├── .gitignore ├── Assets ├── Animation.meta ├── Animation │ ├── CatController.controller │ └── CatController.controller.meta ├── Mats.meta ├── Mats │ ├── CatBodyLookatAnimation.mat │ ├── CatBodyLookatAnimation.mat.meta │ ├── StencilDepth.mat │ ├── StencilDepth.mat.meta │ ├── StencilWindowFiller.mat │ └── StencilWindowFiller.mat.meta ├── Meshes.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ ├── SampleScene_Profiles.meta │ └── SampleScene_Profiles │ │ ├── PostProcessVolume Profile.asset │ │ └── PostProcessVolume Profile.asset.meta ├── Scripts.meta ├── Scripts │ ├── CatLookAtManager.cs │ ├── CatLookAtManager.cs.meta │ ├── Ghost.cs │ ├── Ghost.cs.meta │ ├── MoveCamera.cs │ └── MoveCamera.cs.meta ├── Shaders.meta ├── Shaders │ ├── Resources.meta │ └── Resources │ │ ├── Cat.shader │ │ ├── Cat.shader.meta │ │ ├── CatWorldVertexColor.shader │ │ ├── CatWorldVertexColor.shader.meta │ │ ├── Cat_Body.shader │ │ ├── Cat_Body.shader.meta │ │ ├── Common.hlsl │ │ ├── Common.hlsl.meta │ │ ├── Flames.shader │ │ ├── Flames.shader.meta │ │ ├── FogPlanesInside.shader │ │ ├── FogPlanesInside.shader.meta │ │ ├── FogPlanesOusite.shader │ │ ├── FogPlanesOusite.shader.meta │ │ ├── GhostMaterial.shader │ │ ├── GhostMaterial.shader.meta │ │ ├── Moon.shader │ │ ├── Moon.shader.meta │ │ ├── SimplexNoise3D.hlsl │ │ ├── SimplexNoise3D.hlsl.meta │ │ ├── StencilDepthWrite.shader │ │ ├── StencilDepthWrite.shader.meta │ │ ├── StencilWindow.shader │ │ ├── StencilWindow.shader.meta │ │ ├── Surround.shader │ │ └── Surround.shader.meta ├── textures.meta └── textures │ ├── FBM.png │ └── FBM.png.meta ├── LICENSE.md ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ├── README.md └── documentation ├── HandPaintedTexture.jpg ├── MainGif.gif ├── beautyShot2.jpg └── beautyShot5.jpg /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | 3 | # 4 | 5 | 6 | 7 | *.swp 8 | 9 | # Get latest from httpsgithub.comgithubgitignoreblobmasterUnity.gitignore 10 | 11 | # 12 | Mehses 13 | [Mm]eshes 14 | Assets/Originals 15 | [Ll]ibrary 16 | 17 | [Tt]emp 18 | 19 | [Oo]bj 20 | 21 | [Bb]uild 22 | 23 | [Bb]uilds 24 | 25 | [Ll]ogs 26 | 27 | [Mm]emoryCaptures 28 | 29 | /Assets/AssetStoreTools* 30 | 31 | # Never ignore Asset meta data 32 | 33 | ![Aa]ssets.meta 34 | 35 | 36 | 37 | # Uncomment this line if you wish to ignore the asset store tools plugin 38 | 39 | # [Aa]ssetsAssetStoreTools 40 | 41 | 42 | 43 | # TextMesh Pro files 44 | 45 | [Aa]ssetsTextMeshPro 46 | 47 | 48 | 49 | # Autogenerated Jetbrains Rider plugin 50 | 51 | [Aa]ssetsPluginsEditorJetBrains 52 | 53 | 54 | 55 | # Visual Studio cache directory 56 | 57 | .vs 58 | 59 | 60 | 61 | # Gradle cache directory 62 | 63 | .gradle 64 | 65 | 66 | 67 | # Autogenerated VSMDConsulo solution and project files 68 | 69 | ExportedObj 70 | 71 | .consulo 72 | 73 | *.csproj 74 | 75 | .unityproj 76 | 77 | *.sln 78 | 79 | .suo 80 | 81 | .tmp 82 | 83 | .user 84 | 85 | .userprefs 86 | 87 | .pidb 88 | 89 | .booproj 90 | 91 | .svd 92 | 93 | .pdb 94 | 95 | .mdb 96 | 97 | .opendb 98 | 99 | .VC.db 100 | 101 | 102 | 103 | # Unity3D generated meta files 104 | 105 | .pidb.meta 106 | 107 | .pdb.meta 108 | 109 | .mdb.meta 110 | 111 | 112 | 113 | # Unity3D generated file on crash reports 114 | 115 | sysinfo.txt 116 | 117 | 118 | 119 | # Builds 120 | 121 | .apk 122 | 123 | .unitypackage 124 | 125 | 126 | 127 | # Crashlytics generated file 128 | 129 | crashlytics-build.properties 130 | 131 | # ========================= 132 | 133 | # Operating System Files 134 | 135 | # ========================= 136 | 137 | 138 | 139 | # OSX 140 | 141 | # ========================= 142 | 143 | 144 | 145 | .DS_Store 146 | 147 | .AppleDouble 148 | 149 | .LSOverride 150 | 151 | 152 | 153 | # Thumbnails 154 | 155 | ._* 156 | 157 | # Files that might appear in the root of a volume 158 | 159 | .DocumentRevisions-V100 160 | 161 | .fseventsd 162 | 163 | .Spotlight-V100 164 | 165 | .TemporaryItems 166 | 167 | .Trashes 168 | 169 | .VolumeIcon.icns 170 | 171 | # Directories potentially created on remote AFP share 172 | 173 | .AppleDB 174 | 175 | .AppleDesktop 176 | 177 | Network Trash Folder 178 | 179 | Temporary Items 180 | 181 | .apdisk 182 | 183 | # Windows 184 | 185 | # ========================= 186 | 187 | 188 | 189 | # Windows image file caches 190 | 191 | Thumbs.db 192 | 193 | ehthumbs.db 194 | 195 | 196 | 197 | # Folder config file 198 | 199 | 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-------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e7b36a76e00647542a37abd6d147541b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/CatLookAtManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class CatLookAtManager : MonoBehaviour 6 | { 7 | 8 | 9 | public GameObject catBody; 10 | private Camera main_Cam; 11 | 12 | private Material m; 13 | 14 | // Start is called before the first frame update 15 | void Start() 16 | { 17 | main_Cam = Camera.main; 18 | 19 | m= catBody.GetComponent().sharedMaterial; 20 | 21 | } 22 | 23 | // Update is called once per frame 24 | void Update() 25 | { 26 | 27 | Vector3 lookAtVector = (this.transform.worldToLocalMatrix *main_Cam.transform.position).normalized; 28 | Vector3 coordinateRight = Vector3.Cross(Vector3.up, lookAtVector).normalized; 29 | Vector3 coordUp = Vector3.Cross(lookAtVector, coordinateRight); 30 | 31 | Matrix4x4 lookAtMatrix = new Matrix4x4( coordinateRight, coordUp, lookAtVector, new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); 32 | 33 | Matrix4x4 objectToClip = GL.GetGPUProjectionMatrix(main_Cam.projectionMatrix, true) 34 | * main_Cam.worldToCameraMatrix * this.transform.localToWorldMatrix 35 | * lookAtMatrix * this.transform.worldToLocalMatrix; 36 | 37 | m.SetMatrix("_LookAtToClipPos", objectToClip); 38 | m.SetVector("_Pivot", transform.position); 39 | 40 | 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /Assets/Scripts/CatLookAtManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5dfd85b435b0cbb48a100d169ccc6c03 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Ghost.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Ghost : MonoBehaviour 6 | { 7 | 8 | public float frequency; 9 | 10 | 11 | private float timer; 12 | 13 | private Material m; 14 | 15 | private int index = 0; 16 | // Start is called before the first frame update 17 | void Start() 18 | { 19 | Renderer r = gameObject.GetComponent(); 20 | 21 | 22 | MeshFilter mf = gameObject.GetComponent(); 23 | mf.sharedMesh.bounds = new Bounds(Vector3.zero, new Vector3(1000.0f, 10000.0f, 1000.0f)); ; 24 | 25 | 26 | m =r.material; 27 | float seed = Random.Range(1.0f, 500.0f); 28 | m.SetFloat("_RandomSeed", seed); 29 | 30 | timer = Random.Range(0.0f, 1.0f/ frequency); 31 | } 32 | 33 | private void OnDestroy() 34 | { 35 | Destroy(m); 36 | } 37 | 38 | // Update is called once per frame 39 | void Update() 40 | { 41 | timer += Time.deltaTime; 42 | if(timer >= 1.0f / frequency) 43 | { 44 | float x = Random.Range(-80.0f, 80.0f); 45 | float y = Random.Range(-15.0f, 15.0f); 46 | this.transform.forward = Quaternion.Euler(new Vector3(x, 0.0f , y)) * Vector3.up; 47 | 48 | float scale = Random.Range(50f, 100f); 49 | this.transform.localScale = new Vector3(scale, scale, scale); 50 | timer = 0.0f; 51 | 52 | index++; 53 | } 54 | 55 | m.SetFloat("_timer", timer* frequency); 56 | m.SetFloat("_RunIndex", index); 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/Scripts/Ghost.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d34167af6bb568044b033567d2455233 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/MoveCamera.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | 6 | // Moves Camera similar to how camera is moved in the Unity view port. Drop the scrip on the game object which has the camera and you wish to move. 7 | 8 | public class MoveCamera : MonoBehaviour 9 | { 10 | public float lateralSpeed = 0.0015f; 11 | public float LongitudinalSpeed = 0.0008f; 12 | public float verticalSpeed = 0.001f; 13 | public float mouseMoevementSpeed = 0.2f; 14 | public float fovChangeSpeed = 0.0008f; 15 | public float ShiftMultiplyer = 4f; 16 | public bool InvertedY = false; 17 | 18 | // ------------------------------------------------------ 19 | 20 | // these need to be > 0 and <= 1. closer to 0 is smoother movement 21 | public float verticalFilter = 0.003f; 22 | public float lateralFilter = 0.005f; 23 | public float LongitudinalFilter = 0.005f; 24 | public float mouseFilter = 0.04f; 25 | public float fovFilter = 0.0001f; 26 | 27 | // ------------------------------------------------------ 28 | 29 | private float vertical; 30 | private float lateral; 31 | private float longitudinal; 32 | private float speedMultiplyer = 1f; 33 | private float inversion = -1f; 34 | private float fovGain; 35 | 36 | 37 | private GameObject TransformDummy; 38 | private Camera mainCam; 39 | 40 | 41 | void Start() 42 | { 43 | if (InvertedY) inversion = 1f; 44 | else inversion = -1f; 45 | 46 | if (TransformDummy == null) TransformDummy = new GameObject("TransformDummy"); 47 | TransformDummy.transform.rotation = this.transform.rotation; 48 | 49 | 50 | mainCam = this.GetComponent(); 51 | if (mainCam == null) mainCam = this.transform.GetComponentInChildren(); 52 | if (mainCam == null) mainCam = Camera.main; 53 | if (mainCam == null) Debug.LogWarning("the Class Move Camera could not find any camera."); 54 | 55 | } 56 | 57 | void Update() 58 | { 59 | 60 | // ------------------------------------------------------------------------------------------------------- 61 | 62 | 63 | // ======================================== 64 | // Speed Multiplyer 65 | speedMultiplyer = Mathf.Lerp(speedMultiplyer, 1f, 0.1f); 66 | if (Input.GetKey(KeyCode.LeftShift) && Input.GetKey(KeyCode.Mouse1)) 67 | { 68 | speedMultiplyer += 0.2f * timeStep(); 69 | speedMultiplyer = Mathf.Clamp(speedMultiplyer, 1f, ShiftMultiplyer); 70 | } 71 | 72 | 73 | 74 | // ======================================== 75 | // Left Right Movement 76 | 77 | lateral = Mathf.Lerp(lateral, 0f, lateralFilter * timeStep()); 78 | lateral = Mathf.Clamp(lateral, -1f, 1f); 79 | 80 | float x = Input.GetAxis("Horizontal"); 81 | 82 | if (Input.GetKey(KeyCode.Mouse1)) lateral += x * lateralSpeed * timeStep(); 83 | 84 | this.transform.position += this.transform.right * lateral * speedMultiplyer * timeStep(); 85 | 86 | // ======================================== 87 | // Foward Backward Movement 88 | 89 | longitudinal = Mathf.Lerp(longitudinal, 0f, LongitudinalFilter * timeStep()); 90 | longitudinal = Mathf.Clamp(longitudinal, -1f, 1f); 91 | 92 | float y = Input.GetAxis("Vertical"); 93 | 94 | if (Input.GetKey(KeyCode.Mouse1)) longitudinal += y * LongitudinalSpeed * timeStep(); 95 | this.transform.position += this.transform.forward * longitudinal * speedMultiplyer; 96 | 97 | // ======================================== 98 | // Up Down Movement 99 | 100 | vertical = Mathf.Lerp(vertical, 0f, verticalFilter); 101 | 102 | if (Input.GetKey(KeyCode.E) && Input.GetKey(KeyCode.Mouse1)) vertical += verticalSpeed * timeStep(); // UP 103 | if (Input.GetKey(KeyCode.Q) && Input.GetKey(KeyCode.Mouse1)) vertical -= verticalSpeed * timeStep(); // DOWN 104 | 105 | 106 | this.transform.position += this.transform.up * vertical * speedMultiplyer * timeStep(); 107 | 108 | // ======================================== 109 | // Mouse Movement X 110 | 111 | float mouseX = Input.GetAxis("Mouse X"); 112 | if (Input.GetKey(KeyCode.Mouse1)) TransformDummy.transform.Rotate(Vector3.up * mouseX * mouseMoevementSpeed * timeStep(), Space.World); 113 | 114 | 115 | // ======================================== 116 | // Mouse Movement Y 117 | 118 | float mouseY = Input.GetAxis("Mouse Y"); 119 | if (Input.GetKey(KeyCode.Mouse1)) TransformDummy.transform.Rotate(TransformDummy.transform.right * -1f * mouseY * mouseMoevementSpeed * timeStep(), Space.World); 120 | 121 | 122 | this.transform.rotation = Quaternion.Slerp(this.transform.rotation, TransformDummy.transform.rotation, mouseFilter * timeStep()); 123 | 124 | 125 | if (mainCam == null) return; 126 | 127 | // FOV 128 | fovGain = Mathf.Lerp(fovGain, 0f, fovFilter * timeStep()); 129 | fovGain = Mathf.Clamp(fovGain, -1f, 1f); 130 | 131 | float mScrollDelta = Input.mouseScrollDelta.y * -1f; 132 | if (Input.GetKey(KeyCode.Mouse1)) fovGain += mScrollDelta * fovChangeSpeed * timeStep(); 133 | mainCam.fieldOfView += fovGain; 134 | 135 | } 136 | 137 | float timeStep() 138 | { 139 | return Time.deltaTime / 0.0066f; 140 | } 141 | 142 | } -------------------------------------------------------------------------------- /Assets/Scripts/MoveCamera.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1caaa49108cc8cf4ab20dfd298b4b220 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0111e92c2b7fa4d47863d0ad87564747 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce286a95e5a6b5d418ffbe2421675294 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/Cat.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/Cat" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType"="Opaque" "Queue" = "Geometry-4"} 10 | LOD 100 11 | 12 | Stencil 13 | { 14 | Ref 1 15 | Comp Equal 16 | } 17 | 18 | Pass 19 | { 20 | CGPROGRAM 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | 24 | #include "UnityCG.cginc" 25 | 26 | struct appdata 27 | { 28 | float4 vertex : POSITION; 29 | float2 uv : TEXCOORD0; 30 | }; 31 | 32 | struct v2f 33 | { 34 | float2 uv : TEXCOORD0; 35 | float4 vertex : SV_POSITION; 36 | }; 37 | 38 | sampler2D _MainTex; 39 | 40 | v2f vert (appdata v) 41 | { 42 | v2f o; 43 | o.vertex = UnityObjectToClipPos(v.vertex); 44 | o.uv = v.uv; 45 | 46 | return o; 47 | } 48 | 49 | fixed4 frag (v2f i) : SV_Target 50 | { 51 | fixed4 col = tex2D(_MainTex, i.uv); 52 | return col; 53 | } 54 | ENDCG 55 | } 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/Cat.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 97766142c5694734f9409c61a180cdfc 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/CatWorldVertexColor.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/CatWorldVertexColor" 2 | { 3 | Properties 4 | { 5 | } 6 | SubShader 7 | { 8 | Tags { "RenderType"="Opaque" "Queue" = "Geometry-4"} 9 | LOD 100 10 | Cull Off 11 | 12 | Stencil 13 | { 14 | Ref 1 15 | Comp Equal 16 | } 17 | 18 | Pass 19 | { 20 | CGPROGRAM 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | 24 | #include "UnityCG.cginc" 25 | 26 | struct appdata 27 | { 28 | float4 vertex : POSITION; 29 | float4 color : COLOR; 30 | }; 31 | 32 | struct v2f 33 | { 34 | float4 vertex : SV_POSITION; 35 | float4 color : TEXCOORD01; 36 | }; 37 | 38 | 39 | v2f vert (appdata v) 40 | { 41 | v2f o; 42 | o.vertex = UnityObjectToClipPos(v.vertex); 43 | o.color = v.color; 44 | return o; 45 | } 46 | 47 | fixed4 frag (v2f i) : SV_Target 48 | { 49 | return i.color; 50 | } 51 | ENDCG 52 | } 53 | } 54 | } 55 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/CatWorldVertexColor.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1d8d4a5a608498f47a18cd95292b77b1 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/Cat_Body.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/CatBody" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType"="Opaque" "Queue" = "Geometry-4"} 10 | LOD 100 11 | 12 | Stencil 13 | { 14 | Ref 1 15 | Comp Equal 16 | } 17 | 18 | Pass 19 | { 20 | CGPROGRAM 21 | #pragma vertex vert 22 | #pragma fragment frag 23 | 24 | #include "UnityCG.cginc" 25 | 26 | struct appdata 27 | { 28 | float4 vertex : POSITION; 29 | float2 uv : TEXCOORD0; 30 | }; 31 | 32 | struct v2f 33 | { 34 | float2 uv : TEXCOORD0; 35 | float4 vertex : SV_POSITION; 36 | }; 37 | 38 | sampler2D _MainTex; 39 | float4x4 _LookAtToClipPos; 40 | float4 _Pivot; 41 | v2f vert (appdata v) 42 | { 43 | v2f o; 44 | 45 | float4 pos = mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1.)); 46 | 47 | float transition = smoothstep(1.4, 2.5, abs(_Pivot.y * pos.y)); 48 | 49 | float4 lookATPos = mul(_LookAtToClipPos, pos); 50 | float4 normalPos = mul(UNITY_MATRIX_VP, pos); 51 | 52 | o.vertex = lerp(lookATPos, normalPos, transition); 53 | o.uv = v.uv; 54 | 55 | return o; 56 | } 57 | 58 | fixed4 frag (v2f i) : SV_Target 59 | { 60 | fixed4 col = tex2D(_MainTex, i.uv); 61 | return col; 62 | } 63 | ENDCG 64 | } 65 | } 66 | } 67 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/Cat_Body.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0b700d06050df424c93bd87eb028d0fa 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/Common.hlsl: -------------------------------------------------------------------------------- 1 | #ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_COMMON_HLSL_ 2 | #define _INCLUDE_JP_KEIJIRO_NOISESHADER_COMMON_HLSL_ 3 | 4 | float wglnoise_mod(float x, float y) 5 | { 6 | return x - y * floor(x / y); 7 | } 8 | 9 | float2 wglnoise_mod(float2 x, float2 y) 10 | { 11 | return x - y * floor(x / y); 12 | } 13 | 14 | float3 wglnoise_mod(float3 x, float3 y) 15 | { 16 | return x - y * floor(x / y); 17 | } 18 | 19 | float4 wglnoise_mod(float4 x, float4 y) 20 | { 21 | return x - y * floor(x / y); 22 | } 23 | 24 | float2 wglnoise_fade(float2 t) 25 | { 26 | return t * t * t * (t * (t * 6 - 15) + 10); 27 | } 28 | 29 | float3 wglnoise_fade(float3 t) 30 | { 31 | return t * t * t * (t * (t * 6 - 15) + 10); 32 | } 33 | 34 | float wglnoise_mod289(float x) 35 | { 36 | return x - floor(x / 289) * 289; 37 | } 38 | 39 | float2 wglnoise_mod289(float2 x) 40 | { 41 | return x - floor(x / 289) * 289; 42 | } 43 | 44 | float3 wglnoise_mod289(float3 x) 45 | { 46 | return x - floor(x / 289) * 289; 47 | } 48 | 49 | float4 wglnoise_mod289(float4 x) 50 | { 51 | return x - floor(x / 289) * 289; 52 | } 53 | 54 | float3 wglnoise_permute(float3 x) 55 | { 56 | return wglnoise_mod289((x * 34 + 1) * x); 57 | } 58 | 59 | float4 wglnoise_permute(float4 x) 60 | { 61 | return wglnoise_mod289((x * 34 + 1) * x); 62 | } 63 | 64 | #endif -------------------------------------------------------------------------------- /Assets/Shaders/Resources/Common.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 708ac0bf2c469cd4e85405e85e7ab746 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/Flames.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/Flames" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} 10 | LOD 100 11 | Blend One One 12 | 13 | Cull Off 14 | 15 | 16 | 17 | Pass 18 | { 19 | CGPROGRAM 20 | #pragma vertex vert 21 | #pragma fragment frag 22 | 23 | #include "UnityCG.cginc" 24 | 25 | struct appdata 26 | { 27 | float4 vertex : POSITION; 28 | float2 uv : TEXCOORD0; 29 | }; 30 | 31 | struct v2f 32 | { 33 | float2 uv : TEXCOORD0; 34 | float4 vertex : SV_POSITION; 35 | }; 36 | 37 | sampler2D _MainTex; 38 | float4 _MainTex_ST; 39 | 40 | v2f vert (appdata v) 41 | { 42 | v2f o; 43 | 44 | float3 withOffset = v.vertex; 45 | float heightMultiplier = smoothstep(0.55, 0.65, v.uv.y); 46 | 47 | withOffset.x += sin(withOffset.y *2000. + _Time.y*5.) * 0.001 *heightMultiplier; 48 | withOffset.y += sin(withOffset.z *200. + _Time.y*5. + 0.2) * 0.001 *heightMultiplier + sin(withOffset.z *400. + _Time.y*10. + 0.5) * 0.0005 *heightMultiplier; 49 | withOffset.z += sin(withOffset.x *200. + _Time.y*5. + 0.1) * 0.001 *heightMultiplier + sin(withOffset.x *400. + _Time.y*10. + 0.4) * 0.0005 *heightMultiplier; 50 | 51 | o.vertex = UnityObjectToClipPos(withOffset); 52 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 53 | return o; 54 | } 55 | 56 | fixed4 frag (v2f i) : SV_Target 57 | { 58 | 59 | fixed4 col = tex2D(_MainTex, i.uv); 60 | return col; 61 | } 62 | ENDCG 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/Flames.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7c47a1b3317906749bccf9d51eb54c25 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/FogPlanesInside.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/FogPlanesInside" 2 | { 3 | Properties 4 | { 5 | _MainTex("Texture", 2D) = "white" {} 6 | _FBM("FBM", 2D) = "white" {} 7 | } 8 | SubShader 9 | { 10 | Tags {"Queue" = "Geometry-3""IgnoreProjector" = "True" "RenderType" = "Transparent"} 11 | LOD 100 12 | Blend SrcAlpha OneMinusSrcAlpha 13 | // Blend One One 14 | Cull Off 15 | ZWrite Off 16 | 17 | Stencil 18 | { 19 | Ref 1 20 | Comp Equal 21 | } 22 | Pass 23 | { 24 | CGPROGRAM 25 | #pragma vertex vert 26 | #pragma fragment frag 27 | #include "UnityCG.cginc" 28 | 29 | struct appdata 30 | { 31 | float4 vertex : POSITION; 32 | float2 uv : TEXCOORD0; 33 | float4 color : COLOR; 34 | }; 35 | 36 | struct v2f 37 | { 38 | float2 uv : TEXCOORD0; 39 | float4 vertex : SV_POSITION; 40 | float4 color : TEXCOORD1; 41 | float4 pos : TEXCOOR2; 42 | }; 43 | 44 | #include "SimplexNoise3D.hlsl" 45 | 46 | sampler2D _MainTex; 47 | sampler2D _FBM; 48 | float4 _MainTex_ST; 49 | 50 | v2f vert(appdata v) 51 | { 52 | v2f o; 53 | o.vertex = UnityObjectToClipPos(v.vertex); 54 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 55 | o.pos = v.vertex; 56 | o.color = v.color; 57 | return o; 58 | } 59 | 60 | fixed4 frag(v2f i) : SV_Target 61 | { 62 | // sample the texture 63 | fixed4 col = tex2D(_MainTex, i.uv); 64 | 65 | 66 | 67 | 68 | float alpha = 1.; 69 | 70 | float simplex = 0.; 71 | float basePeriod = 10.; 72 | float baseAmplitude = 3.7; 73 | float bigMask = smoothstep(-0.2, 0.4, (SimplexNoise((i.pos + float3(_Time.y*0.025, 0., _Time.y*0.02)) * 6.))); 74 | 75 | for (float f = 0.; f < 5.; f++) 76 | { 77 | simplex += abs((SimplexNoise((i.pos + float3(_Time.y*0.025, 0., _Time.y*0.02)) * basePeriod) / 107.)) *baseAmplitude; 78 | basePeriod *= 2.0; 79 | baseAmplitude /= 2.0; 80 | } 81 | 82 | 83 | 84 | float2 borders = smoothstep(float2(0.5, 0.5), float2(0.4, 0.4), abs(i.uv - 0.5)); 85 | 86 | alpha = simplex * bigMask * 1.5; 87 | return float4(col.xyz *1. /** alpha * borders.x * borders.y*/, alpha * borders.x * borders.y); 88 | } 89 | ENDCG 90 | } 91 | } 92 | } 93 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/FogPlanesInside.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5fa2036a46444294ea335432ac9d33e7 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/FogPlanesOusite.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/FogPlanesOutside" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _FBM("FBM", 2D) = "white" {} 7 | } 8 | SubShader 9 | { 10 | Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} 11 | LOD 100 12 | Blend SrcAlpha OneMinusSrcAlpha 13 | // Blend One One 14 | Cull Off 15 | ZWrite Off 16 | Pass 17 | { 18 | CGPROGRAM 19 | #pragma vertex vert 20 | #pragma fragment frag 21 | #include "UnityCG.cginc" 22 | 23 | struct appdata 24 | { 25 | float4 vertex : POSITION; 26 | float2 uv : TEXCOORD0; 27 | float4 color : COLOR; 28 | }; 29 | 30 | struct v2f 31 | { 32 | float2 uv : TEXCOORD0; 33 | float4 vertex : SV_POSITION; 34 | float4 color : TEXCOORD1; 35 | float4 pos : TEXCOOR2; 36 | }; 37 | 38 | #include "SimplexNoise3D.hlsl" 39 | 40 | sampler2D _MainTex; 41 | sampler2D _FBM; 42 | float4 _MainTex_ST; 43 | 44 | v2f vert (appdata v) 45 | { 46 | v2f o; 47 | o.vertex = UnityObjectToClipPos(v.vertex); 48 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 49 | o.pos = v.vertex; 50 | o.color = v.color; 51 | return o; 52 | } 53 | 54 | fixed4 frag (v2f i) : SV_Target 55 | { 56 | // sample the texture 57 | fixed4 col = tex2D(_MainTex, i.uv); 58 | 59 | 60 | 61 | 62 | float alpha = 1.; 63 | 64 | float simplex = 0.; 65 | float basePeriod = 10.; 66 | float baseAmplitude = 3.7; 67 | float bigMask = smoothstep(-0.2, 0.4, (SimplexNoise((i.pos + float3(_Time.y*0.025, 0., _Time.y*0.02)) * 6.))); 68 | 69 | for(float f = 0.; f< 5.; f++) 70 | { 71 | simplex += abs((SimplexNoise((i.pos + float3(_Time.y*0.025, 0., _Time.y*0.02)) * basePeriod) / 107.)) *baseAmplitude; 72 | basePeriod *=2.0; 73 | baseAmplitude /= 2.0; 74 | } 75 | 76 | 77 | 78 | float2 borders = smoothstep(float2(0.5, 0.5), float2(0.1, 0.4), abs(i.uv - 0.5)); 79 | 80 | alpha = simplex * bigMask * 1.5; 81 | float3 c = float3(0.1, 0.1, 0.1)*0.5 + col; 82 | return float4(c.xyz /*col.xyz *1.*/ /** alpha * borders.x * borders.y*/, alpha * borders.x * borders.y) ; 83 | } 84 | ENDCG 85 | } 86 | } 87 | } 88 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/FogPlanesOusite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f997148400e1e844c8d3164bbdc5004a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/GhostMaterial.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/GhostMaterial" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Color ("Color", Color) = (1, 1, 1, 1) 7 | } 8 | SubShader 9 | { 10 | Tags {"Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent"} 11 | LOD 100 12 | 13 | Blend One One 14 | 15 | 16 | 17 | Pass 18 | { 19 | CGPROGRAM 20 | #pragma vertex vert 21 | #pragma fragment frag 22 | 23 | #include "UnityCG.cginc" 24 | #include "SimplexNoise3D.hlsl" 25 | 26 | struct appdata 27 | { 28 | float4 vertex : POSITION; 29 | float4 color : COLOR; 30 | }; 31 | 32 | struct v2f 33 | { 34 | float4 vertex : SV_POSITION; 35 | float4 vColor : TEXCOORD00; 36 | }; 37 | 38 | 39 | float3 simplex3D(float3 coord) 40 | { 41 | return float3(SimplexNoise(coord), SimplexNoise(coord + float3(214.6, 2.215, 721.2)), SimplexNoise(coord +float3(-62.85, 42.631, 821.2) )); 42 | } 43 | 44 | float rand (float seed) 45 | { 46 | return frac(sin(seed * 67.215) *82.165); 47 | } 48 | 49 | float rand3D(float seed) 50 | { 51 | return float3(rand(seed + 6.21), rand(seed), rand(seed + 78.214)); 52 | } 53 | 54 | float _timer; 55 | float _RandomSeed; 56 | float _RunIndex; 57 | 58 | sampler2D _MainTex; 59 | float4 _Color; 60 | v2f vert (appdata v) 61 | { 62 | v2f o; 63 | 64 | float fracTime = _timer; 65 | float indexTime = _RunIndex; 66 | 67 | float3 basePosition = v.vertex; 68 | basePosition += float3(0.0, 0.0, fracTime*0.3); 69 | 70 | basePosition += simplex3D(basePosition*6. + rand3D(indexTime + _RandomSeed) * 10.0)*0.04 + simplex3D(basePosition*25. + rand3D(indexTime+13 + _RandomSeed) * 25.0) *0.003; 71 | 72 | o.vertex = UnityObjectToClipPos(basePosition); 73 | 74 | o.vColor = v.color * smoothstep(0.4, 0.1, abs(0.5- fracTime)); 75 | 76 | return o; 77 | } 78 | 79 | fixed4 frag (v2f i) : SV_Target 80 | { 81 | // sample the texture 82 | fixed4 col = _Color * i.vColor; 83 | return col; 84 | } 85 | ENDCG 86 | } 87 | } 88 | } 89 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/GhostMaterial.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4c44d296c2af304eaec3f32a89cf243 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/Moon.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/Moon" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags {"Queue" = "Geometry-3""IgnoreProjector" = "True" "RenderType" = "Transparent"} 10 | LOD 100 11 | Blend SrcAlpha OneMinusSrcAlpha 12 | 13 | Stencil 14 | { 15 | Ref 1 16 | Comp Equal 17 | } 18 | 19 | Pass 20 | { 21 | CGPROGRAM 22 | #pragma vertex vert 23 | #pragma fragment frag 24 | 25 | #include "UnityCG.cginc" 26 | 27 | struct appdata 28 | { 29 | float4 vertex : POSITION; 30 | float2 uv : TEXCOORD0; 31 | }; 32 | 33 | struct v2f 34 | { 35 | float2 uv : TEXCOORD0; 36 | float4 vertex : SV_POSITION; 37 | }; 38 | 39 | sampler2D _MainTex; 40 | 41 | v2f vert (appdata v) 42 | { 43 | v2f o; 44 | o.vertex = UnityObjectToClipPos(v.vertex); 45 | o.uv = v.uv; 46 | return o; 47 | } 48 | 49 | fixed4 frag (v2f i) : SV_Target 50 | { 51 | fixed4 col = tex2D(_MainTex, i.uv); 52 | return col; 53 | } 54 | ENDCG 55 | } 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/Moon.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6b67f3ce8e0ce5b4daf6083001cb48ae 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/SimplexNoise3D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Description : Array and textureless GLSL 2D/3D/4D simplex 3 | // noise functions. 4 | // Author : Ian McEwan, Ashima Arts. 5 | // Maintainer : ijm 6 | // Lastmod : 20110822 (ijm) 7 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 8 | // Distributed under the MIT License. See LICENSE file. 9 | // https://github.com/ashima/webgl-noise 10 | // 11 | 12 | #ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_SIMPLEX_NOISE_3D_HLSL_ 13 | #define _INCLUDE_JP_KEIJIRO_NOISESHADER_SIMPLEX_NOISE_3D_HLSL_ 14 | 15 | #include "Common.hlsl" 16 | 17 | float4 SimplexNoiseGrad(float3 v) 18 | { 19 | // First corner 20 | float3 i = floor(v + dot(v, 1.0 / 3)); 21 | float3 x0 = v - i + dot(i, 1.0 / 6); 22 | 23 | // Other corners 24 | float3 g = x0.yzx <= x0.xyz; 25 | float3 l = 1 - g; 26 | float3 i1 = min(g.xyz, l.zxy); 27 | float3 i2 = max(g.xyz, l.zxy); 28 | 29 | float3 x1 = x0 - i1 + 1.0 / 6; 30 | float3 x2 = x0 - i2 + 1.0 / 3; 31 | float3 x3 = x0 - 0.5; 32 | 33 | // Permutations 34 | i = wglnoise_mod289(i); // Avoid truncation effects in permutation 35 | float4 p = wglnoise_permute(i.z + float4(0, i1.z, i2.z, 1)); 36 | p = wglnoise_permute(p + i.y + float4(0, i1.y, i2.y, 1)); 37 | p = wglnoise_permute(p + i.x + float4(0, i1.x, i2.x, 1)); 38 | 39 | // Gradients: 7x7 points over a square, mapped onto an octahedron. 40 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 41 | float4 gx = lerp(-1, 1, frac(floor(p / 7) / 7)); 42 | float4 gy = lerp(-1, 1, frac(floor(p % 7) / 7)); 43 | float4 gz = 1 - abs(gx) - abs(gy); 44 | 45 | bool4 zn = gz < -0.01; 46 | gx += zn * (gx < -0.01 ? 1 : -1); 47 | gy += zn * (gy < -0.01 ? 1 : -1); 48 | 49 | float3 g0 = normalize(float3(gx.x, gy.x, gz.x)); 50 | float3 g1 = normalize(float3(gx.y, gy.y, gz.y)); 51 | float3 g2 = normalize(float3(gx.z, gy.z, gz.z)); 52 | float3 g3 = normalize(float3(gx.w, gy.w, gz.w)); 53 | 54 | // Compute noise and gradient at P 55 | float4 m = float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)); 56 | float4 px = float4(dot(g0, x0), dot(g1, x1), dot(g2, x2), dot(g3, x3)); 57 | 58 | m = max(0.5 - m, 0); 59 | float4 m3 = m * m * m; 60 | float4 m4 = m * m3; 61 | 62 | float4 temp = -8 * m3 * px; 63 | float3 grad = m4.x * g0 + temp.x * x0 + 64 | m4.y * g1 + temp.y * x1 + 65 | m4.z * g2 + temp.z * x2 + 66 | m4.w * g3 + temp.w * x3; 67 | 68 | return 107 * float4(grad, dot(m4, px)); 69 | } 70 | 71 | float SimplexNoise(float3 v) 72 | { 73 | return SimplexNoiseGrad(v).w; 74 | } 75 | 76 | #endif -------------------------------------------------------------------------------- /Assets/Shaders/Resources/SimplexNoise3D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bfa70de67f5b20f4b9a8237bb6ef178b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/StencilDepthWrite.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/StencilDepthWrite" 2 | { 3 | Properties 4 | { 5 | } 6 | SubShader 7 | { 8 | Tags { "RenderType"="Opaque" "Queue" = "Geometry-2" } 9 | LOD 100 10 | Blend Zero One 11 | Pass 12 | { 13 | CGPROGRAM 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | 17 | #include "UnityCG.cginc" 18 | 19 | struct appdata 20 | { 21 | float4 vertex : POSITION; 22 | }; 23 | 24 | struct v2f 25 | { 26 | float4 vertex : SV_POSITION; 27 | }; 28 | 29 | v2f vert (appdata v) 30 | { 31 | v2f o; 32 | o.vertex = UnityObjectToClipPos(v.vertex); 33 | return o; 34 | } 35 | 36 | fixed4 frag (v2f i) : SV_Target 37 | { 38 | return 0; 39 | } 40 | ENDCG 41 | } 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /Assets/Shaders/Resources/StencilDepthWrite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1a6b0a261ab48da47ac1e3a066e055cb 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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and associated documentation files (the "Software"), 4 | to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, 5 | 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: 6 | The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. 7 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 8 | 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, 9 | 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. -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.ads": "2.0.8", 4 | "com.unity.analytics": "3.3.2", 5 | "com.unity.collab-proxy": "1.2.16", 6 | "com.unity.package-manager-ui": "2.1.2", 7 | "com.unity.postprocessing": "2.1.7", 8 | "com.unity.purchasing": "2.0.6", 9 | "com.unity.textmeshpro": "2.0.1", 10 | "com.unity.timeline": "1.0.0", 11 | "com.unity.modules.ai": "1.0.0", 12 | "com.unity.modules.animation": "1.0.0", 13 | "com.unity.modules.assetbundle": "1.0.0", 14 | "com.unity.modules.audio": "1.0.0", 15 | "com.unity.modules.cloth": "1.0.0", 16 | 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m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | Stencil Portals Made in Unity 3D 2 | ================= 3 | Code for a series of tech art tricks making my halloween special scene. I do a break down of all the techniques here: https://medium.com/@shahriyarshahrabi/stencil-portal-in-unity-vfx-breakdown-3dd76b60ad07 4 | 5 | In the break down I go over: 6 | - setting up a stencil portal 7 | - dealing with render order issues 8 | - mixing baked and procedural animation 9 | - stylized ghosts 10 | - volumetric fog with lighting 11 | - flames 12 | - Modeling and texturing of the scene. 13 | 14 | ![](documentation/MainGif.gif) 15 | 16 | 17 | 18 | 19 | More Screen shots: 20 | 21 | ![](documentation/beautyShot2.jpg) 22 | ![](documentation/beautyShot5.jpg) 23 | ![](documentation/HandPaintedTexture.jpg) -------------------------------------------------------------------------------- /documentation/HandPaintedTexture.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IRCSS/Unity-Stencil-Portal/b280bd68e0d3f8b8dbcdbf65415ad12fc0493d9c/documentation/HandPaintedTexture.jpg -------------------------------------------------------------------------------- /documentation/MainGif.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IRCSS/Unity-Stencil-Portal/b280bd68e0d3f8b8dbcdbf65415ad12fc0493d9c/documentation/MainGif.gif -------------------------------------------------------------------------------- /documentation/beautyShot2.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IRCSS/Unity-Stencil-Portal/b280bd68e0d3f8b8dbcdbf65415ad12fc0493d9c/documentation/beautyShot2.jpg -------------------------------------------------------------------------------- /documentation/beautyShot5.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/IRCSS/Unity-Stencil-Portal/b280bd68e0d3f8b8dbcdbf65415ad12fc0493d9c/documentation/beautyShot5.jpg --------------------------------------------------------------------------------