├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── PresetManager.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Assets ├── Textures │ ├── SharpPixel.png │ ├── CircleSprite.png │ ├── TextureFromCamera.renderTexture.meta │ ├── TextureFromCamera.renderTexture │ ├── SharpPixel.png.meta │ └── CircleSprite.png.meta ├── Scenes.meta ├── Scenes │ └── LiquidScene.unity.meta ├── Scripts.meta ├── Shaders.meta ├── Materials.meta ├── Textures.meta ├── Materials │ ├── TextureWithShader.mat.meta │ ├── Water.physicsMaterial2D.meta │ ├── Water.physicsMaterial2D │ └── TextureWithShader.mat ├── Shaders │ ├── BlurEffect.shader.meta │ ├── UnlitTransparent.shader.meta │ ├── BlurEffect.shader │ └── UnlitTransparent.shader └── Scripts │ ├── BlurController.cs.meta │ └── BlurController.cs ├── LICENSE.md ├── README.md ├── Packages └── manifest.json └── .gitignore /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.2.0f2 2 | -------------------------------------------------------------------------------- /Assets/Textures/SharpPixel.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ivuecode/Liquid-Simulation/HEAD/Assets/Textures/SharpPixel.png -------------------------------------------------------------------------------- /Assets/Textures/CircleSprite.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/ivuecode/Liquid-Simulation/HEAD/Assets/Textures/CircleSprite.png -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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tag:unity3d.com,2011: 3 | --- !u!1386491679 &1 4 | PresetManager: 5 | m_ObjectHideFlags: 0 6 | m_DefaultList: 7 | - type: 8 | m_NativeTypeID: 108 9 | m_ManagedTypePPtr: {fileID: 0} 10 | m_ManagedTypeFallback: 11 | defaultPresets: 12 | - m_Preset: {fileID: 2655988077585873504, guid: c1cf8506f04ef2c4a88b64b6c4202eea, 13 | type: 2} 14 | - type: 15 | m_NativeTypeID: 1020 16 | m_ManagedTypePPtr: {fileID: 0} 17 | m_ManagedTypeFallback: 18 | defaultPresets: 19 | - m_Preset: {fileID: 2655988077585873504, guid: 0cd792cc87e492d43b4e95b205fc5cc6, 20 | type: 2} 21 | - type: 22 | m_NativeTypeID: 1006 23 | m_ManagedTypePPtr: {fileID: 0} 24 | m_ManagedTypeFallback: 25 | defaultPresets: 26 | - m_Preset: {fileID: 2655988077585873504, guid: 7a99f8aa944efe94cb9bd74562b7d5f9, 27 | type: 2} 28 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Vue Code 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 1 23 | m_ClothInterCollisionSettingsToggle: 0 24 | m_ContactPairsMode: 0 25 | m_BroadphaseType: 0 26 | m_WorldBounds: 27 | m_Center: {x: 0, y: 0, z: 0} 28 | m_Extent: {x: 250, y: 250, z: 250} 29 | m_WorldSubdivisions: 8 30 | -------------------------------------------------------------------------------- /Assets/Shaders/BlurEffect.shader: -------------------------------------------------------------------------------- 1 | // Unity based gaussian blue shader 2 | 3 | Shader "VueCode/BlurEffect" { 4 | Properties { _MainTex ("", any) = "" {} } 5 | CGINCLUDE 6 | #include "UnityCG.cginc" 7 | struct v2f { 8 | float4 pos : SV_POSITION; 9 | half2 uv : TEXCOORD0; 10 | half2 taps[4] : TEXCOORD1; 11 | }; 12 | sampler2D _MainTex; 13 | half4 _MainTex_TexelSize; 14 | half4 _BlurOffsets; 15 | v2f vert( appdata_img v ) { 16 | v2f o; 17 | o.pos = UnityObjectToClipPos(v.vertex); 18 | o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; 19 | o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy; 20 | o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy; 21 | o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); 22 | o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); 23 | return o; 24 | } 25 | half4 frag(v2f i) : SV_Target { 26 | half4 color = tex2D(_MainTex, i.taps[0]); 27 | color += tex2D(_MainTex, i.taps[1]); 28 | color += tex2D(_MainTex, i.taps[2]); 29 | color += tex2D(_MainTex, i.taps[3]); 30 | return color * 0.25; 31 | } 32 | ENDCG 33 | SubShader { 34 | Pass { 35 | ZTest Always Cull Off ZWrite Off 36 | 37 | CGPROGRAM 38 | #pragma vertex vert 39 | #pragma fragment frag 40 | ENDCG 41 | } 42 | } 43 | Fallback off 44 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Liquid Effect :ocean: 2 | An implemntation of liquid simulation effect in Unity. 3 | 4 | This project uses blur shaders along with 2D rigidbody sprites to create the illusion of a liquid body. Render textures and material instancing are methods also used to achieve this inexpensive fluid motion look. 5 | 6 | ## Preview :eyes: 7 | ![gif demo](https://i.imgur.com/4WCtDzh.gif) 8 | 9 | ## Getting Started :page_with_curl: 10 | Clone or download this repository and open the project with your favourite flavour of Unity. 11 | _This project was built with Unity 2018.2_ 12 | 13 | ## Optimizations :pencil2: 14 | There are a few points to consider when using this application: 15 | * Using thousands of rigidbodys is very taxing. This effect should not be used to recreate the ocean. For a simple motion graphic effect such as the example gif, won't cause you any problems at all. 16 | 17 | * Recreating this project with the new Unity ECS or Job System will drastically increase particle count. 18 | 19 | ## Contributing :muscle: 20 | Looking to contribute something to this project? **Here's how you can help.** 21 | If you believe something needs to be immediately fixed please open an issue and document the problem. Fork this project and create a pull request with your solution to the problem. Thank you. 22 | 23 | [VueCode YouTube](https://www.youtube.com/channel/UCtP-1zQ2g_jpgYvvBqkWltA) 24 | [VueCode Twitter](https://twitter.com/VueCode/) 25 | [VueCode Discord](https://discord.gg/qWpEtR3) 26 | 27 | -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.package-manager-ui": "1.9.11", 4 | "com.unity.modules.ai": "1.0.0", 5 | "com.unity.modules.animation": "1.0.0", 6 | "com.unity.modules.assetbundle": "1.0.0", 7 | "com.unity.modules.audio": "1.0.0", 8 | "com.unity.modules.cloth": "1.0.0", 9 | "com.unity.modules.director": "1.0.0", 10 | "com.unity.modules.imageconversion": "1.0.0", 11 | "com.unity.modules.imgui": "1.0.0", 12 | "com.unity.modules.jsonserialize": "1.0.0", 13 | "com.unity.modules.particlesystem": "1.0.0", 14 | "com.unity.modules.physics": "1.0.0", 15 | "com.unity.modules.physics2d": "1.0.0", 16 | "com.unity.modules.screencapture": "1.0.0", 17 | "com.unity.modules.terrain": "1.0.0", 18 | "com.unity.modules.terrainphysics": "1.0.0", 19 | "com.unity.modules.tilemap": "1.0.0", 20 | "com.unity.modules.ui": "1.0.0", 21 | "com.unity.modules.uielements": "1.0.0", 22 | "com.unity.modules.umbra": "1.0.0", 23 | "com.unity.modules.unityanalytics": "1.0.0", 24 | "com.unity.modules.unitywebrequest": "1.0.0", 25 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0", 26 | "com.unity.modules.unitywebrequestaudio": "1.0.0", 27 | "com.unity.modules.unitywebrequesttexture": "1.0.0", 28 | "com.unity.modules.unitywebrequestwww": "1.0.0", 29 | "com.unity.modules.vehicles": "1.0.0", 30 | "com.unity.modules.video": "1.0.0", 31 | "com.unity.modules.vr": "1.0.0", 32 | "com.unity.modules.wind": "1.0.0", 33 | "com.unity.modules.xr": "1.0.0" 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: 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m_ContactArrowScale: 0.2 33 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 34 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 35 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 36 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 37 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 38 | -------------------------------------------------------------------------------- /Assets/Shaders/UnlitTransparent.shader: -------------------------------------------------------------------------------- 1 | Shader "VueCode/UnlitMod" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Color ("Main Color", Color) = (1,1,1,1) 7 | 8 | _Cutoff("Alpha cutoff", Range(0,1)) = 0.5 9 | 10 | _Stroke ("Stroke Alpha", Range(0,1)) = 0.1 11 | _StrokeColor ("Stroke Color", Color) = (1,1,1,1) 12 | 13 | _Stroke2 ("Stroke Alpha", Range(0,1)) = 0.1 14 | _StrokeColor2 ("Stroke Color", Color) = (1,1,1,1) 15 | } 16 | SubShader 17 | { 18 | Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout" } 19 | LOD 100 20 | 21 | Lighting Off 22 | 23 | Pass 24 | { 25 | CGPROGRAM 26 | #pragma vertex vert 27 | #pragma fragment frag 28 | 29 | #include "UnityCG.cginc" 30 | 31 | struct appdata 32 | { 33 | float4 vertex : POSITION; 34 | float2 texcoord : TEXCOORD0; 35 | }; 36 | 37 | struct v2f 38 | { 39 | float4 vertex : SV_POSITION; 40 | half2 texcoord : TEXCOORD0; 41 | }; 42 | 43 | sampler2D _MainTex; 44 | float4 _MainTex_ST; 45 | fixed _Cutoff; 46 | 47 | half4 _Color; 48 | 49 | fixed _Stroke; 50 | half4 _StrokeColor; 51 | 52 | fixed _Stroke2; 53 | half4 _StrokeColor2; 54 | 55 | v2f vert (appdata v) 56 | { 57 | v2f o; 58 | o.vertex = 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vertices: [] 91 | indices: 92 | edges: [] 93 | weights: [] 94 | spritePackingTag: 95 | userData: 96 | assetBundleName: 97 | assetBundleVariant: 98 | -------------------------------------------------------------------------------- /Assets/Scripts/BlurController.cs: -------------------------------------------------------------------------------- 1 | ///----------------------------------------------------------------- 2 | /// Class: BlurController 3 | /// Description: Created by Unity, edited by VC. 4 | /// Author: VueCode 5 | /// GitHub: https://github.com/ivuecode/ 6 | ///----------------------------------------------------------------- 7 | using UnityEngine; 8 | 9 | [ExecuteInEditMode] 10 | public class BlurController : MonoBehaviour 11 | { 12 | [Header("Blue Settings")] 13 | public int iterations = 3; // Blur iterations - larger number means more blur. 14 | public float blurSpread = 0.6f; // Blur spread for each iteration. Lower values give better looking blur. 15 | static Material m_Material = null; 16 | protected Material material { get { if (m_Material == null) { m_Material = new Material(blurShader) { hideFlags = HideFlags.DontSave }; } return m_Material; } } 17 | 18 | public Shader blurShader = null; // The blur iteration shader just takes 4 texture samples and averages them. 19 | // By applying it repeatedly and spreading out sample locations 20 | // we get a Gaussian blur approximation. 21 | 22 | 23 | // Performs one blur iteration. 24 | public void FourTapCone(RenderTexture source, RenderTexture dest, int iteration) 25 | { 26 | float off = 0.5f + iteration * blurSpread; 27 | Graphics.BlitMultiTap(source, dest, material, 28 | new Vector2(-off, -off), 29 | new Vector2(-off, off), 30 | new Vector2(off, off), 31 | new Vector2(off, -off)); 32 | } 33 | 34 | // Downsamples the texture to a quarter resolution. 35 | private void DownSample4x(RenderTexture source, RenderTexture dest) 36 | { 37 | float off 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invert: 0 261 | type: 0 262 | axis: 0 263 | joyNum: 0 264 | - serializedVersion: 3 265 | m_Name: Submit 266 | descriptiveName: 267 | descriptiveNegativeName: 268 | negativeButton: 269 | positiveButton: enter 270 | altNegativeButton: 271 | altPositiveButton: space 272 | gravity: 1000 273 | dead: 0.001 274 | sensitivity: 1000 275 | snap: 0 276 | invert: 0 277 | type: 0 278 | axis: 0 279 | joyNum: 0 280 | - serializedVersion: 3 281 | m_Name: Cancel 282 | descriptiveName: 283 | descriptiveNegativeName: 284 | negativeButton: 285 | positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | 2 | # Created by https://www.gitignore.io/api/unity,windows,visualstudio 3 | 4 | ### Unity ### 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /Assets/AssetStoreTools* 11 | 12 | # Visual Studio 2015 cache directory 13 | /.vs/ 14 | 15 | # Autogenerated VS/MD/Consulo solution and project files 16 | ExportedObj/ 17 | .consulo/ 18 | *.csproj 19 | *.unityproj 20 | *.sln 21 | *.suo 22 | *.tmp 23 | *.user 24 | *.userprefs 25 | *.pidb 26 | *.booproj 27 | *.svd 28 | *.pdb 29 | 30 | # Unity3D generated meta files 31 | *.pidb.meta 32 | 33 | # Unity3D Generated File On Crash Reports 34 | sysinfo.txt 35 | 36 | # Builds 37 | *.apk 38 | *.unitypackage 39 | 40 | ### Windows ### 41 | # Windows thumbnail cache files 42 | Thumbs.db 43 | ehthumbs.db 44 | ehthumbs_vista.db 45 | 46 | # Folder config file 47 | Desktop.ini 48 | 49 | # Recycle Bin used on file shares 50 | $RECYCLE.BIN/ 51 | 52 | # Windows Installer files 53 | *.cab 54 | *.msi 55 | *.msm 56 | *.msp 57 | 58 | # Windows shortcuts 59 | *.lnk 60 | 61 | ### VisualStudio ### 62 | ## Ignore Visual Studio temporary files, build results, and 63 | ## files generated by popular Visual Studio add-ons. 64 | ## 65 | ## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore 66 | 67 | # User-specific files 68 | *.userosscache 69 | *.sln.docstates 70 | 71 | # User-specific files (MonoDevelop/Xamarin Studio) 72 | 73 | # Build results 74 | [Dd]ebug/ 75 | [Dd]ebugPublic/ 76 | [Rr]elease/ 77 | [Rr]eleases/ 78 | x64/ 79 | x86/ 80 | bld/ 81 | [Bb]in/ 82 | [Oo]bj/ 83 | [Ll]og/ 84 | 85 | # Visual Studio 2015 cache/options directory 86 | .vs/ 87 | # Uncomment if you have tasks that create the project's static files in wwwroot 88 | #wwwroot/ 89 | 90 | # MSTest test Results 91 | [Tt]est[Rr]esult*/ 92 | [Bb]uild[Ll]og.* 93 | 94 | # NUNIT 95 | *.VisualState.xml 96 | TestResult.xml 97 | 98 | # Build Results of an ATL Project 99 | [Dd]ebugPS/ 100 | [Rr]eleasePS/ 101 | dlldata.c 102 | 103 | # .NET Core 104 | project.lock.json 105 | project.fragment.lock.json 106 | artifacts/ 107 | **/Properties/launchSettings.json 108 | 109 | *_i.c 110 | *_p.c 111 | *_i.h 112 | *.ilk 113 | *.meta 114 | *.obj 115 | *.pch 116 | *.pgc 117 | *.pgd 118 | *.rsp 119 | *.sbr 120 | *.tlb 121 | *.tli 122 | *.tlh 123 | *.tmp_proj 124 | *.log 125 | *.vspscc 126 | *.vssscc 127 | .builds 128 | *.svclog 129 | *.scc 130 | 131 | # Chutzpah Test files 132 | _Chutzpah* 133 | 134 | # Visual C++ cache files 135 | ipch/ 136 | *.aps 137 | *.ncb 138 | *.opendb 139 | *.opensdf 140 | *.sdf 141 | *.cachefile 142 | *.VC.db 143 | *.VC.VC.opendb 144 | 145 | # Visual Studio profiler 146 | *.psess 147 | *.vsp 148 | *.vspx 149 | *.sap 150 | 151 | # TFS 2012 Local Workspace 152 | $tf/ 153 | 154 | # Guidance Automation Toolkit 155 | *.gpState 156 | 157 | # ReSharper is a .NET coding add-in 158 | _ReSharper*/ 159 | *.[Rr]e[Ss]harper 160 | *.DotSettings.user 161 | 162 | # JustCode is a .NET coding add-in 163 | .JustCode 164 | 165 | # TeamCity is a build add-in 166 | _TeamCity* 167 | 168 | # DotCover is a Code Coverage Tool 169 | *.dotCover 170 | 171 | # Visual Studio code coverage results 172 | *.coverage 173 | *.coveragexml 174 | 175 | # NCrunch 176 | _NCrunch_* 177 | .*crunch*.local.xml 178 | nCrunchTemp_* 179 | 180 | # MightyMoose 181 | *.mm.* 182 | AutoTest.Net/ 183 | 184 | # Web workbench (sass) 185 | .sass-cache/ 186 | 187 | # Installshield output folder 188 | [Ee]xpress/ 189 | 190 | # DocProject is a documentation generator add-in 191 | DocProject/buildhelp/ 192 | DocProject/Help/*.HxT 193 | DocProject/Help/*.HxC 194 | DocProject/Help/*.hhc 195 | DocProject/Help/*.hhk 196 | DocProject/Help/*.hhp 197 | DocProject/Help/Html2 198 | DocProject/Help/html 199 | 200 | # Click-Once directory 201 | publish/ 202 | 203 | # Publish Web Output 204 | *.[Pp]ublish.xml 205 | *.azurePubxml 206 | # TODO: Uncomment the next line to ignore your web deploy settings. 207 | # By default, sensitive information, such as encrypted password 208 | # should be stored in the .pubxml.user file. 209 | #*.pubxml 210 | *.pubxml.user 211 | *.publishproj 212 | 213 | # Microsoft Azure Web App publish settings. Comment the next line if you want to 214 | # checkin your Azure Web App publish settings, but sensitive information contained 215 | # in these scripts will be unencrypted 216 | PublishScripts/ 217 | 218 | # NuGet Packages 219 | *.nupkg 220 | # The packages folder can be ignored because of Package Restore 221 | **/packages/* 222 | # except build/, which is used as an MSBuild target. 223 | !**/packages/build/ 224 | # Uncomment if necessary however generally it will be regenerated when needed 225 | #!**/packages/repositories.config 226 | # NuGet v3's project.json files produces more ignorable files 227 | *.nuget.props 228 | *.nuget.targets 229 | 230 | # Microsoft Azure Build Output 231 | csx/ 232 | *.build.csdef 233 | 234 | # Microsoft Azure Emulator 235 | ecf/ 236 | rcf/ 237 | 238 | # Windows Store app package directories and files 239 | AppPackages/ 240 | BundleArtifacts/ 241 | Package.StoreAssociation.xml 242 | _pkginfo.txt 243 | 244 | # Visual Studio cache files 245 | # files ending in .cache can be ignored 246 | *.[Cc]ache 247 | # but keep track of directories ending in .cache 248 | !*.[Cc]ache/ 249 | 250 | # Others 251 | ClientBin/ 252 | ~$* 253 | *~ 254 | *.dbmdl 255 | *.dbproj.schemaview 256 | *.jfm 257 | *.pfx 258 | *.publishsettings 259 | orleans.codegen.cs 260 | 261 | # Since there are multiple workflows, uncomment next line to ignore bower_components 262 | # (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) 263 | #bower_components/ 264 | 265 | # RIA/Silverlight projects 266 | Generated_Code/ 267 | 268 | # Backup & report files from converting an old project file 269 | # to a newer Visual Studio version. Backup files are not needed, 270 | # because we have git ;-) 271 | _UpgradeReport_Files/ 272 | Backup*/ 273 | UpgradeLog*.XML 274 | UpgradeLog*.htm 275 | 276 | # SQL Server files 277 | *.mdf 278 | *.ldf 279 | *.ndf 280 | 281 | # Business Intelligence projects 282 | *.rdl.data 283 | *.bim.layout 284 | *.bim_*.settings 285 | 286 | # Microsoft Fakes 287 | FakesAssemblies/ 288 | 289 | # GhostDoc plugin setting file 290 | *.GhostDoc.xml 291 | 292 | # Node.js Tools for Visual Studio 293 | .ntvs_analysis.dat 294 | node_modules/ 295 | 296 | # Typescript v1 declaration files 297 | typings/ 298 | 299 | # Visual Studio 6 build log 300 | *.plg 301 | 302 | # Visual Studio 6 workspace options file 303 | *.opt 304 | 305 | # Visual Studio 6 auto-generated workspace file (contains which files were open etc.) 306 | *.vbw 307 | 308 | # Visual Studio LightSwitch build output 309 | **/*.HTMLClient/GeneratedArtifacts 310 | **/*.DesktopClient/GeneratedArtifacts 311 | **/*.DesktopClient/ModelManifest.xml 312 | **/*.Server/GeneratedArtifacts 313 | **/*.Server/ModelManifest.xml 314 | _Pvt_Extensions 315 | 316 | # Paket dependency manager 317 | .paket/paket.exe 318 | paket-files/ 319 | 320 | # FAKE - F# Make 321 | .fake/ 322 | 323 | # JetBrains Rider 324 | .idea/ 325 | *.sln.iml 326 | 327 | # CodeRush 328 | .cr/ 329 | 330 | # Python Tools for Visual Studio (PTVS) 331 | __pycache__/ 332 | *.pyc 333 | 334 | # Cake - Uncomment if you are using it 335 | # tools/** 336 | # !tools/packages.config 337 | 338 | # Telerik's JustMock configuration file 339 | *.jmconfig 340 | 341 | # BizTalk build output 342 | *.btp.cs 343 | *.btm.cs 344 | *.odx.cs 345 | *.xsd.cs 346 | 347 | ### VisualStudio Patch ### 348 | # By default, sensitive information, such as encrypted password 349 | # should be stored in the .pubxml.user file. 350 | 351 | 352 | # End of https://www.gitignore.io/api/unity,windows,visualstudio 353 | -------------------------------------------------------------------------------- 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webGLDebugSymbols: 0 564 | webGLEmscriptenArgs: 565 | webGLModulesDirectory: 566 | webGLTemplate: APPLICATION:Default 567 | webGLAnalyzeBuildSize: 0 568 | webGLUseEmbeddedResources: 0 569 | webGLCompressionFormat: 1 570 | webGLLinkerTarget: 1 571 | scriptingDefineSymbols: {} 572 | platformArchitecture: {} 573 | scriptingBackend: {} 574 | il2cppCompilerConfiguration: {} 575 | incrementalIl2cppBuild: {} 576 | allowUnsafeCode: 0 577 | additionalIl2CppArgs: 578 | scriptingRuntimeVersion: 0 579 | apiCompatibilityLevelPerPlatform: {} 580 | m_RenderingPath: 1 581 | m_MobileRenderingPath: 1 582 | metroPackageName: Template_3D 583 | metroPackageVersion: 584 | metroCertificatePath: 585 | metroCertificatePassword: 586 | metroCertificateSubject: 587 | metroCertificateIssuer: 588 | metroCertificateNotAfter: 0000000000000000 589 | metroApplicationDescription: Template_3D 590 | wsaImages: {} 591 | metroTileShortName: 592 | metroTileShowName: 0 593 | metroMediumTileShowName: 0 594 | 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XboxOneAppManifestOverridePath: 627 | XboxOneVersion: 1.0.0.0 628 | XboxOnePackageEncryption: 0 629 | XboxOnePackageUpdateGranularity: 2 630 | XboxOneDescription: 631 | XboxOneLanguage: 632 | - enus 633 | XboxOneCapability: [] 634 | XboxOneGameRating: {} 635 | XboxOneIsContentPackage: 0 636 | XboxOneEnableGPUVariability: 0 637 | XboxOneSockets: {} 638 | XboxOneSplashScreen: {fileID: 0} 639 | XboxOneAllowedProductIds: [] 640 | XboxOnePersistentLocalStorageSize: 0 641 | XboxOneXTitleMemory: 8 642 | xboxOneScriptCompiler: 0 643 | vrEditorSettings: 644 | daydream: 645 | daydreamIconForeground: {fileID: 0} 646 | daydreamIconBackground: {fileID: 0} 647 | cloudServicesEnabled: 648 | UNet: 1 649 | facebookSdkVersion: 7.9.4 650 | apiCompatibilityLevel: 2 651 | cloudProjectId: 652 | projectName: 653 | organizationId: 654 | cloudEnabled: 0 655 | enableNativePlatformBackendsForNewInputSystem: 0 656 | disableOldInputManagerSupport: 0 657 | 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