├── .gitignore ├── Assets ├── Animation.meta ├── Animation │ ├── Idle.anim │ └── Idle.anim.meta ├── Editor.meta ├── Editor │ ├── CustomizedLightProbeGroupEditor.js │ └── CustomizedLightProbeGroupEditor.js.meta ├── Image FX │ ├── Scripts.meta │ ├── Scripts │ │ ├── MobileBloomEffect.js │ │ ├── MobileBloomEffect.js.meta │ │ ├── MobileBlurEffect.js │ │ └── MobileBlurEffect.js.meta │ ├── Shaders.meta │ └── Shaders │ │ ├── Blur3.shader │ │ ├── Blur3.shader.meta │ │ ├── MulAdd.shader │ │ ├── MulAdd.shader.meta │ │ ├── QuarterShrinkAndThreshold.shader │ │ └── QuarterShrinkAndThreshold.shader.meta ├── Image Fx.meta ├── Materials.meta ├── Materials │ ├── BG Particle 1.mat │ ├── BG Particle 1.mat.meta │ ├── BG Particle 2.mat │ ├── BG Particle 2.mat.meta │ ├── BG Render Texture.mat │ ├── BG Render Texture.mat.meta │ ├── CubeMan.mat │ ├── CubeMan.mat.meta │ ├── Ground.mat │ ├── Ground.mat.meta │ ├── Poles.meta │ └── Poles │ │ ├── Blue Pole Light.mat │ │ ├── Blue Pole Light.mat.meta │ │ ├── Blue Pole Unlit.mat │ │ ├── Blue Pole Unlit.mat.meta │ │ ├── Green Pole Light.mat │ │ ├── Green Pole Light.mat.meta │ │ ├── Green Pole Unlit.mat │ │ ├── Green Pole Unlit.mat.meta │ │ ├── Red Pole Light.mat │ │ ├── Red Pole Light.mat.meta │ │ ├── Red Pole Unlit.mat │ │ └── Red Pole Unlit.mat.meta ├── Models.meta ├── Models │ ├── CubeMan.fbx │ └── CubeMan.fbx.meta ├── Scenes.meta ├── Scenes │ ├── Main.meta │ ├── Main.unity │ ├── Main.unity.meta │ └── Main │ │ ├── LightProbes.asset │ │ ├── LightProbes.asset.meta │ │ ├── LightmapFar-0.exr │ │ └── LightmapFar-0.exr.meta ├── Scripts.meta ├── Scripts │ ├── CameraMove.js │ ├── CameraMove.js.meta │ ├── Config.js │ ├── Config.js.meta │ ├── PlayerController.js │ └── PlayerController.js.meta ├── Shaders.meta ├── Shaders │ ├── UnlitUntextured.shader │ ├── UnlitUntextured.shader.meta │ ├── Untextured.shader │ └── Untextured.shader.meta ├── Textures.meta └── Textures │ ├── BG Render Texture.renderTexture │ └── BG Render Texture.renderTexture.meta └── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── InputManager.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── ProjectSettings.asset ├── QualitySettings.asset ├── TagManager.asset └── TimeManager.asset /.gitignore: -------------------------------------------------------------------------------- 1 | .DS_Store 2 | *.swp 3 | Library 4 | Temp 5 | -------------------------------------------------------------------------------- /Assets/Animation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 86f2a93898c04486b97cc6408b2fc564 3 | -------------------------------------------------------------------------------- /Assets/Animation/Idle.anim: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!74 &7400000 4 | AnimationClip: 5 | m_ObjectHideFlags: 0 6 | 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-------------------------------------------------------------------------------- /Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 22d423e01932242d69d1a0c1d4d9c471 3 | -------------------------------------------------------------------------------- /Assets/Editor/CustomizedLightProbeGroupEditor.js: -------------------------------------------------------------------------------- 1 | #pragma strict 2 | 3 | @CustomEditor(LightProbeGroup) 4 | class CustomizedLightProbeGroupEditor extends Editor { 5 | private var dims : int[] = [8, 2, 8]; 6 | 7 | function OnEnable() { 8 | } 9 | 10 | function OnInspectorGUI() { 11 | EditorGUILayout.LabelField("Grid dimensions:"); 12 | dims[0] = EditorGUILayout.IntField("X", dims[0]); 13 | dims[1] = EditorGUILayout.IntField("Y", dims[1]); 14 | dims[2] = EditorGUILayout.IntField("Z", dims[2]); 15 | 16 | if (GUILayout.Button("Replace probes")) { 17 | var positions : Vector3[] = new Vector3[dims[0] * dims[1] * dims[2]]; 18 | var i = 0; 19 | for (var xc = 0; xc < dims[0]; ++xc) { 20 | var x = 1.0 * xc / (dims[0] - 1); 21 | for (var yc = 0; yc < dims[1]; ++yc) { 22 | var y = 1.0 * yc / (dims[1] - 1); 23 | for (var zc = 0; zc < dims[2]; ++zc) { 24 | var z = 1.0 * zc / (dims[2] - 1); 25 | positions[i++] = Vector3(x, y, z); 26 | } 27 | } 28 | } 29 | (target as LightProbeGroup).probePositions = positions; 30 | } 31 | } 32 | 33 | function OnSceneGUI() { 34 | var group = target as LightProbeGroup; 35 | for (var position in group.probePositions) { 36 | Handles.DotCap(0, group.transform.TransformPoint(position), Quaternion.identity, 0.1); 37 | } 38 | } 39 | } 40 | -------------------------------------------------------------------------------- /Assets/Editor/CustomizedLightProbeGroupEditor.js.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2fffe844fd5904de9bd3476dfe180587 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | -------------------------------------------------------------------------------- /Assets/Image FX/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8362f395f03047f785c202e4b485b83 3 | -------------------------------------------------------------------------------- /Assets/Image FX/Scripts/MobileBloomEffect.js: -------------------------------------------------------------------------------- 1 | #pragma strict 2 | 3 | @script ExecuteInEditMode 4 | 5 | public var spread = 3.0; 6 | public var intensity = 1.0; 7 | public var threshold = 0.5; 8 | 9 | public var shrinkShader : Shader; 10 | private var shrinkMaterial : Material; 11 | 12 | public var blurShader : Shader; 13 | private var blurMaterial : Material; 14 | 15 | public var blendShader : Shader; 16 | private var blendMaterial : Material; 17 | 18 | private function CheckMaterial(shader : Shader, material : Material) : Material { 19 | if (material == null || material.shader != shader) { 20 | material = new Material(shader); 21 | material.hideFlags = HideFlags.DontSave; 22 | } 23 | return material; 24 | } 25 | 26 | function OnRenderImage(source : RenderTexture, destination : RenderTexture) { 27 | // Initialize the materials. 28 | shrinkMaterial = CheckMaterial(shrinkShader, shrinkMaterial); 29 | blurMaterial = CheckMaterial(blurShader,blurMaterial); 30 | blendMaterial = CheckMaterial(blendShader, blendMaterial); 31 | // Create quarter sized blend buffers. 32 | var quarterBuffer1 = RenderTexture.GetTemporary(source.width / 4, source.height / 4); 33 | var quarterBuffer2 = RenderTexture.GetTemporary(source.width / 4, source.height / 4); 34 | // Downsampling and thresholding. 35 | shrinkMaterial.SetFloat("threshold", threshold); 36 | shrinkMaterial.SetFloat("pullup", 1.0 / (1.0 - threshold)); 37 | Graphics.Blit(source, quarterBuffer1, shrinkMaterial); 38 | // Blurring. 39 | var offset = spread / 100.0; 40 | blurMaterial.SetVector("offset", Vector4(0.0f, offset, 0.0f, 0.0f)); 41 | Graphics.Blit(quarterBuffer1, quarterBuffer2, blurMaterial); 42 | blurMaterial.SetVector("offset", Vector4(offset, 0.0f, 0.0f, 0.0f)); 43 | Graphics.Blit(quarterBuffer2, quarterBuffer1, blurMaterial); 44 | blurMaterial.SetVector("offset", Vector4(0.0f, offset, 0.0f, 0.0f)); 45 | Graphics.Blit(quarterBuffer1, quarterBuffer2, blurMaterial); 46 | blurMaterial.SetVector("offset", Vector4(offset, 0.0f, 0.0f, 0.0f)); 47 | Graphics.Blit(quarterBuffer2, quarterBuffer1, blurMaterial); 48 | // Blending. 49 | blendMaterial.SetFloat("intensity", intensity); 50 | blendMaterial.SetTexture("_ColorBuffer", source); 51 | Graphics.Blit(quarterBuffer1, destination, blendMaterial); 52 | // Cleaning up. 53 | RenderTexture.ReleaseTemporary(quarterBuffer1); 54 | RenderTexture.ReleaseTemporary(quarterBuffer2); 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Image FX/Scripts/MobileBloomEffect.js.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f6383c22f8aca4985b47a13d7c8f2666 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shrinkShader: {fileID: 4800000, guid: 14239222e636640cc97e28fc585b139a, type: 1} 7 | - blurShader: {fileID: 4800000, guid: 4b221f21a55da44138465ad068eb01fc, type: 1} 8 | - blendShader: {fileID: 4800000, guid: 02c90db7bd1ce4f8b944fdf0714d502e, type: 1} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | -------------------------------------------------------------------------------- /Assets/Image FX/Scripts/MobileBlurEffect.js: -------------------------------------------------------------------------------- 1 | #pragma strict 2 | 3 | @script ExecuteInEditMode 4 | 5 | public var spread = 3.0; 6 | public var iteration = 2; 7 | 8 | public var blurShader : Shader; 9 | private var blurMaterial : Material; 10 | 11 | private function CheckMaterial(shader : Shader, material : Material) : Material { 12 | if (material == null || material.shader != shader) { 13 | material = new Material(shader); 14 | material.hideFlags = HideFlags.DontSave; 15 | } 16 | return material; 17 | } 18 | 19 | function OnRenderImage(source : RenderTexture, destination : RenderTexture) { 20 | blurMaterial = CheckMaterial(blurShader,blurMaterial); 21 | // Create quarter sized blend buffers. 22 | var quarterBuffer1 = RenderTexture.GetTemporary(source.width, source.height); 23 | var quarterBuffer2 = RenderTexture.GetTemporary(source.width, source.height); 24 | // Blurring. 25 | var offset = spread / 100.0; 26 | blurMaterial.SetVector("offset", Vector4(0.0f, offset, 0.0f, 0.0f)); 27 | Graphics.Blit(source, quarterBuffer1, blurMaterial); 28 | for (var i = 0; i < iteration - 1; i++) { 29 | blurMaterial.SetVector("offset", Vector4(offset, 0.0f, 0.0f, 0.0f)); 30 | Graphics.Blit(quarterBuffer1, quarterBuffer2, blurMaterial); 31 | blurMaterial.SetVector("offset", Vector4(0.0f, offset, 0.0f, 0.0f)); 32 | Graphics.Blit(quarterBuffer2, quarterBuffer1, blurMaterial); 33 | } 34 | blurMaterial.SetVector("offset", Vector4(offset, 0.0f, 0.0f, 0.0f)); 35 | Graphics.Blit(quarterBuffer1, destination, blurMaterial); 36 | // Cleaning up. 37 | RenderTexture.ReleaseTemporary(quarterBuffer1); 38 | RenderTexture.ReleaseTemporary(quarterBuffer2); 39 | } 40 | -------------------------------------------------------------------------------- /Assets/Image FX/Scripts/MobileBlurEffect.js.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e4a61f8aea1c946ab84cbd234bca5801 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - blurShader: {fileID: 4800000, guid: 4b221f21a55da44138465ad068eb01fc, type: 1} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | -------------------------------------------------------------------------------- /Assets/Image FX/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be02d4550a6a64fd099cb6da10054a27 3 | -------------------------------------------------------------------------------- /Assets/Image FX/Shaders/Blur3.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom FX/Blur3" { 2 | Properties { 3 | _MainTex ("Blur Source", 2D) = "" {} 4 | } 5 | 6 | CGINCLUDE 7 | 8 | #include "UnityCG.cginc" 9 | 10 | struct v2f { 11 | float4 pos : POSITION; 12 | half2 uv0 : TEXCOORD0; 13 | half4 uv1 : TEXCOORD1; 14 | half4 uv2 : TEXCOORD2; 15 | half4 uv3 : TEXCOORD3; 16 | }; 17 | 18 | sampler2D _MainTex; 19 | half4 offset; 20 | 21 | v2f vert(appdata_img v) { 22 | v2f o; 23 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 24 | 25 | o.uv0 = v.texcoord; 26 | o.uv1 = v.texcoord.xyxy + offset.xyxy * half4(1, 1, -1, -1); 27 | o.uv2 = v.texcoord.xyxy + offset.xyxy * half4(2, 2, -2, -2); 28 | o.uv3 = v.texcoord.xyxy + offset.xyxy * half4(3, 3, -3, -3); 29 | 30 | return o; 31 | } 32 | 33 | fixed4 frag(v2f i) : COLOR { 34 | fixed4 color = 0.310 * tex2D(_MainTex, i.uv0); 35 | 36 | color += 0.206 * tex2D(_MainTex, i.uv1.xy); 37 | color += 0.206 * tex2D(_MainTex, i.uv1.zw); 38 | 39 | color += 0.103 * tex2D(_MainTex, i.uv2.xy); 40 | color += 0.103 * tex2D(_MainTex, i.uv2.zw); 41 | 42 | color += 0.034 * tex2D(_MainTex, i.uv3.xy); 43 | color += 0.034 * tex2D(_MainTex, i.uv3.zw); 44 | 45 | return color; 46 | } 47 | 48 | ENDCG 49 | 50 | SubShader { 51 | ZTest Always 52 | Cull Off 53 | ZWrite Off 54 | Fog { Mode off } 55 | 56 | Pass { 57 | CGPROGRAM 58 | #pragma fragmentoption ARB_precision_hint_fastest 59 | #pragma vertex vert 60 | #pragma fragment frag 61 | ENDCG 62 | } 63 | } 64 | FallBack off 65 | } 66 | -------------------------------------------------------------------------------- /Assets/Image FX/Shaders/Blur3.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4b221f21a55da44138465ad068eb01fc 3 | -------------------------------------------------------------------------------- /Assets/Image FX/Shaders/MulAdd.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom FX/MulAdd" { 2 | Properties { 3 | _MainTex ("Blend Buffer", 2D) = "" {} 4 | } 5 | 6 | CGINCLUDE 7 | 8 | #include "UnityCG.cginc" 9 | 10 | struct v2f { 11 | float4 pos : POSITION; 12 | half2 uv[2] : TEXCOORD0; 13 | }; 14 | 15 | sampler2D _MainTex; 16 | sampler2D _ColorBuffer; 17 | fixed intensity; 18 | 19 | v2f vert(appdata_img v) { 20 | v2f o; 21 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 22 | o.uv[0] = v.texcoord; 23 | o.uv[1] = v.texcoord; 24 | return o; 25 | } 26 | 27 | fixed4 frag(v2f i) : COLOR { 28 | return tex2D(_MainTex, i.uv[0]) * intensity + tex2D(_ColorBuffer, i.uv[1]); 29 | } 30 | 31 | ENDCG 32 | 33 | SubShader { 34 | ZTest Always 35 | Cull Off 36 | ZWrite Off 37 | Fog { Mode off } 38 | 39 | Pass { 40 | CGPROGRAM 41 | #pragma fragmentoption ARB_precision_hint_fastest 42 | #pragma vertex vert 43 | #pragma fragment frag 44 | ENDCG 45 | } 46 | } 47 | FallBack off 48 | } 49 | -------------------------------------------------------------------------------- /Assets/Image FX/Shaders/MulAdd.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02c90db7bd1ce4f8b944fdf0714d502e 3 | -------------------------------------------------------------------------------- /Assets/Image FX/Shaders/QuarterShrinkAndThreshold.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom FX/Quarter Shrink And Threshold" { 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 | half2 uv[4] : TEXCOORD0; 13 | }; 14 | 15 | sampler2D _MainTex; 16 | half4 _MainTex_TexelSize; 17 | fixed threshold; 18 | fixed pullup; 19 | 20 | v2f vert(appdata_img v) { 21 | v2f o; 22 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 23 | o.uv[0] = v.texcoord + _MainTex_TexelSize; 24 | o.uv[1] = v.texcoord - _MainTex_TexelSize; 25 | o.uv[2] = v.texcoord - _MainTex_TexelSize * half2(1, -1); 26 | o.uv[3] = v.texcoord + _MainTex_TexelSize * half2(1, -1); 27 | return o; 28 | } 29 | 30 | fixed4 frag(v2f i) : COLOR { 31 | fixed4 outColor; 32 | outColor = tex2D(_MainTex, i.uv[0].xy) * 0.25; 33 | outColor += tex2D(_MainTex, i.uv[1].xy) * 0.25; 34 | outColor += tex2D(_MainTex, i.uv[2].xy) * 0.25; 35 | outColor += tex2D(_MainTex, i.uv[3].xy) * 0.25; 36 | return max(fixed4(0, 0, 0, 0), outColor - threshold) * pullup; 37 | } 38 | 39 | ENDCG 40 | 41 | SubShader { 42 | ZTest Always 43 | Cull Off 44 | ZWrite Off 45 | Fog { Mode off } 46 | 47 | Pass { 48 | 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-------------------------------------------------------------------------------- 1 | #pragma strict 2 | 3 | private var timeStart : float; 4 | private var fps : int; 5 | private var count : int; 6 | 7 | function Awake() { 8 | Application.targetFrameRate = 60.0; 9 | } 10 | 11 | function Update() { 12 | if (++count == 10) { 13 | fps = 10.0 / (Time.realtimeSinceStartup - timeStart); 14 | timeStart = Time.realtimeSinceStartup; 15 | count = 0; 16 | } 17 | } 18 | 19 | function OnGUI() { 20 | GUI.color = Color.black; 21 | GUILayout.Label(fps.ToString()); 22 | } 23 | -------------------------------------------------------------------------------- /Assets/Scripts/Config.js.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9ea221b12a5e4279bf19830c9f9892e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerController.js: -------------------------------------------------------------------------------- 1 | #pragma strict 2 | 3 | var speed : float = 6.0; 4 | var jumpSpeed : float = 8.0; 5 | var gravity : float = 20.0; 6 | var turnSpeed : float = 800.0; 7 | 8 | private var moveDirection : Vector3; 9 | private var velocity : Vector3; 10 | 11 | function Update() { 12 | var controller : CharacterController = GetComponent(CharacterController); 13 | if (controller.isGrounded) { 14 | moveDirection = Vector3.right * (Input.GetAxis("Horizontal") + GetVirtualAxis()); 15 | velocity = moveDirection * speed; 16 | 17 | if (Input.GetButton("Jump") || GetVirtualButton()) { 18 | velocity.y = jumpSpeed; 19 | } 20 | } 21 | 22 | velocity.y -= gravity * Time.deltaTime; 23 | 24 | controller.Move(velocity * Time.deltaTime); 25 | 26 | if (moveDirection.sqrMagnitude > 0.1) { 27 | var lookRotation = 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