├── .gitignore ├── Assets ├── Demo Scene.meta ├── Demo Scene │ ├── EasingDemo.unity │ ├── EasingDemo.unity.meta │ ├── Example Scripts.meta │ ├── Example Scripts │ │ ├── TransformEasing.cs │ │ └── TransformEasing.cs.meta │ ├── Font.meta │ ├── Font │ │ ├── NotoSans.meta │ │ ├── NotoSans │ │ │ ├── LICENSE_OFL.txt │ │ │ ├── LICENSE_OFL.txt.meta │ │ │ ├── NotoSans-Bold.ttf │ │ │ ├── NotoSans-Bold.ttf.meta │ │ │ ├── NotoSans-BoldItalic.ttf │ │ │ ├── NotoSans-BoldItalic.ttf.meta │ │ │ ├── NotoSans-Italic.ttf │ │ │ ├── NotoSans-Italic.ttf.meta │ │ │ ├── NotoSans-Regular.ttf │ │ │ └── NotoSans-Regular.ttf.meta │ │ ├── Raleway.meta │ │ └── Raleway │ │ │ ├── OFL.txt │ │ │ ├── OFL.txt.meta │ │ │ ├── Raleway-Bold.ttf │ │ │ ├── Raleway-Bold.ttf.meta │ │ │ ├── Raleway-Heavy.ttf │ │ │ ├── Raleway-Heavy.ttf.meta │ │ │ ├── Raleway-Light.ttf │ │ │ ├── Raleway-Light.ttf.meta │ │ │ ├── Raleway-Regular.ttf │ │ │ ├── Raleway-Regular.ttf.meta │ │ │ ├── Raleway-SemiBold.ttf │ │ │ └── Raleway-SemiBold.ttf.meta │ ├── Images.meta │ ├── Images │ │ ├── SimpleCube.png │ │ └── SimpleCube.png.meta │ ├── Materials.meta │ └── Materials │ │ ├── Cube.mat │ │ ├── Cube.mat.meta │ │ ├── Ground.mat │ │ └── Ground.mat.meta ├── Easing.meta ├── Easing │ ├── EasingFunctions.cs │ ├── EasingFunctions.cs.meta │ ├── ExtensionMethods.cs │ ├── ExtensionMethods.cs.meta │ ├── Tween.cs │ ├── Tween.cs.meta │ ├── TweenManager.cs │ ├── TweenManager.cs.meta │ ├── TweenRepeat.cs │ ├── TweenRepeat.cs.meta │ ├── TweenSettings.cs │ ├── TweenSettings.cs.meta │ ├── UniqueCoroutine.cs │ ├── UniqueCoroutine.cs.meta │ ├── UnitySingleton.cs │ ├── UnitySingleton.cs.meta │ ├── VectorHelper.cs │ └── VectorHelper.cs.meta ├── Standard Assets.meta └── Standard 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 │ │ ├── DepthOfFieldEditor.cs │ │ ├── DepthOfFieldEditor.cs.meta │ │ ├── EdgeDetectionEditor.cs │ │ ├── EdgeDetectionEditor.cs.meta │ │ ├── NoiseAndGrainEditor.cs │ │ ├── NoiseAndGrainEditor.cs.meta │ │ ├── SunShaftsEditor.cs │ │ ├── SunShaftsEditor.cs.meta │ │ ├── TonemappingEditor.cs │ │ ├── TonemappingEditor.cs.meta │ │ ├── VignetteAndChromaticAberrationEditor.cs │ │ └── VignetteAndChromaticAberrationEditor.cs.meta │ ├── 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 │ │ ├── DepthOfField.cs │ │ ├── DepthOfField.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 │ │ ├── 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 │ │ ├── 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 │ ├── Prototyping.meta │ └── Prototyping │ ├── Materials.meta │ ├── Materials │ ├── NavyGrid.mat │ ├── NavyGrid.mat.meta │ ├── NavySmooth.mat │ ├── NavySmooth.mat.meta │ ├── PinkGrid.mat │ ├── PinkGrid.mat.meta │ ├── PinkSmooth.mat │ ├── PinkSmooth.mat.meta │ ├── YellowGrid.mat │ ├── YellowGrid.mat.meta │ ├── YellowSmooth.mat │ └── YellowSmooth.mat.meta │ ├── Textures.meta │ └── Textures │ ├── GridEmissive.png │ ├── GridEmissive.png.meta │ ├── SwatchMauveAlbedo.png │ ├── SwatchMauveAlbedo.png.meta │ ├── SwatchNavyAlbedo.png │ ├── SwatchNavyAlbedo.png.meta │ ├── SwatchNavyDarkAlbedo.png │ ├── SwatchNavyDarkAlbedo.png.meta │ ├── SwatchOrangeAlbedo.png │ ├── SwatchOrangeAlbedo.png.meta │ ├── SwatchPinkDAlbedo.png │ ├── SwatchPinkDAlbedo.png.meta │ ├── SwatchTealAlbedo.png │ ├── SwatchTealAlbedo.png.meta │ ├── SwatchTurquoiseAlbedo.png │ ├── SwatchTurquoiseAlbedo.png.meta │ ├── SwatchWhiteAlbedo.png │ ├── SwatchWhiteAlbedo.png.meta │ ├── SwatchYellowAlbedo.png │ └── SwatchYellowAlbedo.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 └── UnityConnectSettings.asset ├── README.md └── license.txt /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Autogenerated VS/MD solution and project files 9 | ExportedObj/ 10 | *.csproj 11 | *.unityproj 12 | *.sln 13 | *.suo 14 | *.tmp 15 | *.user 16 | *.userprefs 17 | *.pidb 18 | *.booproj 19 | *.svd 20 | 21 | 22 | # Unity3D generated meta files 23 | *.pidb.meta 24 | 25 | # Unity3D Generated File On Crash Reports 26 | sysinfo.txt 27 | 28 | # Builds 29 | *.apk -------------------------------------------------------------------------------- /Assets/Demo Scene.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: df56a3f98df40499e842390e5b392f1b 3 | folderAsset: yes 4 | timeCreated: 1492364638 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Demo Scene/EasingDemo.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/j-bbr/Easing/4723c7eec4cb126b0d66b2e3c392b4a5f2f719dc/Assets/Demo Scene/EasingDemo.unity -------------------------------------------------------------------------------- /Assets/Demo Scene/EasingDemo.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b70748d0b48f94793ad429cd0969abd5 3 | timeCreated: 1492364638 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Demo Scene/Example Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4730b183ef4ab453287c62beb0ed5cdd 3 | folderAsset: yes 4 | timeCreated: 1492365260 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Demo Scene/Example Scripts/TransformEasing.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.UI; 5 | using SimpleEasing; 6 | 7 | public class TransformEasing : MonoBehaviour { 8 | public Transform easeTarget; 9 | //0 is position, 1 is scale, 2 is rotation 10 | public int animatedProperty = 0; 11 | public List propertyToggles = new List(); 12 | public float length; 13 | public Vector3 target; 14 | public EasingTypes easing; 15 | //So that ther is only one tween active on the transform 16 | private UniqueCoroutine uniqueAnimation = new UniqueCoroutine(); 17 | 18 | 19 | void Start() 20 | { 21 | uniqueAnimation.ReplaceOrStartTween( 22 | easeTarget.MoveTo(new Vector3(0, 7f, 0), new Vector3(0, 0.5f, 0), 1.5f, EasingTypes.BounceOut) 23 | ); 24 | } 25 | 26 | public void EaseScale() 27 | { 28 | //So that the tween won't be interfere with a previous tween 29 | uniqueAnimation.ReplaceOrStartTween( 30 | easeTarget.ScaleTo(target, length, easing) 31 | ); 32 | } 33 | public void EasePosition() 34 | { 35 | uniqueAnimation.ReplaceOrStartTween( 36 | easeTarget.MoveTo(target, length, easing) 37 | ); 38 | } 39 | public void EaseRotation() 40 | { 41 | uniqueAnimation.ReplaceOrStartTween( 42 | easeTarget.RotateTo(target, length, easing) 43 | ); 44 | } 45 | public void SetAnimationProperty() 46 | { 47 | var chosenOption = propertyToggles.Find(x => x.isOn); 48 | animatedProperty = chosenOption.transform.GetSiblingIndex(); 49 | } 50 | public void Ease() 51 | { 52 | switch(animatedProperty) 53 | { 54 | case 0: 55 | EasePosition(); 56 | break; 57 | case 1: 58 | EaseScale(); 59 | break; 60 | case 2: 61 | EaseRotation(); 62 | break; 63 | } 64 | } 65 | 66 | public void SetLength(string time) 67 | { 68 | if(string.IsNullOrEmpty(time)) 69 | length = 0f; 70 | else 71 | length = float.Parse(time); 72 | } 73 | 74 | public void SetX(string x) 75 | { 76 | if(string.IsNullOrEmpty(x)) 77 | target.x = 0f; 78 | else 79 | target.x = float.Parse(x); 80 | } 81 | 82 | public void SetY(string y) 83 | { 84 | if(string.IsNullOrEmpty(y)) 85 | target.y = 0f; 86 | else 87 | target.y = float.Parse(y); 88 | } 89 | 90 | public void SetZ(string z) 91 | { 92 | if(string.IsNullOrEmpty(z)) 93 | target.z = 0f; 94 | else 95 | target.z = float.Parse(z); 96 | } 97 | 98 | public void SetEasing(int enumIndex) 99 | { 100 | easing = (EasingTypes)enumIndex; 101 | } 102 | } 103 | -------------------------------------------------------------------------------- /Assets/Demo Scene/Example Scripts/TransformEasing.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d05ccb9c9f3cb4bce875f7681dd57336 3 | timeCreated: 1492365310 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | 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2 | guid: 677f81b7d598b40b7ae98c93ec71ffd3 3 | timeCreated: 1492365085 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Easing.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 78b2594411c2f478baed4af336de507e 3 | folderAsset: yes 4 | timeCreated: 1492363112 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Easing/EasingFunctions.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5a7d9bc0aa2dd490d85b5908c9fbc2af 3 | timeCreated: 1492361972 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Easing/ExtensionMethods.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6aaea147ec9974577883678584f3bf89 3 | timeCreated: 1492361972 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Easing/Tween.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a7c8c3ad74a38474096041e5d26fe948 3 | timeCreated: 1492361972 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Easing/TweenManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2505cdd8369084eca99de2044280251d 3 | timeCreated: 1492361972 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Easing/TweenRepeat.cs: -------------------------------------------------------------------------------- 1 | namespace SimpleEasing 2 | { 3 | using UnityEngine; 4 | using System.Collections; 5 | 6 | public enum TweenRepeat 7 | { 8 | Once, PingPong, Loop 9 | } 10 | } -------------------------------------------------------------------------------- /Assets/Easing/TweenRepeat.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9e2b61e750ee84800a512baa8c2eac2d 3 | timeCreated: 1492361972 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Easing/TweenSettings.cs: -------------------------------------------------------------------------------- 1 | namespace SimpleEasing 2 | { 3 | 4 | using UnityEngine; 5 | using System.Collections; 6 | 7 | /// 8 | /// Editing and Displaying Tween information in the Editor 9 | /// 10 | [System.Serializable] 11 | public class TweenSettings 12 | { 13 | [Tooltip("Wheter easing is enabled. Whether this has any effect depends on the enclosing class.")] 14 | public bool eased = true; 15 | public EasingTypes easing = EasingTypes.QuadraticOut; 16 | public float animationLength = 1f; 17 | [Tooltip("Whether timescale affects the easing")] 18 | public bool unscaled = false; 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/Easing/TweenSettings.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7666eccb9a5354ef7aee103e0d621d32 3 | timeCreated: 1492361972 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Easing/UniqueCoroutine.cs: -------------------------------------------------------------------------------- 1 | namespace SimpleEasing 2 | { 3 | using UnityEngine; 4 | using System.Collections; 5 | 6 | /// 7 | /// Helper class for coroutines that can be overriden. 8 | /// 9 | public class UniqueCoroutine{ 10 | private Coroutine coroutine = null; 11 | private MonoBehaviour callingScript = null; 12 | 13 | public UniqueCoroutine(IEnumerator enumerator, MonoBehaviour script) 14 | { 15 | coroutine = script.StartCoroutine(enumerator); 16 | callingScript = script; 17 | } 18 | public UniqueCoroutine(){} 19 | 20 | public void StopCoroutine() 21 | { 22 | if(coroutine != null && callingScript != null) 23 | { 24 | callingScript.StopCoroutine(coroutine); 25 | } 26 | } 27 | public void ReplaceOrStartCoroutine(IEnumerator enumerator, MonoBehaviour script) 28 | { 29 | ReplaceOrStartCoroutine(script.StartCoroutine(enumerator)); 30 | callingScript = script; 31 | } 32 | /// 33 | /// Assumes that the Coroutine was started on the MonoBehaviour that was passed in 34 | /// 35 | /// Routine. 36 | /// Script. 37 | public void ReplaceOrStartCoroutine(Coroutine routine, MonoBehaviour script) 38 | { 39 | ReplaceOrStartCoroutine(routine); 40 | callingScript = script; 41 | } 42 | /// 43 | /// This assumes that the calling Script hasn't changed 44 | /// 45 | /// Routine. 46 | public void ReplaceOrStartCoroutine(Coroutine routine) 47 | { 48 | StopCoroutine(); 49 | coroutine = routine; 50 | } 51 | public void ReplaceOrStartTween(Coroutine routine) 52 | { 53 | callingScript = TweenManager.instance; 54 | StopCoroutine(); 55 | coroutine = routine; 56 | } 57 | public bool IsRunning{ 58 | get{ 59 | return coroutine != null; 60 | } 61 | } 62 | } 63 | public static class CoroutineExtensionMethods 64 | { 65 | public static UniqueCoroutine StartUniqueCoroutine(this MonoBehaviour script, IEnumerator enumerator) 66 | { 67 | return new UniqueCoroutine(enumerator ,script); 68 | } 69 | } 70 | } 71 | -------------------------------------------------------------------------------- /Assets/Easing/UniqueCoroutine.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 55e28db16d50e443c92437d7217ce986 3 | timeCreated: 1492362000 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Easing/UnitySingleton.cs: -------------------------------------------------------------------------------- 1 | namespace SimpleEasing 2 | { 3 | 4 | using UnityEngine; 5 | using System.Collections; 6 | 7 | /// 8 | /// Unity singleton. A Monobehaviour variant of the Singleton Pattern 9 | /// 10 | public abstract class UnitySingleton : MonoBehaviour where T : MonoBehaviour{ 11 | 12 | 13 | private static T _instance = null; 14 | 15 | /// 16 | /// Gets the instance or instantiates an instance on a new Gameobject 17 | /// 18 | /// The instance. 19 | public static T instance { 20 | 21 | get { 22 | if (_instance == null) { 23 | _instance = GameObject.FindObjectOfType(typeof(T)) as T; 24 | if (_instance == null) { 25 | _instance = new GameObject().AddComponent(); 26 | _instance.gameObject.name = _instance.GetType().Name; 27 | } 28 | } 29 | return _instance; 30 | 31 | } 32 | 33 | } 34 | public static bool HasInstance { 35 | get { 36 | return !IsDestroyed; 37 | } 38 | } 39 | 40 | public static bool IsDestroyed { 41 | get { 42 | return (_instance == null) ? true : false; 43 | } 44 | } 45 | 46 | protected virtual void OnDestroy () { 47 | onDestruction(); 48 | _instance = null; 49 | } 50 | 51 | protected void OnApplicationQuit () { 52 | onDestruction(); 53 | _instance = null; 54 | } 55 | protected virtual void onDestruction() 56 | { 57 | StopAllCoroutines(); 58 | } 59 | 60 | } 61 | } -------------------------------------------------------------------------------- /Assets/Easing/UnitySingleton.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5e04a97a3d95746599a26bd0276f57e2 3 | timeCreated: 1492362032 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Easing/VectorHelper.cs: -------------------------------------------------------------------------------- 1 | namespace SimpleEasing 2 | { 3 | 4 | using UnityEngine; 5 | using System; 6 | using System.Collections; 7 | 8 | public static class VectorHelper{ 9 | 10 | public static Vector2 EaseVector2(FunceasingFunction, Vector2 from, Vector2 to, float t){ 11 | float newX = easingFunction(from.x, to.x, t); 12 | float newY = easingFunction(from.y, to.y, t); 13 | 14 | return new Vector2(newX, newY); 15 | } 16 | public static Vector3 EaseVector3(FunceasingFunction, Vector3 from, Vector3 to, float t){ 17 | float newX = easingFunction(from.x, to.x, t); 18 | float newY = easingFunction(from.y, to.y, t); 19 | float newZ = easingFunction(from.z, to.z, t); 20 | 21 | return new Vector3(newX, newY, newZ); 22 | } 23 | public static Quaternion EaseQuaternion(FunceasingFunction, Quaternion from, Quaternion to, float t){ 24 | float newX = easingFunction(from.x, to.x, t); 25 | float newY = easingFunction(from.y, to.y, t); 26 | float newZ = easingFunction(from.z, to.z, t); 27 | float newW = easingFunction(from.w, to.w, t); 28 | 29 | return new Quaternion(newX, newY, newZ, newW); 30 | } 31 | public static Color EaseColor(FunceasingFunction, Color from, Color to, float t){ 32 | float newR = easingFunction(from.r, to.r, t); 33 | float newG = easingFunction(from.g, to.g, t); 34 | float newB = easingFunction(from.b, to.b, t); 35 | float newA = easingFunction(from.a, to.a, t); 36 | 37 | return new Color(newR, newG, newB, newA); 38 | } 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Assets/Easing/VectorHelper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ad07cbcc1f42c4f85b2e6964d2913725 3 | timeCreated: 1492361972 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Standard Assets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 03b6f58cf705d407d873a9444a09244b 3 | folderAsset: yes 4 | timeCreated: 1492423115 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 346a84139bc694448a7d500d0c502b5f 3 | folderAsset: yes 4 | timeCreated: 1492423249 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/ImageEffects.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 225198e07aaae3547a6d1f6e7177555f 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/ImageEffects/AntialiasingEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ba15fa37442517749a3c4640a4ad4054 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4deca87cb459d1642ac8f734856ca84e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/ImageEffects/BloomEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 43fcc28c40e404d4eabfc88b1dbda7b5 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 80cbbe1c107bf5e43a96347d3dfc2658 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4a9489f73e4f0344ab3fc97bdf5170b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 66c17be95fbf398439ea09f8892a8b43 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/ImageEffects/CreaseShadingEditor.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEditor; 3 | using UnityEditor.AnimatedValues; 4 | using UnityEngine; 5 | 6 | namespace UnityStandardAssets.ImageEffects 7 | { 8 | [CustomEditor(typeof(CreaseShading))] 9 | class CreaseShadingEditor : Editor { 10 | SerializedObject serObj; 11 | 12 | SerializedProperty m_intensity; 13 | SerializedProperty m_softness; 14 | SerializedProperty m_spread; 15 | 16 | AnimBool m_showSoftnessWarning = new AnimBool(); 17 | AnimBool m_showSpreadWarning = new AnimBool(); 18 | 19 | private bool softnessWarningValue { get { return m_softness.intValue > 4; } } 20 | private bool spreadWarningValue { get { return m_spread.floatValue > 4; } } 21 | 22 | void OnEnable () { 23 | serObj = new SerializedObject (target); 24 | 25 | m_intensity = serObj.FindProperty("intensity"); 26 | m_softness = serObj.FindProperty("softness"); 27 | m_spread = serObj.FindProperty("spread"); 28 | 29 | m_showSoftnessWarning.valueChanged.AddListener(Repaint); 30 | m_showSpreadWarning.valueChanged.AddListener(Repaint); 31 | 32 | m_showSoftnessWarning.value = softnessWarningValue; 33 | m_showSpreadWarning.value = spreadWarningValue; 34 | } 35 | 36 | public override void OnInspectorGUI () { 37 | serObj.Update (); 38 | 39 | EditorGUILayout.Slider(m_intensity, -5.0f, 5.0f, new GUIContent("Intensity")); 40 | 41 | EditorGUILayout.IntSlider(m_softness, 0, 15, new GUIContent("Softness")); 42 | m_showSoftnessWarning.target = softnessWarningValue; 43 | if (EditorGUILayout.BeginFadeGroup(m_showSoftnessWarning.faded)) 44 | { 45 | EditorGUILayout.HelpBox("High Softness value might reduce performance.", MessageType.Warning, false); 46 | } 47 | EditorGUILayout.EndFadeGroup(); 48 | 49 | EditorGUILayout.Slider(m_spread, 0.0f, 50.0f, new GUIContent("Spread")); 50 | m_showSpreadWarning.target = spreadWarningValue; 51 | if (EditorGUILayout.BeginFadeGroup(m_showSpreadWarning.faded)) 52 | { 53 | EditorGUILayout.HelpBox("High Spread value might introduce visual artifacts.", MessageType.Warning, false); 54 | } 55 | EditorGUILayout.EndFadeGroup(); 56 | 57 | serObj.ApplyModifiedProperties (); 58 | } 59 | } 60 | } 61 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/ImageEffects/CreaseShadingEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6788af605d2f1244789565913bb4e7f6 3 | timeCreated: 1434032656 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/Standard Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 943c59645eb905144a0990b57e13a6f9 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/ImageEffects/DepthOfFieldEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 427fdf36119bab44a9131abd19b90f57 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/ImageEffects/EdgeDetectionEditor.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEditor; 3 | using UnityEngine; 4 | 5 | namespace UnityStandardAssets.ImageEffects 6 | { 7 | [CustomEditor (typeof(EdgeDetection))] 8 | class EdgeDetectionEditor : Editor 9 | { 10 | SerializedObject serObj; 11 | 12 | SerializedProperty mode; 13 | SerializedProperty sensitivityDepth; 14 | SerializedProperty sensitivityNormals; 15 | 16 | SerializedProperty lumThreshold; 17 | 18 | SerializedProperty edgesOnly; 19 | SerializedProperty edgesOnlyBgColor; 20 | 21 | SerializedProperty edgeExp; 22 | SerializedProperty sampleDist; 23 | 24 | 25 | void OnEnable () { 26 | serObj = new SerializedObject (target); 27 | 28 | mode = serObj.FindProperty("mode"); 29 | 30 | sensitivityDepth = serObj.FindProperty("sensitivityDepth"); 31 | sensitivityNormals = serObj.FindProperty("sensitivityNormals"); 32 | 33 | lumThreshold = serObj.FindProperty("lumThreshold"); 34 | 35 | edgesOnly = serObj.FindProperty("edgesOnly"); 36 | edgesOnlyBgColor = serObj.FindProperty("edgesOnlyBgColor"); 37 | 38 | edgeExp = serObj.FindProperty("edgeExp"); 39 | sampleDist = serObj.FindProperty("sampleDist"); 40 | } 41 | 42 | 43 | public override void OnInspectorGUI () { 44 | serObj.Update (); 45 | 46 | GUILayout.Label("Detects spatial differences and converts into black outlines", EditorStyles.miniBoldLabel); 47 | EditorGUILayout.PropertyField (mode, new GUIContent("Mode")); 48 | 49 | if (mode.intValue < 2) { 50 | EditorGUILayout.PropertyField (sensitivityDepth, new GUIContent(" Depth Sensitivity")); 51 | EditorGUILayout.PropertyField (sensitivityNormals, new GUIContent(" Normals Sensitivity")); 52 | } 53 | else if (mode.intValue < 4) { 54 | EditorGUILayout.PropertyField (edgeExp, new GUIContent(" Edge Exponent")); 55 | } 56 | else { 57 | // lum based mode 58 | EditorGUILayout.PropertyField (lumThreshold, new GUIContent(" Luminance Threshold")); 59 | } 60 | 61 | EditorGUILayout.PropertyField (sampleDist, new GUIContent(" Sample Distance")); 62 | 63 | EditorGUILayout.Separator (); 64 | 65 | GUILayout.Label ("Background Options"); 66 | edgesOnly.floatValue = EditorGUILayout.Slider (" Edges only", edgesOnly.floatValue, 0.0f, 1.0f); 67 | EditorGUILayout.PropertyField (edgesOnlyBgColor, new GUIContent (" Color")); 68 | 69 | serObj.ApplyModifiedProperties(); 70 | } 71 | } 72 | } 73 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Editor/ImageEffects/EdgeDetectionEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b5f1618d14cd80f4da910f00b04af37f 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard 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-------------------------------------------------------------------------------- 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 | 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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 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ImageEffects.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 89a037199d11087f1100e2b844295342 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - blitCopyShader: {fileID: 4800000, guid: 3338b5ea2f3cb594698fae65cf060346, type: 3} 7 | - blitMultiplyShader: {fileID: 4800000, guid: 7034c801b78acab448cdcf845f7c352d, 8 | type: 3} 9 | - blitMultiply2XShader: {fileID: 4800000, guid: cde82987e0a884c4788c65f7b54390e8, 10 | type: 3} 11 | - blitAddShader: {fileID: 4800000, guid: c7515f214a63bdb42b6ae6335a00a8a4, type: 3} 12 | - blitAddSmoothShader: {fileID: 4800000, guid: 7741a77a7c455d0418bc429bd508dc87, 13 | type: 3} 14 | - blitBlendShader: {fileID: 4800000, guid: f1cf7e9c98754c4429ff0f7cc1d9dd7b, type: 3} 15 | executionOrder: 0 16 | icon: {instanceID: 0} 17 | userData: 18 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | // This class implements simple ghosting type Motion Blur. 5 | // If Extra Blur is selected, the scene will allways be a little blurred, 6 | // as it is scaled to a smaller resolution. 7 | // The effect works by accumulating the previous frames in an accumulation 8 | // texture. 9 | namespace UnityStandardAssets.ImageEffects 10 | { 11 | [ExecuteInEditMode] 12 | [AddComponentMenu("Image Effects/Blur/Motion Blur (Color Accumulation)")] 13 | [RequireComponent(typeof(Camera))] 14 | public class MotionBlur : ImageEffectBase 15 | { 16 | [Range(0.0f, 0.92f)] 17 | public float blurAmount = 0.8f; 18 | public bool extraBlur = false; 19 | 20 | private RenderTexture accumTexture; 21 | 22 | override protected void Start() 23 | { 24 | base.Start(); 25 | } 26 | 27 | override protected void OnDisable() 28 | { 29 | base.OnDisable(); 30 | DestroyImmediate(accumTexture); 31 | } 32 | 33 | // Called by camera to apply image effect 34 | void OnRenderImage (RenderTexture source, RenderTexture destination) 35 | { 36 | // Create the accumulation texture 37 | if (accumTexture == null || accumTexture.width != source.width || accumTexture.height != source.height) 38 | { 39 | DestroyImmediate(accumTexture); 40 | accumTexture = new RenderTexture(source.width, source.height, 0); 41 | accumTexture.hideFlags = HideFlags.HideAndDontSave; 42 | Graphics.Blit( source, accumTexture ); 43 | } 44 | 45 | // If Extra Blur is selected, downscale the texture to 4x4 smaller resolution. 46 | if (extraBlur) 47 | { 48 | RenderTexture blurbuffer = RenderTexture.GetTemporary(source.width/4, source.height/4, 0); 49 | accumTexture.MarkRestoreExpected(); 50 | Graphics.Blit(accumTexture, blurbuffer); 51 | Graphics.Blit(blurbuffer,accumTexture); 52 | RenderTexture.ReleaseTemporary(blurbuffer); 53 | } 54 | 55 | // Clamp the motion blur variable, so it can never leave permanent trails in the image 56 | blurAmount = Mathf.Clamp( blurAmount, 0.0f, 0.92f ); 57 | 58 | // Setup the texture and floating point values in the shader 59 | material.SetTexture("_MainTex", accumTexture); 60 | material.SetFloat("_AccumOrig", 1.0F-blurAmount); 61 | 62 | // We are accumulating motion over frames without clear/discard 63 | // by design, so silence any performance warnings from Unity 64 | accumTexture.MarkRestoreExpected(); 65 | 66 | // Render the image using the motion blur shader 67 | Graphics.Blit (source, accumTexture, material); 68 | Graphics.Blit (accumTexture, destination); 69 | } 70 | } 71 | } 72 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 478a2083ad114a07d000fbfb8d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shader: {fileID: 4800000, guid: e9ba2083ad114a07d000fbfb8d76c639, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9191284b058eef549b7108b5f04e1117 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - noiseTexture: {fileID: 2800000, guid: 7a632f967e8ad42f5bd275898151ab6a, type: 3} 7 | - noiseShader: {fileID: 4800000, guid: b0249d8c935344451aa4de6db76f0688, type: 3} 8 | - dx11NoiseShader: {fileID: 4800000, guid: 8b30686bb4322ab42ad5eb50a0210b58, type: 3} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndScratches.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a88a26a276b4e47619ce2c5adad33fab 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - grainTexture: {fileID: 2800000, guid: ffa9c02760c2b4e8eb9814ec06c4b05b, type: 3} 7 | - scratchTexture: {fileID: 2800000, guid: 6205c27cc031f4e66b8ea90d1bfaa158, type: 3} 8 | - shaderRGB: {fileID: 4800000, guid: 5d7f4c401ae8946bcb0d6ff68a9e7466, type: 3} 9 | - shaderYUV: {fileID: 4800000, guid: 0e447868506ba49f0a73235b8a8b647a, type: 3} 10 | executionOrder: 0 11 | icon: {instanceID: 0} 12 | userData: 13 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6f4318ec6c2bf643a0f9edfeeaba0ec 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/PostEffectsHelper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50b03df8f04b5c441aaac5b7fccb4734 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/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: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | [ExecuteInEditMode] 7 | [RequireComponent (typeof(Camera))] 8 | [AddComponentMenu ("Image Effects/Other/Screen Overlay")] 9 | public class ScreenOverlay : PostEffectsBase 10 | { 11 | public enum OverlayBlendMode 12 | { 13 | Additive = 0, 14 | ScreenBlend = 1, 15 | Multiply = 2, 16 | Overlay = 3, 17 | AlphaBlend = 4, 18 | } 19 | 20 | public OverlayBlendMode blendMode = OverlayBlendMode.Overlay; 21 | public float intensity = 1.0f; 22 | public Texture2D texture = null; 23 | 24 | public Shader overlayShader = null; 25 | private Material overlayMaterial = null; 26 | 27 | 28 | public override bool CheckResources () 29 | { 30 | CheckSupport (false); 31 | 32 | overlayMaterial = CheckShaderAndCreateMaterial (overlayShader, overlayMaterial); 33 | 34 | if (!isSupported) 35 | ReportAutoDisable (); 36 | return isSupported; 37 | } 38 | 39 | void OnRenderImage (RenderTexture source, RenderTexture destination) 40 | { 41 | if (CheckResources() == false) 42 | { 43 | Graphics.Blit (source, destination); 44 | return; 45 | } 46 | 47 | Vector4 UV_Transform = new Vector4(1, 0, 0, 1); 48 | 49 | #if UNITY_WP8 50 | // WP8 has no OS support for rotating screen with device orientation, 51 | // so we do those transformations ourselves. 52 | if (Screen.orientation == ScreenOrientation.LandscapeLeft) { 53 | UV_Transform = new Vector4(0, -1, 1, 0); 54 | } 55 | if (Screen.orientation == ScreenOrientation.LandscapeRight) { 56 | UV_Transform = new Vector4(0, 1, -1, 0); 57 | } 58 | if (Screen.orientation == ScreenOrientation.PortraitUpsideDown) { 59 | UV_Transform = new Vector4(-1, 0, 0, -1); 60 | } 61 | #endif 62 | 63 | overlayMaterial.SetVector("_UV_Transform", UV_Transform); 64 | overlayMaterial.SetFloat ("_Intensity", intensity); 65 | overlayMaterial.SetTexture ("_Overlay", texture); 66 | Graphics.Blit (source, destination, overlayMaterial, (int) blendMode); 67 | } 68 | } 69 | } 70 | -------------------------------------------------------------------------------- /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 | userData: 11 | assetBundleName: 12 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 75febd242c999f04d9654522a10c006b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - rand: {fileID: 2800000, guid: a181ca8e3c62f3e4b8f183f6c586b032, type: 3} 7 | - aoShader: {fileID: 4800000, guid: 95616c020c5604dda96cf76afbbc0272, type: 3} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b0923359e9e352a4b9b11c7b7161ad67 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - m_SSAOShader: {fileID: 4800000, guid: 43ca18288c424f645aaa1e9e07f04c50, type: 3} 7 | - m_RandomTexture: {fileID: 2800000, guid: a181ca8e3c62f3e4b8f183f6c586b032, type: 3} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | -------------------------------------------------------------------------------- /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: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | [RequireComponent (typeof(Camera))] 7 | [AddComponentMenu ("Image Effects/Camera/Tilt Shift (Lens Blur)")] 8 | class TiltShift : PostEffectsBase { 9 | public enum TiltShiftMode 10 | { 11 | TiltShiftMode, 12 | IrisMode, 13 | } 14 | public enum TiltShiftQuality 15 | { 16 | Preview, 17 | Low, 18 | Normal, 19 | High, 20 | } 21 | 22 | public TiltShiftMode mode = TiltShiftMode.TiltShiftMode; 23 | public TiltShiftQuality quality = TiltShiftQuality.Normal; 24 | 25 | [Range(0.0f, 15.0f)] 26 | public float blurArea = 1.0f; 27 | 28 | [Range(0.0f, 25.0f)] 29 | public float maxBlurSize = 5.0f; 30 | 31 | [Range(0, 1)] 32 | public int downsample = 0; 33 | 34 | public Shader tiltShiftShader = null; 35 | private Material tiltShiftMaterial = null; 36 | 37 | 38 | public override bool CheckResources () { 39 | CheckSupport (false); 40 | 41 | tiltShiftMaterial = CheckShaderAndCreateMaterial (tiltShiftShader, tiltShiftMaterial); 42 | 43 | if (!isSupported) 44 | ReportAutoDisable (); 45 | return isSupported; 46 | } 47 | 48 | void OnRenderImage (RenderTexture source, RenderTexture destination) { 49 | if (CheckResources() == false) { 50 | Graphics.Blit (source, destination); 51 | return; 52 | } 53 | 54 | tiltShiftMaterial.SetFloat("_BlurSize", maxBlurSize < 0.0f ? 0.0f : maxBlurSize); 55 | tiltShiftMaterial.SetFloat("_BlurArea", blurArea); 56 | source.filterMode = FilterMode.Bilinear; 57 | 58 | RenderTexture rt = destination; 59 | if (downsample > 0f) { 60 | rt = RenderTexture.GetTemporary (source.width>>downsample, source.height>>downsample, 0, source.format); 61 | rt.filterMode = FilterMode.Bilinear; 62 | } 63 | 64 | int basePassNr = (int) quality; basePassNr *= 2; 65 | Graphics.Blit (source, rt, tiltShiftMaterial, mode == TiltShiftMode.TiltShiftMode ? basePassNr : basePassNr + 1); 66 | 67 | if (downsample > 0) { 68 | tiltShiftMaterial.SetTexture ("_Blurred", rt); 69 | Graphics.Blit (source, destination, tiltShiftMaterial, 8); 70 | } 71 | 72 | if (rt != destination) 73 | RenderTexture.ReleaseTemporary (rt); 74 | } 75 | } 76 | } 77 | -------------------------------------------------------------------------------- /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 _MainTex_ST; 13 | half4 _BlurOffsets; 14 | v2f vert( appdata_img v ) { 15 | v2f o; 16 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 17 | 18 | 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 19 | #ifdef UNITY_SINGLE_PASS_STEREO 20 | // we need to keep texel size correct after the uv adjustment. 21 | o.taps[0] = UnityStereoScreenSpaceUVAdjust(o.uv + _MainTex_TexelSize * _BlurOffsets.xy * (1.0f / _MainTex_ST.xy), _MainTex_ST); 22 | o.taps[1] = UnityStereoScreenSpaceUVAdjust(o.uv - _MainTex_TexelSize * _BlurOffsets.xy * (1.0f / _MainTex_ST.xy), _MainTex_ST); 23 | o.taps[2] = UnityStereoScreenSpaceUVAdjust(o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1, -1) * (1.0f / _MainTex_ST.xy), _MainTex_ST); 24 | o.taps[3] = UnityStereoScreenSpaceUVAdjust(o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1, -1) * (1.0f / _MainTex_ST.xy), _MainTex_ST); 25 | #else 26 | o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy; 27 | o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy; 28 | o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); 29 | o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); 30 | #endif 31 | return o; 32 | } 33 | half4 frag(v2f i) : SV_Target { 34 | half4 color = tex2D(_MainTex, i.taps[0]); 35 | color += tex2D(_MainTex, i.taps[1]); 36 | color += tex2D(_MainTex, i.taps[2]); 37 | color += tex2D(_MainTex, i.taps[3]); 38 | return color * 0.25; 39 | } 40 | ENDCG 41 | SubShader { 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 | Fallback off 52 | } 53 | -------------------------------------------------------------------------------- /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 | _ClutTex ("-", 3D) = "" {} 5 | } 6 | 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 | sampler3D _ClutTex; 18 | 19 | half4 _MainTex_ST; 20 | 21 | float _Scale; 22 | float _Offset; 23 | 24 | v2f vert( appdata_img v ) 25 | { 26 | v2f o; 27 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 28 | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); 29 | return o; 30 | } 31 | 32 | float4 frag(v2f i) : SV_Target 33 | { 34 | float4 c = tex2D(_MainTex, i.uv); 35 | c.rgb = tex3D(_ClutTex, c.rgb * _Scale + _Offset).rgb; 36 | return c; 37 | } 38 | 39 | float4 fragLinear(v2f i) : SV_Target 40 | { 41 | float4 c = tex2D(_MainTex, i.uv); 42 | c.rgb= sqrt(c.rgb); 43 | c.rgb = tex3D(_ClutTex, c.rgb * _Scale + _Offset).rgb; 44 | c.rgb = c.rgb*c.rgb; 45 | return c; 46 | } 47 | 48 | ENDCG 49 | 50 | 51 | Subshader 52 | { 53 | Pass 54 | { 55 | ZTest Always Cull Off ZWrite Off 56 | 57 | CGPROGRAM 58 | #pragma vertex vert 59 | #pragma fragment frag 60 | #pragma target 3.0 61 | ENDCG 62 | } 63 | 64 | Pass 65 | { 66 | ZTest Always Cull Off ZWrite Off 67 | 68 | CGPROGRAM 69 | #pragma vertex vert 70 | #pragma fragment fragLinear 71 | #pragma target 3.0 72 | ENDCG 73 | } 74 | } 75 | 76 | Fallback off 77 | } 78 | -------------------------------------------------------------------------------- /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: -------------------------------------------------------------------------------- 1 | Shader "Hidden/ColorCorrectionCurves" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | 5 | _RgbTex ("_RgbTex (RGB)", 2D) = "" {} 6 | 7 | _ZCurve ("_ZCurve (RGB)", 2D) = "" {} 8 | 9 | _RgbDepthTex ("_RgbDepthTex (RGB)", 2D) = "" {} 10 | } 11 | 12 | // note: also have a look at ColorCorrectionCurvesSimple 13 | // for a much simpler color correction without use of 14 | // depth texture lookups 15 | 16 | // Shader code pasted into all further CGPROGRAM blocks 17 | CGINCLUDE 18 | 19 | #include "UnityCG.cginc" 20 | 21 | struct v2f { 22 | float4 pos : SV_POSITION; 23 | float2 uv : TEXCOORD0; 24 | float2 uv2 : TEXCOORD1; 25 | }; 26 | 27 | sampler2D _MainTex; 28 | sampler2D_float _CameraDepthTexture; 29 | 30 | float4 _CameraDepthTexture_ST; 31 | uniform float4 _MainTex_TexelSize; 32 | half4 _MainTex_ST; 33 | 34 | sampler2D _RgbTex; 35 | sampler2D _ZCurve; 36 | sampler2D _RgbDepthTex; 37 | 38 | fixed _Saturation; 39 | 40 | v2f vert( appdata_img v ) 41 | { 42 | v2f o; 43 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 44 | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); 45 | o.uv2 = TRANSFORM_TEX(v.texcoord, _CameraDepthTexture); 46 | 47 | #if UNITY_UV_STARTS_AT_TOP 48 | if (_MainTex_TexelSize.y < 0) 49 | o.uv2.y = 1-o.uv2.y; 50 | #endif 51 | 52 | return o; 53 | } 54 | 55 | half4 frag(v2f i) : SV_Target 56 | { 57 | half4 color = tex2D(_MainTex, i.uv); 58 | 59 | half3 ycoords = half3(0.5,1.5,2.5) * 0.25; 60 | 61 | half3 red = tex2D(_RgbTex, half2(color.r, ycoords.x)).rgb * half3(1,0,0); 62 | half3 green = tex2D(_RgbTex, half2(color.g, ycoords.y)).rgb * half3(0,1,0); 63 | half3 blue = tex2D(_RgbTex, half2(color.b, ycoords.z)).rgb * half3(0,0,1); 64 | 65 | half theDepth = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv2) ; 66 | half zval = tex2D(_ZCurve, half2( Linear01Depth (theDepth), 0.5)); 67 | 68 | half3 depthRed = tex2D(_RgbDepthTex, half2(color.r, ycoords.x)).rgb * half3(1,0,0); 69 | half3 depthGreen = tex2D(_RgbDepthTex, half2(color.g, ycoords.y)).rgb * half3(0,1,0); 70 | half3 depthBlue = tex2D(_RgbDepthTex, half2(color.b, ycoords.z)).rgb * half3(0,0,1); 71 | 72 | color = half4( lerp(red+green+blue, depthRed+depthBlue+depthGreen, zval), color.a); 73 | 74 | half lum = Luminance(color.rgb); 75 | color.rgb = lerp(half3(lum,lum,lum), color.rgb, _Saturation); 76 | return color; 77 | } 78 | 79 | ENDCG 80 | 81 | Subshader { 82 | Pass { 83 | ZTest Always Cull Off ZWrite Off 84 | 85 | CGPROGRAM 86 | #pragma vertex vert 87 | #pragma fragment frag 88 | ENDCG 89 | } 90 | } 91 | 92 | Fallback off 93 | 94 | } // shader 95 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 22 | 23 | v2f vert( appdata_img v ) 24 | { 25 | v2f o; 26 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 27 | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); 28 | return o; 29 | } 30 | 31 | fixed4 frag(v2f i) : SV_Target 32 | { 33 | fixed4 color = tex2D(_MainTex, i.uv); 34 | 35 | fixed3 red = tex2D(_RgbTex, half2(color.r, 0.5/4.0)).rgb * fixed3(1,0,0); 36 | fixed3 green = tex2D(_RgbTex, half2(color.g, 1.5/4.0)).rgb * fixed3(0,1,0); 37 | fixed3 blue = tex2D(_RgbTex, half2(color.b, 2.5/4.0)).rgb * fixed3(0,0,1); 38 | 39 | color = fixed4(red+green+blue, color.a); 40 | 41 | fixed lum = Luminance(color.rgb); 42 | color.rgb = lerp(fixed3(lum,lum,lum), color.rgb, _Saturation); 43 | return color; 44 | } 45 | 46 | ENDCG 47 | 48 | Subshader { 49 | Pass { 50 | ZTest Always Cull Off ZWrite Off 51 | 52 | CGPROGRAM 53 | #pragma vertex vert 54 | #pragma fragment frag 55 | ENDCG 56 | } 57 | } 58 | 59 | Fallback off 60 | 61 | } // shader 62 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 20 | 21 | fixed4 frag (v2f_img i) : SV_Target 22 | { 23 | fixed4 orig = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); 24 | 25 | fixed rr = tex2D(_RampTex, orig.rr).r; 26 | fixed gg = tex2D(_RampTex, orig.gg).g; 27 | fixed bb = tex2D(_RampTex, orig.bb).b; 28 | 29 | fixed4 color = fixed4(rr, gg, bb, orig.a); 30 | 31 | return color; 32 | } 33 | ENDCG 34 | 35 | } 36 | } 37 | 38 | Fallback off 39 | 40 | } 41 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 17 | 18 | float4 selColor; 19 | float4 targetColor; 20 | 21 | v2f vert( appdata_img v ) { 22 | v2f o; 23 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 24 | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); 25 | return o; 26 | } 27 | 28 | fixed4 frag(v2f i) : SV_Target { 29 | fixed4 color = tex2D (_MainTex, i.uv); 30 | 31 | fixed diff = saturate (2.0 * length (color.rgb - selColor.rgb)); 32 | color = lerp (targetColor, color, diff); 33 | return color; 34 | } 35 | 36 | ENDCG 37 | 38 | Subshader { 39 | Pass { 40 | ZTest Always Cull Off ZWrite Off 41 | 42 | CGPROGRAM 43 | 44 | #pragma vertex vert 45 | #pragma fragment frag 46 | 47 | ENDCG 48 | } 49 | } 50 | 51 | Fallback off 52 | 53 | } 54 | -------------------------------------------------------------------------------- /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: -------------------------------------------------------------------------------- 1 | // Calculates adaptation to minimum/maximum luminance values, 2 | // based on "currently adapted" and "new values to adapt to" 3 | // textures (both 1x1). 4 | 5 | Shader "Hidden/Contrast Stretch Adaptation" { 6 | Properties { 7 | _MainTex ("Base (RGB)", 2D) = "white" {} 8 | _CurTex ("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_img 18 | #pragma fragment frag 19 | #include "UnityCG.cginc" 20 | 21 | uniform sampler2D _MainTex; // currently adapted to 22 | uniform sampler2D _CurTex; // new value to adapt to 23 | uniform float4 _AdaptParams; // x=adaptLerp, y=limitMinimum, z=limitMaximum 24 | half4 _MainTex_ST; 25 | half4 _CurTex_ST; 26 | 27 | float4 frag (v2f_img i) : SV_Target { 28 | // value is: max, min 29 | float2 valAdapted = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)).xy; 30 | float2 valCur = tex2D(_CurTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)).xy; 31 | 32 | // Calculate new adapted values: interpolate 33 | // from valAdapted to valCur by script-supplied amount. 34 | // 35 | // Because we store adaptation levels in a simple 8 bit/channel 36 | // texture, we might not have enough precision - the interpolation 37 | // amount might be too small to change anything, and we'll never 38 | // arrive at the needed values. 39 | // 40 | // So we make sure the change we do is at least 1/255th of the 41 | // color range - this way we'll always change the value. 42 | const float kMinChange = 1.0/255.0; 43 | float2 delta = (valCur-valAdapted) * _AdaptParams.x; 44 | delta.x = sign(delta.x) * max( kMinChange, abs(delta.x) ); 45 | delta.y = sign(delta.y) * max( kMinChange, abs(delta.y) ); 46 | 47 | float4 valNew; 48 | valNew.xy = valAdapted + delta; 49 | 50 | // Impose user limits on maximum/minimum values 51 | valNew.x = max( valNew.x, _AdaptParams.z ); 52 | valNew.y = min( valNew.y, _AdaptParams.y ); 53 | 54 | // Optimization so that our final apply pass is faster: 55 | // z = max-min (plus a small amount to prevent division by zero) 56 | valNew.z = valNew.x - valNew.y + 0.01; 57 | // w = min/(max-min) 58 | valNew.w = valNew.y / valNew.z; 59 | 60 | return valNew; 61 | } 62 | ENDCG 63 | 64 | } 65 | } 66 | } 67 | 68 | Fallback off 69 | 70 | } 71 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 29 | 30 | v2f vert (appdata_img v) 31 | { 32 | v2f o; 33 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 34 | o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, UnityStereoScreenSpaceUVAdjust(v.texcoord, _MainTex_ST)); 35 | o.uv[1] = float2(0.5,0.5); 36 | return o; 37 | } 38 | 39 | float4 frag (v2f i) : SV_Target 40 | { 41 | float4 col = tex2D(_MainTex, i.uv[0]); 42 | float4 adapted = tex2D(_AdaptTex, i.uv[1]); 43 | float vmul = 1.0 / adapted.z; 44 | float vadd = -adapted.w; 45 | col.rgb = col.rgb * vmul + vadd; 46 | return col; 47 | } 48 | ENDCG 49 | 50 | } 51 | } 52 | } 53 | 54 | Fallback off 55 | 56 | } 57 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 21 | 22 | float4 frag (v2f_img i) : SV_Target 23 | { 24 | float4 col = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); 25 | col.rgb = Luminance(col.rgb) * (1+col.a*2); 26 | return col; 27 | } 28 | ENDCG 29 | 30 | } 31 | } 32 | } 33 | 34 | Fallback off 35 | 36 | } 37 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 26 | 27 | v2f vert (appdata_img v) { 28 | v2f o; 29 | o.position = mul (UNITY_MATRIX_MVP, v.vertex); 30 | float2 uv = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); 31 | 32 | // Compute UVs to sample 2x2 pixel block. 33 | o.uv[0] = UnityStereoScreenSpaceUVAdjust(uv + float2(0,0), _MainTex_ST); 34 | o.uv[1] = UnityStereoScreenSpaceUVAdjust(uv + float2(0,1), _MainTex_ST); 35 | o.uv[2] = UnityStereoScreenSpaceUVAdjust(uv + float2(1,0), _MainTex_ST); 36 | o.uv[3] = UnityStereoScreenSpaceUVAdjust(uv + float2(1,1), _MainTex_ST); 37 | return o; 38 | } 39 | 40 | float4 frag (v2f i) : SV_Target 41 | { 42 | // Sample pixel block 43 | float4 v00 = tex2D(_MainTex, i.uv[0]); 44 | float2 v01 = tex2D(_MainTex, i.uv[1]).xy; 45 | float2 v10 = tex2D(_MainTex, i.uv[2]).xy; 46 | float2 v11 = tex2D(_MainTex, i.uv[3]).xy; 47 | 48 | float4 res; 49 | // output x: maximum of the four values 50 | res.x = max( max(v00.x,v01.x), max(v10.x,v11.x) ); 51 | // output y: minimum of the four values 52 | res.y = min( min(v00.y,v01.y), min(v10.y,v11.y) ); 53 | // output zw unchanged from the first pixel 54 | res.zw = v00.zw; 55 | 56 | return res; 57 | } 58 | ENDCG 59 | 60 | } 61 | } 62 | } 63 | 64 | Fallback off 65 | 66 | } 67 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 22 | 23 | half4 _MainTexBlurred_ST; 24 | 25 | float intensity; 26 | float threshold; 27 | 28 | v2f vert( appdata_img v ) { 29 | v2f o; 30 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 31 | 32 | o.uv[0] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTexBlurred_ST); 33 | o.uv[1] = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); 34 | #if UNITY_UV_STARTS_AT_TOP 35 | if (_MainTex_TexelSize.y < 0) 36 | o.uv[0].y = 1-o.uv[0].y; 37 | #endif 38 | return o; 39 | } 40 | 41 | half4 frag(v2f i) : SV_Target 42 | { 43 | half4 color = tex2D (_MainTex, i.uv[1]); 44 | half4 blurred = tex2D (_MainTexBlurred, (i.uv[0])); 45 | 46 | half4 difference = color - blurred; 47 | half4 signs = sign (difference); 48 | 49 | half4 enhancement = saturate (abs(difference) - threshold) * signs * 1.0/(1.0-threshold); 50 | color += enhancement * intensity; 51 | 52 | return color; 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 | } // shader 71 | -------------------------------------------------------------------------------- /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 | half4 _CameraDepthTexture_ST; 20 | 21 | v2f vert( appdata_img v ) 22 | { 23 | v2f o; 24 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 25 | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _CameraDepthTexture_ST); 26 | return o; 27 | } 28 | 29 | half4 frag(v2f i) : SV_Target 30 | { 31 | float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy); 32 | d = Linear01Depth(d); 33 | 34 | if(d>0.99999) 35 | return half4(1,1,1,1); 36 | else 37 | return EncodeFloatRGBA(d); 38 | } 39 | 40 | ENDCG 41 | 42 | Subshader { 43 | 44 | Pass { 45 | ZTest Always Cull Off ZWrite Off 46 | 47 | CGPROGRAM 48 | #pragma vertex vert 49 | #pragma fragment frag 50 | ENDCG 51 | } 52 | } 53 | 54 | Fallback off 55 | 56 | } // shader 57 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 25 | half4 _HrDepthTex_ST; 26 | half4 _LrDepthTex_ST; 27 | uniform float intensity; 28 | 29 | struct v2f { 30 | float4 pos : SV_POSITION; 31 | float2 uv : TEXCOORD0; 32 | }; 33 | 34 | v2f vert( appdata_img v ) 35 | { 36 | v2f o; 37 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 38 | o.uv.xy = v.texcoord.xy; 39 | return o; 40 | } 41 | 42 | half4 frag (v2f i) : SV_Target 43 | { 44 | float4 hrDepth = tex2D(_HrDepthTex, UnityStereoScreenSpaceUVAdjust(i.uv, _HrDepthTex_ST)); 45 | float4 lrDepth = tex2D(_LrDepthTex, UnityStereoScreenSpaceUVAdjust(i.uv, _LrDepthTex_ST)); 46 | 47 | hrDepth.a = DecodeFloatRGBA(hrDepth); 48 | lrDepth.a = DecodeFloatRGBA(lrDepth); 49 | 50 | float4 color = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); 51 | 52 | return color * (1.0-abs(hrDepth.a-lrDepth.a)*intensity); 53 | } 54 | 55 | ENDCG 56 | 57 | 58 | } 59 | } 60 | 61 | Fallback off 62 | 63 | } 64 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 18 | 19 | float2 intensity; 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 | half4 frag(v2f i) : SV_Target 30 | { 31 | half2 coords = i.uv; 32 | coords = (coords - 0.5) * 2.0; 33 | 34 | half2 realCoordOffs; 35 | realCoordOffs.x = (1-coords.y * coords.y) * intensity.y * (coords.x); 36 | realCoordOffs.y = (1-coords.x * coords.x) * intensity.x * (coords.y); 37 | 38 | half4 color = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv - realCoordOffs, _MainTex_ST)); 39 | 40 | return color; 41 | } 42 | 43 | ENDCG 44 | 45 | Subshader { 46 | Pass { 47 | ZTest Always Cull Off ZWrite Off 48 | 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | ENDCG 53 | } 54 | 55 | } 56 | 57 | Fallback off 58 | 59 | } // shader 60 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 20 | 21 | fixed4 frag (v2f_img i) : SV_Target 22 | { 23 | fixed4 original = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); 24 | fixed grayscale = Luminance(original.rgb); 25 | half2 remap = half2 (grayscale + _RampOffset, .5); 26 | fixed4 output = tex2D(_RampTex, remap); 27 | output.a = original.a; 28 | return output; 29 | } 30 | ENDCG 31 | 32 | } 33 | } 34 | 35 | Fallback off 36 | 37 | } 38 | -------------------------------------------------------------------------------- /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: -------------------------------------------------------------------------------- 1 | Shader "Hidden/MotionBlur" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | _AccumOrig("AccumOrig", Float) = 0.65 5 | } 6 | 7 | SubShader { 8 | ZTest Always Cull Off ZWrite Off 9 | Pass { 10 | Blend SrcAlpha OneMinusSrcAlpha 11 | ColorMask RGB 12 | BindChannels { 13 | Bind "vertex", vertex 14 | Bind "texcoord", texcoord 15 | } 16 | 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | 21 | #include "UnityCG.cginc" 22 | 23 | struct appdata_t { 24 | float4 vertex : POSITION; 25 | float2 texcoord : TEXCOORD; 26 | }; 27 | 28 | struct v2f { 29 | float4 vertex : SV_POSITION; 30 | float2 texcoord : TEXCOORD; 31 | }; 32 | 33 | float4 _MainTex_ST; 34 | float _AccumOrig; 35 | 36 | v2f vert (appdata_t v) 37 | { 38 | v2f o; 39 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 40 | o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 41 | return o; 42 | } 43 | 44 | sampler2D _MainTex; 45 | 46 | half4 frag (v2f i) : SV_Target 47 | { 48 | return half4(tex2D(_MainTex, i.texcoord).rgb, _AccumOrig ); 49 | } 50 | ENDCG 51 | } 52 | 53 | Pass { 54 | Blend One Zero 55 | ColorMask A 56 | 57 | BindChannels { 58 | Bind "vertex", vertex 59 | Bind "texcoord", texcoord 60 | } 61 | 62 | CGPROGRAM 63 | #pragma vertex vert 64 | #pragma fragment frag 65 | 66 | #include "UnityCG.cginc" 67 | 68 | struct appdata_t { 69 | float4 vertex : POSITION; 70 | float2 texcoord : TEXCOORD; 71 | }; 72 | 73 | struct v2f { 74 | float4 vertex : SV_POSITION; 75 | float2 texcoord : TEXCOORD; 76 | }; 77 | 78 | float4 _MainTex_ST; 79 | 80 | v2f vert (appdata_t v) 81 | { 82 | v2f o; 83 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 84 | o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 85 | return o; 86 | } 87 | 88 | sampler2D _MainTex; 89 | 90 | half4 frag (v2f i) : SV_Target 91 | { 92 | return tex2D(_MainTex, i.texcoord); 93 | } 94 | ENDCG 95 | } 96 | 97 | } 98 | 99 | SubShader { 100 | ZTest Always Cull Off ZWrite Off 101 | Pass { 102 | Blend SrcAlpha OneMinusSrcAlpha 103 | ColorMask RGB 104 | SetTexture [_MainTex] { 105 | ConstantColor (0,0,0,[_AccumOrig]) 106 | Combine texture, constant 107 | } 108 | } 109 | Pass { 110 | Blend One Zero 111 | ColorMask A 112 | SetTexture [_MainTex] { 113 | Combine texture 114 | } 115 | } 116 | } 117 | 118 | Fallback off 119 | 120 | } 121 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 33 | 34 | v2f vert (appdata_img v) 35 | { 36 | v2f o; 37 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 38 | o.uv = UnityStereoScreenSpaceUVAdjust(MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord), _MainTex_ST); 39 | o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; 40 | o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; 41 | return o; 42 | } 43 | 44 | fixed4 frag (v2f i) : SV_Target 45 | { 46 | fixed4 col = tex2D(_MainTex, i.uv); 47 | 48 | // sample noise texture and do a signed add 49 | fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1; 50 | col.rgb += grain * _Intensity.x; 51 | 52 | // sample scratch texture and do a signed add 53 | fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1; 54 | col.rgb += scratch * _Intensity.y; 55 | 56 | return col; 57 | } 58 | ENDCG 59 | } 60 | } 61 | 62 | Fallback off 63 | 64 | } 65 | -------------------------------------------------------------------------------- /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: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Noise Shader YUV" { 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 | half4 _MainTex_ST; 33 | 34 | v2f vert (appdata_img v) 35 | { 36 | v2f o; 37 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 38 | o.uv = UnityStereoScreenSpaceUVAdjust(MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord), _MainTex_ST); 39 | o.uvg = v.texcoord.xy * _GrainOffsetScale.zw + _GrainOffsetScale.xy; 40 | o.uvs = v.texcoord.xy * _ScratchOffsetScale.zw + _ScratchOffsetScale.xy; 41 | return o; 42 | } 43 | 44 | fixed4 frag (v2f i) : SV_Target 45 | { 46 | fixed4 col = tex2D(_MainTex, i.uv); 47 | 48 | // convert to YUV 49 | fixed3 yuv; 50 | yuv.x = dot( col.rgb, half3(0.299,0.587,0.114) ); 51 | yuv.y = (col.b-yuv.x)*0.492; 52 | yuv.z = (col.r-yuv.x)*0.877; 53 | 54 | // sample noise texture and do a signed add 55 | fixed3 grain = tex2D(_GrainTex, i.uvg).rgb * 2 - 1; 56 | yuv.rgb += grain * _Intensity.x; 57 | 58 | // convert back to rgb 59 | col.r = yuv.z * 1.140 + yuv.x; 60 | col.g = yuv.z * (-0.581) + yuv.y * (-0.395) + yuv.x; 61 | col.b = yuv.y * 2.032 + yuv.x; 62 | 63 | // sample scratch texture and add 64 | fixed3 scratch = tex2D(_ScratchTex, i.uvs).rgb * 2 - 1; 65 | col.rgb += scratch * _Intensity.y; 66 | 67 | return col; 68 | } 69 | ENDCG 70 | } 71 | } 72 | 73 | Fallback off 74 | 75 | } 76 | -------------------------------------------------------------------------------- /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: -------------------------------------------------------------------------------- 1 | 2 | Shader "Hidden/PrepareSunShaftsBlur" { 3 | Properties { 4 | _MainTex ("Base", 2D) = "" {} 5 | _Skybox ("Skybox", 2D) = "" {} 6 | } 7 | 8 | CGINCLUDE 9 | 10 | #include "UnityCG.cginc" 11 | 12 | struct v2f { 13 | float4 pos : SV_POSITION; 14 | float2 uv : TEXCOORD0; 15 | }; 16 | 17 | sampler2D _MainTex; 18 | sampler2D _Skybox; 19 | sampler2D_float _CameraDepthTexture; 20 | 21 | uniform half _NoSkyBoxMask; 22 | uniform half4 _SunPosition; 23 | 24 | v2f vert (appdata_img v) { 25 | v2f o; 26 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 27 | o.uv = v.texcoord.xy; 28 | return o; 29 | } 30 | 31 | half TransformColor (half4 skyboxValue) { 32 | return max (skyboxValue.a, _NoSkyBoxMask * dot (skyboxValue.rgb, float3 (0.59,0.3,0.11))); 33 | } 34 | 35 | half4 frag (v2f i) : SV_Target { 36 | float depthSample = SAMPLE_DEPTH_TEXTURE( _CameraDepthTexture, i.uv.xy); 37 | half4 tex = tex2D (_MainTex, i.uv.xy); 38 | 39 | depthSample = Linear01Depth (depthSample); 40 | 41 | // consider maximum radius 42 | half2 vec = _SunPosition.xy - i.uv.xy; 43 | half dist = saturate (_SunPosition.w - length (vec.xy)); 44 | 45 | half4 outColor = 0; 46 | 47 | // consider shafts blockers 48 | if (depthSample > 0.99) 49 | outColor = TransformColor (tex) * dist; 50 | 51 | return outColor; 52 | } 53 | 54 | half4 fragNoDepthNeeded (v2f i) : SV_Target { 55 | float4 sky = (tex2D (_Skybox, i.uv.xy)); 56 | float4 tex = (tex2D (_MainTex, i.uv.xy)); 57 | 58 | // consider maximum radius 59 | half2 vec = _SunPosition.xy - i.uv.xy; 60 | half dist = saturate (_SunPosition.w - length (vec)); 61 | 62 | half4 outColor = 0; 63 | 64 | if (Luminance ( abs(sky.rgb - tex.rgb)) < 0.2) 65 | outColor = TransformColor (sky) * dist; 66 | 67 | return outColor; 68 | } 69 | 70 | ENDCG 71 | 72 | Subshader { 73 | Pass { 74 | ZTest Always Cull Off ZWrite Off 75 | 76 | CGPROGRAM 77 | 78 | #pragma vertex vert 79 | #pragma fragment frag 80 | 81 | ENDCG 82 | } 83 | Pass { 84 | ZTest Always Cull Off ZWrite Off 85 | 86 | CGPROGRAM 87 | 88 | #pragma vertex vert 89 | #pragma fragment fragNoDepthNeeded 90 | 91 | ENDCG 92 | } 93 | } 94 | 95 | Fallback off 96 | 97 | } // shader 98 | -------------------------------------------------------------------------------- /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/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 | half4 _MainTex_ST; 17 | 18 | fixed4 frag (v2f_img i) : SV_Target 19 | { 20 | fixed4 original = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); 21 | 22 | // get intensity value (Y part of YIQ color space) 23 | fixed Y = dot (fixed3(0.299, 0.587, 0.114), original.rgb); 24 | 25 | // Convert to Sepia Tone by adding constant 26 | fixed4 sepiaConvert = float4 (0.191, -0.054, -0.221, 0.0); 27 | fixed4 output = sepiaConvert + Y; 28 | output.a = original.a; 29 | 30 | return output; 31 | } 32 | ENDCG 33 | 34 | } 35 | } 36 | 37 | Fallback off 38 | 39 | } 40 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 18 | uniform float4 _CenterRadius; 19 | uniform float4x4 _RotationMatrix; 20 | 21 | struct v2f { 22 | float4 pos : SV_POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | v2f vert( appdata_img v ) 27 | { 28 | v2f o; 29 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 30 | o.uv = v.texcoord - _CenterRadius.xy; 31 | return o; 32 | } 33 | 34 | float4 frag (v2f i) : SV_Target 35 | { 36 | float2 offset = i.uv; 37 | float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy); 38 | float2 tmp = offset / _CenterRadius.zw; 39 | float t = min (1, length(tmp)); 40 | 41 | offset = lerp (distortedOffset, offset, t); 42 | offset += _CenterRadius.xy; 43 | 44 | return tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(offset, _MainTex_ST)); 45 | } 46 | ENDCG 47 | 48 | } 49 | } 50 | 51 | Fallback off 52 | 53 | } 54 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 25 | half4 _VignetteTex_ST; 26 | 27 | v2f vert( appdata_img v ) { 28 | v2f o; 29 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 30 | o.uv = v.texcoord.xy; 31 | o.uv2 = v.texcoord.xy; 32 | 33 | #if UNITY_UV_STARTS_AT_TOP 34 | if (_MainTex_TexelSize.y < 0) 35 | o.uv2.y = 1.0 - o.uv2.y; 36 | #endif 37 | 38 | return o; 39 | } 40 | 41 | half4 frag(v2f i) : SV_Target { 42 | half2 coords = i.uv; 43 | half2 uv = i.uv; 44 | 45 | coords = (coords - 0.5) * 2.0; 46 | half coordDot = dot (coords,coords); 47 | half4 color = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST)); 48 | 49 | float mask = 1.0 - coordDot * _Intensity; 50 | 51 | half4 colorBlur = tex2D (_VignetteTex, UnityStereoScreenSpaceUVAdjust(i.uv2, _VignetteTex_ST)); 52 | color = lerp (color, colorBlur, saturate (_Blur * coordDot)); 53 | 54 | return color * mask; 55 | } 56 | 57 | ENDCG 58 | 59 | Subshader { 60 | Pass { 61 | ZTest Always Cull Off ZWrite Off 62 | 63 | CGPROGRAM 64 | #pragma vertex vert 65 | #pragma fragment frag 66 | ENDCG 67 | } 68 | } 69 | 70 | Fallback off 71 | } 72 | -------------------------------------------------------------------------------- /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, UnityStereoScreenSpaceUVAdjust(uv, _MainTex_ST)); 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: -------------------------------------------------------------------------------- 1 | 2 | Shader "Hidden/SSAA" { 3 | Properties { 4 | _MainTex ("Base (RGB)", 2D) = "white" {} 5 | } 6 | 7 | // very simple & fast AA by Emmanuel Julien 8 | 9 | SubShader { 10 | Pass { 11 | 12 | ZTest Always Cull Off ZWrite Off 13 | 14 | CGPROGRAM 15 | 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | 21 | uniform sampler2D _MainTex; 22 | uniform float4 _MainTex_TexelSize; 23 | half4 _MainTex_ST; 24 | 25 | struct v2f { 26 | float4 pos : SV_POSITION; 27 | float2 uv[5] : TEXCOORD0; 28 | }; 29 | 30 | v2f vert( appdata_img v ) { 31 | v2f o; 32 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 33 | 34 | float2 uv = v.texcoord.xy; 35 | 36 | float w = 1.75; 37 | 38 | float2 up = float2(0.0, _MainTex_TexelSize.y) * w; 39 | float2 right = float2(_MainTex_TexelSize.x, 0.0) * w; 40 | 41 | o.uv[0].xy = uv - up; 42 | o.uv[1].xy = uv - right; 43 | o.uv[2].xy = uv + right; 44 | o.uv[3].xy = uv + up; 45 | 46 | o.uv[4].xy = uv; 47 | 48 | return o; 49 | } 50 | 51 | half4 frag (v2f i) : SV_Target 52 | { 53 | half4 outColor; 54 | 55 | float t = Luminance( tex2D( _MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[0], _MainTex_ST)).xyz ); 56 | float l = Luminance( tex2D( _MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[1], _MainTex_ST)).xyz); 57 | float r = Luminance( tex2D( _MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[2], _MainTex_ST)).xyz); 58 | float b = Luminance( tex2D( _MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[3], _MainTex_ST)).xyz); 59 | 60 | half2 n = half2( -( t - b ), r - l ); 61 | float nl = length( n ); 62 | 63 | if ( nl < (1.0 / 16.0) ) 64 | outColor = tex2D( _MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[4], _MainTex_ST) ); 65 | else { 66 | n *= _MainTex_TexelSize.xy / nl; 67 | 68 | half4 o = tex2D( _MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[4], _MainTex_ST)); 69 | half4 t0 = tex2D( _MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[4] + n * 0.5, _MainTex_ST)) * 0.9; 70 | half4 t1 = tex2D( _MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[4] - n * 0.5, _MainTex_ST)) * 0.9; 71 | half4 t2 = tex2D( _MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[4] + n, _MainTex_ST)) * 0.75; 72 | half4 t3 = tex2D( _MainTex, UnityStereoScreenSpaceUVAdjust(i.uv[4] - n, _MainTex_ST)) * 0.75; 73 | 74 | outColor = (o + t0 + t1 + t2 + t3) / 4.3; 75 | } 76 | 77 | return outColor; 78 | } 79 | 80 | ENDCG 81 | } 82 | } 83 | 84 | Fallback off 85 | 86 | } 87 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 17 | half _Intensity; 18 | 19 | v2f vert( appdata_img v ) { 20 | v2f o; 21 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 22 | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); 23 | return o; 24 | } 25 | 26 | half4 frag(v2f i) : SV_Target { 27 | return tex2D(_MainTex, i.uv) * _Intensity; 28 | } 29 | 30 | ENDCG 31 | 32 | Subshader { 33 | 34 | Pass { 35 | BlendOp Add 36 | Blend One One 37 | 38 | ZTest Always Cull Off ZWrite Off 39 | 40 | CGPROGRAM 41 | #pragma vertex vert 42 | #pragma fragment frag 43 | ENDCG 44 | } 45 | } 46 | 47 | Fallback off 48 | 49 | } 50 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 20 | 21 | half4 threshold; 22 | half useSrcAlphaAsMask; 23 | 24 | v2f vert( appdata_img v ) 25 | { 26 | v2f o; 27 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 28 | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); 29 | return o; 30 | } 31 | 32 | half4 frag(v2f i) : SV_Target 33 | { 34 | half4 color = tex2D(_MainTex, i.uv); 35 | //color = color * saturate((color-threshhold.x) * 75.0); // didn't go well with HDR and din't make sense 36 | color = color * lerp(1.0, color.a, useSrcAlphaAsMask); 37 | color = max(half4(0,0,0,0), color-threshold.x); 38 | return color; 39 | } 40 | 41 | ENDCG 42 | 43 | Subshader 44 | { 45 | Pass 46 | { 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 | Fallback off 58 | } 59 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 20 | 21 | half4 _Threshhold; 22 | 23 | v2f vert( appdata_img v ) 24 | { 25 | v2f o; 26 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 27 | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); 28 | return o; 29 | } 30 | 31 | half4 fragScalarThresh(v2f i) : SV_Target 32 | { 33 | half4 color = tex2D(_MainTex, i.uv); 34 | color.rgb = color.rgb; 35 | color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.xxx); 36 | return color; 37 | } 38 | 39 | half4 fragColorThresh(v2f i) : SV_Target 40 | { 41 | half4 color = tex2D(_MainTex, i.uv); 42 | color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.rgb); 43 | return color; 44 | } 45 | 46 | ENDCG 47 | 48 | Subshader 49 | { 50 | Pass 51 | { 52 | ZTest Always Cull Off ZWrite Off 53 | 54 | CGPROGRAM 55 | 56 | #pragma vertex vert 57 | #pragma fragment fragScalarThresh 58 | 59 | ENDCG 60 | } 61 | 62 | Pass 63 | { 64 | ZTest Always Cull Off ZWrite Off 65 | 66 | CGPROGRAM 67 | 68 | #pragma vertex vert 69 | #pragma fragment fragColorThresh 70 | 71 | ENDCG 72 | } 73 | } 74 | Fallback off 75 | } 76 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 22 | 23 | v2f vert( appdata_img v ) { 24 | v2f o; 25 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 26 | 27 | o.uv[0] = UnityStereoScreenSpaceUVAdjust(( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5, _MainTex_ST); 28 | o.uv[1] = UnityStereoScreenSpaceUVAdjust(( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5, _MainTex_ST); 29 | o.uv[2] = UnityStereoScreenSpaceUVAdjust(( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5, _MainTex_ST); 30 | o.uv[3] = UnityStereoScreenSpaceUVAdjust(( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5, _MainTex_ST); 31 | return o; 32 | } 33 | 34 | fixed4 frag(v2f i) : SV_Target { 35 | fixed4 color = float4 (0,0,0,0); 36 | color += tex2D(_MainTex, i.uv[0] ) * colorA; 37 | color += tex2D(_MainTex, i.uv[1] ) * colorB; 38 | color += tex2D(_MainTex, i.uv[2] ) * colorC; 39 | color += tex2D(_MainTex, i.uv[3] ) * colorD; 40 | return color; 41 | } 42 | 43 | ENDCG 44 | 45 | Subshader { 46 | Blend One One 47 | Pass { 48 | ZTest Always Cull Off ZWrite Off 49 | 50 | CGPROGRAM 51 | 52 | #pragma vertex vert 53 | #pragma fragment frag 54 | 55 | ENDCG 56 | } 57 | } 58 | 59 | Fallback off 60 | 61 | } // shader 62 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 23 | 24 | v2f vert (appdata_img v) { 25 | v2f o; 26 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 27 | 28 | o.uv.xy = v.texcoord.xy; 29 | 30 | o.uv01 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1); 31 | o.uv23 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 2.0; 32 | o.uv45 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 3.0; 33 | o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 4.5; 34 | o.uv67 = v.texcoord.xyxy + offsets.xyxy * half4(1,1, -1,-1) * 6.5; 35 | 36 | return o; 37 | } 38 | 39 | half4 frag (v2f i) : SV_Target { 40 | half4 color = half4 (0,0,0,0); 41 | 42 | color += 0.225 * tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST)); 43 | color += 0.150 * tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv01.xy, _MainTex_ST)); 44 | color += 0.150 * tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv01.zw, _MainTex_ST)); 45 | color += 0.110 * tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv23.xy, _MainTex_ST)); 46 | color += 0.110 * tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv23.zw, _MainTex_ST)); 47 | color += 0.075 * tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv45.xy, _MainTex_ST)); 48 | color += 0.075 * tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv45.zw, _MainTex_ST)); 49 | color += 0.0525 * tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv67.xy, _MainTex_ST)); 50 | color += 0.0525 * tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv67.zw, _MainTex_ST)); 51 | 52 | return color; 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 | } // shader 71 | -------------------------------------------------------------------------------- /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 | half4 _Source_ST; 20 | 21 | struct v2f { 22 | half4 pos : SV_POSITION; 23 | half2 uv2 : TEXCOORD0; 24 | half4 source : TEXCOORD1; 25 | }; 26 | 27 | #define COC bokeh.a 28 | 29 | v2f vert (appdata_full v) 30 | { 31 | v2f o; 32 | 33 | o.pos = v.vertex; 34 | 35 | o.uv2.xy = v.texcoord.xy;// * 2.0; <- needed when using Triangles.js and not Quads.js 36 | 37 | #if UNITY_UV_STARTS_AT_TOP 38 | float4 bokeh = tex2Dlod (_Source, half4 (UnityStereoScreenSpaceUVAdjust(v.texcoord1.xy * half2(1,-1) + half2(0,1), _Source_ST), 0, 0)); 39 | #else 40 | float4 bokeh = tex2Dlod (_Source, half4 (UnityStereoScreenSpaceUVAdjust(v.texcoord1.xy, _Source_ST), 0, 0)); 41 | #endif 42 | 43 | o.source = bokeh; 44 | 45 | o.pos.xy += (v.texcoord.xy * 2.0 - 1.0) * _ArScale.xy * COC;// + _ArScale.zw * coc; 46 | o.source.rgb *= _Intensity; 47 | 48 | return o; 49 | } 50 | 51 | 52 | half4 frag (v2f i) : SV_Target 53 | { 54 | half4 color = tex2D (_MainTex, i.uv2.xy); 55 | color.rgb *= i.source.rgb; 56 | color.a *= Luminance(i.source.rgb*0.25); 57 | return color; 58 | } 59 | 60 | ENDCG 61 | 62 | Pass { 63 | Blend OneMinusDstColor One 64 | ZTest Always Cull Off ZWrite Off 65 | 66 | CGPROGRAM 67 | 68 | #pragma target 3.0 69 | #pragma vertex vert 70 | #pragma fragment frag 71 | 72 | ENDCG 73 | } 74 | 75 | } 76 | 77 | Fallback off 78 | 79 | } 80 | -------------------------------------------------------------------------------- /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 | half4 _MainTex_ST; 23 | 24 | v2f vert (appdata_img v) { 25 | v2f o; 26 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 27 | 28 | o.uv.xy = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST); 29 | 30 | o.uv01 = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1), _MainTex_ST); 31 | o.uv23 = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0, _MainTex_ST); 32 | o.uv45 = UnityStereoScreenSpaceUVAdjust(v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0, _MainTex_ST); 33 | 34 | return o; 35 | } 36 | 37 | half4 frag (v2f i) : SV_Target { 38 | half4 color = float4 (0,0,0,0); 39 | 40 | color += 0.40 * tex2D (_MainTex, i.uv); 41 | color += 0.15 * tex2D (_MainTex, i.uv01.xy); 42 | color += 0.15 * tex2D (_MainTex, i.uv01.zw); 43 | color += 0.10 * tex2D (_MainTex, i.uv23.xy); 44 | color += 0.10 * tex2D (_MainTex, i.uv23.zw); 45 | color += 0.05 * tex2D (_MainTex, i.uv45.xy); 46 | color += 0.05 * tex2D (_MainTex, i.uv45.zw); 47 | 48 | return color; 49 | } 50 | 51 | ENDCG 52 | 53 | Subshader { 54 | Pass { 55 | ZTest Always Cull Off ZWrite Off 56 | 57 | CGPROGRAM 58 | #pragma vertex vert 59 | #pragma fragment frag 60 | ENDCG 61 | } 62 | } 63 | 64 | Fallback off 65 | 66 | 67 | } // shader 68 | -------------------------------------------------------------------------------- /Assets/Standard 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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 = saturate(sD-sampleD); 38 | if (zd > _Params.y) { 39 | // This sample occludes, contribute to occlusion 40 | occ += pow(1-zd,_Params.z); // sc2 41 | //occ += 1.0-saturate(pow(1.0 - zd, 11.0) + zd); // nullsq 42 | //occ += 1.0/(1.0+zd*zd*10); // iq 43 | } 44 | } 45 | occ /= sampleCount; 46 | return 1-occ; 47 | } 48 | 49 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/frag_ao.cginc.meta: 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-------------------------------------------------------------------------------- 1 | # Easing and Tweening Library for Unity 2 | 3 | Tween any float, vector2, vector3 or quaternion. Extension methods for often used properties so that tweening can be as easy as 4 | ```cs 5 | transform.ScaleTo(targetScale, animationLength, easingStyle); 6 | ``` 7 | ## Example 8 | An [Example](https://alchem.itch.io/unity-easing) where you can fiddle with some of the easing parameters. 9 | 10 | ## License 11 | Licensed under a MIT-License. The easing equations are under a BSD-License. 12 | -------------------------------------------------------------------------------- /license.txt: -------------------------------------------------------------------------------- 1 | The MIT License (MIT) 2 | Copyright (c) 2016 jojo1234 3 | Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: 4 | 5 | The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. 6 | 7 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. --------------------------------------------------------------------------------