├── .gitignore ├── Assets ├── ExternalAssets.meta ├── ExternalAssets │ ├── Sample- Low Poly Nature Assets.meta │ ├── Sample- Low Poly Nature Assets │ │ ├── Documentation.txt │ │ ├── Documentation.txt.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── AutumnLeaves1.mat │ │ │ ├── AutumnLeaves1.mat.meta │ │ │ ├── Bark.mat │ │ │ ├── Bark.mat.meta │ │ │ ├── Black.mat │ │ │ ├── Black.mat.meta │ │ │ ├── Dirt.mat │ │ │ ├── Dirt.mat.meta │ │ │ ├── Leaves1.mat │ │ │ ├── Leaves1.mat.meta │ │ │ ├── Red.mat │ │ │ ├── Red.mat.meta │ │ │ ├── Rock.mat │ │ │ ├── Rock.mat.meta │ │ │ ├── White.mat │ │ │ ├── White.mat.meta │ │ │ ├── _MaterialIndex.txt │ │ │ └── _MaterialIndex.txt.meta │ │ ├── Meshes.meta │ │ ├── Meshes │ │ │ ├── BirchTree_3.fbx │ │ │ ├── BirchTree_3.fbx.meta │ │ │ ├── Bush_2.fbx │ │ │ ├── Bush_2.fbx.meta │ │ │ ├── ClusteredRock_2.fbx │ │ │ ├── ClusteredRock_2.fbx.meta │ │ │ ├── Flat_Ground.fbx │ │ │ ├── Flat_Ground.fbx.meta │ │ │ ├── Flower_1.fbx │ │ │ ├── Flower_1.fbx.meta │ │ │ ├── Grass_1.fbx │ │ │ ├── Grass_1.fbx.meta │ │ │ ├── Pine_3.fbx │ │ │ └── Pine_3.fbx.meta │ │ ├── Prefabs.meta │ │ └── Prefabs │ │ │ ├── BirchTree_3_Fall.prefab │ │ │ ├── BirchTree_3_Fall.prefab.meta │ │ │ ├── Bush_2.prefab │ │ │ ├── Bush_2.prefab.meta │ │ │ ├── ClusteredRock_2.prefab │ │ │ ├── ClusteredRock_2.prefab.meta │ │ │ ├── Flower_1.prefab │ │ │ ├── Flower_1.prefab.meta │ │ │ ├── Grass_1.prefab │ │ │ ├── Grass_1.prefab.meta │ │ │ ├── Grass_Flat_Ground.prefab │ │ │ ├── Grass_Flat_Ground.prefab.meta │ │ │ ├── Pine_3.prefab │ │ │ └── Pine_3.prefab.meta │ ├── TAZO_3D_C.meta │ └── TAZO_3D_C │ │ ├── BOSS.meta │ │ ├── BOSS │ │ ├── Bull.meta │ │ └── Bull │ │ │ ├── Animation.meta │ │ │ ├── Animation │ │ │ ├── bull_king@attack_01.FBX │ │ │ ├── bull_king@attack_01.FBX.meta │ │ │ ├── bull_king@attack_02.FBX │ │ │ ├── bull_king@attack_02.FBX.meta │ │ │ ├── bull_king@attack_03.FBX │ │ │ ├── bull_king@attack_03.FBX.meta │ │ │ ├── bull_king@damage.FBX │ │ │ ├── bull_king@damage.FBX.meta │ │ │ ├── bull_king@defy.FBX │ │ │ ├── bull_king@defy.FBX.meta │ │ │ ├── bull_king@die.FBX │ │ │ ├── bull_king@die.FBX.meta │ │ │ ├── bull_king@dizzy.FBX │ │ │ ├── bull_king@dizzy.FBX.meta │ │ │ ├── bull_king@idle.FBX │ │ │ ├── bull_king@idle.FBX.meta │ │ │ ├── bull_king@jump.FBX │ │ │ ├── bull_king@jump.FBX.meta │ │ │ ├── bull_king@jump_left.FBX │ │ │ ├── bull_king@jump_left.FBX.meta │ │ │ ├── bull_king@jump_right.FBX │ │ │ ├── bull_king@jump_right.FBX.meta │ │ │ ├── bull_king@run.FBX │ │ │ ├── bull_king@run.FBX.meta │ │ │ ├── bull_king@walk.FBX │ │ │ └── bull_king@walk.FBX.meta │ │ │ ├── Bull.controller │ │ │ ├── Bull.controller.meta │ │ │ ├── Materials.meta │ │ │ ├── Materials │ │ │ ├── M_Bull_Cartoon.mat │ │ │ ├── M_Bull_Cartoon.mat.meta │ │ │ ├── M_Bull_Pixelated.mat │ │ │ ├── M_Bull_Pixelated.mat.meta │ │ │ ├── M_Bull_Standard.mat │ │ │ ├── M_Bull_Standard.mat.meta │ │ │ ├── bull_king_c.png │ │ │ ├── bull_king_c.png.meta │ │ │ ├── bull_king_s.png │ │ │ └── bull_king_s.png.meta │ │ │ ├── Mesh.meta │ │ │ ├── Mesh │ │ │ ├── Materials.meta │ │ │ ├── Materials │ │ │ │ ├── bull_king.mat │ │ │ │ └── bull_king.mat.meta │ │ │ ├── bull_king.FBX │ │ │ └── bull_king.FBX.meta │ │ │ ├── Prefab.meta │ │ │ ├── Prefab │ │ │ ├── Bull.prefab │ │ │ └── Bull.prefab.meta │ │ │ ├── Shader.meta │ │ │ └── Shader │ │ │ ├── Cartoon.shader │ │ │ └── Cartoon.shader.meta │ │ ├── DemoScene.meta │ │ └── DemoScene │ │ ├── Action_Manage.cs │ │ ├── Action_Manage.cs.meta │ │ ├── Demo.unity │ │ ├── Demo.unity.meta │ │ ├── New Material.mat │ │ ├── New Material.mat.meta │ │ ├── demo.cs │ │ └── demo.cs.meta ├── Materials.meta ├── Materials │ ├── Ground.mat │ ├── Ground.mat.meta │ ├── Pixelated.mat │ ├── Pixelated.mat.meta │ ├── Skybox.mat │ ├── Skybox.mat.meta │ ├── Voxel.mat │ └── Voxel.mat.meta ├── PhysicMaterials.meta ├── PhysicMaterials │ ├── Voxel.physicMaterial │ └── Voxel.physicMaterial.meta ├── Prefabs.meta ├── Prefabs │ ├── Pixelizer.prefab │ ├── Pixelizer.prefab.meta │ ├── Voxel.prefab │ └── Voxel.prefab.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta ├── Scripts │ ├── Layers.cs │ ├── Layers.cs.meta │ ├── PixelizerRenderer.cs │ ├── PixelizerRenderer.cs.meta │ ├── Rotation.cs │ ├── Rotation.cs.meta │ ├── TweenMaterialColor.cs │ └── TweenMaterialColor.cs.meta ├── Shader.meta ├── Shader │ ├── Pixelated.shader │ └── Pixelated.shader.meta ├── Test.renderTexture └── Test.renderTexture.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── NetworkManager.asset.meta ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ├── README.md └── Showcase └── Demo1b.gif /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.unitypackage 61 | 62 | # Crashlytics generated file 63 | crashlytics-build.properties -------------------------------------------------------------------------------- /Assets/ExternalAssets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e914f3172559e545bb738c1813bfcd7 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ExternalAssets/Sample- Low Poly Nature Assets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a9050fc7bf0876241997f4c5d874b54a 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ExternalAssets/Sample- Low Poly Nature Assets/Documentation.txt: -------------------------------------------------------------------------------- 1 | Version 1.0.0 2 | ---------------------- 3 | PolyLabs 4 | ---------------------- 5 | 6 | Glossary: 7 | --------- 8 | 1. Important notes 9 | 2. Customizing Prefabs 10 | 3. Release notes 11 | 12 | 13 | 1.Important notes: 14 | ------------------ 15 | - Assets can be rendered without GI by un-checking the "Static" checkbox in 16 | their prefab. 17 | 18 | - All asset prefabs are rendered to cast "Two Sided" shadows to prevent cracks 19 | and streaks of light in the projected shadows. 20 | 21 | 2. Customizing Prefabs: 22 | ----------------------- 23 | - All Low Poly Assets were designed with ease of use in mind to save time for the 24 | developer and ensure the desired look can be achieved in only a few clicks! 25 | 26 | - All of the asset meshes are comprised of sub-meshes, each containing their 27 | own material. 28 | 29 | To customize the look of a mesh/prefab: 30 | 1. navigate to the prefab (or mesh if you wish to create a new prefab) 31 | 2. In the inspector view, find the "Mesh Renderer" Component and toggle 32 | the "Materials" drop down menu. 33 | 3. Each element coordinates to a different element of the mesh. To change 34 | the look of the prefab, drag a material into the element you wish to modify 35 | or use the selector. 36 | 37 | When creating a new emissive Material: 38 | 1. Often it is best to test your material on a mesh and render it while you adjust. 39 | 2a. When selecting the emissive value, it can be made simple to get the desired color 40 | of your albedo by using the color sampler and clicking in the sample box of your 41 | albedo. 42 | 2b. Sometimes this can result in a very bright and difficult to see material color. 43 | to fix this, test different emissive values in the emissive texture box, sometimes 44 | a value as little as 0.05 is all that is required! 45 | 46 | 47 | 48 | 3. Release notes: 49 | ----------------- 50 | Version 1.0.0 (Initial Release): 51 | Features: 52 | -7 sample meshes! 53 | 54 | For support, contact polylaboratory@gmail.com with questions or concerns and we will be glad to help! 55 | 56 | If you enjoyed this sample pack, help support us by downloading the full version! -------------------------------------------------------------------------------- /Assets/ExternalAssets/Sample- Low Poly Nature Assets/Documentation.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f09ccbaadb048874189886885e40e251 3 | timeCreated: 1468445699 4 | licenseType: Store 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ExternalAssets/Sample- Low Poly Nature Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | 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https://raw.githubusercontent.com/joscanper/unity_pixelizer/706dfd4639ab0a0cf880f8b6192a700f2a84eabe/Assets/ExternalAssets/TAZO_3D_C/BOSS/Bull/Mesh/bull_king.FBX -------------------------------------------------------------------------------- /Assets/ExternalAssets/TAZO_3D_C/BOSS/Bull/Prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bcdf2c8356adb5e42b8d7a5eaa4faf85 3 | folderAsset: yes 4 | timeCreated: 1514776172 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ExternalAssets/TAZO_3D_C/BOSS/Bull/Prefab/Bull.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b89e0c3c675d2f6468bb44ecbf17fb04 3 | timeCreated: 1522389539 4 | licenseType: Store 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ExternalAssets/TAZO_3D_C/BOSS/Bull/Shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: da92b5f31e0ca73479bab970700db617 3 | folderAsset: yes 4 | timeCreated: 1522389336 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ExternalAssets/TAZO_3D_C/BOSS/Bull/Shader/Cartoon.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "TAZO/Cartoon" { 4 | Properties{ 5 | _Color("Main Color", Color) = (1,1,1,1) 6 | _RimColor("Rim Color", Color) = (0.97,0.88,1,0.75) 7 | _OutlineColor("Outline Color", Color) = (0,0,0,1) 8 | _RimPower("Rim Power", Range(0.5,8.0)) = 3.0 9 | _Outline("Outline Width", Range(.002, 0.1)) = .005 10 | _MainTex("Texture", 2D) = "white" {} 11 | _BumpMap("Normal Map", 2D) = "bump" {} 12 | _SpecularTex("Specular Map", 2D) = "gray" {} 13 | _RampTex("Shading Ramp", 2D) = "white" {} 14 | } 15 | 16 | SubShader{ 17 | Tags { "RenderType" = "Opaque" } 18 | 19 | CGPROGRAM 20 | #pragma surface surf TF2 21 | #pragma target 3.0 22 | 23 | struct Input 24 | { 25 | float2 uv_MainTex; 26 | float3 worldNormal; 27 | INTERNAL_DATA 28 | }; 29 | 30 | sampler2D _MainTex, _SpecularTex, _BumpMap, _RampTex; 31 | float4 _RimColor; 32 | float _RimPower; 33 | fixed4 _Color; 34 | 35 | inline fixed4 LightingTF2(SurfaceOutput s, fixed3 lightDir, fixed3 viewDir, fixed atten) 36 | { 37 | fixed3 h = normalize(lightDir + viewDir); 38 | 39 | fixed NdotL = dot(s.Normal, lightDir) * 0.5 + 0.5; 40 | fixed3 ramp = tex2D(_RampTex, float2(NdotL * atten,NdotL * atten)).rgb; 41 | 42 | float nh = max(0, dot(s.Normal, h)); 43 | float spec = pow(nh, s.Gloss * 128) * s.Specular; 44 | 45 | fixed4 c; 46 | c.a = 1; 47 | c.rgb = ((s.Albedo * _Color.rgb * ramp * _LightColor0.rgb + _LightColor0.rgb * spec) * (atten * 2)); 48 | return c; 49 | } 50 | 51 | void surf(Input IN, inout SurfaceOutput o) 52 | { 53 | o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb; 54 | o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex)); 55 | float3 specGloss = tex2D(_SpecularTex, IN.uv_MainTex).rgb; 56 | o.Specular = specGloss.r; 57 | o.Gloss = specGloss.g; 58 | 59 | half3 rim = pow(max(0, dot(float3(0, 1, 0), WorldNormalVector(IN, o.Normal))), _RimPower) * _RimColor.rgb * _RimColor.a * specGloss.b; 60 | o.Emission = rim; 61 | } 62 | 63 | ENDCG 64 | 65 | CGINCLUDE 66 | #include "UnityCG.cginc" 67 | 68 | struct appdata { 69 | float4 vertex : POSITION; 70 | float3 normal : NORMAL; 71 | }; 72 | 73 | struct v2f { 74 | float4 pos : POSITION; 75 | float4 color : COLOR; 76 | }; 77 | 78 | uniform float _Outline; 79 | uniform float4 _OutlineColor; 80 | 81 | v2f vert(appdata v) { 82 | v2f o; 83 | o.pos = UnityObjectToClipPos(v.vertex); 84 | 85 | float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal); 86 | float2 offset = TransformViewToProjection(norm.xy); 87 | 88 | o.pos.xy += offset * o.pos.z * _Outline; 89 | o.color = _OutlineColor; 90 | return o; 91 | } 92 | ENDCG 93 | 94 | Pass { 95 | Name "OUTLINE" 96 | Tags { "LightMode" = "Always" } 97 | Cull Front 98 | ZWrite On 99 | ColorMask RGB 100 | Blend SrcAlpha OneMinusSrcAlpha 101 | 102 | CGPROGRAM 103 | #pragma vertex vert 104 | #pragma fragment frag 105 | half4 frag(v2f i) :COLOR { return i.color; } 106 | ENDCG 107 | } 108 | } 109 | Fallback "Bumped Specular" 110 | } -------------------------------------------------------------------------------- /Assets/ExternalAssets/TAZO_3D_C/BOSS/Bull/Shader/Cartoon.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 996eff9a59cc277418ae29047ece6078 3 | timeCreated: 1520993967 4 | licenseType: Store 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ExternalAssets/TAZO_3D_C/DemoScene.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cf64260c95356964aa09a0db77667933 3 | folderAsset: yes 4 | timeCreated: 1522466283 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ExternalAssets/TAZO_3D_C/DemoScene/Action_Manage.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Action_Manage : MonoBehaviour { 5 | public GameObject Target; 6 | Animator myAnimator; 7 | // Use this for initialization 8 | void Start () { 9 | myAnimator = Target.GetComponent (); 10 | } 11 | 12 | // Update is called once per frame 13 | void Update () { 14 | 15 | } 16 | void ClearAllBool(){ 17 | myAnimator.SetBool ("defy", false); 18 | myAnimator.SetBool ("idle", false); 19 | myAnimator.SetBool ("dizzy", false); 20 | myAnimator.SetBool ("walk", false); 21 | myAnimator.SetBool ("run", false); 22 | myAnimator.SetBool ("jump", false); 23 | myAnimator.SetBool ("die", false); 24 | myAnimator.SetBool ("jump_left", false); 25 | myAnimator.SetBool ("jump_right", false); 26 | myAnimator.SetBool ("attack_01", false); 27 | myAnimator.SetBool ("attack_03", false); 28 | myAnimator.SetBool ("attack_02", false); 29 | myAnimator.SetBool ("damage", false); 30 | } 31 | public void Pressed_damage(){ 32 | ClearAllBool(); 33 | myAnimator.SetBool ("damage", true); 34 | } 35 | public void Pressed_idle(){ 36 | ClearAllBool(); 37 | myAnimator.SetBool ("idle", true); 38 | } 39 | public void Pressed_defy(){ 40 | ClearAllBool(); 41 | myAnimator.SetBool ("defy", true); 42 | } 43 | public void Pressed_dizzy(){ 44 | ClearAllBool(); 45 | myAnimator.SetBool ("dizzy", true); 46 | } 47 | public void Pressed_run(){ 48 | ClearAllBool(); 49 | myAnimator.SetBool ("run", true); 50 | } 51 | public void Pressed_walk(){ 52 | ClearAllBool(); 53 | myAnimator.SetBool ("walk", true); 54 | } 55 | public void Pressed_die(){ 56 | ClearAllBool(); 57 | myAnimator.SetBool ("die", true); 58 | } 59 | public void Pressed_jump(){ 60 | ClearAllBool(); 61 | myAnimator.SetBool ("jump", true); 62 | } 63 | public void Pressed_jump_left(){ 64 | ClearAllBool(); 65 | myAnimator.SetBool ("jump_left", true); 66 | } 67 | public void Pressed_jump_right(){ 68 | ClearAllBool(); 69 | myAnimator.SetBool ("jump_right", true); 70 | } 71 | public void Pressed_attack_01(){ 72 | ClearAllBool(); 73 | myAnimator.SetBool ("attack_01", true); 74 | } 75 | public void Pressed_attack_02(){ 76 | ClearAllBool(); 77 | myAnimator.SetBool ("attack_02", true); 78 | } 79 | public void Pressed_attack_03(){ 80 | ClearAllBool(); 81 | myAnimator.SetBool ("attack_03", true); 82 | } 83 | } 84 | -------------------------------------------------------------------------------- /Assets/ExternalAssets/TAZO_3D_C/DemoScene/Action_Manage.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aa9cad7762507a84db4bbac884cd7d9a 3 | timeCreated: 1522476783 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ExternalAssets/TAZO_3D_C/DemoScene/Demo.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b1be8910bed819b49a1427cbbce838e6 3 | 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m_CollisionDetection: 0 129 | -------------------------------------------------------------------------------- /Assets/Prefabs/Voxel.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47428884dd6085d468eb8c5b240f57c4 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 223066cbbd7b63648a45a437e38dc053 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/SampleScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9fc0d4010bbf28b4594072e72b8655ab 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0c77aa6f4d6f2304598cf9af9d282ecf 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Layers.cs: -------------------------------------------------------------------------------- 1 | // I created this by hand but I suggest to have a tool in your project that creates this automatically like the following 2 | // https://gist.github.com/Namek/ecafa24a6ae3d730baf1#file-tagslayersenumbuilder-cs 3 | 4 | public enum Layers 5 | { 6 | Default = 0, 7 | TransparentFX = 1, 8 | IgnoreRaycast = 2, 9 | Water = 4, 10 | UI = 5, 11 | Pixelator = 6 12 | } -------------------------------------------------------------------------------- /Assets/Scripts/Layers.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 486d928aa99f9b945b2a8a2547cabe49 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/PixelizerRenderer.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | using UnityEngine.Rendering; 4 | 5 | public class PixelizerRenderer : MonoBehaviour 6 | { 7 | private static readonly int sObjWorldMatrixID = Shader.PropertyToID("_ObjWorldMatrix"); 8 | private static readonly int sWorldObjMatrixID = Shader.PropertyToID("_WorldObjMatrix"); 9 | private static readonly int sVoxelSizeID = Shader.PropertyToID("_VoxelSize"); 10 | private static readonly int sVoxelsID = Shader.PropertyToID("_Voxels"); 11 | private static readonly int sTextureID = Shader.PropertyToID("_PixelatedTexture"); 12 | private static readonly int sInitTimeID = Shader.PropertyToID("_InitTime"); 13 | 14 | public int TextureSize = 32; 15 | public GameObject Target; 16 | public Material TargetMaterial; 17 | public Material PixelizerMaterial; 18 | public float VoxelSize = 0.1f; 19 | public GameObject PhysicVoxel; 20 | public float VoxelForce; 21 | public float VoxelTorque; 22 | 23 | [Range(1, 5)] 24 | public int ExplosionVoxelReductionRate = 1; 25 | 26 | private Camera mPixelatedCam; 27 | private Camera mMainCam; 28 | private Renderer[] mRenderers; 29 | private RenderTexture mRenderTexture; 30 | private CommandBuffer mCmdBuffer; 31 | private ComputeBuffer mVoxelsBuffer; 32 | private Texture2D mExplosionTexture; 33 | private Bounds mBounds; 34 | private ParticleSystem mSystem; 35 | 36 | private struct BufferVoxel 37 | { 38 | public Vector3 Pos; 39 | public Vector2 UV; 40 | } 41 | 42 | // -------------------------------------------------------------------- 43 | 44 | private void Awake() 45 | { 46 | mMainCam = Camera.main; // This uses FindGameObjectsWithTag, sooo, not great you should have probably have a CameraManager instead 47 | 48 | mPixelatedCam = GetComponentInChildren(); 49 | AddCommandBufferToCamera(mPixelatedCam); 50 | 51 | CreateVoxelBuffer(); 52 | 53 | mSystem = GetComponentInChildren(); 54 | mExplosionTexture = new Texture2D(TextureSize, TextureSize, TextureFormat.ARGB32, false); 55 | } 56 | 57 | // -------------------------------------------------------------------- 58 | 59 | private void AddCommandBufferToCamera(Camera cam) 60 | { 61 | mRenderTexture = new RenderTexture(TextureSize, TextureSize, 16); 62 | mRenderTexture.filterMode = FilterMode.Point; 63 | mRenderTexture.name = "PixelizerCam Texture"; // This will show up if you're using a graphic debugger 64 | RenderTargetIdentifier rtID = new RenderTargetIdentifier(mRenderTexture); 65 | 66 | mCmdBuffer = new CommandBuffer(); 67 | mCmdBuffer.name = "Pixelated Voxels"; 68 | mCmdBuffer.SetRenderTarget(rtID); 69 | mCmdBuffer.ClearRenderTarget(true, true, Color.clear, 1f); 70 | 71 | mRenderers = Target.GetComponentsInChildren(); 72 | foreach (Renderer r in mRenderers) 73 | mCmdBuffer.DrawRenderer(r, TargetMaterial); 74 | 75 | cam.AddCommandBuffer(CameraEvent.AfterEverything, mCmdBuffer); 76 | } 77 | 78 | // -------------------------------------------------------------------- 79 | 80 | private void CreateVoxelBuffer() 81 | { 82 | mBounds = new Bounds(); 83 | List voxels = new List(); 84 | for (int i = 0; i < TextureSize; ++i) 85 | { 86 | for (int j = 0; j < TextureSize; ++j) 87 | { 88 | Vector3 voxelPos = new Vector3((i - TextureSize / 2.0f) * VoxelSize, j * VoxelSize, 0); 89 | mBounds.Encapsulate(voxelPos); 90 | voxels.Add(new BufferVoxel() 91 | { 92 | Pos = voxelPos, 93 | UV = new Vector2(i / (float)TextureSize, j / (float)TextureSize) 94 | }); 95 | } 96 | } 97 | 98 | mVoxelsBuffer = new ComputeBuffer(TextureSize * TextureSize, sizeof(float) * 5, ComputeBufferType.Default); 99 | mVoxelsBuffer.SetData(voxels); 100 | } 101 | 102 | // -------------------------------------------------------------------- 103 | 104 | private void Update() 105 | { 106 | Vector3 newFwd = mMainCam.transform.forward; 107 | newFwd.y = 0; 108 | transform.SetPositionAndRotation(Target.transform.position, Quaternion.LookRotation(newFwd, Vector3.up)); 109 | 110 | mPixelatedCam.Render(); 111 | 112 | PixelizerMaterial.SetPass(0); 113 | PixelizerMaterial.SetMatrix(sObjWorldMatrixID, transform.localToWorldMatrix); 114 | PixelizerMaterial.SetMatrix(sWorldObjMatrixID, transform.worldToLocalMatrix); 115 | PixelizerMaterial.SetFloat(sVoxelSizeID, VoxelSize); 116 | PixelizerMaterial.SetBuffer(sVoxelsID, mVoxelsBuffer); 117 | PixelizerMaterial.SetTexture(sTextureID, mRenderTexture); 118 | 119 | Graphics.DrawProcedural(PixelizerMaterial, mBounds, MeshTopology.Points, TextureSize * TextureSize); 120 | } 121 | 122 | // -------------------------------------------------------------------- 123 | 124 | private void OnDestroy() 125 | { 126 | mCmdBuffer.Release(); 127 | mVoxelsBuffer.Release(); 128 | } 129 | 130 | // -------------------------------------------------------------------- 131 | 132 | public void Pixelate() 133 | { 134 | SetPixelated(true); 135 | } 136 | 137 | // -------------------------------------------------------------------- 138 | 139 | public void Restore() 140 | { 141 | SetPixelated(false); 142 | } 143 | 144 | // -------------------------------------------------------------------- 145 | 146 | private void SetPixelated(bool pixelated) 147 | { 148 | foreach (Renderer renderer in mRenderers) 149 | { 150 | renderer.gameObject.layer = pixelated ? (int)Layers.Pixelator : 0; 151 | SkinnedMeshRenderer skinned = renderer as SkinnedMeshRenderer; 152 | if (skinned) 153 | skinned.updateWhenOffscreen = pixelated; 154 | } 155 | 156 | Animator animator = Target.GetComponentInChildren(); 157 | if (animator) 158 | animator.cullingMode = pixelated ? AnimatorCullingMode.AlwaysAnimate : AnimatorCullingMode.CullUpdateTransforms; 159 | 160 | enabled = pixelated; 161 | 162 | if (pixelated) 163 | PixelizerMaterial.SetFloat(sInitTimeID, Time.time); 164 | } 165 | 166 | // -------------------------------------------------------------------- 167 | 168 | public void Explode() 169 | { 170 | float halfTextSize = TextureSize * 0.5f; 171 | RenderTexture.active = mRenderTexture; 172 | 173 | mExplosionTexture.ReadPixels(new Rect(0, 0, TextureSize, TextureSize), 0, 0); 174 | mExplosionTexture.Apply(); 175 | 176 | List voxels = new List(); 177 | List colors = new List(); 178 | for (int i = 0; i < TextureSize; i += ExplosionVoxelReductionRate) 179 | { 180 | for (int j = 0; j < TextureSize; j += ExplosionVoxelReductionRate) 181 | { 182 | Color col = mExplosionTexture.GetPixel(i, j); 183 | if (col.a > 0) 184 | { 185 | Vector3 pos = new Vector3(-halfTextSize * VoxelSize + i * VoxelSize, j * VoxelSize); 186 | Vector3 worldPos = transform.TransformPoint(pos); 187 | voxels.Add(worldPos); 188 | colors.Add(col); 189 | } 190 | } 191 | } 192 | 193 | ParticleSystem.MainModule mainMod = mSystem.main; 194 | mainMod.maxParticles = voxels.Count; 195 | mSystem.Emit(new ParticleSystem.EmitParams() 196 | { 197 | startSize = VoxelSize, 198 | angularVelocity = VoxelTorque 199 | }, voxels.Count); 200 | ParticleSystem.Particle[] particles = new ParticleSystem.Particle[voxels.Count]; 201 | int count = mSystem.GetParticles(particles); 202 | 203 | for (int i = 0; i < voxels.Count; ++i) 204 | { 205 | particles[i].position = voxels[i]; 206 | particles[i].startColor = colors[i]; 207 | 208 | Vector3 force = (voxels[i] - transform.position).normalized; 209 | force *= VoxelForce; 210 | force.y = VoxelForce; 211 | force += transform.forward * Random.Range(-1f, 1f) * VoxelForce; 212 | 213 | particles[i].velocity = force; 214 | } 215 | 216 | mSystem.SetParticles(particles); 217 | 218 | enabled = false; 219 | } 220 | 221 | #if UNITY_EDITOR 222 | 223 | // -------------------------------------------------------------------- 224 | 225 | private void OnGUI() 226 | { 227 | if (Event.current.type.Equals(EventType.Repaint)) 228 | { 229 | Graphics.DrawTexture(new Rect(10, 100, 100, 100), mRenderTexture); 230 | } 231 | } 232 | 233 | // -------------------------------------------------------------------- 234 | 235 | private void OnDrawGizmosSelected() 236 | { 237 | float halfTextSize = TextureSize * 0.5f; 238 | for (int i = 0; i <= TextureSize; ++i) 239 | { 240 | // Horizontal 241 | Gizmos.DrawLine( 242 | transform.position + transform.right * -halfTextSize * VoxelSize + Vector3.up * i * VoxelSize, 243 | transform.position + transform.right * halfTextSize * VoxelSize + Vector3.up * i * VoxelSize); 244 | 245 | // Vertical 246 | Gizmos.DrawLine( 247 | transform.position + transform.right * (i - halfTextSize) * VoxelSize, 248 | transform.position + transform.right * (i - halfTextSize) * VoxelSize + Vector3.up * TextureSize * VoxelSize); 249 | } 250 | } 251 | 252 | #endif 253 | } -------------------------------------------------------------------------------- /Assets/Scripts/PixelizerRenderer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a641580c7ccf76c45bbf974ff379e031 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Rotation.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Rotation : MonoBehaviour 4 | { 5 | public float Speed = 3000f; 6 | 7 | private Rigidbody m_Rigidbody; 8 | 9 | // ---------------------------------------------------------- 10 | 11 | private void Awake() 12 | { 13 | m_Rigidbody = GetComponent(); 14 | } 15 | 16 | // ---------------------------------------------------------- 17 | 18 | private void FixedUpdate() 19 | { 20 | if (m_Rigidbody) 21 | m_Rigidbody.MoveRotation(this.transform.rotation * Quaternion.Euler(Vector3.up * Speed * Time.deltaTime)); 22 | else 23 | this.transform.Rotate(Vector3.up * Speed * Time.deltaTime); 24 | } 25 | } -------------------------------------------------------------------------------- /Assets/Scripts/Rotation.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 419ad7a6c28fc3446b6fff137201d4b5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/TweenMaterialColor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class TweenMaterialColor : MonoBehaviour 4 | { 5 | private static readonly int sColorID = Shader.PropertyToID("_Color"); 6 | 7 | public Color From; 8 | public Color To; 9 | public float StartDelay; 10 | public float Time; 11 | 12 | private float mCurrentTime; 13 | private MeshRenderer mRenderer; 14 | private MaterialPropertyBlock mMatBlock; 15 | 16 | // -------------------------------------------------------------------- 17 | 18 | private void Awake() 19 | { 20 | mMatBlock = new MaterialPropertyBlock(); 21 | 22 | mRenderer = GetComponent(); 23 | mRenderer.GetPropertyBlock(mMatBlock); 24 | } 25 | 26 | // -------------------------------------------------------------------- 27 | 28 | private void OnEnable() 29 | { 30 | mCurrentTime = -StartDelay; 31 | UpdateColor(); 32 | } 33 | 34 | // -------------------------------------------------------------------- 35 | 36 | private void Update() 37 | { 38 | mCurrentTime += UnityEngine.Time.deltaTime; 39 | 40 | UpdateColor(); 41 | } 42 | 43 | // -------------------------------------------------------------------- 44 | 45 | private void UpdateColor() 46 | { 47 | Color col = Color.Lerp(From, To, mCurrentTime / Time); 48 | mMatBlock.SetColor(sColorID, col); 49 | mRenderer.SetPropertyBlock(mMatBlock); 50 | } 51 | } -------------------------------------------------------------------------------- /Assets/Scripts/TweenMaterialColor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3b77f7739644ded45ad854122cbc8b9b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 25d7ac9e63cf8cc44a57d4718205a63d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shader/Pixelated.shader: -------------------------------------------------------------------------------- 1 | Shader "GPUMan/Pixelated" 2 | { 3 | Properties 4 | { 5 | _InitColor("InitColor", Color) = (0,1,0,1) 6 | _InitColorSpeed("Init Color Speed", Float) = 1 7 | } 8 | 9 | SubShader{ 10 | Pass 11 | { 12 | CGPROGRAM 13 | 14 | #include "UnityCG.cginc" 15 | #include "UnityLightingCommon.cginc" 16 | 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | #pragma geometry geom 20 | 21 | half _VoxelSize; 22 | half _InitTime; 23 | half _InitColorSpeed; 24 | half4 _InitColor; 25 | float4x4 _ObjWorldMatrix; 26 | float4x4 _WorldObjMatrix; 27 | sampler2D _PixelatedTexture; 28 | 29 | struct Voxel 30 | { 31 | float3 pos; 32 | float2 uv; 33 | }; 34 | 35 | StructuredBuffer _Voxels; 36 | 37 | struct v2g 38 | { 39 | float4 pos : SV_POSITION; 40 | float4 col : COLOR; 41 | }; 42 | 43 | v2g vert(uint id : SV_VertexID) 44 | { 45 | v2g o; 46 | o.pos = float4(_Voxels[id].pos, 1); 47 | const float2 uvs = _Voxels[id].uv; 48 | o.col = tex2Dlod(_PixelatedTexture, float4(uvs.x, uvs.y, 0, 0)); 49 | return o; 50 | } 51 | 52 | #define CUBE_VERTS 36 53 | 54 | static half3 cubeVertices[CUBE_VERTS] = 55 | { 56 | // Front face 57 | half3(-1, 0, -1), 58 | half3(-1, 2, -1), 59 | half3(1, 2, -1), 60 | 61 | half3(-1, 0, -1), 62 | half3(1, 2, -1), 63 | half3(1, 0, -1), 64 | 65 | // Top face 66 | half3(-1, 2, -1), 67 | half3(-1, 2, 1), 68 | half3(1, 2, 1), 69 | 70 | half3(-1, 2, -1), 71 | half3(1, 2, 1), 72 | half3(1, 2, -1), 73 | 74 | // Bottom face 75 | half3(-1, 0, 1), 76 | half3(-1, 0, -1), 77 | half3(1, 0, 1), 78 | 79 | half3(1, 0, 1), 80 | half3(-1, 0, -1), 81 | half3(1, 0, -1), 82 | 83 | // Back face 84 | half3(-1, 2, 1), 85 | half3(-1, 0, 1), 86 | half3(1, 2, 1), 87 | 88 | half3(1, 2, 1), 89 | half3(-1, 0, 1), 90 | half3(1, 0, 1), 91 | 92 | // Right face 93 | half3(1, 0, -1), 94 | half3(1, 2, -1), 95 | half3(1, 2, 1), 96 | 97 | half3(1, 0, -1), 98 | half3(1, 2, 1), 99 | half3(1, 0, 1), 100 | 101 | // Left face 102 | half3(-1, 2, -1), 103 | half3(-1, 0, -1), 104 | half3(-1, 2, 1), 105 | 106 | half3(-1, 2, 1), 107 | half3(-1, 0, -1), 108 | half3(-1, 0, 1), 109 | }; 110 | 111 | static half3 cubeNormals[6] = 112 | { 113 | // Front face 114 | half3(0, 0, -1), 115 | half3(0, 1, 0), 116 | half3(0, -1, 0), 117 | 118 | half3(0, 0, 1), 119 | half3(1, 0, 0), 120 | half3(-1, 0, 0), 121 | }; 122 | 123 | struct g2f 124 | { 125 | float4 pos : SV_POSITION; 126 | float4 col : COLOR; 127 | float3 normal : NORMAL; 128 | }; 129 | 130 | [maxvertexcount(CUBE_VERTS)] 131 | void geom(point v2g input[1], uint pid : SV_PrimitiveID, 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!u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Ratchet & Clank™ Pixelizer FX in Unity3D 2 | This project shows how to implement Ratchet & Clank™ pixelizer weapon fx in Unity3D. 3 | 4 | Please watch the following video to have a better understanding of how it works : https://youtu.be/b16JFKrGrFE 5 | 6 | > Ratchet & Clank is a trademark of SONY INTERACTIVE ENTERTAINMENT LLC in the U.S. and/or other countries. 7 | 8 | ![Pixelizer demo](https://github.com/joscanper/unity_pixelizer/blob/master/Showcase/Demo1b.gif) 9 | 10 | This effect is implemented using a secondary camera to render the character to a tiny texture (TextureSize parameter on the PixelizerRenderer component). 11 | 12 | The PixelizerRenderer renders the voxels of the texture every frame using the Pixelated material & shader. 13 | 14 | The Pixelizer prefab contains all the needed elements to pixelate a 3d object. You just have to set the parameter Target on the PixelizerRenderer and adjust the TextureSize and VoxelSize so it can contain the character/object. 15 | 16 | ## Assets 17 | BOSS Class - Bull by Dr.Game 18 | 19 | Low Poly Nature Assets Sample by PolyLabs 20 | -------------------------------------------------------------------------------- /Showcase/Demo1b.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/joscanper/unity_pixelizer/706dfd4639ab0a0cf880f8b6192a700f2a84eabe/Showcase/Demo1b.gif --------------------------------------------------------------------------------