├── .gitattributes ├── .gitignore ├── .gitmodules ├── Assets ├── Beta.meta ├── Beta │ ├── Beta.fbx │ └── Beta.fbx.meta ├── CMUMocap.meta ├── CMUMocap │ ├── 135_02.fbx │ ├── 135_02.fbx.meta │ ├── Acknowledgement.txt │ ├── Acknowledgement.txt.meta │ ├── Base.fbx │ └── Base.fbx.meta ├── Kino.meta ├── Kino │ ├── Streak.meta │ └── Streak │ │ ├── Editor.meta │ │ ├── Editor │ │ ├── StreakEditor.cs │ │ └── StreakEditor.cs.meta │ │ ├── Shader.meta │ │ ├── Shader │ │ ├── Streak.cginc │ │ ├── Streak.cginc.meta │ │ ├── Streak.shader │ │ └── Streak.shader.meta │ │ ├── Streak.cs │ │ └── Streak.cs.meta ├── PostProcessing.meta ├── Test.meta ├── Test │ ├── Materials.meta │ ├── Materials │ │ ├── Light Blue.mat │ │ ├── Light Blue.mat.meta │ │ ├── Light Red.mat │ │ ├── Light Red.mat.meta │ │ ├── Metallic.mat │ │ ├── Metallic.mat.meta │ │ ├── Voxelizer.mat │ │ └── Voxelizer.mat.meta │ ├── PostFx.asset │ ├── PostFx.asset.meta │ ├── Test.playable │ ├── Test.playable.meta │ ├── Test.unity │ └── Test.unity.meta ├── Voxelizer.meta └── Voxelizer │ ├── Common.cginc │ ├── Common.cginc.meta │ ├── SimplexNoise3D.hlsl │ ├── SimplexNoise3D.hlsl.meta │ ├── Voxelizer.cginc │ ├── Voxelizer.cginc.meta │ ├── Voxelizer.cs │ ├── Voxelizer.cs.meta │ ├── Voxelizer.shader │ └── Voxelizer.shader.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 /.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 | -------------------------------------------------------------------------------- /.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 | -------------------------------------------------------------------------------- /.gitmodules: -------------------------------------------------------------------------------- 1 | [submodule "Assets/PostProcessing"] 2 | path = Assets/PostProcessing 3 | url = https://github.com/keijiro/PostProcessing.git 4 | branch = local-changes 5 | -------------------------------------------------------------------------------- /Assets/Beta.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45ce63d42ac7db74abe76d3ddca84cbd 3 | folderAsset: yes 4 | timeCreated: 1492350686 5 | 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| - name: mixamorig:LeftArm 463 | parentName: mixamorig:LeftShoulder 464 | position: {x: 6.938894e-18, y: 0.13194837, z: -2.220446e-16} 465 | rotation: {x: -0.09542415, y: 0.002279492, z: -0.006114812, w: 0.99541533} 466 | scale: {x: 1, y: 1, z: 1} 467 | - name: mixamorig:LeftForeArm 468 | parentName: mixamorig:LeftArm 469 | position: {x: -1.3877788e-17, y: 0.22172548, z: -2.220446e-16} 470 | rotation: {x: -0.0000000107826255, y: -0.00039363655, z: -0.000000100853086, 471 | w: 0.99999994} 472 | scale: {x: 1, y: 1, z: 1} 473 | - name: mixamorig:LeftHand 474 | parentName: mixamorig:LeftForeArm 475 | position: {x: -0, y: 0.2467913, z: -2.220446e-16} 476 | rotation: {x: -0.0000002971728, y: -0.012109601, z: 0.00000012618354, w: 0.9999267} 477 | scale: {x: 1, y: 1, z: 1} 478 | - name: mixamorig:LeftHandIndex1 479 | parentName: mixamorig:LeftHand 480 | position: {x: -1.3877788e-17, y: 0.039767206, z: 0} 481 | rotation: {x: 0.00000015195216, y: -0.01684818, z: -0.000000039042792, w: 0.9998581} 482 | scale: {x: 1, y: 1, z: 1} 483 | - name: mixamorig:LeftHandIndex2 484 | parentName: mixamorig:LeftHandIndex1 485 | position: {x: 6.938894e-18, y: 0.036233343, z: -2.220446e-16} 486 | rotation: {x: -0.03734406, y: 0.00000008746379, z: 0.02334013, w: 0.9990299} 487 | scale: {x: 1, y: 1, z: 1} 488 | - name: mixamorig:LeftHandIndex3 489 | parentName: mixamorig:LeftHandIndex2 490 | position: {x: 0.0024895822, y: 0.05340929, z: 0.00404829} 491 | rotation: {x: -0.07826092, y: -0.00038808395, z: 0.054093834, w: 0.9954642} 492 | scale: {x: 1, y: 1, z: 1} 493 | - name: mixamorig:LeftHandIndex4 494 | parentName: mixamorig:LeftHandIndex3 495 | position: {x: 0.006090394, y: 0.038336746, z: 0.009146498} 496 | rotation: {x: 0, y: -0, z: -0, w: 1} 497 | scale: {x: 1, y: 1, z: 1} 498 | armTwist: 0.5 499 | foreArmTwist: 0.5 500 | upperLegTwist: 0.5 501 | legTwist: 0.5 502 | armStretch: 0.05 503 | legStretch: 0.05 504 | feetSpacing: 0 505 | rootMotionBoneName: 506 | rootMotionBoneRotation: {x: 0, y: 0, z: 0, w: 1} 507 | hasTranslationDoF: 0 508 | hasExtraRoot: 1 509 | skeletonHasParents: 1 510 | lastHumanDescriptionAvatarSource: {instanceID: 0} 511 | animationType: 3 512 | humanoidOversampling: 1 513 | additionalBone: 0 514 | userData: 515 | assetBundleName: 516 | assetBundleVariant: 517 | -------------------------------------------------------------------------------- /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/CMUMocap/135_02.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/keijiro/GVoxelizer/f7281f6b63561a1cc65ef9ae20d2fce235c3658b/Assets/CMUMocap/135_02.fbx -------------------------------------------------------------------------------- /Assets/CMUMocap/135_02.fbx.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47c2c7825d9441341b73e9202274c7e2 3 | timeCreated: 1482503612 4 | licenseType: Pro 5 | ModelImporter: 6 | serializedVersion: 19 7 | fileIDToRecycleName: 8 | 100000: //RootNode 9 | 100002: Neo_Head 10 | 100004: Neo_Hips 11 | 100006: Neo_LeftArm 12 | 100008: Neo_LeftFoot 13 | 100010: Neo_LeftForeArm 14 | 100012: Neo_LeftHand 15 | 100014: Neo_LeftLeg 16 | 100016: Neo_LeftShoulder 17 | 100018: Neo_LeftToeBase 18 | 100020: Neo_LeftUpLeg 19 | 100022: Neo_Neck 20 | 100024: Neo_RightArm 21 | 100026: Neo_RightFoot 22 | 100028: Neo_RightForeArm 23 | 100030: Neo_RightHand 24 | 100032: Neo_RightLeg 25 | 100034: Neo_RightShoulder 26 | 100036: Neo_RightToeBase 27 | 100038: Neo_RightUpLeg 28 | 100040: Neo_Spine 29 | 100042: Neo_Spine1 30 | 100044: Neo_Spine2 31 | 400000: //RootNode 32 | 400002: Neo_Head 33 | 400004: Neo_Hips 34 | 400006: Neo_LeftArm 35 | 400008: Neo_LeftFoot 36 | 400010: Neo_LeftForeArm 37 | 400012: Neo_LeftHand 38 | 400014: Neo_LeftLeg 39 | 400016: Neo_LeftShoulder 40 | 400018: Neo_LeftToeBase 41 | 400020: Neo_LeftUpLeg 42 | 400022: Neo_Neck 43 | 400024: Neo_RightArm 44 | 400026: Neo_RightFoot 45 | 400028: Neo_RightForeArm 46 | 400030: Neo_RightHand 47 | 400032: Neo_RightLeg 48 | 400034: Neo_RightShoulder 49 | 400036: Neo_RightToeBase 50 | 400038: Neo_RightUpLeg 51 | 400040: Neo_Spine 52 | 400042: Neo_Spine1 53 | 400044: Neo_Spine2 54 | 7400000: 135_02 55 | 9500000: //RootNode 56 | materials: 57 | importMaterials: 1 58 | materialName: 0 59 | materialSearch: 1 60 | animations: 61 | legacyGenerateAnimations: 4 62 | bakeSimulation: 0 63 | resampleCurves: 1 64 | optimizeGameObjects: 0 65 | motionNodeName: 66 | animationImportErrors: 67 | animationImportWarnings: "\nInbetween bone default rotation found in this file 68 | is different from the one found in the source avatar:\n\t'Neo_Spine2' : rotation 69 | error = 2.485137 deg\n\nClip '135_02' has import animation warnings that might 70 | lower retargeting quality:\nNote: Activate translation DOF on avatar to improve 71 | retargeting quality.\n\t'Neo_Spine2' is inbetween humanoid transforms and has 72 | rotation animation that will be discarded.\n" 73 | animationRetargetingWarnings: 74 | animationDoRetargetingWarnings: 0 75 | animationCompression: 3 76 | animationRotationError: 0.5 77 | animationPositionError: 0.5 78 | animationScaleError: 0.5 79 | animationWrapMode: 0 80 | extraExposedTransformPaths: [] 81 | clipAnimations: 82 | - serializedVersion: 16 83 | name: 135_02 84 | takeName: 135_02 85 | firstFrame: 110 86 | lastFrame: 1260 87 | wrapMode: 0 88 | orientationOffsetY: 0 89 | level: 0 90 | cycleOffset: 0 91 | loop: 0 92 | 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Neo_Hips/Neo_RightUpLeg/Neo_RightLeg/Neo_RightFoot 124 | weight: 1 125 | - path: Neo_Hips/Neo_RightUpLeg/Neo_RightLeg/Neo_RightFoot/Neo_RightToeBase 126 | weight: 1 127 | - path: Neo_Hips/Neo_Spine 128 | weight: 1 129 | - path: Neo_Hips/Neo_Spine/Neo_Spine1 130 | weight: 1 131 | - path: Neo_Hips/Neo_Spine/Neo_Spine1/Neo_Spine2 132 | weight: 1 133 | - path: Neo_Hips/Neo_Spine/Neo_Spine1/Neo_Spine2/Neo_LeftShoulder 134 | weight: 1 135 | - path: Neo_Hips/Neo_Spine/Neo_Spine1/Neo_Spine2/Neo_LeftShoulder/Neo_LeftArm 136 | weight: 1 137 | - path: Neo_Hips/Neo_Spine/Neo_Spine1/Neo_Spine2/Neo_LeftShoulder/Neo_LeftArm/Neo_LeftForeArm 138 | weight: 1 139 | - path: Neo_Hips/Neo_Spine/Neo_Spine1/Neo_Spine2/Neo_LeftShoulder/Neo_LeftArm/Neo_LeftForeArm/Neo_LeftHand 140 | weight: 1 141 | - path: Neo_Hips/Neo_Spine/Neo_Spine1/Neo_Spine2/Neo_Neck 142 | weight: 1 143 | - path: Neo_Hips/Neo_Spine/Neo_Spine1/Neo_Spine2/Neo_Neck/Neo_Head 144 | weight: 1 145 | - path: 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limit: 297 | min: {x: 0, y: 0, z: 0} 298 | max: {x: 0, y: 0, z: 0} 299 | value: {x: 0, y: 0, z: 0} 300 | length: 0 301 | modified: 0 302 | - boneName: Neo_LeftForeArm 303 | humanName: LeftLowerArm 304 | limit: 305 | min: {x: 0, y: 0, z: 0} 306 | max: {x: 0, y: 0, z: 0} 307 | value: {x: 0, y: 0, z: 0} 308 | length: 0 309 | modified: 0 310 | - boneName: Neo_RightForeArm 311 | humanName: RightLowerArm 312 | limit: 313 | min: {x: 0, y: 0, z: 0} 314 | max: {x: 0, y: 0, z: 0} 315 | value: {x: 0, y: 0, z: 0} 316 | length: 0 317 | modified: 0 318 | - boneName: Neo_LeftHand 319 | humanName: LeftHand 320 | limit: 321 | min: {x: 0, y: 0, z: 0} 322 | max: {x: 0, y: 0, z: 0} 323 | value: {x: 0, y: 0, z: 0} 324 | length: 0 325 | modified: 0 326 | - boneName: Neo_RightHand 327 | humanName: RightHand 328 | limit: 329 | min: {x: 0, y: 0, z: 0} 330 | max: {x: 0, y: 0, z: 0} 331 | value: {x: 0, y: 0, z: 0} 332 | length: 0 333 | modified: 0 334 | - boneName: Neo_LeftToeBase 335 | humanName: LeftToes 336 | limit: 337 | min: {x: 0, y: 0, z: 0} 338 | max: {x: 0, y: 0, z: 0} 339 | value: {x: 0, y: 0, z: 0} 340 | length: 0 341 | modified: 0 342 | - boneName: Neo_RightToeBase 343 | humanName: RightToes 344 | limit: 345 | min: {x: 0, y: 0, z: 0} 346 | max: {x: 0, y: 0, z: 0} 347 | value: {x: 0, y: 0, z: 0} 348 | length: 0 349 | modified: 0 350 | skeleton: 351 | - name: Base(Clone) 352 | position: {x: 0, y: 0, z: 0} 353 | rotation: {x: 0, y: 0, z: 0, w: 1} 354 | scale: {x: 1, y: 1, z: 1} 355 | transformModified: 1 356 | - name: Neo_Hips 357 | position: {x: 0.000000023841856, y: 0.9469229, z: -0.09803119} 358 | rotation: {x: 0.514734, y: -0.4848184, z: -0.514734, w: 0.4848184} 359 | scale: {x: 1, y: 1, z: 1} 360 | transformModified: 1 361 | - name: Neo_LeftUpLeg 362 | position: {x: 0.040893186, y: 0.004726813, z: 0.09148609} 363 | rotation: {x: -0, y: 0, z: 0.9995527, w: -0.029907286} 364 | scale: {x: 1, y: 1, z: 1} 365 | transformModified: 1 366 | - name: Neo_LeftLeg 367 | position: {x: -0.4066052, y: -0.00000010288717, z: 0.000000085830685} 368 | rotation: {x: 0, y: -0, z: -0, w: 1} 369 | scale: {x: 1.0000002, y: 1.0000002, z: 1.0000002} 370 | transformModified: 1 371 | - name: Neo_LeftFoot 372 | position: {x: -0.44307178, y: -0.00000011197301, z: 0.00000008583067} 373 | rotation: {x: -0.00000018290748, y: 0.00000025019085, z: 0.59018934, w: 0.8072649} 374 | scale: {x: 1, y: 1, z: 1} 375 | transformModified: 1 376 | - name: Neo_LeftToeBase 377 | position: {x: -0.12445047, y: -9.436656e-10, z: 0.000000008691233} 378 | rotation: {x: 0, y: -0, z: -0, w: 1} 379 | scale: {x: 1, y: 1, z: 1} 380 | transformModified: 1 381 | - name: Neo_RightUpLeg 382 | position: {x: 0.040893186, y: 0.004726813, z: -0.09148608} 383 | rotation: {x: -9.0349744e-10, y: 0.000000030245893, z: 0.029982578, w: 0.99955046} 384 | scale: {x: 1, y: 1, z: 1} 385 | transformModified: 1 386 | - name: Neo_RightLeg 387 | position: {x: 0.4066052, y: -0.00000001004606, z: -0.000000042149956} 388 | rotation: {x: -2.0322612e-13, y: -0.00000004154904, z: -0.000004891235, w: 1} 389 | scale: {x: 1.0000001, y: 1.0000001, z: 1.0000001} 390 | transformModified: 1 391 | - name: Neo_RightFoot 392 | position: {x: 0.44307184, y: -0.000000020713253, z: -0.000000048151225} 393 | rotation: {x: -0.000023553679, y: 0.000032231466, z: 0.5901324, w: 0.80730647} 394 | scale: {x: 1, y: 1, z: 1} 395 | transformModified: 1 396 | - name: Neo_RightToeBase 397 | position: {x: 0.12445047, y: 0.0000000014492009, z: 0.000000007638004} 398 | rotation: {x: 0, y: -0, z: -0, w: 1} 399 | scale: {x: 1, y: 1, z: 1} 400 | transformModified: 1 401 | - name: Neo_Spine 402 | position: {x: -0.0975585, y: 8.049232e-11, z: -2.1661274e-17} 403 | rotation: {x: 0, y: 0, z: 0.036113307, w: 0.99934775} 404 | scale: {x: 1, y: 1, z: 1} 405 | transformModified: 1 406 | - name: Neo_Spine1 407 | position: {x: -0.17136289, y: 0.000000011315119, z: 0.000000005106558} 408 | rotation: {x: 0, y: 0, z: 0.0014559262, w: 0.9999989} 409 | scale: {x: 1, y: 1, z: 1} 410 | transformModified: 1 411 | - name: Neo_Spine2 412 | position: {x: -0.13878137, y: 0.000000017048766, z: -3.4197903e-17} 413 | rotation: {x: 0, y: 0, z: 0.0026228526, w: 0.9999966} 414 | scale: {x: 1, y: 1, z: 1} 415 | transformModified: 1 416 | - name: Neo_LeftShoulder 417 | position: {x: -0.13279176, y: -0.01978109, z: 0.0889847} 418 | rotation: {x: -0.4060247, y: 0.5789162, z: 0.5704466, w: 0.4178404} 419 | scale: {x: 1, y: 1, z: 1} 420 | transformModified: 1 421 | - name: Neo_LeftArm 422 | position: {x: -0.11870083, y: -0.00000010170189, z: 0.00000000834465} 423 | rotation: {x: 0.69243336, y: -0.1433041, z: -0.1433041, w: 0.6924334} 424 | scale: {x: 0.99999994, y: 0.99999994, z: 0.99999994} 425 | transformModified: 1 426 | - name: Neo_LeftForeArm 427 | position: {x: -0.24097936, y: 0.000000020265581, z: 8.5265126e-16} 428 | rotation: {x: 0, y: -0, z: -0, w: 1} 429 | scale: {x: 0.99999994, y: 0.99999994, z: 0.99999994} 430 | transformModified: 1 431 | - name: Neo_LeftHand 432 | position: {x: -0.2732065, y: 0.000000022649767, z: 0} 433 | rotation: {x: 0, y: -0, z: -0, w: 1} 434 | scale: {x: 0.99999994, y: 0.99999994, z: 0.99999994} 435 | transformModified: 1 436 | - name: Neo_Neck 437 | position: {x: -0.18629074, y: 0.0000000054149853, z: 5.820304e-13} 438 | rotation: {x: 0, y: 0, z: -0.1815168, w: 0.9833879} 439 | scale: {x: 1.0000002, y: 1.0000001, z: 1.0000002} 440 | transformModified: 1 441 | - name: Neo_Head 442 | position: {x: -0.13223423, y: -0.000000013813483, z: -0.000000013861569} 443 | rotation: {x: 0, y: -0, z: -0, w: 1} 444 | scale: {x: 1.0000002, y: 1.0000001, z: 1.0000002} 445 | transformModified: 1 446 | - name: Neo_RightShoulder 447 | position: {x: -0.13279176, y: -0.019781096, z: -0.0889847} 448 | rotation: {x: 0.5789163, y: 0.4060247, z: -0.41784036, w: 0.57044655} 449 | scale: {x: 1, y: 1, z: 1} 450 | transformModified: 1 451 | - name: Neo_RightArm 452 | position: {x: 0.11870083, y: 0.00000010170189, z: 0.0000000023841857} 453 | rotation: {x: 0.69243324, y: -0.14330453, z: -0.14330444, w: 0.69243336} 454 | scale: {x: 1.0000002, y: 1.0000001, z: 1.0000001} 455 | transformModified: 1 456 | - name: Neo_RightForeArm 457 | position: {x: 0.24097924, y: -0.000000003576278, z: -2.842171e-16} 458 | rotation: {x: 0, y: -0, z: -0, w: 1} 459 | scale: {x: 1.0000002, y: 1.0000001, z: 1.0000001} 460 | transformModified: 1 461 | - name: Neo_RightHand 462 | position: {x: 0.2732064, y: -0.000000003576278, z: 0.000000013303687} 463 | rotation: {x: 0, y: -0, z: -0, w: 1} 464 | scale: {x: 1.0000002, y: 1.0000001, z: 1.0000001} 465 | transformModified: 1 466 | armTwist: 0.5 467 | foreArmTwist: 0.5 468 | upperLegTwist: 0.5 469 | legTwist: 0.5 470 | armStretch: 0.05 471 | legStretch: 0.05 472 | feetSpacing: 0 473 | rootMotionBoneName: 474 | hasTranslationDoF: 0 475 | lastHumanDescriptionAvatarSource: {fileID: 9000000, guid: 06e286c09d18d0649b1bd0d731f9903f, 476 | type: 3} 477 | animationType: 3 478 | humanoidOversampling: 1 479 | additionalBone: 0 480 | userData: 481 | assetBundleName: 482 | assetBundleVariant: 483 | -------------------------------------------------------------------------------- /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 | -------------------------------------------------------------------------------- /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/Base.fbx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/keijiro/GVoxelizer/f7281f6b63561a1cc65ef9ae20d2fce235c3658b/Assets/CMUMocap/Base.fbx -------------------------------------------------------------------------------- /Assets/CMUMocap/Base.fbx.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 06e286c09d18d0649b1bd0d731f9903f 3 | timeCreated: 1482063437 4 | licenseType: Pro 5 | ModelImporter: 6 | serializedVersion: 19 7 | fileIDToRecycleName: 8 | 100000: //RootNode 9 | 100002: Neo_Head 10 | 100004: Neo_Hips 11 | 100006: Neo_LeftArm 12 | 100008: Neo_LeftFoot 13 | 100010: Neo_LeftForeArm 14 | 100012: Neo_LeftHand 15 | 100014: Neo_LeftLeg 16 | 100016: Neo_LeftShoulder 17 | 100018: Neo_LeftToeBase 18 | 100020: Neo_LeftUpLeg 19 | 100022: Neo_Neck 20 | 100024: Neo_RightArm 21 | 100026: Neo_RightFoot 22 | 100028: Neo_RightForeArm 23 | 100030: Neo_RightHand 24 | 100032: Neo_RightLeg 25 | 100034: Neo_RightShoulder 26 | 100036: Neo_RightToeBase 27 | 100038: Neo_RightUpLeg 28 | 100040: Neo_Spine 29 | 100042: Neo_Spine1 30 | 100044: Neo_Spine2 31 | 400000: //RootNode 32 | 400002: Neo_Head 33 | 400004: Neo_Hips 34 | 400006: Neo_LeftArm 35 | 400008: Neo_LeftFoot 36 | 400010: Neo_LeftForeArm 37 | 400012: Neo_LeftHand 38 | 400014: Neo_LeftLeg 39 | 400016: Neo_LeftShoulder 40 | 400018: Neo_LeftToeBase 41 | 400020: Neo_LeftUpLeg 42 | 400022: Neo_Neck 43 | 400024: Neo_RightArm 44 | 400026: Neo_RightFoot 45 | 400028: Neo_RightForeArm 46 | 400030: Neo_RightHand 47 | 400032: Neo_RightLeg 48 | 400034: Neo_RightShoulder 49 | 400036: Neo_RightToeBase 50 | 400038: Neo_RightUpLeg 51 | 400040: Neo_Spine 52 | 400042: Neo_Spine1 53 | 400044: Neo_Spine2 54 | 9500000: //RootNode 55 | materials: 56 | importMaterials: 1 57 | materialName: 0 58 | materialSearch: 1 59 | animations: 60 | legacyGenerateAnimations: 4 61 | bakeSimulation: 0 62 | resampleCurves: 1 63 | optimizeGameObjects: 1 64 | motionNodeName: 65 | animationImportErrors: 66 | animationImportWarnings: 67 | animationRetargetingWarnings: 68 | animationDoRetargetingWarnings: 0 69 | animationCompression: 3 70 | animationRotationError: 0.5 71 | animationPositionError: 0.5 72 | animationScaleError: 0.5 73 | animationWrapMode: 0 74 | extraExposedTransformPaths: [] 75 | clipAnimations: [] 76 | isReadable: 1 77 | meshes: 78 | lODScreenPercentages: [] 79 | globalScale: 1 80 | meshCompression: 0 81 | addColliders: 0 82 | importBlendShapes: 1 83 | swapUVChannels: 0 84 | generateSecondaryUV: 0 85 | useFileUnits: 1 86 | optimizeMeshForGPU: 1 87 | keepQuads: 0 88 | weldVertices: 1 89 | secondaryUVAngleDistortion: 8 90 | secondaryUVAreaDistortion: 15.000001 91 | secondaryUVHardAngle: 88 92 | secondaryUVPackMargin: 4 93 | useFileScale: 1 94 | tangentSpace: 95 | normalSmoothAngle: 60 96 | normalImportMode: 0 97 | tangentImportMode: 3 98 | importAnimation: 0 99 | copyAvatar: 0 100 | humanDescription: 101 | human: 102 | - boneName: Neo_Hips 103 | humanName: Hips 104 | limit: 105 | min: {x: 0, y: 0, z: 0} 106 | max: {x: 0, y: 0, z: 0} 107 | value: {x: 0, y: 0, z: 0} 108 | length: 0 109 | modified: 0 110 | - boneName: Neo_LeftUpLeg 111 | humanName: LeftUpperLeg 112 | limit: 113 | min: {x: 0, y: 0, z: 0} 114 | max: {x: 0, y: 0, z: 0} 115 | value: {x: 0, y: 0, z: 0} 116 | length: 0 117 | modified: 0 118 | - boneName: Neo_RightUpLeg 119 | humanName: RightUpperLeg 120 | limit: 121 | min: {x: 0, y: 0, z: 0} 122 | max: {x: 0, y: 0, z: 0} 123 | value: {x: 0, y: 0, z: 0} 124 | length: 0 125 | modified: 0 126 | - boneName: Neo_LeftLeg 127 | humanName: LeftLowerLeg 128 | limit: 129 | min: {x: 0, y: 0, z: 0} 130 | max: {x: 0, y: 0, z: 0} 131 | value: {x: 0, y: 0, z: 0} 132 | length: 0 133 | modified: 0 134 | - boneName: Neo_RightLeg 135 | humanName: RightLowerLeg 136 | limit: 137 | min: {x: 0, y: 0, z: 0} 138 | max: {x: 0, y: 0, z: 0} 139 | value: {x: 0, y: 0, z: 0} 140 | length: 0 141 | modified: 0 142 | - boneName: Neo_LeftFoot 143 | humanName: LeftFoot 144 | limit: 145 | min: {x: 0, y: 0, z: 0} 146 | max: {x: 0, y: 0, z: 0} 147 | value: {x: 0, y: 0, z: 0} 148 | length: 0 149 | modified: 0 150 | - boneName: Neo_RightFoot 151 | humanName: RightFoot 152 | limit: 153 | min: {x: 0, y: 0, z: 0} 154 | max: {x: 0, y: 0, z: 0} 155 | value: {x: 0, y: 0, z: 0} 156 | length: 0 157 | modified: 0 158 | - boneName: Neo_Spine 159 | humanName: Spine 160 | limit: 161 | min: {x: 0, y: 0, z: 0} 162 | max: {x: 0, y: 0, z: 0} 163 | value: {x: 0, y: 0, z: 0} 164 | length: 0 165 | modified: 0 166 | - boneName: Neo_Spine1 167 | humanName: Chest 168 | limit: 169 | min: {x: 0, y: 0, z: 0} 170 | max: {x: 0, y: 0, z: 0} 171 | value: {x: 0, y: 0, z: 0} 172 | length: 0 173 | modified: 0 174 | - boneName: Neo_Neck 175 | humanName: Neck 176 | limit: 177 | min: {x: 0, y: 0, z: 0} 178 | max: {x: 0, y: 0, z: 0} 179 | value: {x: 0, y: 0, z: 0} 180 | length: 0 181 | modified: 0 182 | - boneName: Neo_Head 183 | humanName: Head 184 | limit: 185 | min: {x: 0, y: 0, z: 0} 186 | max: {x: 0, y: 0, z: 0} 187 | value: {x: 0, y: 0, z: 0} 188 | length: 0 189 | modified: 0 190 | - boneName: Neo_LeftShoulder 191 | humanName: LeftShoulder 192 | limit: 193 | min: {x: 0, y: 0, z: 0} 194 | max: {x: 0, y: 0, z: 0} 195 | value: {x: 0, y: 0, z: 0} 196 | length: 0 197 | modified: 0 198 | - boneName: Neo_RightShoulder 199 | humanName: RightShoulder 200 | limit: 201 | min: {x: 0, y: 0, z: 0} 202 | max: {x: 0, y: 0, z: 0} 203 | value: {x: 0, y: 0, z: 0} 204 | length: 0 205 | modified: 0 206 | - boneName: Neo_LeftArm 207 | humanName: LeftUpperArm 208 | limit: 209 | min: {x: 0, y: 0, z: 0} 210 | max: {x: 0, y: 0, z: 0} 211 | value: {x: 0, y: 0, z: 0} 212 | length: 0 213 | modified: 0 214 | - boneName: Neo_RightArm 215 | humanName: RightUpperArm 216 | limit: 217 | min: {x: 0, y: 0, z: 0} 218 | max: {x: 0, y: 0, z: 0} 219 | value: {x: 0, y: 0, z: 0} 220 | length: 0 221 | modified: 0 222 | - boneName: Neo_LeftForeArm 223 | humanName: LeftLowerArm 224 | limit: 225 | min: {x: 0, y: 0, z: 0} 226 | max: {x: 0, y: 0, z: 0} 227 | value: {x: 0, y: 0, z: 0} 228 | length: 0 229 | modified: 0 230 | - boneName: Neo_RightForeArm 231 | humanName: RightLowerArm 232 | limit: 233 | min: {x: 0, y: 0, z: 0} 234 | max: {x: 0, y: 0, z: 0} 235 | value: {x: 0, y: 0, z: 0} 236 | length: 0 237 | modified: 0 238 | - boneName: Neo_LeftHand 239 | humanName: LeftHand 240 | limit: 241 | min: {x: 0, y: 0, z: 0} 242 | max: {x: 0, y: 0, z: 0} 243 | value: {x: 0, y: 0, z: 0} 244 | length: 0 245 | modified: 0 246 | - boneName: Neo_RightHand 247 | humanName: RightHand 248 | limit: 249 | min: {x: 0, y: 0, z: 0} 250 | max: {x: 0, y: 0, z: 0} 251 | value: {x: 0, y: 0, z: 0} 252 | length: 0 253 | modified: 0 254 | - boneName: Neo_LeftToeBase 255 | humanName: LeftToes 256 | limit: 257 | min: {x: 0, y: 0, z: 0} 258 | max: {x: 0, y: 0, z: 0} 259 | value: {x: 0, y: 0, z: 0} 260 | length: 0 261 | modified: 0 262 | - boneName: Neo_RightToeBase 263 | humanName: RightToes 264 | limit: 265 | min: {x: 0, y: 0, z: 0} 266 | max: {x: 0, y: 0, z: 0} 267 | value: {x: 0, y: 0, z: 0} 268 | length: 0 269 | modified: 0 270 | skeleton: 271 | - name: Base(Clone) 272 | position: {x: 0, y: 0, z: 0} 273 | rotation: {x: 0, y: 0, z: 0, w: 1} 274 | scale: {x: 1, y: 1, z: 1} 275 | transformModified: 1 276 | - name: Neo_Hips 277 | position: {x: 0.000000023841856, y: 0.9469229, z: -0.09803119} 278 | rotation: {x: 0.514734, y: -0.4848184, z: -0.514734, w: 0.4848184} 279 | scale: {x: 1, y: 1, z: 1} 280 | transformModified: 1 281 | - name: Neo_LeftUpLeg 282 | position: {x: 0.040893186, y: 0.004726813, z: 0.09148609} 283 | rotation: {x: -0, y: 0, z: 0.9995527, w: -0.029907286} 284 | scale: {x: 1, y: 1, z: 1} 285 | transformModified: 1 286 | - name: Neo_LeftLeg 287 | position: {x: -0.4066052, y: -0.00000010288717, z: 0.000000085830685} 288 | rotation: {x: 0, y: -0, z: -0, w: 1} 289 | scale: {x: 1.0000002, y: 1.0000002, z: 1.0000002} 290 | transformModified: 1 291 | - name: Neo_LeftFoot 292 | position: {x: -0.44307178, y: -0.00000011197301, z: 0.00000008583067} 293 | rotation: {x: -0.00000018290748, y: 0.00000025019085, z: 0.59018934, w: 0.8072649} 294 | scale: {x: 1, y: 1, z: 1} 295 | transformModified: 1 296 | - name: Neo_LeftToeBase 297 | position: {x: -0.12445047, y: -9.436656e-10, z: 0.000000008691233} 298 | rotation: {x: 0, y: -0, z: -0, w: 1} 299 | scale: {x: 1, y: 1, z: 1} 300 | transformModified: 1 301 | - name: Neo_RightUpLeg 302 | position: {x: 0.040893186, y: 0.004726813, z: -0.09148608} 303 | rotation: {x: -9.0349744e-10, y: 0.000000030245893, z: 0.029982578, w: 0.99955046} 304 | scale: {x: 1, y: 1, z: 1} 305 | transformModified: 1 306 | - name: Neo_RightLeg 307 | position: {x: 0.4066052, y: -0.00000001004606, z: -0.000000042149956} 308 | rotation: {x: -2.0322612e-13, y: -0.00000004154904, z: -0.000004891235, w: 1} 309 | scale: {x: 1.0000001, y: 1.0000001, z: 1.0000001} 310 | transformModified: 1 311 | - name: Neo_RightFoot 312 | position: {x: 0.44307184, y: -0.000000020713253, z: -0.000000048151225} 313 | rotation: {x: -0.000023553679, y: 0.000032231466, z: 0.5901324, w: 0.80730647} 314 | scale: {x: 1, y: 1, z: 1} 315 | transformModified: 1 316 | - name: Neo_RightToeBase 317 | position: {x: 0.12445047, y: 0.0000000014492009, z: 0.000000007638004} 318 | rotation: {x: 0, y: -0, z: -0, w: 1} 319 | scale: {x: 1, y: 1, z: 1} 320 | transformModified: 1 321 | - name: Neo_Spine 322 | position: {x: -0.0975585, y: 8.049232e-11, z: -2.1661274e-17} 323 | rotation: {x: 0, y: 0, z: 0.036113307, w: 0.99934775} 324 | scale: {x: 1, y: 1, z: 1} 325 | transformModified: 1 326 | - name: Neo_Spine1 327 | position: {x: -0.17136289, y: 0.000000011315119, z: 0.000000005106558} 328 | rotation: {x: 0, y: 0, z: 0.0014559262, w: 0.9999989} 329 | scale: {x: 1, y: 1, z: 1} 330 | transformModified: 1 331 | - name: Neo_Spine2 332 | position: {x: -0.13878137, y: 0.000000017048766, z: -3.4197903e-17} 333 | rotation: {x: 0, y: 0, z: 0.0026228526, w: 0.9999966} 334 | scale: {x: 1, y: 1, z: 1} 335 | transformModified: 1 336 | - name: Neo_LeftShoulder 337 | position: {x: -0.13279176, y: -0.01978109, z: 0.0889847} 338 | rotation: {x: -0.4060247, y: 0.5789162, z: 0.5704466, w: 0.4178404} 339 | scale: {x: 1, y: 1, z: 1} 340 | transformModified: 1 341 | - name: Neo_LeftArm 342 | position: {x: -0.11870083, y: -0.00000010170189, z: 0.00000000834465} 343 | rotation: {x: 0.69243336, y: -0.1433041, z: -0.1433041, w: 0.6924334} 344 | scale: {x: 0.99999994, y: 0.99999994, z: 0.99999994} 345 | transformModified: 1 346 | - name: Neo_LeftForeArm 347 | position: {x: -0.24097936, y: 0.000000020265581, z: 8.5265126e-16} 348 | rotation: {x: 0, y: -0, z: -0, w: 1} 349 | scale: {x: 0.99999994, y: 0.99999994, z: 0.99999994} 350 | transformModified: 1 351 | - name: Neo_LeftHand 352 | position: {x: -0.2732065, y: 0.000000022649767, z: 0} 353 | rotation: {x: 0, y: -0, z: -0, w: 1} 354 | scale: {x: 0.99999994, y: 0.99999994, z: 0.99999994} 355 | transformModified: 1 356 | - name: Neo_Neck 357 | position: {x: -0.18629074, y: 0.0000000054149853, z: 5.820304e-13} 358 | rotation: {x: 0, y: 0, z: -0.1815168, w: 0.9833879} 359 | scale: {x: 1.0000002, y: 1.0000001, z: 1.0000002} 360 | transformModified: 1 361 | - name: Neo_Head 362 | position: {x: -0.13223423, y: -0.000000013813483, z: -0.000000013861569} 363 | rotation: {x: 0, y: -0, z: -0, w: 1} 364 | scale: {x: 1.0000002, y: 1.0000001, z: 1.0000002} 365 | transformModified: 1 366 | - name: Neo_RightShoulder 367 | position: {x: -0.13279176, y: -0.019781096, z: -0.0889847} 368 | rotation: {x: 0.5789163, y: 0.4060247, z: -0.41784036, w: 0.57044655} 369 | scale: {x: 1, y: 1, z: 1} 370 | transformModified: 1 371 | - name: Neo_RightArm 372 | position: {x: 0.11870083, y: 0.00000010170189, z: 0.0000000023841857} 373 | rotation: {x: 0.69243324, y: -0.14330453, z: -0.14330444, w: 0.69243336} 374 | scale: {x: 1.0000002, y: 1.0000001, z: 1.0000001} 375 | transformModified: 1 376 | - name: Neo_RightForeArm 377 | position: {x: 0.24097924, y: -0.000000003576278, z: -2.842171e-16} 378 | rotation: {x: 0, y: -0, z: -0, w: 1} 379 | scale: {x: 1.0000002, y: 1.0000001, z: 1.0000001} 380 | transformModified: 1 381 | - name: Neo_RightHand 382 | position: {x: 0.2732064, y: -0.000000003576278, z: 0.000000013303687} 383 | rotation: {x: 0, y: -0, z: -0, w: 1} 384 | scale: {x: 1.0000002, y: 1.0000001, z: 1.0000001} 385 | transformModified: 1 386 | armTwist: 0.5 387 | foreArmTwist: 0.5 388 | upperLegTwist: 0.5 389 | legTwist: 0.5 390 | armStretch: 0.05 391 | legStretch: 0.05 392 | feetSpacing: 0 393 | rootMotionBoneName: 394 | hasTranslationDoF: 0 395 | lastHumanDescriptionAvatarSource: {instanceID: 0} 396 | animationType: 3 397 | humanoidOversampling: 1 398 | additionalBone: 0 399 | userData: 400 | assetBundleName: 401 | assetBundleVariant: 402 | -------------------------------------------------------------------------------- /Assets/Kino.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 96d6f0c23b5b349a39907f19574573ef 3 | folderAsset: yes 4 | timeCreated: 1435811145 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Kino/Streak.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d243ebd1a0845e34b86f651515a1534a 3 | folderAsset: yes 4 | timeCreated: 1503495081 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Kino/Streak/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a303940674e8bb643a70217a8922cfba 3 | folderAsset: yes 4 | timeCreated: 1503583856 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Kino/Streak/Editor/StreakEditor.cs: -------------------------------------------------------------------------------- 1 | // Kino/Streak - Anamorphic lens flare effect for Unity 2 | // https://github.com/keijiro/KinoStreak 3 | 4 | using UnityEngine; 5 | using UnityEditor; 6 | 7 | namespace Kino 8 | { 9 | [CanEditMultipleObjects] 10 | [CustomEditor(typeof(Streak))] 11 | public class StreakEditor : Editor 12 | { 13 | SerializedProperty _threshold; 14 | SerializedProperty _stretch; 15 | SerializedProperty _intensity; 16 | SerializedProperty _tint; 17 | 18 | void OnEnable() 19 | { 20 | _threshold = serializedObject.FindProperty("_threshold"); 21 | _stretch = serializedObject.FindProperty("_stretch"); 22 | _intensity = serializedObject.FindProperty("_intensity"); 23 | _tint = serializedObject.FindProperty("_tint"); 24 | } 25 | 26 | public override void OnInspectorGUI() 27 | { 28 | serializedObject.Update(); 29 | 30 | EditorGUILayout.PropertyField(_threshold); 31 | EditorGUILayout.PropertyField(_stretch); 32 | EditorGUILayout.PropertyField(_intensity); 33 | EditorGUILayout.PropertyField(_tint); 34 | 35 | serializedObject.ApplyModifiedProperties(); 36 | } 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Kino/Streak/Editor/StreakEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f9b882e122c02034aa8b19c896e3b11d 3 | timeCreated: 1503583918 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/Kino/Streak/Shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 65dd695ecceea6246b97ef6e57e41b87 3 | folderAsset: yes 4 | timeCreated: 1503506184 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Kino/Streak/Shader/Streak.cginc: -------------------------------------------------------------------------------- 1 | // Kino/Streak - Anamorphic lens flare effect for Unity 2 | // https://github.com/keijiro/KinoStreak 3 | 4 | #include "UnityCG.cginc" 5 | 6 | sampler2D _MainTex; 7 | float4 _MainTex_TexelSize; 8 | 9 | sampler2D _HighTex; 10 | float4 _HighTex_TexelSize; 11 | 12 | float _Threshold; 13 | float _Stretch; 14 | float _Intensity; 15 | half3 _Color; 16 | 17 | // Prefilter: Shrink horizontally and apply threshold. 18 | half4 frag_prefilter(v2f_img i) : SV_Target 19 | { 20 | // Actually this should be 1, but we assume you need more blur... 21 | const float vscale = 1.5; 22 | const float dy = _MainTex_TexelSize.y * vscale / 2; 23 | 24 | half3 c0 = tex2D(_MainTex, float2(i.uv.x, i.uv.y - dy)); 25 | half3 c1 = tex2D(_MainTex, float2(i.uv.x, i.uv.y + dy)); 26 | half3 c = (c0 + c1) / 2; 27 | 28 | float br = max(c.r, max(c.g, c.b)); 29 | c *= max(0, br - _Threshold) / max(br, 1e-5); 30 | 31 | return half4(c, 1); 32 | } 33 | 34 | // Downsampler 35 | half4 frag_down(v2f_img i) : SV_Target 36 | { 37 | // Actually this should be 1, but we assume you need more blur... 38 | const float hscale = 1.25; 39 | const float dx = _MainTex_TexelSize.x * hscale; 40 | 41 | float u0 = i.uv.x - dx * 5; 42 | float u1 = i.uv.x - dx * 3; 43 | float u2 = i.uv.x - dx * 1; 44 | float u3 = i.uv.x + dx * 1; 45 | float u4 = i.uv.x + dx * 3; 46 | float u5 = i.uv.x + dx * 5; 47 | 48 | half3 c0 = tex2D(_MainTex, float2(u0, i.uv.y)); 49 | half3 c1 = tex2D(_MainTex, float2(u1, i.uv.y)); 50 | half3 c2 = tex2D(_MainTex, float2(u2, i.uv.y)); 51 | half3 c3 = tex2D(_MainTex, float2(u3, i.uv.y)); 52 | half3 c4 = tex2D(_MainTex, float2(u4, i.uv.y)); 53 | half3 c5 = tex2D(_MainTex, float2(u5, i.uv.y)); 54 | 55 | // Simple box filter 56 | half3 c = (c0 + c1 + c2 + c3 + c4 + c5) / 6; 57 | 58 | return half4(c, 1); 59 | } 60 | 61 | // Upsampler 62 | half4 frag_up(v2f_img i) : SV_Target 63 | { 64 | half3 c0 = tex2D(_MainTex, i.uv) / 4; 65 | half3 c1 = tex2D(_MainTex, i.uv) / 2; 66 | half3 c2 = tex2D(_MainTex, i.uv) / 4; 67 | half3 c3 = tex2D(_HighTex, i.uv); 68 | return half4(lerp(c3, c0 + c1 + c2, _Stretch), 1); 69 | } 70 | 71 | // Final composition 72 | half4 frag_composite(v2f_img i) : SV_Target 73 | { 74 | half3 c0 = tex2D(_MainTex, i.uv) / 4; 75 | half3 c1 = tex2D(_MainTex, i.uv) / 2; 76 | half3 c2 = tex2D(_MainTex, i.uv) / 4; 77 | half3 c3 = tex2D(_HighTex, i.uv); 78 | half3 cf = (c0 + c1 + c2) * _Color * _Intensity * 5; 79 | return half4(cf + c3, 1); 80 | } 81 | -------------------------------------------------------------------------------- /Assets/Kino/Streak/Shader/Streak.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f01d17d0d77ca6a4cb4c8279594a1a9b 3 | timeCreated: 1503495200 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Kino/Streak/Shader/Streak.shader: -------------------------------------------------------------------------------- 1 | // Kino/Streak - Anamorphic lens flare effect for Unity 2 | // https://github.com/keijiro/KinoStreak 3 | 4 | Shader "Hidden/Kino/Streak" 5 | { 6 | Properties 7 | { 8 | _MainTex("", 2D) = ""{} 9 | _HighTex("", 2D) = ""{} 10 | _Color("", Color) = (1, 1, 1) 11 | [Gamma] _Intensity("", Float) = 1 12 | } 13 | SubShader 14 | { 15 | Cull Off ZWrite Off ZTest Always 16 | 17 | // Prefilter 18 | Pass 19 | { 20 | CGPROGRAM 21 | #pragma vertex vert_img 22 | #pragma fragment frag_prefilter 23 | #include "Streak.cginc" 24 | ENDCG 25 | } 26 | 27 | // Downsampler 28 | Pass 29 | { 30 | CGPROGRAM 31 | #pragma vertex vert_img 32 | #pragma fragment frag_down 33 | #include "Streak.cginc" 34 | ENDCG 35 | } 36 | 37 | // Upsampler 38 | Pass 39 | { 40 | CGPROGRAM 41 | #pragma vertex vert_img 42 | #pragma fragment frag_up 43 | #include "Streak.cginc" 44 | ENDCG 45 | } 46 | 47 | // Final composition 48 | Pass 49 | { 50 | CGPROGRAM 51 | #pragma vertex vert_img 52 | #pragma fragment frag_composite 53 | #include "Streak.cginc" 54 | ENDCG 55 | } 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Kino/Streak/Shader/Streak.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 10949a53e15fb4a4589953320ecc54b6 3 | timeCreated: 1503495122 4 | licenseType: Pro 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Kino/Streak/Streak.cs: -------------------------------------------------------------------------------- 1 | // Kino/Streak - Anamorphic lens flare effect for Unity 2 | // https://github.com/keijiro/KinoStreak 3 | 4 | using UnityEngine; 5 | using System.Collections.Generic; 6 | 7 | namespace Kino 8 | { 9 | [ExecuteInEditMode] 10 | [RequireComponent(typeof(Camera))] 11 | [AddComponentMenu("Kino Image Effects/Streak")] 12 | public class Streak : MonoBehaviour 13 | { 14 | #region Editable variables and public properties 15 | 16 | [SerializeField, Range(0, 5)] 17 | float _threshold = 1; 18 | 19 | public float threshold { 20 | get { return _threshold; } 21 | set { _threshold = value; } 22 | } 23 | 24 | [SerializeField, Range(0, 1)] 25 | float _stretch = 0.75f; 26 | 27 | public float stretch { 28 | get { return _stretch; } 29 | set { _stretch = value; } 30 | } 31 | 32 | [SerializeField, Range(0, 1)] 33 | float _intensity = 0.3f; 34 | 35 | public float intensity { 36 | get { return _intensity; } 37 | set { _intensity = value; } 38 | } 39 | 40 | [SerializeField, ColorUsage(false)] 41 | Color _tint = new Color(0.55f, 0.55f, 1); 42 | 43 | public Color tint { 44 | get { return _tint; } 45 | set { _tint = value; } 46 | } 47 | 48 | #endregion 49 | 50 | #region Private variables and functions 51 | 52 | [SerializeField, HideInInspector] Shader _shader; 53 | Material _material; 54 | 55 | // This stack is reused between frames to avoid GC memory allocation. 56 | Stack _mipStack = new Stack(); 57 | 58 | RenderTexture GetTempRT(int width, int height) 59 | { 60 | var format = RenderTextureFormat.ARGBHalf; 61 | var rt = RenderTexture.GetTemporary(width, height, 0, format); 62 | return rt; 63 | } 64 | 65 | #endregion 66 | 67 | #region MonoBehaviour functions 68 | 69 | void OnDestroy() 70 | { 71 | if (_material != null) 72 | { 73 | if (Application.isPlaying) 74 | Destroy(_material); 75 | else 76 | DestroyImmediate(_material); 77 | } 78 | } 79 | 80 | void OnRenderImage(RenderTexture source, RenderTexture destination) 81 | { 82 | if (_material == null) 83 | { 84 | _material = new Material(_shader); 85 | _material.hideFlags = HideFlags.DontSave; 86 | } 87 | 88 | // Common parameters. 89 | _material.SetFloat("_Threshold", _threshold); 90 | _material.SetFloat("_Stretch", _stretch); 91 | _material.SetFloat("_Intensity", _intensity); 92 | _material.SetColor("_Color", _tint); 93 | 94 | // Apply the prefilter and make it half height. 95 | var width = source.width; 96 | var height = source.height / 2; 97 | var prefiltered = GetTempRT(width, height); 98 | Graphics.Blit(source, prefiltered, _material, 0); 99 | 100 | // Build a MIP pyramid. 101 | var last = prefiltered; 102 | 103 | while (width > 16) // minimum width = 8 104 | { 105 | width /= 2; 106 | var down = GetTempRT(width, height); 107 | Graphics.Blit(last, down, _material, 1); 108 | _mipStack.Push(last = down); 109 | } 110 | 111 | // The last element of the stack is in (last), so cut it. 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1509446955 5 | licenseType: Pro 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Voxelizer/Common.cginc: -------------------------------------------------------------------------------- 1 | #include "UnityCG.cginc" 2 | 3 | // Hash function from H. Schechter & R. Bridson, goo.gl/RXiKaH 4 | uint Hash(uint s) 5 | { 6 | s ^= 2747636419u; 7 | s *= 2654435769u; 8 | s ^= s >> 16; 9 | s *= 2654435769u; 10 | s ^= s >> 16; 11 | s *= 2654435769u; 12 | return s; 13 | } 14 | 15 | float Random(uint seed) 16 | { 17 | return float(Hash(seed)) / 4294967295.0; // 2^32-1 18 | } 19 | 20 | // Uniformaly distributed points on a unit sphere 21 | // http://mathworld.wolfram.com/SpherePointPicking.html 22 | float3 RandomUnitVector(uint seed) 23 | { 24 | float PI2 = 6.28318530718; 25 | float z = 1 - 2 * Random(seed); 26 | float xy = sqrt(1.0 - z * z); 27 | float sn, cs; 28 | sincos(PI2 * Random(seed + 1), sn, cs); 29 | return float3(sn * xy, cs * xy, z); 30 | } 31 | 32 | // Uniformaly distributed points inside a unit sphere 33 | float3 RandomVector(uint seed) 34 | { 35 | return RandomUnitVector(seed) * sqrt(Random(seed + 2)); 36 | } 37 | 38 | // Uniformaly distributed points inside a unit cube 39 | float3 RandomVector01(uint seed) 40 | { 41 | return float3(Random(seed), Random(seed + 1), Random(seed + 2)); 42 | } 43 | 44 | // Hue value -> RGB color 45 | half3 Hue2RGB(half h) 46 | { 47 | h = frac(h) * 6 - 2; 48 | half3 rgb = saturate(half3(abs(h - 1) - 1, 2 - abs(h), 2 - abs(h - 2))); 49 | return rgb; 50 | } 51 | 52 | // Euler angles rotation matrix 53 | float3x3 Euler3x3(float3 v) 54 | { 55 | float sx, cx; 56 | float sy, cy; 57 | float sz, cz; 58 | 59 | sincos(v.x, sx, cx); 60 | sincos(v.y, sy, cy); 61 | sincos(v.z, sz, cz); 62 | 63 | float3 row1 = float3(sx*sy*sz + cy*cz, sx*sy*cz - cy*sz, cx*sy); 64 | float3 row3 = float3(sx*cy*sz - sy*cz, sx*cy*cz + sy*sz, cx*cy); 65 | float3 row2 = float3(cx*sz, cx*cz, -sx); 66 | 67 | return float3x3(row1, row2, row3); 68 | } 69 | -------------------------------------------------------------------------------- /Assets/Voxelizer/Common.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8342939636abe364582b99bcc8741e7d 3 | timeCreated: 1509453514 4 | licenseType: Pro 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Voxelizer/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 | -------------------------------------------------------------------------------- /Assets/Voxelizer/SimplexNoise3D.hlsl.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8504d530556e978438b51112b49dbb37 3 | timeCreated: 1509439675 4 | licenseType: Pro 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Voxelizer/Voxelizer.cginc: -------------------------------------------------------------------------------- 1 | // Geometry voxelizer effect 2 | // https://github.com/keijiro/GVoxelizer 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 | half4 _Color2; 24 | half _Glossiness2; 25 | half _Metallic2; 26 | 27 | // Edge properties 28 | half3 _EdgeColor; 29 | 30 | // Dynamic properties 31 | float4 _EffectVector; 32 | 33 | // Vertex input attributes 34 | struct Attributes 35 | { 36 | float4 position : POSITION; 37 | float3 normal : NORMAL; 38 | float2 texcoord : TEXCOORD; 39 | }; 40 | 41 | // Fragment varyings 42 | struct Varyings 43 | { 44 | float4 position : SV_POSITION; 45 | 46 | #if defined(PASS_CUBE_SHADOWCASTER) 47 | // Cube map shadow caster pass 48 | float3 shadow : TEXCOORD0; 49 | 50 | #elif defined(UNITY_PASS_SHADOWCASTER) 51 | // Default shadow caster pass 52 | 53 | #else 54 | // GBuffer construction pass 55 | float3 normal : NORMAL; 56 | float2 texcoord : TEXCOORD0; 57 | half3 ambient : TEXCOORD1; 58 | float4 edge : TEXCOORD2; // barycentric coord (xyz), emission (w) 59 | float4 wpos_ch : TEXCOORD3; // world position (xyz), channel select (w) 60 | 61 | #endif 62 | }; 63 | 64 | // 65 | // Vertex stage 66 | // 67 | 68 | Attributes Vertex(Attributes input) 69 | { 70 | // Only do object space to world space transform. 71 | input.position = mul(unity_ObjectToWorld, input.position); 72 | input.normal = UnityObjectToWorldNormal(input.normal); 73 | return input; 74 | } 75 | 76 | // 77 | // Geometry stage 78 | // 79 | 80 | Varyings VertexOutput(float3 wpos, half3 wnrm, float2 uv, 81 | float4 edge = 0.5, float channel = 0) 82 | { 83 | Varyings o; 84 | 85 | #if defined(PASS_CUBE_SHADOWCASTER) 86 | // Cube map shadow caster pass: Transfer the shadow vector. 87 | o.position = UnityWorldToClipPos(float4(wpos, 1)); 88 | o.shadow = wpos - _LightPositionRange.xyz; 89 | 90 | #elif defined(UNITY_PASS_SHADOWCASTER) 91 | // Default shadow caster pass: Apply the shadow bias. 92 | float scos = dot(wnrm, normalize(UnityWorldSpaceLightDir(wpos))); 93 | wpos -= wnrm * unity_LightShadowBias.z * sqrt(1 - scos * scos); 94 | o.position = UnityApplyLinearShadowBias(UnityWorldToClipPos(float4(wpos, 1))); 95 | 96 | #else 97 | // GBuffer construction pass 98 | o.position = UnityWorldToClipPos(float4(wpos, 1)); 99 | o.normal = wnrm; 100 | o.texcoord = uv; 101 | o.ambient = ShadeSHPerVertex(wnrm, 0); 102 | o.edge = edge; 103 | o.wpos_ch = float4(wpos, channel); 104 | 105 | #endif 106 | return o; 107 | } 108 | 109 | Varyings CubeVertex( 110 | float3 wpos, half3 wnrm_tri, half3 wnrm_cube, float2 uv, 111 | float3 bary_tri, float2 bary_cube, float morph, float emission 112 | ) 113 | { 114 | float3 wnrm = normalize(lerp(wnrm_tri, wnrm_cube, morph)); 115 | float3 bary = lerp(bary_tri, float3(bary_cube, 0.5), morph); 116 | return VertexOutput(wpos, wnrm, uv, float4(bary, emission), 1); 117 | } 118 | 119 | Varyings TriangleVertex(float3 wpos, half3 wnrm, float2 uv, float3 bary, float emission) 120 | { 121 | return VertexOutput(wpos, wnrm, uv, float4(bary, emission), 0); 122 | } 123 | 124 | [maxvertexcount(24)] 125 | void Geometry( 126 | triangle Attributes input[3], uint pid : SV_PrimitiveID, 127 | inout TriangleStream outStream 128 | ) 129 | { 130 | // Input vertices 131 | float3 p0 = input[0].position.xyz; 132 | float3 p1 = input[1].position.xyz; 133 | float3 p2 = input[2].position.xyz; 134 | 135 | float3 n0 = input[0].normal; 136 | float3 n1 = input[1].normal; 137 | float3 n2 = input[2].normal; 138 | 139 | float2 uv0 = input[0].texcoord; 140 | float2 uv1 = input[1].texcoord; 141 | float2 uv2 = input[2].texcoord; 142 | 143 | float3 center = (p0 + p1 + p2) / 3; 144 | 145 | // Deformation parameter 146 | float param = 1 - dot(_EffectVector.xyz, center) + _EffectVector.w; 147 | 148 | // Pass through the vertices if deformation hasn't been started yet. 149 | if (param < 0) 150 | { 151 | outStream.Append(VertexOutput(p0, n0, uv0)); 152 | outStream.Append(VertexOutput(p1, n1, uv1)); 153 | outStream.Append(VertexOutput(p2, n2, uv2)); 154 | outStream.RestartStrip(); 155 | return; 156 | } 157 | 158 | // Draw nothing at the end of deformation. 159 | if (param >= 1) return; 160 | 161 | // Choose cube/triangle randomly. 162 | uint seed = pid * 877; 163 | if (Random(seed) < 0.05) 164 | { 165 | // -- Cube fx -- 166 | // Base triangle -> Expand -> Morph into cube -> Stretch and fade out 167 | 168 | // Triangle animation (simply expand from the centroid) 169 | float t_anim = 1 + param * 60; 170 | float3 t_p0 = lerp(center, p0, t_anim); 171 | float3 t_p1 = lerp(center, p1, t_anim); 172 | float3 t_p2 = lerp(center, p2, t_anim); 173 | 174 | // Cube animation 175 | float rnd = Random(seed + 1); // random number, gradient noise 176 | float4 snoise = snoise_grad(float3(rnd * 2378.34, param * 0.8, 0)); 177 | 178 | float move = saturate(param * 4 - 3); // stretch/move param 179 | move = move * move; 180 | 181 | float3 pos = center + snoise.xyz * 0.02; // cube position 182 | pos.y += move * rnd; 183 | 184 | float3 scale = float2(1 - move, 1 + move * 5).xyx; // cube scale anim 185 | scale *= 0.05 * saturate(1 + snoise.w * 2); 186 | 187 | float edge = saturate(param * 5); // Edge color (emission power) 188 | 189 | // Cube points calculation 190 | float morph = smoothstep(0.25, 0.5, param); 191 | float3 c_p0 = lerp(t_p2, pos + float3(-1, -1, -1) * scale, morph); 192 | float3 c_p1 = lerp(t_p2, pos + float3(+1, -1, -1) * scale, morph); 193 | float3 c_p2 = lerp(t_p0, pos + float3(-1, +1, -1) * scale, morph); 194 | float3 c_p3 = lerp(t_p1, pos + float3(+1, +1, -1) * scale, morph); 195 | float3 c_p4 = lerp(t_p2, pos + float3(-1, -1, +1) * scale, morph); 196 | float3 c_p5 = lerp(t_p2, pos + float3(+1, -1, +1) * scale, morph); 197 | float3 c_p6 = lerp(t_p0, pos + float3(-1, +1, +1) * scale, morph); 198 | float3 c_p7 = lerp(t_p1, pos + float3(+1, +1, +1) * scale, morph); 199 | 200 | // Vertex outputs 201 | float3 c_n = float3(-1, 0, 0); 202 | outStream.Append(CubeVertex(c_p2, n0, c_n, uv0, float3(0, 0, 1), float2(0, 0), morph, edge)); 203 | outStream.Append(CubeVertex(c_p0, n2, c_n, uv2, float3(1, 0, 0), float2(1, 0), morph, edge)); 204 | outStream.Append(CubeVertex(c_p6, n0, c_n, uv0, float3(0, 0, 1), float2(0, 1), morph, edge)); 205 | outStream.Append(CubeVertex(c_p4, n2, c_n, uv2, float3(1, 0, 0), float2(1, 1), morph, edge)); 206 | outStream.RestartStrip(); 207 | 208 | c_n = float3(1, 0, 0); 209 | outStream.Append(CubeVertex(c_p1, n2, c_n, uv2, float3(0, 0, 1), float2(0, 0), morph, edge)); 210 | outStream.Append(CubeVertex(c_p3, n1, c_n, uv1, float3(1, 0, 0), float2(1, 0), morph, edge)); 211 | outStream.Append(CubeVertex(c_p5, n2, c_n, uv2, float3(0, 0, 1), float2(0, 1), morph, edge)); 212 | outStream.Append(CubeVertex(c_p7, n1, c_n, uv1, float3(1, 0, 0), float2(1, 1), morph, edge)); 213 | outStream.RestartStrip(); 214 | 215 | c_n = float3(0, -1, 0); 216 | outStream.Append(CubeVertex(c_p0, n2, c_n, uv2, float3(1, 0, 0), float2(0, 0), morph, edge)); 217 | outStream.Append(CubeVertex(c_p1, n2, c_n, uv2, float3(1, 0, 0), float2(1, 0), morph, edge)); 218 | outStream.Append(CubeVertex(c_p4, n2, c_n, uv2, float3(1, 0, 0), float2(0, 1), morph, edge)); 219 | outStream.Append(CubeVertex(c_p5, n2, c_n, uv2, float3(1, 0, 0), float2(1, 1), morph, edge)); 220 | outStream.RestartStrip(); 221 | 222 | c_n = float3(0, 1, 0); 223 | outStream.Append(CubeVertex(c_p3, n1, c_n, uv1, float3(0, 0, 1), float2(0, 0), morph, edge)); 224 | outStream.Append(CubeVertex(c_p2, n0, c_n, uv0, float3(1, 0, 0), float2(1, 0), morph, edge)); 225 | outStream.Append(CubeVertex(c_p7, n1, c_n, uv1, float3(0, 0, 1), float2(0, 1), morph, edge)); 226 | outStream.Append(CubeVertex(c_p6, n0, c_n, uv0, float3(1, 0, 0), float2(1, 1), morph, edge)); 227 | outStream.RestartStrip(); 228 | 229 | c_n = float3(0, 0, -1); 230 | outStream.Append(CubeVertex(c_p1, n2, c_n, uv2, float3(0, 0, 1), float2(0, 0), morph, edge)); 231 | outStream.Append(CubeVertex(c_p0, n2, c_n, uv2, float3(0, 0, 1), float2(1, 0), morph, edge)); 232 | outStream.Append(CubeVertex(c_p3, n1, c_n, uv1, float3(0, 1, 0), float2(0, 1), morph, edge)); 233 | outStream.Append(CubeVertex(c_p2, n0, c_n, uv0, float3(1, 0, 0), float2(1, 1), morph, edge)); 234 | outStream.RestartStrip(); 235 | 236 | c_n = float3(0, 0, 1); 237 | outStream.Append(CubeVertex(c_p4, -n2, c_n, uv2, float3(0, 0, 1), float2(0, 0), morph, edge)); 238 | outStream.Append(CubeVertex(c_p5, -n2, c_n, uv2, float3(0, 0, 1), float2(1, 0), morph, edge)); 239 | outStream.Append(CubeVertex(c_p6, -n0, c_n, uv0, float3(0, 1, 0), float2(0, 1), morph, edge)); 240 | outStream.Append(CubeVertex(c_p7, -n1, c_n, uv1, float3(1, 0, 0), float2(1, 1), morph, edge)); 241 | outStream.RestartStrip(); 242 | } 243 | else 244 | { 245 | // -- Triangle fx -- 246 | // Simple scattering animation 247 | 248 | // We use smoothstep to make naturally damped linear motion. 249 | // Q. Why don't you use 1-pow(1-param,2)? 250 | // A. Smoothstep is cooler than it. Forget Newtonian physics. 251 | float ss_param = smoothstep(0, 1, param); 252 | 253 | // Random motion 254 | float3 move = RandomVector(seed + 1) * ss_param * 0.5; 255 | 256 | // Random rotation 257 | float3 rot_angles = (RandomVector01(seed + 1) - 0.5) * 100; 258 | float3x3 rot_m = Euler3x3(rot_angles * ss_param); 259 | 260 | // Simple shrink 261 | float scale = 1 - ss_param; 262 | 263 | // Apply the animation. 264 | float3 t_p0 = mul(rot_m, p0 - center) * scale + center + move; 265 | float3 t_p1 = mul(rot_m, p1 - center) * scale + center + move; 266 | float3 t_p2 = mul(rot_m, p2 - center) * scale + center + move; 267 | float3 normal = normalize(cross(t_p1 - t_p0, t_p2 - t_p0)); 268 | 269 | // Edge color (emission power) animation 270 | float edge = smoothstep(0, 0.1, param); // ease-in 271 | edge *= 1 + 20 * smoothstep(0, 0.1, 0.1 - param); // peak -> release 272 | 273 | // Vertex outputs (front face) 274 | outStream.Append(TriangleVertex(t_p0, normal, uv0, float3(1, 0, 0), edge)); 275 | outStream.Append(TriangleVertex(t_p1, normal, uv1, float3(0, 1, 0), edge)); 276 | outStream.Append(TriangleVertex(t_p2, normal, uv2, float3(0, 0, 1), edge)); 277 | outStream.RestartStrip(); 278 | 279 | // Vertex outputs (back face) 280 | outStream.Append(TriangleVertex(t_p0, -normal, uv0, float3(1, 0, 0), edge)); 281 | outStream.Append(TriangleVertex(t_p2, -normal, uv2, float3(0, 0, 1), edge)); 282 | outStream.Append(TriangleVertex(t_p1, -normal, uv1, float3(0, 1, 0), edge)); 283 | outStream.RestartStrip(); 284 | } 285 | } 286 | 287 | // 288 | // Fragment phase 289 | // 290 | 291 | #if defined(PASS_CUBE_SHADOWCASTER) 292 | 293 | // Cube map shadow caster pass 294 | half4 Fragment(Varyings input) : SV_Target 295 | { 296 | float depth = length(input.shadow) + unity_LightShadowBias.x; 297 | return UnityEncodeCubeShadowDepth(depth * _LightPositionRange.w); 298 | } 299 | 300 | #elif defined(UNITY_PASS_SHADOWCASTER) 301 | 302 | // Default shadow caster pass 303 | half4 Fragment() : SV_Target { return 0; } 304 | 305 | #else 306 | 307 | // GBuffer construction pass 308 | void Fragment( 309 | Varyings input, 310 | out half4 outGBuffer0 : SV_Target0, 311 | out half4 outGBuffer1 : SV_Target1, 312 | out half4 outGBuffer2 : SV_Target2, 313 | out half4 outEmission : SV_Target3 314 | ) 315 | { 316 | half3 albedo = tex2D(_MainTex, input.texcoord).rgb * _Color.rgb; 317 | 318 | // PBS workflow conversion (metallic -> specular) 319 | half3 c1_diff, c1_spec, c2_diff, c2_spec; 320 | half not_in_use; 321 | 322 | c1_diff = DiffuseAndSpecularFromMetallic( 323 | albedo, _Metallic, // input 324 | c1_spec, not_in_use // output 325 | ); 326 | 327 | c2_diff = DiffuseAndSpecularFromMetallic( 328 | _Color2.rgb, _Metallic2, // input 329 | c2_spec, not_in_use // output 330 | ); 331 | 332 | // Detect fixed-width edges with using screen space derivatives of 333 | // barycentric coordinates. 334 | float3 bcc = input.edge.xyz; 335 | float3 fw = fwidth(bcc); 336 | float3 edge3 = min(smoothstep(fw / 2, fw, bcc), 337 | smoothstep(fw / 2, fw, 1 - bcc)); 338 | float edge = 1 - min(min(edge3.x, edge3.y), edge3.z); 339 | 340 | // Update the GBuffer. 341 | UnityStandardData data; 342 | float ch = input.wpos_ch.w; 343 | data.diffuseColor = lerp(c1_diff, c2_diff, ch); 344 | data.occlusion = 1; 345 | data.specularColor = lerp(c1_spec, c2_spec, ch); 346 | data.smoothness = lerp(_Glossiness, _Glossiness2, ch); 347 | data.normalWorld = input.normal; 348 | UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2); 349 | 350 | // Output ambient light and edge emission to the emission buffer. 351 | half3 sh = ShadeSHPerPixel(data.normalWorld, input.ambient, input.wpos_ch.xyz); 352 | outEmission = half4(sh * data.diffuseColor + _EdgeColor * input.edge.w * edge, 1); 353 | } 354 | 355 | #endif 356 | -------------------------------------------------------------------------------- /Assets/Voxelizer/Voxelizer.cginc.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 496d111584666b346ad3079335088263 3 | timeCreated: 1509439675 4 | licenseType: Pro 5 | ShaderImporter: 6 | externalObjects: {} 7 | defaultTextures: [] 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Voxelizer/Voxelizer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Timeline; 3 | using System.Collections.Generic; 4 | 5 | [ExecuteInEditMode] 6 | class Voxelizer : MonoBehaviour 7 | { 8 | [SerializeField] Renderer[] _linkedRenderers; 9 | 10 | MaterialPropertyBlock _sheet; 11 | 12 | // Only used in Editor 13 | Mesh _gridMesh; 14 | 15 | void OnDestroy() 16 | { 17 | if (_gridMesh != null) 18 | { 19 | if (Application.isPlaying) 20 | Destroy(_gridMesh); 21 | else 22 | DestroyImmediate(_gridMesh); 23 | } 24 | } 25 | 26 | void Update() 27 | { 28 | if (_sheet == null) _sheet = new MaterialPropertyBlock(); 29 | 30 | var fwd = transform.forward / transform.localScale.z; 31 | var dist = Vector3.Dot(fwd, transform.position); 32 | var vector = new Vector4(fwd.x, fwd.y, fwd.z, dist); 33 | 34 | _sheet.SetVector("_EffectVector", vector); 35 | 36 | if (_linkedRenderers != null) 37 | foreach (var r in _linkedRenderers) r.SetPropertyBlock(_sheet); 38 | } 39 | 40 | #if UNITY_EDITOR 41 | 42 | void OnDrawGizmos() 43 | { 44 | if (_gridMesh == null) InitGridMesh(); 45 | 46 | Gizmos.matrix = transform.localToWorldMatrix; 47 | 48 | Gizmos.color = new Color(1, 1, 0, 0.5f); 49 | Gizmos.DrawWireMesh(_gridMesh); 50 | Gizmos.DrawWireMesh(_gridMesh, Vector3.forward); 51 | 52 | Gizmos.color = new Color(1, 0, 0, 0.5f); 53 | Gizmos.DrawWireCube(Vector3.forward / 2, new Vector3(0.02f, 0.02f, 1)); 54 | } 55 | 56 | void InitGridMesh() 57 | { 58 | const float ext = 0.5f; 59 | const int columns = 10; 60 | 61 | var vertices = new List(); 62 | var indices = new List(); 63 | 64 | for (var i = 0; i < columns + 1; i++) 65 | { 66 | var x = ext * (2.0f * i / columns - 1); 67 | 68 | indices.Add(vertices.Count); 69 | vertices.Add(new Vector3(x, -ext, 0)); 70 | 71 | indices.Add(vertices.Count); 72 | vertices.Add(new Vector3(x, +ext, 0)); 73 | 74 | indices.Add(vertices.Count); 75 | vertices.Add(new Vector3(-ext, x, 0)); 76 | 77 | indices.Add(vertices.Count); 78 | vertices.Add(new Vector3(+ext, x, 0)); 79 | } 80 | 81 | _gridMesh = new Mesh(); 82 | _gridMesh.hideFlags = HideFlags.DontSave; 83 | _gridMesh.SetVertices(vertices); 84 | _gridMesh.SetNormals(vertices); 85 | _gridMesh.SetIndices(indices.ToArray(), MeshTopology.Lines, 0); 86 | _gridMesh.UploadMeshData(true); 87 | } 88 | 89 | #endif 90 | } 91 | -------------------------------------------------------------------------------- /Assets/Voxelizer/Voxelizer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 451712d1f4d0a074c9c698daaed893c1 3 | timeCreated: 1509696828 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 | -------------------------------------------------------------------------------- /Assets/Voxelizer/Voxelizer.shader: -------------------------------------------------------------------------------- 1 | Shader "Voxelizer Effects" 2 | { 3 | Properties 4 | { 5 | [Header(Base Properties)] 6 | _Color("Color", Color) = (1, 1, 1, 1) 7 | _MainTex("Albedo", 2D) = "white" {} 8 | _Glossiness("Smoothness", Range(0, 1)) = 0.5 9 | [Gamma] _Metallic("Metallic", Range(0, 1)) = 0 10 | 11 | [Header(Effect Properties)] 12 | _Color2("Color", Color) = (0, 0, 0, 0) 13 | _Glossiness2("Smoothness", Range(0, 1)) = 0 14 | [Gamma] _Metallic2("Metallic", Range(0, 1)) = 0 15 | 16 | [Header(Edge Properteis)] 17 | [HDR] _EdgeColor("Color", Color) = (1, 0, 0) 18 | } 19 | SubShader 20 | { 21 | Tags { "RenderType"="Opaque" } 22 | Pass 23 | { 24 | Tags { "LightMode"="Deferred" } 25 | CGPROGRAM 26 | #pragma target 4.0 27 | #pragma vertex Vertex 28 | #pragma geometry Geometry 29 | #pragma fragment Fragment 30 | #pragma multi_compile_prepassfinal noshadowmask nodynlightmap nodirlightmap nolightmap 31 | #include "Voxelizer.cginc" 32 | ENDCG 33 | } 34 | Pass 35 | { 36 | Tags { "LightMode"="ShadowCaster" } 37 | CGPROGRAM 38 | #pragma target 4.0 39 | #pragma vertex Vertex 40 | #pragma geometry Geometry 41 | #pragma fragment Fragment 42 | #pragma multi_compile_prepassfinal noshadowmask nodynlightmap nodirlightmap nolightmap 43 | #define UNITY_PASS_SHADOWCASTER 44 | #include "Voxelizer.cginc" 45 | ENDCG 46 | } 47 | } 48 | } 49 | -------------------------------------------------------------------------------- /Assets/Voxelizer/Voxelizer.shader.meta: 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