├── .gitattributes
├── .gitignore
├── Assets
├── HDRPDefaultResources.meta
├── HDRPDefaultResources
│ ├── DefaultSceneRoot.prefab
│ ├── DefaultSceneRoot.prefab.meta
│ ├── HDRPDefaultSettings.asset
│ ├── HDRPDefaultSettings.asset.meta
│ ├── SkyFogSettingsProfile.asset
│ └── SkyFogSettingsProfile.asset.meta
├── Materials.meta
├── Materials
│ ├── Water.mat
│ └── Water.mat.meta
├── Models.meta
├── Models
│ ├── Tsushima_Lantern.meta
│ └── Tsushima_Lantern
│ │ ├── Textures.meta
│ │ ├── Textures
│ │ ├── Tsushima_Lantern_Material_BaseColor.png
│ │ ├── Tsushima_Lantern_Material_BaseColor.png.meta
│ │ ├── Tsushima_Lantern_Material_Emissive.png
│ │ ├── Tsushima_Lantern_Material_Emissive.png.meta
│ │ ├── Tsushima_Lantern_Material_Normal.png
│ │ ├── Tsushima_Lantern_Material_Normal.png.meta
│ │ ├── Tsushima_Lantern_Material_Roughness.png
│ │ └── Tsushima_Lantern_Material_Roughness.png.meta
│ │ ├── Tsushima_Lantern.fbx
│ │ └── Tsushima_Lantern.fbx.meta
├── New Lighting Settings.lighting
├── New Lighting Settings.lighting.meta
├── Package.unitypackage.meta
├── Readme.asset
├── Readme.asset.meta
├── Scenes.meta
├── Scenes
│ ├── IndoorsScene.meta
│ ├── IndoorsScene.unity
│ ├── IndoorsScene.unity.meta
│ ├── IndoorsScene
│ │ ├── Sky and Fog Settings Profile.asset
│ │ └── Sky and Fog Settings Profile.asset.meta
│ ├── Lanterns.meta
│ ├── Lanterns.unity
│ ├── Lanterns.unity.meta
│ └── Lanterns
│ │ ├── Sky and Fog Settings Profile.asset
│ │ └── Sky and Fog Settings Profile.asset.meta
├── Scripts.meta
├── Scripts
│ ├── LookWithMouse.cs
│ ├── LookWithMouse.cs.meta
│ ├── PlayerMovement.cs
│ ├── PlayerMovement.cs.meta
│ ├── SimpleCameraController.cs
│ └── SimpleCameraController.cs.meta
├── Settings.meta
├── Settings
│ ├── DiffusionProfiles.meta
│ ├── DiffusionProfiles
│ │ ├── BambooLeaves.asset
│ │ ├── BambooLeaves.asset.meta
│ │ ├── Foliage.asset
│ │ ├── Foliage.asset.meta
│ │ ├── Skin.asset
│ │ └── Skin.asset.meta
│ ├── HDRPHighQuality.asset
│ ├── HDRPHighQuality.asset.meta
│ ├── HDRPLowQuality.asset
│ ├── HDRPLowQuality.asset.meta
│ ├── HDRPMediumQuality.asset
│ ├── HDRPMediumQuality.asset.meta
│ ├── PlayerControllerFPS.prefab
│ ├── PlayerControllerFPS.prefab.meta
│ ├── Volumes.meta
│ └── Volumes
│ │ ├── CinematicPhysicalCamera.asset
│ │ ├── CinematicPhysicalCamera.asset.meta
│ │ ├── ScreenshotsTimelineProfile.asset
│ │ ├── ScreenshotsTimelineProfile.asset.meta
│ │ ├── VolumeGlobal.asset
│ │ ├── VolumeGlobal.asset.meta
│ │ ├── VolumeRoom1.asset
│ │ ├── VolumeRoom1.asset.meta
│ │ ├── VolumeRoom2.asset
│ │ ├── VolumeRoom2.asset.meta
│ │ ├── VolumeRoom2Skylight.asset
│ │ ├── VolumeRoom2Skylight.asset.meta
│ │ ├── VolumeRoom3.asset
│ │ ├── VolumeRoom3.asset.meta
│ │ ├── VolumeRoom3Corridor.asset
│ │ ├── VolumeRoom3Corridor.asset.meta
│ │ ├── VolumeRoom3Sitting.asset
│ │ └── VolumeRoom3Sitting.asset.meta
├── Shaders.meta
├── Shaders
│ ├── Shadergraph.meta
│ └── Shadergraph
│ │ ├── Lantern.shadergraph
│ │ ├── Lantern.shadergraph.meta
│ │ ├── Water.shadergraph
│ │ └── Water.shadergraph.meta
├── Textures.meta
├── Textures
│ ├── Flower.png
│ └── Flower.png.meta
├── VFX.meta
├── VFX
│ ├── Lanterns.vfx
│ ├── Lanterns.vfx.meta
│ ├── SubGraphs.meta
│ └── SubGraphs
│ │ ├── DirectionToTarget.vfxoperator
│ │ ├── DirectionToTarget.vfxoperator.meta
│ │ ├── MoveToTarget.vfxoperator
│ │ ├── MoveToTarget.vfxoperator.meta
│ │ ├── RandomInsideSphere.vfxoperator
│ │ └── RandomInsideSphere.vfxoperator.meta
├── VFXDefaultResources.asset
└── VFXDefaultResources.asset.meta
├── Media
├── 02.mp4
├── 1.png
└── graph.png
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── HDRPProjectSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── TagManager.asset
├── TimeManager.asset
├── TimelineSettings.asset
├── URPProjectSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
└── XRSettings.asset
├── README.md
└── UserSettings
└── EditorUserSettings.asset
/.gitattributes:
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/.gitignore:
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1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Mm]emoryCaptures/
12 |
13 | # Never ignore Asset meta data
14 | !/[Aa]ssets/**/*.meta
15 |
16 | # Uncomment this line if you wish to ignore the asset store tools plugin
17 | # /[Aa]ssets/AssetStoreTools*
18 |
19 | # Autogenerated Jetbrains Rider plugin
20 | [Aa]ssets/Plugins/Editor/JetBrains*
21 |
22 | # Visual Studio cache directory
23 | .vs/
24 |
25 | # Gradle cache directory
26 | .gradle/
27 |
28 | # Autogenerated VS/MD/Consulo solution and project files
29 | ExportedObj/
30 | .consulo/
31 | *.csproj
32 | *.unityproj
33 | *.sln
34 | *.suo
35 | *.tmp
36 | *.user
37 | *.userprefs
38 | *.pidb
39 | *.booproj
40 | *.svd
41 | *.pdb
42 | *.mdb
43 | *.opendb
44 | *.VC.db
45 |
46 | # Unity3D generated meta files
47 | *.pidb.meta
48 | *.pdb.meta
49 | *.mdb.meta
50 |
51 | # Unity3D generated file on crash reports
52 | sysinfo.txt
53 |
54 | # Builds
55 | *.apk
56 | *.unitypackage
57 |
58 | # Crashlytics generated file
59 | crashlytics-build.properties
60 |
61 |
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16 | title: High-Definition Render Pipeline
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19 | text: This template is a good starting point for projects aiming at High-end Graphics
20 | and developed for platforms that support Shader Model 5.0 (DX11
21 | and above). This template utilizes the High Definition Render Pipeline (HDRP),
22 | a modern rendering pipeline that includes advanced material types and a configurable
23 | hybrid tile/cluster deferred/forward lighting architecture. This template also includes the Shader Graph tool, Visual Effect Graph tool, several Presets to jump start development, and example content.
24 | linkText:
25 | url:
26 | - heading:
27 | text: 'The example content in this template showcases an environment with three distinct rooms with specific lighting conditions:'
28 | - heading:
29 | text: ' The first room includes directional sunlight that uses real-world values, and has examples of decal projectors used to bring more believability to the environment.'
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31 | url:
32 | - heading:
33 | text: ' The second room is an interior room lit by the same directional light coming in through a sunroof. It has examples of artificial lighting using real-world values, and demonstrates how physical light values contribute to lighting the scene. Also included are material examples of metal, glass, stone, and foliage.'
34 | linkText:
35 | url:
36 | - heading:
37 | text: ' The last room is an interior room lit entirely with artificial lighting. It showcases the same physical values used for the artificial lights, and the effects exposure has on lighting. Also in this room are examples of emission materials and light cookies.'
38 | linkText:
39 | url:
40 | - heading:
41 | text: This project uses the Package Manager to bring you the latest features
42 | Unity has to offer. Open the Package Manager from Windows > Package Manager
43 | and make sure you're using the most recent version of HDRP. To update packages, select your desired package from the list on the
44 | left, and click the Update to button in the bottom right corner.
45 | linkText:
46 | url:
47 | - heading: Documentation
48 | text: 'To read more about HDRP please see the HDRP documentation :'
49 | linkText: High Definition Render Pipeline
50 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html
51 | - heading:
52 | text: 'HDRP uses its own implementation of post-processing. It uses the Volume system to allow
53 | you to localize post-processing effects to a certain area of your Scene. For
54 | more information about post-processing and the Volume system, see the pages :'
55 | linkText: Post-processing
56 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Post-Processing-Main.html?preview=1
57 | - heading:
58 | text:
59 | linkText: Volumes System
60 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Volumes.html?preview=1
61 | - heading: Sample Content
62 | text: 'The Unity HDRI Pack is a great resource when working with HDRP. You can use the HDRIs in this pack with the Look Dev tool. Download the Unity HDRI Pack here:'
63 | linkText: HDRI Package
64 | url: https://assetstore.unity.com/packages/essentials/beta-projects/unity-hdri-pack-72511
65 | - heading:
66 | text: 'Examples of complex projects that use HDRP :'
67 | - heading:
68 | text: 'The Fontainebleau project contains examples of complex Material usage, volumetric effects, decals, Shader Graphs, and more.'
69 | linkText: Fontainbleau demo
70 | url: https://github.com/Unity-Technologies/FontainebleauDemo
71 | - heading:
72 | text: 'The Spaceship project uses the Visual Effect Graph to showcase high quality visual effects. This project also shows how to use scripting and user interaction to trigger visual effects.'
73 | linkText: Spaceship demo
74 | url: https://github.com/Unity-Technologies/SpaceshipDemo
75 | - heading:
76 | text: 'The VR Alchemist Lab project is a small medieval laboratory that showcases HDRP rendering features in VR. This project also shows interactive effects.'
77 | linkText: VR Alchemist Lab demo
78 | url: https://github.com/Unity-Technologies/VRAlchemyLab
79 | - heading: Ray tracing (Preview)
80 | text: 'This version of HDRP includes a preview of Ray tracing features. To read more on this topic please see our "Getting started" guide :'
81 | linkText: Getting started with Ray Tracing
82 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Ray-Tracing-Getting-Started.html?preview=1
83 | - heading:
84 | text: 'Ray tracing features are also demonstrated in this small sample projet :'
85 | linkText: Small office Ray tracing
86 | url: https://github.com/Unity-Technologies/SmallOfficeRayTracing
87 | loadedLayout: 1
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1 | #if ENABLE_INPUT_SYSTEM
2 | using UnityEngine.InputSystem;
3 | #endif
4 |
5 | using System.Collections;
6 | using System.Collections.Generic;
7 | using UnityEngine;
8 |
9 | public class LookWithMouse : MonoBehaviour
10 | {
11 | public float mouseSensitivity = 100f;
12 |
13 | public Transform playerBody;
14 |
15 | float xRotation = 0f;
16 |
17 | // Start is called before the first frame update
18 | void Start()
19 | {
20 | Cursor.lockState = CursorLockMode.Locked;
21 | }
22 |
23 | // Update is called once per frame
24 | void Update()
25 | {
26 | #if ENABLE_INPUT_SYSTEM
27 | float mouseX = 0, mouseY = 0;
28 |
29 | if (Mouse.current != null)
30 | {
31 | var delta = Mouse.current.delta.ReadValue() / 15.0f;
32 | mouseX += delta.x;
33 | mouseY += delta.y;
34 | }
35 | if (Gamepad.current != null)
36 | {
37 | var value = Gamepad.current.rightStick.ReadValue() * 2;
38 | mouseX += value.x;
39 | mouseY += value.y;
40 | }
41 |
42 | mouseX *= mouseSensitivity * Time.deltaTime;
43 | mouseY *= mouseSensitivity * Time.deltaTime;
44 | #else
45 | float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
46 | float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;
47 | #endif
48 |
49 | xRotation -= mouseY;
50 | xRotation = Mathf.Clamp(xRotation, -90f, 90f);
51 |
52 | transform.localRotation = Quaternion.Euler(xRotation, 0f, 0f);
53 |
54 | playerBody.Rotate(Vector3.up * mouseX);
55 | }
56 | }
57 |
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/Assets/Scripts/PlayerMovement.cs:
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1 | #if ENABLE_INPUT_SYSTEM
2 | using UnityEngine.InputSystem;
3 | #endif
4 |
5 | using System.Collections;
6 | using System.Collections.Generic;
7 | using UnityEngine;
8 |
9 | public class PlayerMovement : MonoBehaviour
10 | {
11 |
12 | public CharacterController controller;
13 |
14 | public float speed = 12f;
15 | public float gravity = -10f;
16 | public float jumpHeight = 2f;
17 |
18 | public Transform groundCheck;
19 | public float groundDistance = 0.4f;
20 | public LayerMask groundMask;
21 |
22 |
23 | Vector3 velocity;
24 | bool isGrounded;
25 |
26 | #if ENABLE_INPUT_SYSTEM
27 | InputAction movement;
28 | InputAction jump;
29 |
30 | void Start()
31 | {
32 | movement = new InputAction("PlayerMovement", binding: "/leftStick");
33 | movement.AddCompositeBinding("Dpad")
34 | .With("Up", "/w")
35 | .With("Up", "/upArrow")
36 | .With("Down", "/s")
37 | .With("Down", "/downArrow")
38 | .With("Left", "/a")
39 | .With("Left", "/leftArrow")
40 | .With("Right", "/d")
41 | .With("Right", "/rightArrow");
42 |
43 | jump = new InputAction("PlayerJump", binding: "/a");
44 | jump.AddBinding("/space");
45 |
46 | movement.Enable();
47 | jump.Enable();
48 | }
49 | #endif
50 |
51 | // Update is called once per frame
52 | void Update()
53 | {
54 | float x;
55 | float z;
56 | bool jumpPressed = false;
57 |
58 | #if ENABLE_INPUT_SYSTEM
59 | var delta = movement.ReadValue();
60 | x = delta.x;
61 | z = delta.y;
62 | jumpPressed = Mathf.Approximately(jump.ReadValue(), 1);
63 | #else
64 | x = Input.GetAxis("Horizontal");
65 | z = Input.GetAxis("Vertical");
66 | jumpPressed = Input.GetButtonDown("Jump");
67 | #endif
68 |
69 | isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
70 |
71 | if (isGrounded && velocity.y < 0)
72 | {
73 | velocity.y = -2f;
74 | }
75 |
76 | Vector3 move = transform.right * x + transform.forward * z;
77 |
78 | controller.Move(move * speed * Time.deltaTime);
79 |
80 | if(jumpPressed && isGrounded)
81 | {
82 | velocity.y = Mathf.Sqrt(jumpHeight * -2f * gravity);
83 | }
84 |
85 | velocity.y += gravity * Time.deltaTime;
86 |
87 | controller.Move(velocity * Time.deltaTime);
88 | }
89 | }
90 |
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/Assets/Scripts/SimpleCameraController.cs:
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1 | #if ENABLE_INPUT_SYSTEM
2 | using UnityEngine.InputSystem;
3 | #endif
4 |
5 | using UnityEngine;
6 |
7 | namespace UnityTemplateProjects
8 | {
9 | public class SimpleCameraController : MonoBehaviour
10 | {
11 | class CameraState
12 | {
13 | public float yaw;
14 | public float pitch;
15 | public float roll;
16 | public float x;
17 | public float y;
18 | public float z;
19 |
20 | public void SetFromTransform(Transform t)
21 | {
22 | pitch = t.eulerAngles.x;
23 | yaw = t.eulerAngles.y;
24 | roll = t.eulerAngles.z;
25 | x = t.position.x;
26 | y = t.position.y;
27 | z = t.position.z;
28 | }
29 |
30 | public void Translate(Vector3 translation)
31 | {
32 | Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
33 |
34 | x += rotatedTranslation.x;
35 | y += rotatedTranslation.y;
36 | z += rotatedTranslation.z;
37 | }
38 |
39 | public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
40 | {
41 | yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
42 | pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
43 | roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
44 |
45 | x = Mathf.Lerp(x, target.x, positionLerpPct);
46 | y = Mathf.Lerp(y, target.y, positionLerpPct);
47 | z = Mathf.Lerp(z, target.z, positionLerpPct);
48 | }
49 |
50 | public void UpdateTransform(Transform t)
51 | {
52 | t.eulerAngles = new Vector3(pitch, yaw, roll);
53 | t.position = new Vector3(x, y, z);
54 | }
55 | }
56 |
57 | CameraState m_TargetCameraState = new CameraState();
58 | CameraState m_InterpolatingCameraState = new CameraState();
59 |
60 | [Header("Movement Settings")]
61 | [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
62 | public float boost = 3.5f;
63 |
64 | [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
65 | public float positionLerpTime = 0.2f;
66 |
67 | [Header("Rotation Settings")]
68 | [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
69 | public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
70 |
71 | [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
72 | public float rotationLerpTime = 0.01f;
73 |
74 | [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
75 | public bool invertY = false;
76 |
77 | #if ENABLE_INPUT_SYSTEM
78 | InputAction movementAction;
79 | InputAction verticalMovementAction;
80 | InputAction lookAction;
81 | InputAction boostFactorAction;
82 | bool mouseRightButtonPressed;
83 |
84 | void Start()
85 | {
86 | var map = new InputActionMap("Simple Camera Controller");
87 |
88 | lookAction = map.AddAction("look", binding: "/delta");
89 | movementAction = map.AddAction("move", binding: "/leftStick");
90 | verticalMovementAction = map.AddAction("Vertical Movement");
91 | boostFactorAction = map.AddAction("Boost Factor", binding: "/scroll");
92 |
93 | lookAction.AddBinding("/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
94 | movementAction.AddCompositeBinding("Dpad")
95 | .With("Up", "/w")
96 | .With("Up", "/upArrow")
97 | .With("Down", "/s")
98 | .With("Down", "/downArrow")
99 | .With("Left", "/a")
100 | .With("Left", "/leftArrow")
101 | .With("Right", "/d")
102 | .With("Right", "/rightArrow");
103 | verticalMovementAction.AddCompositeBinding("Dpad")
104 | .With("Up", "/pageUp")
105 | .With("Down", "/pageDown")
106 | .With("Up", "/e")
107 | .With("Down", "/q")
108 | .With("Up", "/rightshoulder")
109 | .With("Down", "/leftshoulder");
110 | boostFactorAction.AddBinding("/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
111 |
112 | movementAction.Enable();
113 | lookAction.Enable();
114 | verticalMovementAction.Enable();
115 | boostFactorAction.Enable();
116 | }
117 | #endif
118 |
119 | void OnEnable()
120 | {
121 | m_TargetCameraState.SetFromTransform(transform);
122 | m_InterpolatingCameraState.SetFromTransform(transform);
123 | }
124 |
125 | Vector3 GetInputTranslationDirection()
126 | {
127 | Vector3 direction = Vector3.zero;
128 | #if ENABLE_INPUT_SYSTEM
129 | var moveDelta = movementAction.ReadValue();
130 | direction.x = moveDelta.x;
131 | direction.z = moveDelta.y;
132 | direction.y = verticalMovementAction.ReadValue().y;
133 | #else
134 | if (Input.GetKey(KeyCode.W))
135 | {
136 | direction += Vector3.forward;
137 | }
138 | if (Input.GetKey(KeyCode.S))
139 | {
140 | direction += Vector3.back;
141 | }
142 | if (Input.GetKey(KeyCode.A))
143 | {
144 | direction += Vector3.left;
145 | }
146 | if (Input.GetKey(KeyCode.D))
147 | {
148 | direction += Vector3.right;
149 | }
150 | if (Input.GetKey(KeyCode.Q))
151 | {
152 | direction += Vector3.down;
153 | }
154 | if (Input.GetKey(KeyCode.E))
155 | {
156 | direction += Vector3.up;
157 | }
158 | #endif
159 | return direction;
160 | }
161 |
162 | void Update()
163 | {
164 | // Exit Sample
165 |
166 | if (IsEscapePressed())
167 | {
168 | Application.Quit();
169 | #if UNITY_EDITOR
170 | UnityEditor.EditorApplication.isPlaying = false;
171 | #endif
172 | }
173 |
174 | // Hide and lock cursor when right mouse button pressed
175 | if (IsRightMouseButtonDown())
176 | {
177 | Cursor.lockState = CursorLockMode.Locked;
178 | }
179 |
180 | // Unlock and show cursor when right mouse button released
181 | if (IsRightMouseButtonUp())
182 | {
183 | Cursor.visible = true;
184 | Cursor.lockState = CursorLockMode.None;
185 | }
186 |
187 | // Rotation
188 | if (IsCameraRotationAllowed())
189 | {
190 | var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5;
191 | if (invertY)
192 | mouseMovement.y = -mouseMovement.y;
193 |
194 | var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
195 |
196 | m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
197 | m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
198 | }
199 |
200 | // Translation
201 | var translation = GetInputTranslationDirection() * Time.deltaTime;
202 |
203 | // Speed up movement when shift key held
204 | if (IsBoostPressed())
205 | {
206 | translation *= 10.0f;
207 | }
208 |
209 | // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
210 | boost += GetBoostFactor();
211 | translation *= Mathf.Pow(2.0f, boost);
212 |
213 | m_TargetCameraState.Translate(translation);
214 |
215 | // Framerate-independent interpolation
216 | // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
217 | var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
218 | var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
219 | m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
220 |
221 | m_InterpolatingCameraState.UpdateTransform(transform);
222 | }
223 |
224 | float GetBoostFactor()
225 | {
226 | #if ENABLE_INPUT_SYSTEM
227 | // TODO
228 | return boostFactorAction.ReadValue().y * 0.01f;
229 | #else
230 | return Input.mouseScrollDelta.y * 0.01f;
231 | #endif
232 | }
233 |
234 | Vector2 GetInputLookRotation()
235 | {
236 | #if ENABLE_INPUT_SYSTEM
237 | return lookAction.ReadValue();
238 | #else
239 | return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1));
240 | #endif
241 | }
242 |
243 | bool IsBoostPressed()
244 | {
245 | #if ENABLE_INPUT_SYSTEM
246 | bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
247 | boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
248 | return boost;
249 | #else
250 | return Input.GetKey(KeyCode.LeftShift);
251 | #endif
252 |
253 | }
254 |
255 | bool IsEscapePressed()
256 | {
257 | #if ENABLE_INPUT_SYSTEM
258 | return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
259 | #else
260 | return Input.GetKey(KeyCode.Escape);
261 | #endif
262 | }
263 |
264 | bool IsCameraRotationAllowed()
265 | {
266 | #if ENABLE_INPUT_SYSTEM
267 | bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
268 | canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
269 | return canRotate;
270 | #else
271 | return Input.GetMouseButtonDown(1);
272 | #endif
273 | }
274 |
275 | bool IsRightMouseButtonDown()
276 | {
277 | #if ENABLE_INPUT_SYSTEM
278 | return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
279 | #else
280 | return Input.GetMouseButtonDown(1);
281 | #endif
282 | }
283 |
284 | bool IsRightMouseButtonUp()
285 | {
286 | #if ENABLE_INPUT_SYSTEM
287 | return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
288 | #else
289 | return Input.GetMouseButtonUp(1);
290 | #endif
291 | }
292 |
293 | }
294 |
295 | }
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1 | # Ghost Of Tsushima Water Lanterns - VFX Graph
2 |
3 | VFX graph sample in HDRP of the water lanterns in Ghost of Tsushima. The sample is mainly meant to educate people on how to VFX graph to create believable in-game effects that can interact with the player. The graph is fully commented and organized so hopefully you should be able to just open it and read through it.
4 |
5 | 
6 |
7 | ### References
8 |
9 | This [article](https://blog.playstation.com/2021/01/12/how-stunning-visual-effects-bring-ghost-of-tsushima-to-life/) was a great reference point for building this system. I would recommend it to anyone looking to use similar effects as it provide a great overview of the inner workings behind most of the effects in the game.
10 |
11 | ### The graph
12 |
13 | 
14 |
15 | ### Usage
16 |
17 | With the exception of the 3D assets and its associated textures, you are free to use this graph without any restrictions whatsoever (including commercial). Crediting me is not necessary but greatly appreciated!
18 |
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