├── .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: -------------------------------------------------------------------------------- 1 | *.png filter=lfs diff=lfs merge=lfs -text 2 | *.tga filter=lfs diff=lfs merge=lfs -text 3 | *.fbx filter=lfs diff=lfs merge=lfs -text 4 | *.bmp filter=lfs diff=lfs merge=lfs -text 5 | *.exr filter=lfs diff=lfs merge=lfs -text 6 | *.gif filter=lfs diff=lfs merge=lfs -text 7 | *.hdr filter=lfs diff=lfs merge=lfs -text 8 | *.iff filter=lfs diff=lfs merge=lfs -text 9 | *.jpeg filter=lfs diff=lfs merge=lfs -text 10 | *.jpg filter=lfs diff=lfs merge=lfs -text 11 | *.pict filter=lfs diff=lfs merge=lfs -text 12 | *.psd filter=lfs diff=lfs merge=lfs -text 13 | 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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 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icon: {fileID: 2800000, guid: 9b84c330de497af4793fd7b376afed13, type: 3} 16 | title: High-Definition Render Pipeline 17 | sections: 18 | - heading: 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.' 30 | linkText: 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 -------------------------------------------------------------------------------- /Assets/Readme.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 83c2ed844a8c74b779a4c823d16594b1 3 | timeCreated: 1484217493 4 | licenseType: Store 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- 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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 | -------------------------------------------------------------------------------- /Assets/Scripts/LookWithMouse.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4eb578550bc4f824e97f0a72eac1f3a5 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/PlayerMovement.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerMovement.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 87f6dfceb3e39a947a312f7eeaa2a113 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/SimpleCameraController.cs: -------------------------------------------------------------------------------- 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 ? 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/README.md: -------------------------------------------------------------------------------- 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 | ![png](Media/1.png) 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 | ![png](Media/graph.png) 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 | -------------------------------------------------------------------------------- /UserSettings/EditorUserSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!162 &1 4 | EditorUserSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 4 7 | m_ConfigSettings: 8 | RecentlyUsedScenePath-0: 9 | value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d 10 | flags: 0 11 | RecentlyUsedScenePath-1: 12 | value: 22424703114646680e0b0227036c761e121817383f1b2535232c5326ece92021 13 | flags: 0 14 | RecentlyUsedScenePath-2: 15 | value: 22424703114646680e0b0227036c731118031d38223b68252320092a 16 | flags: 0 17 | vcSharedLogLevel: 18 | value: 0d5e400f0650 19 | flags: 0 20 | m_VCAutomaticAdd: 1 21 | m_VCDebugCom: 0 22 | m_VCDebugCmd: 0 23 | m_VCDebugOut: 0 24 | m_SemanticMergeMode: 2 25 | m_VCShowFailedCheckout: 1 26 | m_VCOverwriteFailedCheckoutAssets: 1 27 | m_VCProjectOverlayIcons: 1 28 | m_VCHierarchyOverlayIcons: 1 29 | m_VCOtherOverlayIcons: 1 30 | m_VCAllowAsyncUpdate: 1 31 | --------------------------------------------------------------------------------