├── .gitignore ├── Assets ├── Skybox Shaders.meta ├── Skybox Shaders │ ├── Editor.meta │ ├── Editor │ │ ├── GradientSkyboxInspector.cs │ │ ├── GradientSkyboxInspector.cs.meta │ │ ├── HorizonWithSunSkyboxInspector.cs │ │ ├── HorizonWithSunSkyboxInspector.cs.meta │ │ ├── RgbmCubedSkyboxInspector.cs │ │ └── RgbmCubedSkyboxInspector.cs.meta │ ├── Gradient Skybox.shader │ ├── Gradient Skybox.shader.meta │ ├── Horizon With Sun Skybox.shader │ ├── Horizon With Sun Skybox.shader.meta │ ├── Horizontal Skybox.shader │ ├── Horizontal Skybox.shader.meta │ ├── RGBM Cubed Skybox.shader │ └── RGBM Cubed Skybox.shader.meta ├── Test.meta └── Test │ ├── Gradient Skybox.unity │ ├── Gradient Skybox.unity.meta │ ├── Horizon With Sun Skybox.unity │ ├── Horizon With Sun Skybox.unity.meta │ ├── Horizontal Skybox.unity │ ├── Horizontal Skybox.unity.meta │ ├── Materials.meta │ ├── Materials │ ├── Gradient Skybox.mat │ ├── Gradient Skybox.mat.meta │ ├── Horizon With Sun Skybox.mat │ ├── Horizon With Sun Skybox.mat.meta │ ├── Horizontal Skybox.mat │ ├── Horizontal Skybox.mat.meta │ ├── White Particle.mat │ └── White Particle.mat.meta │ ├── Misc.meta │ ├── Misc │ ├── Basic Shape Models.fbx │ ├── Basic Shape Models.fbx.meta │ ├── CameraMove.cs │ └── CameraMove.cs.meta │ ├── OpenfootageNET.meta │ ├── OpenfootageNET │ ├── Acknowledgement.txt │ ├── Acknowledgement.txt.meta │ ├── Grossglockner02 RGBM.mat │ ├── Grossglockner02 RGBM.mat.meta │ ├── Grossglockner02 RGBM.png │ └── Grossglockner02 RGBM.png.meta │ ├── RGBM Cubemapped Skybox.unity │ ├── RGBM Cubemapped Skybox.unity.meta │ ├── Standard Assets.meta │ └── Standard Assets │ ├── Editor.meta │ ├── Editor │ ├── VignettingEditor.js │ └── VignettingEditor.js.meta │ ├── Image Effects (Pro Only).meta │ └── Image Effects (Pro Only) │ ├── PostEffectsBase.js │ ├── PostEffectsBase.js.meta │ ├── Vignetting.js │ ├── Vignetting.js.meta │ ├── _Sources.meta │ └── _Sources │ ├── Shaders.meta │ └── Shaders │ ├── ChromaticAberrationShader.shader │ ├── ChromaticAberrationShader.shader.meta │ ├── SeparableBlur.shader │ ├── SeparableBlur.shader.meta │ ├── VignettingShader.shader │ └── VignettingShader.shader.meta ├── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── QualitySettings.asset ├── TagManager.asset └── TimeManager.asset ├── README.md └── SkyboxShaders.unitypackage /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | 5 | # Autogenerated VS/MD solution and project files 6 | *.csproj 7 | *.unityproj 8 | *.sln 9 | *.pidb 10 | *.userprefs 11 | 12 | .DS_Store 13 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 31ade4a7bc8934a70b375922ddbf441b 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6b8d5e2281a1c45aa9f2f36561a56c0d 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/Editor/GradientSkyboxInspector.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using System.Collections; 4 | 5 | public class GradientSkyboxInspector : MaterialEditor 6 | { 7 | public override void OnInspectorGUI () 8 | { 9 | serializedObject.Update (); 10 | 11 | if (isVisible) 12 | { 13 | EditorGUI.BeginChangeCheck (); 14 | 15 | ColorProperty (GetMaterialProperty (targets, "_Color2"), "Top Color"); 16 | ColorProperty (GetMaterialProperty (targets, "_Color1"), "Bottom Color"); 17 | FloatProperty (GetMaterialProperty (targets, "_Intensity"), "Intensity"); 18 | FloatProperty (GetMaterialProperty (targets, "_Exponent"), "Exponent"); 19 | 20 | var dp = GetMaterialProperty (targets, "_UpVectorPitch"); 21 | var dy = GetMaterialProperty (targets, "_UpVectorYaw"); 22 | 23 | if (dp.hasMixedValue || dy.hasMixedValue) 24 | { 25 | EditorGUILayout.HelpBox ("Editing angles is disabled because they have mixed values.", MessageType.Warning); 26 | } 27 | else 28 | { 29 | FloatProperty (dp, "Pitch"); 30 | FloatProperty (dy, "Yaw"); 31 | } 32 | 33 | if (EditorGUI.EndChangeCheck ()) 34 | { 35 | var rp = dp.floatValue * Mathf.Deg2Rad; 36 | var ry = dy.floatValue * Mathf.Deg2Rad; 37 | 38 | var upVector = new Vector4 ( 39 | Mathf.Sin (rp) * Mathf.Sin (ry), 40 | Mathf.Cos (rp), 41 | Mathf.Sin (rp) * Mathf.Cos (ry), 42 | 0.0f 43 | ); 44 | GetMaterialProperty (targets, "_UpVector").vectorValue = upVector; 45 | 46 | PropertiesChanged (); 47 | } 48 | } 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/Editor/GradientSkyboxInspector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8ac6bec5910bc48009b72ea8c1df8924 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/Editor/HorizonWithSunSkyboxInspector.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | public class HorizonWithSunSkyboxInspector : MaterialEditor 5 | { 6 | public override void OnInspectorGUI () 7 | { 8 | serializedObject.Update (); 9 | 10 | if (isVisible) 11 | { 12 | EditorGUI.BeginChangeCheck (); 13 | 14 | GUILayout.Label ("Background Parameters"); 15 | 16 | EditorGUILayout.Space (); 17 | 18 | ColorProperty (GetMaterialProperty (targets, "_SkyColor1"), "Top Color"); 19 | FloatProperty (GetMaterialProperty (targets, "_SkyExponent1"), "Exponential Factor"); 20 | 21 | EditorGUILayout.Space (); 22 | 23 | ColorProperty (GetMaterialProperty (targets, "_SkyColor2"), "Horizon Color"); 24 | 25 | EditorGUILayout.Space (); 26 | 27 | ColorProperty (GetMaterialProperty (targets, "_SkyColor3"), "Bottom Color"); 28 | FloatProperty (GetMaterialProperty (targets, "_SkyExponent2"), "Exponential Factor"); 29 | 30 | EditorGUILayout.Space (); 31 | 32 | FloatProperty (GetMaterialProperty (targets, "_SkyIntensity"), "Intensity"); 33 | 34 | EditorGUILayout.Space (); 35 | 36 | GUILayout.Label ("Sun Parameters"); 37 | 38 | EditorGUILayout.Space (); 39 | 40 | ColorProperty (GetMaterialProperty (targets, "_SunColor"), "Color"); 41 | FloatProperty (GetMaterialProperty (targets, "_SunIntensity"), "Intensity"); 42 | 43 | EditorGUILayout.Space (); 44 | 45 | FloatProperty (GetMaterialProperty (targets, "_SunAlpha"), "Alpha"); 46 | FloatProperty (GetMaterialProperty (targets, "_SunBeta"), "Beta"); 47 | 48 | EditorGUILayout.Space (); 49 | 50 | var az = GetMaterialProperty (targets, "_SunAzimuth"); 51 | var al = GetMaterialProperty (targets, "_SunAltitude"); 52 | 53 | if (az.hasMixedValue || al.hasMixedValue ) 54 | { 55 | EditorGUILayout.HelpBox ("Editing angles is disabled because they have mixed values.", MessageType.Warning); 56 | } 57 | else 58 | { 59 | FloatProperty (az, "Azimuth"); 60 | FloatProperty (al, "Altitude"); 61 | } 62 | 63 | if (EditorGUI.EndChangeCheck ()) 64 | { 65 | var raz = az.floatValue * Mathf.Deg2Rad; 66 | var ral = al.floatValue * Mathf.Deg2Rad; 67 | 68 | var upVector = new Vector4 ( 69 | Mathf.Cos (ral) * Mathf.Sin (raz), 70 | Mathf.Sin (ral), 71 | Mathf.Cos (ral) * Mathf.Cos (raz), 72 | 0.0f 73 | ); 74 | GetMaterialProperty (targets, "_SunVector").vectorValue = upVector; 75 | 76 | PropertiesChanged (); 77 | } 78 | } 79 | } 80 | } 81 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/Editor/HorizonWithSunSkyboxInspector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e197dfda576864589a8bff65326c6ac9 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/Editor/RgbmCubedSkyboxInspector.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | using System.Collections; 4 | 5 | public class RgbmCubedSkyboxInspector : MaterialEditor 6 | { 7 | public override void OnInspectorGUI () 8 | { 9 | base.OnInspectorGUI (); 10 | 11 | if (isVisible) 12 | { 13 | var material = target as Material; 14 | 15 | bool useLinear = false; 16 | foreach (var keyword in material.shaderKeywords) 17 | { 18 | if (keyword == "USE_LINEAR") 19 | { 20 | useLinear = true; 21 | break; 22 | } 23 | } 24 | 25 | EditorGUI.BeginChangeCheck (); 26 | 27 | useLinear = EditorGUILayout.Toggle("Linear Space Lighting", useLinear); 28 | 29 | if (EditorGUI.EndChangeCheck()) 30 | { 31 | if (useLinear) 32 | { 33 | material.EnableKeyword("USE_LINEAR"); 34 | material.DisableKeyword("USE_GAMMA"); 35 | } 36 | else 37 | { 38 | material.DisableKeyword("USE_LINEAR"); 39 | material.EnableKeyword("USE_GAMMA"); 40 | } 41 | EditorUtility.SetDirty(target); 42 | } 43 | } 44 | } 45 | } 46 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/Editor/RgbmCubedSkyboxInspector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4496fbd6b28d3426e9c827c3e5332cf1 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/Gradient Skybox.shader: -------------------------------------------------------------------------------- 1 | Shader "Skybox/Gradient Skybox" 2 | { 3 | Properties 4 | { 5 | _Color1 ("Color 1", Color) = (1, 1, 1, 0) 6 | _Color2 ("Color 2", Color) = (1, 1, 1, 0) 7 | _UpVector ("Up Vector", Vector) = (0, 1, 0, 0) 8 | _Intensity ("Intensity", Float) = 1.0 9 | _Exponent ("Exponent", Float) = 1.0 10 | // The properties below are used in the custom inspector. 11 | _UpVectorPitch ("Up Vector Pitch", float) = 0 12 | _UpVectorYaw ("Up Vector Yaw", float) = 0 13 | } 14 | 15 | CGINCLUDE 16 | 17 | #include "UnityCG.cginc" 18 | 19 | struct appdata 20 | { 21 | float4 position : POSITION; 22 | float3 texcoord : TEXCOORD0; 23 | }; 24 | 25 | struct v2f 26 | { 27 | float4 position : SV_POSITION; 28 | float3 texcoord : TEXCOORD0; 29 | }; 30 | 31 | half4 _Color1; 32 | half4 _Color2; 33 | half4 _UpVector; 34 | half _Intensity; 35 | half _Exponent; 36 | 37 | v2f vert (appdata v) 38 | { 39 | v2f o; 40 | o.position = mul (UNITY_MATRIX_MVP, v.position); 41 | o.texcoord = v.texcoord; 42 | return o; 43 | } 44 | 45 | fixed4 frag (v2f i) : COLOR 46 | { 47 | half d = dot (normalize (i.texcoord), _UpVector) * 0.5f + 0.5f; 48 | return lerp (_Color1, _Color2, pow (d, _Exponent)) * _Intensity; 49 | } 50 | 51 | ENDCG 52 | 53 | SubShader 54 | { 55 | Tags { "RenderType"="Background" "Queue"="Background" } 56 | Pass 57 | { 58 | ZWrite Off 59 | Cull Off 60 | Fog { Mode Off } 61 | CGPROGRAM 62 | #pragma fragmentoption ARB_precision_hint_fastest 63 | #pragma vertex vert 64 | #pragma fragment frag 65 | ENDCG 66 | } 67 | } 68 | CustomEditor "GradientSkyboxInspector" 69 | } 70 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/Gradient Skybox.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1b1032babd6d64921a50506aa07cf3b2 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/Horizon With Sun Skybox.shader: -------------------------------------------------------------------------------- 1 | Shader "Skybox/Horizon With Sun Skybox" 2 | { 3 | Properties 4 | { 5 | _SkyColor1("Top Color", Color) = (0.37, 0.52, 0.73, 0) 6 | _SkyExponent1("Top Exponent", Float) = 8.5 7 | 8 | _SkyColor2("Horizon Color", Color) = (0.89, 0.96, 1, 0) 9 | 10 | _SkyColor3("Bottom Color", Color) = (0.89, 0.89, 0.89, 0) 11 | _SkyExponent2("Bottom Exponent", Float) = 3.0 12 | 13 | _SkyIntensity("Sky Intensity", Float) = 1.0 14 | 15 | _SunColor("Sun Color", Color) = (1, 0.99, 0.87, 1) 16 | _SunIntensity("Sun Intensity", float) = 2.0 17 | 18 | _SunAlpha("Sun Alpha", float) = 550 19 | _SunBeta("Sun Beta", float) = 1 20 | 21 | _SunVector("Sun Vector", Vector) = (0.269, 0.615, 0.740, 0) 22 | 23 | _SunAzimuth("Sun Azimuth (editor only)", float) = 20 24 | _SunAltitude("Sun Altitude (editor only)", float) = 38 25 | } 26 | 27 | CGINCLUDE 28 | 29 | #include "UnityCG.cginc" 30 | 31 | struct appdata 32 | { 33 | float4 position : POSITION; 34 | float3 texcoord : TEXCOORD0; 35 | }; 36 | 37 | struct v2f 38 | { 39 | float4 position : SV_POSITION; 40 | float3 texcoord : TEXCOORD0; 41 | }; 42 | 43 | half3 _SkyColor1; 44 | half _SkyExponent1; 45 | 46 | half3 _SkyColor2; 47 | 48 | half3 _SkyColor3; 49 | half _SkyExponent2; 50 | 51 | half _SkyIntensity; 52 | 53 | half3 _SunColor; 54 | half _SunIntensity; 55 | 56 | half _SunAlpha; 57 | half _SunBeta; 58 | 59 | half3 _SunVector; 60 | 61 | v2f vert(appdata v) 62 | { 63 | v2f o; 64 | o.position = mul(UNITY_MATRIX_MVP, v.position); 65 | o.texcoord = v.texcoord; 66 | return o; 67 | } 68 | 69 | half4 frag(v2f i) : COLOR 70 | { 71 | float3 v = normalize(i.texcoord); 72 | 73 | float p = v.y; 74 | float p1 = 1 - pow(min(1, 1 - p), _SkyExponent1); 75 | float p3 = 1 - pow(min(1, 1 + p), _SkyExponent2); 76 | float p2 = 1 - p1 - p3; 77 | 78 | half3 c_sky = _SkyColor1 * p1 + _SkyColor2 * p2 + _SkyColor3 * p3; 79 | half3 c_sun = _SunColor * min(pow(max(0, dot(v, _SunVector)), _SunAlpha) * _SunBeta, 1); 80 | 81 | return half4(c_sky * _SkyIntensity + c_sun * _SunIntensity, 0); 82 | } 83 | 84 | ENDCG 85 | 86 | SubShader 87 | { 88 | Tags { "RenderType"="Background" "Queue"="Background" } 89 | Pass 90 | { 91 | ZWrite Off 92 | Cull Off 93 | Fog { Mode Off } 94 | CGPROGRAM 95 | #pragma fragmentoption ARB_precision_hint_fastest 96 | #pragma vertex vert 97 | #pragma fragment frag 98 | ENDCG 99 | } 100 | } 101 | CustomEditor "HorizonWithSunSkyboxInspector" 102 | } 103 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/Horizon With Sun Skybox.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e62beaebaf9ec4da8ae22bfefe5cbb79 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/Horizontal Skybox.shader: -------------------------------------------------------------------------------- 1 | Shader "Skybox/Horizontal Skybox" 2 | { 3 | Properties 4 | { 5 | _Color1 ("Top Color", Color) = (1, 1, 1, 0) 6 | _Color2 ("Horizon Color", Color) = (1, 1, 1, 0) 7 | _Color3 ("Bottom Color", Color) = (1, 1, 1, 0) 8 | _Exponent1 ("Exponent Factor for Top Half", Float) = 1.0 9 | _Exponent2 ("Exponent Factor for Bottom Half", Float) = 1.0 10 | _Intensity ("Intensity Amplifier", Float) = 1.0 11 | } 12 | 13 | CGINCLUDE 14 | 15 | #include "UnityCG.cginc" 16 | 17 | struct appdata 18 | { 19 | float4 position : POSITION; 20 | float3 texcoord : TEXCOORD0; 21 | }; 22 | 23 | struct v2f 24 | { 25 | float4 position : SV_POSITION; 26 | float3 texcoord : TEXCOORD0; 27 | }; 28 | 29 | half4 _Color1; 30 | half4 _Color2; 31 | half4 _Color3; 32 | half _Intensity; 33 | half _Exponent1; 34 | half _Exponent2; 35 | 36 | v2f vert (appdata v) 37 | { 38 | v2f o; 39 | o.position = mul (UNITY_MATRIX_MVP, v.position); 40 | o.texcoord = v.texcoord; 41 | return o; 42 | } 43 | 44 | half4 frag (v2f i) : COLOR 45 | { 46 | float p = normalize (i.texcoord).y; 47 | float p1 = 1.0f - pow (min (1.0f, 1.0f - p), _Exponent1); 48 | float p3 = 1.0f - pow (min (1.0f, 1.0f + p), _Exponent2); 49 | float p2 = 1.0f - p1 - p3; 50 | return (_Color1 * p1 + _Color2 * p2 + _Color3 * p3) * _Intensity; 51 | } 52 | 53 | ENDCG 54 | 55 | SubShader 56 | { 57 | Tags { "RenderType"="Background" "Queue"="Background" } 58 | Pass 59 | { 60 | ZWrite Off 61 | Cull Off 62 | Fog { Mode Off } 63 | CGPROGRAM 64 | #pragma fragmentoption ARB_precision_hint_fastest 65 | #pragma vertex vert 66 | #pragma fragment frag 67 | ENDCG 68 | } 69 | } 70 | } 71 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/Horizontal Skybox.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c4d18cbad9e484771bc509c0d9d033c7 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/RGBM Cubed Skybox.shader: -------------------------------------------------------------------------------- 1 | Shader "Skybox/RGBM Cubed Skybox" 2 | { 3 | Properties 4 | { 5 | _Cubemap("Cubemap", Cube) = "white" {} 6 | _Exposure("Exposure", Float) = 1 7 | _YawAngle("Yaw Angle", Float) = 0 8 | } 9 | 10 | CGINCLUDE 11 | 12 | #include "UnityCG.cginc" 13 | 14 | struct appdata_t 15 | { 16 | float4 position : POSITION; 17 | float3 texcoord : TEXCOORD0; 18 | }; 19 | 20 | struct v2f 21 | { 22 | float4 position : POSITION; 23 | float3 texcoord : TEXCOORD0; 24 | }; 25 | 26 | samplerCUBE _Cubemap; 27 | half _Exposure; 28 | float _YawAngle; 29 | 30 | float4x4 MakeRotationMatrix() 31 | { 32 | float radian = 0.01745329251 * _YawAngle; 33 | float sn = sin(radian); 34 | float cs = cos(radian); 35 | return float4x4( 36 | cs, 0, sn, 0, 37 | 0, 1, 0, 0, 38 | -sn, 0, cs, 0, 39 | 0, 0, 0, 1 40 | ); 41 | } 42 | 43 | v2f vert(appdata_t v) 44 | { 45 | v2f o; 46 | float4 p = mul(MakeRotationMatrix(), v.position); 47 | o.position = mul(UNITY_MATRIX_MVP, p); 48 | o.texcoord = v.texcoord; 49 | return o; 50 | } 51 | 52 | half4 frag(v2f i) : COLOR 53 | { 54 | float4 c = texCUBE(_Cubemap, i.texcoord); 55 | #if USE_LINEAR 56 | half e = c.a * _Exposure * 8.0f; 57 | half e2 = e * e; 58 | half lin_e = dot(half2(0.7532f, 0.2468f), half2(e2, e2 * e)); 59 | c.rgb = c.rgb * lin_e; 60 | #else 61 | c.rgb = c.rgb * c.a * _Exposure * 8.0f; 62 | #endif 63 | c.a = 1.0f; 64 | return c; 65 | } 66 | 67 | ENDCG 68 | 69 | SubShader 70 | { 71 | Tags { "Queue"="Background" "RenderType"="Background" } 72 | Cull Off 73 | ZWrite Off 74 | Fog { Mode Off } 75 | Pass 76 | { 77 | CGPROGRAM 78 | #pragma vertex vert 79 | #pragma fragment frag 80 | #pragma fragmentoption ARB_precision_hint_fastest 81 | #pragma multi_compile USE_GAMMA USE_LINEAR 82 | ENDCG 83 | } 84 | } 85 | CustomEditor "RgbmCubedSkyboxInspector" 86 | } 87 | -------------------------------------------------------------------------------- /Assets/Skybox Shaders/RGBM Cubed Skybox.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d289571c071b643e7a210f11c0f5d0fb 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | 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2 | using System.Collections; 3 | 4 | public class CameraMove : MonoBehaviour 5 | { 6 | void Update () 7 | { 8 | transform.localRotation = 9 | Quaternion.AngleAxis (Time.time * 30.0f, Vector3.up) * 10 | Quaternion.AngleAxis (Mathf.Sin (Time.time * 0.37f) * 80.0f, Vector3.right); 11 | } 12 | } -------------------------------------------------------------------------------- /Assets/Test/Misc/CameraMove.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a16b480b9a1b242388273c6339961891 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Test/OpenfootageNET.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3fbc9eb71ec9d4f5787f7ad5609c3881 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Test/OpenfootageNET/Acknowledgement.txt: -------------------------------------------------------------------------------- 1 | Files in this folder are provided by openfootage.net 2 | 3 | http://www.openfootage.net/?p=695 4 | 5 | See the page above for more infomation. 6 | -------------------------------------------------------------------------------- /Assets/Test/OpenfootageNET/Acknowledgement.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f0b492436fc674cc5bc0014a1ee7ed84 3 | TextScriptImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Test/OpenfootageNET/Grossglockner02 RGBM.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- 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&1654417579 1466 | Transform: 1467 | m_ObjectHideFlags: 0 1468 | m_PrefabParentObject: {fileID: 0} 1469 | m_PrefabInternal: {fileID: 0} 1470 | m_GameObject: {fileID: 1654417577} 1471 | m_LocalRotation: {x: .544639111, y: 0, z: 0, w: .838670552} 1472 | m_LocalPosition: {x: 0, y: 0, z: 0} 1473 | m_LocalScale: {x: 1, y: 1, z: 1} 1474 | m_Children: [] 1475 | m_Father: {fileID: 0} 1476 | m_RootOrder: 3 1477 | -------------------------------------------------------------------------------- /Assets/Test/RGBM Cubemapped Skybox.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cad4dcfb3591c4e1fa9bc64d0c100a29 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Test/Standard Assets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a274d9ec70c634a9ab044a685f17831e 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac18dded9c75e4ba58e15b05c6738440 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Editor/VignettingEditor.js: -------------------------------------------------------------------------------- 1 | 2 | #pragma strict 3 | 4 | @CustomEditor (Vignetting) 5 | class VignettingEditor extends Editor 6 | { 7 | var serObj : SerializedObject; 8 | 9 | var mode : SerializedProperty; 10 | var intensity : SerializedProperty; // intensity == 0 disables pre pass (optimization) 11 | var chromaticAberration : SerializedProperty; 12 | var axialAberration : SerializedProperty; 13 | var blur : SerializedProperty; // blur == 0 disables blur pass (optimization) 14 | var blurSpread : SerializedProperty; 15 | var blurDistance : SerializedProperty; 16 | var luminanceDependency : SerializedProperty; 17 | 18 | function OnEnable () { 19 | serObj = new SerializedObject (target); 20 | 21 | mode = serObj.FindProperty ("mode"); 22 | intensity = serObj.FindProperty ("intensity"); 23 | chromaticAberration = serObj.FindProperty ("chromaticAberration"); 24 | axialAberration = serObj.FindProperty ("axialAberration"); 25 | blur = serObj.FindProperty ("blur"); 26 | blurSpread = serObj.FindProperty ("blurSpread"); 27 | luminanceDependency = serObj.FindProperty ("luminanceDependency"); 28 | blurDistance = serObj.FindProperty ("blurDistance"); 29 | } 30 | 31 | function OnInspectorGUI () { 32 | serObj.Update (); 33 | 34 | EditorGUILayout.LabelField("Simulates the common lens artifacts 'Vignette' and 'Aberration'", EditorStyles.miniLabel); 35 | 36 | EditorGUILayout.PropertyField (intensity, new GUIContent("Vignetting")); 37 | EditorGUILayout.PropertyField (blur, new GUIContent(" Blurred Corners")); 38 | if(blur.floatValue>0.0f) 39 | EditorGUILayout.PropertyField (blurSpread, new GUIContent(" Blur Distance")); 40 | 41 | EditorGUILayout.Separator (); 42 | 43 | EditorGUILayout.PropertyField (mode, new GUIContent("Aberration")); 44 | if(mode.intValue>0) 45 | { 46 | EditorGUILayout.PropertyField (chromaticAberration, new GUIContent(" Tangential Aberration")); 47 | EditorGUILayout.PropertyField (axialAberration, new GUIContent(" Axial Aberration")); 48 | luminanceDependency.floatValue = EditorGUILayout.Slider(" Contrast Dependency", luminanceDependency.floatValue, 0.001f, 1.0f); 49 | blurDistance.floatValue = EditorGUILayout.Slider(" Blur Distance", blurDistance.floatValue, 0.001f, 5.0f); 50 | } 51 | else 52 | EditorGUILayout.PropertyField (chromaticAberration, new GUIContent(" Chromatic Aberration")); 53 | 54 | serObj.ApplyModifiedProperties(); 55 | } 56 | } 57 | -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Editor/VignettingEditor.js.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9632fe331f54a4b7eb377365cc94b406 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Image Effects (Pro Only).meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d6e0c95a128e14227939c51b5d9ad74e 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Image Effects (Pro Only)/PostEffectsBase.js: -------------------------------------------------------------------------------- 1 | 2 | #pragma strict 3 | 4 | @script ExecuteInEditMode 5 | @script RequireComponent (Camera) 6 | 7 | class PostEffectsBase extends MonoBehaviour { 8 | protected var supportHDRTextures : boolean = true; 9 | protected var supportDX11 : boolean = false; 10 | protected var isSupported : boolean = true; 11 | 12 | function CheckShaderAndCreateMaterial (s : Shader, m2Create : Material) : Material { 13 | if (!s) { 14 | Debug.Log("Missing shader in " + this.ToString ()); 15 | enabled = false; 16 | return null; 17 | } 18 | 19 | if (s.isSupported && m2Create && m2Create.shader == s) 20 | return m2Create; 21 | 22 | if (!s.isSupported) { 23 | NotSupported (); 24 | Debug.Log("The shader " + s.ToString() + " on effect "+this.ToString()+" is not supported on this platform!"); 25 | return null; 26 | } 27 | else { 28 | m2Create = new Material (s); 29 | m2Create.hideFlags = HideFlags.DontSave; 30 | if (m2Create) 31 | return m2Create; 32 | else return null; 33 | } 34 | } 35 | 36 | function CreateMaterial (s : Shader, m2Create : Material) : Material { 37 | if (!s) { 38 | Debug.Log ("Missing shader in " + this.ToString ()); 39 | return null; 40 | } 41 | 42 | if (m2Create && (m2Create.shader == s) && (s.isSupported)) 43 | return m2Create; 44 | 45 | if (!s.isSupported) { 46 | return null; 47 | } 48 | else { 49 | m2Create = new Material (s); 50 | m2Create.hideFlags = HideFlags.DontSave; 51 | if (m2Create) 52 | return m2Create; 53 | else return null; 54 | } 55 | } 56 | 57 | function OnEnable() { 58 | isSupported = true; 59 | } 60 | 61 | function CheckSupport () : boolean { 62 | return CheckSupport (false); 63 | } 64 | 65 | function CheckResources () : boolean { 66 | Debug.LogWarning ("CheckResources () for " + this.ToString() + " should be overwritten."); 67 | return isSupported; 68 | } 69 | 70 | function Start () { 71 | CheckResources (); 72 | } 73 | 74 | function CheckSupport (needDepth : boolean) : boolean { 75 | isSupported = true; 76 | supportHDRTextures = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf); 77 | supportDX11 = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders; 78 | 79 | if (!SystemInfo.supportsImageEffects || !SystemInfo.supportsRenderTextures) { 80 | NotSupported (); 81 | return false; 82 | } 83 | 84 | if(needDepth && !SystemInfo.SupportsRenderTextureFormat (RenderTextureFormat.Depth)) { 85 | NotSupported (); 86 | return false; 87 | } 88 | 89 | if(needDepth) 90 | camera.depthTextureMode |= DepthTextureMode.Depth; 91 | 92 | return true; 93 | } 94 | 95 | function CheckSupport (needDepth : boolean, needHdr : boolean) : boolean { 96 | if(!CheckSupport(needDepth)) 97 | return false; 98 | 99 | if(needHdr && !supportHDRTextures) { 100 | NotSupported (); 101 | return false; 102 | } 103 | 104 | return true; 105 | } 106 | 107 | function Dx11Support() : boolean { 108 | return supportDX11; 109 | } 110 | 111 | function ReportAutoDisable () { 112 | Debug.LogWarning ("The image effect " + this.ToString() + " has been disabled as it's not supported on the current platform."); 113 | } 114 | 115 | // deprecated but needed for old effects to survive upgrading 116 | function CheckShader (s : Shader) : boolean { 117 | Debug.Log("The shader " + s.ToString () + " on effect "+ this.ToString () + " is not part of the Unity 3.2+ effects suite anymore. For best performance and quality, please ensure you are using the latest Standard Assets Image Effects (Pro only) package."); 118 | if (!s.isSupported) { 119 | NotSupported (); 120 | return false; 121 | } 122 | else { 123 | return false; 124 | } 125 | } 126 | 127 | function NotSupported () { 128 | enabled = false; 129 | isSupported = false; 130 | return; 131 | } 132 | 133 | function DrawBorder (dest : RenderTexture, material : Material ) { 134 | var x1 : float; 135 | var x2 : float; 136 | var y1 : float; 137 | var y2 : float; 138 | 139 | RenderTexture.active = dest; 140 | var invertY : boolean = true; // source.texelSize.y < 0.0f; 141 | // Set up the simple Matrix 142 | GL.PushMatrix(); 143 | GL.LoadOrtho(); 144 | 145 | for (var i : int = 0; i < material.passCount; i++) 146 | { 147 | material.SetPass(i); 148 | 149 | var y1_ : float; var y2_ : float; 150 | if (invertY) 151 | { 152 | y1_ = 1.0; y2_ = 0.0; 153 | } 154 | else 155 | { 156 | y1_ = 0.0; y2_ = 1.0; 157 | } 158 | 159 | // left 160 | x1 = 0.0; 161 | x2 = 0.0 + 1.0/(dest.width*1.0); 162 | y1 = 0.0; 163 | y2 = 1.0; 164 | GL.Begin(GL.QUADS); 165 | 166 | GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); 167 | GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); 168 | GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); 169 | GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); 170 | 171 | // right 172 | x1 = 1.0 - 1.0/(dest.width*1.0); 173 | x2 = 1.0; 174 | y1 = 0.0; 175 | y2 = 1.0; 176 | 177 | GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); 178 | GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); 179 | GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); 180 | GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); 181 | 182 | // top 183 | x1 = 0.0; 184 | x2 = 1.0; 185 | y1 = 0.0; 186 | y2 = 0.0 + 1.0/(dest.height*1.0); 187 | 188 | GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); 189 | GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); 190 | GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); 191 | GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); 192 | 193 | // bottom 194 | x1 = 0.0; 195 | x2 = 1.0; 196 | y1 = 1.0 - 1.0/(dest.height*1.0); 197 | y2 = 1.0; 198 | 199 | GL.TexCoord2(0.0, y1_); GL.Vertex3(x1, y1, 0.1); 200 | GL.TexCoord2(1.0, y1_); GL.Vertex3(x2, y1, 0.1); 201 | GL.TexCoord2(1.0, y2_); GL.Vertex3(x2, y2, 0.1); 202 | GL.TexCoord2(0.0, y2_); GL.Vertex3(x1, y2, 0.1); 203 | 204 | GL.End(); 205 | } 206 | 207 | GL.PopMatrix(); 208 | } 209 | } -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Image Effects (Pro Only)/PostEffectsBase.js.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9e12470535464538a29207930915629 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Image Effects (Pro Only)/Vignetting.js: -------------------------------------------------------------------------------- 1 | 2 | #pragma strict 3 | 4 | @script ExecuteInEditMode 5 | @script RequireComponent (Camera) 6 | @script AddComponentMenu ("Image Effects/Camera/Vignette and Chromatic Aberration") 7 | 8 | class Vignetting /* And Chromatic Aberration */ extends PostEffectsBase { 9 | 10 | public enum AberrationMode { 11 | Simple = 0, 12 | Advanced = 1, 13 | } 14 | 15 | public var mode : AberrationMode = AberrationMode.Simple; 16 | 17 | public var intensity : float = 0.375f; // intensity == 0 disables pre pass (optimization) 18 | public var chromaticAberration : float = 0.2f; 19 | public var axialAberration : float = 0.5f; 20 | 21 | public var blur : float = 0.0f; // blur == 0 disables blur pass (optimization) 22 | public var blurSpread : float = 0.75f; 23 | 24 | public var luminanceDependency : float = 0.25f; 25 | 26 | public var blurDistance : float = 2.5f; 27 | 28 | public var vignetteShader : Shader; 29 | private var vignetteMaterial : Material; 30 | 31 | public var separableBlurShader : Shader; 32 | private var separableBlurMaterial : Material; 33 | 34 | public var chromAberrationShader : Shader; 35 | private var chromAberrationMaterial : Material; 36 | 37 | function CheckResources () : boolean { 38 | CheckSupport (false); 39 | 40 | vignetteMaterial = CheckShaderAndCreateMaterial (vignetteShader, vignetteMaterial); 41 | separableBlurMaterial = CheckShaderAndCreateMaterial (separableBlurShader, separableBlurMaterial); 42 | chromAberrationMaterial = CheckShaderAndCreateMaterial (chromAberrationShader, chromAberrationMaterial); 43 | 44 | if (!isSupported) 45 | ReportAutoDisable (); 46 | return isSupported; 47 | } 48 | 49 | function OnRenderImage (source : RenderTexture, destination : RenderTexture) { 50 | if( CheckResources () == false) { 51 | Graphics.Blit (source, destination); 52 | return; 53 | } 54 | 55 | var rtW : int = source.width; 56 | var rtH : int = source.height; 57 | 58 | var doPrepass : boolean = (Mathf.Abs(blur)>0.0f || Mathf.Abs(intensity)>0.0f); 59 | 60 | var widthOverHeight : float = (1.0f * rtW) / (1.0f * rtH); 61 | var oneOverBaseSize : float = 1.0f / 512.0f; 62 | 63 | var color : RenderTexture = null; 64 | var color2a : RenderTexture = null; 65 | var color2b : RenderTexture = null; 66 | 67 | if (doPrepass) { 68 | color = RenderTexture.GetTemporary (rtW, rtH, 0, source.format); 69 | 70 | // Blur corners 71 | if (Mathf.Abs (blur)>0.0f) { 72 | color2a = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format); 73 | 74 | Graphics.Blit (source, color2a, chromAberrationMaterial, 0); 75 | 76 | for(var i : int = 0; i < 2; i++) { // maybe make iteration count tweakable 77 | separableBlurMaterial.SetVector ("offsets", Vector4 (0.0f, blurSpread * oneOverBaseSize, 0.0f, 0.0f)); 78 | color2b = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format); 79 | Graphics.Blit (color2a, color2b, separableBlurMaterial); 80 | RenderTexture.ReleaseTemporary (color2a); 81 | 82 | separableBlurMaterial.SetVector ("offsets", Vector4 (blurSpread * oneOverBaseSize / widthOverHeight, 0.0f, 0.0f, 0.0f)); 83 | color2a = RenderTexture.GetTemporary (rtW / 2, rtH / 2, 0, source.format); 84 | Graphics.Blit (color2b, color2a, separableBlurMaterial); 85 | RenderTexture.ReleaseTemporary (color2b); 86 | } 87 | } 88 | 89 | vignetteMaterial.SetFloat ("_Intensity", intensity); // intensity for vignette 90 | vignetteMaterial.SetFloat ("_Blur", blur); // blur intensity 91 | vignetteMaterial.SetTexture ("_VignetteTex", color2a); // blurred texture 92 | 93 | Graphics.Blit (source, color, vignetteMaterial, 0); // prepass blit: darken & blur corners 94 | } 95 | 96 | chromAberrationMaterial.SetFloat ("_ChromaticAberration", chromaticAberration); 97 | chromAberrationMaterial.SetFloat ("_AxialAberration", axialAberration); 98 | chromAberrationMaterial.SetVector ("_BlurDistance", Vector2 (-blurDistance, blurDistance)); 99 | chromAberrationMaterial.SetFloat ("_Luminance", 1.0f/Mathf.Max(Mathf.Epsilon, luminanceDependency)); 100 | 101 | if(doPrepass) color.wrapMode = TextureWrapMode.Clamp; 102 | else source.wrapMode = TextureWrapMode.Clamp; 103 | Graphics.Blit (doPrepass ? color : source, destination, chromAberrationMaterial, mode == AberrationMode.Advanced ? 2 : 1); 104 | 105 | RenderTexture.ReleaseTemporary (color); 106 | RenderTexture.ReleaseTemporary (color2a); 107 | } 108 | 109 | } -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Image Effects (Pro Only)/Vignetting.js.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bef3d242a13c447ac90c2d2dc213b1ea 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - vignetteShader: {fileID: 4800000, guid: 627943dc7a9a74286b70a4f694a0acd5, type: 3} 7 | - separableBlurShader: {fileID: 4800000, guid: 50dce6306d24c4c2c850360d435ba72b, 8 | type: 3} 9 | - chromAberrationShader: {fileID: 4800000, guid: 2b4f29398d9484ccfa9fd220449f5eee, 10 | type: 3} 11 | executionOrder: 0 12 | icon: {instanceID: 0} 13 | userData: 14 | -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Image Effects (Pro Only)/_Sources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c60d549d7b8ffdd479e6bedd2605e659 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2145489f7c704db8acb14a52bddeee9 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ChromaticAberrationShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/ChromaticAberration" { 2 | Properties { 3 | _MainTex ("Base", 2D) = "" {} 4 | } 5 | 6 | CGINCLUDE 7 | 8 | #include "UnityCG.cginc" 9 | 10 | struct v2f { 11 | float4 pos : POSITION; 12 | float2 uv : TEXCOORD0; 13 | }; 14 | 15 | sampler2D _MainTex; 16 | 17 | float4 _MainTex_TexelSize; 18 | half _ChromaticAberration; 19 | half _AxialAberration; 20 | half _Luminance; 21 | half2 _BlurDistance; 22 | 23 | v2f vert( appdata_img v ) 24 | { 25 | v2f o; 26 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 27 | o.uv = v.texcoord.xy; 28 | 29 | return o; 30 | } 31 | 32 | half4 fragDs(v2f i) : COLOR 33 | { 34 | half4 c = tex2D (_MainTex, i.uv.xy + _MainTex_TexelSize.xy * 0.5); 35 | c += tex2D (_MainTex, i.uv.xy - _MainTex_TexelSize.xy * 0.5); 36 | c += tex2D (_MainTex, i.uv.xy + _MainTex_TexelSize.xy * float2(0.5,-0.5)); 37 | c += tex2D (_MainTex, i.uv.xy - _MainTex_TexelSize.xy * float2(0.5,-0.5)); 38 | return c/4.0; 39 | } 40 | 41 | half4 frag(v2f i) : COLOR 42 | { 43 | half2 coords = i.uv; 44 | half2 uv = i.uv; 45 | 46 | coords = (coords - 0.5) * 2.0; 47 | half coordDot = dot (coords,coords); 48 | 49 | half2 uvG = uv - _MainTex_TexelSize.xy * _ChromaticAberration * coords * coordDot; 50 | half4 color = tex2D (_MainTex, uv); 51 | #if SHADER_API_D3D9 52 | // Work around Cg's code generation bug for D3D9 pixel shaders :( 53 | color.g = color.g * 0.0001 + tex2D (_MainTex, uvG).g; 54 | #else 55 | color.g = tex2D (_MainTex, uvG).g; 56 | #endif 57 | 58 | return color; 59 | } 60 | 61 | // squeezing into SM2.0 with 9 samples: 62 | static const int SmallDiscKernelSamples = 9; 63 | static const half2 SmallDiscKernel[SmallDiscKernelSamples] = 64 | { 65 | half2(-0.926212,-0.40581), 66 | half2(-0.695914,0.457137), 67 | half2(-0.203345,0.820716), 68 | half2(0.96234,-0.194983), 69 | half2(0.473434,-0.480026), 70 | half2(0.519456,0.767022), 71 | half2(0.185461,-0.893124), 72 | half2(0.89642,0.412458), 73 | half2(-0.32194,-0.932615), 74 | }; 75 | 76 | half4 fragComplex(v2f i) : COLOR 77 | { 78 | half2 coords = i.uv; 79 | half2 uv = i.uv; 80 | 81 | // corner heuristic 82 | coords = (coords - 0.5h) * 2.0h; 83 | half coordDot = dot (coords,coords); 84 | 85 | half4 color = tex2D (_MainTex, uv); 86 | half tangentialStrength = _ChromaticAberration * coordDot * coordDot; 87 | half maxOfs = clamp(max(_AxialAberration, tangentialStrength), _BlurDistance.x, _BlurDistance.y); 88 | 89 | // we need a blurred sample tap for advanced aberration 90 | 91 | // NOTE: it's relatively important that input is HDR 92 | // and if you do have a proper HDR setup, lerping .rb might yield better results than .g 93 | // (see below) 94 | 95 | half4 blurredTap = color * 0.1h; 96 | for(int l=0; l < SmallDiscKernelSamples; l++) 97 | { 98 | half2 sampleUV = uv + SmallDiscKernel[l].xy * _MainTex_TexelSize.xy * maxOfs; 99 | half3 tap = tex2D(_MainTex, sampleUV).rgb; 100 | blurredTap.rgb += tap; 101 | } 102 | blurredTap.rgb /= (float)SmallDiscKernelSamples + 0.2h; 103 | 104 | // debug: 105 | //return blurredTap; 106 | 107 | half lumDiff = Luminance(abs(blurredTap.rgb-color.rgb)); 108 | half isEdge = saturate(_Luminance * lumDiff); 109 | 110 | // debug #2: 111 | //return isEdge; 112 | 113 | color.rb = lerp(color.rb, blurredTap.rb, isEdge); 114 | 115 | return color; 116 | } 117 | 118 | ENDCG 119 | 120 | Subshader { 121 | 122 | // 0: box downsample 123 | Pass { 124 | ZTest Always Cull Off ZWrite Off 125 | Fog { Mode off } 126 | 127 | CGPROGRAM 128 | 129 | #pragma vertex vert 130 | #pragma fragment fragDs 131 | 132 | ENDCG 133 | } 134 | // 1: simple chrom aberration 135 | Pass { 136 | ZTest Always Cull Off ZWrite Off 137 | Fog { Mode off } 138 | 139 | CGPROGRAM 140 | 141 | #pragma vertex vert 142 | #pragma fragment frag 143 | 144 | ENDCG 145 | } 146 | // 2: simulates more chromatic aberration effects 147 | Pass { 148 | ZTest Always Cull Off ZWrite Off 149 | Fog { Mode off } 150 | 151 | CGPROGRAM 152 | 153 | #pragma exclude_renderers flash 154 | #pragma vertex vert 155 | #pragma fragment fragComplex 156 | 157 | ENDCG 158 | } 159 | } 160 | 161 | Fallback off 162 | 163 | } // shader -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/ChromaticAberrationShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2b4f29398d9484ccfa9fd220449f5eee 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SeparableBlur.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/SeparableBlur" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | } 5 | 6 | CGINCLUDE 7 | 8 | #include "UnityCG.cginc" 9 | 10 | struct v2f { 11 | float4 pos : POSITION; 12 | float2 uv : TEXCOORD0; 13 | 14 | float4 uv01 : TEXCOORD1; 15 | float4 uv23 : TEXCOORD2; 16 | float4 uv45 : TEXCOORD3; 17 | }; 18 | 19 | float4 offsets; 20 | 21 | sampler2D _MainTex; 22 | 23 | v2f vert (appdata_img v) { 24 | v2f o; 25 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 26 | 27 | o.uv.xy = v.texcoord.xy; 28 | 29 | o.uv01 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1); 30 | o.uv23 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0; 31 | o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0; 32 | 33 | return o; 34 | } 35 | 36 | half4 frag (v2f i) : COLOR { 37 | half4 color = float4 (0,0,0,0); 38 | 39 | color += 0.40 * tex2D (_MainTex, i.uv); 40 | color += 0.15 * tex2D (_MainTex, i.uv01.xy); 41 | color += 0.15 * tex2D (_MainTex, i.uv01.zw); 42 | color += 0.10 * tex2D (_MainTex, i.uv23.xy); 43 | color += 0.10 * tex2D (_MainTex, i.uv23.zw); 44 | color += 0.05 * tex2D (_MainTex, i.uv45.xy); 45 | color += 0.05 * tex2D (_MainTex, i.uv45.zw); 46 | 47 | return color; 48 | } 49 | 50 | ENDCG 51 | 52 | Subshader { 53 | Pass { 54 | ZTest Always Cull Off ZWrite Off 55 | Fog { Mode off } 56 | 57 | CGPROGRAM 58 | #pragma fragmentoption ARB_precision_hint_fastest 59 | #pragma vertex vert 60 | #pragma fragment frag 61 | ENDCG 62 | } 63 | } 64 | 65 | Fallback off 66 | 67 | 68 | } // shader -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/SeparableBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50dce6306d24c4c2c850360d435ba72b 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VignettingShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Vignetting" { 2 | Properties { 3 | _MainTex ("Base", 2D) = "white" {} 4 | _VignetteTex ("Vignette", 2D) = "white" {} 5 | } 6 | 7 | CGINCLUDE 8 | 9 | #include "UnityCG.cginc" 10 | 11 | struct v2f { 12 | float4 pos : POSITION; 13 | float2 uv : TEXCOORD0; 14 | float2 uv2 : TEXCOORD1; 15 | }; 16 | 17 | sampler2D _MainTex; 18 | sampler2D _VignetteTex; 19 | 20 | half _Intensity; 21 | half _Blur; 22 | 23 | float4 _MainTex_TexelSize; 24 | 25 | v2f vert( appdata_img v ) { 26 | v2f o; 27 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 28 | o.uv = v.texcoord.xy; 29 | o.uv2 = v.texcoord.xy; 30 | 31 | #if UNITY_UV_STARTS_AT_TOP 32 | if (_MainTex_TexelSize.y < 0) 33 | o.uv2.y = 1.0 - o.uv2.y; 34 | #endif 35 | 36 | return o; 37 | } 38 | 39 | half4 frag(v2f i) : COLOR { 40 | half2 coords = i.uv; 41 | half2 uv = i.uv; 42 | 43 | coords = (coords - 0.5) * 2.0; 44 | half coordDot = dot (coords,coords); 45 | half4 color = tex2D (_MainTex, uv); 46 | 47 | float mask = 1.0 - coordDot * _Intensity * 0.1; 48 | 49 | half4 colorBlur = tex2D (_VignetteTex, i.uv2); 50 | color = lerp (color, colorBlur, saturate (_Blur * coordDot)); 51 | 52 | return color * mask; 53 | } 54 | 55 | ENDCG 56 | 57 | Subshader { 58 | Pass { 59 | ZTest Always Cull Off ZWrite Off 60 | Fog { Mode off } 61 | 62 | CGPROGRAM 63 | #pragma fragmentoption ARB_precision_hint_fastest 64 | #pragma vertex vert 65 | #pragma fragment frag 66 | ENDCG 67 | } 68 | } 69 | 70 | Fallback off 71 | } -------------------------------------------------------------------------------- /Assets/Test/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VignettingShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 627943dc7a9a74286b70a4f694a0acd5 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | -------------------------------------------------------------------------------- /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 | m_SpeedOfSound: 347 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_DSPBufferSize: 0 12 | m_DisableAudio: 0 13 | -------------------------------------------------------------------------------- /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 | m_Gravity: {x: 0, y: -9.81000042, z: 0} 7 | m_DefaultMaterial: {fileID: 0} 8 | m_BounceThreshold: 2 9 | m_SleepVelocity: .150000006 10 | m_SleepAngularVelocity: .140000001 11 | m_MaxAngularVelocity: 7 12 | m_MinPenetrationForPenalty: .00999999978 13 | m_SolverIterationCount: 6 14 | m_RaycastsHitTriggers: 1 15 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 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 | - enabled: 1 9 | path: 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | tags: 6 | - 7 | Builtin Layer 0: Default 8 | Builtin Layer 1: TransparentFX 9 | Builtin Layer 2: Ignore Raycast 10 | Builtin Layer 3: 11 | Builtin Layer 4: Water 12 | Builtin Layer 5: 13 | Builtin Layer 6: 14 | Builtin Layer 7: 15 | User Layer 8: 16 | User Layer 9: 17 | User Layer 10: 18 | User Layer 11: 19 | User Layer 12: 20 | User Layer 13: 21 | User Layer 14: 22 | User Layer 15: 23 | User Layer 16: 24 | User Layer 17: 25 | User Layer 18: 26 | User Layer 19: 27 | User Layer 20: 28 | User Layer 21: 29 | User Layer 22: 30 | User Layer 23: 31 | User Layer 24: 32 | User Layer 25: 33 | User Layer 26: 34 | User Layer 27: 35 | User Layer 28: 36 | User Layer 29: 37 | User Layer 30: 38 | User Layer 31: 39 | -------------------------------------------------------------------------------- /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: .0199999996 7 | Maximum Allowed Timestep: .333333343 8 | m_TimeScale: 1 9 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | UnitySkyboxShaders 2 | ================== 3 | 4 | Simple and easy-to-use skybox shaders. 5 | 6 | Gradient Skybox 7 | --------------- 8 | 9 | ![Gradient Skybox](https://github.com/keijiro/unity-skybox-shaders/raw/gh-pages/gradient.png) 10 | 11 | This is a kind of color gradient shader. You can specify the top color and the bottom color. 12 | This shader simply interpolate these two colors. 13 | 14 | You can also modify the attitude (rotation) to tilt the gradation. 15 | 16 | ![Inspector](https://github.com/keijiro/unity-skybox-shaders/raw/gh-pages/inspector.png) 17 | 18 | Horizontal Skybox 19 | ----------------- 20 | 21 | ![Horizontal Skybox](https://github.com/keijiro/unity-skybox-shaders/raw/gh-pages/horizontal.png) 22 | 23 | This is an another kind of color gradient shader. In this shader, you can specify three colors: 24 | top, horizon and bottom. 25 | 26 | License 27 | ------- 28 | 29 | Copyright (C) 2013 Keijiro Takahashi 30 | 31 | Permission is hereby granted, free of charge, to any person obtaining a copy of 32 | this software and associated documentation files (the "Software"), to deal in 33 | the Software without restriction, including without limitation the rights to 34 | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of 35 | the Software, and to permit persons to whom the Software is furnished to do so, 36 | subject to the following conditions: 37 | 38 | The above copyright notice and this permission notice shall be included in all 39 | copies or substantial portions of the Software. 40 | 41 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 42 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS 43 | FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR 44 | COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER 45 | IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 46 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 47 | -------------------------------------------------------------------------------- /SkyboxShaders.unitypackage: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/keijiro/UnitySkyboxShaders/8c7128b648b3a130cdde046e2fa574646e4a66a2/SkyboxShaders.unitypackage --------------------------------------------------------------------------------