├── .gitignore ├── Assets ├── Editor.meta ├── Editor │ ├── ImageEffects.meta │ └── ImageEffects │ │ ├── AntialiasingEditor.cs │ │ ├── AntialiasingEditor.cs.meta │ │ ├── BloomAndFlaresEditor.cs │ │ ├── BloomAndFlaresEditor.cs.meta │ │ ├── BloomEditor.cs │ │ ├── BloomEditor.cs.meta │ │ ├── CameraMotionBlurEditor.cs │ │ ├── CameraMotionBlurEditor.cs.meta │ │ ├── ColorCorrectionCurvesEditor.cs │ │ ├── ColorCorrectionCurvesEditor.cs.meta │ │ ├── ColorCorrectionLookupEditor.cs │ │ ├── ColorCorrectionLookupEditor.cs.meta │ │ ├── CreaseShadingEditor.cs │ │ ├── CreaseShadingEditor.cs.meta │ │ ├── DepthOfFieldDeprecatedEditor.cs │ │ ├── DepthOfFieldDeprecatedEditor.cs.meta │ │ ├── EdgeDetectionEditor.cs │ │ ├── EdgeDetectionEditor.cs.meta │ │ ├── NoiseAndGrainEditor.cs │ │ ├── NoiseAndGrainEditor.cs.meta │ │ ├── ScreenSpaceReflectionEditor.cs │ │ ├── ScreenSpaceReflectionEditor.cs.meta │ │ ├── SunShaftsEditor.cs │ │ ├── SunShaftsEditor.cs.meta │ │ ├── TonemappingEditor.cs │ │ ├── TonemappingEditor.cs.meta │ │ ├── VignetteAndChromaticAberrationEditor.cs │ │ └── VignetteAndChromaticAberrationEditor.cs.meta ├── Materials.meta ├── Materials │ ├── Raymarching.mat │ └── Raymarching.mat.meta ├── Scenes.meta ├── Scenes │ ├── Main.unity │ └── Main.unity.meta ├── Scripts.meta ├── Scripts │ ├── Mover.cs │ ├── Mover.cs.meta │ ├── RaymarchingRenderer.cs │ ├── RaymarchingRenderer.cs.meta │ ├── RimLight.cs │ └── RimLight.cs.meta ├── Shaders.meta ├── Shaders │ ├── Fractals.cginc │ ├── Fractals.cginc.meta │ ├── Primitives.cginc │ ├── Primitives.cginc.meta │ ├── Raymarching.cginc │ ├── Raymarching.cginc.meta │ ├── Raymarching.shader │ ├── Raymarching.shader.meta │ ├── RimLight.shader │ ├── RimLight.shader.meta │ ├── Utils.cginc │ └── Utils.cginc.meta ├── Standard Assets.meta └── Standard Assets │ ├── Effects.meta │ └── Effects │ ├── GlassRefraction.meta │ ├── GlassRefraction │ ├── Materials.meta │ ├── Materials │ │ ├── GlassRefractive.mat │ │ └── GlassRefractive.mat.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── GlassStainedBumpDistort.shader │ │ └── GlassStainedBumpDistort.shader.meta │ ├── Textures.meta │ └── Textures │ │ ├── GlassStainedAlbedo.tif │ │ ├── GlassStainedAlbedo.tif.meta │ │ ├── GlassStainedNormals.tif │ │ └── GlassStainedNormals.tif.meta │ ├── ImageEffects.meta │ ├── ImageEffects │ ├── Scripts.meta │ ├── Scripts │ │ ├── Antialiasing.cs │ │ ├── Antialiasing.cs.meta │ │ ├── Bloom.cs │ │ ├── Bloom.cs.meta │ │ ├── BloomAndFlares.cs │ │ ├── BloomAndFlares.cs.meta │ │ ├── BloomOptimized.cs │ │ ├── BloomOptimized.cs.meta │ │ ├── Blur.cs │ │ ├── Blur.cs.meta │ │ ├── BlurOptimized.cs │ │ ├── BlurOptimized.cs.meta │ │ ├── CameraMotionBlur.cs │ │ ├── CameraMotionBlur.cs.meta │ │ ├── ColorCorrectionCurves.cs │ │ ├── ColorCorrectionCurves.cs.meta │ │ ├── ColorCorrectionLookup.cs │ │ ├── ColorCorrectionLookup.cs.meta │ │ ├── ColorCorrectionRamp.cs │ │ ├── ColorCorrectionRamp.cs.meta │ │ ├── ContrastEnhance.cs │ │ ├── ContrastEnhance.cs.meta │ │ ├── ContrastStretch.cs │ │ ├── ContrastStretch.cs.meta │ │ ├── CreaseShading.cs │ │ ├── CreaseShading.cs.meta │ │ ├── DepthOfFieldDeprecated.cs │ │ ├── DepthOfFieldDeprecated.cs.meta │ │ ├── EdgeDetection.cs │ │ ├── EdgeDetection.cs.meta │ │ ├── Fisheye.cs │ │ ├── Fisheye.cs.meta │ │ ├── GlobalFog.cs │ │ ├── GlobalFog.cs.meta │ │ ├── Grayscale.cs │ │ ├── Grayscale.cs.meta │ │ ├── ImageEffectBase.cs │ │ ├── ImageEffectBase.cs.meta │ │ ├── ImageEffects.cs │ │ ├── ImageEffects.cs.meta │ │ ├── MotionBlur.cs │ │ ├── MotionBlur.cs.meta │ │ ├── NoiseAndGrain.cs │ │ ├── NoiseAndGrain.cs.meta │ │ ├── NoiseAndScratches.cs │ │ ├── NoiseAndScratches.cs.meta │ │ ├── PostEffectsBase.cs │ │ ├── PostEffectsBase.cs.meta │ │ ├── PostEffectsHelper.cs │ │ ├── PostEffectsHelper.cs.meta │ │ ├── Quads.cs │ │ ├── Quads.cs.meta │ │ ├── ScreenOverlay.cs │ │ ├── ScreenOverlay.cs.meta │ │ ├── ScreenSpaceAmbientObscurance.cs │ │ ├── ScreenSpaceAmbientObscurance.cs.meta │ │ ├── ScreenSpaceAmbientOcclusion.cs │ │ ├── ScreenSpaceAmbientOcclusion.cs.meta │ │ ├── ScreenSpaceReflection.cs │ │ ├── ScreenSpaceReflection.cs.meta │ │ ├── SepiaTone.cs │ │ ├── SepiaTone.cs.meta │ │ ├── SunShafts.cs │ │ ├── SunShafts.cs.meta │ │ ├── TiltShift.cs │ │ ├── TiltShift.cs.meta │ │ ├── Tonemapping.cs │ │ ├── Tonemapping.cs.meta │ │ ├── Triangles.cs │ │ ├── Triangles.cs.meta │ │ ├── Twirl.cs │ │ ├── Twirl.cs.meta │ │ ├── VignetteAndChromaticAberration.cs │ │ ├── VignetteAndChromaticAberration.cs.meta │ │ ├── Vortex.cs │ │ └── Vortex.cs.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── BlendModesOverlay.shader │ │ ├── BlendModesOverlay.shader.meta │ │ ├── BlurEffectConeTaps.shader │ │ ├── BlurEffectConeTaps.shader.meta │ │ ├── CameraMotionBlur.shader │ │ ├── CameraMotionBlur.shader.meta │ │ ├── CameraMotionBlurDX11.shader │ │ ├── CameraMotionBlurDX11.shader.meta │ │ ├── ChromaticAberrationShader.shader │ │ ├── ChromaticAberrationShader.shader.meta │ │ ├── ColorCorrection3DLut.shader │ │ ├── ColorCorrection3DLut.shader.meta │ │ ├── ColorCorrectionCurves.shader │ │ ├── ColorCorrectionCurves.shader.meta │ │ ├── ColorCorrectionCurvesSimple.shader │ │ ├── ColorCorrectionCurvesSimple.shader.meta │ │ ├── ColorCorrectionEffect.shader │ │ ├── ColorCorrectionEffect.shader.meta │ │ ├── ColorCorrectionSelective.shader │ │ ├── ColorCorrectionSelective.shader.meta │ │ ├── Contrast Stretch.meta │ │ ├── Contrast Stretch │ │ │ ├── Adaptation.shader │ │ │ ├── Adaptation.shader.meta │ │ │ ├── Apply.shader │ │ │ ├── Apply.shader.meta │ │ │ ├── Luminance.shader │ │ │ ├── Luminance.shader.meta │ │ │ ├── MinMaxReduction.shader │ │ │ └── MinMaxReduction.shader.meta │ │ ├── ContrastComposite.shader │ │ ├── ContrastComposite.shader.meta │ │ ├── ConvertDepth.shader │ │ ├── ConvertDepth.shader.meta │ │ ├── CreaseApply.shader │ │ ├── CreaseApply.shader.meta │ │ ├── EdgeDetectNormals.shader │ │ ├── EdgeDetectNormals.shader.meta │ │ ├── FisheyeShader.shader │ │ ├── FisheyeShader.shader.meta │ │ ├── GlobalFog.shader │ │ ├── GlobalFog.shader.meta │ │ ├── GrayscaleEffect.shader │ │ ├── GrayscaleEffect.shader.meta │ │ ├── MotionBlur.shader │ │ ├── MotionBlur.shader.meta │ │ ├── MotionBlurClear.shader │ │ ├── MotionBlurClear.shader.meta │ │ ├── NoiseAndGrain.shader │ │ ├── NoiseAndGrain.shader.meta │ │ ├── NoiseAndGrainDX11.shader │ │ ├── NoiseAndGrainDX11.shader.meta │ │ ├── NoiseEffectShaderRGB.shader │ │ ├── NoiseEffectShaderRGB.shader.meta │ │ ├── NoiseEffectShaderYUV.shader │ │ ├── NoiseEffectShaderYUV.shader.meta │ │ ├── PrepareSunShaftsBlur.shader │ │ ├── PrepareSunShaftsBlur.shader.meta │ │ ├── RadialBlur.shader │ │ ├── RadialBlur.shader.meta │ │ ├── SSAOShader.shader │ │ ├── SSAOShader.shader.meta │ │ ├── ScreenSpaceAmbientObscurance.shader │ │ ├── ScreenSpaceAmbientObscurance.shader.meta │ │ ├── ScreenSpaceRaytrace.cginc │ │ ├── ScreenSpaceRaytrace.cginc.meta │ │ ├── ScreenSpaceReflection.shader │ │ ├── ScreenSpaceReflection.shader.meta │ │ ├── SepiaToneEffect.shader │ │ ├── SepiaToneEffect.shader.meta │ │ ├── ShowAlphaChannel.shader │ │ ├── ShowAlphaChannel.shader.meta │ │ ├── SimpleClear.shader │ │ ├── SimpleClear.shader.meta │ │ ├── SunShaftsComposite.shader │ │ ├── SunShaftsComposite.shader.meta │ │ ├── Tonemapper.shader │ │ ├── Tonemapper.shader.meta │ │ ├── TwirlEffect.shader │ │ ├── TwirlEffect.shader.meta │ │ ├── VignettingShader.shader │ │ ├── VignettingShader.shader.meta │ │ ├── VortexEffect.shader │ │ ├── VortexEffect.shader.meta │ │ ├── _Antialiasing.meta │ │ ├── _Antialiasing │ │ │ ├── DLAA.shader │ │ │ ├── DLAA.shader.meta │ │ │ ├── FXAA2.shader │ │ │ ├── FXAA2.shader.meta │ │ │ ├── FXAA3Console.shader │ │ │ ├── FXAA3Console.shader.meta │ │ │ ├── FXAAPreset2.shader │ │ │ ├── FXAAPreset2.shader.meta │ │ │ ├── FXAAPreset3.shader │ │ │ ├── FXAAPreset3.shader.meta │ │ │ ├── NFAA.shader │ │ │ ├── NFAA.shader.meta │ │ │ ├── SSAA.shader │ │ │ └── SSAA.shader.meta │ │ ├── _BloomAndFlares.meta │ │ ├── _BloomAndFlares │ │ │ ├── Blend.shader │ │ │ ├── Blend.shader.meta │ │ │ ├── BlendForBloom.shader │ │ │ ├── BlendForBloom.shader.meta │ │ │ ├── BlendOneOne.shader │ │ │ ├── BlendOneOne.shader.meta │ │ │ ├── BlurAndFlares.shader │ │ │ ├── BlurAndFlares.shader.meta │ │ │ ├── BrightPassFilter.shader │ │ │ ├── BrightPassFilter.shader.meta │ │ │ ├── BrightPassFilter2.shader │ │ │ ├── BrightPassFilter2.shader.meta │ │ │ ├── LensFlareCreate.shader │ │ │ ├── LensFlareCreate.shader.meta │ │ │ ├── MobileBloom.shader │ │ │ ├── MobileBloom.shader.meta │ │ │ ├── MobileBlur.shader │ │ │ ├── MobileBlur.shader.meta │ │ │ ├── MultiPassHollywoodFlares.shader │ │ │ ├── MultiPassHollywoodFlares.shader.meta │ │ │ ├── SeparableBlurPlus.shader │ │ │ ├── SeparableBlurPlus.shader.meta │ │ │ ├── VignetteShader.shader │ │ │ └── VignetteShader.shader.meta │ │ ├── _DepthOfField.meta │ │ ├── _DepthOfField │ │ │ ├── Bokeh34.shader │ │ │ ├── Bokeh34.shader.meta │ │ │ ├── DepthOfField34.shader │ │ │ ├── DepthOfField34.shader.meta │ │ │ ├── DepthOfFieldDX11.shader │ │ │ ├── DepthOfFieldDX11.shader.meta │ │ │ ├── DepthOfFieldScatter.shader │ │ │ ├── DepthOfFieldScatter.shader.meta │ │ │ ├── SeparableBlur.shader │ │ │ ├── SeparableBlur.shader.meta │ │ │ ├── SeparableWeightedBlurDof34.shader │ │ │ ├── SeparableWeightedBlurDof34.shader.meta │ │ │ ├── TiltShiftHdrLensBlur.shader │ │ │ └── TiltShiftHdrLensBlur.shader.meta │ │ ├── frag_ao.cginc │ │ └── frag_ao.cginc.meta │ ├── Textures.meta │ └── Textures │ │ ├── ContrastEnhanced3D16.png │ │ ├── ContrastEnhanced3D16.png.meta │ │ ├── HexShape.psd │ │ ├── HexShape.psd.meta │ │ ├── MotionBlurJitter.png │ │ ├── MotionBlurJitter.png.meta │ │ ├── Neutral3D16.png │ │ ├── Neutral3D16.png.meta │ │ ├── Noise.png │ │ ├── Noise.png.meta │ │ ├── NoiseAndGrain.png │ │ ├── NoiseAndGrain.png.meta │ │ ├── NoiseEffectGrain.png │ │ ├── NoiseEffectGrain.png.meta │ │ ├── NoiseEffectScratch.png │ │ ├── NoiseEffectScratch.png.meta │ │ ├── RandomVectors.png │ │ ├── RandomVectors.png.meta │ │ ├── SphereShape.psd │ │ ├── SphereShape.psd.meta │ │ ├── VignetteMask.png │ │ ├── VignetteMask.png.meta │ │ ├── color correction ramp.png │ │ ├── color correction ramp.png.meta │ │ ├── grayscale ramp.png │ │ └── grayscale ramp.png.meta │ ├── LightCookies.meta │ ├── LightCookies │ ├── Textures.meta │ └── Textures │ │ ├── FlashlightCookie.tif │ │ ├── FlashlightCookie.tif.meta │ │ ├── FlashlightIrregularCookie.tif │ │ ├── FlashlightIrregularCookie.tif.meta │ │ ├── LightHardCookie.psd │ │ ├── LightHardCookie.psd.meta │ │ ├── LightSoftCookie.tif │ │ ├── LightSoftCookie.tif.meta │ │ ├── LightSquareCookie.psd │ │ └── LightSquareCookie.psd.meta │ ├── LightFlares.meta │ ├── LightFlares │ ├── Flares.meta │ ├── Flares │ │ ├── 50mmZoom.flare │ │ ├── 50mmZoom.flare.meta │ │ ├── FlareSmall.flare │ │ ├── FlareSmall.flare.meta │ │ ├── Sun.flare │ │ └── Sun.flare.meta │ ├── Materials.meta │ ├── Materials │ │ ├── Flare50mm.mat │ │ └── Flare50mm.mat.meta │ ├── Textures.meta │ └── Textures │ │ ├── Flare50mm.psd │ │ ├── Flare50mm.psd.meta │ │ ├── FlareStar.psd │ │ └── FlareStar.psd.meta │ ├── Projectors.meta │ ├── Projectors │ ├── Guidelines.txt │ ├── Guidelines.txt.meta │ ├── Materials.meta │ ├── Materials │ │ ├── GridProjector.mat │ │ ├── GridProjector.mat.meta │ │ ├── LightProjector.mat │ │ ├── LightProjector.mat.meta │ │ ├── ShadowProjector.mat │ │ └── ShadowProjector.mat.meta │ ├── Prefabs.meta │ ├── Prefabs │ │ ├── BlobLightProjector.prefab │ │ ├── BlobLightProjector.prefab.meta │ │ ├── BlobShadowProjector.prefab │ │ ├── BlobShadowProjector.prefab.meta │ │ ├── GridProjector.prefab │ │ └── GridProjector.prefab.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── ProjectorLight.shader │ │ ├── ProjectorLight.shader.meta │ │ ├── ProjectorMultiply.shader │ │ └── ProjectorMultiply.shader.meta │ ├── Textures.meta │ └── Textures │ │ ├── Falloff.psd │ │ ├── Falloff.psd.meta │ │ ├── Grid.psd │ │ ├── Grid.psd.meta │ │ ├── Light.psd │ │ ├── Light.psd.meta │ │ ├── Shadow.psd │ │ └── Shadow.psd.meta │ ├── TessellationShaders.meta │ ├── TessellationShaders │ ├── Materials.meta │ ├── Materials │ │ ├── TesselatedBumpSpecular.mat │ │ ├── TesselatedBumpSpecular.mat.meta │ │ ├── TesselatedBumpSpecularDisplacement.mat │ │ ├── TesselatedBumpSpecularDisplacement.mat.meta │ │ ├── TesselatedBumpSpecularSmooth.mat │ │ └── TesselatedBumpSpecularSmooth.mat.meta │ ├── Models.meta │ ├── Models │ │ ├── LowPolySphere.fbx │ │ └── LowPolySphere.fbx.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── TessellationSample.unity │ │ └── TessellationSample.unity.meta │ ├── Shaders.meta │ ├── Shaders │ │ ├── BumpedSpecularDisplacement.shader │ │ ├── BumpedSpecularDisplacement.shader.meta │ │ ├── BumpedSpecularSmooth.shader │ │ └── BumpedSpecularSmooth.shader.meta │ ├── Textures.meta │ └── Textures │ │ ├── CliffHeight.png │ │ ├── CliffHeight.png.meta │ │ ├── CliffNormals.png │ │ └── CliffNormals.png.meta │ ├── ToonShading.meta │ └── ToonShading │ ├── Materials.meta │ ├── Materials │ ├── ToonBasic.mat │ ├── ToonBasic.mat.meta │ ├── ToonBasicOutline.mat │ ├── ToonBasicOutline.mat.meta │ ├── ToonLit.mat │ ├── ToonLit.mat.meta │ ├── ToonLitOutline.mat │ └── ToonLitOutline.mat.meta │ ├── Shaders.meta │ ├── Shaders │ ├── ToonBasic.shader │ ├── ToonBasic.shader.meta │ ├── ToonBasicOutline.shader │ ├── ToonBasicOutline.shader.meta │ ├── ToonLit.shader │ ├── ToonLit.shader.meta │ ├── ToonLitOutline.shader │ └── ToonLitOutline.shader.meta │ ├── Textures.meta │ └── Textures │ ├── ToonLit.psd │ ├── ToonLit.psd.meta │ ├── UtilToonGradient.png │ └── UtilToonGradient.png.meta ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | /Wiki/ 8 | 9 | # Autogenerated VS/MD solution and project files 10 | ExportedObj/ 11 | *.csproj 12 | *.unityproj 13 | *.sln 14 | *.suo 15 | *.tmp 16 | *.user 17 | *.userprefs 18 | *.pidb 19 | *.booproj 20 | *.svd 21 | 22 | 23 | # Unity3D generated meta files 24 | *.pidb.meta 25 | 26 | # Unity3D Generated File On Crash Reports 27 | sysinfo.txt 28 | 29 | # Builds 30 | *.apk 31 | *.unitypackage 32 | 33 | # For This Project 34 | Assets/3rd\ Parties/ 35 | Wiki 36 | -------------------------------------------------------------------------------- /Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 507b8915455114e4fba3f4a14abad135 3 | folderAsset: yes 4 | timeCreated: 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1458369957 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/RaymarchingRenderer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 60cb7375a145b45d1a9d95a814c3e442 3 | timeCreated: 1457167021 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/RimLight.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [ExecuteInEditMode] 4 | [RequireComponent(typeof(Camera))] 5 | public class RimLight : MonoBehaviour 6 | { 7 | public Color color = new Color(0.75f, 0.75f, 1.0f, 0.0f); 8 | 9 | public float intensity = 1.0f; 10 | public float fresnelBias = 0.0f; 11 | public float fresnelScale = 5.0f; 12 | public float fresnelPow = 5.0f; 13 | 14 | public float edgeIntensity = 0.3f; 15 | [Range(0.0f, .99f)] 16 | public float edgeThreshold = 0.8f; 17 | public float edgeRadius = 1.0f; 18 | public Shader shader; 19 | Material material; 20 | 21 | public Vector4 GetLinearColor() 22 | { 23 | return new Vector4( 24 | Mathf.GammaToLinearSpace(color.r), 25 | Mathf.GammaToLinearSpace(color.g), 26 | Mathf.GammaToLinearSpace(color.b), 27 | 1.0f 28 | ); 29 | } 30 | 31 | [ImageEffectOpaque] 32 | void OnRenderImage(RenderTexture src, RenderTexture dst) 33 | { 34 | if (material == null) { 35 | shader = Shader.Find("Hidden/Image Effects/RimLight"); 36 | material = new Material(shader); 37 | } 38 | 39 | var cam = GetComponent(); 40 | var view = cam.worldToCameraMatrix; 41 | var proj = cam.projectionMatrix; 42 | var invViewProj = (view * proj).inverse; 43 | material.SetMatrix("_InvViewProj", invViewProj); 44 | material.SetVector("_Color", GetLinearColor()); 45 | material.SetVector("_Params1", new Vector4(fresnelBias, fresnelScale, fresnelPow, intensity)); 46 | material.SetVector("_Params2", new Vector4(edgeIntensity, edgeThreshold, edgeRadius, 0.0f)); 47 | 48 | Graphics.Blit(src, dst, material); 49 | } 50 | } -------------------------------------------------------------------------------- /Assets/Scripts/RimLight.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2d2eab8f37b812d4ca175da3216e264b 3 | timeCreated: 1458230927 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/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1741b7fce3d620d4f97bf21fc1f1201e 3 | folderAsset: yes 4 | timeCreated: 1457973202 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Fractals.cginc: -------------------------------------------------------------------------------- 1 | #ifndef fractals_h 2 | #define fractals_h 3 | 4 | #include "Utils.cginc" 5 | 6 | float RecursiveTetrahedron(float3 p) 7 | { 8 | p = repeat(p / 2, 3.0); 9 | 10 | const float3 a1 = float3( 1.0, 1.0, 1.0); 11 | const float3 a2 = float3(-1.0, -1.0, 1.0); 12 | const float3 a3 = float3( 1.0, -1.0, -1.0); 13 | const float3 a4 = float3(-1.0, 1.0, -1.0); 14 | 15 | const float scale = 2.0; 16 | float d; 17 | for (int n = 0; n < 20; ++n) { 18 | float3 c = a1; 19 | float minDist = length(p - a1); 20 | d = length(p - a2); if (d < minDist) { c = a2; minDist = d; } 21 | d = length(p - a3); if (d < minDist) { c = a3; minDist = d; } 22 | d = length(p - a4); if (d < minDist) { c = a4; minDist = d; } 23 | p = scale * p - c * (scale - 1.0); 24 | } 25 | 26 | return length(p) * pow(scale, float(-n)); 27 | } 28 | 29 | #endif -------------------------------------------------------------------------------- /Assets/Shaders/Fractals.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 522d6e4b370c0d7488a0465d47b7715a 3 | timeCreated: 1458141110 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Primitives.cginc: -------------------------------------------------------------------------------- 1 | #ifndef primitives_h 2 | #define primitives_h 3 | 4 | float sphere(float3 pos, float radius) 5 | { 6 | return length(pos) - radius; 7 | } 8 | 9 | float roundBox(float3 pos, float3 size, float round) 10 | { 11 | return length(max(abs(pos) - size * 0.5, 0.0)) - round; 12 | } 13 | 14 | float box(float3 pos, float3 size) 15 | { 16 | return roundBox(pos, size, 0); 17 | } 18 | 19 | float torus(float3 pos, float2 radius) 20 | { 21 | float2 r = float2(length(pos.xy) - radius.x, pos.z); 22 | return length(r) - radius.y; 23 | } 24 | 25 | float floor(float3 pos) 26 | { 27 | return dot(pos, float3(0.0, 1.0, 0.0)) + 1.0; 28 | } 29 | 30 | float cylinder(float3 pos, float2 r){ 31 | float2 d = abs(float2(length(pos.xy), pos.z)) - r; 32 | return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - 0.1; 33 | } 34 | 35 | #endif -------------------------------------------------------------------------------- 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2 | guid: 949fc4284ea174a3286344866c84a915 3 | timeCreated: 1457168839 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/RimLight.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a23917cb02b7ea244936eb982e1bf95a 3 | timeCreated: 1458225040 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Utils.cginc: -------------------------------------------------------------------------------- 1 | #ifndef utils_h 2 | #define utils_h 3 | 4 | float3 mod(float3 a, float3 b) 5 | { 6 | return frac(abs(a / b)) * abs(b); 7 | } 8 | 9 | float smoothMin(float d1, float d2, float k) 10 | { 11 | float h = exp(-k * d1) + exp(-k * d2); 12 | return -log(h) / k; 13 | } 14 | 15 | float3 repeat(float3 pos, float3 span) 16 | { 17 | return mod(pos, span) - span * 0.5; 18 | } 19 | 20 | float3 rotate(float3 p, float angle, float3 axis) 21 | { 22 | float3 a = normalize(axis); 23 | float s = sin(angle); 24 | float c = cos(angle); 25 | float r = 1.0 - c; 26 | float3x3 m = float3x3( 27 | a.x * a.x * r + c, 28 | a.y * a.x * r + a.z * s, 29 | a.z * a.x * r - a.y * s, 30 | a.x * a.y * r - a.z * s, 31 | a.y * a.y * r + c, 32 | a.z * a.y * r + a.x * s, 33 | a.x * a.z * r + a.y * s, 34 | a.y * a.z * r - a.x * s, 35 | a.z * a.z * r + c 36 | ); 37 | return mul(m, p); 38 | } 39 | 40 | float3 twistY(float3 p, float power) 41 | { 42 | float s = sin(power * p.y); 43 | float c = cos(power * p.y); 44 | float3x3 m = float3x3( 45 | c, 0.0, -s, 46 | 0.0, 1.0, 0.0, 47 | s, 0.0, c 48 | ); 49 | return mul(m, p); 50 | } 51 | 52 | float3 twistX(float3 p, float power) 53 | { 54 | float s = sin(power * 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defaultReferences: 6 | - shader: {fileID: 4800000, guid: b61f0d8d8244b4b28aa66b0c8cb46a8d, type: 3} 7 | - converted3DLut: {instanceID: 0} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | [ExecuteInEditMode] 7 | [AddComponentMenu("Image Effects/Color Adjustments/Color Correction (Ramp)")] 8 | public class ColorCorrectionRamp : ImageEffectBase { 9 | public Texture textureRamp; 10 | 11 | // Called by camera to apply image effect 12 | void OnRenderImage (RenderTexture source, RenderTexture destination) { 13 | material.SetTexture ("_RampTex", textureRamp); 14 | Graphics.Blit (source, destination, material); 15 | } 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea59781cad112c75d0008dfa8d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shader: {fileID: 4800000, guid: 67f8781cad112c75d0008dfa8d76c639, type: 3} 7 | - textureRamp: {fileID: 2800000, guid: d440902fad11e807d00044888d76c639, type: 3} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastEnhance.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3309686a9fbbe6e42a182d5e0257704c 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - separableBlurShader: {fileID: 4800000, guid: e97c14fbb5ea04c3a902cc533d7fc5d1, 7 | type: 3} 8 | - contrastCompositeShader: {fileID: 4800000, guid: 273404942eede4ea1883ca1fb2942507, 9 | type: 3} 10 | executionOrder: 0 11 | icon: {instanceID: 0} 12 | userData: 13 | assetBundleName: 14 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ContrastStretch.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ec92b071d2d424aecb3e46f28eb63174 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shaderLum: {fileID: 4800000, guid: befbb4b9c320b4b18a08ef7afb93b6c9, type: 3} 7 | - shaderReduce: {fileID: 4800000, guid: 57b33a14b6d5347c5a85c36f6cb3b280, type: 3} 8 | - shaderAdapt: {fileID: 4800000, guid: 257bc83cbeb544540bd0e558aa9b1383, type: 3} 9 | - shaderApply: {fileID: 4800000, guid: f4901f25d4e1542589348bbb89563d8e, type: 3} 10 | executionOrder: 0 11 | icon: {instanceID: 0} 12 | userData: 13 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/CreaseShading.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d64b4f3a592f28b44bf19223ac8b6cd2 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - blurShader: {fileID: 4800000, guid: e97c14fbb5ea04c3a902cc533d7fc5d1, type: 3} 7 | - depthFetchShader: {fileID: 4800000, guid: 14768d3865b1342e3a861fbe19ba2db2, type: 3} 8 | - creaseApplyShader: {fileID: 4800000, guid: b59984d82af624bd3b0c777f038276f2, type: 3} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/DepthOfFieldDeprecated.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 83d8db0ec466c14429f58c68c16398a1 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - objectFocus: {instanceID: 0} 7 | - dofBlurShader: {fileID: 4800000, guid: bb4af680337344a4abad65a4e8873c50, type: 3} 8 | - dofShader: {fileID: 4800000, guid: 987fb0677d01f43ce8a9dbf12271e668, type: 3} 9 | - bokehShader: {fileID: 4800000, guid: 57cdacf9b217546aaa18edf39a6151c0, type: 3} 10 | - bokehTexture: {fileID: 2800000, guid: fc00ec05a89da4ff695a4273715cd5ce, type: 3} 11 | executionOrder: 0 12 | icon: {instanceID: 0} 13 | userData: 14 | assetBundleName: 15 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/EdgeDetection.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 730475ee64f9a894bbac0d9e6f22e813 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - edgeDetectShader: {fileID: 4800000, guid: 0d1644bdf064147baa97f235fc5b4903, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | [ExecuteInEditMode] 7 | [RequireComponent (typeof(Camera))] 8 | [AddComponentMenu ("Image Effects/Displacement/Fisheye")] 9 | public class Fisheye : PostEffectsBase 10 | { 11 | [Range(0.0f, 1.5f)] 12 | public float strengthX = 0.05f; 13 | [Range(0.0f, 1.5f)] 14 | public float strengthY = 0.05f; 15 | 16 | public Shader fishEyeShader = null; 17 | private Material fisheyeMaterial = null; 18 | 19 | 20 | public override bool CheckResources () 21 | { 22 | CheckSupport (false); 23 | fisheyeMaterial = CheckShaderAndCreateMaterial(fishEyeShader,fisheyeMaterial); 24 | 25 | if (!isSupported) 26 | ReportAutoDisable (); 27 | return isSupported; 28 | } 29 | 30 | void OnRenderImage (RenderTexture source, RenderTexture destination) 31 | { 32 | if (CheckResources()==false) 33 | { 34 | Graphics.Blit (source, destination); 35 | return; 36 | } 37 | 38 | float oneOverBaseSize = 80.0f / 512.0f; // to keep values more like in the old version of fisheye 39 | 40 | float ar = (source.width * 1.0f) / (source.height * 1.0f); 41 | 42 | fisheyeMaterial.SetVector ("intensity", new Vector4 (strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize, strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize)); 43 | Graphics.Blit (source, destination, fisheyeMaterial); 44 | } 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4739c22ef73ad62488fe344c8fe9addd 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - fishEyeShader: {fileID: 4800000, guid: 874ceab4425f64bccb1d14032f4452b1, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/GlobalFog.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76b5ec6153a1d55438228df10fe66844 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - fogShader: {fileID: 4800000, guid: 70d8568987ac0499f952b54c7c13e265, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | [ExecuteInEditMode] 7 | [AddComponentMenu("Image Effects/Color Adjustments/Grayscale")] 8 | public class Grayscale : ImageEffectBase { 9 | public Texture textureRamp; 10 | 11 | [Range(-1.0f,1.0f)] 12 | public float rampOffset; 13 | 14 | // Called by camera to apply image effect 15 | void OnRenderImage (RenderTexture source, RenderTexture destination) { 16 | material.SetTexture("_RampTex", textureRamp); 17 | material.SetFloat("_RampOffset", rampOffset); 18 | Graphics.Blit (source, destination, material); 19 | } 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 243a781cad112c75d0008dfa8d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shader: {fileID: 4800000, guid: daf9781cad112c75d0008dfa8d76c639, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | [RequireComponent(typeof (Camera))] 7 | [AddComponentMenu("")] 8 | public class ImageEffectBase : MonoBehaviour 9 | { 10 | /// Provides a shader property that is set in the inspector 11 | /// and a material instantiated from the shader 12 | public Shader shader; 13 | 14 | private Material m_Material; 15 | 16 | 17 | protected virtual void Start() 18 | { 19 | // Disable if we don't support image effects 20 | if (!SystemInfo.supportsImageEffects) 21 | { 22 | enabled = false; 23 | return; 24 | } 25 | 26 | // Disable the image effect if the shader can't 27 | // run on the users graphics card 28 | if (!shader || !shader.isSupported) 29 | enabled = false; 30 | } 31 | 32 | 33 | protected Material material 34 | { 35 | get 36 | { 37 | if (m_Material == null) 38 | { 39 | m_Material = new Material(shader); 40 | m_Material.hideFlags = HideFlags.HideAndDontSave; 41 | } 42 | return m_Material; 43 | } 44 | } 45 | 46 | 47 | protected virtual void OnDisable() 48 | { 49 | if (m_Material) 50 | { 51 | DestroyImmediate(m_Material); 52 | } 53 | } 54 | } 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffectBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f6469eb0ad1119d6d00011d98d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | /// A Utility class for performing various image based rendering tasks. 7 | [AddComponentMenu("")] 8 | public class ImageEffects 9 | { 10 | public static void RenderDistortion(Material material, RenderTexture source, RenderTexture destination, float angle, Vector2 center, Vector2 radius) 11 | { 12 | bool invertY = source.texelSize.y < 0.0f; 13 | if (invertY) 14 | { 15 | center.y = 1.0f - center.y; 16 | angle = -angle; 17 | } 18 | 19 | Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, angle), Vector3.one); 20 | 21 | material.SetMatrix("_RotationMatrix", rotationMatrix); 22 | material.SetVector("_CenterRadius", new Vector4(center.x, center.y, radius.x, radius.y)); 23 | material.SetFloat("_Angle", angle*Mathf.Deg2Rad); 24 | 25 | Graphics.Blit(source, destination, material); 26 | } 27 | 28 | 29 | [Obsolete("Use Graphics.Blit(source,dest) instead")] 30 | public static void Blit(RenderTexture source, RenderTexture dest) 31 | { 32 | Graphics.Blit(source, dest); 33 | } 34 | 35 | 36 | [Obsolete("Use Graphics.Blit(source, destination, material) instead")] 37 | public static void BlitWithMaterial(Material material, RenderTexture source, RenderTexture dest) 38 | { 39 | Graphics.Blit(source, dest, material); 40 | } 41 | } 42 | } 43 | 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-------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a20852ce049f64e4695a48b6a354be83 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6f19108706fdce9469603d07980eb8ad 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - texture: {instanceID: 0} 7 | - overlayShader: {fileID: 4800000, guid: 8c81db0e527d24acc9bcec04e87781bd, type: 3} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | 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-------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | [ExecuteInEditMode] 7 | [AddComponentMenu("Image Effects/Color Adjustments/Sepia Tone")] 8 | public class SepiaTone : ImageEffectBase 9 | { 10 | // Called by camera to apply image effect 11 | void OnRenderImage (RenderTexture source, RenderTexture destination) 12 | { 13 | Graphics.Blit (source, destination, material); 14 | } 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a07a781cad112c75d0008dfa8d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shader: {fileID: 4800000, guid: b6aa781cad112c75d0008dfa8d76c639, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 60e318a6043c1cb4a8ce1c8805bab930 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - sunTransform: {instanceID: 0} 7 | - sunShaftsShader: {fileID: 4800000, guid: d3b1c8c1036784176946f5cfbfb7fe4c, type: 3} 8 | - simpleClearShader: {fileID: 4800000, guid: f688f89ed5eb847c5b19c934a0f1e772, type: 3} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a22b3a7095a744a428c134b5e26ad68e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - tiltShiftShader: {fileID: 4800000, guid: bf34d2a25450349699e8ae6456fa7ca9, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e50e925fb93c78246bf995d9dc3a2330 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - tonemapper: {fileID: 4800000, guid: 003377fc2620a44939dadde6fe3f8190, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 18b91636de2ba3445913e4cf38528dc8 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | [ExecuteInEditMode] 7 | [AddComponentMenu("Image Effects/Displacement/Twirl")] 8 | public class Twirl : ImageEffectBase 9 | { 10 | public Vector2 radius = new Vector2(0.3F,0.3F); 11 | [Range(0.0f,360.0f)] 12 | public float angle = 50; 13 | public Vector2 center = new Vector2 (0.5F, 0.5F); 14 | 15 | 16 | // Called by camera to apply image effect 17 | void OnRenderImage (RenderTexture source, RenderTexture destination) 18 | { 19 | ImageEffects.RenderDistortion (material, source, destination, angle, center, radius); 20 | } 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bdda781cad112c75d0008dfa8d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shader: {fileID: 4800000, guid: 641b781cad112c75d0008dfa8d76c639, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd6d4281e5d7cd44d8c6e38bc2c1b8d8 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - vignetteShader: {fileID: 4800000, guid: 627943dc7a9a74286b70a4f694a0acd5, type: 3} 7 | - separableBlurShader: {fileID: 4800000, guid: e97c14fbb5ea04c3a902cc533d7fc5d1, 8 | type: 3} 9 | - chromAberrationShader: {fileID: 4800000, guid: 2b4f29398d9484ccfa9fd220449f5eee, 10 | type: 3} 11 | executionOrder: 0 12 | icon: {instanceID: 0} 13 | userData: 14 | assetBundleName: 15 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | [ExecuteInEditMode] 7 | [AddComponentMenu("Image Effects/Displacement/Vortex")] 8 | public class Vortex : ImageEffectBase 9 | { 10 | public Vector2 radius = new Vector2(0.4F,0.4F); 11 | public float angle = 50; 12 | public Vector2 center = new Vector2(0.5F, 0.5F); 13 | 14 | // Called by camera to apply image effect 15 | void OnRenderImage (RenderTexture source, RenderTexture destination) 16 | { 17 | ImageEffects.RenderDistortion (material, source, destination, angle, center, radius); 18 | } 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a94b781cad112c75d0008dfa8d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shader: {fileID: 4800000, guid: 708b781cad112c75d0008dfa8d76c639, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2145489f7c704db8acb14a52bddeee9 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8c81db0e527d24acc9bcec04e87781bd 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/BlurEffectConeTap" { 2 | Properties { _MainTex ("", any) = "" {} } 3 | CGINCLUDE 4 | #include "UnityCG.cginc" 5 | struct v2f { 6 | float4 pos : SV_POSITION; 7 | half2 uv : TEXCOORD0; 8 | half2 taps[4] : TEXCOORD1; 9 | }; 10 | sampler2D _MainTex; 11 | half4 _MainTex_TexelSize; 12 | half4 _BlurOffsets; 13 | v2f vert( appdata_img v ) { 14 | v2f o; 15 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 16 | o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon 17 | o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy; 18 | o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy; 19 | o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); 20 | o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); 21 | return o; 22 | } 23 | half4 frag(v2f i) : SV_Target { 24 | half4 color = tex2D(_MainTex, i.taps[0]); 25 | color += tex2D(_MainTex, i.taps[1]); 26 | color += tex2D(_MainTex, i.taps[2]); 27 | color += tex2D(_MainTex, i.taps[3]); 28 | return color * 0.25; 29 | } 30 | ENDCG 31 | SubShader { 32 | Pass { 33 | ZTest Always Cull Off ZWrite Off 34 | 35 | CGPROGRAM 36 | #pragma vertex vert 37 | #pragma fragment frag 38 | ENDCG 39 | } 40 | } 41 | Fallback off 42 | } 43 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57e6deea7c2924e22a5138e2b70bb4dc 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85a88efa8c871af4a9d17c64791b6f4f 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlurDX11.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f1b13d7a80660504a858ea24cfa418c6 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ChromaticAberrationShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2b4f29398d9484ccfa9fd220449f5eee 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrection3DLut.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/ColorCorrection3DLut" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | } 5 | 6 | CGINCLUDE 7 | 8 | #include "UnityCG.cginc" 9 | 10 | struct v2f { 11 | float4 pos : SV_POSITION; 12 | float2 uv : TEXCOORD0; 13 | }; 14 | 15 | sampler2D _MainTex; 16 | sampler3D _ClutTex; 17 | 18 | float _Scale; 19 | float _Offset; 20 | 21 | v2f vert( appdata_img v ) 22 | { 23 | v2f o; 24 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 25 | o.uv = v.texcoord.xy; 26 | return o; 27 | } 28 | 29 | float4 frag(v2f i) : SV_Target 30 | { 31 | float4 c = tex2D(_MainTex, i.uv); 32 | c.rgb = tex3D(_ClutTex, c.rgb * _Scale + _Offset).rgb; 33 | return c; 34 | } 35 | 36 | float4 fragLinear(v2f i) : SV_Target 37 | { 38 | float4 c = tex2D(_MainTex, i.uv); 39 | c.rgb= sqrt(c.rgb); 40 | c.rgb = tex3D(_ClutTex, c.rgb * _Scale + _Offset).rgb; 41 | c.rgb = c.rgb*c.rgb; 42 | return c; 43 | } 44 | 45 | ENDCG 46 | 47 | 48 | Subshader 49 | { 50 | Pass 51 | { 52 | ZTest Always Cull Off ZWrite Off 53 | 54 | CGPROGRAM 55 | #pragma vertex vert 56 | #pragma fragment frag 57 | #pragma target 3.0 58 | ENDCG 59 | } 60 | 61 | Pass 62 | { 63 | ZTest Always Cull Off ZWrite Off 64 | 65 | CGPROGRAM 66 | #pragma vertex vert 67 | #pragma fragment fragLinear 68 | #pragma target 3.0 69 | ENDCG 70 | } 71 | } 72 | 73 | Fallback off 74 | } 75 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrection3DLut.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b61f0d8d8244b4b28aa66b0c8cb46a8d 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionCurves.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 62bcade1028c24ca1a39760ed84b9487 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionCurvesSimple.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/ColorCorrectionCurvesSimple" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | _RgbTex ("_RgbTex (RGB)", 2D) = "" {} 5 | } 6 | 7 | // Shader code pasted into all further CGPROGRAM blocks 8 | CGINCLUDE 9 | 10 | #include "UnityCG.cginc" 11 | 12 | struct v2f { 13 | float4 pos : SV_POSITION; 14 | half2 uv : TEXCOORD0; 15 | }; 16 | 17 | sampler2D _MainTex; 18 | sampler2D _RgbTex; 19 | fixed _Saturation; 20 | 21 | v2f vert( appdata_img v ) 22 | { 23 | v2f o; 24 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 25 | o.uv = v.texcoord.xy; 26 | return o; 27 | } 28 | 29 | fixed4 frag(v2f i) : SV_Target 30 | { 31 | fixed4 color = tex2D(_MainTex, i.uv); 32 | 33 | fixed3 red = tex2D(_RgbTex, half2(color.r, 0.5/4.0)).rgb * fixed3(1,0,0); 34 | fixed3 green = tex2D(_RgbTex, half2(color.g, 1.5/4.0)).rgb * fixed3(0,1,0); 35 | fixed3 blue = tex2D(_RgbTex, half2(color.b, 2.5/4.0)).rgb * fixed3(0,0,1); 36 | 37 | color = fixed4(red+green+blue, color.a); 38 | 39 | fixed lum = Luminance(color.rgb); 40 | color.rgb = lerp(fixed3(lum,lum,lum), color.rgb, _Saturation); 41 | return color; 42 | } 43 | 44 | ENDCG 45 | 46 | Subshader { 47 | Pass { 48 | ZTest Always Cull Off ZWrite Off 49 | 50 | CGPROGRAM 51 | #pragma vertex vert 52 | #pragma fragment frag 53 | ENDCG 54 | } 55 | } 56 | 57 | Fallback off 58 | 59 | } // shader 60 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionCurvesSimple.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 438ddd58d82c84d9eb1fdc56111702e1 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionEffect.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Color Correction Effect" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | _RampTex ("Base (RGB)", 2D) = "grayscaleRamp" {} 5 | } 6 | 7 | SubShader { 8 | Pass { 9 | ZTest Always Cull Off ZWrite Off 10 | 11 | CGPROGRAM 12 | #pragma vertex vert_img 13 | #pragma fragment frag 14 | #include "UnityCG.cginc" 15 | 16 | uniform sampler2D _MainTex; 17 | uniform sampler2D _RampTex; 18 | 19 | fixed4 frag (v2f_img i) : SV_Target 20 | { 21 | fixed4 orig = tex2D(_MainTex, i.uv); 22 | 23 | fixed rr = tex2D(_RampTex, orig.rr).r; 24 | fixed gg = tex2D(_RampTex, orig.gg).g; 25 | fixed bb = tex2D(_RampTex, orig.bb).b; 26 | 27 | fixed4 color = fixed4(rr, gg, bb, orig.a); 28 | 29 | return color; 30 | } 31 | ENDCG 32 | 33 | } 34 | } 35 | 36 | Fallback off 37 | 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 67f8781cad112c75d0008dfa8d76c639 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionSelective.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/ColorCorrectionSelective" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | } 5 | 6 | CGINCLUDE 7 | 8 | #include "UnityCG.cginc" 9 | 10 | struct v2f { 11 | float4 pos : SV_POSITION; 12 | float2 uv : TEXCOORD0; 13 | }; 14 | 15 | sampler2D _MainTex; 16 | 17 | float4 selColor; 18 | float4 targetColor; 19 | 20 | v2f vert( appdata_img v ) { 21 | v2f o; 22 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 23 | o.uv = v.texcoord.xy; 24 | return o; 25 | } 26 | 27 | fixed4 frag(v2f i) : SV_Target { 28 | fixed4 color = tex2D (_MainTex, i.uv); 29 | 30 | fixed diff = saturate (2.0 * length (color.rgb - selColor.rgb)); 31 | color = lerp (targetColor, color, diff); 32 | return color; 33 | } 34 | 35 | ENDCG 36 | 37 | Subshader { 38 | Pass { 39 | ZTest Always Cull Off ZWrite Off 40 | 41 | CGPROGRAM 42 | 43 | #pragma vertex vert 44 | #pragma fragment frag 45 | 46 | ENDCG 47 | } 48 | } 49 | 50 | Fallback off 51 | 52 | } 53 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionSelective.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e515e0f94cefc4c0db54b45cba621544 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a40c1b84cf7fe418bae97a29041b85a4 3 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch/Adaptation.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 257bc83cbeb544540bd0e558aa9b1383 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch/Apply.shader: -------------------------------------------------------------------------------- 1 | // Final pass in the contrast stretch effect: apply 2 | // color stretch to the original image, based on currently 3 | // adapted to minimum/maximum luminances. 4 | 5 | Shader "Hidden/Contrast Stretch Apply" { 6 | Properties { 7 | _MainTex ("Base (RGB)", 2D) = "white" {} 8 | _AdaptTex ("Base (RGB)", 2D) = "white" {} 9 | } 10 | 11 | Category { 12 | SubShader { 13 | Pass { 14 | ZTest Always Cull Off ZWrite Off 15 | 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | #include "UnityCG.cginc" 20 | 21 | struct v2f { 22 | float4 pos : SV_POSITION; 23 | float2 uv[2] : TEXCOORD0; 24 | }; 25 | 26 | uniform sampler2D _MainTex; 27 | uniform sampler2D _AdaptTex; 28 | 29 | v2f vert (appdata_img v) 30 | { 31 | v2f o; 32 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 33 | o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); 34 | o.uv[1] = float2(0.5,0.5); 35 | return o; 36 | } 37 | 38 | float4 frag (v2f i) : SV_Target 39 | { 40 | float4 col = tex2D(_MainTex, i.uv[0]); 41 | float4 adapted = tex2D(_AdaptTex, i.uv[1]); 42 | float vmul = 1.0 / adapted.z; 43 | float vadd = -adapted.w; 44 | col.rgb = col.rgb * vmul + vadd; 45 | return col; 46 | } 47 | ENDCG 48 | 49 | } 50 | } 51 | } 52 | 53 | Fallback off 54 | 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch/Apply.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4901f25d4e1542589348bbb89563d8e 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch/Luminance.shader: -------------------------------------------------------------------------------- 1 | // Outputs luminance (grayscale) of the input image _MainTex 2 | 3 | Shader "Hidden/Contrast Stretch Luminance" { 4 | 5 | Properties { 6 | _MainTex ("Base (RGB)", 2D) = "white" {} 7 | } 8 | 9 | Category { 10 | SubShader { 11 | Pass { 12 | ZTest Always Cull Off ZWrite Off 13 | 14 | CGPROGRAM 15 | #pragma vertex vert_img 16 | #pragma fragment frag 17 | #include "UnityCG.cginc" 18 | 19 | uniform sampler2D _MainTex; 20 | 21 | float4 frag (v2f_img i) : SV_Target 22 | { 23 | float4 col = tex2D(_MainTex, i.uv); 24 | col.rgb = Luminance(col.rgb) * (1+col.a*2); 25 | return col; 26 | } 27 | ENDCG 28 | 29 | } 30 | } 31 | } 32 | 33 | Fallback off 34 | 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch/Luminance.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: befbb4b9c320b4b18a08ef7afb93b6c9 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch/MinMaxReduction.shader: -------------------------------------------------------------------------------- 1 | // Reduces input image (_MainTex) by 2x2. 2 | // Outputs maximum value in R, minimum in G. 3 | Shader "Hidden/Contrast Stretch Reduction" { 4 | 5 | Properties { 6 | _MainTex ("Base (RGB)", 2D) = "white" {} 7 | } 8 | 9 | Category { 10 | SubShader { 11 | Pass { 12 | ZTest Always Cull Off ZWrite Off 13 | 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | #include "UnityCG.cginc" 18 | 19 | struct v2f { 20 | float4 position : SV_POSITION; 21 | float2 uv[4] : TEXCOORD0; 22 | }; 23 | 24 | uniform sampler2D _MainTex; 25 | 26 | v2f vert (appdata_img v) { 27 | v2f o; 28 | o.position = mul (UNITY_MATRIX_MVP, v.vertex); 29 | float2 uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); 30 | 31 | // Compute UVs to sample 2x2 pixel block. 32 | o.uv[0] = uv + float2(0,0); 33 | o.uv[1] = uv + float2(0,1); 34 | o.uv[2] = uv + float2(1,0); 35 | o.uv[3] = uv + float2(1,1); 36 | return o; 37 | } 38 | 39 | float4 frag (v2f i) : SV_Target 40 | { 41 | // Sample pixel block 42 | float4 v00 = tex2D(_MainTex, i.uv[0]); 43 | float2 v01 = tex2D(_MainTex, i.uv[1]).xy; 44 | float2 v10 = tex2D(_MainTex, i.uv[2]).xy; 45 | float2 v11 = tex2D(_MainTex, i.uv[3]).xy; 46 | 47 | float4 res; 48 | // output x: maximum of the four values 49 | res.x = max( max(v00.x,v01.x), max(v10.x,v11.x) ); 50 | // output y: minimum of the four values 51 | res.y = min( min(v00.y,v01.y), min(v10.y,v11.y) ); 52 | // output zw unchanged from the first pixel 53 | res.zw = v00.zw; 54 | 55 | return res; 56 | } 57 | ENDCG 58 | 59 | } 60 | } 61 | } 62 | 63 | Fallback off 64 | 65 | } 66 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch/MinMaxReduction.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57b33a14b6d5347c5a85c36f6cb3b280 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ContrastComposite.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/ContrastComposite" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | _MainTexBlurred ("Base Blurred (RGB)", 2D) = "" {} 5 | } 6 | 7 | // Shader code pasted into all further CGPROGRAM blocks 8 | CGINCLUDE 9 | 10 | #include "UnityCG.cginc" 11 | 12 | struct v2f { 13 | float4 pos : SV_POSITION; 14 | float2 uv[2] : TEXCOORD0; 15 | }; 16 | 17 | sampler2D _MainTex; 18 | sampler2D _MainTexBlurred; 19 | 20 | float4 _MainTex_TexelSize; 21 | 22 | float intensity; 23 | float threshold; 24 | 25 | v2f vert( appdata_img v ) { 26 | v2f o; 27 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 28 | 29 | o.uv[0] = v.texcoord.xy; 30 | o.uv[1] = v.texcoord.xy; 31 | #if UNITY_UV_STARTS_AT_TOP 32 | if (_MainTex_TexelSize.y < 0) 33 | o.uv[0].y = 1-o.uv[0].y; 34 | #endif 35 | return o; 36 | } 37 | 38 | half4 frag(v2f i) : SV_Target 39 | { 40 | half4 color = tex2D (_MainTex, i.uv[1]); 41 | half4 blurred = tex2D (_MainTexBlurred, (i.uv[0])); 42 | 43 | half4 difference = color - blurred; 44 | half4 signs = sign (difference); 45 | 46 | half4 enhancement = saturate (abs(difference) - threshold) * signs * 1.0/(1.0-threshold); 47 | color += enhancement * intensity; 48 | 49 | return color; 50 | } 51 | 52 | ENDCG 53 | 54 | Subshader { 55 | Pass { 56 | ZTest Always Cull Off ZWrite Off 57 | 58 | CGPROGRAM 59 | #pragma vertex vert 60 | #pragma fragment frag 61 | ENDCG 62 | } 63 | } 64 | 65 | Fallback off 66 | 67 | } // shader 68 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ContrastComposite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 273404942eede4ea1883ca1fb2942507 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ConvertDepth.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/ConvertDepth" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | } 5 | 6 | // Shader code pasted into all further CGPROGRAM blocks 7 | CGINCLUDE 8 | 9 | #include "UnityCG.cginc" 10 | 11 | struct v2f { 12 | float4 pos : SV_POSITION; 13 | float2 uv : TEXCOORD0; 14 | }; 15 | 16 | sampler2D _MainTex; 17 | sampler2D_float _CameraDepthTexture; 18 | 19 | v2f vert( appdata_img v ) 20 | { 21 | v2f o; 22 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 23 | o.uv = v.texcoord.xy; 24 | return o; 25 | } 26 | 27 | half4 frag(v2f i) : SV_Target 28 | { 29 | float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy); 30 | d = Linear01Depth(d); 31 | 32 | if(d>0.99999) 33 | return half4(1,1,1,1); 34 | else 35 | return EncodeFloatRGBA(d); 36 | } 37 | 38 | ENDCG 39 | 40 | Subshader { 41 | 42 | Pass { 43 | ZTest Always Cull Off ZWrite Off 44 | 45 | CGPROGRAM 46 | #pragma vertex vert 47 | #pragma fragment frag 48 | ENDCG 49 | } 50 | } 51 | 52 | Fallback off 53 | 54 | } // shader 55 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ConvertDepth.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14768d3865b1342e3a861fbe19ba2db2 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader: -------------------------------------------------------------------------------- 1 | 2 | 3 | Shader "Hidden/CreaseApply" { 4 | Properties { 5 | _MainTex ("Base (RGB)", 2D) = "white" {} 6 | _HrDepthTex ("Base (RGB)", 2D) = "white" {} 7 | _LrDepthTex ("Base (RGB)", 2D) = "white" {} 8 | } 9 | 10 | SubShader { 11 | Pass { 12 | ZTest Always Cull Off ZWrite Off 13 | 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | #include "UnityCG.cginc" 18 | 19 | sampler2D _MainTex; 20 | sampler2D _HrDepthTex; 21 | sampler2D _LrDepthTex; 22 | 23 | uniform float4 _MainTex_TexelSize; 24 | 25 | uniform float intensity; 26 | 27 | struct v2f { 28 | float4 pos : SV_POSITION; 29 | float2 uv : TEXCOORD0; 30 | }; 31 | 32 | v2f vert( appdata_img v ) 33 | { 34 | v2f o; 35 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 36 | o.uv.xy = v.texcoord.xy; 37 | return o; 38 | } 39 | 40 | half4 frag (v2f i) : SV_Target 41 | { 42 | float4 hrDepth = tex2D(_HrDepthTex, i.uv); 43 | float4 lrDepth = tex2D(_LrDepthTex, i.uv); 44 | 45 | hrDepth.a = DecodeFloatRGBA(hrDepth); 46 | lrDepth.a = DecodeFloatRGBA(lrDepth); 47 | 48 | float4 color = tex2D(_MainTex, i.uv); 49 | 50 | return color * (1.0-abs(hrDepth.a-lrDepth.a)*intensity); 51 | } 52 | 53 | ENDCG 54 | 55 | 56 | } 57 | } 58 | 59 | Fallback off 60 | 61 | } 62 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b59984d82af624bd3b0c777f038276f2 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0d1644bdf064147baa97f235fc5b4903 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/FisheyeShader" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | } 5 | 6 | // Shader code pasted into all further CGPROGRAM blocks 7 | CGINCLUDE 8 | 9 | #include "UnityCG.cginc" 10 | 11 | struct v2f { 12 | float4 pos : SV_POSITION; 13 | float2 uv : TEXCOORD0; 14 | }; 15 | 16 | sampler2D _MainTex; 17 | 18 | float2 intensity; 19 | 20 | v2f vert( appdata_img v ) 21 | { 22 | v2f o; 23 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 24 | o.uv = v.texcoord.xy; 25 | return o; 26 | } 27 | 28 | half4 frag(v2f i) : SV_Target 29 | { 30 | half2 coords = i.uv; 31 | coords = (coords - 0.5) * 2.0; 32 | 33 | half2 realCoordOffs; 34 | realCoordOffs.x = (1-coords.y * coords.y) * intensity.y * (coords.x); 35 | realCoordOffs.y = (1-coords.x * coords.x) * intensity.x * (coords.y); 36 | 37 | half4 color = tex2D (_MainTex, i.uv - realCoordOffs); 38 | 39 | return color; 40 | } 41 | 42 | ENDCG 43 | 44 | Subshader { 45 | Pass { 46 | ZTest Always Cull Off ZWrite Off 47 | 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | ENDCG 52 | } 53 | 54 | } 55 | 56 | Fallback off 57 | 58 | } // shader 59 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 874ceab4425f64bccb1d14032f4452b1 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 70d8568987ac0499f952b54c7c13e265 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Grayscale Effect" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | _RampTex ("Base (RGB)", 2D) = "grayscaleRamp" {} 5 | } 6 | 7 | SubShader { 8 | Pass { 9 | ZTest Always Cull Off ZWrite Off 10 | 11 | CGPROGRAM 12 | #pragma vertex vert_img 13 | #pragma fragment frag 14 | #include "UnityCG.cginc" 15 | 16 | uniform sampler2D _MainTex; 17 | uniform sampler2D _RampTex; 18 | uniform half _RampOffset; 19 | 20 | fixed4 frag (v2f_img i) : SV_Target 21 | { 22 | fixed4 original = tex2D(_MainTex, i.uv); 23 | fixed grayscale = Luminance(original.rgb); 24 | half2 remap = half2 (grayscale + _RampOffset, .5); 25 | fixed4 output = tex2D(_RampTex, remap); 26 | output.a = original.a; 27 | return output; 28 | } 29 | ENDCG 30 | 31 | } 32 | } 33 | 34 | Fallback off 35 | 36 | } 37 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: daf9781cad112c75d0008dfa8d76c639 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e9ba2083ad114a07d000fbfb8d76c639 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader: -------------------------------------------------------------------------------- 1 | 2 | Shader "Hidden/MotionBlurClear" 3 | { 4 | 5 | Properties { } 6 | 7 | SubShader { 8 | Pass { 9 | //ZTest LEqual 10 | ZTest Always // lame depth test 11 | ZWrite Off // lame depth test 12 | 13 | CGPROGRAM 14 | 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct vs_input { 21 | float4 vertex : POSITION; 22 | }; 23 | 24 | struct ps_input { 25 | float4 pos : SV_POSITION; 26 | float4 screen : TEXCOORD0; 27 | }; 28 | 29 | sampler2D_float _CameraDepthTexture; 30 | 31 | ps_input vert (vs_input v) 32 | { 33 | ps_input o; 34 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 35 | o.screen = ComputeScreenPos(o.pos); 36 | COMPUTE_EYEDEPTH(o.screen.z); 37 | return o; 38 | } 39 | 40 | float4 frag (ps_input i) : SV_Target 41 | { 42 | // superlame: manual depth test needed as we can't bind depth, FIXME for 4.x 43 | // alternatively implement SM > 3 version where we write out custom depth 44 | 45 | float d = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screen)); 46 | d = LinearEyeDepth(d); 47 | 48 | clip(d - i.screen.z + 1e-2f); 49 | return float4(0, 0, 0, 0); 50 | } 51 | 52 | ENDCG 53 | 54 | } 55 | } 56 | 57 | Fallback Off 58 | } 59 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7699c5fbfa27745a1abe111ab7bf9785 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b0249d8c935344451aa4de6db76f0688 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8b30686bb4322ab42ad5eb50a0210b58 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Noise Shader RGB" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | _GrainTex ("Base (RGB)", 2D) = "gray" {} 5 | _ScratchTex ("Base (RGB)", 2D) = "gray" {} 6 | } 7 | 8 | SubShader { 9 | Pass { 10 | ZTest Always Cull Off ZWrite Off 11 | 12 | CGPROGRAM 13 | #pragma vertex vert 14 | #pragma fragment frag 15 | #include "UnityCG.cginc" 16 | 17 | struct v2f { 18 | float4 pos : SV_POSITION; 19 | float2 uv : TEXCOORD0; 20 | float2 uvg : TEXCOORD1; // grain 21 | float2 uvs : TEXCOORD2; // scratch 22 | }; 23 | 24 | uniform sampler2D _MainTex; 25 | uniform sampler2D _GrainTex; 26 | uniform sampler2D _ScratchTex; 27 | 28 | uniform float4 _GrainOffsetScale; 29 | uniform float4 _ScratchOffsetScale; 30 | uniform fixed4 _Intensity; // x=grain, y=scratch 31 | 32 | v2f vert (appdata_img v) 33 | { 34 | v2f o; 35 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 36 | o.uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); 37 | o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; 38 | o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; 39 | return o; 40 | } 41 | 42 | fixed4 frag (v2f i) : SV_Target 43 | { 44 | fixed4 col = tex2D(_MainTex, i.uv); 45 | 46 | // sample noise texture and do a signed add 47 | fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1; 48 | col.rgb += grain * _Intensity.x; 49 | 50 | // sample scratch texture and do a signed add 51 | fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1; 52 | col.rgb += scratch * _Intensity.y; 53 | 54 | return col; 55 | } 56 | ENDCG 57 | } 58 | } 59 | 60 | Fallback off 61 | 62 | } 63 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d7f4c401ae8946bcb0d6ff68a9e7466 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0e447868506ba49f0a73235b8a8b647a 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ad381ed8492840ab9f165df743e4826 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/RadialBlur" 2 | { 3 | Properties { 4 | _MainTex ("Base (RGB)", 2D) = "" {} 5 | } 6 | 7 | // Shader code pasted into all further CGPROGRAM blocks 8 | CGINCLUDE 9 | 10 | #include "UnityCG.cginc" 11 | 12 | struct v2f { 13 | float4 pos : SV_POSITION; 14 | float2 uv : TEXCOORD0; 15 | float2 blurVector : TEXCOORD1; 16 | }; 17 | 18 | sampler2D _MainTex; 19 | 20 | float4 _BlurRadius4; 21 | float4 _SunPosition; 22 | 23 | float4 _MainTex_TexelSize; 24 | 25 | v2f vert( appdata_img v ) { 26 | v2f o; 27 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 28 | o.uv.xy = v.texcoord.xy; 29 | 30 | o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy; 31 | 32 | return o; 33 | } 34 | 35 | #define SAMPLES_FLOAT 6.0f 36 | #define SAMPLES_INT 6 37 | 38 | half4 frag(v2f i) : SV_Target 39 | { 40 | half4 color = half4(0,0,0,0); 41 | 42 | for(int j = 0; j < SAMPLES_INT; j++) 43 | { 44 | half4 tmpColor = tex2D(_MainTex, i.uv.xy); 45 | color += tmpColor; 46 | 47 | i.uv.xy += i.blurVector; 48 | } 49 | 50 | return color / SAMPLES_FLOAT; 51 | } 52 | 53 | ENDCG 54 | 55 | Subshader 56 | { 57 | Blend One Zero 58 | Pass { 59 | ZTest Always Cull Off ZWrite Off 60 | 61 | CGPROGRAM 62 | #pragma vertex vert 63 | #pragma fragment frag 64 | 65 | ENDCG 66 | } // Pass 67 | } // Subshader 68 | 69 | Fallback off 70 | 71 | } // shader 72 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f58445347fe2e4b8396487ed2bfa02ad 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 43ca18288c424f645aaa1e9e07f04c50 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 95616c020c5604dda96cf76afbbc0272 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceRaytrace.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 26c67b7245085cf438e3d42d50d94f55 3 | timeCreated: 1425661779 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceReflection.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7e2fcc83af19e744787647ec0ac5d42c 3 | timeCreated: 1425661807 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Sepiatone Effect" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | } 5 | 6 | SubShader { 7 | Pass { 8 | ZTest Always Cull Off ZWrite Off 9 | 10 | CGPROGRAM 11 | #pragma vertex vert_img 12 | #pragma fragment frag 13 | #include "UnityCG.cginc" 14 | 15 | uniform sampler2D _MainTex; 16 | 17 | fixed4 frag (v2f_img i) : SV_Target 18 | { 19 | fixed4 original = tex2D(_MainTex, i.uv); 20 | 21 | // get intensity value (Y part of YIQ color space) 22 | fixed Y = dot (fixed3(0.299, 0.587, 0.114), original.rgb); 23 | 24 | // Convert to Sepia Tone by adding constant 25 | fixed4 sepiaConvert = float4 (0.191, -0.054, -0.221, 0.0); 26 | fixed4 output = sepiaConvert + Y; 27 | output.a = original.a; 28 | 29 | return output; 30 | } 31 | ENDCG 32 | 33 | } 34 | } 35 | 36 | Fallback off 37 | 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6aa781cad112c75d0008dfa8d76c639 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader: -------------------------------------------------------------------------------- 1 | 2 | 3 | Shader "Hidden/ShowAlphaChannel" { 4 | Properties { 5 | _MainTex ("Base (RGB)", 2D) = "white" {} 6 | _EdgeTex ("_EdgeTex", 2D) = "white" {} 7 | } 8 | 9 | SubShader { 10 | Pass { 11 | ZTest Always Cull Off ZWrite Off 12 | 13 | CGPROGRAM 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | 17 | #include "UnityCG.cginc" 18 | 19 | uniform sampler2D _MainTex; 20 | uniform sampler2D _EdgeTex; 21 | 22 | uniform float4 _MainTex_TexelSize; 23 | 24 | float filterRadius; 25 | 26 | struct v2f { 27 | float4 pos : SV_POSITION; 28 | float2 uv : TEXCOORD0; 29 | }; 30 | 31 | v2f vert( appdata_img v ) 32 | { 33 | v2f o; 34 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 35 | o.uv = v.texcoord.xy; 36 | 37 | return o; 38 | } 39 | 40 | half4 frag (v2f i) : SV_Target 41 | { 42 | 43 | half4 color = tex2D(_MainTex, i.uv.xy); 44 | half edges = color.a; 45 | 46 | return edges; 47 | } 48 | ENDCG 49 | } 50 | } 51 | 52 | Fallback off 53 | 54 | } 55 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: da310021e2a4142429d95c537846dc38 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader: -------------------------------------------------------------------------------- 1 | 2 | 3 | Shader "Hidden/SimpleClear" { 4 | Properties { 5 | _MainTex ("Base (RGB)", 2D) = "white" {} 6 | } 7 | 8 | SubShader { 9 | Pass { 10 | ZTest Always Cull Off ZWrite Off 11 | 12 | CGPROGRAM 13 | #pragma vertex vert 14 | #pragma fragment frag 15 | #include "UnityCG.cginc" 16 | 17 | uniform sampler2D _MainTex; 18 | uniform float4 _MainTex_TexelSize; 19 | 20 | struct v2f { 21 | float4 pos : SV_POSITION; 22 | }; 23 | 24 | v2f vert( appdata_img v ) 25 | { 26 | v2f o; 27 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 28 | return o; 29 | } 30 | 31 | half4 frag (v2f i) : SV_Target 32 | { 33 | return half4(0,0,0,0); 34 | } 35 | ENDCG 36 | } 37 | } 38 | 39 | Fallback off 40 | 41 | } 42 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f688f89ed5eb847c5b19c934a0f1e772 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3b1c8c1036784176946f5cfbfb7fe4c 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 003377fc2620a44939dadde6fe3f8190 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Twirt Effect Shader" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | } 5 | 6 | SubShader { 7 | Pass { 8 | ZTest Always Cull Off ZWrite Off 9 | 10 | CGPROGRAM 11 | #pragma vertex vert 12 | #pragma fragment frag 13 | #include "UnityCG.cginc" 14 | 15 | uniform sampler2D _MainTex; 16 | uniform float4 _MainTex_TexelSize; 17 | uniform float4 _CenterRadius; 18 | uniform float4x4 _RotationMatrix; 19 | 20 | struct v2f { 21 | float4 pos : SV_POSITION; 22 | float2 uv : TEXCOORD0; 23 | }; 24 | 25 | v2f vert( appdata_img v ) 26 | { 27 | v2f o; 28 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 29 | o.uv = v.texcoord - _CenterRadius.xy; 30 | return o; 31 | } 32 | 33 | float4 frag (v2f i) : SV_Target 34 | { 35 | float2 offset = i.uv; 36 | float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy); 37 | float2 tmp = offset / _CenterRadius.zw; 38 | float t = min (1, length(tmp)); 39 | 40 | offset = lerp (distortedOffset, offset, t); 41 | offset += _CenterRadius.xy; 42 | 43 | return tex2D(_MainTex, offset); 44 | } 45 | ENDCG 46 | 47 | } 48 | } 49 | 50 | Fallback off 51 | 52 | } 53 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 641b781cad112c75d0008dfa8d76c639 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Vignetting" { 2 | Properties { 3 | _MainTex ("Base", 2D) = "white" {} 4 | _VignetteTex ("Vignette", 2D) = "white" {} 5 | } 6 | 7 | CGINCLUDE 8 | 9 | #include "UnityCG.cginc" 10 | 11 | struct v2f { 12 | float4 pos : SV_POSITION; 13 | float2 uv : TEXCOORD0; 14 | float2 uv2 : TEXCOORD1; 15 | }; 16 | 17 | sampler2D _MainTex; 18 | sampler2D _VignetteTex; 19 | 20 | half _Intensity; 21 | half _Blur; 22 | 23 | float4 _MainTex_TexelSize; 24 | 25 | v2f vert( appdata_img v ) { 26 | v2f o; 27 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 28 | o.uv = v.texcoord.xy; 29 | o.uv2 = v.texcoord.xy; 30 | 31 | #if UNITY_UV_STARTS_AT_TOP 32 | if (_MainTex_TexelSize.y < 0) 33 | o.uv2.y = 1.0 - o.uv2.y; 34 | #endif 35 | 36 | return o; 37 | } 38 | 39 | half4 frag(v2f i) : SV_Target { 40 | half2 coords = i.uv; 41 | half2 uv = i.uv; 42 | 43 | coords = (coords - 0.5) * 2.0; 44 | half coordDot = dot (coords,coords); 45 | half4 color = tex2D (_MainTex, uv); 46 | 47 | float mask = 1.0 - coordDot * _Intensity; 48 | 49 | half4 colorBlur = tex2D (_VignetteTex, i.uv2); 50 | color = lerp (color, colorBlur, saturate (_Blur * coordDot)); 51 | 52 | return color * mask; 53 | } 54 | 55 | ENDCG 56 | 57 | Subshader { 58 | Pass { 59 | ZTest Always Cull Off ZWrite Off 60 | 61 | CGPROGRAM 62 | #pragma vertex vert 63 | #pragma fragment frag 64 | ENDCG 65 | } 66 | } 67 | 68 | Fallback off 69 | } 70 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 627943dc7a9a74286b70a4f694a0acd5 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Twist Effect" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | } 5 | 6 | SubShader 7 | { 8 | Pass 9 | { 10 | ZTest Always Cull Off ZWrite Off 11 | 12 | CGPROGRAM 13 | #pragma vertex vert 14 | #pragma fragment frag 15 | 16 | #include "UnityCG.cginc" 17 | 18 | uniform sampler2D _MainTex; 19 | 20 | uniform float4 _MainTex_ST; 21 | 22 | uniform float4 _MainTex_TexelSize; 23 | uniform float _Angle; 24 | uniform float4 _CenterRadius; 25 | 26 | struct v2f { 27 | float4 pos : SV_POSITION; 28 | float2 uv : TEXCOORD0; 29 | float2 uvOrig : TEXCOORD1; 30 | }; 31 | 32 | v2f vert (appdata_img v) 33 | { 34 | v2f o; 35 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 36 | float2 uv = v.texcoord.xy - _CenterRadius.xy; 37 | o.uv = TRANSFORM_TEX(uv, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv); 38 | o.uvOrig = uv; 39 | return o; 40 | } 41 | 42 | float4 frag (v2f i) : SV_Target 43 | { 44 | float2 offset = i.uvOrig; 45 | float angle = 1.0 - length(offset / _CenterRadius.zw); 46 | angle = max (0, angle); 47 | angle = angle * angle * _Angle; 48 | float cosLength, sinLength; 49 | sincos (angle, sinLength, cosLength); 50 | 51 | float2 uv; 52 | uv.x = cosLength * offset[0] - sinLength * offset[1]; 53 | uv.y = sinLength * offset[0] + cosLength * offset[1]; 54 | uv += _CenterRadius.xy; 55 | 56 | return tex2D(_MainTex, uv); 57 | } 58 | ENDCG 59 | 60 | } 61 | } 62 | 63 | Fallback off 64 | 65 | } 66 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 708b781cad112c75d0008dfa8d76c639 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6d55b5e91b95c41739cdf4f804dd383d 3 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 017ca72b9e8a749058d13ebd527e98fa 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd5b323dcc592457790ff18b528f5e67 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c547503fff0e8482ea5793727057041c 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6f1418cffd12146f2a83be795f6fa5a7 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c182fa94a5a0a4c02870641efcd38cd5 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce0cb2621f6d84e21a87414e471a3cce 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b3728d1488b02490cbd196c7941bf1f8 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d6ef58fc6f637406bbe6814a19c377f8 3 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53b3960ee3d3d4a5caa8d5473d120187 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7856cbff0a0ca45c787d5431eb805bb0 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/BlendOneOne" { 2 | Properties { 3 | _MainTex ("-", 2D) = "" {} 4 | } 5 | 6 | CGINCLUDE 7 | 8 | #include "UnityCG.cginc" 9 | 10 | struct v2f { 11 | float4 pos : SV_POSITION; 12 | float2 uv : TEXCOORD0; 13 | }; 14 | 15 | sampler2D _MainTex; 16 | half _Intensity; 17 | 18 | v2f vert( appdata_img v ) { 19 | v2f o; 20 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 21 | o.uv = v.texcoord.xy; 22 | return o; 23 | } 24 | 25 | half4 frag(v2f i) : SV_Target { 26 | return tex2D(_MainTex, i.uv) * _Intensity; 27 | } 28 | 29 | ENDCG 30 | 31 | Subshader { 32 | 33 | Pass { 34 | BlendOp Add 35 | Blend One One 36 | 37 | ZTest Always Cull Off ZWrite Off 38 | 39 | CGPROGRAM 40 | #pragma vertex vert 41 | #pragma fragment frag 42 | ENDCG 43 | } 44 | } 45 | 46 | Fallback off 47 | 48 | } 49 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7898d203e9b94c0dbe2bf9dd5cb32c0 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be6e39cf196f146d5be72fbefb18ed75 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/BrightPassFilterForBloom" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Base (RGB)", 2D) = "" {} 6 | } 7 | 8 | CGINCLUDE 9 | 10 | #include "UnityCG.cginc" 11 | 12 | struct v2f 13 | { 14 | float4 pos : SV_POSITION; 15 | float2 uv : TEXCOORD0; 16 | }; 17 | 18 | sampler2D _MainTex; 19 | 20 | half4 threshold; 21 | half useSrcAlphaAsMask; 22 | 23 | v2f vert( appdata_img v ) 24 | { 25 | v2f o; 26 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 27 | o.uv = v.texcoord.xy; 28 | return o; 29 | } 30 | 31 | half4 frag(v2f i) : SV_Target 32 | { 33 | half4 color = tex2D(_MainTex, i.uv); 34 | //color = color * saturate((color-threshhold.x) * 75.0); // didn't go well with HDR and din't make sense 35 | color = color * lerp(1.0, color.a, useSrcAlphaAsMask); 36 | color = max(half4(0,0,0,0), color-threshold.x); 37 | return color; 38 | } 39 | 40 | ENDCG 41 | 42 | Subshader 43 | { 44 | Pass 45 | { 46 | ZTest Always Cull Off ZWrite Off 47 | 48 | CGPROGRAM 49 | 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | ENDCG 54 | } 55 | } 56 | Fallback off 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 186c4c0d31e314f049595dcbaf4ca129 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/BrightPassFilter2" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Base (RGB)", 2D) = "" {} 6 | } 7 | 8 | CGINCLUDE 9 | 10 | #include "UnityCG.cginc" 11 | 12 | struct v2f 13 | { 14 | float4 pos : SV_POSITION; 15 | float2 uv : TEXCOORD0; 16 | }; 17 | 18 | sampler2D _MainTex; 19 | 20 | half4 _Threshhold; 21 | 22 | v2f vert( appdata_img v ) 23 | { 24 | v2f o; 25 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 26 | o.uv = v.texcoord.xy; 27 | return o; 28 | } 29 | 30 | half4 fragScalarThresh(v2f i) : SV_Target 31 | { 32 | half4 color = tex2D(_MainTex, i.uv); 33 | color.rgb = color.rgb; 34 | color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.xxx); 35 | return color; 36 | } 37 | 38 | half4 fragColorThresh(v2f i) : SV_Target 39 | { 40 | half4 color = tex2D(_MainTex, i.uv); 41 | color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.rgb); 42 | return color; 43 | } 44 | 45 | ENDCG 46 | 47 | Subshader 48 | { 49 | Pass 50 | { 51 | ZTest Always Cull Off ZWrite Off 52 | 53 | CGPROGRAM 54 | 55 | #pragma vertex vert 56 | #pragma fragment fragScalarThresh 57 | 58 | ENDCG 59 | } 60 | 61 | Pass 62 | { 63 | ZTest Always Cull Off ZWrite Off 64 | 65 | CGPROGRAM 66 | 67 | #pragma vertex vert 68 | #pragma fragment fragColorThresh 69 | 70 | ENDCG 71 | } 72 | } 73 | Fallback off 74 | } 75 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0aeaa4cb29f5d4e9c8455f04c8575c8c 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/LensFlareCreate" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | } 5 | 6 | CGINCLUDE 7 | 8 | #include "UnityCG.cginc" 9 | 10 | struct v2f { 11 | float4 pos : SV_POSITION; 12 | float2 uv[4] : TEXCOORD0; 13 | }; 14 | 15 | fixed4 colorA; 16 | fixed4 colorB; 17 | fixed4 colorC; 18 | fixed4 colorD; 19 | 20 | sampler2D _MainTex; 21 | 22 | v2f vert( appdata_img v ) { 23 | v2f o; 24 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 25 | 26 | o.uv[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5; 27 | o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5; 28 | o.uv[2] = ( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5; 29 | o.uv[3] = ( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5; 30 | return o; 31 | } 32 | 33 | fixed4 frag(v2f i) : SV_Target { 34 | fixed4 color = float4 (0,0,0,0); 35 | color += tex2D(_MainTex, i.uv[0] ) * colorA; 36 | color += tex2D(_MainTex, i.uv[1] ) * colorB; 37 | color += tex2D(_MainTex, i.uv[2] ) * colorC; 38 | color += tex2D(_MainTex, i.uv[3] ) * colorD; 39 | return color; 40 | } 41 | 42 | ENDCG 43 | 44 | Subshader { 45 | Blend One One 46 | Pass { 47 | ZTest Always Cull Off ZWrite Off 48 | 49 | CGPROGRAM 50 | 51 | #pragma vertex vert 52 | #pragma fragment frag 53 | 54 | ENDCG 55 | } 56 | } 57 | 58 | Fallback off 59 | 60 | } // shader 61 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 459fe69d2f6d74ddb92f04dbf45a866b 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68a00c837b82e4c6d92e7da765dc5f1d 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f9d5fa183cd6b45eeb1491f74863cd91 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e2baf3cae8edc4daf94c9adc2154be00 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/SeparableBlurPlus" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | } 5 | 6 | CGINCLUDE 7 | 8 | #include "UnityCG.cginc" 9 | 10 | struct v2f { 11 | half4 pos : SV_POSITION; 12 | half2 uv : TEXCOORD0; 13 | half4 uv01 : TEXCOORD1; 14 | half4 uv23 : TEXCOORD2; 15 | half4 uv45 : TEXCOORD3; 16 | half4 uv67 : TEXCOORD4; 17 | }; 18 | 19 | half4 offsets; 20 | 21 | sampler2D _MainTex; 22 | 23 | v2f vert (appdata_img v) { 24 | v2f o; 25 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 26 | 27 | o.uv.xy = v.texcoord.xy; 28 | 29 | o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1); 30 | o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0; 31 | o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0; 32 | o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 4.5; 33 | o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 6.5; 34 | 35 | return o; 36 | } 37 | 38 | half4 frag (v2f i) : SV_Target { 39 | half4 color = half4 (0,0,0,0); 40 | 41 | color += 0.225 * tex2D (_MainTex, i.uv); 42 | color += 0.150 * tex2D (_MainTex, i.uv01.xy); 43 | color += 0.150 * tex2D (_MainTex, i.uv01.zw); 44 | color += 0.110 * tex2D (_MainTex, i.uv23.xy); 45 | color += 0.110 * tex2D (_MainTex, i.uv23.zw); 46 | color += 0.075 * tex2D (_MainTex, i.uv45.xy); 47 | color += 0.075 * tex2D (_MainTex, i.uv45.zw); 48 | color += 0.0525 * tex2D (_MainTex, i.uv67.xy); 49 | color += 0.0525 * tex2D (_MainTex, i.uv67.zw); 50 | 51 | return color; 52 | } 53 | 54 | ENDCG 55 | 56 | Subshader { 57 | Pass { 58 | ZTest Always Cull Off ZWrite Off 59 | 60 | CGPROGRAM 61 | #pragma vertex vert 62 | #pragma fragment frag 63 | ENDCG 64 | } 65 | } 66 | 67 | Fallback off 68 | 69 | } // shader 70 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a9df009a214e24a5ebbf271595f8d5b6 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/VignetteShader" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | } 5 | 6 | CGINCLUDE 7 | 8 | #include "UnityCG.cginc" 9 | 10 | struct v2f { 11 | float4 pos : SV_POSITION; 12 | float2 uv : TEXCOORD0; 13 | }; 14 | 15 | sampler2D _MainTex; 16 | 17 | float4 _MainTex_TexelSize; 18 | float vignetteIntensity; 19 | 20 | v2f vert( appdata_img v ) { 21 | v2f o; 22 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 23 | 24 | o.uv = v.texcoord.xy; 25 | return o; 26 | } 27 | 28 | half4 frag(v2f i) : SV_Target { 29 | half2 coords = i.uv; 30 | half2 uv = i.uv; 31 | 32 | coords = (coords - 0.5) * 2.0; 33 | half coordDot = dot (coords,coords); 34 | half4 color = tex2D (_MainTex, uv); 35 | 36 | float mask = 1.0 - coordDot * vignetteIntensity; 37 | return color * mask; 38 | } 39 | 40 | ENDCG 41 | 42 | Subshader { 43 | Pass { 44 | ZTest Always Cull Off ZWrite Off 45 | 46 | CGPROGRAM 47 | 48 | #pragma vertex vert 49 | #pragma fragment frag 50 | 51 | ENDCG 52 | } 53 | } 54 | 55 | Fallback off 56 | 57 | } // shader 58 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 562f620336e024ac99992ff05725a89a 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9cccf980fcb7441d85b8b3b5c2d2c34 3 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader: -------------------------------------------------------------------------------- 1 | 2 | Shader "Hidden/Dof/Bokeh34" { 3 | Properties { 4 | _MainTex ("Base (RGB)", 2D) = "white" {} 5 | _Source ("Base (RGB)", 2D) = "black" {} 6 | } 7 | 8 | SubShader { 9 | CGINCLUDE 10 | 11 | #include "UnityCG.cginc" 12 | 13 | sampler2D _MainTex; 14 | sampler2D _Source; 15 | 16 | uniform half4 _ArScale; 17 | uniform half _Intensity; 18 | uniform half4 _Source_TexelSize; 19 | 20 | struct v2f { 21 | half4 pos : SV_POSITION; 22 | half2 uv2 : TEXCOORD0; 23 | half4 source : TEXCOORD1; 24 | }; 25 | 26 | #define COC bokeh.a 27 | 28 | v2f vert (appdata_full v) 29 | { 30 | v2f o; 31 | 32 | o.pos = v.vertex; 33 | 34 | o.uv2.xy = v.texcoord.xy;// * 2.0; <- needed when using Triangles.js and not Quads.js 35 | 36 | #if UNITY_UV_STARTS_AT_TOP 37 | float4 bokeh = tex2Dlod (_Source, half4 (v.texcoord1.xy * half2(1,-1) + half2(0,1), 0, 0)); 38 | #else 39 | float4 bokeh = tex2Dlod (_Source, half4 (v.texcoord1.xy, 0, 0)); 40 | #endif 41 | 42 | o.source = bokeh; 43 | 44 | o.pos.xy += (v.texcoord.xy * 2.0 - 1.0) * _ArScale.xy * COC;// + _ArScale.zw * coc; 45 | o.source.rgb *= _Intensity; 46 | 47 | return o; 48 | } 49 | 50 | 51 | half4 frag (v2f i) : SV_Target 52 | { 53 | half4 color = tex2D (_MainTex, i.uv2.xy); 54 | color.rgb *= i.source.rgb; 55 | color.a *= Luminance(i.source.rgb*0.25); 56 | return color; 57 | } 58 | 59 | ENDCG 60 | 61 | Pass { 62 | Blend OneMinusDstColor One 63 | ZTest Always Cull Off ZWrite Off 64 | 65 | CGPROGRAM 66 | 67 | #pragma target 3.0 68 | #pragma vertex vert 69 | #pragma fragment frag 70 | 71 | ENDCG 72 | } 73 | 74 | } 75 | 76 | Fallback off 77 | 78 | } 79 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57cdacf9b217546aaa18edf39a6151c0 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 987fb0677d01f43ce8a9dbf12271e668 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldDX11.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d8e82664aa8686642a424c88ab10164a 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfFieldScatter.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: acd613035ff3e455e8abf23fdc8c8c24 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/SeparableBlur" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | } 5 | 6 | CGINCLUDE 7 | 8 | #include "UnityCG.cginc" 9 | 10 | struct v2f { 11 | float4 pos : SV_POSITION; 12 | float2 uv : TEXCOORD0; 13 | 14 | float4 uv01 : TEXCOORD1; 15 | float4 uv23 : TEXCOORD2; 16 | float4 uv45 : TEXCOORD3; 17 | }; 18 | 19 | float4 offsets; 20 | 21 | sampler2D _MainTex; 22 | 23 | v2f vert (appdata_img v) { 24 | v2f o; 25 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 26 | 27 | o.uv.xy = v.texcoord.xy; 28 | 29 | o.uv01 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1); 30 | o.uv23 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0; 31 | o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0; 32 | 33 | return o; 34 | } 35 | 36 | half4 frag (v2f i) : SV_Target { 37 | half4 color = float4 (0,0,0,0); 38 | 39 | color += 0.40 * tex2D (_MainTex, i.uv); 40 | color += 0.15 * tex2D (_MainTex, i.uv01.xy); 41 | color += 0.15 * tex2D (_MainTex, i.uv01.zw); 42 | color += 0.10 * tex2D (_MainTex, i.uv23.xy); 43 | color += 0.10 * tex2D (_MainTex, i.uv23.zw); 44 | color += 0.05 * tex2D (_MainTex, i.uv45.xy); 45 | color += 0.05 * tex2D (_MainTex, i.uv45.zw); 46 | 47 | return color; 48 | } 49 | 50 | ENDCG 51 | 52 | Subshader { 53 | Pass { 54 | ZTest Always Cull Off ZWrite Off 55 | 56 | CGPROGRAM 57 | #pragma vertex vert 58 | #pragma fragment frag 59 | ENDCG 60 | } 61 | } 62 | 63 | Fallback off 64 | 65 | 66 | } // shader 67 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e97c14fbb5ea04c3a902cc533d7fc5d1 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bb4af680337344a4abad65a4e8873c50 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bf34d2a25450349699e8ae6456fa7ca9 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/frag_ao.cginc: -------------------------------------------------------------------------------- 1 | 2 | half frag_ao (v2f_ao i, int sampleCount, float3 samples[INPUT_SAMPLE_COUNT]) 3 | { 4 | // read random normal from noise texture 5 | half3 randN = tex2D (_RandomTexture, i.uvr).xyz * 2.0 - 1.0; 6 | 7 | // read scene depth/normal 8 | float4 depthnormal = tex2D (_CameraDepthNormalsTexture, i.uv); 9 | float3 viewNorm; 10 | float depth; 11 | DecodeDepthNormal (depthnormal, depth, viewNorm); 12 | depth *= _ProjectionParams.z; 13 | float scale = _Params.x / depth; 14 | 15 | // accumulated occlusion factor 16 | float occ = 0.0; 17 | for (int s = 0; s < sampleCount; ++s) 18 | { 19 | // Reflect sample direction around a random vector 20 | half3 randomDir = reflect(samples[s], randN); 21 | 22 | // Make it point to the upper hemisphere 23 | half flip = (dot(viewNorm,randomDir)<0) ? 1.0 : -1.0; 24 | randomDir *= -flip; 25 | // Add a bit of normal to reduce self shadowing 26 | randomDir += viewNorm * 0.3; 27 | 28 | float2 offset = randomDir.xy * scale; 29 | float sD = depth - (randomDir.z * _Params.x); 30 | 31 | // Sample depth at offset location 32 | float4 sampleND = tex2D (_CameraDepthNormalsTexture, i.uv + offset); 33 | float sampleD; 34 | float3 sampleN; 35 | DecodeDepthNormal (sampleND, sampleD, sampleN); 36 | sampleD *= _ProjectionParams.z; 37 | float zd = 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Assets/Effects/Projectors/Shaders/ProjectorLight.shader: -------------------------------------------------------------------------------- 1 | Shader "Projector/Light" { 2 | Properties { 3 | _Color ("Main Color", Color) = (1,1,1,1) 4 | _ShadowTex ("Cookie", 2D) = "" {} 5 | _FalloffTex ("FallOff", 2D) = "" {} 6 | } 7 | 8 | Subshader { 9 | Tags {"Queue"="Transparent"} 10 | Pass { 11 | ZWrite Off 12 | ColorMask RGB 13 | Blend DstColor One 14 | Offset -1, -1 15 | 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | #pragma multi_compile_fog 20 | #include "UnityCG.cginc" 21 | 22 | struct v2f { 23 | float4 uvShadow : TEXCOORD0; 24 | float4 uvFalloff : TEXCOORD1; 25 | UNITY_FOG_COORDS(2) 26 | float4 pos : SV_POSITION; 27 | }; 28 | 29 | float4x4 _Projector; 30 | float4x4 _ProjectorClip; 31 | 32 | v2f vert (float4 vertex : POSITION) 33 | { 34 | v2f o; 35 | o.pos = mul (UNITY_MATRIX_MVP, vertex); 36 | o.uvShadow = mul (_Projector, vertex); 37 | o.uvFalloff = mul (_ProjectorClip, vertex); 38 | UNITY_TRANSFER_FOG(o,o.pos); 39 | return o; 40 | } 41 | 42 | fixed4 _Color; 43 | sampler2D _ShadowTex; 44 | sampler2D _FalloffTex; 45 | 46 | fixed4 frag (v2f i) : SV_Target 47 | { 48 | fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow)); 49 | texS.rgb *= _Color.rgb; 50 | texS.a = 1.0-texS.a; 51 | 52 | fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff)); 53 | fixed4 res = texS * texF.a; 54 | 55 | UNITY_APPLY_FOG_COLOR(i.fogCoord, res, fixed4(0,0,0,0)); 56 | return res; 57 | } 58 | ENDCG 59 | } 60 | } 61 | } 62 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/Projectors/Shaders/ProjectorLight.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c0ace1ca4bc0718448acf798c93d52d9 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/Projectors/Shaders/ProjectorMultiply.shader: -------------------------------------------------------------------------------- 1 | Shader "Projector/Multiply" { 2 | Properties { 3 | _ShadowTex ("Cookie", 2D) = "gray" {} 4 | _FalloffTex ("FallOff", 2D) = "white" {} 5 | } 6 | Subshader { 7 | Tags {"Queue"="Transparent"} 8 | Pass { 9 | ZWrite Off 10 | ColorMask RGB 11 | Blend DstColor Zero 12 | Offset -1, -1 13 | 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | #pragma multi_compile_fog 18 | #include "UnityCG.cginc" 19 | 20 | struct v2f { 21 | float4 uvShadow : TEXCOORD0; 22 | float4 uvFalloff : TEXCOORD1; 23 | UNITY_FOG_COORDS(2) 24 | float4 pos : SV_POSITION; 25 | }; 26 | 27 | float4x4 _Projector; 28 | float4x4 _ProjectorClip; 29 | 30 | v2f vert (float4 vertex : POSITION) 31 | { 32 | v2f o; 33 | o.pos = mul (UNITY_MATRIX_MVP, vertex); 34 | o.uvShadow = 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-------------------------------------------------------------------------------- 1 | Shader "Tessellation/Bumped Specular (smooth)" { 2 | Properties { 3 | _Color ("Main Color", Color) = (1,1,1,1) 4 | _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1) 5 | _Shininess ("Shininess", Range (0.03, 1)) = 0.078125 6 | _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {} 7 | _BumpMap ("Normalmap", 2D) = "bump" {} 8 | 9 | _EdgeLength ("Edge length", Range(3,50)) = 10 10 | _Smoothness ("Smoothness", Range(0,1)) = 0.5 11 | } 12 | SubShader { 13 | Tags { "RenderType"="Opaque" } 14 | LOD 700 15 | 16 | CGPROGRAM 17 | #pragma surface surf BlinnPhong addshadow vertex:disp tessellate:tessEdge tessphong:_Smoothness 18 | #include "Tessellation.cginc" 19 | 20 | struct appdata { 21 | float4 vertex : POSITION; 22 | float4 tangent : TANGENT; 23 | float3 normal : NORMAL; 24 | float2 texcoord : TEXCOORD0; 25 | float2 texcoord1 : TEXCOORD1; 26 | float2 texcoord2 : TEXCOORD2; 27 | }; 28 | 29 | float 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c9e6294c9d11cb8d11006bf944295342 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Materials/ToonLitOutline.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d69df9d9d11e49d110086ba44295342 3 | NativeFormatImporter: 4 | userData: 5 | assetBundleName: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: adec466a1f9044ea78471a5ce6f78271 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader: -------------------------------------------------------------------------------- 1 | Shader "Toon/Basic" { 2 | Properties { 3 | _Color ("Main Color", Color) = (.5,.5,.5,1) 4 | _MainTex ("Base (RGB)", 2D) = "white" {} 5 | _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { } 6 | } 7 | 8 | 9 | SubShader { 10 | Tags { "RenderType"="Opaque" } 11 | Pass { 12 | Name "BASE" 13 | Cull Off 14 | 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | #pragma multi_compile_fog 19 | 20 | #include "UnityCG.cginc" 21 | 22 | sampler2D _MainTex; 23 | samplerCUBE _ToonShade; 24 | float4 _MainTex_ST; 25 | float4 _Color; 26 | 27 | struct appdata { 28 | float4 vertex : POSITION; 29 | float2 texcoord : TEXCOORD0; 30 | float3 normal : NORMAL; 31 | }; 32 | 33 | struct v2f { 34 | float4 pos : SV_POSITION; 35 | float2 texcoord : TEXCOORD0; 36 | float3 cubenormal : TEXCOORD1; 37 | UNITY_FOG_COORDS(2) 38 | }; 39 | 40 | v2f vert (appdata v) 41 | { 42 | v2f o; 43 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 44 | o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 45 | o.cubenormal = mul (UNITY_MATRIX_MV, float4(v.normal,0)); 46 | UNITY_TRANSFER_FOG(o,o.pos); 47 | return o; 48 | } 49 | 50 | fixed4 frag (v2f i) : SV_Target 51 | { 52 | fixed4 col = _Color * tex2D(_MainTex, i.texcoord); 53 | fixed4 cube = texCUBE(_ToonShade, i.cubenormal); 54 | fixed4 c = fixed4(2.0f * cube.rgb * col.rgb, col.a); 55 | UNITY_APPLY_FOG(i.fogCoord, c); 56 | return c; 57 | } 58 | ENDCG 59 | } 60 | } 61 | 62 | Fallback "VertexLit" 63 | } 64 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasic.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d84268709d11078d11005b9844295342 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader: -------------------------------------------------------------------------------- 1 | Shader "Toon/Basic Outline" { 2 | Properties { 3 | _Color ("Main Color", Color) = (.5,.5,.5,1) 4 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 5 | _Outline ("Outline width", Range (.002, 0.03)) = .005 6 | _MainTex ("Base (RGB)", 2D) = "white" { } 7 | _ToonShade ("ToonShader Cubemap(RGB)", CUBE) = "" { } 8 | } 9 | 10 | CGINCLUDE 11 | #include "UnityCG.cginc" 12 | 13 | struct appdata { 14 | float4 vertex : POSITION; 15 | float3 normal : NORMAL; 16 | }; 17 | 18 | struct v2f { 19 | float4 pos : SV_POSITION; 20 | UNITY_FOG_COORDS(0) 21 | fixed4 color : COLOR; 22 | }; 23 | 24 | uniform float _Outline; 25 | uniform float4 _OutlineColor; 26 | 27 | v2f vert(appdata v) { 28 | v2f o; 29 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 30 | 31 | float3 norm = normalize(mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal)); 32 | float2 offset = TransformViewToProjection(norm.xy); 33 | 34 | o.pos.xy += offset * o.pos.z * _Outline; 35 | o.color = _OutlineColor; 36 | UNITY_TRANSFER_FOG(o,o.pos); 37 | return o; 38 | } 39 | ENDCG 40 | 41 | SubShader { 42 | Tags { "RenderType"="Opaque" } 43 | UsePass "Toon/Basic/BASE" 44 | Pass { 45 | Name "OUTLINE" 46 | Tags { "LightMode" = "Always" } 47 | Cull Front 48 | ZWrite On 49 | ColorMask RGB 50 | Blend SrcAlpha OneMinusSrcAlpha 51 | 52 | CGPROGRAM 53 | #pragma vertex vert 54 | #pragma fragment frag 55 | #pragma multi_compile_fog 56 | fixed4 frag(v2f i) : SV_Target 57 | { 58 | UNITY_APPLY_FOG(i.fogCoord, i.color); 59 | return i.color; 60 | } 61 | ENDCG 62 | } 63 | } 64 | 65 | Fallback "Toon/Basic" 66 | } 67 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Shaders/ToonBasicOutline.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ce107479d11178d11005b9844295342 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader: -------------------------------------------------------------------------------- 1 | Shader "Toon/Lit" { 2 | Properties { 3 | _Color ("Main Color", Color) = (0.5,0.5,0.5,1) 4 | _MainTex ("Base (RGB)", 2D) = "white" {} 5 | _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} 6 | } 7 | 8 | SubShader { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 200 11 | 12 | CGPROGRAM 13 | #pragma surface surf ToonRamp 14 | 15 | sampler2D _Ramp; 16 | 17 | // custom lighting function that uses a texture ramp based 18 | // on angle between light direction and normal 19 | #pragma lighting ToonRamp exclude_path:prepass 20 | inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten) 21 | { 22 | #ifndef USING_DIRECTIONAL_LIGHT 23 | lightDir = normalize(lightDir); 24 | #endif 25 | 26 | half d = dot (s.Normal, lightDir)*0.5 + 0.5; 27 | half3 ramp = tex2D (_Ramp, float2(d,d)).rgb; 28 | 29 | half4 c; 30 | c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2); 31 | c.a = 0; 32 | return c; 33 | } 34 | 35 | 36 | sampler2D _MainTex; 37 | float4 _Color; 38 | 39 | struct Input { 40 | float2 uv_MainTex : TEXCOORD0; 41 | }; 42 | 43 | void surf (Input IN, inout SurfaceOutput o) { 44 | half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; 45 | o.Albedo = c.rgb; 46 | o.Alpha = c.a; 47 | } 48 | ENDCG 49 | 50 | } 51 | 52 | Fallback "Diffuse" 53 | } 54 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48dca5b99d113b8d11006bab44295342 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | 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https://raw.githubusercontent.com/hecomi/UnityRaymarchingCollision/b04929b9a52e18102e206ef416e41b973b651c02/ProjectSettings/UnityAdsSettings.asset -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/hecomi/UnityRaymarchingCollision/b04929b9a52e18102e206ef416e41b973b651c02/ProjectSettings/UnityConnectSettings.asset -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | Unity Raymarching Collision 2 | =========================== 3 | ![Raymarching Sample](https://raw.githubusercontent.com/wiki/hecomi/UnityRaymarchingCollision/collision.gif) 4 | 5 | License 6 | ------- 7 | #### Rim Light 8 | https://github.com/i-saint/Unity5Effects 9 | 10 | #### This Project 11 | Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License. 12 | --------------------------------------------------------------------------------