├── .gitignore ├── .vsconfig ├── Assets ├── Materials.meta ├── Materials │ ├── BotWLandscape.mat │ ├── BotWLandscape.mat.meta │ ├── DustParticle.mat │ ├── DustParticle.mat.meta │ ├── GrassBase.mat │ ├── GrassBase.mat.meta │ ├── Grass_Blue.mat │ ├── Grass_Blue.mat.meta │ ├── Grass_Green.mat │ ├── Grass_Green.mat.meta │ ├── Grass_Orange.mat │ ├── Grass_Orange.mat.meta │ ├── Grass_Pattern.mat │ ├── Grass_Pattern.mat.meta │ ├── Grass_Pink.mat │ ├── Grass_Pink.mat.meta │ ├── Grass_Purple.mat │ ├── Grass_Purple.mat.meta │ ├── Grass_Red.mat │ ├── Grass_Red.mat.meta │ ├── Grass_Sphere.mat │ ├── Grass_Sphere.mat.meta │ ├── Grass_Yellow.mat │ ├── Grass_Yellow.mat.meta │ ├── LandscapeBase.mat │ ├── LandscapeBase.mat.meta │ ├── Skybox_Mat.mat │ └── Skybox_Mat.mat.meta ├── Meshes.meta ├── Meshes │ ├── landscape.blend │ ├── landscape.blend.meta │ ├── landscape.blend1 │ ├── landscape.blend1.meta │ ├── subdivide-surface.blend │ ├── subdivide-surface.blend.meta │ ├── subdivide-surface.blend1 │ └── subdivide-surface.blend1.meta ├── Prefabs.meta ├── Prefabs │ ├── GrassPlane.prefab │ ├── GrassPlane.prefab.meta │ ├── WindZone.prefab │ └── WindZone.prefab.meta ├── Presets.meta ├── Presets │ ├── AudioCompressedInMemory.preset │ ├── AudioCompressedInMemory.preset.meta │ ├── AudioStreaming.preset │ ├── AudioStreaming.preset.meta │ ├── Defaults.meta │ ├── Defaults │ │ ├── AlbedoTexture_Default.preset │ │ ├── AlbedoTexture_Default.preset.meta │ │ ├── AudioDecompressOnLoad.preset │ │ ├── AudioDecompressOnLoad.preset.meta │ │ ├── DirectionalLight_Default.preset │ │ └── DirectionalLight_Default.preset.meta │ ├── NormalTexture.preset │ ├── NormalTexture.preset.meta │ ├── UtilityTexture.preset │ └── UtilityTexture.preset.meta ├── Readme.asset ├── Readme.asset.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ ├── SampleScene.unity.meta │ ├── SampleSceneLightingSettings.lighting │ └── SampleSceneLightingSettings.lighting.meta ├── Scripts.meta ├── Scripts │ ├── BotWGrass.cs │ ├── BotWGrass.cs.meta │ ├── SimpleCameraController.cs │ └── SimpleCameraController.cs.meta ├── Settings.meta ├── Settings │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── UniversalRP-HighQuality.asset │ ├── UniversalRP-HighQuality.asset.meta │ ├── UniversalRP-LowQuality.asset │ ├── UniversalRP-LowQuality.asset.meta │ ├── UniversalRP-MediumQuality.asset │ └── UniversalRP-MediumQuality.asset.meta ├── Shaders.meta ├── Shaders │ ├── BotWGrass.shader │ └── BotWGrass.shader.meta ├── TestTerrain.asset ├── TestTerrain.asset.meta ├── Textures.meta ├── Textures │ ├── BladeTexture.png │ ├── BladeTexture.png.meta │ ├── Grassmap.png │ ├── Grassmap.png.meta │ ├── Grassmap2.png │ ├── Grassmap2.png.meta │ ├── Ground037_1K_Color.png │ ├── Ground037_1K_Color.png.meta │ ├── LandscapeAlbedo.png │ ├── LandscapeAlbedo.png.meta │ ├── LandscapeGrassVisibility.png │ ├── LandscapeGrassVisibility.png.meta │ ├── Rock030_2K_Color.png │ ├── Rock030_2K_Color.png.meta │ ├── WindMap.png │ └── WindMap.png.meta ├── TutorialInfo.meta └── TutorialInfo │ ├── Icons.meta │ ├── Icons │ ├── Help_Icon.png │ ├── Help_Icon.png.meta │ ├── UniversalIcon.png │ └── UniversalIcon.png.meta │ ├── Layout.wlt │ ├── Layout.wlt.meta │ ├── Scripts.meta │ └── Scripts │ ├── Editor.meta │ ├── Editor │ ├── ReadmeEditor.cs │ └── ReadmeEditor.cs.meta │ ├── Readme.cs │ └── Readme.cs.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md ├── Thumbnail.png └── UserSettings └── EditorUserSettings.asset /.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 | -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | "components": [ 4 | "Microsoft.VisualStudio.Workload.ManagedGame" 5 | ] 6 | } 7 | -------------------------------------------------------------------------------- /Assets/Materials.meta: 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1 | fileFormatVersion: 2 2 | guid: 463065d4f17d1d94d848aa127b94dd43 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2655988077585873504 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Presets/NormalTexture.preset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14a57cf3b9fa1c74b884aa7e0dcf1faa 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2655988077585873504 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Presets/UtilityTexture.preset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45f7b2e3c78185248b3adbb14429c2ab 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2655988077585873504 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Readme.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: fcf7219bab7fe46a1ad266029b2fee19, type: 3} 13 | m_Name: Readme 14 | m_EditorClassIdentifier: 15 | icon: {fileID: 2800000, guid: 7801804018a7dcf42abb827444e18660, type: 3} 16 | title: Universal Render Pipeline Template 17 | sections: 18 | - heading: Universal Render Pipeline 19 | text: 'The Universal Project Template configures Project settings for Projects where performance, wide platform support, and ease of customizing graphics are the primary considerations.' 20 | linkText: 21 | url: 22 | - heading: 23 | text: 'This Template uses the Universal Render Pipeline (URP) and Shader Graph.' 24 | linkText: 25 | url: 26 | - heading: 27 | text: 'URP is prebuilt Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. URP also includes an optimized 2D renderer complete with 2D lights and pixel perfect rendering, and an integrated post-processing solution.' 28 | linkText: 29 | url: 30 | - heading: 31 | text: 'Shader Graph is a tool that allows you to create shaders using a visual node editor instead of writing code.' 32 | linkText: 33 | url: 34 | - heading: 35 | text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.' 36 | linkText: 37 | url: 38 | - heading: 39 | text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.' 40 | linkText: 41 | url: 42 | - heading: 43 | text: 'To read more about URP and its built-in features, see the ' 44 | linkText: URP documentation. 45 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html 46 | - heading: 47 | text: 'For more information about Shader Graph, see the ' 48 | linkText: Shader Graph documentation 49 | url: https://docs.unity3d.com/Packages/com.unity.shadergraph@latest 50 | loadedLayout: 1 51 | -------------------------------------------------------------------------------- /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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/Assets/Scenes/SampleSceneLightingSettings.lighting.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 477cc4148fad3449482a3bc3178594e2 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02a3527b6b33a924e8ec66aa805ea717 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/BotWGrass.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class BotWGrass : MonoBehaviour 6 | { 7 | [SerializeField] private WindZone windZone; 8 | 9 | private new Renderer renderer; 10 | 11 | private void Awake() 12 | { 13 | renderer = GetComponent(); 14 | } 15 | 16 | private void Update() 17 | { 18 | Vector3 velocity = windZone.transform.forward * windZone.windMain; 19 | renderer.material.SetVector("_WindVelocity", velocity); 20 | renderer.material.SetFloat("_WindFrequency", windZone.windPulseFrequency); 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/Scripts/BotWGrass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f484128feb52e9e44ad30c5b1d299c5a 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 = 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assetBundleName: 128 | assetBundleVariant: 129 | -------------------------------------------------------------------------------- /Assets/TutorialInfo/Layout.wlt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eabc9546105bf4accac1fd62a63e88e6 3 | timeCreated: 1487337779 4 | licenseType: Store 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TutorialInfo/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5a9bcd70e6a4b4b05badaa72e827d8e0 3 | folderAsset: yes 4 | timeCreated: 1475835190 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TutorialInfo/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ad9b87dffba344c89909c6d1b1c17e1 3 | folderAsset: yes 4 | timeCreated: 1475593892 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | using System; 6 | using System.IO; 7 | using System.Reflection; 8 | 9 | [CustomEditor(typeof(Readme))] 10 | [InitializeOnLoad] 11 | public class ReadmeEditor : Editor { 12 | 13 | static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; 14 | 15 | static float kSpace = 16f; 16 | 17 | static ReadmeEditor() 18 | { 19 | EditorApplication.delayCall += SelectReadmeAutomatically; 20 | } 21 | 22 | static void SelectReadmeAutomatically() 23 | { 24 | if (!SessionState.GetBool(kShowedReadmeSessionStateName, false )) 25 | { 26 | var readme = SelectReadme(); 27 | SessionState.SetBool(kShowedReadmeSessionStateName, true); 28 | 29 | if (readme && !readme.loadedLayout) 30 | { 31 | LoadLayout(); 32 | readme.loadedLayout = true; 33 | } 34 | } 35 | } 36 | 37 | static void LoadLayout() 38 | { 39 | var assembly = typeof(EditorApplication).Assembly; 40 | var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); 41 | var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); 42 | method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false}); 43 | } 44 | 45 | [MenuItem("Tutorial/Show Tutorial Instructions")] 46 | static Readme SelectReadme() 47 | { 48 | var ids = AssetDatabase.FindAssets("Readme t:Readme"); 49 | if (ids.Length == 1) 50 | { 51 | var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); 52 | 53 | Selection.objects = new UnityEngine.Object[]{readmeObject}; 54 | 55 | return (Readme)readmeObject; 56 | } 57 | else 58 | { 59 | Debug.Log("Couldn't find a readme"); 60 | return null; 61 | } 62 | } 63 | 64 | protected override void OnHeaderGUI() 65 | { 66 | var readme = (Readme)target; 67 | Init(); 68 | 69 | var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f); 70 | 71 | GUILayout.BeginHorizontal("In BigTitle"); 72 | { 73 | GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); 74 | GUILayout.Label(readme.title, TitleStyle); 75 | } 76 | GUILayout.EndHorizontal(); 77 | } 78 | 79 | public override void OnInspectorGUI() 80 | { 81 | var readme = (Readme)target; 82 | Init(); 83 | 84 | foreach (var section in readme.sections) 85 | { 86 | if (!string.IsNullOrEmpty(section.heading)) 87 | { 88 | GUILayout.Label(section.heading, HeadingStyle); 89 | } 90 | if (!string.IsNullOrEmpty(section.text)) 91 | { 92 | GUILayout.Label(section.text, BodyStyle); 93 | } 94 | if (!string.IsNullOrEmpty(section.linkText)) 95 | { 96 | if (LinkLabel(new GUIContent(section.linkText))) 97 | { 98 | Application.OpenURL(section.url); 99 | } 100 | } 101 | GUILayout.Space(kSpace); 102 | } 103 | } 104 | 105 | 106 | bool m_Initialized; 107 | 108 | GUIStyle LinkStyle { get { return m_LinkStyle; } } 109 | [SerializeField] GUIStyle m_LinkStyle; 110 | 111 | GUIStyle TitleStyle { get { return m_TitleStyle; } } 112 | [SerializeField] GUIStyle m_TitleStyle; 113 | 114 | GUIStyle HeadingStyle { get { return m_HeadingStyle; } } 115 | [SerializeField] GUIStyle m_HeadingStyle; 116 | 117 | GUIStyle BodyStyle { get { return m_BodyStyle; } } 118 | [SerializeField] GUIStyle m_BodyStyle; 119 | 120 | void Init() 121 | { 122 | if (m_Initialized) 123 | return; 124 | m_BodyStyle = new GUIStyle(EditorStyles.label); 125 | m_BodyStyle.wordWrap = true; 126 | m_BodyStyle.fontSize = 14; 127 | 128 | m_TitleStyle = new GUIStyle(m_BodyStyle); 129 | m_TitleStyle.fontSize = 26; 130 | 131 | m_HeadingStyle = new GUIStyle(m_BodyStyle); 132 | m_HeadingStyle.fontSize = 18 ; 133 | 134 | m_LinkStyle = new GUIStyle(m_BodyStyle); 135 | m_LinkStyle.wordWrap = false; 136 | // Match selection color which works nicely for both light and dark skins 137 | m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f); 138 | m_LinkStyle.stretchWidth = false; 139 | 140 | m_Initialized = true; 141 | } 142 | 143 | bool LinkLabel (GUIContent label, params GUILayoutOption[] options) 144 | { 145 | var position = GUILayoutUtility.GetRect(label, LinkStyle, options); 146 | 147 | Handles.BeginGUI (); 148 | Handles.color = LinkStyle.normal.textColor; 149 | Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); 150 | Handles.color = Color.white; 151 | Handles.EndGUI (); 152 | 153 | EditorGUIUtility.AddCursorRect (position, MouseCursor.Link); 154 | 155 | return GUI.Button (position, label, LinkStyle); 156 | } 157 | } 158 | 159 | -------------------------------------------------------------------------------- /Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 476cc7d7cd9874016adc216baab94a0a 3 | timeCreated: 1484146680 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TutorialInfo/Scripts/Readme.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | public class Readme : ScriptableObject { 5 | public Texture2D icon; 6 | public string title; 7 | public Section[] sections; 8 | public bool loadedLayout; 9 | 10 | [Serializable] 11 | public class Section { 12 | public string heading, text, linkText, url; 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /Assets/TutorialInfo/Scripts/Readme.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fcf7219bab7fe46a1ad266029b2fee19 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - icon: {fileID: 2800000, guid: d4743ba2e2a59f946b2125c074582ce7, type: 3} 8 | executionOrder: 0 9 | icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2021 Daniel Ilett 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.3.9", 4 | "com.unity.ide.rider": "2.0.7", 5 | "com.unity.ide.visualstudio": "2.0.5", 6 | "com.unity.ide.vscode": "1.2.3", 7 | "com.unity.render-pipelines.universal": "10.2.2", 8 | "com.unity.test-framework": "1.1.19", 9 | "com.unity.textmeshpro": "3.0.1", 10 | "com.unity.timeline": "1.4.4", 11 | "com.unity.ugui": "1.0.0", 12 | "com.unity.modules.ai": "1.0.0", 13 | "com.unity.modules.androidjni": "1.0.0", 14 | "com.unity.modules.animation": "1.0.0", 15 | "com.unity.modules.assetbundle": "1.0.0", 16 | "com.unity.modules.audio": "1.0.0", 17 | "com.unity.modules.cloth": "1.0.0", 18 | "com.unity.modules.director": "1.0.0", 19 | "com.unity.modules.imageconversion": "1.0.0", 20 | "com.unity.modules.imgui": "1.0.0", 21 | "com.unity.modules.jsonserialize": "1.0.0", 22 | "com.unity.modules.particlesystem": "1.0.0", 23 | "com.unity.modules.physics": "1.0.0", 24 | "com.unity.modules.physics2d": "1.0.0", 25 | "com.unity.modules.screencapture": "1.0.0", 26 | "com.unity.modules.terrain": "1.0.0", 27 | "com.unity.modules.terrainphysics": "1.0.0", 28 | "com.unity.modules.tilemap": "1.0.0", 29 | "com.unity.modules.ui": "1.0.0", 30 | "com.unity.modules.uielements": "1.0.0", 31 | "com.unity.modules.umbra": "1.0.0", 32 | "com.unity.modules.unityanalytics": "1.0.0", 33 | "com.unity.modules.unitywebrequest": "1.0.0", 34 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 35 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 36 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 37 | "com.unity.modules.unitywebrequestwww": "1.0.0", 38 | "com.unity.modules.vehicles": "1.0.0", 39 | "com.unity.modules.video": "1.0.0", 40 | "com.unity.modules.vr": "1.0.0", 41 | "com.unity.modules.wind": "1.0.0", 42 | "com.unity.modules.xr": "1.0.0" 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /ProjectSettings/VersionControlSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /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 | # Breath of the Wild Stylised Grass in Unity URP 2 | 3 | A recreation of *Zelda: Breath of the Wild*'s stylised grass effect using a shader in Unity URP. 4 | 5 | ![BotW Banner](Thumbnail.png) 6 | 7 | ## Overview 8 | 9 | Grass can help tie together a scene, especially large open areas like those you'll find in open world games. This effect uses geometry and tessellation shaders to look like the grass in *Zelda: Breath of the Wild*. 10 | 11 | ## Software 12 | 13 | This project was created using Unity 2020.2.1f1 and Universal Render Pipeline 10.2.2. 14 | 15 | ## Authors 16 | 17 | This project and the corresponding tutorial was created by Daniel Ilett. 18 | 19 | ### Other Creators 20 | 21 | This effect is based on tutorials by many people. Check them out! 22 | 23 | - [Roystan Grass Shader](https://roystan.net/articles/grass-shader.html) 24 | - [Cyanilux URP Shaders](https://cyangamedev.wordpress.com/2020/06/05/urp-shader-code/) 25 | - [Catlike Coding Tessellation Shader](https://catlikecoding.com/unity/tutorials/advanced-rendering/tessellation/) 26 | - [Ben Golus Shadow Code](https://forum.unity.com/threads/water-shader-graph-transparency-and-shadows-universal-render-pipeline-order.748142/#post-5518747 ) 27 | - [Daniel Santalla Snow Shader](https://twitter.com/danielsantalla/status/1391135820229222401) 28 | - [MinionsArt Grass Painting Tool](https://www.youtube.com/watch?v=xKJHL8nQiuM) 29 | 30 | ## Release 31 | 32 | This project was released publicly on June 30th 2021 alongside a [YouTube tutorial](https://www.youtube.com/watch?v=MeyW_aYE82s) outlining the steps taken to make the effect 33 | -------------------------------------------------------------------------------- /Thumbnail.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/daniel-ilett/shaders-botw-grass/d1259c3b6b9105b3eb5c0d20b312ea82cabec880/Thumbnail.png -------------------------------------------------------------------------------- /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 | vcSharedLogLevel: 12 | value: 0d5e400f0650 13 | flags: 0 14 | m_VCAutomaticAdd: 1 15 | m_VCDebugCom: 0 16 | m_VCDebugCmd: 0 17 | m_VCDebugOut: 0 18 | m_SemanticMergeMode: 2 19 | m_VCShowFailedCheckout: 1 20 | m_VCOverwriteFailedCheckoutAssets: 1 21 | m_VCProjectOverlayIcons: 1 22 | m_VCHierarchyOverlayIcons: 1 23 | m_VCOtherOverlayIcons: 1 24 | m_VCAllowAsyncUpdate: 1 25 | --------------------------------------------------------------------------------