├── Assembly-CSharp.csproj ├── Assets ├── curvetest.unity ├── curvetest.unity.meta ├── magnetic.mat ├── magnetic.mat.meta ├── magnetic.psd ├── magnetic.psd.meta ├── scripts.meta └── scripts │ ├── BezierCurveBase.cs │ ├── BezierCurveBase.cs.meta │ ├── CurveMath.cs │ ├── CurveMath.cs.meta │ ├── ParticleCurveFollow.cs │ ├── ParticleCurveFollow.cs.meta │ ├── ProceduralMeshGenerator.cs │ ├── ProceduralMeshGenerator.cs.meta │ ├── VelocityField.cs │ └── VelocityField.cs.meta ├── Library ├── AnnotationManager ├── AssetImportState ├── AssetServerCacheV3 ├── AssetVersioning.db ├── BuildPlayer.prefs ├── BuildSettings.asset ├── CrashedAssetImports.txt ├── CurrentLayout.dwlt ├── EditorUserBuildSettings.asset ├── EditorUserSettings.asset ├── InspectorExpandedItems.asset ├── LastSceneManagerSetup.txt ├── LibraryFormatVersion.txt ├── MonoManager.asset ├── ProjectSettings.asset ├── ScriptAssemblies │ ├── Assembly-CSharp.dll │ ├── Assembly-CSharp.dll.mdb │ └── BuiltinAssemblies.stamp ├── ScriptMapper ├── ShaderCache.db ├── ShaderCache │ ├── 0 │ │ ├── 02f89a32927e372493766affc92a9650.bin │ │ ├── 035fdf4e8921567fe413ca009cd0de9a.bin │ │ ├── 0add4aee2b03a2ee72a360e33ae2f04c.bin │ │ ├── 0ca71c7a953ef034a54ae1771ad0ca48.bin │ │ ├── 0cebdaa8e1b0d7b8eaac90140258712e.bin │ │ └── 0f09c129b5fb5fb7dbc8ef38f314b4ce.bin │ ├── 1 │ │ ├── 1392c329c93bda04d07a1e7a5830b1db.bin │ │ └── 1b73ebd3b9abe254fd474e8cf801d8ce.bin │ ├── 2 │ │ ├── 216e0043421754ee801febf3b5178a29.bin │ │ ├── 2174e95124e38d2644dd5b93a37c4029.bin │ │ ├── 255629471755dfeb7853dec68c1c5c58.bin │ │ ├── 25e53445012d122ab273d0ec7312f752.bin │ │ └── 2707899eadf27a754c31dda70bba510c.bin │ ├── 3 │ │ ├── 328f541c86824aec64dabaf86c429ce7.bin │ │ ├── 39b348d7bdd019c643008aafd798aec9.bin │ │ ├── 39c01abc4f730637bcdb178c3a929f26.bin │ │ ├── 3bf334057b6a0e3635b9cc0bcca07f86.bin │ │ └── 3d42024502b2ff8cf9167f6ff3d9fb54.bin │ ├── 5 │ │ ├── 598274b839d0fe4c343779124ec05957.bin │ │ ├── 5f67d3b895613f7207f5b63ae4c09872.bin │ │ └── 5ff0a8ca9b16002ae9ef31d86fdc82da.bin │ ├── 6 │ │ ├── 669bd3c37ad979836a0d92021ed4f256.bin │ │ ├── 66da28ebf34eaff505598c2f386da8d4.bin │ │ ├── 689a18a23317dbaae9bac32be69b940f.bin │ │ ├── 6b5c9b88d6844503591fd55cea44310e.bin │ │ └── 6cd5dac5169bf2792fd67b0a30adf2cd.bin │ ├── 7 │ │ ├── 747fd799e6613609db17f5347562a53c.bin │ │ ├── 766fbf8dcc2ca6ab824e443eb85e5472.bin │ │ ├── 76c4a23084bd8826e07b0347a8583286.bin │ │ └── 7919cab4f95132dcba7893ddf2eb8592.bin │ ├── 8 │ │ ├── 80065ab7e411870271bd48d089ccb126.bin │ │ ├── 888afc9f70e0746370d92c8954a47662.bin │ │ └── 889e56386f6ab4d10ce0ba122effe73f.bin │ ├── 9 │ │ ├── 907281ebfba84bc986172cde1c8ee05a.bin │ │ ├── 913adc93b916ff297db036322457a12f.bin │ │ ├── 934bdb105cef6b847a0055c294daa64b.bin │ │ ├── 93f6e3c0fbb395fefa9de1a4ef4c490e.bin │ │ └── 9cb2876af783233c4f9f2c2a1fe937d2.bin │ ├── a │ │ ├── a4efd27551aed33f72c1a4e5a401d559.bin │ │ ├── abaddc393d76f460be7ce0b02d90f5ba.bin │ │ ├── ac8403013b3a80c92ffe8b2a5c4aa639.bin │ │ └── acbb90dc1ceb1a958bdb75c49026cbde.bin │ ├── b │ │ ├── b13b89c01cbd191332bb19f59eb86b44.bin │ │ ├── b330de27afc370b793881fb43bc7e074.bin │ │ ├── b5ffefe6d4aaa9e5645a9ef1281afb67.bin │ │ ├── baa872c812f54fe6527eb29295bd6450.bin │ │ ├── baecc91496e77001600372db4a56a207.bin │ │ └── bb826b1cb6e6dbfb02c6cf94e2efb8eb.bin │ ├── c │ │ ├── c712193623dee90ac64155a06f85306b.bin │ │ ├── c867928e3cc7f9b524dfd5b3da029090.bin │ │ ├── ce050ab8f9c73806d4f12d8cfdf9e62f.bin │ │ └── ce57528a7959c56eaceab659008155f2.bin │ ├── d │ │ ├── d00d1deda8c77d7a73e7dd5b8409b81f.bin │ │ ├── d0c958df2874001c6313772bcbd16d39.bin │ │ ├── d9480b624a7d41b47f6bcebf3a0ae552.bin │ │ ├── d993fa899f9038781cb95f5a6fbd885d.bin │ │ ├── ddc126fcf7a86a1903a04337aedcf9ac.bin │ │ ├── df1ff6eb5ea72604f5d1a5c2218cea74.bin │ │ └── dfede76773d15a4f10ff56074ce296d5.bin │ ├── e │ │ ├── e0358c2c0a4a7c6b1f99d1f250452376.bin │ │ ├── eb550a85b35a458f441c1b0839402725.bin │ │ ├── ed9a30a2db116ab52761a0ddc862f10f.bin │ │ └── ee4c6cb3107c2350263e9cf4670d2a15.bin │ └── f │ │ ├── f36f291d723cfee75d599c09c9a819b9.bin │ │ └── f7538862ad7d5f24f18c645de2cde5af.bin ├── UnityAssemblies │ ├── UnityEditor.dll │ ├── UnityEditor.xml │ ├── UnityEngine.Advertisements.dll │ ├── UnityEngine.Advertisements.xml │ ├── UnityEngine.Analytics.dll │ ├── UnityEngine.Analytics.xml │ ├── UnityEngine.HoloLens.dll │ ├── UnityEngine.HoloLens.xml │ ├── UnityEngine.Networking.dll │ ├── UnityEngine.Networking.xml │ ├── UnityEngine.PlaymodeTestsRunner.dll │ ├── UnityEngine.PlaymodeTestsRunner.xml │ ├── UnityEngine.Purchasing.dll │ ├── UnityEngine.Purchasing.xml │ ├── UnityEngine.UI.dll │ ├── UnityEngine.UI.xml │ ├── UnityEngine.VR.dll │ ├── UnityEngine.VR.xml │ ├── UnityEngine.dll │ ├── UnityEngine.xml │ └── version.txt ├── assetDatabase3 ├── expandedItems ├── metadata │ ├── 12 │ │ ├── 12fd8a0055b84bb59e84c9835a37e333 │ │ └── 12fd8a0055b84bb59e84c9835a37e333.info │ ├── 19 │ │ ├── 197afaa9fd9b44430a0499505e098d56 │ │ └── 197afaa9fd9b44430a0499505e098d56.info │ ├── 21 │ │ ├── 21eff446d50eaf44a85985cd4c0b6fa1 │ │ └── 21eff446d50eaf44a85985cd4c0b6fa1.info │ ├── 26 │ │ ├── 2682a692a2be7e14e901a738c7806da0 │ │ └── 2682a692a2be7e14e901a738c7806da0.info │ ├── 30 │ │ ├── 307433eba81a469ab1e2084d52d1a5a2 │ │ └── 307433eba81a469ab1e2084d52d1a5a2.info │ ├── 38 │ │ ├── 38c8faf1788024c02930a0c68a6e0edc │ │ └── 38c8faf1788024c02930a0c68a6e0edc.info │ ├── 41 │ │ ├── 4113173d5e95493ab8765d7b08371de4 │ │ └── 4113173d5e95493ab8765d7b08371de4.info │ ├── 42 │ │ ├── 422e80b8ba3184d26b4c3b0c2c49a643 │ │ ├── 422e80b8ba3184d26b4c3b0c2c49a643.info │ │ ├── 4277762b3c154fab9f2e968e868bbbd7 │ │ └── 4277762b3c154fab9f2e968e868bbbd7.info │ ├── 51 │ │ ├── 517af1b5b81b93b43b9745d58f017562 │ │ └── 517af1b5b81b93b43b9745d58f017562.info │ ├── 53 │ │ ├── 53ebcfaa2e1e4e2dbc85882cd5a73fa1 │ │ └── 53ebcfaa2e1e4e2dbc85882cd5a73fa1.info │ ├── 73 │ │ ├── 735426a8d2a3d774e8e6d15b6f62f153 │ │ ├── 735426a8d2a3d774e8e6d15b6f62f153.info │ │ ├── 739bbd9f364b4268874f9fd86ab3beef │ │ └── 739bbd9f364b4268874f9fd86ab3beef.info │ ├── 80 │ │ ├── 80a3616ca19596e4da0f10f14d241e9f │ │ └── 80a3616ca19596e4da0f10f14d241e9f.info │ ├── 85 │ │ ├── 852e56802eb941638acbb491814497b0 │ │ └── 852e56802eb941638acbb491814497b0.info │ ├── 86 │ │ ├── 86f4de9468454445ac2f39e207fafa3a │ │ └── 86f4de9468454445ac2f39e207fafa3a.info │ ├── 87 │ │ ├── 870353891bb340e2b2a9c8707e7419ba │ │ └── 870353891bb340e2b2a9c8707e7419ba.info │ ├── 90 │ │ ├── 9078b7128e594410d9b89e5b24cffd01 │ │ ├── 9078b7128e594410d9b89e5b24cffd01.info │ │ ├── 90d4e9b6625db5a42a0a986d3844918a │ │ └── 90d4e9b6625db5a42a0a986d3844918a.info │ ├── 97 │ │ ├── 97decbdab0634cdd991f8d23ddf0dead │ │ └── 97decbdab0634cdd991f8d23ddf0dead.info │ ├── 00 │ │ ├── 00000000000000001000000000000000 │ │ ├── 00000000000000001000000000000000.info │ │ ├── 00000000000000002000000000000000 │ │ ├── 00000000000000002000000000000000.info │ │ ├── 00000000000000003000000000000000 │ │ ├── 00000000000000003000000000000000.info │ │ ├── 00000000000000004000000000000000 │ │ ├── 00000000000000004000000000000000.info │ │ ├── 00000000000000004100000000000000 │ │ ├── 00000000000000004100000000000000.info │ │ ├── 00000000000000005000000000000000 │ │ ├── 00000000000000005000000000000000.info │ │ ├── 00000000000000005100000000000000 │ │ ├── 00000000000000005100000000000000.info │ │ ├── 00000000000000006000000000000000 │ │ ├── 00000000000000006000000000000000.info │ │ ├── 00000000000000006100000000000000 │ │ ├── 00000000000000006100000000000000.info │ │ ├── 00000000000000007000000000000000 │ │ ├── 00000000000000007000000000000000.info │ │ ├── 00000000000000007100000000000000 │ │ ├── 00000000000000007100000000000000.info │ │ ├── 00000000000000008000000000000000 │ │ ├── 00000000000000008000000000000000.info │ │ ├── 00000000000000009000000000000000 │ │ ├── 00000000000000009000000000000000.info │ │ ├── 0000000000000000a000000000000000 │ │ ├── 0000000000000000a000000000000000.info │ │ ├── 0000000000000000a100000000000000 │ │ ├── 0000000000000000a100000000000000.info │ │ ├── 0000000000000000b000000000000000 │ │ ├── 0000000000000000b000000000000000.info │ │ ├── 0000000000000000c000000000000000 │ │ └── 0000000000000000c000000000000000.info │ ├── 0d │ │ ├── 0d3bb855445e36e479c85976fc88383a │ │ └── 0d3bb855445e36e479c85976fc88383a.info │ ├── 1c │ │ ├── 1c6d1fbb51834b64847b1b73a75bfc77 │ │ └── 1c6d1fbb51834b64847b1b73a75bfc77.info │ ├── 4b │ │ ├── 4ba2329b63d54f0187bcaa12486b1b0f │ │ └── 4ba2329b63d54f0187bcaa12486b1b0f.info │ ├── 5f │ │ ├── 5f32cd94baa94578a686d4b9d6b660f7 │ │ └── 5f32cd94baa94578a686d4b9d6b660f7.info │ ├── 6a │ │ ├── 6abf4b4cbfd0454e850ffc1ec9140b58 │ │ └── 6abf4b4cbfd0454e850ffc1ec9140b58.info │ ├── 6c │ │ ├── 6cdf1e5c78d14720aaadccd4c792df96 │ │ └── 6cdf1e5c78d14720aaadccd4c792df96.info │ ├── 7e │ │ ├── 7e04e5eaee9e8864fae9a475363022ef │ │ └── 7e04e5eaee9e8864fae9a475363022ef.info │ ├── 8e │ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44 │ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44.info │ │ ├── 8e7066e382b0fc749b25dbb1a3004dfe │ │ └── 8e7066e382b0fc749b25dbb1a3004dfe.info │ ├── ad │ │ ├── adebbd281f1a4ef3a30be7f21937e02f │ │ └── adebbd281f1a4ef3a30be7f21937e02f.info │ ├── b2 │ │ ├── b2b693dffac3a4433b3114fea0b7fd4e │ │ ├── b2b693dffac3a4433b3114fea0b7fd4e.info │ │ ├── b2bead50dbf86924f8e51f03ddbebf70 │ │ └── b2bead50dbf86924f8e51f03ddbebf70.info │ ├── c0 │ │ ├── c01adef2c4f64cf4298f93633613008b │ │ └── c01adef2c4f64cf4298f93633613008b.info │ ├── dc │ │ ├── dc443db3e92b4983b9738c1131f555cb │ │ └── dc443db3e92b4983b9738c1131f555cb.info │ ├── f5 │ │ ├── f5f67c52d1564df4a8936ccd202a3bd8 │ │ └── f5f67c52d1564df4a8936ccd202a3bd8.info │ ├── f7 │ │ ├── f70555f144d8491a825f0804e09c671c │ │ ├── f70555f144d8491a825f0804e09c671c.info │ │ ├── f7b54ff4a43d4fcf81b4538b678e0bcc │ │ └── f7b54ff4a43d4fcf81b4538b678e0bcc.info │ ├── fa │ │ ├── fa09e2de1c298ac499c261179c08488b │ │ ├── fa09e2de1c298ac499c261179c08488b.info │ │ ├── faf39a9a5f819ba4f8cdc565a6983a42 │ │ └── faf39a9a5f819ba4f8cdc565a6983a42.info │ └── fb │ │ ├── fb4a8f50e62f19548b72254ce83141b9 │ │ └── fb4a8f50e62f19548b72254ce83141b9.info ├── shadercompiler-UnityShaderCompiler.exe0.log └── shadercompiler-UnityShaderCompiler0.log ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NavMeshProjectSettings.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset ├── README.md ├── Temp ├── ProcessJobs │ └── e9a6970f79cd12d8b075e7d72f1b07cb.bakert ├── UnityLockfile ├── UnityTempFile-5b88fd05a444548dc8fd73aca3987a92 └── UnityTempFile-787ff4eac282440ba8410e24169462cd ├── test.csproj └── test.sln /Assembly-CSharp.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | Debug 5 | AnyCPU 6 | 10.0.20506 7 | 2.0 8 | 9 | {E5C00A68-E6DB-FEA3-938C-F34D364EA738} 10 | Library 11 | Properties 12 | Assembly-CSharp 13 | v3.5 14 | 512 15 | Assets 16 | 17 | 18 | true 19 | full 20 | false 21 | Temp\bin\Debug\ 22 | DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_0;UNITY_5_6;UNITY_5;UNITY_ANALYTICS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;ENABLE_VIDEO;UNITY_STANDALONE_OSX;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_GAMECENTER;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_VR;ENABLE_CLUSTERINPUT;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0_SUBSET;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_OSX;UNITY_TEAM_LICENSE 23 | prompt 24 | 4 25 | 0169 26 | 27 | 28 | pdbonly 29 | true 30 | Temp\bin\Release\ 31 | prompt 32 | 4 33 | 0169 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | /Applications/Unity/Unity.app/Contents/Managed/UnityEngine.dll 43 | 44 | 45 | /Applications/Unity/Unity.app/Contents/Managed/UnityEditor.dll 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | /Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll 56 | 57 | 58 | /Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll 59 | 60 | 61 | /Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll 62 | 63 | 64 | /Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/TestRunner/nunit.framework.dll 65 | 66 | 67 | /Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll 68 | 69 | 70 | /Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll 71 | 72 | 73 | /Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll 74 | 75 | 76 | 77 | 84 | 85 | 86 | -------------------------------------------------------------------------------- /Assets/curvetest.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Assets/curvetest.unity -------------------------------------------------------------------------------- /Assets/curvetest.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fb4a8f50e62f19548b72254ce83141b9 3 | timeCreated: 1492206528 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Assets/magnetic.psd -------------------------------------------------------------------------------- /Assets/magnetic.psd.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 422e80b8ba3184d26b4c3b0c2c49a643 3 | timeCreated: 1492297971 4 | licenseType: Free 5 | TextureImporter: 6 | fileIDToRecycleName: {} 7 | serializedVersion: 4 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 1 11 | sRGBTexture: 1 12 | linearTexture: 0 13 | fadeOut: 0 14 | borderMipMap: 0 15 | mipMapFadeDistanceStart: 1 16 | mipMapFadeDistanceEnd: 3 17 | bumpmap: 18 | convertToNormalMap: 0 19 | externalNormalMap: 0 20 | heightScale: 0.25 21 | normalMapFilter: 0 22 | isReadable: 0 23 | grayScaleToAlpha: 0 24 | generateCubemap: 6 25 | cubemapConvolution: 0 26 | seamlessCubemap: 0 27 | textureFormat: 1 28 | maxTextureSize: 2048 29 | textureSettings: 30 | filterMode: -1 31 | aniso: -1 32 | mipBias: -1 33 | wrapMode: -1 34 | nPOTScale: 1 35 | lightmap: 0 36 | compressionQuality: 50 37 | spriteMode: 0 38 | spriteExtrude: 1 39 | spriteMeshType: 1 40 | alignment: 0 41 | spritePivot: {x: 0.5, y: 0.5} 42 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 43 | spritePixelsToUnits: 100 44 | alphaUsage: 1 45 | alphaIsTransparency: 0 46 | spriteTessellationDetail: -1 47 | textureType: 0 48 | textureShape: 1 49 | maxTextureSizeSet: 0 50 | compressionQualitySet: 0 51 | textureFormatSet: 0 52 | platformSettings: 53 | - buildTarget: DefaultTexturePlatform 54 | maxTextureSize: 2048 55 | textureFormat: -1 56 | textureCompression: 1 57 | compressionQuality: 50 58 | crunchedCompression: 0 59 | allowsAlphaSplitting: 0 60 | overridden: 0 61 | spriteSheet: 62 | serializedVersion: 2 63 | sprites: [] 64 | outline: [] 65 | spritePackingTag: 66 | userData: 67 | assetBundleName: 68 | assetBundleVariant: 69 | -------------------------------------------------------------------------------- /Assets/scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c01adef2c4f64cf4298f93633613008b 3 | folderAsset: yes 4 | timeCreated: 1492204848 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/scripts/BezierCurveBase.cs: -------------------------------------------------------------------------------- 1 | // 2 | // BezierCurveBase - Utilities for creative coding and game with Unity 3 | // 4 | // Copyright (C) 2017 Jae Hyun Yoo 5 | // 6 | // Permission is hereby granted, free of charge, to any person obtaining a copy 7 | // of this software and associated documentation files (the "Software"), to deal 8 | // in the Software without restriction, including without limitation the rights 9 | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 10 | // copies of the Software, and to permit persons to whom the Software is 11 | // furnished to do so, subject to the following conditions: 12 | // 13 | // The above copyright notice and this permission notice shall be included in 14 | // all copies or substantial portions of the Software. 15 | // 16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 19 | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 21 | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 22 | // THE SOFTWARE. 23 | // 24 | 25 | using System.Collections; 26 | using System.Collections.Generic; 27 | using UnityEngine; 28 | 29 | // Description : Using a curve to create velocity field and update particle's velocity/position with it 30 | public class VelocityFieldNode 31 | { 32 | public Vector3 TargetPosition; 33 | public Vector3 TargetVelocity; 34 | public float Mag; 35 | } 36 | 37 | public class BezierCurveBase : MonoBehaviour 38 | { 39 | [Header("Spline Property")] 40 | [Tooltip("How many actual vertices needed to create this curve")] 41 | [Range(5, 100)] 42 | public int Resolution = 24; 43 | [Tooltip("Hide the guide obj when executed")] 44 | bool HideOnExecute = true; 45 | 46 | [Header("Curve Guides")] 47 | public GameObject P0; 48 | public GameObject P1; 49 | public GameObject P0_Tangent; 50 | public GameObject P1_Tangent; 51 | 52 | public Color GizmoColor = new Color(1, 0, 0, 0.25f); 53 | public List VelocityField = new List(); 54 | public bool ShowCurve = true; 55 | 56 | protected virtual void Start() 57 | { 58 | SetupGuideComp(); 59 | 60 | if (HideOnExecute) 61 | { 62 | DisableTransforms(); 63 | } 64 | } 65 | 66 | protected virtual void Update() { } 67 | 68 | void SetupGuideComp() 69 | { 70 | Debug.Log("Generating Helpers"); 71 | 72 | if (!P0) 73 | { 74 | P0 = GameObject.CreatePrimitive(PrimitiveType.Cube); 75 | P0.transform.parent = transform; 76 | P0.transform.localPosition = new Vector3(10f, 0f, 0f); 77 | P0.transform.localScale = new Vector3(0.25f, 0.25f, 0.25f); 78 | P0.name = "P0"; 79 | } 80 | if (!P1) 81 | { 82 | P1 = GameObject.CreatePrimitive(PrimitiveType.Cube); 83 | P1.transform.parent = transform; 84 | P1.transform.localPosition = new Vector3(-10f, 0f, 0f); 85 | P1.transform.localScale = new Vector3(0.25f, 0.25f, 0.25f); 86 | P1.name = "P1"; 87 | } 88 | if (!P0_Tangent) 89 | { 90 | P0_Tangent = GameObject.CreatePrimitive(PrimitiveType.Cube); 91 | P0_Tangent.transform.parent = transform; 92 | P0_Tangent.transform.localPosition = new Vector3(10f, 0f, 10f); 93 | P0_Tangent.transform.localScale = new Vector3(0.25f, 0.25f, 0.25f); 94 | P0_Tangent.name = "P0_Tangent"; 95 | P0_Tangent.transform.SetParent(P0.transform); 96 | 97 | } 98 | if (!P1_Tangent) 99 | { 100 | P1_Tangent = GameObject.CreatePrimitive(PrimitiveType.Cube); 101 | P1_Tangent.transform.parent = transform; 102 | P1_Tangent.transform.localPosition = new Vector3(-10f, 0f, -10f); 103 | P1_Tangent.transform.localScale = new Vector3(0.25f, 0.25f, 0.25f); 104 | P1_Tangent.name = "P1_Tangent"; 105 | P1_Tangent.transform.SetParent(P1.transform); 106 | } 107 | } 108 | 109 | public void GetPositionAt(float val, ref Vector3 pos) 110 | { 111 | val = Mathf.Clamp(val, 0.0f, 1.0f); 112 | pos = CurveMath.CalculateBezierPoint(val, P0.transform.position, P0_Tangent.transform.position, P1_Tangent.transform.position, P1.transform.position); 113 | } 114 | 115 | public virtual void OnDestroy() 116 | { 117 | DestroyImmediate(P1_Tangent); 118 | DestroyImmediate(P0_Tangent); 119 | DestroyImmediate(P1); 120 | DestroyImmediate(P0); 121 | } 122 | 123 | public virtual void OnDrawGizmos() 124 | { 125 | if (!ShowCurve || !P0 || !P1 || !P0_Tangent || !P1_Tangent) 126 | return; 127 | 128 | //draw tangents 129 | Gizmos.color = new Color(1, 0, 0, 1.0f); 130 | Gizmos.DrawLine(P0.transform.position, P0_Tangent.transform.position); 131 | Gizmos.color = new Color(1, 0, 0, 1.0f); 132 | Gizmos.DrawLine(P1.transform.position, P1_Tangent.transform.position); 133 | 134 | //draw curve 135 | Vector3 prevPos = P0.transform.position; 136 | for (int c = 1; c <= Resolution; c++) 137 | { 138 | float t = (float)c / Resolution; 139 | Vector3 currPos = CurveMath.CalculateBezierPoint(t, P0.transform.position, P0_Tangent.transform.position, P1_Tangent.transform.position, P1.transform.position); 140 | Vector3 currTan = (currPos - prevPos).normalized; 141 | float mag = (currPos - prevPos).magnitude; 142 | 143 | Gizmos.color = new Color(0, 0, mag, 1); 144 | Gizmos.DrawLine(prevPos, currPos); 145 | 146 | prevPos = currPos; 147 | } 148 | } 149 | 150 | public float Remap(float value, float from1, float to1, float from2, float to2) 151 | { 152 | return (value - from1) / (to1 - from1) * (to2 - from2) + from2; 153 | } 154 | 155 | void DisableTransforms() 156 | { 157 | if (Application.isPlaying) 158 | { 159 | P1_Tangent.SetActive(false); 160 | P0_Tangent.SetActive(false); 161 | P1.SetActive(false); 162 | P0.SetActive(false); 163 | } 164 | } 165 | } 166 | -------------------------------------------------------------------------------- /Assets/scripts/BezierCurveBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7e04e5eaee9e8864fae9a475363022ef 3 | timeCreated: 1492204848 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/scripts/CurveMath.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | static public class CurveMath { 6 | 7 | // create bezier point on specific time t : 0 ~ 1 8 | static public Vector3 CalculateBezierPoint(float t, Vector3 start_pos, Vector3 start_tangent, Vector3 end_tangent, Vector3 end_pos) 9 | { 10 | float u = 1 - t; 11 | float tt = t * t; 12 | float uu = u * u; 13 | float uuu = uu * u; 14 | float ttt = tt * t; 15 | 16 | Vector3 p = uuu * start_pos; //first term 17 | p += 3 * uu * t * start_tangent; //second term 18 | p += 3 * u * tt * end_tangent; //third term 19 | p += ttt * end_pos; //fourth term 20 | 21 | return p; 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/scripts/CurveMath.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: faf39a9a5f819ba4f8cdc565a6983a42 3 | timeCreated: 1492207380 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/scripts/ParticleCurveFollow.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Particle Curve Follow - Utilities for creative coding and game with Unity 3 | // 4 | // Copyright (C) 2017 Jae Hyun Yoo 5 | // 6 | // Permission is hereby granted, free of charge, to any person obtaining a copy 7 | // of this software and associated documentation files (the "Software"), to deal 8 | // in the Software without restriction, including without limitation the rights 9 | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 10 | // copies of the Software, and to permit persons to whom the Software is 11 | // furnished to do so, subject to the following conditions: 12 | // 13 | // The above copyright notice and this permission notice shall be included in 14 | // all copies or substantial portions of the Software. 15 | // 16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 19 | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 21 | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 22 | // THE SOFTWARE. 23 | // 24 | 25 | using System.Collections; 26 | using System.Collections.Generic; 27 | using UnityEngine; 28 | 29 | [ExecuteInEditMode] 30 | public class ParticleCurveFollow : MonoBehaviour { 31 | 32 | 33 | [Header("VelocitySource")] 34 | [Tooltip("Use Bezier Curve to drive particle's position and velocity")] 35 | public VelocityField Curve; 36 | 37 | [Header("Particle Control")] 38 | [Tooltip("How fast the particle will move along the curve")] 39 | public float SpeedOnCurve = 1f; 40 | [Tooltip("How fast the particle will move to the curve")] 41 | public float ForceToNearestCurve = 0f; 42 | 43 | private ParticleSystem ParticleSys; 44 | private float SearchRadius = 5f; 45 | 46 | // Use this for initialization 47 | void Start () 48 | { 49 | ParticleSys = GetComponent(); 50 | 51 | if (!ParticleSys) 52 | { 53 | Debug.LogError("There is no ParticleSystem component in this gameObject."); 54 | return; 55 | } 56 | 57 | // set the particle systems that particle surf is using set to simulation space to be world 58 | ParticleSystem.MainModule main = ParticleSys.main; 59 | if (main.simulationSpace != ParticleSystemSimulationSpace.World) 60 | main.simulationSpace = ParticleSystemSimulationSpace.World; 61 | 62 | SetupCurveData(); 63 | } 64 | 65 | void Update() { 66 | 67 | if (!ParticleSys) 68 | { 69 | return; 70 | } 71 | 72 | #if UNITY_EDITOR 73 | if (Curve) 74 | { 75 | Curve.CalculateVelocityField(); 76 | } 77 | #endif 78 | UpdateParticles(); 79 | } 80 | 81 | public void SetupCurveData() 82 | { 83 | if (!Curve) 84 | return; 85 | 86 | SearchRadius = Curve.SearchRadius; 87 | } 88 | 89 | void UpdateParticles() 90 | { 91 | if (!ParticleSys) 92 | return; 93 | 94 | ParticleSystem.Particle[] ParticleList = new ParticleSystem.Particle[ParticleSys.particleCount]; 95 | int NumParticleAlive = ParticleSys.GetParticles(ParticleList); 96 | for (int i = 0; i < NumParticleAlive; ++i) 97 | { 98 | ParticleSystem.Particle Particle = ParticleList[i]; 99 | 100 | VelocityFieldNode velocityField = new VelocityFieldNode(); 101 | 102 | bool IsImported = false; 103 | if (Curve) 104 | { 105 | IsImported = GetTargetNode(Particle, ref Curve.VelocityField, ref velocityField); 106 | } 107 | 108 | if (!IsImported) 109 | continue; 110 | 111 | Vector3 targetVelocity = velocityField.TargetVelocity * SpeedOnCurve * velocityField.Mag; 112 | 113 | // get vector from particle position to curve's iteration pos 114 | Vector3 toCurveVelocity = (velocityField.TargetPosition - Particle.position).normalized; 115 | targetVelocity += toCurveVelocity * ForceToNearestCurve; 116 | 117 | // apply hierarchy scale for velocity as well 118 | targetVelocity.x *= transform.lossyScale.x; 119 | targetVelocity.y *= transform.lossyScale.y; 120 | targetVelocity.z *= transform.lossyScale.z; 121 | 122 | ParticleList[i].position = Particle.position + (targetVelocity * Time.deltaTime); 123 | ParticleList[i].velocity = Particle.velocity; 124 | } 125 | ParticleSys.SetParticles(ParticleList, ParticleSys.particleCount); 126 | } 127 | 128 | private bool GetTargetNode(ParticleSystem.Particle Particle, ref List velocityField, ref VelocityFieldNode targetInfo) 129 | { 130 | float minDist = float.MaxValue; 131 | VelocityFieldNode node = new VelocityFieldNode(); 132 | for (int i = 0; i < velocityField.Count; i++) 133 | { 134 | float dist = Vector3.Distance(velocityField[i].TargetPosition, Particle.position); 135 | 136 | if (dist > SearchRadius) 137 | continue; 138 | 139 | if (dist < minDist) 140 | { 141 | minDist = dist; 142 | node = velocityField[i]; 143 | } 144 | } 145 | 146 | targetInfo = node; 147 | return true; 148 | } 149 | } 150 | -------------------------------------------------------------------------------- /Assets/scripts/ParticleCurveFollow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90d4e9b6625db5a42a0a986d3844918a 3 | timeCreated: 1492205101 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/scripts/ProceduralMeshGenerator.cs: -------------------------------------------------------------------------------- 1 | // 2 | // Procedural Mesh Generation - Utilities for creative coding and game with Unity 3 | // 4 | // Copyright (C) 2017 Jae Hyun Yoo 5 | // 6 | // Permission is hereby granted, free of charge, to any person obtaining a copy 7 | // of this software and associated documentation files (the "Software"), to deal 8 | // in the Software without restriction, including without limitation the rights 9 | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 10 | // copies of the Software, and to permit persons to whom the Software is 11 | // furnished to do so, subject to the following conditions: 12 | // 13 | // The above copyright notice and this permission notice shall be included in 14 | // all copies or substantial portions of the Software. 15 | // 16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 19 | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 21 | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 22 | // THE SOFTWARE. 23 | // 24 | 25 | using System.Collections.Generic; 26 | using UnityEngine; 27 | 28 | [ExecuteInEditMode] 29 | public class ProceduralMeshGenerator : BezierCurveBase 30 | { 31 | 32 | public enum OrientEnum { XOriented, YOriented, ZOriented }; 33 | 34 | [Header("Create Procedural Mesh")] 35 | public GameObject MeshObj; 36 | 37 | public bool CreateMesh = false; 38 | public bool IsTwoSided = true; 39 | public OrientEnum Orient; 40 | public bool FlipSide = false; 41 | public bool FlipUV = false; 42 | public float CustomCurveMultL = 1.0f; 43 | public float CustomCurveMultR = 1.0f; 44 | 45 | //let's say you edit from inspector, but you can built at runtime if you prefer 46 | public AnimationCurve CurveL = AnimationCurve.Linear(0f, 1f, 1f, 1f); //AnimationCurve.EaseInOut(0f, 0.1f, 1f, 0.9f); 47 | 48 | //let's say you edit from inspector, but you can built at runtime if you prefer 49 | public AnimationCurve CurveR = AnimationCurve.Linear(0f, 1f, 1f, 1f); // AnimationCurve.EaseInOut(0f, 0.1f, 1f, 0.9f); 50 | 51 | private MeshFilter Filter; 52 | private List Vertices = new List(); 53 | private List UVs = new List(); 54 | private List Triangles = new List(); 55 | private Vector3[] CrossVectors = new Vector3[2]; 56 | private Mesh ProceduralMesh; 57 | 58 | protected override void Update() 59 | { 60 | base.Update(); 61 | 62 | if (CreateMesh) 63 | { 64 | if (!MeshObj) 65 | { 66 | MeshObj = new GameObject(); 67 | MeshObj.AddComponent(); 68 | MeshObj.AddComponent(); 69 | MeshObj.transform.parent = transform; 70 | MeshObj.transform.position = new Vector3(0f, 0f, 0f); 71 | MeshObj.transform.localScale = new Vector3(1f, 1f, 1f); 72 | MeshObj.name = "ProceduralMesh"; 73 | Filter = MeshObj.GetComponent(); 74 | Filter.sharedMesh = new Mesh(); 75 | } 76 | else if (MeshObj && !Filter) 77 | { 78 | Filter = MeshObj.GetComponent(); 79 | Filter.sharedMesh = new Mesh(); 80 | } 81 | 82 | CreateProceduralMesh(); 83 | } 84 | else if (MeshObj && Filter) 85 | { 86 | RemoveProceduralMesh(); 87 | } 88 | } 89 | 90 | private void CreateProceduralMesh() 91 | { 92 | Vertices.Clear(); 93 | Triangles.Clear(); 94 | UVs.Clear(); 95 | 96 | Vector3[] pos = new Vector3[Resolution]; 97 | 98 | GetCorePoints(ref pos); 99 | 100 | float t; 101 | 102 | float lastId = (float)(pos.Length - 1); 103 | for (int i = 0; i < pos.Length; i++) 104 | { 105 | t = i / (lastId); // 0.0 ~ 1.0 106 | CalculateSideVectors(ref pos, i, CustomCurveMultR * CurveR.Evaluate(t), CustomCurveMultL * CurveL.Evaluate(t)); 107 | AddCurvePoint(CrossVectors[1], CrossVectors[0], i, pos.Length - 1); 108 | } 109 | 110 | Mesh mesh = Filter.sharedMesh; 111 | mesh.Clear(); 112 | 113 | /* 114 | Vector3[] normales = new Vector3[vertices.Length]; 115 | for (int n = 0; n < normales.Length; n++) 116 | normales[n] = Vector3.up; 117 | */ 118 | 119 | mesh.vertices = Vertices.ToArray(); 120 | //mesh.normals = normales; 121 | mesh.uv = UVs.ToArray(); 122 | mesh.triangles = Triangles.ToArray(); 123 | 124 | mesh.RecalculateBounds(); 125 | //mesh.RecalculateNormals(); 126 | 127 | if (MeshObj != null) 128 | { 129 | MeshObj.transform.position = Vector3.zero; 130 | MeshObj.transform.localScale = Vector3.one; 131 | MeshObj.transform.rotation = Quaternion.identity; 132 | } 133 | } 134 | 135 | private void RemoveProceduralMesh() 136 | { 137 | Vertices.Clear(); 138 | Triangles.Clear(); 139 | UVs.Clear(); 140 | Mesh mesh = Filter.sharedMesh; 141 | mesh.Clear(); 142 | DestroyImmediate(MeshObj); 143 | } 144 | 145 | private void CalculateSideVectors(ref Vector3[] pos, int i, float WidthR, float WidthL) 146 | { 147 | Vector3 tangent; 148 | if (i + 1 >= pos.Length) 149 | { 150 | tangent = (pos[i] - pos[i - 1]).normalized; 151 | } 152 | else 153 | tangent = (pos[i + 1] - pos[i]).normalized; 154 | 155 | float sign = 1f; 156 | //if (FlipSide) 157 | // sign = -1f; 158 | 159 | Vector3 upvector = new Vector3(sign, pos[i].y, pos[i].z); // XOriented as default 160 | if (Orient == OrientEnum.YOriented) 161 | upvector = new Vector3(pos[i].x, sign, pos[i].z); 162 | else if (Orient == OrientEnum.ZOriented) 163 | upvector = new Vector3(pos[i].x, pos[i].y, sign); 164 | 165 | Vector3 toUpvector = (upvector - pos[i]); 166 | 167 | Vector3 CrossL = Vector3.Cross(tangent, toUpvector).normalized; 168 | Vector3 CrossR = CrossL * -1f; 169 | 170 | Vector3 r = pos[i] + CrossR * WidthR; 171 | Vector3 l = pos[i] + CrossL * WidthL; 172 | 173 | CrossVectors[0] = r; 174 | CrossVectors[1] = l; 175 | } 176 | 177 | private void GetCorePoints(ref Vector3[] pos) 178 | { 179 | Vector3 prevPos = P0.transform.position; 180 | pos[0] = prevPos; 181 | float lastId = (float)(Resolution - 1); 182 | for (int c = 1; c < Resolution; c++) 183 | { 184 | float t = c / lastId; 185 | pos[c] = CurveMath.CalculateBezierPoint(t, P0.transform.position, P0_Tangent.transform.position, P1_Tangent.transform.position, P1.transform.position); 186 | prevPos = pos[c]; 187 | } 188 | } 189 | 190 | private void AddCurvePoint(Vector3 R, Vector3 L, int id, int count) 191 | { 192 | int start; 193 | 194 | Vertices.Add(R); 195 | Vertices.Add(L); 196 | 197 | if (FlipUV) 198 | { 199 | UVs.Add(new Vector2(0f, (float)id / count)); 200 | UVs.Add(new Vector2(1f, (float)id / count)); 201 | } 202 | else 203 | { 204 | UVs.Add(new Vector2((float)id / count, 0f)); 205 | UVs.Add(new Vector2((float)id / count, 1f)); 206 | } 207 | 208 | if (FlipSide) 209 | { 210 | if (Vertices.Count >= 4) 211 | { 212 | start = Vertices.Count - 4; 213 | Triangles.Add(start + 0); 214 | Triangles.Add(start + 2); 215 | Triangles.Add(start + 1); 216 | Triangles.Add(start + 1); 217 | Triangles.Add(start + 2); 218 | Triangles.Add(start + 3); 219 | // also create side for back so its two sided rendering mesh ,. or use custom shader 220 | if (IsTwoSided) 221 | { 222 | start = Vertices.Count - 4; 223 | 224 | Triangles.Add(start + 0); 225 | Triangles.Add(start + 1); 226 | Triangles.Add(start + 2); 227 | Triangles.Add(start + 1); 228 | Triangles.Add(start + 3); 229 | Triangles.Add(start + 2); 230 | } 231 | } 232 | } 233 | else 234 | { 235 | if (Vertices.Count >= 4) 236 | { 237 | start = Vertices.Count - 4; 238 | Triangles.Add(start + 0); 239 | Triangles.Add(start + 1); 240 | Triangles.Add(start + 2); 241 | Triangles.Add(start + 1); 242 | Triangles.Add(start + 3); 243 | Triangles.Add(start + 2); 244 | // also create side for back so its two sided rendering mesh ,. or use custom shader 245 | if (IsTwoSided) 246 | { 247 | start = Vertices.Count - 4; 248 | Triangles.Add(start + 0); 249 | Triangles.Add(start + 2); 250 | Triangles.Add(start + 1); 251 | Triangles.Add(start + 1); 252 | Triangles.Add(start + 2); 253 | Triangles.Add(start + 3); 254 | } 255 | } 256 | } 257 | } 258 | 259 | public override void OnDestroy() 260 | { 261 | base.OnDestroy(); 262 | DestroyImmediate(MeshObj); 263 | } 264 | } 265 | -------------------------------------------------------------------------------- /Assets/scripts/ProceduralMeshGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fa09e2de1c298ac499c261179c08488b 3 | timeCreated: 1492204848 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/scripts/VelocityField.cs: -------------------------------------------------------------------------------- 1 | // 2 | // VelocityField - Utilities for creative coding and game with Unity 3 | // 4 | // Copyright (C) 2017 Jae Hyun Yoo 5 | // 6 | // Permission is hereby granted, free of charge, to any person obtaining a copy 7 | // of this software and associated documentation files (the "Software"), to deal 8 | // in the Software without restriction, including without limitation the rights 9 | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 10 | // copies of the Software, and to permit persons to whom the Software is 11 | // furnished to do so, subject to the following conditions: 12 | // 13 | // The above copyright notice and this permission notice shall be included in 14 | // all copies or substantial portions of the Software. 15 | // 16 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 19 | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 21 | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 22 | // THE SOFTWARE. 23 | // 24 | 25 | using UnityEngine; 26 | 27 | [ExecuteInEditMode] 28 | public class VelocityField : BezierCurveBase 29 | { 30 | [Header("Velocity Field")] 31 | [Tooltip("Create Velocity Field")] 32 | public bool CreateVelocityField = true; 33 | 34 | [Tooltip("Update Velocity Field every frame")] 35 | public bool UpdateEveryFrame = false; 36 | 37 | [Tooltip("Visualize the radius that the velocity field will affect")] 38 | public bool ShowSearchRadius = true; 39 | 40 | [Tooltip("Raidus - the size of the radius that the velocity field will affect")] 41 | [Range(0.1f, 100)] 42 | public float SearchRadius = 5f; 43 | 44 | [Tooltip("Map the magnitude of curve velocity")] 45 | public AnimationCurve VelocityMagCurve = AnimationCurve.EaseInOut(0f, 0.8f, 1f, 1.0f); 46 | 47 | public bool Visualize = true; 48 | public float DisplayVelocityLength = 12f; 49 | 50 | protected override void Start() 51 | { 52 | base.Start(); 53 | 54 | if (CreateVelocityField) 55 | { 56 | CalculateVelocityField(); 57 | } 58 | } 59 | 60 | protected override void Update() 61 | { 62 | base.Update(); 63 | 64 | #if UNITY_EDITOR 65 | CalculateVelocityField(); // just run calculating the velocity field everytime we iterate on editor.. 66 | #endif 67 | if (UpdateEveryFrame) 68 | { 69 | CalculateVelocityField(); 70 | } 71 | } 72 | 73 | public void CalculateVelocityField() 74 | { 75 | VelocityField.Clear(); 76 | 77 | Vector3 prevPos = P0.transform.position; 78 | for (int c = 1; c <= Resolution; c++) 79 | { 80 | float t = (float)c / Resolution; 81 | Vector3 currPos = CurveMath.CalculateBezierPoint(t, P0.transform.position, P0_Tangent.transform.position, P1_Tangent.transform.position, P1.transform.position); 82 | Vector3 currTan = (currPos - prevPos).normalized; 83 | float mag = VelocityMagCurve.Evaluate(t); 84 | 85 | VelocityFieldNode ti = new VelocityFieldNode(); 86 | ti.TargetPosition = prevPos; 87 | ti.TargetVelocity = currTan; 88 | ti.Mag = mag; 89 | VelocityField.Add(ti); 90 | prevPos = currPos; 91 | } 92 | } 93 | 94 | override public void OnDrawGizmos() 95 | { 96 | base.OnDrawGizmos(); 97 | 98 | if (ShowSearchRadius) 99 | { 100 | Gizmos.color = GizmoColor; 101 | Gizmos.DrawWireSphere(P0.transform.position, SearchRadius); 102 | Gizmos.DrawWireSphere(P1.transform.position, SearchRadius); 103 | } 104 | 105 | if (Visualize) 106 | { 107 | #if UNITY_EDITOR 108 | CalculateVelocityField(); 109 | #endif 110 | float MaxMag = float.MinValue; 111 | float MinMag = float.MaxValue; 112 | 113 | for (int i = 0; i < VelocityField.Count; i++) 114 | { 115 | if (VelocityField[i].Mag > MaxMag) 116 | { 117 | MaxMag = VelocityField[i].Mag; 118 | } 119 | if (VelocityField[i].Mag < MinMag) 120 | { 121 | MinMag = VelocityField[i].Mag; 122 | } 123 | } 124 | 125 | for (int i = 1; i < VelocityField.Count; i++) 126 | { 127 | float color = Remap(VelocityField[i - 1].Mag, MinMag, MaxMag, 0.05f, 1f); 128 | 129 | Color colorShift = new Color(GizmoColor.r * color, GizmoColor.g * color, GizmoColor.b * color); 130 | 131 | Gizmos.color = colorShift; 132 | Vector3 direction = transform.TransformDirection((VelocityField[i].TargetPosition - VelocityField[i - 1].TargetPosition).normalized) * DisplayVelocityLength; 133 | Gizmos.DrawRay(VelocityField[i - 1].TargetPosition, direction); 134 | } 135 | } 136 | } 137 | } -------------------------------------------------------------------------------- /Assets/scripts/VelocityField.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 735426a8d2a3d774e8e6d15b6f62f153 3 | timeCreated: 1492204848 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | 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-------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Library/ShaderCache/0/035fdf4e8921567fe413ca009cd0de9a.bin -------------------------------------------------------------------------------- /Library/ShaderCache/0/0add4aee2b03a2ee72a360e33ae2f04c.bin: -------------------------------------------------------------------------------- 1 | 2O  SHADOWS_DEPTH 2 | #ifdef VERTEX 3 | #version 150 4 | #extension GL_ARB_explicit_attrib_location : require 5 | #extension GL_ARB_shader_bit_encoding : enable 6 | 7 | uniform vec4 _WorldSpaceLightPos0; 8 | uniform vec4 unity_LightShadowBias; 9 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 10 | uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; 11 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 12 | in vec4 in_POSITION0; 13 | in vec3 in_NORMAL0; 14 | vec4 u_xlat0; 15 | vec4 u_xlat1; 16 | vec4 u_xlat2; 17 | float u_xlat6; 18 | float u_xlat9; 19 | bool u_xlatb9; 20 | void main() 21 | { 22 | u_xlat0.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); 23 | u_xlat0.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); 24 | u_xlat0.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); 25 | u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz); 26 | u_xlat9 = inversesqrt(u_xlat9); 27 | u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz; 28 | u_xlat1 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 29 | u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1; 30 | u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1; 31 | u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1; 32 | u_xlat2.xyz = (-u_xlat1.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz; 33 | u_xlat9 = dot(u_xlat2.xyz, u_xlat2.xyz); 34 | u_xlat9 = inversesqrt(u_xlat9); 35 | u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz; 36 | u_xlat9 = dot(u_xlat0.xyz, u_xlat2.xyz); 37 | u_xlat9 = (-u_xlat9) * u_xlat9 + 1.0; 38 | u_xlat9 = sqrt(u_xlat9); 39 | u_xlat9 = u_xlat9 * unity_LightShadowBias.z; 40 | u_xlat0.xyz = (-u_xlat0.xyz) * vec3(u_xlat9) + u_xlat1.xyz; 41 | u_xlatb9 = unity_LightShadowBias.z!=0.0; 42 | u_xlat0.xyz = (bool(u_xlatb9)) ? u_xlat0.xyz : u_xlat1.xyz; 43 | u_xlat2 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 44 | u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2; 45 | u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2; 46 | u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0; 47 | u_xlat1.x = unity_LightShadowBias.x / u_xlat0.w; 48 | u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0); 49 | u_xlat6 = u_xlat0.z + u_xlat1.x; 50 | u_xlat1.x = max((-u_xlat0.w), u_xlat6); 51 | gl_Position.xyw = u_xlat0.xyw; 52 | u_xlat0.x = (-u_xlat6) + u_xlat1.x; 53 | gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6; 54 | return; 55 | } 56 | 57 | #endif 58 | #ifdef FRAGMENT 59 | #version 150 60 | #extension GL_ARB_explicit_attrib_location : require 61 | #extension GL_ARB_shader_bit_encoding : enable 62 | 63 | layout(location = 0) out vec4 SV_Target0; 64 | void main() 65 | { 66 | SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0); 67 | return; 68 | } 69 | 70 | #endif 71 |  -------------------------------------------------------------------------------- /Library/ShaderCache/0/0ca71c7a953ef034a54ae1771ad0ca48.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Library/ShaderCache/0/0ca71c7a953ef034a54ae1771ad0ca48.bin -------------------------------------------------------------------------------- /Library/ShaderCache/0/0cebdaa8e1b0d7b8eaac90140258712e.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Library/ShaderCache/0/0cebdaa8e1b0d7b8eaac90140258712e.bin -------------------------------------------------------------------------------- /Library/ShaderCache/0/0f09c129b5fb5fb7dbc8ef38f314b4ce.bin: -------------------------------------------------------------------------------- 1 | 2O SHADOWS_SPLIT_SPHERES8&#ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 _ProjectionParams; 7 | uniform vec4 hlslcc_mtx4x4unity_CameraInvProjection[4]; 8 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 9 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 10 | in vec4 in_POSITION0; 11 | in vec2 in_TEXCOORD0; 12 | in vec3 in_TEXCOORD1; 13 | out vec4 vs_TEXCOORD0; 14 | out vec3 vs_TEXCOORD1; 15 | out vec3 vs_TEXCOORD2; 16 | out vec3 vs_TEXCOORD3; 17 | vec4 u_xlat0; 18 | vec4 u_xlat1; 19 | vec3 u_xlat2; 20 | void main() 21 | { 22 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 23 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 24 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 25 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 26 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 27 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 28 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 29 | u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 30 | gl_Position = u_xlat0; 31 | u_xlat0.y = u_xlat0.y * _ProjectionParams.x; 32 | u_xlat1.xzw = u_xlat0.xwy * vec3(0.5, 0.5, 0.5); 33 | u_xlat2.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_CameraInvProjection[1].xyz; 34 | u_xlat0.xyz = hlslcc_mtx4x4unity_CameraInvProjection[0].xyz * u_xlat0.xxx + u_xlat2.xyz; 35 | vs_TEXCOORD0.zw = u_xlat1.zz + u_xlat1.xw; 36 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy; 37 | vs_TEXCOORD1.xyz = in_TEXCOORD1.xyz; 38 | u_xlat1.xyz = u_xlat0.xyz + (-hlslcc_mtx4x4unity_CameraInvProjection[2].xyz); 39 | u_xlat0.xyz = u_xlat0.xyz + hlslcc_mtx4x4unity_CameraInvProjection[2].xyz; 40 | u_xlat0.xyz = u_xlat0.xyz + hlslcc_mtx4x4unity_CameraInvProjection[3].xyz; 41 | u_xlat1.xyz = u_xlat1.xyz + hlslcc_mtx4x4unity_CameraInvProjection[3].xyz; 42 | u_xlat1.w = (-u_xlat1.z); 43 | vs_TEXCOORD2.xyz = u_xlat1.xyw; 44 | u_xlat0.w = (-u_xlat0.z); 45 | vs_TEXCOORD3.xyz = u_xlat0.xyw; 46 | return; 47 | } 48 | 49 | #endif 50 | #ifdef FRAGMENT 51 | #version 150 52 | #extension GL_ARB_explicit_attrib_location : require 53 | #extension GL_ARB_shader_bit_encoding : enable 54 | 55 | uniform vec4 _ZBufferParams; 56 | uniform vec4 unity_OrthoParams; 57 | uniform vec4 hlslcc_mtx4x4unity_CameraToWorld[4]; 58 | uniform vec4 unity_ShadowSplitSpheres[4]; 59 | uniform vec4 unity_ShadowSplitSqRadii; 60 | uniform vec4 hlslcc_mtx4x4unity_WorldToShadow[16]; 61 | uniform vec4 _LightShadowData; 62 | uniform vec4 _ShadowMapTexture_TexelSize; 63 | uniform sampler2D _CameraDepthTexture; 64 | uniform sampler2DShadow hlslcc_zcmp_ShadowMapTexture; 65 | uniform sampler2D _ShadowMapTexture; 66 | in vec4 vs_TEXCOORD0; 67 | in vec3 vs_TEXCOORD1; 68 | in vec3 vs_TEXCOORD2; 69 | in vec3 vs_TEXCOORD3; 70 | layout(location = 0) out vec4 SV_Target0; 71 | vec4 u_xlat0; 72 | vec4 u_xlat10_0; 73 | vec4 u_xlat1; 74 | float u_xlat10_1; 75 | bvec4 u_xlatb1; 76 | vec4 u_xlat2; 77 | vec4 u_xlat3; 78 | vec4 u_xlat4; 79 | vec3 u_xlat5; 80 | vec4 u_xlat6; 81 | vec3 u_xlat7; 82 | vec3 u_xlat8; 83 | float u_xlat10_8; 84 | vec3 u_xlat9; 85 | float u_xlat16; 86 | float u_xlat10_16; 87 | vec2 u_xlat17; 88 | float u_xlat24; 89 | float u_xlat10_24; 90 | void main() 91 | { 92 | u_xlat10_0 = texture(_CameraDepthTexture, vs_TEXCOORD0.xy); 93 | u_xlat8.x = _ZBufferParams.x * u_xlat10_0.x + _ZBufferParams.y; 94 | u_xlat8.x = float(1.0) / u_xlat8.x; 95 | u_xlat16 = (-u_xlat8.x) + u_xlat10_0.x; 96 | u_xlat8.x = unity_OrthoParams.w * u_xlat16 + u_xlat8.x; 97 | u_xlat1.xyz = (-vs_TEXCOORD2.xyz) + vs_TEXCOORD3.xyz; 98 | u_xlat0.xzw = u_xlat10_0.xxx * u_xlat1.xyz + vs_TEXCOORD2.xyz; 99 | u_xlat0.xzw = (-vs_TEXCOORD1.xyz) * u_xlat8.xxx + u_xlat0.xzw; 100 | u_xlat1.xyz = u_xlat8.xxx * vs_TEXCOORD1.xyz; 101 | u_xlat0.xyz = unity_OrthoParams.www * u_xlat0.xzw + u_xlat1.xyz; 102 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_CameraToWorld[1]; 103 | u_xlat1 = hlslcc_mtx4x4unity_CameraToWorld[0] * u_xlat0.xxxx + u_xlat1; 104 | u_xlat0 = hlslcc_mtx4x4unity_CameraToWorld[2] * u_xlat0.zzzz + u_xlat1; 105 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_CameraToWorld[3]; 106 | u_xlat1.xyz = u_xlat0.xyz + (-unity_ShadowSplitSpheres[0].xyz); 107 | u_xlat1.x = dot(u_xlat1.xyz, u_xlat1.xyz); 108 | u_xlat2.xyz = u_xlat0.xyz + (-unity_ShadowSplitSpheres[1].xyz); 109 | u_xlat1.y = dot(u_xlat2.xyz, u_xlat2.xyz); 110 | u_xlat2.xyz = u_xlat0.xyz + (-unity_ShadowSplitSpheres[2].xyz); 111 | u_xlat1.z = dot(u_xlat2.xyz, u_xlat2.xyz); 112 | u_xlat2.xyz = u_xlat0.xyz + (-unity_ShadowSplitSpheres[3].xyz); 113 | u_xlat1.w = dot(u_xlat2.xyz, u_xlat2.xyz); 114 | u_xlatb1 = lessThan(u_xlat1, unity_ShadowSplitSqRadii); 115 | u_xlat2.x = (u_xlatb1.x) ? float(-1.0) : float(-0.0); 116 | u_xlat2.y = (u_xlatb1.y) ? float(-1.0) : float(-0.0); 117 | u_xlat2.z = (u_xlatb1.z) ? float(-1.0) : float(-0.0); 118 | u_xlat1 = mix(vec4(0.0, 0.0, 0.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), vec4(u_xlatb1)); 119 | u_xlat9.xyz = u_xlat2.xyz + u_xlat1.yzw; 120 | u_xlat9.xyz = max(u_xlat9.xyz, vec3(0.0, 0.0, 0.0)); 121 | u_xlat2.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToShadow[5].xyz; 122 | u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[4].xyz * u_xlat0.xxx + u_xlat2.xyz; 123 | u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[6].xyz * u_xlat0.zzz + u_xlat2.xyz; 124 | u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[7].xyz * u_xlat0.www + u_xlat2.xyz; 125 | u_xlat2.xyz = u_xlat9.xxx * u_xlat2.xyz; 126 | u_xlat3.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToShadow[1].xyz; 127 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[0].xyz * u_xlat0.xxx + u_xlat3.xyz; 128 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[2].xyz * u_xlat0.zzz + u_xlat3.xyz; 129 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[3].xyz * u_xlat0.www + u_xlat3.xyz; 130 | u_xlat2.xyz = u_xlat3.xyz * u_xlat1.xxx + u_xlat2.xyz; 131 | u_xlat3.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToShadow[9].xyz; 132 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[8].xyz * u_xlat0.xxx + u_xlat3.xyz; 133 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[10].xyz * u_xlat0.zzz + u_xlat3.xyz; 134 | u_xlat3.xyz = hlslcc_mtx4x4unity_WorldToShadow[11].xyz * u_xlat0.www + u_xlat3.xyz; 135 | u_xlat1.xyz = u_xlat3.xyz * u_xlat9.yyy + u_xlat2.xyz; 136 | u_xlat2.xyz = u_xlat0.yyy * hlslcc_mtx4x4unity_WorldToShadow[13].xyz; 137 | u_xlat2.xyz = hlslcc_mtx4x4unity_WorldToShadow[12].xyz * u_xlat0.xxx + u_xlat2.xyz; 138 | u_xlat0.xyz = hlslcc_mtx4x4unity_WorldToShadow[14].xyz * u_xlat0.zzz + u_xlat2.xyz; 139 | u_xlat0.xyz = hlslcc_mtx4x4unity_WorldToShadow[15].xyz * u_xlat0.www + u_xlat0.xyz; 140 | u_xlat0.xyz = u_xlat0.xyz * u_xlat9.zzz + u_xlat1.xyz; 141 | u_xlat0.xy = u_xlat0.xy * _ShadowMapTexture_TexelSize.zw + vec2(0.5, 0.5); 142 | u_xlat1.xy = floor(u_xlat0.xy); 143 | u_xlat0.xy = fract(u_xlat0.xy); 144 | u_xlat1.xy = u_xlat1.xy + vec2(-0.5, -0.5); 145 | u_xlat17.xy = (-u_xlat0.xy) * vec2(2.0, 2.0) + vec2(3.0, 3.0); 146 | u_xlat2.xy = (-u_xlat0.xy) * vec2(3.0, 3.0) + vec2(4.0, 4.0); 147 | u_xlat17.xy = u_xlat17.xy / u_xlat2.xy; 148 | u_xlat3.xy = u_xlat17.xy + vec2(-2.0, -2.0); 149 | u_xlat4.z = u_xlat3.y; 150 | u_xlat17.xy = u_xlat0.xy * vec2(3.0, 3.0) + vec2(1.0, 1.0); 151 | u_xlat2.xz = u_xlat0.xy / u_xlat17.xy; 152 | u_xlat4.xw = u_xlat2.xz + vec2(2.0, 2.0); 153 | u_xlat3.w = u_xlat4.x; 154 | u_xlat8.xz = u_xlat0.xy + vec2(3.0, 3.0); 155 | u_xlat0.x = u_xlat0.x * 3.0; 156 | u_xlat5.xz = u_xlat0.xx * vec2(-1.0, 1.0) + vec2(4.0, 1.0); 157 | u_xlat4.xy = u_xlat8.xz * _ShadowMapTexture_TexelSize.xy; 158 | u_xlat6.xz = _ShadowMapTexture_TexelSize.yy; 159 | u_xlat6.y = 0.142857149; 160 | u_xlat6.xyz = u_xlat4.zyw * u_xlat6.xyz; 161 | u_xlat3.z = u_xlat4.x; 162 | u_xlat4.w = u_xlat6.x; 163 | u_xlat7.xz = _ShadowMapTexture_TexelSize.xx; 164 | u_xlat7.y = 0.142857149; 165 | u_xlat4.xyz = u_xlat3.zxw * u_xlat7.yxz; 166 | u_xlat3 = u_xlat1.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat4.ywxw; 167 | u_xlat0.xy = u_xlat1.xy * _ShadowMapTexture_TexelSize.xy + u_xlat4.zw; 168 | vec3 txVec0 = vec3(u_xlat0.xy,u_xlat0.z); 169 | u_xlat10_0.x = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec0, 0.0); 170 | vec3 txVec1 = vec3(u_xlat3.xy,u_xlat0.z); 171 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec1, 0.0); 172 | vec3 txVec2 = vec3(u_xlat3.zw,u_xlat0.z); 173 | u_xlat10_24 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec2, 0.0); 174 | u_xlat5.y = 7.0; 175 | u_xlat2.xyz = u_xlat2.yyy * u_xlat5.xyz; 176 | u_xlat3.xyz = u_xlat17.yyy * u_xlat5.xyz; 177 | u_xlat17.xy = u_xlat5.xz * vec2(7.0, 7.0); 178 | u_xlat24 = u_xlat10_24 * u_xlat2.y; 179 | u_xlat8.x = u_xlat2.x * u_xlat10_8 + u_xlat24; 180 | u_xlat0.x = u_xlat2.z * u_xlat10_0.x + u_xlat8.x; 181 | u_xlat6.w = u_xlat4.y; 182 | u_xlat2 = u_xlat1.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat6.wywz; 183 | u_xlat4.yw = u_xlat6.yz; 184 | vec3 txVec3 = vec3(u_xlat2.xy,u_xlat0.z); 185 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec3, 0.0); 186 | vec3 txVec4 = vec3(u_xlat2.zw,u_xlat0.z); 187 | u_xlat10_24 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec4, 0.0); 188 | u_xlat0.x = u_xlat17.x * u_xlat10_8 + u_xlat0.x; 189 | u_xlat2 = u_xlat1.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat4.xyzy; 190 | u_xlat4 = u_xlat1.xyxy * _ShadowMapTexture_TexelSize.xyxy + u_xlat4.xwzw; 191 | vec3 txVec5 = vec3(u_xlat2.xy,u_xlat0.z); 192 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec5, 0.0); 193 | vec3 txVec6 = vec3(u_xlat2.zw,u_xlat0.z); 194 | u_xlat10_1 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec6, 0.0); 195 | u_xlat0.x = u_xlat10_8 * 49.0 + u_xlat0.x; 196 | u_xlat0.x = u_xlat17.y * u_xlat10_1 + u_xlat0.x; 197 | u_xlat0.x = u_xlat3.x * u_xlat10_24 + u_xlat0.x; 198 | vec3 txVec7 = vec3(u_xlat4.xy,u_xlat0.z); 199 | u_xlat10_8 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec7, 0.0); 200 | vec3 txVec8 = vec3(u_xlat4.zw,u_xlat0.z); 201 | u_xlat10_16 = textureLod(hlslcc_zcmp_ShadowMapTexture, txVec8, 0.0); 202 | u_xlat0.x = u_xlat3.y * u_xlat10_8 + u_xlat0.x; 203 | u_xlat0.x = u_xlat3.z * u_xlat10_16 + u_xlat0.x; 204 | u_xlat0.x = u_xlat0.x * 0.0069444445; 205 | u_xlat8.x = (-_LightShadowData.x) + 1.0; 206 | SV_Target0 = u_xlat0.xxxx * u_xlat8.xxxx + _LightShadowData.xxxx; 207 | return; 208 | } 209 | 210 | #endif 211 |  -------------------------------------------------------------------------------- /Library/ShaderCache/1/1392c329c93bda04d07a1e7a5830b1db.bin: 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/Library/ShaderCache/2/2174e95124e38d2644dd5b93a37c4029.bin: -------------------------------------------------------------------------------- 1 | 2O ^ #ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 7 | uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; 8 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 9 | uniform vec4 _MainTex_ST; 10 | uniform vec4 hlslcc_mtx4x4unity_GUIClipTextureMatrix[4]; 11 | in vec4 in_POSITION0; 12 | in vec4 in_COLOR0; 13 | in vec2 in_TEXCOORD0; 14 | out vec4 vs_COLOR0; 15 | out vec2 vs_TEXCOORD0; 16 | out vec2 vs_TEXCOORD1; 17 | vec4 u_xlat0; 18 | vec4 u_xlat1; 19 | vec2 u_xlat2; 20 | void main() 21 | { 22 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 23 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 24 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 25 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 26 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 27 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 28 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 29 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 30 | vs_COLOR0 = in_COLOR0; 31 | u_xlat1.xy = u_xlat0.yy * hlslcc_mtx4x4unity_MatrixV[1].xy; 32 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy; 33 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy; 34 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[3].xy * u_xlat0.ww + u_xlat0.xy; 35 | u_xlat2.xy = u_xlat0.yy * hlslcc_mtx4x4unity_GUIClipTextureMatrix[1].xy; 36 | u_xlat0.xy = hlslcc_mtx4x4unity_GUIClipTextureMatrix[0].xy * u_xlat0.xx + u_xlat2.xy; 37 | vs_TEXCOORD1.xy = u_xlat0.xy + hlslcc_mtx4x4unity_GUIClipTextureMatrix[3].xy; 38 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 39 | return; 40 | } 41 | 42 | #endif 43 | #ifdef FRAGMENT 44 | #version 150 45 | #extension GL_ARB_explicit_attrib_location : require 46 | #extension GL_ARB_shader_bit_encoding : enable 47 | 48 | uniform sampler2D _MainTex; 49 | uniform sampler2D _GUIClipTexture; 50 | in vec4 vs_COLOR0; 51 | in vec2 vs_TEXCOORD0; 52 | in vec2 vs_TEXCOORD1; 53 | layout(location = 0) out vec4 SV_Target0; 54 | vec4 u_xlat10_0; 55 | vec4 u_xlat1; 56 | vec4 u_xlat10_1; 57 | void main() 58 | { 59 | u_xlat10_0 = texture(_GUIClipTexture, vs_TEXCOORD1.xy); 60 | u_xlat10_1 = texture(_MainTex, vs_TEXCOORD0.xy); 61 | u_xlat1 = u_xlat10_1 * vs_COLOR0; 62 | SV_Target0.w = u_xlat10_0.w * u_xlat1.w; 63 | SV_Target0.xyz = u_xlat1.xyz; 64 | return; 65 | } 66 | 67 | #endif 68 |  -------------------------------------------------------------------------------- /Library/ShaderCache/2/255629471755dfeb7853dec68c1c5c58.bin: 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-------------------------------------------------------------------------------- /Library/ShaderCache/3/39c01abc4f730637bcdb178c3a929f26.bin: -------------------------------------------------------------------------------- 1 | 2O  SHADOWS_DEPTH -------------------------------------------------------------------------------- /Library/ShaderCache/3/3bf334057b6a0e3635b9cc0bcca07f86.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Library/ShaderCache/3/3bf334057b6a0e3635b9cc0bcca07f86.bin -------------------------------------------------------------------------------- /Library/ShaderCache/3/3d42024502b2ff8cf9167f6ff3d9fb54.bin: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Library/ShaderCache/5/5ff0a8ca9b16002ae9ef31d86fdc82da.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Library/ShaderCache/5/5ff0a8ca9b16002ae9ef31d86fdc82da.bin -------------------------------------------------------------------------------- /Library/ShaderCache/6/669bd3c37ad979836a0d92021ed4f256.bin: -------------------------------------------------------------------------------- 1 | 2O #ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 7 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 8 | uniform vec4 _MainTex_ST; 9 | in vec4 in_POSITION0; 10 | in vec4 in_COLOR0; 11 | in vec2 in_TEXCOORD0; 12 | out vec4 vs_COLOR0; 13 | out vec2 vs_TEXCOORD0; 14 | vec4 u_xlat0; 15 | vec4 u_xlat1; 16 | void main() 17 | { 18 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 19 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 20 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 21 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 22 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 23 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 24 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 25 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 26 | vs_COLOR0 = in_COLOR0; 27 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 28 | return; 29 | } 30 | 31 | #endif 32 | #ifdef FRAGMENT 33 | #version 150 34 | #extension GL_ARB_explicit_attrib_location : require 35 | #extension GL_ARB_shader_bit_encoding : enable 36 | 37 | uniform sampler2D _MainTex; 38 | in vec4 vs_COLOR0; 39 | in vec2 vs_TEXCOORD0; 40 | layout(location = 0) out vec4 SV_Target0; 41 | vec4 u_xlat0; 42 | vec4 u_xlat10_0; 43 | void main() 44 | { 45 | u_xlat10_0 = texture(_MainTex, vs_TEXCOORD0.xy); 46 | u_xlat0 = u_xlat10_0 * vs_COLOR0; 47 | SV_Target0 = u_xlat0 * vs_COLOR0.wwww; 48 | return; 49 | } 50 | 51 | #endif 52 |  -------------------------------------------------------------------------------- /Library/ShaderCache/6/66da28ebf34eaff505598c2f386da8d4.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Library/ShaderCache/6/66da28ebf34eaff505598c2f386da8d4.bin -------------------------------------------------------------------------------- /Library/ShaderCache/6/689a18a23317dbaae9bac32be69b940f.bin: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- /Library/ShaderCache/8/888afc9f70e0746370d92c8954a47662.bin: -------------------------------------------------------------------------------- 1 | 2O  DIRECTIONAL -------------------------------------------------------------------------------- /Library/ShaderCache/8/889e56386f6ab4d10ce0ba122effe73f.bin: -------------------------------------------------------------------------------- 1 | 2O  -------------------------------------------------------------------------------- /Library/ShaderCache/9/907281ebfba84bc986172cde1c8ee05a.bin: -------------------------------------------------------------------------------- 1 | 2O ` DIRECTIONALz#ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec3 _WorldSpaceCameraPos; 7 | uniform vec4 _WorldSpaceLightPos0; 8 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 9 | uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; 10 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 11 | uniform vec4 _MainTex_ST; 12 | uniform vec4 _DetailAlbedoMap_ST; 13 | uniform float _UVSec; 14 | in vec4 in_POSITION0; 15 | in vec3 in_NORMAL0; 16 | in vec2 in_TEXCOORD0; 17 | in vec2 in_TEXCOORD1; 18 | out vec4 vs_TEXCOORD0; 19 | out vec3 vs_TEXCOORD1; 20 | out vec4 vs_TEXCOORD2; 21 | out vec4 vs_TEXCOORD3; 22 | out vec4 vs_TEXCOORD4; 23 | out vec3 vs_TEXCOORD5; 24 | out vec2 vs_TEXCOORD6; 25 | vec4 u_xlat0; 26 | bool u_xlatb0; 27 | vec4 u_xlat1; 28 | float u_xlat6; 29 | void main() 30 | { 31 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 32 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 33 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 34 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 35 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 36 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 37 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 38 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 39 | u_xlatb0 = _UVSec==0.0; 40 | u_xlat0.xy = (bool(u_xlatb0)) ? in_TEXCOORD0.xy : in_TEXCOORD1.xy; 41 | vs_TEXCOORD0.zw = u_xlat0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw; 42 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 43 | u_xlat0.xyz = in_POSITION0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz; 44 | u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz; 45 | u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat0.xyz; 46 | u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz; 47 | vs_TEXCOORD1.xyz = u_xlat0.xyz + (-_WorldSpaceCameraPos.xyz); 48 | u_xlat1.xyz = (-u_xlat0.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz; 49 | vs_TEXCOORD5.xyz = u_xlat0.xyz; 50 | u_xlat1.w = 0.0; 51 | vs_TEXCOORD2 = u_xlat1.wwwx; 52 | vs_TEXCOORD3 = u_xlat1.wwwy; 53 | vs_TEXCOORD4.w = u_xlat1.z; 54 | u_xlat0.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz); 55 | u_xlat0.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz); 56 | u_xlat0.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz); 57 | u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz); 58 | u_xlat6 = inversesqrt(u_xlat6); 59 | vs_TEXCOORD4.xyz = vec3(u_xlat6) * u_xlat0.xyz; 60 | vs_TEXCOORD6.xy = vec2(0.0, 0.0); 61 | return; 62 | } 63 | 64 | #endif 65 | #ifdef FRAGMENT 66 | #version 150 67 | #extension GL_ARB_explicit_attrib_location : require 68 | #extension GL_ARB_shader_bit_encoding : enable 69 | 70 | uniform vec4 _LightColor0; 71 | uniform vec4 _Color; 72 | uniform float _Metallic; 73 | uniform float _Glossiness; 74 | uniform sampler2D _MainTex; 75 | in vec4 vs_TEXCOORD0; 76 | in vec3 vs_TEXCOORD1; 77 | in vec4 vs_TEXCOORD2; 78 | in vec4 vs_TEXCOORD3; 79 | in vec4 vs_TEXCOORD4; 80 | layout(location = 0) out vec4 SV_Target0; 81 | vec3 u_xlat0; 82 | vec3 u_xlat1; 83 | vec3 u_xlat2; 84 | vec4 u_xlat10_2; 85 | vec3 u_xlat3; 86 | vec3 u_xlat4; 87 | float u_xlat5; 88 | vec3 u_xlat6; 89 | float u_xlat10; 90 | float u_xlat11; 91 | float u_xlat15; 92 | float u_xlat16; 93 | float u_xlat17; 94 | bool u_xlatb17; 95 | void main() 96 | { 97 | u_xlat0.x = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz); 98 | u_xlat0.x = inversesqrt(u_xlat0.x); 99 | u_xlat0.xyz = u_xlat0.xxx * vs_TEXCOORD4.xyz; 100 | u_xlat15 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz); 101 | u_xlat15 = inversesqrt(u_xlat15); 102 | u_xlat1.x = vs_TEXCOORD2.w; 103 | u_xlat1.y = vs_TEXCOORD3.w; 104 | u_xlat1.z = vs_TEXCOORD4.w; 105 | u_xlat2.xyz = (-vs_TEXCOORD1.xyz) * vec3(u_xlat15) + u_xlat1.xyz; 106 | u_xlat3.xyz = vec3(u_xlat15) * vs_TEXCOORD1.xyz; 107 | u_xlat15 = dot(u_xlat0.xyz, (-u_xlat3.xyz)); 108 | u_xlat16 = dot(u_xlat2.xyz, u_xlat2.xyz); 109 | u_xlat16 = max(u_xlat16, 0.00100000005); 110 | u_xlat16 = inversesqrt(u_xlat16); 111 | u_xlat2.xyz = vec3(u_xlat16) * u_xlat2.xyz; 112 | u_xlat16 = dot(u_xlat0.xyz, u_xlat2.xyz); 113 | u_xlat16 = clamp(u_xlat16, 0.0, 1.0); 114 | u_xlat0.x = dot(u_xlat0.xyz, u_xlat1.xyz); 115 | u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); 116 | u_xlat5 = dot(u_xlat1.xyz, u_xlat2.xyz); 117 | u_xlat5 = clamp(u_xlat5, 0.0, 1.0); 118 | u_xlat10 = (-_Glossiness) + 1.0; 119 | u_xlat1.x = u_xlat10 * u_xlat10; 120 | u_xlat6.x = u_xlat1.x * u_xlat1.x; 121 | u_xlat11 = u_xlat16 * u_xlat6.x + (-u_xlat16); 122 | u_xlat11 = u_xlat11 * u_xlat16 + 1.0; 123 | u_xlat11 = u_xlat11 * u_xlat11 + 1.00000001e-07; 124 | u_xlat6.x = u_xlat6.x * 0.318309873; 125 | u_xlat6.x = u_xlat6.x / u_xlat11; 126 | u_xlat11 = (-u_xlat10) * u_xlat10 + 1.0; 127 | u_xlat16 = abs(u_xlat15) * u_xlat11 + u_xlat1.x; 128 | u_xlat1.x = u_xlat0.x * u_xlat11 + u_xlat1.x; 129 | u_xlat1.x = abs(u_xlat15) * u_xlat1.x; 130 | u_xlat15 = -abs(u_xlat15) + 1.0; 131 | u_xlat1.x = u_xlat0.x * u_xlat16 + u_xlat1.x; 132 | u_xlat1.x = u_xlat1.x + 9.99999975e-06; 133 | u_xlat1.x = 0.5 / u_xlat1.x; 134 | u_xlat1.x = u_xlat6.x * u_xlat1.x; 135 | u_xlat1.x = u_xlat1.x * 3.14159274; 136 | u_xlat1.x = max(u_xlat1.x, 9.99999975e-05); 137 | u_xlat1.x = sqrt(u_xlat1.x); 138 | u_xlat1.x = u_xlat0.x * u_xlat1.x; 139 | u_xlat10_2 = texture(_MainTex, vs_TEXCOORD0.xy); 140 | u_xlat6.xyz = _Color.xyz * u_xlat10_2.xyz + vec3(-0.220916301, -0.220916301, -0.220916301); 141 | u_xlat2.xyz = u_xlat10_2.xyz * _Color.xyz; 142 | u_xlat6.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat6.xyz + vec3(0.220916301, 0.220916301, 0.220916301); 143 | u_xlat17 = dot(u_xlat6.xyz, u_xlat6.xyz); 144 | u_xlatb17 = u_xlat17!=0.0; 145 | u_xlat17 = u_xlatb17 ? 1.0 : float(0.0); 146 | u_xlat1.x = u_xlat1.x * u_xlat17; 147 | u_xlat3.xyz = u_xlat1.xxx * _LightColor0.xyz; 148 | u_xlat1.x = (-u_xlat5) + 1.0; 149 | u_xlat5 = u_xlat5 * u_xlat5; 150 | u_xlat5 = dot(vec2(u_xlat5), vec2(u_xlat10)); 151 | u_xlat5 = u_xlat5 + -0.5; 152 | u_xlat10 = u_xlat1.x * u_xlat1.x; 153 | u_xlat10 = u_xlat10 * u_xlat10; 154 | u_xlat10 = u_xlat1.x * u_xlat10; 155 | u_xlat4.xyz = (-u_xlat6.xyz) + vec3(1.0, 1.0, 1.0); 156 | u_xlat1.xyz = u_xlat4.xyz * vec3(u_xlat10) + u_xlat6.xyz; 157 | u_xlat1.xyz = u_xlat1.xyz * u_xlat3.xyz; 158 | u_xlat10 = u_xlat15 * u_xlat15; 159 | u_xlat10 = u_xlat10 * u_xlat10; 160 | u_xlat10 = u_xlat15 * u_xlat10; 161 | u_xlat10 = u_xlat5 * u_xlat10 + 1.0; 162 | u_xlat15 = (-u_xlat0.x) + 1.0; 163 | u_xlat16 = u_xlat15 * u_xlat15; 164 | u_xlat16 = u_xlat16 * u_xlat16; 165 | u_xlat15 = u_xlat15 * u_xlat16; 166 | u_xlat5 = u_xlat5 * u_xlat15 + 1.0; 167 | u_xlat5 = u_xlat10 * u_xlat5; 168 | u_xlat0.x = u_xlat0.x * u_xlat5; 169 | u_xlat0.xyz = u_xlat0.xxx * _LightColor0.xyz; 170 | u_xlat15 = (-_Metallic) * 0.779083729 + 0.779083729; 171 | u_xlat2.xyz = vec3(u_xlat15) * u_xlat2.xyz; 172 | SV_Target0.xyz = u_xlat2.xyz * u_xlat0.xyz + u_xlat1.xyz; 173 | SV_Target0.w = 1.0; 174 | return; 175 | } 176 | 177 | #endif 178 |  -------------------------------------------------------------------------------- /Library/ShaderCache/9/913adc93b916ff297db036322457a12f.bin: -------------------------------------------------------------------------------- 1 | 2O 0 -------------------------------------------------------------------------------- /Library/ShaderCache/9/934bdb105cef6b847a0055c294daa64b.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Library/ShaderCache/9/934bdb105cef6b847a0055c294daa64b.bin -------------------------------------------------------------------------------- /Library/ShaderCache/9/93f6e3c0fbb395fefa9de1a4ef4c490e.bin: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | 2O _SUNDISK_SIMPLE^(#ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 _WorldSpaceLightPos0; 7 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 8 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 9 | uniform vec4 _LightColor0; 10 | uniform float _Exposure; 11 | uniform vec3 _GroundColor; 12 | uniform vec3 _SkyTint; 13 | uniform float _AtmosphereThickness; 14 | in vec4 in_POSITION0; 15 | out vec3 vs_TEXCOORD0; 16 | out vec3 vs_TEXCOORD1; 17 | out vec3 vs_TEXCOORD2; 18 | out vec3 vs_TEXCOORD3; 19 | vec4 u_xlat0; 20 | bool u_xlatb0; 21 | vec4 u_xlat1; 22 | vec4 u_xlat2; 23 | vec3 u_xlat3; 24 | vec3 u_xlat4; 25 | vec4 u_xlat5; 26 | vec3 u_xlat6; 27 | float u_xlat7; 28 | vec3 u_xlat9; 29 | float u_xlat14; 30 | vec2 u_xlat16; 31 | float u_xlat21; 32 | float u_xlat22; 33 | float u_xlat23; 34 | void main() 35 | { 36 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 37 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 38 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 39 | u_xlat1 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 40 | u_xlat2 = u_xlat1.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 41 | u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat1.xxxx + u_xlat2; 42 | u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat1.zzzz + u_xlat2; 43 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat2; 44 | u_xlat1.xyz = (-vec3(_SkyTint.x, _SkyTint.y, _SkyTint.z)) + vec3(1.0, 1.0, 1.0); 45 | u_xlat1.xyz = u_xlat1.xyz * vec3(0.300000012, 0.300000042, 0.300000012) + vec3(0.5, 0.419999987, 0.324999988); 46 | u_xlat1.xyz = u_xlat1.xyz * u_xlat1.xyz; 47 | u_xlat1.xyz = u_xlat1.xyz * u_xlat1.xyz; 48 | u_xlat1.xyz = vec3(1.0, 1.0, 1.0) / u_xlat1.xyz; 49 | u_xlat21 = log2(_AtmosphereThickness); 50 | u_xlat21 = u_xlat21 * 2.5; 51 | u_xlat21 = exp2(u_xlat21); 52 | u_xlat2.xy = vec2(u_xlat21) * vec2(0.049999997, 0.0314159282); 53 | u_xlat21 = dot(u_xlat0.xyz, u_xlat0.xyz); 54 | u_xlat21 = inversesqrt(u_xlat21); 55 | u_xlat3.xyz = vec3(u_xlat21) * u_xlat0.xyz; 56 | u_xlatb0 = u_xlat3.y>=0.0; 57 | if(u_xlatb0){ 58 | u_xlat0.x = u_xlat3.y * u_xlat3.y + 0.0506249666; 59 | u_xlat0.x = sqrt(u_xlat0.x); 60 | u_xlat0.x = (-u_xlat0.y) * u_xlat21 + u_xlat0.x; 61 | u_xlat7 = (-u_xlat3.y) * 1.0 + 1.0; 62 | u_xlat14 = u_xlat7 * 5.25 + -6.80000019; 63 | u_xlat14 = u_xlat7 * u_xlat14 + 3.82999992; 64 | u_xlat14 = u_xlat7 * u_xlat14 + 0.458999991; 65 | u_xlat7 = u_xlat7 * u_xlat14 + -0.00286999997; 66 | u_xlat7 = u_xlat7 * 1.44269502; 67 | u_xlat0.y = exp2(u_xlat7); 68 | u_xlat0.xyz = u_xlat0.xyx * vec3(0.5, 0.246031836, 20.0); 69 | u_xlat4.xyz = u_xlat0.xxx * u_xlat3.xyz; 70 | u_xlat4.xyz = u_xlat4.xyz * vec3(0.5, 0.5, 0.5) + vec3(0.0, 1.00010002, 0.0); 71 | u_xlat21 = dot(u_xlat4.xyz, u_xlat4.xyz); 72 | u_xlat21 = sqrt(u_xlat21); 73 | u_xlat22 = (-u_xlat21) + 1.0; 74 | u_xlat22 = u_xlat22 * 230.831207; 75 | u_xlat22 = exp2(u_xlat22); 76 | u_xlat16.x = dot(_WorldSpaceLightPos0.xyz, u_xlat4.xyz); 77 | u_xlat16.x = u_xlat16.x / u_xlat21; 78 | u_xlat23 = dot(u_xlat3.xyz, u_xlat4.xyz); 79 | u_xlat21 = u_xlat23 / u_xlat21; 80 | u_xlat16.x = (-u_xlat16.x) + 1.0; 81 | u_xlat23 = u_xlat16.x * 5.25 + -6.80000019; 82 | u_xlat23 = u_xlat16.x * u_xlat23 + 3.82999992; 83 | u_xlat23 = u_xlat16.x * u_xlat23 + 0.458999991; 84 | u_xlat16.x = u_xlat16.x * u_xlat23 + -0.00286999997; 85 | u_xlat16.x = u_xlat16.x * 1.44269502; 86 | u_xlat16.x = exp2(u_xlat16.x); 87 | u_xlat21 = (-u_xlat21) + 1.0; 88 | u_xlat23 = u_xlat21 * 5.25 + -6.80000019; 89 | u_xlat23 = u_xlat21 * u_xlat23 + 3.82999992; 90 | u_xlat23 = u_xlat21 * u_xlat23 + 0.458999991; 91 | u_xlat21 = u_xlat21 * u_xlat23 + -0.00286999997; 92 | u_xlat21 = u_xlat21 * 1.44269502; 93 | u_xlat21 = exp2(u_xlat21); 94 | u_xlat21 = u_xlat21 * 0.25; 95 | u_xlat21 = u_xlat16.x * 0.25 + (-u_xlat21); 96 | u_xlat21 = u_xlat22 * u_xlat21 + u_xlat0.y; 97 | u_xlat21 = max(u_xlat21, 0.0); 98 | u_xlat21 = min(u_xlat21, 50.0); 99 | u_xlat5.xyz = u_xlat1.xyz * u_xlat2.yyy + vec3(0.0125663709, 0.0125663709, 0.0125663709); 100 | u_xlat6.xyz = (-vec3(u_xlat21)) * u_xlat5.xyz; 101 | u_xlat6.xyz = u_xlat6.xyz * vec3(1.44269502, 1.44269502, 1.44269502); 102 | u_xlat6.xyz = exp2(u_xlat6.xyz); 103 | u_xlat21 = u_xlat0.z * u_xlat22; 104 | u_xlat4.xyz = u_xlat3.xyz * u_xlat0.xxx + u_xlat4.xyz; 105 | u_xlat0.x = dot(u_xlat4.xyz, u_xlat4.xyz); 106 | u_xlat0.x = sqrt(u_xlat0.x); 107 | u_xlat22 = (-u_xlat0.x) + 1.0; 108 | u_xlat22 = u_xlat22 * 230.831207; 109 | u_xlat22 = exp2(u_xlat22); 110 | u_xlat16.x = dot(_WorldSpaceLightPos0.xyz, u_xlat4.xyz); 111 | u_xlat16.x = u_xlat16.x / u_xlat0.x; 112 | u_xlat23 = dot(u_xlat3.xyz, u_xlat4.xyz); 113 | u_xlat0.x = u_xlat23 / u_xlat0.x; 114 | u_xlat16.x = (-u_xlat16.x) + 1.0; 115 | u_xlat23 = u_xlat16.x * 5.25 + -6.80000019; 116 | u_xlat23 = u_xlat16.x * u_xlat23 + 3.82999992; 117 | u_xlat23 = u_xlat16.x * u_xlat23 + 0.458999991; 118 | u_xlat16.x = u_xlat16.x * u_xlat23 + -0.00286999997; 119 | u_xlat16.x = u_xlat16.x * 1.44269502; 120 | u_xlat16.x = exp2(u_xlat16.x); 121 | u_xlat0.x = (-u_xlat0.x) + 1.0; 122 | u_xlat23 = u_xlat0.x * 5.25 + -6.80000019; 123 | u_xlat23 = u_xlat0.x * u_xlat23 + 3.82999992; 124 | u_xlat23 = u_xlat0.x * u_xlat23 + 0.458999991; 125 | u_xlat0.x = u_xlat0.x * u_xlat23 + -0.00286999997; 126 | u_xlat0.x = u_xlat0.x * 1.44269502; 127 | u_xlat0.x = exp2(u_xlat0.x); 128 | u_xlat0.x = u_xlat0.x * 0.25; 129 | u_xlat0.x = u_xlat16.x * 0.25 + (-u_xlat0.x); 130 | u_xlat0.x = u_xlat22 * u_xlat0.x + u_xlat0.y; 131 | u_xlat0.x = max(u_xlat0.x, 0.0); 132 | u_xlat0.x = min(u_xlat0.x, 50.0); 133 | u_xlat4.xyz = u_xlat5.xyz * (-u_xlat0.xxx); 134 | u_xlat4.xyz = u_xlat4.xyz * vec3(1.44269502, 1.44269502, 1.44269502); 135 | u_xlat4.xyz = exp2(u_xlat4.xyz); 136 | u_xlat0.x = u_xlat0.z * u_xlat22; 137 | u_xlat0.xyz = u_xlat0.xxx * u_xlat4.xyz; 138 | u_xlat0.xyz = u_xlat6.xyz * vec3(u_xlat21) + u_xlat0.xyz; 139 | u_xlat4.xyz = u_xlat1.xyz * u_xlat2.xxx; 140 | u_xlat4.xyz = u_xlat0.xyz * u_xlat4.xyz; 141 | u_xlat0.xyz = u_xlat0.xyz * vec3(0.0199999996, 0.0199999996, 0.0199999996); 142 | } else { 143 | u_xlat21 = min(u_xlat3.y, -0.00100000005); 144 | u_xlat21 = -9.99999975e-05 / u_xlat21; 145 | u_xlat5.xyz = vec3(u_xlat21) * u_xlat3.xyz + vec3(0.0, 1.00010002, 0.0); 146 | u_xlat22 = dot((-u_xlat3.xyz), u_xlat5.xyz); 147 | u_xlat16.x = dot(_WorldSpaceLightPos0.xyz, u_xlat5.xyz); 148 | u_xlat22 = (-u_xlat22) + 1.0; 149 | u_xlat23 = u_xlat22 * 5.25 + -6.80000019; 150 | u_xlat23 = u_xlat22 * u_xlat23 + 3.82999992; 151 | u_xlat23 = u_xlat22 * u_xlat23 + 0.458999991; 152 | u_xlat22 = u_xlat22 * u_xlat23 + -0.00286999997; 153 | u_xlat22 = u_xlat22 * 1.44269502; 154 | u_xlat22 = exp2(u_xlat22); 155 | u_xlat16.x = (-u_xlat16.x) + 1.0; 156 | u_xlat23 = u_xlat16.x * 5.25 + -6.80000019; 157 | u_xlat23 = u_xlat16.x * u_xlat23 + 3.82999992; 158 | u_xlat23 = u_xlat16.x * u_xlat23 + 0.458999991; 159 | u_xlat16.x = u_xlat16.x * u_xlat23 + -0.00286999997; 160 | u_xlat16.x = u_xlat16.x * 1.44269502; 161 | u_xlat16.x = exp2(u_xlat16.x); 162 | u_xlat5.xy = vec2(u_xlat22) * vec2(0.25, 0.249900013); 163 | u_xlat22 = u_xlat16.x * 0.25 + u_xlat5.x; 164 | u_xlat16.xy = vec2(u_xlat21) * vec2(0.5, 20.0); 165 | u_xlat5.xzw = u_xlat16.xxx * u_xlat3.xyz; 166 | u_xlat5.xzw = u_xlat5.xzw * vec3(0.5, 0.5, 0.5) + vec3(0.0, 1.00010002, 0.0); 167 | u_xlat21 = dot(u_xlat5.xzw, u_xlat5.xzw); 168 | u_xlat21 = sqrt(u_xlat21); 169 | u_xlat21 = (-u_xlat21) + 1.0; 170 | u_xlat21 = u_xlat21 * 230.831207; 171 | u_xlat21 = exp2(u_xlat21); 172 | u_xlat22 = u_xlat21 * u_xlat22 + (-u_xlat5.y); 173 | u_xlat22 = max(u_xlat22, 0.0); 174 | u_xlat22 = min(u_xlat22, 50.0); 175 | u_xlat5.xyz = u_xlat1.xyz * u_xlat2.yyy + vec3(0.0125663709, 0.0125663709, 0.0125663709); 176 | u_xlat5.xyz = (-vec3(u_xlat22)) * u_xlat5.xyz; 177 | u_xlat5.xyz = u_xlat5.xyz * vec3(1.44269502, 1.44269502, 1.44269502); 178 | u_xlat0.xyz = exp2(u_xlat5.xyz); 179 | u_xlat21 = u_xlat16.y * u_xlat21; 180 | u_xlat9.xyz = vec3(u_xlat21) * u_xlat0.xyz; 181 | u_xlat1.xyz = u_xlat1.xyz * u_xlat2.xxx + vec3(0.0199999996, 0.0199999996, 0.0199999996); 182 | u_xlat4.xyz = u_xlat1.xyz * u_xlat9.xyz; 183 | //ENDIF 184 | } 185 | u_xlat1.xyz = vec3(_GroundColor.x, _GroundColor.y, _GroundColor.z) * vec3(_GroundColor.x, _GroundColor.y, _GroundColor.z); 186 | u_xlat1.xyz = u_xlat1.xyz * u_xlat0.xyz + u_xlat4.xyz; 187 | vs_TEXCOORD1.xyz = u_xlat1.xyz * vec3(_Exposure); 188 | u_xlat21 = dot(_WorldSpaceLightPos0.xyz, (-u_xlat3.xyz)); 189 | u_xlat21 = u_xlat21 * u_xlat21; 190 | u_xlat21 = u_xlat21 * 0.75 + 0.75; 191 | u_xlat1.xyz = vec3(u_xlat21) * u_xlat4.xyz; 192 | vs_TEXCOORD2.xyz = u_xlat1.xyz * vec3(_Exposure); 193 | u_xlat0.xyz = u_xlat0.xyz * _LightColor0.xyz; 194 | vs_TEXCOORD3.xyz = u_xlat0.xyz * vec3(_Exposure); 195 | vs_TEXCOORD0.xyz = (-u_xlat3.xyz); 196 | return; 197 | } 198 | 199 | #endif 200 | #ifdef FRAGMENT 201 | #version 150 202 | #extension GL_ARB_explicit_attrib_location : require 203 | #extension GL_ARB_shader_bit_encoding : enable 204 | 205 | uniform vec4 _WorldSpaceLightPos0; 206 | uniform float _SunSize; 207 | in vec3 vs_TEXCOORD0; 208 | in vec3 vs_TEXCOORD1; 209 | in vec3 vs_TEXCOORD2; 210 | in vec3 vs_TEXCOORD3; 211 | layout(location = 0) out vec4 SV_Target0; 212 | vec3 u_xlat0; 213 | bool u_xlatb0; 214 | vec3 u_xlat1; 215 | vec3 u_xlat2; 216 | void main() 217 | { 218 | u_xlat0.xyz = vs_TEXCOORD0.xyz + _WorldSpaceLightPos0.xyz; 219 | u_xlat0.x = dot(u_xlat0.xyz, u_xlat0.xyz); 220 | u_xlat0.x = sqrt(u_xlat0.x); 221 | u_xlat2.x = float(1.0) / _SunSize; 222 | u_xlat0.x = u_xlat2.x * u_xlat0.x; 223 | u_xlat0.x = clamp(u_xlat0.x, 0.0, 1.0); 224 | u_xlat2.x = u_xlat0.x * -2.0 + 3.0; 225 | u_xlat0.x = u_xlat0.x * u_xlat0.x; 226 | u_xlat0.x = (-u_xlat2.x) * u_xlat0.x + 1.0; 227 | u_xlat0.x = u_xlat0.x * u_xlat0.x; 228 | u_xlat0.x = u_xlat0.x * 8000.0; 229 | u_xlat2.x = vs_TEXCOORD0.y * 50.0; 230 | u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0); 231 | u_xlat1.xyz = vs_TEXCOORD1.xyz + (-vs_TEXCOORD2.xyz); 232 | u_xlat2.xyz = u_xlat2.xxx * u_xlat1.xyz + vs_TEXCOORD2.xyz; 233 | u_xlat1.xyz = u_xlat0.xxx * vs_TEXCOORD3.xyz + u_xlat2.xyz; 234 | u_xlatb0 = vs_TEXCOORD0.y<0.0; 235 | u_xlat0.xyz = (bool(u_xlatb0)) ? u_xlat1.xyz : u_xlat2.xyz; 236 | SV_Target0.xyz = sqrt(u_xlat0.xyz); 237 | SV_Target0.w = 1.0; 238 | return; 239 | } 240 | 241 | #endif 242 |  -------------------------------------------------------------------------------- /Library/ShaderCache/a/ac8403013b3a80c92ffe8b2a5c4aa639.bin: -------------------------------------------------------------------------------- 1 | 2O  #ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 7 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 8 | uniform vec4 _MainTex_ST; 9 | in vec4 in_POSITION0; 10 | in vec4 in_COLOR0; 11 | in vec2 in_TEXCOORD0; 12 | out vec4 vs_COLOR0; 13 | out vec2 vs_TEXCOORD0; 14 | vec4 u_xlat0; 15 | vec4 u_xlat1; 16 | void main() 17 | { 18 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 19 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 20 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 21 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 22 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 23 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 24 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 25 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 26 | vs_COLOR0 = in_COLOR0; 27 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 28 | return; 29 | } 30 | 31 | #endif 32 | #ifdef FRAGMENT 33 | #version 150 34 | #extension GL_ARB_explicit_attrib_location : require 35 | #extension GL_ARB_shader_bit_encoding : enable 36 | 37 | uniform sampler2D _MainTex; 38 | in vec4 vs_COLOR0; 39 | in vec2 vs_TEXCOORD0; 40 | layout(location = 0) out vec4 SV_Target0; 41 | vec4 u_xlat16_0; 42 | vec4 u_xlat10_0; 43 | void main() 44 | { 45 | u_xlat10_0 = texture(_MainTex, vs_TEXCOORD0.xy); 46 | u_xlat16_0 = u_xlat10_0 + u_xlat10_0; 47 | SV_Target0 = u_xlat16_0 * vs_COLOR0; 48 | return; 49 | } 50 | 51 | #endif 52 |  -------------------------------------------------------------------------------- /Library/ShaderCache/a/acbb90dc1ceb1a958bdb75c49026cbde.bin: -------------------------------------------------------------------------------- 1 | 2O  -------------------------------------------------------------------------------- /Library/ShaderCache/b/b13b89c01cbd191332bb19f59eb86b44.bin: 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-------------------------------------------------------------------------------- 1 | 2O . #ifdef VERTEX 2 | #version 150 3 | #extension GL_ARB_explicit_attrib_location : require 4 | #extension GL_ARB_shader_bit_encoding : enable 5 | 6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; 7 | uniform vec4 hlslcc_mtx4x4unity_MatrixV[4]; 8 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; 9 | uniform vec4 _MainTex_ST; 10 | uniform vec4 hlslcc_mtx4x4unity_GUIClipTextureMatrix[4]; 11 | in vec4 in_POSITION0; 12 | in vec4 in_COLOR0; 13 | in vec2 in_TEXCOORD0; 14 | out vec4 vs_COLOR0; 15 | out vec2 vs_TEXCOORD0; 16 | out vec2 vs_TEXCOORD1; 17 | vec4 u_xlat0; 18 | vec4 u_xlat1; 19 | vec2 u_xlat2; 20 | void main() 21 | { 22 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; 23 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0; 24 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0; 25 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3]; 26 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; 27 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1; 28 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1; 29 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1; 30 | vs_COLOR0 = in_COLOR0; 31 | u_xlat1.xy = u_xlat0.yy * hlslcc_mtx4x4unity_MatrixV[1].xy; 32 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy; 33 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy; 34 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[3].xy * u_xlat0.ww + u_xlat0.xy; 35 | u_xlat2.xy = u_xlat0.yy * hlslcc_mtx4x4unity_GUIClipTextureMatrix[1].xy; 36 | u_xlat0.xy = hlslcc_mtx4x4unity_GUIClipTextureMatrix[0].xy * u_xlat0.xx + u_xlat2.xy; 37 | vs_TEXCOORD1.xy = u_xlat0.xy + hlslcc_mtx4x4unity_GUIClipTextureMatrix[3].xy; 38 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; 39 | return; 40 | } 41 | 42 | #endif 43 | #ifdef FRAGMENT 44 | #version 150 45 | #extension GL_ARB_explicit_attrib_location : require 46 | #extension GL_ARB_shader_bit_encoding : enable 47 | 48 | uniform sampler2D _MainTex; 49 | uniform sampler2D _GUIClipTexture; 50 | in vec4 vs_COLOR0; 51 | in vec2 vs_TEXCOORD0; 52 | in vec2 vs_TEXCOORD1; 53 | layout(location = 0) out vec4 SV_Target0; 54 | vec4 u_xlat10_0; 55 | void main() 56 | { 57 | u_xlat10_0 = texture(_MainTex, vs_TEXCOORD0.xy); 58 | SV_Target0.xyz = u_xlat10_0.xyz * vs_COLOR0.xyz; 59 | u_xlat10_0 = texture(_GUIClipTexture, vs_TEXCOORD1.xy); 60 | SV_Target0.w = u_xlat10_0.w * vs_COLOR0.w; 61 | return; 62 | } 63 | 64 | #endif 65 |  -------------------------------------------------------------------------------- /Library/ShaderCache/d/df1ff6eb5ea72604f5d1a5c2218cea74.bin: -------------------------------------------------------------------------------- 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/Library/UnityAssemblies/UnityEditor.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Library/UnityAssemblies/UnityEditor.dll -------------------------------------------------------------------------------- /Library/UnityAssemblies/UnityEngine.Advertisements.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Library/UnityAssemblies/UnityEngine.Advertisements.dll -------------------------------------------------------------------------------- /Library/UnityAssemblies/UnityEngine.Advertisements.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.Advertisements 6 | 7 | 8 | 9 | Unity Ads. 10 | 11 | 12 | 13 | 14 | Controls the amount of logging output from the advertisement system. 15 | 16 | 17 | 18 | 19 | Controls the amount of logging output from the advertisement system. 20 | 21 | 22 | 23 | 24 | Returns the game identifier for the current platform. 25 | 26 | 27 | 28 | 29 | Returns whether the advertisement system is initialized successfully. 30 | 31 | 32 | 33 | 34 | Returns whether an advertisement is currently being shown. 35 | 36 | 37 | 38 | 39 | Returns if the current platform is supported by the advertisement system. 40 | 41 | 42 | 43 | 44 | Returns whether the testing mode is enabled. 45 | 46 | 47 | 48 | 49 | Returns the current Unity Ads version. 50 | 51 | 52 | 53 | 54 | Player debug message level. 55 | 56 | 57 | 58 | 59 | Prints all debugging messages. 60 | 61 | 62 | 63 | 64 | Prints all error messages. 65 | 66 | 67 | 68 | 69 | Prints all informational messages. 70 | 71 | 72 | 73 | 74 | Prints out no debugging output. 75 | 76 | 77 | 78 | 79 | Prints out warnings. 80 | 81 | 82 | 83 | 84 | Returns the placement state. 85 | 86 | Placement identifier. 87 | 88 | Placement state. 89 | 90 | 91 | 92 | 93 | Returns the placement state. 94 | 95 | Placement identifier. 96 | 97 | Placement state. 98 | 99 | 100 | 101 | 102 | Manually initializes the advertisement system. Normally this is done from editor, and you should only call this method if you are using UnityAds with automatic initialization disabled. 103 | 104 | Your game id. You can see a list of your registered games at the UnityAds admin site. 105 | In test mode, you will see test advertisement. Can be overruled by settings in the admin site for game. 106 | 107 | 108 | 109 | Manually initializes the advertisement system. Normally this is done from editor, and you should only call this method if you are using UnityAds with automatic initialization disabled. 110 | 111 | Your game id. You can see a list of your registered games at the UnityAds admin site. 112 | In test mode, you will see test advertisement. Can be overruled by settings in the admin site for game. 113 | 114 | 115 | 116 | Returns whether an advertisement is ready to be shown. Placements are configured per game in the UnityAds admin site, where you can also set your default placement. 117 | 118 | Optional placement identifier. If not specified, your default placement specified in UnityAds server-side admin settings will be used. 119 | 120 | If the placement is ready. 121 | 122 | 123 | 124 | 125 | Returns whether an advertisement is ready to be shown. Placements are configured per game in the UnityAds admin site, where you can also set your default placement. 126 | 127 | Optional placement identifier. If not specified, your default placement specified in UnityAds server-side admin settings will be used. 128 | 129 | If the placement is ready. 130 | 131 | 132 | 133 | 134 | Sets various metadata for Unity Ads. 135 | 136 | MetaData to be set. 137 | 138 | 139 | 140 | Show an advertisement in your project. 141 | 142 | Optional placement identifier. If not specified, your default placement specified in the admin settings will be used. 143 | Specify e.g. callback handler to be called when video has finished. 144 | 145 | 146 | 147 | Show an advertisement in your project. 148 | 149 | Optional placement identifier. If not specified, your default placement specified in the admin settings will be used. 150 | Specify e.g. callback handler to be called when video has finished. 151 | 152 | 153 | 154 | Show an advertisement in your project. 155 | 156 | Optional placement identifier. If not specified, your default placement specified in the admin settings will be used. 157 | Specify e.g. callback handler to be called when video has finished. 158 | 159 | 160 | 161 | Show an advertisement in your project. 162 | 163 | Optional placement identifier. If not specified, your default placement specified in the admin settings will be used. 164 | Specify e.g. callback handler to be called when video has finished. 165 | 166 | 167 | 168 | Class for sending various metadata to UnityAds. 169 | 170 | 171 | 172 | 173 | Metadata category. 174 | 175 | 176 | 177 | 178 | 179 | 180 | Metadata key. 181 | 182 | Stored metadata. 183 | 184 | 185 | 186 | 187 | Sets new metadata fields. 188 | 189 | Metadata key. 190 | Metadata value, needs to be JSON serializable. 191 | 192 | 193 | 194 | 195 | 196 | 197 | Stored metadata dictionary. 198 | 199 | 200 | 201 | 202 | Various states that Unity Ads placements can be in. 203 | 204 | 205 | 206 | 207 | Placement has been disabled. 208 | 209 | 210 | 211 | 212 | Placement has no advertisements to show. 213 | 214 | 215 | 216 | 217 | Placement is not available. 218 | 219 | 220 | 221 | 222 | Placement is ready to be shown an advertisement from. 223 | 224 | 225 | 226 | 227 | Placement is waiting to be ready. 228 | 229 | 230 | 231 | 232 | Collection of options that can be passed to Advertisements.Show to modify advertisement behaviour. 233 | 234 | 235 | 236 | 237 | Add a string to specify an identifier for a specific user in the game. 238 | 239 | 240 | 241 | 242 | Callback to recieve the result of the advertisement. 243 | 244 | 245 | 246 | 247 | ShowResult is passed to ShowOptions.resultCallback after the advertisement has completed. 248 | 249 | 250 | 251 | 252 | Indicates that the advertisement failed to complete. 253 | 254 | 255 | 256 | 257 | Indicates that the advertisement completed successfully. 258 | 259 | 260 | 261 | 262 | Indicates that the advertisement was skipped. 263 | 264 | 265 | 266 | 267 | -------------------------------------------------------------------------------- /Library/UnityAssemblies/UnityEngine.Analytics.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Library/UnityAssemblies/UnityEngine.Analytics.dll -------------------------------------------------------------------------------- /Library/UnityAssemblies/UnityEngine.Analytics.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.Analytics 6 | 7 | 8 | 9 | Name of the event. 10 | 11 | 12 | 13 | 14 | Trigger the instrumented event. 15 | 16 | 17 | 18 | 19 | -------------------------------------------------------------------------------- /Library/UnityAssemblies/UnityEngine.HoloLens.dll: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Library/UnityAssemblies/UnityEngine.HoloLens.dll -------------------------------------------------------------------------------- /Library/UnityAssemblies/UnityEngine.HoloLens.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | UnityEngine.HoloLens 6 | 7 | 8 | 9 | This component enables control over properties attached to AudioSource components for spatial sound in Unity. 10 | 11 | 12 | 13 | 14 | Describes room size to for audio effects. 15 | 16 | 17 | 18 | 19 | Describes room size to for audio effects. 20 | 21 | 22 | 23 | 24 | A BaseInputModule designed for HoloLens input. 25 | 26 | 27 | 28 | 29 | Defines the number of pixels of emulated mouse movement when a value of positive or negative 1 is reported by the device for a navigation gesture. 30 | 31 | 32 | 33 | 34 | Controls the number of seconds that taps (emulated mouse clicks) will leave any tapped UI object in the Pressed state for better user feedback. 35 | 36 | 37 | 38 | 39 | See BaseInputModule. 40 | 41 | 42 | 43 | 44 | See BaseInputModule. 45 | 46 | 47 | 48 | 49 | See BaseInputModule. 50 | 51 | 52 | 53 | 54 | See BaseInputModule. 55 | 56 | 57 | 58 | 59 | The base class for all spatial mapping components. 60 | 61 | 62 | 63 | 64 | This property specifies whether or not collision data will be generated when computing the surface mesh's triangulation. (Read Only) 65 | 66 | 67 | 68 | 69 | Specifies if the component should listen and respond to spatial surface changes. 70 | 71 | 72 | 73 | 74 | The half extents of the bounding box from its center. 75 | 76 | 77 | 78 | 79 | The level of detail that should be used when generating surface meshes. 80 | 81 | 82 | 83 | 84 | The number of frames to keep a surface mesh alive for before destroying it after the system has determined that its real world counterpart has been removed. 85 | 86 | 87 | 88 | 89 | The time in seconds between system queries for changes in physical space. 90 | 91 | 92 | 93 | 94 | The radius of the bounding sphere volume. 95 | 96 | 97 | 98 | 99 | The GameObject that should be the parent of all the component's surface mesh game objects. 100 | 101 | 102 | 103 | 104 | The surface observer volume to use when querying the system for changes in physical space. 105 | 106 | 107 | 108 | 109 | The number of triangles per cubic meter or level of detail that should be used when creating a surface mesh. 110 | 111 | 112 | 113 | 114 | Generates surface meshes with the maximum amount of triangles. 115 | 116 | 117 | 118 | 119 | Generates surface meshes with as few triangles as possible. 120 | 121 | 122 | 123 | 124 | Generates a medium quality surface mesh. 125 | 126 | 127 | 128 | 129 | This method is called when the system notifies the spatial mapping component that a surface has been removed. 130 | 131 | 132 | 133 | 134 | 135 | 136 | This method will be called by the system when the surface data has been generated. 137 | 138 | 139 | 140 | 141 | 142 | 143 | 144 | 145 | The surface observer volume type to use when querying the system for changes in physical space. 146 | 147 | 148 | 149 | 150 | An axis aligned bounding box volume. 151 | 152 | 153 | 154 | 155 | A sphere bounding volume. 156 | 157 | 158 | 159 | 160 | Creates and manages the GameObjects that represent spatial surfaces. A MeshFilter and MeshCollider will automatically be added to these game objects so that holograms can interact with physical surfaces. 161 | 162 | 163 | 164 | 165 | Enables/Disables MeshCollider components on all spatial surfaces associated with the SpatialMappingCollider component instance. 166 | 167 | 168 | 169 | 170 | Sets the layer on all spatial surfaces associated with the SpatialMappingCollider component instance. 171 | 172 | 173 | 174 | 175 | Sets the PhysicMaterial on all spatial surfaces associated with the SpatialMappingCollider component instance. 176 | 177 | 178 | 179 | 180 | Creates and manages the GameObjects that represent spatial surfaces. A MeshFilter, MeshRenderer, and material will automatically be added to these GameObjects so that the spatial surface can be visualized. 181 | 182 | 183 | 184 | 185 | A Material applied to all surface meshes to enable occlusion of holograms by real world objects. 186 | 187 | 188 | 189 | 190 | Controls which Material will be used when rendering a surface mesh. 191 | 192 | 193 | 194 | 195 | A material that can be used to visualize the spatial surface. 196 | 197 | 198 | 199 | 200 | Specifies how to render the spatial surfaces associated with the SpatialMappingRenderer component instance. 201 | 202 | 203 | 204 | 205 | Disables all MeshRenderer components associated with the SpatialMappingRenderer component instance. 206 | 207 | 208 | 209 | 210 | Indicates that the Occlusion material should be used to render the surfaces. 211 | 212 | 213 | 214 | 215 | Indicates that the Visualization material should be used to render the surfaces. 216 | 217 | 218 | 219 | 220 | 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UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1 5 | Cmd: compileSnippet 6 | api=4 type=1 insize=1537 outsize=758 kw=SOFTPARTICLES_ON pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1 7 | Cmd: compileSnippet 8 | api=4 type=0 insize=1537 outsize=622 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1 9 | Cmd: compileSnippet 10 | api=4 type=1 insize=1537 outsize=402 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1 11 | Cmd: compileSnippet 12 | api=4 type=0 insize=4039 outsize=578 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1 13 | Cmd: compileSnippet 14 | api=4 type=1 insize=4039 outsize=922 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1 15 | Cmd: compileSnippet 16 | api=4 type=4 insize=4039 outsize=1586 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1 17 | Cmd: compileSnippet 18 | api=4 type=0 insize=594 outsize=1542 kw=SHADOWS_DEPTH pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1 19 | Cmd: compileSnippet 20 | api=4 type=1 insize=594 outsize=218 kw=SHADOWS_DEPTH pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1 21 | Cmd: compileSnippet 22 | api=4 type=0 insize=6826 outsize=1954 kw=DIRECTIONAL SHADOWS_SCREEN pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1 23 | Cmd: compileSnippet 24 | api=4 type=1 insize=6826 outsize=798 kw=DIRECTIONAL SHADOWS_SCREEN pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1 25 | Cmd: compileSnippet 26 | api=4 type=0 insize=6826 outsize=1762 kw=DIRECTIONAL pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1 27 | Cmd: compileSnippet 28 | api=4 type=1 insize=6826 outsize=642 kw=DIRECTIONAL pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA ok=1 29 | Cmd: compileSnippet 30 | api=4 type=0 insize=3668 outsize=1094 kw=DIRECTIONAL 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityParticleCurveFollow 2 | 3 | Here are 2 things you can do with this script. 4 | 5 | A. You can create a simple bezier curve and make particle follow along with the curve 6 | 7 | B. You can create a procedural mesh from a simple bezier curve. 8 | 9 | Enjoy. 10 | -------------------------------------------------------------------------------- /Temp/ProcessJobs/e9a6970f79cd12d8b075e7d72f1b07cb.bakert: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Temp/ProcessJobs/e9a6970f79cd12d8b075e7d72f1b07cb.bakert -------------------------------------------------------------------------------- /Temp/UnityLockfile: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/fkkcloud/UnityParticleCurveFollow/fc209eff95b9a5e1a22eb0d560fbcb77ad2faa11/Temp/UnityLockfile -------------------------------------------------------------------------------- /Temp/UnityTempFile-5b88fd05a444548dc8fd73aca3987a92: -------------------------------------------------------------------------------- 1 | -debug 2 | -target:library 3 | -nowarn:0169 4 | -langversion:4 5 | -out:'Temp/Assembly-CSharp.dll' 6 | -unsafe 7 | -r:'/Applications/Unity/Unity.app/Contents/Managed/UnityEngine.dll' 8 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll' 9 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll' 10 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll' 11 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/TestRunner/nunit.framework.dll' 12 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll' 13 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll' 14 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll' 15 | -r:'/Applications/Unity/Unity.app/Contents/Managed/UnityEditor.dll' 16 | -define:UNITY_5_3_OR_NEWER 17 | -define:UNITY_5_4_OR_NEWER 18 | -define:UNITY_5_5_OR_NEWER 19 | -define:UNITY_5_6_0 20 | -define:UNITY_5_6 21 | -define:UNITY_5 22 | -define:UNITY_ANALYTICS 23 | -define:ENABLE_AUDIO 24 | -define:ENABLE_CACHING 25 | -define:ENABLE_CLOTH 26 | -define:ENABLE_DUCK_TYPING 27 | -define:ENABLE_GENERICS 28 | -define:ENABLE_MICROPHONE 29 | -define:ENABLE_MULTIPLE_DISPLAYS 30 | -define:ENABLE_PHYSICS 31 | -define:ENABLE_RUNTIME_NAVMESH_BUILDING 32 | -define:ENABLE_SPRITERENDERER_FLIPPING 33 | -define:ENABLE_SPRITES 34 | -define:ENABLE_TERRAIN 35 | -define:ENABLE_RAKNET 36 | -define:ENABLE_UNET 37 | -define:ENABLE_LZMA 38 | -define:ENABLE_UNITYEVENTS 39 | -define:ENABLE_WEBCAM 40 | -define:ENABLE_WWW 41 | -define:ENABLE_CLOUD_SERVICES_COLLAB 42 | -define:ENABLE_CLOUD_SERVICES_ADS 43 | -define:ENABLE_CLOUD_HUB 44 | -define:ENABLE_CLOUD_PROJECT_ID 45 | -define:ENABLE_CLOUD_SERVICES_UNET 46 | -define:ENABLE_CLOUD_SERVICES_BUILD 47 | -define:ENABLE_CLOUD_LICENSE 48 | -define:ENABLE_EDITOR_METRICS 49 | -define:ENABLE_EDITOR_METRICS_CACHING 50 | -define:INCLUDE_DYNAMIC_GI 51 | -define:INCLUDE_GI 52 | -define:PLATFORM_SUPPORTS_MONO 53 | -define:RENDER_SOFTWARE_CURSOR 54 | -define:INCLUDE_PUBNUB 55 | -define:ENABLE_PLAYMODE_TESTS_RUNNER 56 | -define:ENABLE_SCRIPTING_NEW_CSHARP_COMPILER 57 | -define:ENABLE_VIDEO 58 | -define:UNITY_STANDALONE_OSX 59 | -define:UNITY_STANDALONE 60 | -define:ENABLE_SUBSTANCE 61 | -define:ENABLE_GAMECENTER 62 | -define:ENABLE_RUNTIME_GI 63 | -define:ENABLE_MOVIES 64 | -define:ENABLE_NETWORK 65 | -define:ENABLE_CRUNCH_TEXTURE_COMPRESSION 66 | -define:ENABLE_UNITYWEBREQUEST 67 | -define:ENABLE_CLOUD_SERVICES 68 | -define:ENABLE_CLOUD_SERVICES_ANALYTICS 69 | -define:ENABLE_CLOUD_SERVICES_PURCHASING 70 | -define:ENABLE_CLOUD_SERVICES_CRASH_REPORTING 71 | -define:ENABLE_VR 72 | -define:ENABLE_CLUSTERINPUT 73 | -define:ENABLE_WEBSOCKET_HOST 74 | -define:ENABLE_MONO 75 | -define:NET_2_0_SUBSET 76 | -define:ENABLE_PROFILER 77 | -define:DEBUG 78 | -define:TRACE 79 | -define:UNITY_ASSERTIONS 80 | -define:UNITY_EDITOR 81 | -define:UNITY_EDITOR_64 82 | -define:UNITY_EDITOR_OSX 83 | -define:UNITY_TEAM_LICENSE 84 | 'Assets/scripts/BezierCurveBase.cs' 85 | 'Assets/scripts/CurveMath.cs' 86 | 'Assets/scripts/ParticleCurveFollow.cs' 87 | 'Assets/scripts/ProceduralMeshGenerator.cs' 88 | 'Assets/scripts/VelocityField.cs' 89 | -r:'/Applications/Unity/Unity.app/Contents/Mono/lib/mono/unity/System.Runtime.Serialization.dll' 90 | -r:'/Applications/Unity/Unity.app/Contents/Mono/lib/mono/unity/System.Xml.Linq.dll' 91 | -r:'/Applications/Unity/Unity.app/Contents/Mono/lib/mono/unity/UnityScript.dll' 92 | -r:'/Applications/Unity/Unity.app/Contents/Mono/lib/mono/unity/UnityScript.Lang.dll' 93 | -r:'/Applications/Unity/Unity.app/Contents/Mono/lib/mono/unity/Boo.Lang.dll' 94 | -sdk:unity 95 | -------------------------------------------------------------------------------- /Temp/UnityTempFile-787ff4eac282440ba8410e24169462cd: -------------------------------------------------------------------------------- 1 | -debug 2 | -target:library 3 | -nowarn:0169 4 | -langversion:4 5 | -out:'Temp/Assembly-CSharp.dll' 6 | -unsafe 7 | -r:'/Applications/Unity/Unity.app/Contents/Managed/UnityEngine.dll' 8 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll' 9 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll' 10 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/TestRunner/UnityEngine.TestRunner.dll' 11 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/TestRunner/nunit.framework.dll' 12 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll' 13 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityHoloLens/RuntimeEditor/UnityEngine.HoloLens.dll' 14 | -r:'/Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/UnityVR/RuntimeEditor/UnityEngine.VR.dll' 15 | -r:'/Applications/Unity/Unity.app/Contents/Managed/UnityEditor.dll' 16 | -define:UNITY_5_3_OR_NEWER 17 | -define:UNITY_5_4_OR_NEWER 18 | -define:UNITY_5_5_OR_NEWER 19 | -define:UNITY_5_6_0 20 | -define:UNITY_5_6 21 | -define:UNITY_5 22 | -define:UNITY_ANALYTICS 23 | -define:ENABLE_AUDIO 24 | -define:ENABLE_CACHING 25 | -define:ENABLE_CLOTH 26 | -define:ENABLE_DUCK_TYPING 27 | -define:ENABLE_GENERICS 28 | -define:ENABLE_MICROPHONE 29 | -define:ENABLE_MULTIPLE_DISPLAYS 30 | -define:ENABLE_PHYSICS 31 | -define:ENABLE_RUNTIME_NAVMESH_BUILDING 32 | -define:ENABLE_SPRITERENDERER_FLIPPING 33 | -define:ENABLE_SPRITES 34 | -define:ENABLE_TERRAIN 35 | -define:ENABLE_RAKNET 36 | -define:ENABLE_UNET 37 | -define:ENABLE_LZMA 38 | -define:ENABLE_UNITYEVENTS 39 | -define:ENABLE_WEBCAM 40 | -define:ENABLE_WWW 41 | -define:ENABLE_CLOUD_SERVICES_COLLAB 42 | -define:ENABLE_CLOUD_SERVICES_ADS 43 | -define:ENABLE_CLOUD_HUB 44 | -define:ENABLE_CLOUD_PROJECT_ID 45 | -define:ENABLE_CLOUD_SERVICES_UNET 46 | -define:ENABLE_CLOUD_SERVICES_BUILD 47 | -define:ENABLE_CLOUD_LICENSE 48 | -define:ENABLE_EDITOR_METRICS 49 | -define:ENABLE_EDITOR_METRICS_CACHING 50 | -define:INCLUDE_DYNAMIC_GI 51 | -define:INCLUDE_GI 52 | -define:PLATFORM_SUPPORTS_MONO 53 | -define:RENDER_SOFTWARE_CURSOR 54 | -define:INCLUDE_PUBNUB 55 | -define:ENABLE_PLAYMODE_TESTS_RUNNER 56 | -define:ENABLE_SCRIPTING_NEW_CSHARP_COMPILER 57 | -define:ENABLE_VIDEO 58 | -define:UNITY_STANDALONE_OSX 59 | -define:UNITY_STANDALONE 60 | -define:ENABLE_SUBSTANCE 61 | -define:ENABLE_GAMECENTER 62 | -define:ENABLE_RUNTIME_GI 63 | -define:ENABLE_MOVIES 64 | -define:ENABLE_NETWORK 65 | -define:ENABLE_CRUNCH_TEXTURE_COMPRESSION 66 | -define:ENABLE_UNITYWEBREQUEST 67 | -define:ENABLE_CLOUD_SERVICES 68 | -define:ENABLE_CLOUD_SERVICES_ANALYTICS 69 | -define:ENABLE_CLOUD_SERVICES_PURCHASING 70 | -define:ENABLE_CLOUD_SERVICES_CRASH_REPORTING 71 | -define:ENABLE_VR 72 | -define:ENABLE_CLUSTERINPUT 73 | -define:ENABLE_WEBSOCKET_HOST 74 | -define:ENABLE_MONO 75 | -define:NET_2_0_SUBSET 76 | -define:ENABLE_PROFILER 77 | -define:DEBUG 78 | -define:TRACE 79 | -define:UNITY_ASSERTIONS 80 | -define:UNITY_EDITOR 81 | -define:UNITY_EDITOR_64 82 | -define:UNITY_EDITOR_OSX 83 | -define:UNITY_TEAM_LICENSE 84 | 'Assets/scripts/BezierCurveBase.cs' 85 | 'Assets/scripts/CurveMath.cs' 86 | 'Assets/scripts/ParticleCurveFollow.cs' 87 | 'Assets/scripts/ProceduralMeshGenerator.cs' 88 | 'Assets/scripts/VelocityField.cs' 89 | -r:'/Applications/Unity/Unity.app/Contents/Mono/lib/mono/unity/System.Runtime.Serialization.dll' 90 | -r:'/Applications/Unity/Unity.app/Contents/Mono/lib/mono/unity/System.Xml.Linq.dll' 91 | -r:'/Applications/Unity/Unity.app/Contents/Mono/lib/mono/unity/UnityScript.dll' 92 | -r:'/Applications/Unity/Unity.app/Contents/Mono/lib/mono/unity/UnityScript.Lang.dll' 93 | -r:'/Applications/Unity/Unity.app/Contents/Mono/lib/mono/unity/Boo.Lang.dll' 94 | -sdk:unity 95 | -------------------------------------------------------------------------------- /test.csproj: -------------------------------------------------------------------------------- 1 |  2 | 3 | 4 | Debug 5 | AnyCPU 6 | 10.0.20506 7 | 2.0 8 | {F96E0787-DF81-0979-2B6A-18AE3634D852} 9 | Library 10 | Assembly-CSharp 11 | 512 12 | {E097FAD1-6243-4DAD-9C02-E9B9EFC3FFC1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC} 13 | .NETFramework 14 | v3.5 15 | Unity Subset v3.5 16 | 17 | Game:1 18 | StandaloneWindows:5 19 | 5.5.0b7 20 | 21 | 4 22 | 23 | 24 | pdbonly 25 | false 26 | Temp\UnityVS_bin\Debug\ 27 | Temp\UnityVS_obj\Debug\ 28 | prompt 29 | 4 30 | DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;UNITY_ANALYTICS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE 31 | false 32 | 33 | 34 | pdbonly 35 | false 36 | Temp\UnityVS_bin\Release\ 37 | Temp\UnityVS_obj\Release\ 38 | prompt 39 | 4 40 | TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;UNITY_ANALYTICS;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE 41 | false 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | Library\UnityAssemblies\UnityEngine.dll 54 | 55 | 56 | Library\UnityAssemblies\UnityEngine.Advertisements.dll 57 | 58 | 59 | Library\UnityAssemblies\UnityEngine.UI.dll 60 | 61 | 62 | Library\UnityAssemblies\UnityEngine.Networking.dll 63 | 64 | 65 | Library\UnityAssemblies\UnityEngine.PlaymodeTestsRunner.dll 66 | 67 | 68 | Library\UnityAssemblies\UnityEngine.Analytics.dll 69 | 70 | 71 | Library\UnityAssemblies\UnityEngine.HoloLens.dll 72 | 73 | 74 | Library\UnityAssemblies\UnityEngine.Purchasing.dll 75 | 76 | 77 | Library\UnityAssemblies\UnityEngine.VR.dll 78 | 79 | 80 | Library\UnityAssemblies\UnityEditor.dll 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | -------------------------------------------------------------------------------- /test.sln: -------------------------------------------------------------------------------- 1 |  2 | Microsoft Visual Studio Solution File, Format Version 11.00 3 | # Visual Studio 2010 4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "test", "Assembly-CSharp.csproj", "{E5C00A68-E6DB-FEA3-938C-F34D364EA738}" 5 | EndProject 6 | Global 7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 8 | Debug|Any CPU = Debug|Any CPU 9 | Release|Any CPU = Release|Any CPU 10 | EndGlobalSection 11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 12 | {E5C00A68-E6DB-FEA3-938C-F34D364EA738}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 13 | {E5C00A68-E6DB-FEA3-938C-F34D364EA738}.Debug|Any CPU.Build.0 = Debug|Any CPU 14 | {E5C00A68-E6DB-FEA3-938C-F34D364EA738}.Release|Any CPU.ActiveCfg = Release|Any CPU 15 | {E5C00A68-E6DB-FEA3-938C-F34D364EA738}.Release|Any CPU.Build.0 = Release|Any CPU 16 | EndGlobalSection 17 | GlobalSection(SolutionProperties) = preSolution 18 | HideSolutionNode = FALSE 19 | EndGlobalSection 20 | GlobalSection(MonoDevelopProperties) = preSolution 21 | StartupItem = Assembly-CSharp.csproj 22 | EndGlobalSection 23 | EndGlobal 24 | --------------------------------------------------------------------------------