├── .gitignore ├── Assets ├── ExampleAssets.meta ├── ExampleAssets │ ├── Materials.meta │ ├── Materials │ │ ├── ConstructionLight_Mat.mat │ │ ├── ConstructionLight_Mat.mat.meta │ │ ├── DryWallPainted_Mat.mat │ │ ├── DryWallPainted_Mat.mat.meta │ │ ├── DryWall_Mat.mat │ │ ├── DryWall_Mat.mat.meta │ │ ├── Ground_Mat.mat │ │ ├── Ground_Mat.mat.meta │ │ ├── Hammer_Mat.mat │ │ ├── Hammer_Mat.mat.meta │ │ ├── HardHat_Mat.mat │ │ ├── HardHat_Mat.mat.meta │ │ ├── Jigsaw_Mat.mat │ │ ├── Jigsaw_Mat.mat.meta │ │ ├── LightBulb_Mat.mat │ │ ├── LightBulb_Mat.mat.meta │ │ ├── Liquid_Mat.mat │ │ ├── Liquid_Mat.mat.meta │ │ ├── Metal_Blue_Simple_Mat.mat │ │ ├── Metal_Blue_Simple_Mat.mat.meta │ │ ├── Metal_Simple_Mat.mat │ │ ├── Metal_Simple_Mat.mat.meta │ │ ├── OBS_Mat.mat │ │ ├── OBS_Mat.mat.meta │ │ ├── Paint1G_WAnim_Material.mat │ │ ├── Paint1G_WAnim_Material.mat.meta │ │ ├── PaintBrush_Mat.mat │ │ ├── PaintBrush_Mat.mat.meta │ │ ├── PaintLabel_Mat.mat │ │ ├── PaintLabel_Mat.mat.meta │ │ ├── Plastic_Black_Mat.mat │ │ ├── Plastic_Black_Mat.mat.meta │ │ ├── Plastic_Gray_Mat.mat │ │ ├── Plastic_Gray_Mat.mat.meta │ │ ├── Plastic_Ridges_Mat.mat │ │ ├── Plastic_Ridges_Mat.mat.meta │ │ ├── Plastic_Rough_Mat.mat │ │ ├── Plastic_Rough_Mat.mat.meta │ │ ├── Plastic_Transparent.mat │ │ ├── Plastic_Transparent.mat.meta │ │ ├── Plastic_White_Mat.mat │ │ ├── Plastic_White_Mat.mat.meta │ │ ├── Plastic_Yellow_Mat.mat │ │ ├── Plastic_Yellow_Mat.mat.meta │ │ ├── Strap_Mat.mat │ │ ├── Strap_Mat.mat.meta │ │ ├── Stud_Mat.mat │ │ └── Stud_Mat.mat.meta │ ├── Models.meta │ ├── Models │ │ ├── ConstructionLight_Low.fbx │ │ ├── ConstructionLight_Low.fbx.meta │ │ ├── Stud.fbx │ │ ├── Stud.fbx.meta │ │ ├── Workbench.fbx │ │ ├── Workbench.fbx.meta │ │ ├── Workbench_Low.fbx │ │ ├── Workbench_Low.fbx.meta │ │ ├── Workshop_Set.fbx │ │ ├── Workshop_Set.fbx.meta │ │ ├── brush_low.fbx │ │ ├── brush_low.fbx.meta │ │ ├── hammer_low.fbx │ │ ├── hammer_low.fbx.meta │ │ ├── jigsaw_low.fbx │ │ ├── jigsaw_low.fbx.meta │ │ ├── magneticlevel_low.fbx │ │ ├── magneticlevel_low.fbx.meta │ │ ├── paintbucket_low.fbx │ │ ├── paintbucket_low.fbx.meta │ │ ├── safetygoggles_low.fbx │ │ ├── safetygoggles_low.fbx.meta │ │ ├── safetyhat_low.fbx │ │ ├── safetyhat_low.fbx.meta │ │ ├── small_plane.fbx │ │ └── small_plane.fbx.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── Construction Light Low.prefab │ │ ├── Construction Light Low.prefab.meta │ │ ├── Paint Supplies.prefab │ │ ├── Paint Supplies.prefab.meta │ │ ├── Props.prefab │ │ ├── Props.prefab.meta │ │ ├── Workbench.prefab │ │ ├── Workbench.prefab.meta │ │ ├── Workbench_LOD0.prefab │ │ ├── Workbench_LOD0.prefab.meta │ │ ├── Workbench_LOD1.prefab │ │ ├── Workbench_LOD1.prefab.meta │ │ ├── Workshop Set.prefab │ │ └── Workshop Set.prefab.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── Paint1G_WAnim_Shader.ShaderGraph │ │ └── Paint1G_WAnim_Shader.ShaderGraph.meta │ ├── Textures.meta │ └── Textures │ │ ├── Concrete.meta │ │ ├── Concrete │ │ ├── Ground_Albedo.tif │ │ ├── Ground_Albedo.tif.meta │ │ ├── Ground_MetallicOcculusionSmoothness.tif │ │ ├── Ground_MetallicOcculusionSmoothness.tif.meta │ │ ├── Ground_Normal.tif │ │ └── Ground_Normal.tif.meta │ │ ├── Drywall.meta │ │ ├── Drywall │ │ ├── DrywallPainted_Normal.tif │ │ ├── DrywallPainted_Normal.tif.meta │ │ ├── Drywall_Albedo.tif │ │ ├── Drywall_Albedo.tif.meta │ │ ├── Drywall_AlbedoSmoothness.tif │ │ ├── Drywall_AlbedoSmoothness.tif.meta │ │ ├── Drywall_Normal.tif │ │ └── Drywall_Normal.tif.meta │ │ ├── Metal.meta │ │ ├── Metal │ │ ├── Metal_Albedo.tif │ │ ├── Metal_Albedo.tif.meta │ │ ├── Metal_MetallicSmoothness.tif │ │ ├── Metal_MetallicSmoothness.tif.meta │ │ ├── Metal_Normal.tif │ │ └── Metal_Normal.tif.meta │ │ ├── Plastic.meta │ │ ├── Plastic │ │ ├── Elastic_MetallicOcculusionSmoothness.tif │ │ ├── Elastic_MetallicOcculusionSmoothness.tif.meta │ │ ├── Elastic_Normal.tif │ │ ├── Elastic_Normal.tif.meta │ │ ├── PlasticRidges_Albedo.tif │ │ ├── PlasticRidges_Albedo.tif.meta │ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif │ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif.meta │ │ ├── PlasticRidges_Normal.tif │ │ ├── PlasticRidges_Normal.tif.meta │ │ ├── PlasticRough_Albedo.tif │ │ ├── PlasticRough_Albedo.tif.meta │ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif │ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif.meta │ │ ├── Plastic_AlbedoSmoothness.tif │ │ ├── Plastic_AlbedoSmoothness.tif.meta │ │ ├── Plastic_Normal.tif │ │ └── Plastic_Normal.tif.meta │ │ ├── Props.meta │ │ ├── Props │ │ ├── Construction_Light.meta │ │ ├── Construction_Light │ │ │ ├── ConstructionLight_Albedo.tif │ │ │ ├── ConstructionLight_Albedo.tif.meta │ │ │ ├── ConstructionLight_MetallicOcculusionSmoothness.tif │ │ │ └── ConstructionLight_MetallicOcculusionSmoothness.tif.meta │ │ ├── Hammer.meta │ │ ├── Hammer │ │ │ ├── Hammer_Albedo.tif │ │ │ ├── Hammer_Albedo.tif.meta │ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif │ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Hammer_Normal.tif │ │ │ └── Hammer_Normal.tif.meta │ │ ├── HardHat.meta │ │ ├── HardHat │ │ │ ├── SafetyHat_Albedo.tif │ │ │ ├── SafetyHat_Albedo.tif.meta │ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif │ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── SafetyHat_Normal.tif │ │ │ └── SafetyHat_Normal.tif.meta │ │ ├── Jigsaw.meta │ │ ├── Jigsaw │ │ │ ├── Jigsaw_Albedo.tif │ │ │ ├── Jigsaw_Albedo.tif.meta │ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif │ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Jigsaw_Normal.tif │ │ │ └── Jigsaw_Normal.tif.meta │ │ ├── Paint.meta │ │ └── Paint │ │ │ ├── Paint1G_Albedo.tif │ │ │ ├── Paint1G_Albedo.tif.meta │ │ │ ├── Paint1G_MetallicOcculusionRoughness.tif │ │ │ ├── Paint1G_MetallicOcculusionRoughness.tif.meta │ │ │ ├── Paint1G_Normal.tif │ │ │ ├── Paint1G_Normal.tif.meta │ │ │ ├── Paint5G_AlbedoSmoothness.tif │ │ │ ├── Paint5G_AlbedoSmoothness.tif.meta │ │ │ ├── PaintAnimMask.tif │ │ │ ├── PaintAnimMask.tif.meta │ │ │ ├── PaintLabel.tif │ │ │ ├── PaintLabel.tif.meta │ │ │ ├── Paintbrush_Albedo.tif │ │ │ ├── Paintbrush_Albedo.tif.meta │ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif │ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif.meta │ │ │ ├── Paintbrush_Normal.tif │ │ │ └── Paintbrush_Normal.tif.meta │ │ ├── Wood.meta │ │ └── Wood │ │ ├── OBS_Albedo.tif │ │ ├── OBS_Albedo.tif.meta │ │ ├── OBS_MetallicOcculusionSmoothness.tif │ │ ├── OBS_MetallicOcculusionSmoothness.tif.meta │ │ ├── OBS_Normal.tif │ │ ├── OBS_Normal.tif.meta │ │ ├── Plywood_Albedo.tif │ │ ├── Plywood_Albedo.tif.meta │ │ ├── Plywood_MetallicOcculusionSmoothness.tif │ │ ├── Plywood_MetallicOcculusionSmoothness.tif.meta │ │ ├── Plywood_Normal.tif │ │ └── Plywood_Normal.tif.meta ├── Materials.meta ├── Materials │ ├── ShowNormal.mat │ ├── ShowNormal.mat.meta │ ├── SphElement.mat │ └── SphElement.mat.meta ├── Prefabs.meta ├── Prefabs │ ├── SphBillboardElement.prefab │ ├── SphBillboardElement.prefab.meta │ ├── SphElement.physicMaterial │ ├── SphElement.physicMaterial.meta │ ├── SphElement.prefab │ └── SphElement.prefab.meta ├── Presets.meta ├── Presets │ ├── AudioCompressedInMemory.preset │ ├── AudioCompressedInMemory.preset.meta │ ├── AudioStreaming.preset │ ├── AudioStreaming.preset.meta │ ├── Defaults.meta │ ├── Defaults │ │ ├── AlbedoTexture_Default.preset │ │ ├── AlbedoTexture_Default.preset.meta │ │ ├── AudioDecompressOnLoad.preset │ │ ├── AudioDecompressOnLoad.preset.meta │ │ ├── DirectionalLight_Default.preset │ │ └── DirectionalLight_Default.preset.meta │ ├── NormalTexture.preset │ ├── NormalTexture.preset.meta │ ├── UtilityTexture.preset │ └── UtilityTexture.preset.meta ├── Readme.asset ├── Readme.asset.meta ├── Scenes.meta ├── Scenes │ ├── Sample.unity │ └── Sample.unity.meta ├── Scripts.meta ├── Scripts │ ├── SimpleCameraController.cs │ ├── SimpleCameraController.cs.meta │ ├── SphSpawner.cs │ ├── SphSpawner.cs.meta │ ├── SsfPass.cs │ ├── SsfPass.cs.meta │ ├── SsfRendererFeature.cs │ └── SsfRendererFeature.cs.meta ├── Settings.meta ├── Settings │ ├── ForwardRenderer.asset │ ├── ForwardRenderer.asset.meta │ ├── SampleSceneProfile.asset │ ├── SampleSceneProfile.asset.meta │ ├── UniversalRP-HighQuality.asset │ └── UniversalRP-HighQuality.asset.meta ├── Shaders.meta ├── Shaders │ ├── NoiseSprite.shader │ ├── NoiseSprite.shader.meta │ ├── ShowNormal.shader │ ├── ShowNormal.shader.meta │ ├── Ssf.shader │ ├── Ssf.shader.meta │ ├── SsfElement.shader │ └── SsfElement.shader.meta ├── TutorialInfo.meta └── TutorialInfo │ ├── Icons.meta │ ├── Icons │ ├── Help_Icon.png │ ├── Help_Icon.png.meta │ ├── UniversalIcon.png │ └── UniversalIcon.png.meta │ ├── Layout.wlt │ ├── Layout.wlt.meta │ ├── Scripts.meta │ └── Scripts │ ├── Editor.meta │ ├── Editor │ ├── ReadmeEditor.cs │ └── ReadmeEditor.cs.meta │ ├── Readme.cs │ └── Readme.cs.meta ├── LICENSE ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── URPProjectSettings.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset ├── README.md └── screenshot.png /.gitignore: -------------------------------------------------------------------------------- 1 | # Created by https://www.toptal.com/developers/gitignore/api/unity 2 | # Edit at https://www.toptal.com/developers/gitignore?templates=unity 3 | 4 | ### Unity ### 5 | # This .gitignore file should be placed at the root of your Unity project directory 6 | # 7 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 8 | /[Ll]ibrary/ 9 | /[Tt]emp/ 10 | /[Oo]bj/ 11 | /[Bb]uild/ 12 | /[Bb]uilds/ 13 | /[Ll]ogs/ 14 | /[Uu]ser[Ss]ettings/ 15 | 16 | # MemoryCaptures can get excessive in size. 17 | # They also could contain extremely sensitive data 18 | /[Mm]emoryCaptures/ 19 | 20 | # Asset meta data should only be ignored when the corresponding asset is also ignored 21 | !/[Aa]ssets/**/*.meta 22 | 23 | # Uncomment this line if you wish to ignore the asset store tools plugin 24 | # /[Aa]ssets/AssetStoreTools* 25 | 26 | # Autogenerated Jetbrains Rider plugin 27 | /[Aa]ssets/Plugins/Editor/JetBrains* 28 | 29 | # Visual Studio cache directory 30 | .vs/ 31 | 32 | # Gradle cache directory 33 | .gradle/ 34 | 35 | # Autogenerated VS/MD/Consulo solution and project files 36 | ExportedObj/ 37 | .consulo/ 38 | *.csproj 39 | *.unityproj 40 | *.sln 41 | *.suo 42 | *.tmp 43 | *.user 44 | *.userprefs 45 | *.pidb 46 | *.booproj 47 | *.svd 48 | *.pdb 49 | *.mdb 50 | *.opendb 51 | *.VC.db 52 | 53 | # Unity3D generated meta files 54 | *.pidb.meta 55 | *.pdb.meta 56 | *.mdb.meta 57 | 58 | # Unity3D generated file on crash reports 59 | sysinfo.txt 60 | 61 | # Builds 62 | *.apk 63 | *.unitypackage 64 | 65 | # Crashlytics generated file 66 | crashlytics-build.properties 67 | 68 | # Autogenerated files 69 | InitTestScene*.unity.meta 70 | InitTestScene*.unity 71 | 72 | 73 | # End of https://www.toptal.com/developers/gitignore/api/unity 74 | -------------------------------------------------------------------------------- /Assets/ExampleAssets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 990f5c2df70993f4987a388ca178996a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ExampleAssets/Materials.meta: 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1 | fileFormatVersion: 2 2 | guid: 45f7b2e3c78185248b3adbb14429c2ab 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2655988077585873504 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Readme.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: fcf7219bab7fe46a1ad266029b2fee19, type: 3} 13 | m_Name: Readme 14 | m_EditorClassIdentifier: 15 | icon: {fileID: 2800000, guid: 7801804018a7dcf42abb827444e18660, type: 3} 16 | title: Universal Render Pipeline Template 17 | sections: 18 | - heading: Universal Render Pipeline 19 | text: 'The Universal Project Template configures Project settings for Projects where performance, wide platform support, and ease of customizing graphics are the primary considerations.' 20 | linkText: 21 | url: 22 | - heading: 23 | text: 'This Template uses the Universal Render Pipeline (URP) and Shader Graph.' 24 | linkText: 25 | url: 26 | - heading: 27 | text: 'URP is prebuilt Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. URP also includes an optimized 2D renderer complete with 2D lights and pixel perfect rendering, and an integrated post-processing solution.' 28 | linkText: 29 | url: 30 | - heading: 31 | text: 'Shader Graph is a tool that allows you to create shaders using a visual node editor instead of writing code.' 32 | linkText: 33 | url: 34 | - heading: 35 | text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.' 36 | linkText: 37 | url: 38 | - heading: 39 | text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.' 40 | linkText: 41 | url: 42 | - heading: 43 | text: 'To read more about URP and its built-in features, see the ' 44 | linkText: URP documentation. 45 | url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html 46 | - heading: 47 | text: 'For more information about Shader Graph, see the ' 48 | linkText: Shader Graph documentation 49 | url: https://docs.unity3d.com/Packages/com.unity.shadergraph@latest 50 | loadedLayout: 1 51 | -------------------------------------------------------------------------------- /Assets/Readme.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 83c2ed844a8c74b779a4c823d16594b1 3 | timeCreated: 1484217493 4 | licenseType: Store 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 95403d17717fb43dcb32b35ba63fd670 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/Sample.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50942e08ae60e4fca8462992b397e152 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02a3527b6b33a924e8ec66aa805ea717 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/SimpleCameraController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be76e5f14cfee674cb30b491fb72b09b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/SphSpawner.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | public class SphSpawner : MonoBehaviour 5 | { 6 | [SerializeField] 7 | Rigidbody elementPrefab; 8 | 9 | [SerializeField] 10 | float lifetime = 1f; 11 | 12 | [SerializeField] 13 | float spawnDuration = 0.1f; 14 | 15 | readonly IList<(Rigidbody, float)> elements = new List<(Rigidbody, float)>(); 16 | float elapsed; 17 | float duration; 18 | 19 | void Update() 20 | { 21 | for (var i = elements.Count - 1; i >= 0; i--) 22 | { 23 | var (rigidbody, deadline) = elements[i]; 24 | if (elapsed > deadline || rigidbody.transform.position.y < -5f) 25 | { 26 | elements.RemoveAt(i); 27 | Destroy(rigidbody.gameObject); 28 | } 29 | } 30 | 31 | duration += Time.deltaTime; 32 | if (duration > spawnDuration) 33 | { 34 | Spawn(); 35 | duration = 0f; 36 | } 37 | 38 | elapsed += Time.deltaTime; 39 | } 40 | 41 | void Spawn() 42 | { 43 | var element = Instantiate(elementPrefab); 44 | elements.Add((element, elapsed + lifetime)); 45 | 46 | element.transform.SetParent(transform, false); 47 | element.transform.localPosition = new Vector3( 48 | UnityEngine.Random.Range(-0.25f, 0.25f), 49 | UnityEngine.Random.Range(-0.25f, 0.25f), 50 | UnityEngine.Random.Range(-0.25f, 0.25f)); 51 | 52 | var force = new Vector3( 53 | UnityEngine.Random.Range(-10f, 10f), 54 | 0f, 55 | UnityEngine.Random.Range(-10f, 10f)); 56 | element.AddForce(force); 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/Scripts/SphSpawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5cf5e06c940db4561b937805d5b006b6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/SsfPass.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1d45d96bc3d0943fdb28e51e7b1aebfa 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/SsfRendererFeature.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0b0e820bdfb3b490aaabe945e32fb133 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Settings.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0735c275001a2c84dafdb30deced5d8d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Settings/ForwardRenderer.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &-1104940946653414568 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 0b0e820bdfb3b490aaabe945e32fb133, type: 3} 13 | m_Name: SsfRendererFeature 14 | m_EditorClassIdentifier: 15 | m_Active: 1 16 | settings: 17 | SsfShader: {fileID: 4800000, guid: f8e7783eb94264fc9a83a07dcd92ce31, type: 3} 18 | Event: 450 19 | LayerMask: 20 | serializedVersion: 2 21 | m_Bits: 256 22 | Tint: {r: 0.032217845, g: 0.03528171, b: 0.03773582, a: 0.44705883} 23 | AmbientColor: {r: 0.9764151, g: 0.99597174, b: 1, a: 1} 24 | SpecularColor: {r: 0.77687794, g: 0.80271006, b: 0.8113208, a: 0.18431373} 25 | Glossiness: 16 26 | RimAmount: 0.695 27 | RimThreshold: 1 28 | DepthThreshold: 0.084 29 | DepthScaleFactor: 1 30 | DistortionStrength: 0.025 31 | BlurryIterations: 3 32 | EdgeColor: {r: 1, g: 1, b: 1, a: 1} 33 | EdgeScaleFactor: 1 34 | EdgeDepthThreshold: 0.047 35 | EdgeNormalThreshold: 0.205 36 | RenderQueueLowerBound: 0 37 | RenderQueueUpperBound: 5000 38 | --- !u!114 &11400000 39 | MonoBehaviour: 40 | m_ObjectHideFlags: 0 41 | m_CorrespondingSourceObject: {fileID: 0} 42 | m_PrefabInstance: {fileID: 0} 43 | m_PrefabAsset: {fileID: 0} 44 | m_GameObject: {fileID: 0} 45 | m_Enabled: 1 46 | m_EditorHideFlags: 0 47 | m_Script: {fileID: 11500000, guid: de640fe3d0db1804a85f9fc8f5cadab6, type: 3} 48 | m_Name: ForwardRenderer 49 | m_EditorClassIdentifier: 50 | m_RendererFeatures: 51 | - 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They're here so that materials using this shader can gracefully fallback to the legacy sprite shader. 13 | [HideInInspector] _Color("Tint", Color) = (1,1,1,1) 14 | [HideInInspector] _RendererColor("RendererColor", Color) = (1,1,1,1) 15 | [HideInInspector] _Flip("Flip", Vector) = (1,1,1,1) 16 | [HideInInspector] _AlphaTex("External Alpha", 2D) = "white" {} 17 | [HideInInspector] _EnableExternalAlpha("Enable External Alpha", Float) = 0 18 | } 19 | 20 | HLSLINCLUDE 21 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 22 | ENDHLSL 23 | 24 | SubShader 25 | { 26 | Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" } 27 | 28 | Blend SrcAlpha OneMinusSrcAlpha 29 | Cull Off 30 | ZWrite Off 31 | 32 | Pass 33 | { 34 | Tags { "LightMode" = "UniversalForward" "Queue"="Transparent" "RenderType"="Transparent"} 35 | 36 | HLSLPROGRAM 37 | #pragma prefer_hlslcc gles 38 | #pragma vertex UnlitVertex 39 | #pragma fragment UnlitFragment 40 | 41 | uniform TEXTURE2D(_NoiseTex); 42 | uniform SAMPLER(sampler_NoiseTex); 43 | uniform half _NoiseCoefficient; 44 | uniform half _NoiseSteps; 45 | uniform half _NoiseSpeed; 46 | 47 | struct Attributes 48 | { 49 | float3 positionOS : POSITION; 50 | float4 color : COLOR; 51 | float2 uv : TEXCOORD0; 52 | }; 53 | 54 | struct Varyings 55 | { 56 | float4 positionCS : SV_POSITION; 57 | float4 color : COLOR; 58 | float2 uv : TEXCOORD0; 59 | }; 60 | 61 | TEXTURE2D(_MainTex); 62 | SAMPLER(sampler_MainTex); 63 | float4 _MainTex_ST; 64 | 65 | Varyings UnlitVertex(Attributes attributes) 66 | { 67 | Varyings o = (Varyings)0; 68 | 69 | o.positionCS = TransformObjectToHClip(attributes.positionOS); 70 | o.uv = TRANSFORM_TEX(attributes.uv, _MainTex); 71 | o.uv = attributes.uv; 72 | o.color = attributes.color; 73 | return o; 74 | } 75 | 76 | float4 UnlitFragment(Varyings i) : SV_Target 77 | { 78 | float2 uv = i.uv; 79 | half t = floor(_Time.y * _NoiseSpeed) * _NoiseSteps; 80 | half4 n = SAMPLE_TEXTURE2D(_NoiseTex, sampler_NoiseTex , uv + t); 81 | uv += n.xy * _NoiseCoefficient; 82 | 83 | float4 mainTex = i.color * SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); 84 | return mainTex; 85 | } 86 | ENDHLSL 87 | } 88 | } 89 | 90 | Fallback "Sprites/Default" 91 | } 92 | -------------------------------------------------------------------------------- /Assets/Shaders/NoiseSprite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 009f26633b527407b8a76733ce656636 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ShowNormal.shader: -------------------------------------------------------------------------------- 1 | Shader "SampleSph/Debug/ShowNormal" 2 | { 3 | Properties 4 | { 5 | } 6 | 7 | SubShader 8 | { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 100 11 | 12 | Pass 13 | { 14 | HLSLPROGRAM 15 | #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" 16 | 17 | #pragma vertex PassVertex 18 | #pragma fragment PassFragment 19 | #pragma multi_compile_instancing 20 | 21 | struct Attributes 22 | { 23 | float4 position : POSITION; 24 | float2 texcoord : TEXCOORD0; 25 | float3 normalOS : NORMAL; 26 | UNITY_VERTEX_INPUT_INSTANCE_ID 27 | }; 28 | 29 | struct Varyings 30 | { 31 | float2 uv : TEXCOORD0; 32 | float3 normalWS : TEXCOORD1; 33 | float4 positionCS : SV_POSITION; 34 | UNITY_VERTEX_INPUT_INSTANCE_ID 35 | UNITY_VERTEX_OUTPUT_STEREO 36 | }; 37 | 38 | Varyings PassVertex(Attributes input) 39 | { 40 | Varyings output = (Varyings)0; 41 | UNITY_SETUP_INSTANCE_ID(input); 42 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 43 | 44 | output.uv = input.texcoord; 45 | output.positionCS = TransformObjectToHClip(input.position.xyz); 46 | output.normalWS = TransformObjectToWorldNormal(input.normalOS); 47 | return output; 48 | } 49 | 50 | half4 PassFragment(Varyings input) : SV_TARGET 51 | { 52 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); 53 | return half4(input.normalWS, 1); 54 | } 55 | ENDHLSL 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/Shaders/ShowNormal.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f79210b861cec48808dd69cf93587e1c 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Ssf.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f8e7783eb94264fc9a83a07dcd92ce31 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/SsfElement.shader: -------------------------------------------------------------------------------- 1 | Shader "SampleSsf/SsfElement" 2 | { 3 | Properties 4 | { 5 | _Radius("Sphere Radius", Float) = 1 6 | } 7 | 8 | SubShader 9 | { 10 | Pass 11 | { 12 | Name "SsfBillboardSphereDepth" 13 | Tags { "LightMode" = "SsfBillboardSphereDepth" } 14 | 15 | HLSLPROGRAM 16 | #pragma multi_compile_instancing 17 | #pragma vertex PassVertex 18 | #pragma fragment PassFragment 19 | 20 | #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" 21 | 22 | CBUFFER_START(UnityPerMaterial) 23 | uniform half _Radius; 24 | CBUFFER_END 25 | 26 | struct Attributes 27 | { 28 | float4 positionOS : POSITION; 29 | float2 uv : TEXCOORD0; 30 | UNITY_VERTEX_INPUT_INSTANCE_ID 31 | }; 32 | 33 | struct Varyings 34 | { 35 | float2 uv : TEXCOORD0; 36 | float3 positionVS : TEXCOORD1; 37 | float4 positionCS : SV_POSITION; 38 | UNITY_VERTEX_INPUT_INSTANCE_ID 39 | UNITY_VERTEX_OUTPUT_STEREO 40 | }; 41 | 42 | Varyings PassVertex(Attributes input) 43 | { 44 | Varyings output = (Varyings)0; 45 | 46 | UNITY_SETUP_INSTANCE_ID(input); 47 | UNITY_TRANSFER_INSTANCE_ID(input, output); 48 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 49 | 50 | // 常にカメラを向く; 51 | output.positionVS = mul(UNITY_MATRIX_MV, float4(0, 0, 0, 1)) 52 | + float4(input.positionOS.x, input.positionOS.y, 0, 0) 53 | * float4(_Radius * 2, _Radius * 2, 1, 1); 54 | 55 | output.positionCS = mul(UNITY_MATRIX_P, float4(output.positionVS.xyz, 1)); 56 | output.uv = input.uv; 57 | return output; 58 | } 59 | 60 | float4 PassFragment(Varyings input) : SV_Target 61 | { 62 | UNITY_SETUP_INSTANCE_ID(input) 63 | UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) 64 | 65 | float2 st = input.uv * 2 - 1; // 0-1 → -1-1 66 | half d2 = dot(st, st); // squared distance 67 | 68 | // 半径を越える部分は描画しない 69 | // アルファチャンネルがないので clipを使ってる 70 | clip(d2 > 1 ? -1 : 1); 71 | 72 | float3 n = float3(st.xy, sqrt(1 - d2)); 73 | 74 | // 球としての座標を計算 75 | float3 positionVS = float4(input.positionVS + n, 1); 76 | float4 positionCS = TransformWViewToHClip(positionVS); 77 | 78 | float depth = positionCS.z / positionCS.w; 79 | return depth; 80 | } 81 | ENDHLSL 82 | } 83 | } 84 | } 85 | -------------------------------------------------------------------------------- /Assets/Shaders/SsfElement.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dfab85d690cce4eeb8401c205a871e35 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5a9bcd70e6a4b4b05badaa72e827d8e0 3 | folderAsset: yes 4 | timeCreated: 1475835190 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TutorialInfo/Scripts/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ad9b87dffba344c89909c6d1b1c17e1 3 | folderAsset: yes 4 | timeCreated: 1475593892 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 476cc7d7cd9874016adc216baab94a0a 3 | timeCreated: 1484146680 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TutorialInfo/Scripts/Readme.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | public class Readme : ScriptableObject { 5 | public Texture2D icon; 6 | public string title; 7 | public Section[] sections; 8 | public bool loadedLayout; 9 | 10 | [Serializable] 11 | public class Section { 12 | public string heading, text, linkText, url; 13 | } 14 | } 15 | -------------------------------------------------------------------------------- /Assets/TutorialInfo/Scripts/Readme.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fcf7219bab7fe46a1ad266029b2fee19 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: 7 | - icon: {fileID: 2800000, guid: d4743ba2e2a59f946b2125c074582ce7, type: 3} 8 | executionOrder: 0 9 | icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | Copyright (c) 2020 hadashiA 2 | 3 | Permission is hereby granted, free of charge, to any person obtaining a copy 4 | of this software and associated documentation files (the "Software"), to deal 5 | in the Software without restriction, including without limitation the rights 6 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 7 | copies of the Software, and to permit persons to whom the Software is 8 | furnished to do so, subject to the following conditions: 9 | 10 | The above copyright notice and this permission notice shall be included in all 11 | copies or substantial portions of the Software. 12 | 13 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 14 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 15 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 16 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 17 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 18 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 19 | SOFTWARE. 20 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.collab-proxy": "1.3.9", 4 | "com.unity.ide.rider": "2.0.7", 5 | "com.unity.ide.visualstudio": "2.0.7", 6 | "com.unity.ide.vscode": "1.2.3", 7 | "com.unity.render-pipelines.universal": "10.4.0", 8 | "com.unity.test-framework": "1.1.24", 9 | "com.unity.textmeshpro": "3.0.3", 10 | "com.unity.ugui": "1.0.0", 11 | "com.unity.modules.ai": "1.0.0", 12 | "com.unity.modules.androidjni": "1.0.0", 13 | "com.unity.modules.animation": "1.0.0", 14 | "com.unity.modules.assetbundle": "1.0.0", 15 | "com.unity.modules.audio": "1.0.0", 16 | "com.unity.modules.cloth": "1.0.0", 17 | "com.unity.modules.director": "1.0.0", 18 | "com.unity.modules.imageconversion": "1.0.0", 19 | "com.unity.modules.imgui": "1.0.0", 20 | "com.unity.modules.jsonserialize": "1.0.0", 21 | "com.unity.modules.particlesystem": "1.0.0", 22 | "com.unity.modules.physics": "1.0.0", 23 | "com.unity.modules.physics2d": "1.0.0", 24 | "com.unity.modules.screencapture": "1.0.0", 25 | "com.unity.modules.terrain": "1.0.0", 26 | "com.unity.modules.terrainphysics": "1.0.0", 27 | "com.unity.modules.tilemap": "1.0.0", 28 | "com.unity.modules.ui": "1.0.0", 29 | "com.unity.modules.uielements": "1.0.0", 30 | "com.unity.modules.umbra": "1.0.0", 31 | "com.unity.modules.unityanalytics": "1.0.0", 32 | "com.unity.modules.unitywebrequest": "1.0.0", 33 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 34 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 35 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 36 | "com.unity.modules.unitywebrequestwww": "1.0.0", 37 | "com.unity.modules.vehicles": "1.0.0", 38 | "com.unity.modules.video": "1.0.0", 39 | "com.unity.modules.vr": "1.0.0", 40 | "com.unity.modules.wind": "1.0.0", 41 | "com.unity.modules.xr": "1.0.0" 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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