├── .gitignore ├── .vsconfig ├── Assets ├── Animations.meta ├── Animations │ ├── Main Camera.controller │ ├── Main Camera.controller.meta │ ├── PanCamera.anim │ └── PanCamera.anim.meta ├── Materials.meta ├── Materials │ ├── Halftone 1.mat │ ├── Halftone 1.mat.meta │ ├── Halftone 2.mat │ ├── Halftone 2.mat.meta │ ├── Halftone.mat │ ├── Halftone.mat.meta │ ├── Skybox_Mat.mat │ ├── Skybox_Mat.mat.meta │ ├── Triceratops.mat │ └── Triceratops.mat.meta ├── Models.meta ├── Models │ ├── Monkey.blend │ ├── Monkey.blend.meta │ ├── Triceratops.meta │ └── Triceratops │ │ ├── Triceratops.fbx │ │ ├── Triceratops.fbx.meta │ │ ├── default_Base_color.png │ │ ├── default_Base_color.png.meta │ │ ├── default_Base_color_2.png │ │ ├── default_Base_color_2.png.meta │ │ ├── default_Base_color_3.png │ │ ├── default_Base_color_3.png.meta │ │ ├── default_Mixed_AO.png │ │ ├── default_Mixed_AO.png.meta │ │ ├── default_Normal_OpenGL.png │ │ └── default_Normal_OpenGL.png.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 │ ├── SimpleCameraController.cs │ └── SimpleCameraController.cs.meta ├── Settings.meta ├── Settings │ ├── 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 │ ├── UniversalRenderer.asset │ └── UniversalRenderer.asset.meta ├── Shaders.meta ├── Shaders │ ├── GetMainLight.shadersubgraph │ ├── GetMainLight.shadersubgraph.meta │ ├── Halftone.shadergraph │ ├── Halftone.shadergraph.meta │ ├── Lighting.hlsl │ └── Lighting.hlsl.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 ├── UniversalRenderPipelineGlobalSettings.asset └── UniversalRenderPipelineGlobalSettings.asset.meta ├── LICENSE ├── 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 ├── ShaderGraphSettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset ├── XRSettings.asset └── boot.config ├── README.md ├── UserSettings ├── EditorUserSettings.asset └── Layouts │ ├── CurrentMaximizeLayout.dwlt │ └── default-2021.dwlt └── banner.png /.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/Animations.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d54469e78ee5d6d47ba0b439015e9921 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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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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-------------------------------------------------------------------------------- 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 | const float k_MouseSensitivityMultiplier = 0.01f; 58 | 59 | CameraState m_TargetCameraState = new CameraState(); 60 | CameraState m_InterpolatingCameraState = new CameraState(); 61 | 62 | [Header("Movement Settings")] 63 | [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")] 64 | public float boost = 3.5f; 65 | 66 | [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)] 67 | public float positionLerpTime = 0.2f; 68 | 69 | [Header("Rotation Settings")] 70 | [Tooltip("Multiplier for the sensitivity of the rotation.")] 71 | public float mouseSensitivity = 60.0f; 72 | 73 | [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")] 74 | public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); 75 | 76 | [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)] 77 | public float rotationLerpTime = 0.01f; 78 | 79 | [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")] 80 | public bool invertY = false; 81 | 82 | #if ENABLE_INPUT_SYSTEM 83 | InputAction movementAction; 84 | InputAction verticalMovementAction; 85 | InputAction lookAction; 86 | InputAction boostFactorAction; 87 | bool mouseRightButtonPressed; 88 | 89 | void Start() 90 | { 91 | var map = new InputActionMap("Simple Camera Controller"); 92 | 93 | lookAction = map.AddAction("look", binding: "/delta"); 94 | movementAction = map.AddAction("move", binding: "/leftStick"); 95 | verticalMovementAction = map.AddAction("Vertical Movement"); 96 | boostFactorAction = map.AddAction("Boost Factor", binding: "/scroll"); 97 | 98 | lookAction.AddBinding("/rightStick").WithProcessor("scaleVector2(x=15, y=15)"); 99 | movementAction.AddCompositeBinding("Dpad") 100 | .With("Up", "/w") 101 | .With("Up", "/upArrow") 102 | .With("Down", "/s") 103 | .With("Down", "/downArrow") 104 | .With("Left", "/a") 105 | .With("Left", "/leftArrow") 106 | .With("Right", "/d") 107 | .With("Right", "/rightArrow"); 108 | verticalMovementAction.AddCompositeBinding("Dpad") 109 | .With("Up", "/pageUp") 110 | .With("Down", "/pageDown") 111 | .With("Up", "/e") 112 | .With("Down", "/q") 113 | .With("Up", "/rightshoulder") 114 | .With("Down", "/leftshoulder"); 115 | boostFactorAction.AddBinding("/Dpad").WithProcessor("scaleVector2(x=1, y=4)"); 116 | 117 | movementAction.Enable(); 118 | lookAction.Enable(); 119 | verticalMovementAction.Enable(); 120 | boostFactorAction.Enable(); 121 | } 122 | 123 | #endif 124 | 125 | void OnEnable() 126 | { 127 | m_TargetCameraState.SetFromTransform(transform); 128 | m_InterpolatingCameraState.SetFromTransform(transform); 129 | } 130 | 131 | Vector3 GetInputTranslationDirection() 132 | { 133 | Vector3 direction = Vector3.zero; 134 | #if ENABLE_INPUT_SYSTEM 135 | var moveDelta = movementAction.ReadValue(); 136 | direction.x = moveDelta.x; 137 | direction.z = moveDelta.y; 138 | direction.y = verticalMovementAction.ReadValue().y; 139 | #else 140 | if (Input.GetKey(KeyCode.W)) 141 | { 142 | direction += Vector3.forward; 143 | } 144 | if (Input.GetKey(KeyCode.S)) 145 | { 146 | direction += Vector3.back; 147 | } 148 | if (Input.GetKey(KeyCode.A)) 149 | { 150 | direction += Vector3.left; 151 | } 152 | if (Input.GetKey(KeyCode.D)) 153 | { 154 | direction += Vector3.right; 155 | } 156 | if (Input.GetKey(KeyCode.Q)) 157 | { 158 | direction += Vector3.down; 159 | } 160 | if (Input.GetKey(KeyCode.E)) 161 | { 162 | direction += Vector3.up; 163 | } 164 | #endif 165 | return direction; 166 | } 167 | 168 | void Update() 169 | { 170 | // Exit Sample 171 | 172 | if (IsEscapePressed()) 173 | { 174 | Application.Quit(); 175 | #if UNITY_EDITOR 176 | UnityEditor.EditorApplication.isPlaying = false; 177 | #endif 178 | } 179 | 180 | // Hide and lock cursor when right mouse button pressed 181 | if (IsRightMouseButtonDown()) 182 | { 183 | Cursor.lockState = CursorLockMode.Locked; 184 | } 185 | 186 | // Unlock and show cursor when right mouse button released 187 | if (IsRightMouseButtonUp()) 188 | { 189 | Cursor.visible = true; 190 | Cursor.lockState = CursorLockMode.None; 191 | } 192 | 193 | // Rotation 194 | if (IsCameraRotationAllowed()) 195 | { 196 | var mouseMovement = GetInputLookRotation() * k_MouseSensitivityMultiplier * mouseSensitivity; 197 | if (invertY) 198 | mouseMovement.y = -mouseMovement.y; 199 | 200 | var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude); 201 | 202 | m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; 203 | m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; 204 | } 205 | 206 | // Translation 207 | var translation = GetInputTranslationDirection() * Time.deltaTime; 208 | 209 | // Speed up movement when shift key held 210 | if (IsBoostPressed()) 211 | { 212 | translation *= 10.0f; 213 | } 214 | 215 | // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) 216 | boost += GetBoostFactor(); 217 | translation *= Mathf.Pow(2.0f, boost); 218 | 219 | m_TargetCameraState.Translate(translation); 220 | 221 | // Framerate-independent interpolation 222 | // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time 223 | var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime); 224 | var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime); 225 | m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct); 226 | 227 | m_InterpolatingCameraState.UpdateTransform(transform); 228 | } 229 | 230 | float GetBoostFactor() 231 | { 232 | #if ENABLE_INPUT_SYSTEM 233 | return boostFactorAction.ReadValue().y * 0.01f; 234 | #else 235 | return Input.mouseScrollDelta.y * 0.01f; 236 | #endif 237 | } 238 | 239 | Vector2 GetInputLookRotation() 240 | { 241 | // try to compensate the diff between the two input systems by multiplying with empirical values 242 | #if ENABLE_INPUT_SYSTEM 243 | var delta = lookAction.ReadValue(); 244 | delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system. 245 | delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes. 246 | return delta; 247 | #else 248 | return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")); 249 | #endif 250 | } 251 | 252 | bool IsBoostPressed() 253 | { 254 | #if ENABLE_INPUT_SYSTEM 255 | bool boost = Keyboard.current != null ? 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625f186215c104763be7675aa2d941aa, type: 3} 11 | -------------------------------------------------------------------------------- /Assets/Shaders/Lighting.hlsl: -------------------------------------------------------------------------------- 1 | void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, 2 | out float DistanceAtten, out float ShadowAtten) 3 | { 4 | #ifdef SHADERGRAPH_PREVIEW 5 | Direction = normalize(float3(0.5f, 0.5f, 0.25f)); 6 | Color = float3(1.0f, 1.0f, 1.0f); 7 | DistanceAtten = 1.0f; 8 | ShadowAtten = 1.0f; 9 | #else 10 | 11 | #if SHADOWS_SCREEN 12 | half4 clipPos = TransformWorldToHClip(WorldPos); 13 | half4 shadowCoord = ComputeScreenPos(clipPos); 14 | #else 15 | half4 shadowCoord = TransformWorldToShadowCoord(WorldPos); 16 | #endif 17 | 18 | Light mainLight = GetMainLight(shadowCoord); 19 | 20 | Direction = mainLight.direction; 21 | Color = mainLight.color; 22 | DistanceAtten = mainLight.distanceAttenuation; 23 | ShadowAtten = 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/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 | bool m_Initialized; 106 | 107 | GUIStyle LinkStyle { get { return m_LinkStyle; } } 108 | [SerializeField] GUIStyle m_LinkStyle; 109 | 110 | GUIStyle TitleStyle { get { return m_TitleStyle; } } 111 | [SerializeField] GUIStyle m_TitleStyle; 112 | 113 | GUIStyle HeadingStyle { get { return m_HeadingStyle; } } 114 | [SerializeField] GUIStyle m_HeadingStyle; 115 | 116 | GUIStyle BodyStyle { get { return m_BodyStyle; } } 117 | [SerializeField] GUIStyle m_BodyStyle; 118 | 119 | void Init() 120 | { 121 | if (m_Initialized) 122 | return; 123 | m_BodyStyle = new GUIStyle(EditorStyles.label); 124 | m_BodyStyle.wordWrap = true; 125 | m_BodyStyle.fontSize = 14; 126 | 127 | m_TitleStyle = new GUIStyle(m_BodyStyle); 128 | m_TitleStyle.fontSize = 26; 129 | 130 | m_HeadingStyle = new GUIStyle(m_BodyStyle); 131 | m_HeadingStyle.fontSize = 18; 132 | 133 | m_LinkStyle = new GUIStyle(m_BodyStyle); 134 | m_LinkStyle.wordWrap = false; 135 | // Match selection color which works nicely for both light and dark skins 136 | m_LinkStyle.normal.textColor = new Color(0x00 / 255f, 0x78 / 255f, 0xDA / 255f, 1f); 137 | m_LinkStyle.stretchWidth = false; 138 | 139 | m_Initialized = true; 140 | } 141 | 142 | bool LinkLabel(GUIContent label, params GUILayoutOption[] options) 143 | { 144 | var position = GUILayoutUtility.GetRect(label, LinkStyle, options); 145 | 146 | Handles.BeginGUI(); 147 | Handles.color = LinkStyle.normal.textColor; 148 | Handles.DrawLine(new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); 149 | Handles.color = Color.white; 150 | Handles.EndGUI(); 151 | 152 | EditorGUIUtility.AddCursorRect(position, MouseCursor.Link); 153 | 154 | return GUI.Button(position, label, LinkStyle); 155 | } 156 | } 157 | -------------------------------------------------------------------------------- /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 | { 6 | public Texture2D icon; 7 | public string title; 8 | public Section[] sections; 9 | public bool loadedLayout; 10 | 11 | [Serializable] 12 | public class Section 13 | { 14 | public string heading, text, linkText, url; 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /Assets/UniversalRenderPipelineGlobalSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 38b35347542e5af4c9b140950c5b18db 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2022 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.2d.sprite": "1.0.0", 4 | "com.unity.2d.tilemap": "1.0.0", 5 | "com.unity.collab-proxy": "1.15.15", 6 | "com.unity.feature.development": "1.0.1", 7 | "com.unity.ide.rider": "3.0.13", 8 | "com.unity.ide.visualstudio": "2.0.14", 9 | "com.unity.ide.vscode": "1.2.5", 10 | "com.unity.render-pipelines.universal": "12.1.6", 11 | "com.unity.test-framework": "1.1.31", 12 | "com.unity.textmeshpro": "3.0.6", 13 | "com.unity.timeline": "1.6.4", 14 | "com.unity.ugui": "1.0.0", 15 | 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| ![Halftone Banner](banner.png) 6 | 7 | ## Overview 8 | 9 | Halftone is a technique used in printing where you layer a small number of differently-coloured inks on top of each other, in a pattern of variable-size dots, to form new colours. A similar type of dot pattern is sometimes used as an element of the Pop Art style, where just one layer of coloured dots appears to form a shading gradient on a surface. 10 | 11 | This repository contains a shader that calculates the diffuse lighting on an object and automatically converts those values into darkened dots at each point on the object. 12 | 13 | ## Software 14 | 15 | This project was created using Unity 2021.3.0f1 (LTS) and Shader Graph/URP 12.1.6. 16 | 17 | ## Tutorials 18 | 19 | Coming soon - tutorials based on this project! 20 | 21 | ## Authors 22 | 23 | This project was released on July 27th 2022. 24 | -------------------------------------------------------------------------------- /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 | RecentlyUsedSceneGuid-0: 9 | value: 0700575554055059090c597611270a44154f19782e7a7e63757c4f6be7b66068 10 | flags: 0 11 | UnityEditor.ShaderGraph.Blackboard: 12 | value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4ba75e435d8715fa32c70d15d11612dacc11fee5d3c5d1fe9ab1bf968e93e2ffcbc3e7e2f0b3ffe0e8b0be9af9fcadffff8e85dd8390e2919a8899daa7 13 | flags: 0 14 | UnityEditor.ShaderGraph.FloatingWindowsLayout2: 15 | value: 181344140043005e1a220d3b1f364b524c0c5a27130c293326201334cee5322ca0bd30e8eb293a707b0fd0180b3d0a36fc0d3d04e649500d1002ee0b5dbd1d2c27c00ad113cb1e10e41f1addc80993b982869aba94a9eae7f6d0b2fbeeffe0ecf4fd8afdacbbf9d4e8f5a8e2e1928b86ccf584cdd6c38b9da190c991e48280869786c994c0c5828a8bd8eeddbf8dba 16 | flags: 0 17 | UnityEditor.ShaderGraph.InspectorWindow: 18 | value: 18135939215a0a5004000b0e15254b524c1119263f2d6a722016393ce1eb3d36e5d339f9a5602b2e2c07a37e0901373ae01e0008f707250d171df81a53a5485d41895ac825e0100ec20313c0d91cddccd3d0c7efcca9bd80908fecb0f9cfddf1eff4e7a1b1eae482f0fcaee1e1928b86d888ed9095958797a7cf 19 | flags: 0 20 | UnityEditor.ShaderGraph.ToggleSettings: 21 | value: 18135d1527590858060c032302276919051e1a26296a7c243f3c187fa0e92708f0e220e0e22d09352a0bed30017c5b39f3061a0eba4903183800ee1e14fc041c03f311d613ca1319894308dcd8189da1d6d9d8e5cadbf5d7c8d6a4f7e6b2b4baa9dfaaf5aff6bedd 22 | flags: 0 23 | vcSharedLogLevel: 24 | value: 0d5e400f0650 25 | flags: 0 26 | m_VCAutomaticAdd: 1 27 | m_VCDebugCom: 0 28 | m_VCDebugCmd: 0 29 | m_VCDebugOut: 0 30 | m_SemanticMergeMode: 2 31 | m_DesiredImportWorkerCount: 1 32 | m_StandbyImportWorkerCount: 1 33 | m_IdleImportWorkerShutdownDelay: 60000 34 | m_VCShowFailedCheckout: 1 35 | m_VCOverwriteFailedCheckoutAssets: 1 36 | m_VCProjectOverlayIcons: 1 37 | m_VCHierarchyOverlayIcons: 1 38 | m_VCOtherOverlayIcons: 1 39 | m_VCAllowAsyncUpdate: 1 40 | m_ArtifactGarbageCollection: 1 41 | -------------------------------------------------------------------------------- /banner.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/daniel-ilett/shaders-halftone/592c1dfed4fd640356cbf82f6598af907a96ce99/banner.png --------------------------------------------------------------------------------