├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── EditorBuildSettings.asset ├── NetworkManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── DynamicsManager.asset ├── UnityConnectSettings.asset ├── QualitySettings.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Assets ├── Beta │ ├── Beta.fbx │ └── Beta.fbx.meta ├── CMUMocap │ ├── Base.fbx │ ├── 135_02.fbx │ ├── Acknowledgement.txt.meta │ ├── Acknowledgement.txt │ ├── Base.fbx.meta │ └── 135_02.fbx.meta ├── Test │ ├── UVTest.png │ ├── UVTest.mat.meta │ ├── PostFx.asset.meta │ ├── Teleporter.mat.meta │ ├── Timeline.playable.meta │ ├── UVTest.png.meta │ ├── UVTest.mat │ ├── Teleporter.mat │ ├── PostFx.asset │ └── Timeline.playable ├── Beta.meta ├── CMUMocap.meta ├── Test.unity.meta ├── Test.meta ├── Teleporter.meta ├── PostProcessing.meta ├── Teleporter │ ├── Common.cginc.meta │ ├── Teleporter.cginc.meta │ ├── Teleporter.shader.meta │ ├── SimplexNoise3D.hlsl.meta │ ├── Modifier.cs.meta │ ├── Teleporter.shader │ ├── Common.cginc │ ├── Modifier.cs │ ├── SimplexNoise3D.hlsl │ └── Teleporter.cginc └── Test.unity ├── .gitmodules ├── .gitignore └── .gitattributes /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2017.2.0f3 2 | -------------------------------------------------------------------------------- /Assets/Beta/Beta.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/keijiro/GTeleporter/HEAD/Assets/Beta/Beta.fbx -------------------------------------------------------------------------------- /Assets/CMUMocap/Base.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/keijiro/GTeleporter/HEAD/Assets/CMUMocap/Base.fbx -------------------------------------------------------------------------------- /Assets/Test/UVTest.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/keijiro/GTeleporter/HEAD/Assets/Test/UVTest.png -------------------------------------------------------------------------------- /Assets/CMUMocap/135_02.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/keijiro/GTeleporter/HEAD/Assets/CMUMocap/135_02.fbx -------------------------------------------------------------------------------- /.gitmodules: -------------------------------------------------------------------------------- 1 | [submodule "Assets/PostProcessing"] 2 | path = Assets/PostProcessing 3 | url = git@github.com:keijiro/PostProcessing.git 4 | branch = local-changes 5 | -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Windows 2 | Thumbs.db 3 | Desktop.ini 4 | 5 | # macOS 6 | .DS_Store 7 | 8 | # Vim 9 | *.swp 10 | 11 | # Unity 12 | /Library 13 | /Temp 14 | /UnityPackageManager 15 | /Packages 16 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: [] 8 | -------------------------------------------------------------------------------- /ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!149 &1 4 | NetworkManager: 5 | m_ObjectHideFlags: 0 6 | m_DebugLevel: 0 7 | m_Sendrate: 15 8 | m_AssetToPrefab: {} 9 | -------------------------------------------------------------------------------- /.gitattributes: -------------------------------------------------------------------------------- 1 | * -text 2 | 3 | *.cs text eol=lf diff=csharp 4 | *.shader text eol=lf 5 | *.cginc text eol=lf 6 | *.hlsl text eol=lf 7 | *.compute text eol=lf 8 | 9 | *.meta text eol=lf 10 | -------------------------------------------------------------------------------- /Assets/Beta.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45ce63d42ac7db74abe76d3ddca84cbd 3 | folderAsset: yes 4 | timeCreated: 1492350686 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/CMUMocap/Acknowledgement.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 40356b44d29f632459333d2572f4991b 3 | timeCreated: 1481175001 4 | licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/CMUMocap.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b4b934112701ca8438dc7565aafbc68e 3 | folderAsset: yes 4 | timeCreated: 1479043644 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Test.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d8bb49fa204a77e44aa1836a919917ca 3 | timeCreated: 1511503192 4 | licenseType: Pro 5 | DefaultImporter: 6 | externalObjects: {} 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Test.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 25c3fc95935bcfd4ea67acd9495e55f0 3 | folderAsset: yes 4 | timeCreated: 1511539771 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /Assets/Teleporter.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b8f8a24d003af9148abe272a4cddfbe4 3 | folderAsset: yes 4 | timeCreated: 1511503287 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/PostProcessing.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d02d1e0bec8ceb44abbb50020613e004 3 | folderAsset: yes 4 | timeCreated: 1511530675 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Teleporter/Common.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e9cb0232a7f0f0846a797de396e13646 3 | timeCreated: 1511504583 4 | licenseType: Pro 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Teleporter/Teleporter.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1d953878984d5704f9b495ebd9e1965e 3 | timeCreated: 1511504583 4 | licenseType: Pro 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Teleporter/Teleporter.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a2475b9fdbf002c43afc8e08aca5a24e 3 | timeCreated: 1511504584 4 | licenseType: Pro 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Test/UVTest.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bf4258a3251a9d049a427a1b72b32813 3 | timeCreated: 1511505015 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | externalObjects: {} 7 | mainObjectFileID: 2100000 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Teleporter/SimplexNoise3D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e0c93a16f224584495df706518cede0 3 | timeCreated: 1511527400 4 | licenseType: Pro 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Test/PostFx.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 74ce8ec8c33407f4cbd99f434c900838 3 | timeCreated: 1511530792 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | externalObjects: {} 7 | mainObjectFileID: 11400000 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Test/Teleporter.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 20eb40a7a0cd09148907ed2914c3b633 3 | timeCreated: 1511504611 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | externalObjects: {} 7 | mainObjectFileID: 2100000 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Test/Timeline.playable.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8096cf8a6ce381a4989e6f171c947676 3 | timeCreated: 1511509470 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | externalObjects: {} 7 | mainObjectFileID: 11400000 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Teleporter/Modifier.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 60341fdf0b02362429baed7405bc3d33 3 | timeCreated: 1511504580 4 | licenseType: Pro 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /Assets/CMUMocap/Acknowledgement.txt: -------------------------------------------------------------------------------- 1 | CMUMocap 2 | -------- 3 | 4 | This directory contains humanoid animations that are converted from the 5 | Carnegie Mellon University Motion Capture Database. 6 | 7 | These animations are basically free to use for commercial and non-commercial 8 | purposes. See the CMU page below for further information. 9 | 10 | http://mocap.cs.cmu.edu/ 11 | 12 | The conversion work is done by Keijiro Takahashi. You can obtain the latest 13 | package from the GitHub repository below. 14 | 15 | https://github.com/keijiro/CMUMocap 16 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - Post Fx 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 5 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_DefaultBehaviorMode: 0 10 | m_SpritePackerMode: 0 11 | m_SpritePackerPaddingPower: 1 12 | m_EtcTextureCompressorBehavior: 1 13 | m_EtcTextureFastCompressor: 1 14 | m_EtcTextureNormalCompressor: 2 15 | m_EtcTextureBestCompressor: 4 16 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 17 | m_ProjectGenerationRootNamespace: 18 | m_UserGeneratedProjectSuffix: 19 | m_CollabEditorSettings: 20 | inProgressEnabled: 1 21 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_EnablePCM: 1 18 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 19 | m_AutoSimulation: 1 20 | m_AutoSyncTransforms: 1 21 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!47 &1 4 | QualitySettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 5 7 | m_CurrentQuality: 0 8 | m_QualitySettings: 9 | - serializedVersion: 2 10 | name: High 11 | pixelLightCount: 2 12 | shadows: 2 13 | shadowResolution: 3 14 | shadowProjection: 1 15 | shadowCascades: 2 16 | shadowDistance: 20 17 | shadowNearPlaneOffset: 3 18 | shadowCascade2Split: 0.33333334 19 | shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} 20 | shadowmaskMode: 1 21 | blendWeights: 2 22 | textureQuality: 0 23 | anisotropicTextures: 1 24 | antiAliasing: 8 25 | softParticles: 0 26 | softVegetation: 1 27 | realtimeReflectionProbes: 1 28 | billboardsFaceCameraPosition: 1 29 | vSyncCount: 1 30 | lodBias: 1 31 | maximumLODLevel: 0 32 | particleRaycastBudget: 256 33 | asyncUploadTimeSlice: 2 34 | asyncUploadBufferSize: 4 35 | resolutionScalingFixedDPIFactor: 1 36 | excludedTargetPlatforms: [] 37 | m_PerPlatformDefaultQuality: 38 | Android: 0 39 | Nintendo 3DS: 0 40 | Nintendo Switch: 0 41 | PS4: 0 42 | PSM: 0 43 | PSP2: 0 44 | Samsung TV: 0 45 | Standalone: 0 46 | Tizen: 0 47 | WebGL: 0 48 | WiiU: 0 49 | Windows Store Apps: 0 50 | XboxOne: 0 51 | iPhone: 0 52 | tvOS: 0 53 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_AutoSimulation: 1 23 | m_QueriesHitTriggers: 1 24 | m_QueriesStartInColliders: 1 25 | m_ChangeStopsCallbacks: 0 26 | m_CallbacksOnDisable: 1 27 | m_AutoSyncTransforms: 1 28 | m_AlwaysShowColliders: 0 29 | m_ShowColliderSleep: 1 30 | m_ShowColliderContacts: 0 31 | m_ShowColliderAABB: 0 32 | m_ContactArrowScale: 0.2 33 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 34 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 35 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 36 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 37 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 38 | -------------------------------------------------------------------------------- /Assets/Teleporter/Teleporter.shader: -------------------------------------------------------------------------------- 1 | // Geometry teleporter effect 2 | // https://github.com/keijiro/GTeleporter 3 | 4 | Shader "GTeleporter/Teleporter" 5 | { 6 | Properties 7 | { 8 | _Color("Albedo", Color) = (0, 0, 0, 0) 9 | _MainTex("Albedo", 2D) = "white" {} 10 | _Glossiness("Smoothness", Range(0, 1)) = 0.5 11 | [Gamma] _Metallic("Metallic", Range(0, 1)) = 0 12 | 13 | [Header(Emission Colors)] 14 | [HDR] _Emission1("Primary", Color) = (0, 0, 0, 0) 15 | [HDR] _Emission2("Secondary", Color) = (0, 0, 0, 0) 16 | } 17 | SubShader 18 | { 19 | Tags { "RenderType"="Opaque" } 20 | Pass 21 | { 22 | Tags { "LightMode"="Deferred" } 23 | CGPROGRAM 24 | #pragma target 4.0 25 | #pragma vertex Vertex 26 | #pragma geometry Geometry 27 | #pragma fragment Fragment 28 | #pragma multi_compile_prepassfinal noshadowmask nodynlightmap nodirlightmap nolightmap 29 | #include "Teleporter.cginc" 30 | ENDCG 31 | } 32 | Pass 33 | { 34 | Tags { "LightMode"="ShadowCaster" } 35 | CGPROGRAM 36 | #pragma target 4.0 37 | #pragma vertex Vertex 38 | #pragma geometry Geometry 39 | #pragma fragment Fragment 40 | #pragma multi_compile_prepassfinal noshadowmask nodynlightmap nodirlightmap nolightmap 41 | #define UNITY_PASS_SHADOWCASTER 42 | #include "Teleporter.cginc" 43 | ENDCG 44 | } 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /Assets/Teleporter/Common.cginc: -------------------------------------------------------------------------------- 1 | // Geometry teleporter effect 2 | // https://github.com/keijiro/GTeleporter 3 | 4 | #include "UnityCG.cginc" 5 | 6 | // Hash function from H. Schechter & R. Bridson, goo.gl/RXiKaH 7 | uint Hash(uint s) 8 | { 9 | s ^= 2747636419u; 10 | s *= 2654435769u; 11 | s ^= s >> 16; 12 | s *= 2654435769u; 13 | s ^= s >> 16; 14 | s *= 2654435769u; 15 | return s; 16 | } 17 | 18 | float Random(uint seed) 19 | { 20 | return float(Hash(seed)) / 4294967295.0; // 2^32-1 21 | } 22 | 23 | // Uniformaly distributed points on a unit sphere 24 | // http://mathworld.wolfram.com/SpherePointPicking.html 25 | float3 RandomUnitVector(uint seed) 26 | { 27 | float PI2 = 6.28318530718; 28 | float z = 1 - 2 * Random(seed); 29 | float xy = sqrt(1.0 - z * z); 30 | float sn, cs; 31 | sincos(PI2 * Random(seed + 1), sn, cs); 32 | return float3(sn * xy, cs * xy, z); 33 | } 34 | 35 | // Uniformaly distributed points inside a unit sphere 36 | float3 RandomVector(uint seed) 37 | { 38 | return RandomUnitVector(seed) * sqrt(Random(seed + 2)); 39 | } 40 | 41 | // Uniformaly distributed points inside a unit cube 42 | float3 RandomVector01(uint seed) 43 | { 44 | return float3(Random(seed), Random(seed + 1), Random(seed + 2)); 45 | } 46 | 47 | // Hue value -> RGB color 48 | half3 Hue2RGB(half h) 49 | { 50 | h = frac(h) * 6 - 2; 51 | half3 rgb = saturate(half3(abs(h - 1) - 1, 2 - abs(h), 2 - abs(h - 2))); 52 | return rgb; 53 | } 54 | 55 | // Euler angles rotation matrix 56 | float3x3 Euler3x3(float3 v) 57 | { 58 | float sx, cx; 59 | float sy, cy; 60 | float sz, cz; 61 | 62 | sincos(v.x, sx, cx); 63 | sincos(v.y, sy, cy); 64 | sincos(v.z, sz, cz); 65 | 66 | float3 row1 = float3(sx*sy*sz + cy*cz, sx*sy*cz - cy*sz, cx*sy); 67 | float3 row3 = float3(sx*cy*sz - sy*cz, sx*cy*cz + sy*sz, cx*cy); 68 | float3 row2 = float3(cx*sz, cx*cz, -sx); 69 | 70 | return float3x3(row1, row2, row3); 71 | } 72 | -------------------------------------------------------------------------------- /Assets/Test/UVTest.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 77e6e3ef1a73b7147bb0c723883e8358 3 | timeCreated: 1511504959 4 | licenseType: Pro 5 | TextureImporter: 6 | fileIDToRecycleName: {} 7 | externalObjects: {} 8 | serializedVersion: 4 9 | mipmaps: 10 | mipMapMode: 0 11 | enableMipMap: 1 12 | sRGBTexture: 1 13 | linearTexture: 0 14 | fadeOut: 0 15 | borderMipMap: 0 16 | mipMapsPreserveCoverage: 0 17 | alphaTestReferenceValue: 0.5 18 | mipMapFadeDistanceStart: 1 19 | mipMapFadeDistanceEnd: 3 20 | bumpmap: 21 | convertToNormalMap: 0 22 | externalNormalMap: 0 23 | heightScale: 0.25 24 | normalMapFilter: 0 25 | isReadable: 0 26 | grayScaleToAlpha: 0 27 | generateCubemap: 6 28 | cubemapConvolution: 0 29 | seamlessCubemap: 0 30 | textureFormat: 1 31 | maxTextureSize: 2048 32 | textureSettings: 33 | serializedVersion: 2 34 | filterMode: 2 35 | aniso: 8 36 | mipBias: -1 37 | wrapU: -1 38 | wrapV: -1 39 | wrapW: -1 40 | nPOTScale: 1 41 | lightmap: 0 42 | compressionQuality: 50 43 | spriteMode: 0 44 | spriteExtrude: 1 45 | spriteMeshType: 1 46 | alignment: 0 47 | spritePivot: {x: 0.5, y: 0.5} 48 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 49 | spritePixelsToUnits: 100 50 | alphaUsage: 0 51 | alphaIsTransparency: 0 52 | spriteTessellationDetail: -1 53 | textureType: 0 54 | textureShape: 1 55 | maxTextureSizeSet: 0 56 | compressionQualitySet: 0 57 | textureFormatSet: 0 58 | platformSettings: 59 | - 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_DstBlend: 0 62 | - _GlossMapScale: 1 63 | - _Glossiness: 0.5 64 | - _Glossiness2: 0.545 65 | - _GlossyReflections: 1 66 | - _Metallic: 0.7 67 | - _Metallic2: 1 68 | - _Mode: 0 69 | - _OcclusionStrength: 1 70 | - _Parallax: 0.02 71 | - _SmoothnessTextureChannel: 0 72 | - _SpecularHighlights: 1 73 | - _SrcBlend: 1 74 | - _UVSec: 0 75 | - _ZWrite: 1 76 | m_Colors: 77 | - _Color: {r: 0.4852941, g: 0.4852941, b: 0.4852941, a: 1} 78 | - _Color2: {r: 0.9191176, g: 0.35142735, b: 0.35142735, a: 1} 79 | - _Emission: {r: 1.547, g: 1.0971776, b: 0.853125, a: 1} 80 | - _Emission1: {r: 2.5, g: 1.2221104, b: 0.8455883, a: 1} 81 | - _Emission2: {r: 0.57627964, g: 0.11970156, b: 0.60294116, a: 1} 82 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 83 | -------------------------------------------------------------------------------- /Assets/Teleporter/Modifier.cs: -------------------------------------------------------------------------------- 1 | // Geometry teleporter effect 2 | // https://github.com/keijiro/GTeleporter 3 | 4 | using UnityEngine; 5 | using System.Collections.Generic; 6 | 7 | namespace GTeleporter 8 | { 9 | [ExecuteInEditMode] 10 | [AddComponentMenu("Effects/GTeleporter/Modifier")] 11 | class Modifier : MonoBehaviour 12 | { 13 | #region Editable attributes 14 | 15 | [SerializeField] float _offset; 16 | [SerializeField] Transform _vanishingPoint; 17 | [SerializeField] Renderer[] _linkedRenderers; 18 | 19 | #endregion 20 | 21 | #region MonoBehaviour implementation 22 | 23 | MaterialPropertyBlock _sheet; 24 | 25 | void Update() 26 | { 27 | if (_linkedRenderers == null || _linkedRenderers.Length == 0) return; 28 | 29 | if (_sheet == null) _sheet = new MaterialPropertyBlock(); 30 | 31 | var fwd = transform.forward / transform.localScale.z; 32 | var dist = Vector3.Dot(fwd, transform.position); 33 | 34 | _sheet.SetVector("_EffectVector", 35 | new Vector4(fwd.x, fwd.y, fwd.z, dist + _offset) 36 | ); 37 | 38 | _sheet.SetVector("_EffectPoint", 39 | _vanishingPoint != null ? _vanishingPoint.position : Vector3.forward * 10 40 | ); 41 | 42 | foreach (var r in _linkedRenderers) r.SetPropertyBlock(_sheet); 43 | } 44 | 45 | #endregion 46 | 47 | #region Editor gizmo implementation 48 | 49 | #if UNITY_EDITOR 50 | 51 | Mesh _gridMesh; 52 | 53 | void OnDestroy() 54 | { 55 | if (_gridMesh != null) 56 | { 57 | if (Application.isPlaying) 58 | Destroy(_gridMesh); 59 | else 60 | DestroyImmediate(_gridMesh); 61 | } 62 | } 63 | 64 | void OnDrawGizmos() 65 | { 66 | if (_gridMesh == null) InitGridMesh(); 67 | 68 | if (_vanishingPoint != null) 69 | { 70 | Gizmos.color = Color.cyan; 71 | Gizmos.DrawWireSphere(_vanishingPoint.position, 0.1f); 72 | } 73 | 74 | Gizmos.matrix = transform.localToWorldMatrix; 75 | 76 | var p1 = Vector3.forward * _offset; 77 | var p2 = Vector3.forward * (_offset + 1); 78 | 79 | Gizmos.color = new Color(1, 1, 0, 0.5f); 80 | Gizmos.DrawWireMesh(_gridMesh, p1); 81 | Gizmos.DrawWireMesh(_gridMesh, p2); 82 | 83 | Gizmos.color = new Color(1, 0, 0, 0.5f); 84 | Gizmos.DrawWireCube((p1 + p2) / 2, new Vector3(0.02f, 0.02f, 1)); 85 | } 86 | 87 | void InitGridMesh() 88 | { 89 | const float ext = 0.5f; 90 | const int columns = 10; 91 | 92 | var vertices = new List(); 93 | var indices = new List(); 94 | 95 | for (var i = 0; i < columns + 1; i++) 96 | { 97 | var x = ext * (2.0f * i / columns - 1); 98 | 99 | indices.Add(vertices.Count); 100 | vertices.Add(new Vector3(x, -ext, 0)); 101 | 102 | indices.Add(vertices.Count); 103 | vertices.Add(new Vector3(x, +ext, 0)); 104 | 105 | indices.Add(vertices.Count); 106 | vertices.Add(new Vector3(-ext, x, 0)); 107 | 108 | indices.Add(vertices.Count); 109 | vertices.Add(new Vector3(+ext, x, 0)); 110 | } 111 | 112 | _gridMesh = new Mesh(); 113 | _gridMesh.hideFlags = HideFlags.DontSave; 114 | _gridMesh.SetVertices(vertices); 115 | _gridMesh.SetNormals(vertices); 116 | _gridMesh.SetIndices(indices.ToArray(), MeshTopology.Lines, 0); 117 | _gridMesh.UploadMeshData(true); 118 | } 119 | 120 | #endif 121 | 122 | #endregion 123 | } 124 | } 125 | -------------------------------------------------------------------------------- /Assets/Teleporter/SimplexNoise3D.hlsl: -------------------------------------------------------------------------------- 1 | // 2 | // Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader 3 | // 4 | // Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. 5 | // Translation and modification was made by Keijiro Takahashi. 6 | // 7 | // This shader is based on the webgl-noise GLSL shader. For further details 8 | // of the original shader, please see the following description from the 9 | // original source code. 10 | // 11 | 12 | // 13 | // Description : Array and textureless GLSL 2D/3D/4D simplex 14 | // noise functions. 15 | // Author : Ian McEwan, Ashima Arts. 16 | // Maintainer : ijm 17 | // Lastmod : 20110822 (ijm) 18 | // License : Copyright (C) 2011 Ashima Arts. All rights reserved. 19 | // Distributed under the MIT License. See LICENSE file. 20 | // https://github.com/ashima/webgl-noise 21 | // 22 | 23 | float3 mod289(float3 x) 24 | { 25 | return x - floor(x / 289.0) * 289.0; 26 | } 27 | 28 | float4 mod289(float4 x) 29 | { 30 | return x - floor(x / 289.0) * 289.0; 31 | } 32 | 33 | float4 permute(float4 x) 34 | { 35 | return mod289((x * 34.0 + 1.0) * x); 36 | } 37 | 38 | float4 taylorInvSqrt(float4 r) 39 | { 40 | return 1.79284291400159 - r * 0.85373472095314; 41 | } 42 | 43 | float snoise(float3 v) 44 | { 45 | const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); 46 | 47 | // First corner 48 | float3 i = floor(v + dot(v, C.yyy)); 49 | float3 x0 = v - i + dot(i, C.xxx); 50 | 51 | // Other corners 52 | float3 g = step(x0.yzx, x0.xyz); 53 | float3 l = 1.0 - g; 54 | float3 i1 = min(g.xyz, l.zxy); 55 | float3 i2 = max(g.xyz, l.zxy); 56 | 57 | // x1 = x0 - i1 + 1.0 * C.xxx; 58 | // x2 = x0 - i2 + 2.0 * C.xxx; 59 | // x3 = x0 - 1.0 + 3.0 * C.xxx; 60 | float3 x1 = x0 - i1 + C.xxx; 61 | float3 x2 = x0 - i2 + C.yyy; 62 | float3 x3 = x0 - 0.5; 63 | 64 | // Permutations 65 | i = mod289(i); // Avoid truncation effects in permutation 66 | float4 p = 67 | permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) 68 | + i.y + float4(0.0, i1.y, i2.y, 1.0)) 69 | + i.x + float4(0.0, i1.x, i2.x, 1.0)); 70 | 71 | // Gradients: 7x7 points over a square, mapped onto an octahedron. 72 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 73 | float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) 74 | 75 | float4 x_ = floor(j / 7.0); 76 | float4 y_ = floor(j - 7.0 * x_); // mod(j,N) 77 | 78 | float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; 79 | float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; 80 | 81 | float4 h = 1.0 - abs(x) - abs(y); 82 | 83 | float4 b0 = float4(x.xy, y.xy); 84 | float4 b1 = float4(x.zw, y.zw); 85 | 86 | //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; 87 | //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; 88 | float4 s0 = floor(b0) * 2.0 + 1.0; 89 | float4 s1 = floor(b1) * 2.0 + 1.0; 90 | float4 sh = -step(h, 0.0); 91 | 92 | float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; 93 | float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; 94 | 95 | float3 g0 = float3(a0.xy, h.x); 96 | float3 g1 = float3(a0.zw, h.y); 97 | float3 g2 = float3(a1.xy, h.z); 98 | float3 g3 = float3(a1.zw, h.w); 99 | 100 | // Normalise gradients 101 | float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); 102 | g0 *= norm.x; 103 | g1 *= norm.y; 104 | g2 *= norm.z; 105 | g3 *= norm.w; 106 | 107 | // Mix final noise value 108 | float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); 109 | m = m * m; 110 | m = m * m; 111 | 112 | float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); 113 | return 42.0 * dot(m, px); 114 | } 115 | 116 | float4 snoise_grad(float3 v) 117 | { 118 | const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); 119 | 120 | // First corner 121 | float3 i = floor(v + dot(v, C.yyy)); 122 | float3 x0 = v - i + dot(i, C.xxx); 123 | 124 | // Other corners 125 | float3 g = step(x0.yzx, x0.xyz); 126 | float3 l = 1.0 - g; 127 | float3 i1 = min(g.xyz, l.zxy); 128 | float3 i2 = max(g.xyz, l.zxy); 129 | 130 | // x1 = x0 - i1 + 1.0 * C.xxx; 131 | // x2 = x0 - i2 + 2.0 * C.xxx; 132 | // x3 = x0 - 1.0 + 3.0 * C.xxx; 133 | float3 x1 = x0 - i1 + C.xxx; 134 | float3 x2 = x0 - i2 + C.yyy; 135 | float3 x3 = x0 - 0.5; 136 | 137 | // Permutations 138 | i = mod289(i); // Avoid truncation effects in permutation 139 | float4 p = 140 | permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) 141 | + i.y + float4(0.0, i1.y, i2.y, 1.0)) 142 | + i.x + float4(0.0, i1.x, i2.x, 1.0)); 143 | 144 | // Gradients: 7x7 points over a square, mapped onto an octahedron. 145 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) 146 | float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) 147 | 148 | float4 x_ = floor(j / 7.0); 149 | float4 y_ = floor(j - 7.0 * x_); // mod(j,N) 150 | 151 | float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; 152 | float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; 153 | 154 | float4 h = 1.0 - abs(x) - abs(y); 155 | 156 | float4 b0 = float4(x.xy, y.xy); 157 | float4 b1 = float4(x.zw, y.zw); 158 | 159 | //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; 160 | //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; 161 | float4 s0 = floor(b0) * 2.0 + 1.0; 162 | float4 s1 = floor(b1) * 2.0 + 1.0; 163 | float4 sh = -step(h, 0.0); 164 | 165 | float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; 166 | float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; 167 | 168 | float3 g0 = float3(a0.xy, h.x); 169 | float3 g1 = float3(a0.zw, h.y); 170 | float3 g2 = float3(a1.xy, h.z); 171 | float3 g3 = float3(a1.zw, h.w); 172 | 173 | // Normalise gradients 174 | float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); 175 | g0 *= norm.x; 176 | g1 *= norm.y; 177 | g2 *= norm.z; 178 | g3 *= norm.w; 179 | 180 | // Compute noise and gradient at P 181 | float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); 182 | float4 m2 = m * m; 183 | float4 m3 = m2 * m; 184 | float4 m4 = m2 * m2; 185 | float3 grad = 186 | -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + 187 | -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + 188 | -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 + 189 | -6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3; 190 | float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); 191 | return 42.0 * float4(grad, dot(m4, px)); 192 | } 193 | -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!13 &1 4 | InputManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Axes: 8 | - serializedVersion: 3 9 | m_Name: Horizontal 10 | descriptiveName: 11 | descriptiveNegativeName: 12 | negativeButton: left 13 | positiveButton: right 14 | altNegativeButton: a 15 | 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-------------------------------------------------------------------------------- /Assets/Teleporter/Teleporter.cginc: -------------------------------------------------------------------------------- 1 | // Geometry teleporter effect 2 | // https://github.com/keijiro/GTeleporter 3 | 4 | #include "Common.cginc" 5 | #include "UnityGBuffer.cginc" 6 | #include "UnityStandardUtils.cginc" 7 | #include "SimplexNoise3D.hlsl" 8 | 9 | // Cube map shadow caster; Used to render point light shadows on platforms 10 | // that lacks depth cube map support. 11 | #if defined(SHADOWS_CUBE) && !defined(SHADOWS_CUBE_IN_DEPTH_TEX) 12 | #define PASS_CUBE_SHADOWCASTER 13 | #endif 14 | 15 | // Base properties 16 | half4 _Color; 17 | sampler2D _MainTex; 18 | float4 _MainTex_ST; 19 | half _Glossiness; 20 | half _Metallic; 21 | 22 | // Effect properties 23 | half3 _Emission1; 24 | half3 _Emission2; 25 | 26 | // Dynamic properties 27 | float4 _EffectVector; 28 | float3 _EffectPoint; 29 | 30 | // Vertex input attributes 31 | struct Attributes 32 | { 33 | float4 position : POSITION; 34 | float3 normal : NORMAL; 35 | float2 texcoord : TEXCOORD; 36 | }; 37 | 38 | // Fragment varyings 39 | struct Varyings 40 | { 41 | float4 position : SV_POSITION; 42 | 43 | #if defined(PASS_CUBE_SHADOWCASTER) 44 | // Cube map shadow caster pass 45 | float3 shadow : TEXCOORD0; 46 | 47 | #elif defined(UNITY_PASS_SHADOWCASTER) 48 | // Default shadow caster pass 49 | 50 | #else 51 | // GBuffer construction pass 52 | half3 normal : NORMAL; 53 | float2 texcoord : TEXCOORD0; 54 | float3 worldPos : TEXCOORD1; 55 | half3 ambient : TEXCOORD2; 56 | half3 emission : COLOR; 57 | 58 | #endif 59 | }; 60 | 61 | // 62 | // Vertex stage 63 | // 64 | 65 | void Vertex(inout Attributes input) 66 | { 67 | // Only do object space to world space transform. 68 | input.position = mul(unity_ObjectToWorld, input.position); 69 | input.normal = UnityObjectToWorldNormal(input.normal); 70 | } 71 | 72 | // 73 | // Geometry stage 74 | // 75 | 76 | Varyings VertexOutput(float3 wpos, half3 wnrm, float2 uv, half3 emission) 77 | { 78 | Varyings o; 79 | 80 | #if defined(PASS_CUBE_SHADOWCASTER) 81 | // Cube map shadow caster pass: Transfer the shadow vector. 82 | o.position = UnityWorldToClipPos(float4(wpos, 1)); 83 | o.shadow = wpos - _LightPositionRange.xyz; 84 | 85 | #elif defined(UNITY_PASS_SHADOWCASTER) 86 | // Default shadow caster pass: Apply the shadow bias. 87 | float scos = dot(wnrm, normalize(UnityWorldSpaceLightDir(wpos))); 88 | wpos -= wnrm * unity_LightShadowBias.z * sqrt(1 - scos * scos); 89 | o.position = UnityApplyLinearShadowBias(UnityWorldToClipPos(float4(wpos, 1))); 90 | 91 | #else 92 | // GBuffer construction pass 93 | o.position = UnityWorldToClipPos(float4(wpos, 1)); 94 | o.normal = wnrm; 95 | o.texcoord = uv; 96 | o.worldPos = wpos; 97 | o.ambient = ShadeSHPerVertex(wnrm, 0); 98 | o.emission = emission; 99 | 100 | #endif 101 | return o; 102 | } 103 | 104 | [maxvertexcount(6)] 105 | void Geometry( 106 | triangle Attributes input[3], uint pid : SV_PrimitiveID, 107 | inout TriangleStream outStream 108 | ) 109 | { 110 | // Input vertices 111 | float3 p0 = input[0].position.xyz; 112 | float3 p1 = input[1].position.xyz; 113 | float3 p2 = input[2].position.xyz; 114 | 115 | float3 n0 = input[0].normal; 116 | float3 n1 = input[1].normal; 117 | float3 n2 = input[2].normal; 118 | 119 | float2 uv0 = input[0].texcoord; 120 | float2 uv1 = input[1].texcoord; 121 | float2 uv2 = input[2].texcoord; 122 | 123 | float3 center = (p0 + p1 + p2) / 3; 124 | 125 | // Deformation parameter 126 | float param = 1 - dot(_EffectVector.xyz, center) + _EffectVector.w; 127 | 128 | // Pass through the vertices if the deformation hasn't been started yet. 129 | if (param < 0) 130 | { 131 | outStream.Append(VertexOutput(p0, n0, uv0, 0)); 132 | outStream.Append(VertexOutput(p1, n1, uv1, 0)); 133 | outStream.Append(VertexOutput(p2, n2, uv2, 0)); 134 | outStream.RestartStrip(); 135 | return; 136 | } 137 | 138 | // Draw nothing at the end of the deformation. 139 | if (param >= 1) return; 140 | 141 | // We use smoothstep to make naturally damped linear motion. 142 | float ss_param = smoothstep(0, 1, param); 143 | 144 | uint seed = pid * 877; 145 | if (Random(seed) < 0.3) 146 | { 147 | // Triangle vertices at the relay point 148 | float3 rp0 = center + snoise_grad(center * 1.3).xyz * 0.3; 149 | float3 rp1 = rp0 + RandomUnitVector(seed + 3) * 0.02; 150 | float3 rp2 = rp0 + RandomUnitVector(seed + 5) * 0.02; 151 | 152 | // Vanishing point 153 | float3 rv = _EffectPoint + RandomVector(seed + 7) * 0.3; 154 | rv.y = center.y; 155 | 156 | // Parameter value at the midpoint 157 | float m0 = 0.4 + Random(seed + 9) * 0.3; 158 | float m1 = m0 + (Random(seed + 10) - 0.5) * 0.2; 159 | float m2 = m0 + (Random(seed + 11) - 0.5) * 0.2; 160 | 161 | // Initial inflation animation 162 | float3 t_p0 = p0 + (p0 - center) * 4 * smoothstep(0, 0.05, param); 163 | float3 t_p1 = p1 + (p1 - center) * 4 * smoothstep(0, 0.05, param); 164 | float3 t_p2 = p2 + (p2 - center) * 4 * smoothstep(0, 0.05, param); 165 | 166 | // Move to the relay point. 167 | t_p0 = lerp(t_p0, rp0, smoothstep(0.05, m0, param)); 168 | t_p1 = lerp(t_p1, rp1, smoothstep(0.05, m1, param)); 169 | t_p2 = lerp(t_p2, rp2, smoothstep(0.05, m2, param)); 170 | 171 | // Move to the vanishing point. 172 | t_p0 = lerp(t_p0, rv, smoothstep(m0 * 0.75, 1, param)); 173 | t_p1 = lerp(t_p1, rv, smoothstep(m1 * 0.75, 1, param)); 174 | t_p2 = lerp(t_p2, rv, smoothstep(m2 * 0.75, 1, param)); 175 | 176 | // Recalculate the normal vector. 177 | float3 normal = normalize(cross(t_p1 - t_p0, t_p2 - t_p0)); 178 | 179 | // Material animation 180 | float3 em = lerp(_Emission1, _Emission2, Random(seed + 12)); 181 | em *= smoothstep(0.2, 0.5, param); 182 | 183 | // Vertex outputs 184 | outStream.Append(VertexOutput(t_p0, normal, uv0, em)); 185 | outStream.Append(VertexOutput(t_p1, normal, uv1, em)); 186 | outStream.Append(VertexOutput(t_p2, normal, uv2, em)); 187 | outStream.RestartStrip(); 188 | 189 | outStream.Append(VertexOutput(t_p0, -normal, uv0, em)); 190 | outStream.Append(VertexOutput(t_p2, -normal, uv2, em)); 191 | outStream.Append(VertexOutput(t_p1, -normal, uv1, em)); 192 | outStream.RestartStrip(); 193 | } 194 | else 195 | { 196 | // Random motion 197 | float3 move = RandomVector(seed + 1) * ss_param * 0.5; 198 | 199 | // Random rotation 200 | float3 rot_angles = (RandomVector01(seed + 1) - 0.5) * 100; 201 | float3x3 rot_m = Euler3x3(rot_angles * ss_param); 202 | 203 | // Simple shrink 204 | float scale = 1 - ss_param; 205 | 206 | // Apply the animation. 207 | float3 t_p0 = mul(rot_m, p0 - center) * scale + center + move; 208 | float3 t_p1 = mul(rot_m, p1 - center) * scale + center + move; 209 | float3 t_p2 = mul(rot_m, p2 - center) * scale + center + move; 210 | float3 normal = normalize(cross(t_p1 - t_p0, t_p2 - t_p0)); 211 | 212 | // Material animation 213 | float3 em = lerp(_Emission1, _Emission2, Random(seed + 12)); 214 | em *= smoothstep(0, 0.1, param) * smoothstep(0.3, 0.9, 1 - param); 215 | 216 | // Vertex outputs 217 | outStream.Append(VertexOutput(t_p0, normal, uv0, em)); 218 | outStream.Append(VertexOutput(t_p1, normal, uv1, em)); 219 | outStream.Append(VertexOutput(t_p2, normal, uv2, em)); 220 | outStream.RestartStrip(); 221 | 222 | outStream.Append(VertexOutput(t_p0, -normal, uv0, em)); 223 | outStream.Append(VertexOutput(t_p2, -normal, uv2, em)); 224 | outStream.Append(VertexOutput(t_p1, -normal, uv1, em)); 225 | outStream.RestartStrip(); 226 | } 227 | } 228 | 229 | // 230 | // Fragment phase 231 | // 232 | 233 | #if defined(PASS_CUBE_SHADOWCASTER) 234 | 235 | // Cube map shadow caster pass 236 | half4 Fragment(Varyings input) : SV_Target 237 | { 238 | float depth = length(input.shadow) + unity_LightShadowBias.x; 239 | return UnityEncodeCubeShadowDepth(depth * _LightPositionRange.w); 240 | } 241 | 242 | #elif defined(UNITY_PASS_SHADOWCASTER) 243 | 244 | // Default shadow caster pass 245 | half4 Fragment() : SV_Target { return 0; } 246 | 247 | #else 248 | 249 | // GBuffer construction pass 250 | void Fragment( 251 | Varyings input, 252 | out half4 outGBuffer0 : SV_Target0, 253 | out half4 outGBuffer1 : SV_Target1, 254 | out half4 outGBuffer2 : SV_Target2, 255 | out half4 outEmission : SV_Target3 256 | ) 257 | { 258 | half3 albedo = tex2D(_MainTex, input.texcoord).rgb * _Color.rgb; 259 | 260 | // PBS workflow conversion (metallic -> specular) 261 | half3 c_diff, c_spec; 262 | half not_in_use; 263 | 264 | c_diff = DiffuseAndSpecularFromMetallic( 265 | albedo, _Metallic, // input 266 | c_spec, not_in_use // output 267 | ); 268 | 269 | // Update the GBuffer. 270 | UnityStandardData data; 271 | data.diffuseColor = c_diff; 272 | data.occlusion = 1; 273 | data.specularColor = c_spec; 274 | data.smoothness = _Glossiness; 275 | data.normalWorld = input.normal; 276 | UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2); 277 | 278 | // Output ambient light and edge 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