtoBufDemo/ProjectSettings/ProjectSettings.asset deleted file mode 100644 index 6f1370e0a..000000000 Binary files a/ProtoBufDemo/ProjectSettings/ProjectSettings.asset and /dev/null differ diff --git a/ProtoBufDemo/ProjectSettings/ProjectVersion.txt b/ProtoBufDemo/ProjectSettings/ProjectVersion.txt deleted file mode 100644 index 66e05aa78..000000000 --- a/ProtoBufDemo/ProjectSettings/ProjectVersion.txt +++ /dev/null @@ -1 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a/ProtoBufDemo/ProjectSettings/UnityConnectSettings.asset and /dev/null differ diff --git a/ProtoBufDemo/ProtoBufDemo.csproj b/ProtoBufDemo/ProtoBufDemo.csproj deleted file mode 100644 index f2d9e8029..000000000 --- a/ProtoBufDemo/ProtoBufDemo.csproj +++ /dev/null @@ -1,89 +0,0 @@ - - - - Debug - AnyCPU - 10.0.20506 - 2.0 - {F6BED49E-1BF0-297F-B707-EB46032FA358} - Library - Assembly-CSharp - 512 - {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} - .NETFramework - v3.5 - Unity Subset v3.5 - - Game:1 - StandaloneWindows:5 - 5.5.0f3 - - 4 - - - pdbonly - false - Temp\UnityVS_bin\Debug\ - Temp\UnityVS_obj\Debug\ - prompt - 4 - DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE - false - - - pdbonly - false - Temp\UnityVS_bin\Release\ - Temp\UnityVS_obj\Release\ - prompt - 4 - TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE - false - - - - - - - - - - - - Library\UnityAssemblies\UnityEngine.dll - - - Library\UnityAssemblies\UnityEngine.UI.dll - - - Library\UnityAssemblies\UnityEngine.Networking.dll - - - Library\UnityAssemblies\UnityEngine.PlaymodeTestsRunner.dll - - - Library\UnityAssemblies\UnityEngine.Analytics.dll - - - Library\UnityAssemblies\UnityEngine.HoloLens.dll - - - Library\UnityAssemblies\UnityEngine.VR.dll - - - Library\UnityAssemblies\UnityEditor.dll - - - Assets\Plugins\protobuf-net.dll - - - - - - - - - - - - diff --git a/ProtoBufDemo/ProtoBufDemo.sln b/ProtoBufDemo/ProtoBufDemo.sln deleted file mode 100644 index d4b557ac0..000000000 --- a/ProtoBufDemo/ProtoBufDemo.sln +++ /dev/null @@ -1,20 +0,0 @@ - -Microsoft Visual Studio Solution File, Format Version 12.00 -# Visual Studio 2017 -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ProtoBufDemo", "ProtoBufDemo.csproj", "{F6BED49E-1BF0-297F-B707-EB46032FA358}" -EndProject -Global - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Release|Any CPU = Release|Any CPU - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {F6BED49E-1BF0-297F-B707-EB46032FA358}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {F6BED49E-1BF0-297F-B707-EB46032FA358}.Debug|Any CPU.Build.0 = Debug|Any CPU - {F6BED49E-1BF0-297F-B707-EB46032FA358}.Release|Any CPU.ActiveCfg = Release|Any CPU - {F6BED49E-1BF0-297F-B707-EB46032FA358}.Release|Any CPU.Build.0 = Release|Any CPU - EndGlobalSection - GlobalSection(SolutionProperties) = preSolution - HideSolutionNode = FALSE - EndGlobalSection -EndGlobal diff --git a/ProtoBufDemo/README.md b/ProtoBufDemo/README.md deleted file mode 100644 index f7486aa92..000000000 --- a/ProtoBufDemo/README.md +++ /dev/null @@ -1 +0,0 @@ -## ProtoBuf练习 diff --git a/PythonInGame/README.md b/PythonInGame/README.md new file mode 100644 index 000000000..219706b18 --- /dev/null +++ b/PythonInGame/README.md @@ -0,0 +1,5 @@ +# Python在游戏中的实用库 +* [汉字转拼音(pypinyin)](https://github.com/mozillazg/python-pinyin) +* [SimpleChinese2 ](https://github.com/chenmingxiang110/SimpleChinese2) +* [pinyin-pro](https://github.com/zh-lx/pinyin-pro) +* [Python for .NET](https://github.com/pythonnet/pythonnet) diff --git a/README.md b/README.md index 258f7c7cb..f02cbe38d 100644 --- a/README.md +++ b/README.md @@ -1,26 +1,24 @@ # Unity3D--Training -【Unity杂货铺】unity大杂烩~   - +【Unity杂货铺】unity大杂烩~ ## 目录 ->* [1.收集整理一些第三方库和插件](./3rdPlugins) ->* [2.月光跑酷3D版](https://github.com/XINCGer/3DMoonRunner) ->* [3.Android和iOS端的消息推送](./Notification) +>* [1.收集整理一些第三方库和插件](https://github.com/XINCGer/Unity3DTraining/tree/master/3rdPlugins) +>* [2.月光跑酷3D版](https://github.com/XINCGer/Unity3DTraining/tree/master/3DMoonRunner) +>* [3.Android和iOS端的消息推送](https://github.com/XINCGer/Unity3DTraining/tree/master/Notification) >* [4.网络与资源数据操作](https://github.com/XINCGer/Unity3DTraining/tree/master/NetWorkAndResources)   ->* [5.unity开发项目整体把控规划与管理](./OverCallControl/) ->* [6.寻路相关](./Pathfinding) +>* [5.unity开发项目整体把控规划与管理](https://github.com/XINCGer/Unity3DTraining/tree/master/OverCallControl/) +>* [6.寻路相关](https://github.com/XINCGer/Unity3DTraining/tree/master/Pathfinding) >* [7.太空大战](https://github.com/XINCGer/Unity3DTraining/tree/master/SpaceShooter) >* [8.UGUI相关](https://github.com/XINCGer/Unity3DTraining/tree/master/UGUITraining) ->* [9.AR小DEMO](https://github.com/XINCGer/Unity3DTraining/tree/master/ARTraining) ->* [10.Unity3D中的物理研究](https://github.com/XINCGer/Unity3DTraining/tree/master/PhysicsStudy) +>* [10.游戏中的物理研究](https://github.com/XINCGer/Unity3DTraining/tree/master/PhysicsStudy) >* [11.一些文档](https://github.com/XINCGer/Unity3DTraining/tree/master/Doc) >* [12.一些小测试](https://github.com/XINCGer/Unity3DTraining/tree/master/SomeTest) >* [13.DoTween插件练习](https://github.com/XINCGer/Unity3DTraining/tree/master/DoTweenTraining) ->* [14.UNet新功能练习](https://github.com/XINCGer/Unity3DTraining/tree/master/UNetTraining) +>* [14.引擎研究](https://github.com/XINCGer/Unity3DTraining/tree/master/Engine) >* [15.贝塞尔曲线研究](https://github.com/XINCGer/Unity3DTraining/tree/master/BezierTest)   >* [16.激情飞车](https://github.com/XINCGer/FURIOUS_MOTORSPORT) >* [17.仿写《我的世界》](https://github.com/XINCGer/Unity3DTraining/tree/master/Minecraft) >* [18.Unity编辑器拓展](https://github.com/XINCGer/Unity3DTraining/tree/master/UnityEditorExtension) ->* [19.ESC实体组件系统](./ESC) +>* [19.ESC实体组件系统](https://github.com/XINCGer/Unity3DTraining/tree/master/ECS) >* [20.单元测试的艺术](https://github.com/XINCGer/Unity3DTraining/tree/master/Unit4Unity) >* [21.Effective C# U3D高效C#技法训练](https://github.com/XINCGer/Unity3DTraining/tree/master/Effective%20C%23) >* [22.I18N 国际化(本地化)](https://github.com/XINCGer/Unity3DTraining/tree/master/I18N_Localization) @@ -31,28 +29,41 @@ >* [27.工具类](https://github.com/XINCGer/Unity3DTraining/tree/master/ToolKits) >* [28.性能优化相关](https://github.com/XINCGer/Unity3DTraining/tree/master/PerformanceOptimization) >* [29.自研客户端架构](https://github.com/XINCGer/ColaFrameWork) ->* [30.【外链】Unity3d客户端与C#分布式服务端游戏框架](https://github.com/egametang/Egametang) ->* [31.ProtoBuf练习](./ProtoBufDemo) ->* [32.NavMesh网格寻路练习](./Navmesh) ->* [33.学习OpenGL与计算机图形学](https://github.com/XINCGer/Unity3DTraining/tree/master/LearningOpenGL) ->* [34.仿写FC上的马戏团](./CircusGameOnFC) ->* [35.热更新专题](./HotUpdate) ->* [36.马三毕设-天天萌泡泡](https://github.com/XINCGer/BubbleShooter) ->* [37.转表工具](https://github.com/XINCGer/Unity3DTraining/tree/master/XlsxTools) ->* [38.仿写FC上的吃豆人](./PacMan) ->* [39.Unity手游自动化测试探索](./AutomationTesting)   ->* [40.新手引导功能](./GuideSystem) ->* [41.粒子系统研究](./ParticleSystem) ->* [42.Macanim动画系统](./MacanimSystem) ->* [43.动力学骨骼研究(仿王者荣耀头发、衣物飘动效果)](./DynamicBones) ->* [44.StarTrooper重力感应飞行游戏](./StarTrooper)   ->* [45.人物换装系统](./ChangeCharacter) ->* [46.简单MMO Demo](./MMO_Demo) ->* [47.2D原生平台游戏](./2DPlatformer) ->* [48.Lua的相关知识点和总结记录](./lua) ->* [49.游戏人工智能](./AI) ->* [50.设备输入](/InputAndTouch) ->* [51.持续集成CI(Continuous Integration)](./CI) ->* [52.求职工作培训与养生等](./AboutJob) +>* [30.相机管理](https://github.com/XINCGer/Unity3DTraining/tree/master/AboutCamera) +>* [31.学习OpenGL与计算机图形学](https://github.com/XINCGer/Unity3DTraining/tree/master/LearningOpenGL) +>* [32.热更新与AssetBundle专题](https://github.com/XINCGer/Unity3DTraining/tree/master/HotUpdate) +>* [33.天天萌泡泡](https://github.com/XINCGer/BubbleShooter) +>* [34.转表工具](https://github.com/XINCGer/Unity3DTraining/tree/master/XlsxTools) +>* [35.Unity手游自动化测试探索](https://github.com/XINCGer/Unity3DTraining/tree/master/AutomationTesting)   +>* [36.新手引导功能](https://github.com/XINCGer/Unity3DTraining/tree/master/GuideSystem) +>* [37.TypeScript资料收集](https://github.com/XINCGer/Unity3DTraining/tree/master/TypeScript) +>* [38.Macanim动画系统](https://github.com/XINCGer/Unity3DTraining/tree/master/MacanimSystem) +>* [39.动力学骨骼研究(仿王者荣耀头发、衣物飘动效果)](https://github.com/XINCGer/Unity3DTraining/tree/master/DynamicBones) +>* [40.技能系统相关知识收集 ](https://github.com/XINCGer/Unity3DTraining/tree/master/AboutSkill) +>* [41.开源游戏收集整理](https://github.com/XINCGer/Unity3DTraining/tree/master/OpenSourceGame) +>* [42.剧情动画与Timeline研究](https://github.com/XINCGer/Unity3DTraining/tree/master/CutsceneTimeline) +>* [43.2D原生平台游戏](https://github.com/XINCGer/Unity3DTraining/tree/master/2DPlatformer) +>* [44.Lua的相关知识点和总结记录](https://github.com/XINCGer/Unity3DTraining/tree/master/lua) +>* [45.AI相关](https://github.com/XINCGer/Unity3DTraining/tree/master/AI) +>* [46.设备输入](https://github.com/XINCGer/Unity3DTraining/tree/master/InputAndTouch) +>* [47.持续集成CI(Continuous Integration)](https://github.com/XINCGer/Unity3DTraining/tree/master/CI) +>* [48.电商与后端开发等相关的不错的资料](https://github.com/XINCGer/Unity3DTraining/tree/master/ServerDevlop) +>* [49.游戏加密与破解研究](https://github.com/XINCGer/Unity3DTraining/tree/master/Crack) +>* [50.xasset 公开文档收集和整理](https://github.com/XINCGer/Unity3DTraining/tree/master/xasset_doc) +>* [51.C++ 实用仓库](https://github.com/XINCGer/Unity3DTraining/tree/master/CPlusPlus) +>* [52.Python在游戏中的实用库](https://github.com/XINCGer/Unity3DTraining/tree/master/PythonInGame) +>* [53.求职工作培训与养生等](https://github.com/XINCGer/Unity3DTraining/tree/master/AboutJob) +本项目已加入 HelloGitHub 徽章计划 +Featured|HelloGitHub +## 友情链接 +* [xasset 快速强大的Unity资源系统](https://github.com/xasset/xasset) +* [anything_about_game(夜莺人行自走库)](https://github.com/killop/anything_about_game) +* [JEngine是针对Unity开发者设计的开箱即用的框架,封装了强大的功能,小白也能快速上手,轻松制作可以热更新的游戏](https://github.com/JasonXuDeveloper/JEngine) +* [JingFengJi(静风霁的博客)](https://www.jingfengji.tech/) +* [狂飙的博客](https://networm.me/) +* [烟雨迷离半世殇](https://www.lfzxb.top/) +* [北冥有鱼其名为鲲的博客](https://www.cnblogs.com/xin-lover/) +* [ZeaLotSean的博客](https://asuka4every.top/) +* [Awesome-Game-Analysis](https://github.com/OTFCG/Awesome-Game-Analysis) diff --git a/SDK/AndroidJavaProxy/README.md b/SDK/AndroidJavaProxy/README.md new file mode 100644 index 000000000..e7b437898 --- /dev/null +++ b/SDK/AndroidJavaProxy/README.md @@ -0,0 +1,6 @@ +## AndroidJavaProxy +* [AndroidJavaProxy官方文档](https://docs.unity3d.com/ScriptReference/AndroidJavaProxy.html) +* [Unity和Android原生交互](https://zhuanlan.zhihu.com/p/349404494) +* [AndroidJavaProxy的使用方式](https://www.jianshu.com/p/6b5f8ad77f4e/) +* [Unity Android 之 AndroidJavaProxy 交互,实现 Unity 委托事件到 Android 端](https://blog.csdn.net/u014361280/article/details/105866782) +* [Unity-Android通信:AndroidJava 使用Unity c#编写Android程序调用任何方法](https://blog.csdn.net/yanchezuo/article/details/52261944) \ No newline at end of file diff --git a/SDK/PullUpQQGroupDemo/Assets/ColaFramework.png b/SDK/PullUpQQGroupDemo/Assets/ColaFramework.png new file mode 100644 index 000000000..95b327d0b Binary files /dev/null and b/SDK/PullUpQQGroupDemo/Assets/ColaFramework.png differ diff --git a/SDK/PullUpQQGroupDemo/Assets/ColaFramework.png.meta b/SDK/PullUpQQGroupDemo/Assets/ColaFramework.png.meta new file mode 100644 index 000000000..ed80dd71f --- /dev/null +++ b/SDK/PullUpQQGroupDemo/Assets/ColaFramework.png.meta @@ -0,0 +1,110 @@ +fileFormatVersion: 2 +guid: fb4ee2991bf458a42ab0405d93eede7d +TextureImporter: + fileIDToRecycleName: {} + externalObjects: {} + serializedVersion: 7 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -100 + wrapU: 1 + wrapV: 1 + wrapW: -1 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 8 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - serializedVersion: 2 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Android + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + vertices: [] + indices: + edges: [] + weights: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/SDK/PullUpQQGroupDemo/Assets/MyScript.cs b/SDK/PullUpQQGroupDemo/Assets/MyScript.cs new file mode 100644 index 000000000..b6881abb6 --- /dev/null +++ b/SDK/PullUpQQGroupDemo/Assets/MyScript.cs @@ -0,0 +1,78 @@ +using System.Collections; +using System.Collections.Generic; +using System.Runtime.InteropServices; +using UnityEngine; +using UnityEngine.UI; + +public class MyScript : MonoBehaviour +{ + + private static readonly string AndroidKey = "YouAndroidQQGroupKey"; + + private static readonly string iOSUid = "YouiOSUid"; + private static readonly string iOSKey = "YouiOSQQGroupKey"; + + private AndroidJavaClass _jc; + private AndroidJavaObject _jo; + + // Use this for initialization + void Start() + { + _jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); + _jo = _jc.GetStatic("currentActivity"); + + var btnObj = this.transform.Find("BtnQQ"); + var button = btnObj.GetComponent