├── .gitignore
├── Grass
├── .vsconfig
├── Assets
│ ├── ClumpingVoronoi.cs
│ ├── ClumpingVoronoi.cs.meta
│ ├── ClumpingVoronoi.mat
│ ├── ClumpingVoronoi.mat.meta
│ ├── ClumpingVoronoi.shader
│ ├── ClumpingVoronoi.shader.meta
│ ├── Example Scenes.meta
│ ├── Example Scenes
│ │ ├── BezierTest 1.mat
│ │ ├── BezierTest 1.mat.meta
│ │ ├── Scene1.meta
│ │ ├── Scene1
│ │ │ ├── Grass.mat
│ │ │ ├── Grass.mat.meta
│ │ │ ├── SampleScene.unity
│ │ │ ├── SampleScene.unity.meta
│ │ │ ├── TerrainMat.mat
│ │ │ └── TerrainMat.mat.meta
│ │ ├── Scene2.meta
│ │ ├── Scene2
│ │ │ ├── Grass 1.mat
│ │ │ ├── Grass 1.mat.meta
│ │ │ ├── SampleScene 1.unity
│ │ │ ├── SampleScene 1.unity.meta
│ │ │ ├── TerrainMat 2.mat
│ │ │ └── TerrainMat 2.mat.meta
│ │ ├── Scene3.meta
│ │ ├── Scene3
│ │ │ ├── Grass 2.mat
│ │ │ ├── Grass 2.mat.meta
│ │ │ ├── SampleScene 1.unity
│ │ │ ├── SampleScene 1.unity.meta
│ │ │ ├── SampleScene 1_Profiles.meta
│ │ │ ├── SampleScene 1_Profiles
│ │ │ │ ├── Volume Profile.asset
│ │ │ │ └── Volume Profile.asset.meta
│ │ │ ├── TerrainMat 3.mat
│ │ │ └── TerrainMat 3.mat.meta
│ │ ├── Scene4.meta
│ │ ├── Scene4
│ │ │ ├── Grass 4.mat
│ │ │ ├── Grass 4.mat.meta
│ │ │ ├── SampleScene 1.unity
│ │ │ ├── SampleScene 1.unity.meta
│ │ │ ├── SampleScene 1_Profiles.meta
│ │ │ ├── SampleScene 1_Profiles
│ │ │ │ ├── volume Profile.asset
│ │ │ │ └── volume Profile.asset.meta
│ │ │ ├── TerrainMat 4.mat
│ │ │ └── TerrainMat 4.mat.meta
│ │ ├── Scene5.meta
│ │ ├── Scene5
│ │ │ ├── Grass 5.mat
│ │ │ ├── Grass 5.mat.meta
│ │ │ ├── SampleScene 3.unity
│ │ │ ├── SampleScene 3.unity.meta
│ │ │ ├── TerrainMat 5.mat
│ │ │ └── TerrainMat 5.mat.meta
│ │ ├── Scene6.meta
│ │ ├── Scene6
│ │ │ ├── Grass 6.mat
│ │ │ ├── Grass 6.mat.meta
│ │ │ ├── SampleScene 4.unity
│ │ │ ├── SampleScene 4.unity.meta
│ │ │ ├── TerrainMat 6.mat
│ │ │ └── TerrainMat 6.mat.meta
│ │ ├── beziertest.unity
│ │ └── beziertest.unity.meta
│ ├── GradientMapper.cs
│ ├── GradientMapper.cs.meta
│ ├── GradientMaps.meta
│ ├── GradientMaps
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── gradient_map_1.mat
│ │ │ └── gradient_map_1.mat.meta
│ │ ├── gradient_map_0.png
│ │ ├── gradient_map_0.png.meta
│ │ ├── gradient_map_1.png
│ │ ├── gradient_map_1.png.meta
│ │ ├── gradient_map_10.png
│ │ ├── gradient_map_10.png.meta
│ │ ├── gradient_map_11.png
│ │ ├── gradient_map_11.png.meta
│ │ ├── gradient_map_12.png
│ │ ├── gradient_map_12.png.meta
│ │ ├── gradient_map_13.png
│ │ ├── gradient_map_13.png.meta
│ │ ├── gradient_map_14.png
│ │ ├── gradient_map_14.png.meta
│ │ ├── gradient_map_15.png
│ │ ├── gradient_map_15.png.meta
│ │ ├── gradient_map_16.png
│ │ ├── gradient_map_16.png.meta
│ │ ├── gradient_map_17.png
│ │ ├── gradient_map_17.png.meta
│ │ ├── gradient_map_2.png
│ │ ├── gradient_map_2.png.meta
│ │ ├── gradient_map_3.png
│ │ ├── gradient_map_3.png.meta
│ │ ├── gradient_map_4.png
│ │ ├── gradient_map_4.png.meta
│ │ ├── gradient_map_5.png
│ │ ├── gradient_map_5.png.meta
│ │ ├── gradient_map_6.png
│ │ ├── gradient_map_6.png.meta
│ │ ├── gradient_map_7.png
│ │ ├── gradient_map_7.png.meta
│ │ ├── gradient_map_8.png
│ │ ├── gradient_map_8.png.meta
│ │ ├── gradient_map_9.png
│ │ └── gradient_map_9.png.meta
│ ├── Grass.compute
│ ├── Grass.compute.meta
│ ├── Grass.cs
│ ├── Grass.cs.meta
│ ├── Grass.shader
│ ├── Grass.shader.meta
│ ├── GrassCustomEditor.cs
│ ├── GrassCustomEditor.cs.meta
│ ├── Imported.meta
│ ├── Imported
│ │ ├── Customizable Skybox.meta
│ │ ├── Customizable Skybox
│ │ │ ├── Customizable Skybox Documentaion.pdf
│ │ │ ├── Customizable Skybox Documentaion.pdf.meta
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ │ ├── Clouds.mat
│ │ │ │ ├── Clouds.mat.meta
│ │ │ │ ├── Material.003.mat
│ │ │ │ ├── Material.003.mat.meta
│ │ │ │ ├── No Name.mat
│ │ │ │ ├── No Name.mat.meta
│ │ │ │ ├── dark trunk.mat
│ │ │ │ ├── dark trunk.mat.meta
│ │ │ │ ├── darken leafs.mat
│ │ │ │ ├── darken leafs.mat.meta
│ │ │ │ ├── earth.mat
│ │ │ │ ├── earth.mat.meta
│ │ │ │ ├── green tree.mat
│ │ │ │ ├── green tree.mat.meta
│ │ │ │ ├── pine tree green.mat
│ │ │ │ ├── pine tree green.mat.meta
│ │ │ │ ├── trunk.mat
│ │ │ │ └── trunk.mat.meta
│ │ │ ├── Model.meta
│ │ │ ├── Model
│ │ │ │ ├── Low Poly Island.fbx
│ │ │ │ ├── Low Poly Island.fbx.meta
│ │ │ │ ├── Materials.meta
│ │ │ │ └── Materials
│ │ │ │ │ ├── Material.003.mat
│ │ │ │ │ ├── Material.003.mat.meta
│ │ │ │ │ ├── No Name.mat
│ │ │ │ │ ├── No Name.mat.meta
│ │ │ │ │ ├── dark trunk.mat
│ │ │ │ │ ├── dark trunk.mat.meta
│ │ │ │ │ ├── darken leafs.mat
│ │ │ │ │ ├── darken leafs.mat.meta
│ │ │ │ │ ├── earth.mat
│ │ │ │ │ ├── earth.mat.meta
│ │ │ │ │ ├── green tree.mat
│ │ │ │ │ ├── green tree.mat.meta
│ │ │ │ │ ├── pine brown.mat
│ │ │ │ │ ├── pine brown.mat.meta
│ │ │ │ │ ├── pine tree green.mat
│ │ │ │ │ ├── pine tree green.mat.meta
│ │ │ │ │ ├── trunk.mat
│ │ │ │ │ └── trunk.mat.meta
│ │ │ ├── Scenes.meta
│ │ │ ├── Scenes
│ │ │ │ ├── DemoScene.unity
│ │ │ │ └── DemoScene.unity.meta
│ │ │ ├── Stylized Sky.meta
│ │ │ └── Stylized Sky
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── Materials
│ │ │ │ ├── Day1.mat
│ │ │ │ ├── Day1.mat.meta
│ │ │ │ ├── Day2.mat
│ │ │ │ ├── Day2.mat.meta
│ │ │ │ ├── Day3.mat
│ │ │ │ ├── Day3.mat.meta
│ │ │ │ ├── Day4.mat
│ │ │ │ ├── Day4.mat.meta
│ │ │ │ ├── Day5.mat
│ │ │ │ ├── Day5.mat.meta
│ │ │ │ ├── Day6.mat
│ │ │ │ ├── Day6.mat.meta
│ │ │ │ ├── Day7.mat
│ │ │ │ ├── Day7.mat.meta
│ │ │ │ ├── GrassSkies.meta
│ │ │ │ ├── GrassSkies
│ │ │ │ │ ├── Morning1.mat
│ │ │ │ │ ├── Morning1.mat.meta
│ │ │ │ │ ├── Scene3.mat
│ │ │ │ │ └── Scene3.mat.meta
│ │ │ │ ├── Morning1.mat
│ │ │ │ ├── Morning1.mat.meta
│ │ │ │ ├── Morning2.mat
│ │ │ │ ├── Morning2.mat.meta
│ │ │ │ ├── Morning3.mat
│ │ │ │ ├── Morning3.mat.meta
│ │ │ │ ├── Morning4.mat
│ │ │ │ ├── Morning4.mat.meta
│ │ │ │ ├── Night1.mat
│ │ │ │ ├── Night1.mat.meta
│ │ │ │ ├── Night2.mat
│ │ │ │ ├── Night2.mat.meta
│ │ │ │ ├── Night3.mat
│ │ │ │ ├── Night3.mat.meta
│ │ │ │ ├── Night4.mat
│ │ │ │ ├── Night4.mat.meta
│ │ │ │ ├── Sunset1.mat
│ │ │ │ ├── Sunset1.mat.meta
│ │ │ │ ├── Sunset2.mat
│ │ │ │ ├── Sunset2.mat.meta
│ │ │ │ ├── Sunset3.mat
│ │ │ │ ├── Sunset3.mat.meta
│ │ │ │ ├── Sunset4.mat
│ │ │ │ ├── Sunset4.mat.meta
│ │ │ │ ├── Sunset5.mat
│ │ │ │ └── Sunset5.mat.meta
│ │ │ │ ├── Shaders.meta
│ │ │ │ └── Shaders
│ │ │ │ ├── Stylized Sky.shader
│ │ │ │ └── Stylized Sky.shader.meta
│ │ ├── FreeFlyCamera.meta
│ │ ├── FreeFlyCamera
│ │ │ ├── Demo.meta
│ │ │ ├── Demo
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── Materials
│ │ │ │ │ ├── Material1.mat
│ │ │ │ │ ├── Material1.mat.meta
│ │ │ │ │ ├── Material2.mat
│ │ │ │ │ ├── Material2.mat.meta
│ │ │ │ │ ├── Material3.mat
│ │ │ │ │ └── Material3.mat.meta
│ │ │ │ ├── Scenes.meta
│ │ │ │ ├── Scenes
│ │ │ │ │ ├── Demo.unity
│ │ │ │ │ ├── Demo.unity.meta
│ │ │ │ │ ├── DemoSettings.lighting
│ │ │ │ │ └── DemoSettings.lighting.meta
│ │ │ │ ├── Scripts.meta
│ │ │ │ └── Scripts
│ │ │ │ │ ├── ToggleGameObjectEnable.cs
│ │ │ │ │ └── ToggleGameObjectEnable.cs.meta
│ │ │ ├── Documentation.meta
│ │ │ ├── Documentation
│ │ │ │ ├── FreeFlyCamera_en.pdf
│ │ │ │ ├── FreeFlyCamera_en.pdf.meta
│ │ │ │ ├── FreeFlyCamera_ru.pdf
│ │ │ │ └── FreeFlyCamera_ru.pdf.meta
│ │ │ ├── Scripts.meta
│ │ │ ├── Scripts
│ │ │ │ ├── FreeFlyCamera.cs
│ │ │ │ └── FreeFlyCamera.cs.meta
│ │ │ ├── readme.txt
│ │ │ └── readme.txt.meta
│ │ ├── Mini First Person Controller.meta
│ │ ├── Mini First Person Controller
│ │ │ ├── Audio.meta
│ │ │ ├── Audio
│ │ │ │ ├── Crouch.meta
│ │ │ │ ├── Crouch
│ │ │ │ │ ├── Crouch end 1.wav
│ │ │ │ │ ├── Crouch end 1.wav.meta
│ │ │ │ │ ├── Crouch end 2.wav
│ │ │ │ │ ├── Crouch end 2.wav.meta
│ │ │ │ │ ├── Crouch end 3.wav
│ │ │ │ │ ├── Crouch end 3.wav.meta
│ │ │ │ │ ├── Crouch start 1.wav
│ │ │ │ │ ├── Crouch start 1.wav.meta
│ │ │ │ │ ├── Crouch start 2.wav
│ │ │ │ │ ├── Crouch start 2.wav.meta
│ │ │ │ │ ├── Crouch start 3.wav
│ │ │ │ │ └── Crouch start 3.wav.meta
│ │ │ │ ├── Jump.meta
│ │ │ │ ├── Jump
│ │ │ │ │ ├── Jump 1.wav
│ │ │ │ │ ├── Jump 1.wav.meta
│ │ │ │ │ ├── Jump 2.wav
│ │ │ │ │ ├── Jump 2.wav.meta
│ │ │ │ │ ├── Jump 3.wav
│ │ │ │ │ └── Jump 3.wav.meta
│ │ │ │ ├── Landing.meta
│ │ │ │ ├── Landing
│ │ │ │ │ ├── Landing 1.wav
│ │ │ │ │ ├── Landing 1.wav.meta
│ │ │ │ │ ├── Landing 2.wav
│ │ │ │ │ ├── Landing 2.wav.meta
│ │ │ │ │ ├── Landing 3.wav
│ │ │ │ │ └── Landing 3.wav.meta
│ │ │ │ ├── Steps.wav
│ │ │ │ └── Steps.wav.meta
│ │ │ ├── Demo.meta
│ │ │ ├── Demo
│ │ │ │ ├── Demo Mini FPC Minimal.unity
│ │ │ │ ├── Demo Mini FPC Minimal.unity.meta
│ │ │ │ ├── Demo Mini FPC.unity
│ │ │ │ ├── Demo Mini FPC.unity.meta
│ │ │ │ ├── readme.pdf
│ │ │ │ └── readme.pdf.meta
│ │ │ ├── First Person Controller Minimal.prefab
│ │ │ ├── First Person Controller Minimal.prefab.meta
│ │ │ ├── First Person Controller.prefab
│ │ │ ├── First Person Controller.prefab.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ │ ├── Components.meta
│ │ │ │ ├── Components
│ │ │ │ ├── Crouch.cs
│ │ │ │ ├── Crouch.cs.meta
│ │ │ │ ├── FirstPersonAudio.cs
│ │ │ │ ├── FirstPersonAudio.cs.meta
│ │ │ │ ├── GroundCheck.cs
│ │ │ │ ├── GroundCheck.cs.meta
│ │ │ │ ├── Jump.cs
│ │ │ │ ├── Jump.cs.meta
│ │ │ │ ├── Zoom.cs
│ │ │ │ └── Zoom.cs.meta
│ │ │ │ ├── FirstPersonLook.cs
│ │ │ │ ├── FirstPersonLook.cs.meta
│ │ │ │ ├── FirstPersonMovement.cs
│ │ │ │ └── FirstPersonMovement.cs.meta
│ │ ├── Quixel.meta
│ │ └── Quixel
│ │ │ ├── Megascans.meta
│ │ │ ├── Megascans
│ │ │ ├── 3D_Assets.meta
│ │ │ └── 3D_Assets
│ │ │ │ ├── Grass_pe1j3ds0.meta
│ │ │ │ └── Grass_pe1j3ds0
│ │ │ │ ├── Materials.meta
│ │ │ │ ├── Materials
│ │ │ │ ├── Grass_pe1j3ds0.mat
│ │ │ │ └── Grass_pe1j3ds0.mat.meta
│ │ │ │ ├── Textures.meta
│ │ │ │ └── Textures
│ │ │ │ ├── AO_2K__pe1j3ds0.png
│ │ │ │ ├── AO_2K__pe1j3ds0.png.meta
│ │ │ │ ├── Albedo_2K__pe1j3ds0.png
│ │ │ │ ├── Albedo_2K__pe1j3ds0.png.meta
│ │ │ │ ├── Normal_2K__pe1j3ds0.png
│ │ │ │ ├── Normal_2K__pe1j3ds0.png.meta
│ │ │ │ ├── Specular_2K__pe1j3ds0.png
│ │ │ │ └── Specular_2K__pe1j3ds0.png.meta
│ │ │ ├── Scripts.meta
│ │ │ └── Scripts
│ │ │ ├── BridgeImporter.meta
│ │ │ ├── BridgeImporter
│ │ │ ├── MegascansBridgeLink.cs
│ │ │ ├── MegascansBridgeLink.cs.meta
│ │ │ ├── MegascansDecalTools.cs
│ │ │ ├── MegascansDecalTools.cs.meta
│ │ │ ├── MegascansImporter.cs
│ │ │ ├── MegascansImporter.cs.meta
│ │ │ ├── MegascansImporterWindow.cs
│ │ │ ├── MegascansImporterWindow.cs.meta
│ │ │ ├── MegascansMatertialUtils.cs
│ │ │ ├── MegascansMatertialUtils.cs.meta
│ │ │ ├── MegascansMeshUtils.cs
│ │ │ ├── MegascansMeshUtils.cs.meta
│ │ │ ├── MegascansPostProcess.cs
│ │ │ ├── MegascansPostProcess.cs.meta
│ │ │ ├── MegascansTerrainTools.cs
│ │ │ ├── MegascansTerrainTools.cs.meta
│ │ │ ├── MegascansTextureProcessor.cs
│ │ │ ├── MegascansTextureProcessor.cs.meta
│ │ │ ├── MegascansUtilities.cs
│ │ │ └── MegascansUtilities.cs.meta
│ │ │ ├── Fonts.meta
│ │ │ ├── Fonts
│ │ │ ├── SourceSansPro-Black.ttf
│ │ │ ├── SourceSansPro-Black.ttf.meta
│ │ │ ├── SourceSansPro-Regular.ttf
│ │ │ └── SourceSansPro-Regular.ttf.meta
│ │ │ ├── Images.meta
│ │ │ └── Images
│ │ │ ├── B.png
│ │ │ ├── B.png.meta
│ │ │ ├── Background.png
│ │ │ ├── Background.png.meta
│ │ │ ├── CheckBoxHover.png
│ │ │ ├── CheckBoxHover.png.meta
│ │ │ ├── CheckBoxOff.png
│ │ │ ├── CheckBoxOff.png.meta
│ │ │ ├── CheckBoxOn.png
│ │ │ ├── CheckBoxOn.png.meta
│ │ │ ├── Field_Background.png
│ │ │ ├── Field_Background.png.meta
│ │ │ ├── Help.png
│ │ │ ├── Help.png.meta
│ │ │ ├── M.png
│ │ │ ├── M.png.meta
│ │ │ ├── Popup_Arrow.png
│ │ │ ├── Popup_Arrow.png.meta
│ │ │ ├── Popup_Background.png
│ │ │ ├── Popup_Background.png.meta
│ │ │ ├── Text_Background.png
│ │ │ └── Text_Background.png.meta
│ ├── Models.meta
│ ├── Models
│ │ ├── GrassBlade.fbx
│ │ ├── GrassBlade.fbx.meta
│ │ ├── GrassBlade.prefab
│ │ ├── GrassBlade.prefab.meta
│ │ ├── GrassBladePacked.fbx
│ │ ├── GrassBladePacked.fbx.meta
│ │ ├── blenderplane1.fbx
│ │ ├── blenderplane1.fbx.meta
│ │ ├── blenderplane2.fbx
│ │ └── blenderplane2.fbx.meta
│ ├── Shader.meta
│ ├── Shader
│ │ ├── Bezier Test.meta
│ │ ├── Bezier Test
│ │ │ ├── BezierCustomEditor.cs
│ │ │ ├── BezierCustomEditor.cs.meta
│ │ │ ├── BezierTest.cs
│ │ │ ├── BezierTest.cs.meta
│ │ │ ├── BezierTest.mat
│ │ │ ├── BezierTest.mat.meta
│ │ │ ├── BezierTest.shader
│ │ │ ├── BezierTest.shader.meta
│ │ │ ├── CtrlPtAlpha.mat
│ │ │ └── CtrlPtAlpha.mat.meta
│ │ ├── Depth test.meta
│ │ ├── Depth test
│ │ │ ├── DepthComputeTest.compute
│ │ │ ├── DepthComputeTest.compute.meta
│ │ │ ├── DepthTest.cs
│ │ │ ├── DepthTest.cs.meta
│ │ │ ├── DepthTest.mat
│ │ │ ├── DepthTest.mat.meta
│ │ │ ├── DepthTest.shader
│ │ │ └── DepthTest.shader.meta
│ │ ├── Terrain.meta
│ │ └── Terrain
│ │ │ ├── Plane.shader
│ │ │ ├── Plane.shader.meta
│ │ │ ├── Plane2.shader
│ │ │ ├── Plane2.shader.meta
│ │ │ ├── TerrainMat 1.mat
│ │ │ └── TerrainMat 1.mat.meta
│ ├── Textures.meta
│ └── Textures
│ │ ├── NormalMap (1).png
│ │ ├── NormalMap (1).png.meta
│ │ ├── WaterDistortion.png
│ │ ├── WaterDistortion.png.meta
│ │ ├── a03fc0c460dec4a47ee0794f1bc2c869.png
│ │ ├── a03fc0c460dec4a47ee0794f1bc2c869.png.meta
│ │ ├── grass albedo2.png
│ │ ├── grass albedo2.png.meta
│ │ ├── grass gloss.png
│ │ ├── grass gloss.png.meta
│ │ ├── heightmap_1431558578632.png
│ │ ├── heightmap_1431558578632.png.meta
│ │ ├── noiseTexture (4).png
│ │ ├── noiseTexture (4).png.meta
│ │ ├── world1.png
│ │ └── world1.png.meta
├── Packages
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── MemorySettings.asset
│ ├── NavMeshAreas.asset
│ ├── PackageManagerSettings.asset
│ ├── Packages
│ │ └── com.unity.testtools.codecoverage
│ │ │ └── Settings.json
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── SceneTemplateSettings.json
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
└── UserSettings
│ ├── EditorUserSettings.asset
│ ├── Layouts
│ ├── CurrentMaximizeLayout.dwlt
│ └── default-2022.dwlt
│ └── Search.settings
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
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 | # Asset meta data should only be ignored when the corresponding asset is also ignored
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 |
--------------------------------------------------------------------------------
/Grass/.vsconfig:
--------------------------------------------------------------------------------
1 | {
2 | "version": "1.0",
3 | "components": [
4 | "Microsoft.VisualStudio.Workload.ManagedGame"
5 | ]
6 | }
7 |
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/Grass/Assets/ClumpingVoronoi.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEditor;
4 | using UnityEngine;
5 |
6 | public class ClumpingVoronoi : MonoBehaviour
7 | {
8 | // Start is called before the first frame update
9 | void Start()
10 | {
11 |
12 | }
13 |
14 | public int width;
15 | public int height;
16 |
17 | public Material clumpingVoronoiMat;
18 |
19 | private void OnRenderImage(RenderTexture source, RenderTexture destination)
20 | {
21 | RenderTexture src = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.R8);
22 | //RenderTexture dst = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.R8);
23 | Graphics.Blit(src, destination, clumpingVoronoiMat, 0);
24 |
25 |
26 | //Graphics.Blit(source,destination, clumpingVoronoiMat);
27 |
28 | //RenderTexture rt = Selection.activeObject as RenderTexture;
29 |
30 | //RenderTexture.active = dst;
31 | //Texture2D tex = new Texture2D(dst.width, dst.height, TextureFormat.RGB24, false);
32 | //tex.ReadPixels(new Rect(0, 0, dst.width, dst.height), 0, 0);
33 | //RenderTexture.active = null;
34 | RenderTexture.ReleaseTemporary(src);
35 | //byte[] bytes;
36 | //bytes = tex.EncodeToPNG();
37 |
38 | //string path = AssetDatabase.GetAssetPath(dst) + ".png";
39 | //System.IO.File.WriteAllBytes(path, bytes);
40 | //AssetDatabase.ImportAsset(path);
41 |
42 | }
43 |
44 | // Update is called once per frame
45 | void Update()
46 | {
47 |
48 | }
49 | }
50 |
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1 | using UnityEngine;
2 |
3 | public class ToggleGameObjectEnable : MonoBehaviour
4 | {
5 | [SerializeField]
6 | private GameObject _go;
7 |
8 | private bool _enabled = true;
9 |
10 | private void Update()
11 | {
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13 | {
14 | _enabled = !_enabled;
15 | _go.SetActive(_enabled);
16 | }
17 | }
18 | }
19 |
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1 | You are using asset FreeFlyCamera (Version 1.1)
2 |
3 | It emulates control of the Scene editor camera in Play mode (in-game screen).
4 |
5 | It is very convenient for quick scene adding and to use it for transition in it while staying in play mode. Load the asset and just drag the script to the main camera “FreeFlyCamera.cs” – ready to use.
6 |
7 | You can change parameters of rotation rate, movement, increase of transition speed, acceleration. You can activate/deactivate the rotation, transition, acceleration of movement speed.
8 |
9 |
10 | If you have any questions or suggestions, you can send them to my email: sergeystafeyev@gmail.com.
11 |
12 | --------------------------------------------------------
13 |
14 |
15 | Вы используете ассет FreeFlyCamera (Версия 1.1)
16 |
17 | Эмулирует управление камерой редактора сцены в режиме игры (на игровом экране).
18 |
19 | Очень удобно быстро добавить на сцену, и использовать для перемещения по ней в игровом режиме. Загрузите ассет, и просто перетащите на основную камеру скрипт "FreeFlyCamera.cs" - готово к использованию.
20 |
21 | Можно изменить параметры скорости вращения, перемещения, увеличения скорости перемещения, ускорения. Можно активировать/деактивировать вращение, перемещение, ускорение скорости движения.
22 |
23 |
24 | Если у Вас есть какие-либо вопросы или предложения, можете отправить их на мой электронный адрес: sergeystafeyev@gmail.com.
25 |
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1 | using UnityEngine;
2 |
3 | [ExecuteInEditMode]
4 | public class GroundCheck : MonoBehaviour
5 | {
6 | [Tooltip("Maximum distance from the ground.")]
7 | public float distanceThreshold = .15f;
8 |
9 | [Tooltip("Whether this transform is grounded now.")]
10 | public bool isGrounded = true;
11 | ///
12 | /// Called when the ground is touched again.
13 | ///
14 | public event System.Action Grounded;
15 |
16 | const float OriginOffset = .001f;
17 | Vector3 RaycastOrigin => transform.position + Vector3.up * OriginOffset;
18 | float RaycastDistance => distanceThreshold + OriginOffset;
19 |
20 |
21 | void LateUpdate()
22 | {
23 | // Check if we are grounded now.
24 | bool isGroundedNow = Physics.Raycast(RaycastOrigin, Vector3.down, distanceThreshold * 2);
25 |
26 | // Call event if we were in the air and we are now touching the ground.
27 | if (isGroundedNow && !isGrounded)
28 | {
29 | Grounded?.Invoke();
30 | }
31 |
32 | // Update isGrounded.
33 | isGrounded = isGroundedNow;
34 | }
35 |
36 | void OnDrawGizmosSelected()
37 | {
38 | // Draw a line in the Editor to show whether we are touching the ground.
39 | Debug.DrawLine(RaycastOrigin, RaycastOrigin + Vector3.down * RaycastDistance, isGrounded ? Color.white : Color.red);
40 | }
41 | }
42 |
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1 | using UnityEngine;
2 |
3 | public class Jump : MonoBehaviour
4 | {
5 | Rigidbody rigidbody;
6 | public float jumpStrength = 2;
7 | public event System.Action Jumped;
8 |
9 | [SerializeField, Tooltip("Prevents jumping when the transform is in mid-air.")]
10 | GroundCheck groundCheck;
11 |
12 |
13 | void Reset()
14 | {
15 | // Try to get groundCheck.
16 | groundCheck = GetComponentInChildren();
17 | }
18 |
19 | void Awake()
20 | {
21 | // Get rigidbody.
22 | rigidbody = GetComponent();
23 | }
24 |
25 | void LateUpdate()
26 | {
27 | // Jump when the Jump button is pressed and we are on the ground.
28 | if (Input.GetButtonDown("Jump") && (!groundCheck || groundCheck.isGrounded))
29 | {
30 | rigidbody.AddForce(Vector3.up * 100 * jumpStrength);
31 | Jumped?.Invoke();
32 | }
33 | }
34 | }
35 |
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1 | using UnityEngine;
2 |
3 | [ExecuteInEditMode]
4 | public class Zoom : MonoBehaviour
5 | {
6 | Camera camera;
7 | public float defaultFOV = 60;
8 | public float maxZoomFOV = 15;
9 | [Range(0, 1)]
10 | public float currentZoom;
11 | public float sensitivity = 1;
12 |
13 |
14 | void Awake()
15 | {
16 | // Get the camera on this gameObject and the defaultZoom.
17 | camera = GetComponent();
18 | if (camera)
19 | {
20 | defaultFOV = camera.fieldOfView;
21 | }
22 | }
23 |
24 | void Update()
25 | {
26 | // Update the currentZoom and the camera's fieldOfView.
27 | currentZoom += Input.mouseScrollDelta.y * sensitivity * .05f;
28 | currentZoom = Mathf.Clamp01(currentZoom);
29 | camera.fieldOfView = Mathf.Lerp(defaultFOV, maxZoomFOV, currentZoom);
30 | }
31 | }
32 |
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/Grass/Assets/Imported/Mini First Person Controller/Scripts/FirstPersonLook.cs:
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1 | using UnityEngine;
2 |
3 | public class FirstPersonLook : MonoBehaviour
4 | {
5 | [SerializeField]
6 | Transform character;
7 | public float sensitivity = 2;
8 | public float smoothing = 1.5f;
9 |
10 | Vector2 velocity;
11 | Vector2 frameVelocity;
12 |
13 |
14 | void Reset()
15 | {
16 | // Get the character from the FirstPersonMovement in parents.
17 | character = GetComponentInParent().transform;
18 | }
19 |
20 | void Start()
21 | {
22 | // Lock the mouse cursor to the game screen.
23 | Cursor.lockState = CursorLockMode.Locked;
24 | }
25 |
26 | void Update()
27 | {
28 | // Get smooth velocity.
29 | Vector2 mouseDelta = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
30 | Vector2 rawFrameVelocity = Vector2.Scale(mouseDelta, Vector2.one * sensitivity);
31 | frameVelocity = Vector2.Lerp(frameVelocity, rawFrameVelocity, 1 / smoothing);
32 | velocity += frameVelocity;
33 | velocity.y = Mathf.Clamp(velocity.y, -90, 90);
34 |
35 | // Rotate camera up-down and controller left-right from velocity.
36 | transform.localRotation = Quaternion.AngleAxis(-velocity.y, Vector3.right);
37 | character.localRotation = Quaternion.AngleAxis(velocity.x, Vector3.up);
38 | }
39 | }
40 |
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/Grass/Assets/Imported/Mini First Person Controller/Scripts/FirstPersonMovement.cs:
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1 | using System.Collections.Generic;
2 | using UnityEngine;
3 |
4 | public class FirstPersonMovement : MonoBehaviour
5 | {
6 | public float speed = 5;
7 |
8 | [Header("Running")]
9 | public bool canRun = true;
10 | public bool IsRunning { get; private set; }
11 | public float runSpeed = 9;
12 | public KeyCode runningKey = KeyCode.LeftShift;
13 |
14 | Rigidbody rigidbody;
15 | /// Functions to override movement speed. Will use the last added override.
16 | public List> speedOverrides = new List>();
17 |
18 |
19 |
20 | void Awake()
21 | {
22 | // Get the rigidbody on this.
23 | rigidbody = GetComponent();
24 | }
25 |
26 | void FixedUpdate()
27 | {
28 | // Update IsRunning from input.
29 | IsRunning = canRun && Input.GetKey(runningKey);
30 |
31 | // Get targetMovingSpeed.
32 | float targetMovingSpeed = IsRunning ? runSpeed : speed;
33 | if (speedOverrides.Count > 0)
34 | {
35 | targetMovingSpeed = speedOverrides[speedOverrides.Count - 1]();
36 | }
37 |
38 | // Get targetVelocity from input.
39 | Vector2 targetVelocity =new Vector2( Input.GetAxis("Horizontal") * targetMovingSpeed, Input.GetAxis("Vertical") * targetMovingSpeed);
40 |
41 | // Apply movement.
42 | rigidbody.velocity = transform.rotation * new Vector3(targetVelocity.x, rigidbody.velocity.y, targetVelocity.y);
43 | }
44 | }
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1 | #if UNITY_EDITOR
2 |
3 | using UnityEditor;
4 | using UnityEngine;
5 |
6 | namespace Quixel
7 | {
8 | public class MegascansPostProcess : AssetPostprocessor
9 | {
10 |
11 | static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
12 | {
13 | // if(!MegascansUtilities.isLegacy())
14 | // {
15 | // Debug.Log("Automatically changing API Compatibility Level.");
16 | // PlayerSettings.SetApiCompatibilityLevel(EditorUserBuildSettings.selectedBuildTargetGroup, ApiCompatibilityLevel.NET_4_6);
17 | // }
18 |
19 | // loop through imported files, see if it's a .qxl file.
20 | for (int i = 0; i < importedAssets.Length; ++i)
21 | {
22 | if (importedAssets[i].Contains("MegascansImporterWindow.cs"))
23 | {
24 | MegascansImporterWindow.Init();
25 | }
26 | }
27 | }
28 | }
29 | }
30 | #endif
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/Grass/Assets/Imported/Quixel/Scripts/BridgeImporter/MegascansTextureProcessor.cs:
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1 | #if UNITY_EDITOR
2 |
3 | using UnityEngine;
4 | using System.IO;
5 | using UnityEditor;
6 | using System;
7 |
8 | namespace Quixel
9 | {
10 | public class MegascansTextureProcessor : MonoBehaviour
11 | {
12 | string sourcePath;
13 | string destPath;
14 | bool normalMap;
15 | bool sRGB;
16 |
17 | public MegascansTextureProcessor(string sourcePath, string destPath, bool normalMap = false, bool sRGB = true)
18 | {
19 | this.sourcePath = sourcePath;
20 | this.destPath = destPath;
21 | this.normalMap = normalMap;
22 | this.sRGB = sRGB;
23 | }
24 |
25 | public Texture2D ImportTexture()
26 | {
27 | MegascansUtilities.CopyFileToProject(sourcePath, destPath);
28 | TextureImporter tImp = AssetImporter.GetAtPath(destPath) as TextureImporter;
29 | int importResolution = Convert.ToInt32(Math.Pow(2, 9 + EditorPrefs.GetInt("QuixelDefaultImportResolution", 4)));
30 | tImp.maxTextureSize = importResolution;
31 | tImp.sRGBTexture = sRGB;
32 | tImp.textureType = normalMap ? TextureImporterType.NormalMap : TextureImporterType.Default;
33 | AssetDatabase.ImportAsset(destPath);
34 | AssetDatabase.Refresh();
35 | return AssetDatabase.LoadAssetAtPath(destPath);
36 | }
37 |
38 | public void AdjustAlphaCutoff(float alphaCutoff = 0.33f, bool alphaIsTransparency = true, bool mipMapsPreserveCoverage = true)
39 | {
40 | TextureImporter tImp = AssetImporter.GetAtPath(destPath) as TextureImporter;
41 | tImp.mipMapsPreserveCoverage = mipMapsPreserveCoverage;
42 | tImp.alphaIsTransparency = alphaIsTransparency;
43 | tImp.alphaTestReferenceValue = alphaCutoff;
44 | AssetDatabase.ImportAsset(destPath);
45 | AssetDatabase.Refresh();
46 | AssetDatabase.LoadAssetAtPath(destPath);
47 | }
48 | }
49 | }
50 | #endif
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1 | using UnityEngine;
2 | using System.Collections;
3 | using UnityEditor;
4 |
5 | // Creates a custom Label on the inspector for all the scripts named ScriptName
6 | // Make sure you have a ScriptName script in your
7 | // project, else this will not work.
8 | [CustomEditor(typeof(BezierTest))]
9 | public class BezierCustomEditor : Editor
10 | {
11 | public override void OnInspectorGUI()
12 | {
13 | DrawDefaultInspector();
14 |
15 | BezierTest bezierScript = (BezierTest)target;
16 | if (GUILayout.Button("Redistribute points"))
17 | {
18 | bezierScript.redistributePoints();
19 | }
20 | }
21 | }
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1 | // Each #kernel tells which function to compile; you can have many kernels
2 | #pragma kernel CSMain
3 |
4 | Texture2D _DepthTexture;
5 | RWTexture2D _OutputTexture;
6 |
7 | [numthreads(32,32,1)]
8 | void CSMain (uint3 uv : SV_DispatchThreadID)
9 | {
10 | _OutputTexture[uv.xy] = _DepthTexture[uv.xy];
11 | }
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class DepthTest : MonoBehaviour
6 | {
7 | // Start is called before the first frame update
8 |
9 | RenderTexture outputTex;
10 |
11 | public ComputeShader shader;
12 |
13 | public Camera camera;
14 | void Start()
15 | {
16 | if (outputTex == null)
17 | {
18 | outputTex = new RenderTexture(camera.pixelWidth, camera.pixelHeight, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
19 | outputTex.enableRandomWrite = true;
20 | outputTex.Create();
21 | }
22 |
23 | int kernelHandle = shader.FindKernel("CSMain");
24 | shader.SetTextureFromGlobal(kernelHandle, "_DepthTexture", "_CameraDepthTexture");
25 | shader.SetTexture(kernelHandle, "_OutputTexture", outputTex);
26 | shader.Dispatch(kernelHandle, camera.pixelWidth / 32, camera.pixelHeight / 32, 1);
27 |
28 | }
29 |
30 | public int width;
31 | public int height;
32 |
33 | public Material mat;
34 |
35 | //private void OnRenderImage(RenderTexture source, RenderTexture destination)
36 | //{
37 | // RenderTexture src = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.R8);
38 | // //RenderTexture dst = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.R8);
39 | // Graphics.Blit(src, destination, mat, 0);
40 |
41 |
42 | // //Graphics.Blit(source,destination, clumpingVoronoiMat);
43 |
44 | // //RenderTexture rt = Selection.activeObject as RenderTexture;
45 |
46 | // //RenderTexture.active = dst;
47 | // //Texture2D tex = new Texture2D(dst.width, dst.height, TextureFormat.RGB24, false);
48 | // //tex.ReadPixels(new Rect(0, 0, dst.width, dst.height), 0, 0);
49 | // //RenderTexture.active = null;
50 | // RenderTexture.ReleaseTemporary(src);
51 | // //byte[] bytes;
52 | // //bytes = tex.EncodeToPNG();
53 |
54 | // //string path = AssetDatabase.GetAssetPath(dst) + ".png";
55 | // //System.IO.File.WriteAllBytes(path, bytes);
56 | // //AssetDatabase.ImportAsset(path);
57 |
58 | //}
59 |
60 | // Update is called once per frame
61 | void Update()
62 | {
63 |
64 | }
65 | }
66 |
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1 | Shader "Hidden/DepthTest"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Texture", 2D) = "white" {}
6 | }
7 | SubShader
8 | {
9 | // No culling or depth
10 | Cull Off ZWrite Off ZTest Always
11 |
12 | Pass
13 | {
14 | CGPROGRAM
15 | #pragma vertex vert
16 | #pragma fragment frag
17 |
18 | #include "UnityCG.cginc"
19 |
20 | sampler2D _CameraDepthTexture;
21 |
22 | struct appdata
23 | {
24 | float4 vertex : POSITION;
25 | float2 uv : TEXCOORD0;
26 | };
27 |
28 | struct v2f
29 | {
30 | float2 uv : TEXCOORD0;
31 | float4 vertex : SV_POSITION;
32 | };
33 |
34 | v2f vert (appdata v)
35 | {
36 | v2f o;
37 | o.vertex = UnityObjectToClipPos(v.vertex);
38 | o.uv = v.uv;
39 | return o;
40 | }
41 |
42 | sampler2D _MainTex;
43 |
44 | fixed4 frag (v2f i) : SV_Target
45 | {
46 | float depth = tex2D(_CameraDepthTexture, i.uv).r;
47 | depth = Linear01Depth(depth);
48 | return depth;
49 | }
50 | ENDCG
51 | }
52 | }
53 | }
54 |
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1 | Shader "Unlit/NewUnlitShader"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Texture", 2D) = "white" {}
6 | _Heightmap ("Heightmap", 2D) = "white" {}
7 | _HeightMul ("Height multiplier", Float) = 1
8 | }
9 | SubShader
10 | {
11 | Tags { "RenderType"="Opaque" }
12 | LOD 100
13 |
14 | Pass
15 | {
16 | CGPROGRAM
17 | #pragma vertex vert
18 | #pragma fragment frag
19 | // make fog work
20 | #pragma multi_compile_fog
21 |
22 | #include "UnityCG.cginc"
23 |
24 | struct appdata
25 | {
26 | float4 vertex : POSITION;
27 | float2 uv : TEXCOORD0;
28 | };
29 |
30 | struct v2f
31 | {
32 | float2 uv : TEXCOORD0;
33 | UNITY_FOG_COORDS(1)
34 | float4 vertex : SV_POSITION;
35 | };
36 |
37 | sampler2D _MainTex;
38 | float4 _MainTex_ST;
39 |
40 | sampler2D _Heightmap;
41 | float4 _Heightmap_ST;
42 | float _HeightMul;
43 |
44 | v2f vert (appdata v)
45 | {
46 |
47 | float3 worldSpacePos = mul(unity_ObjectToWorld, v.vertex);
48 |
49 | float2 worldUV = worldSpacePos.xz;
50 |
51 | worldUV = worldUV * _Heightmap_ST.xy + _Heightmap_ST.zw;
52 |
53 |
54 | float height = tex2Dlod( _Heightmap, float4(worldUV.x, worldUV.y, 0,0));
55 |
56 | v2f o;
57 |
58 | float4 raisedVertex = v.vertex;
59 |
60 | raisedVertex.y += height*_HeightMul;
61 |
62 | o.vertex = UnityObjectToClipPos(raisedVertex);
63 | o.uv = TRANSFORM_TEX(v.uv, _MainTex);
64 | UNITY_TRANSFER_FOG(o,o.vertex);
65 | return o;
66 | }
67 |
68 | fixed4 frag (v2f i) : SV_Target
69 | {
70 | // sample the texture
71 | fixed4 col = tex2D(_MainTex, i.uv);
72 | // apply fog
73 | UNITY_APPLY_FOG(i.fogCoord, col);
74 | return col;
75 | }
76 | ENDCG
77 | }
78 | }
79 | }
80 |
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