├── .gitignore ├── Assets ├── Editor.meta ├── Editor │ ├── Image Effects.meta │ ├── Image Effects │ │ ├── VignettingEditor.js │ │ └── VignettingEditor.js.meta │ ├── PrimitiveTool.cs │ └── PrimitiveTool.cs.meta ├── Main.unity ├── Main.unity.meta ├── Materials and Shaders.meta ├── Materials and Shaders │ ├── Base.mat │ ├── Base.mat.meta │ ├── Offset Diffuse.shader │ ├── Offset Diffuse.shader.meta │ ├── Particle.mat │ ├── Particle.mat.meta │ ├── Wire Transparent.shader │ ├── Wire Transparent.shader.meta │ ├── Wire.mat │ └── Wire.mat.meta ├── Prefabs.meta ├── Prefabs │ ├── Cube.asset │ ├── Cube.asset.meta │ ├── Prefab.prefab │ ├── Prefab.prefab.meta │ ├── Quad.asset │ └── Quad.asset.meta ├── Scripts.meta ├── Scripts │ ├── CubeScaler.cs │ ├── CubeScaler.cs.meta │ ├── RopeBuilder.cs │ └── RopeBuilder.cs.meta ├── Standard Assets.meta └── Standard Assets │ ├── 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 ├── ProjectSettings.asset ├── QualitySettings.asset ├── TagManager.asset └── TimeManager.asset /.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/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 799d3b90a061341f2a7ffabe026d025b 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Editor/Image Effects.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76a4106127adf449ba53119be3637fbc 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Editor/Image Effects/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/Editor/Image Effects/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/Editor/PrimitiveTool.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEditor; 3 | 4 | public static class PrimitiveTool 5 | { 6 | [MenuItem("Extra/Create Cube Mesh Asset")] 7 | static void CreateCubeMeshAsset () 8 | { 9 | var mesh = new Mesh (); 10 | mesh.subMeshCount = 2; 11 | 12 | var vertices = new Vector3 [4 * 6]; 13 | 14 | vertices [0] = new Vector3 (-1, +1, -1); 15 | vertices [1] = new Vector3 (+1, +1, -1); 16 | vertices [2] = new Vector3 (+1, -1, -1); 17 | vertices [3] = new Vector3 (-1, -1, -1); 18 | 19 | vertices [4] = new Vector3 (+1, +1, -1); 20 | vertices [5] = new Vector3 (+1, +1, +1); 21 | vertices [6] = new Vector3 (+1, -1, +1); 22 | vertices [7] = new Vector3 (+1, -1, -1); 23 | 24 | vertices [8] = new Vector3 (+1, +1, +1); 25 | vertices [9] = new Vector3 (-1, +1, +1); 26 | vertices [10] = new Vector3 (-1, -1, +1); 27 | vertices [11] = new Vector3 (+1, -1, +1); 28 | 29 | vertices [12] = new Vector3 (-1, +1, +1); 30 | vertices [13] = new Vector3 (-1, +1, -1); 31 | vertices [14] = new Vector3 (-1, -1, -1); 32 | vertices [15] = new Vector3 (-1, -1, +1); 33 | 34 | vertices [16] = new Vector3 (-1, +1, +1); 35 | vertices [17] = new Vector3 (+1, +1, +1); 36 | vertices [18] = new Vector3 (+1, +1, -1); 37 | vertices [19] = new Vector3 (-1, +1, -1); 38 | 39 | vertices [20] = new Vector3 (-1, -1, -1); 40 | vertices [21] = new Vector3 (+1, -1, -1); 41 | vertices [22] = new Vector3 (+1, -1, +1); 42 | vertices [23] = new Vector3 (-1, -1, +1); 43 | 44 | mesh.vertices = vertices; 45 | 46 | var indices = new int[vertices.Length]; 47 | for (var i = 0; i < indices.Length; i++) { 48 | indices [i] = i; 49 | } 50 | mesh.SetIndices (indices, MeshTopology.Quads, 0); 51 | 52 | indices = new int[4 * 3 * 2]; 53 | var offs = 0; 54 | for (var i1 = 0; i1 < 16; i1 += 4) { 55 | for (var i2 = i1; i2 < i1 + 3; i2++) { 56 | indices [offs++] = i2; 57 | indices [offs++] = i2 + 1; 58 | } 59 | } 60 | mesh.SetIndices (indices, MeshTopology.Lines, 1); 61 | 62 | mesh.Optimize (); 63 | mesh.RecalculateNormals (); 64 | 65 | AssetDatabase.CreateAsset (mesh, "Assets/Cube.asset"); 66 | AssetDatabase.ImportAsset ("Assets/Cube.asset"); 67 | } 68 | 69 | [MenuItem("Extra/Create Quad Mesh Asset")] 70 | static void CreateQuadMeshAsset () 71 | { 72 | var mesh = new Mesh (); 73 | mesh.subMeshCount = 2; 74 | 75 | var vertices = new Vector3 [8]; 76 | vertices [0] = new Vector3 (-1, +1, 0); 77 | vertices [1] = new Vector3 (+1, +1, 0); 78 | vertices [2] = new Vector3 (+1, -1, 0); 79 | vertices [3] = new Vector3 (-1, -1, 0); 80 | vertices [4] = new Vector3 (+1, +1, 0); 81 | vertices [5] = new Vector3 (-1, +1, 0); 82 | vertices [6] = new Vector3 (-1, -1, 0); 83 | vertices [7] = new Vector3 (+1, -1, 0); 84 | mesh.vertices = vertices; 85 | 86 | var indices = new int[vertices.Length]; 87 | for (var i = 0; i < indices.Length; i++) { 88 | indices [i] = i; 89 | } 90 | mesh.SetIndices (indices, MeshTopology.Quads, 0); 91 | 92 | indices = new int[5]; 93 | indices [0] = 0; 94 | indices [1] = 1; 95 | indices [2] = 2; 96 | indices [3] = 3; 97 | indices [4] = 0; 98 | mesh.SetIndices (indices, MeshTopology.LineStrip, 1); 99 | 100 | mesh.Optimize (); 101 | mesh.RecalculateNormals (); 102 | 103 | AssetDatabase.CreateAsset (mesh, "Assets/Quad.asset"); 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-------------------------------------------------------------------------------- /Assets/Prefabs/Quad.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a3b2080ca52574c0b86d1973e0555175 3 | NativeFormatImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85270a474f372418c8dec1cf63f4cce2 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Scripts/CubeScaler.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class CubeScaler : MonoBehaviour 5 | { 6 | float initialScale; 7 | 8 | public float timeOffset; 9 | 10 | void Start () 11 | { 12 | initialScale = transform.localScale.x; 13 | } 14 | 15 | void Update () 16 | { 17 | transform.localScale = Vector3.one * (initialScale * (1.0f + Mathf.Sin (Time.time * 4.0f + timeOffset) * 0.2f)); 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Scripts/CubeScaler.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 73d5a48421b734c49a3953a7217a0242 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/RopeBuilder.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class RopeBuilder : MonoBehaviour 5 | { 6 | public GameObject prefab; 7 | public int nodeNum = 50; 8 | GameObject[] nodes; 9 | 10 | void SetPhysicProperty (GameObject node, GameObject boundTo, bool isFixed) 11 | { 12 | var rb = node.AddComponent (); 13 | rb.mass = 1.0f; 14 | rb.drag = 0.1f; 15 | rb.angularDrag = 0.1f; 16 | 17 | if (isFixed) { 18 | rb.isKinematic = true; 19 | } 20 | 21 | if (boundTo != null) { 22 | var joint = node.AddComponent (); 23 | joint.connectedBody = boundTo.rigidbody; 24 | 25 | var limit = new SoftJointLimit (); 26 | limit.limit = 0.1f; 27 | limit.spring = 40.0f; 28 | joint.linearLimit = limit; 29 | 30 | limit.limit = 10.0f; 31 | joint.angularYLimit = limit; 32 | joint.angularZLimit = limit; 33 | joint.highAngularXLimit = limit; 34 | joint.lowAngularXLimit = limit; 35 | 36 | joint.xMotion = ConfigurableJointMotion.Limited; 37 | joint.yMotion = ConfigurableJointMotion.Limited; 38 | joint.zMotion = ConfigurableJointMotion.Limited; 39 | joint.angularXMotion = ConfigurableJointMotion.Limited; 40 | joint.angularYMotion = ConfigurableJointMotion.Limited; 41 | joint.angularZMotion = ConfigurableJointMotion.Limited; 42 | } 43 | } 44 | 45 | void Awake () 46 | { 47 | nodes = new GameObject[nodeNum]; 48 | 49 | // Make the first node. 50 | var firstNode = new GameObject ("first node"); 51 | firstNode.transform.localPosition = transform.position; 52 | SetPhysicProperty (firstNode, null, true); 53 | 54 | // Make the chain of nodes. 55 | for (var i = 0; i < nodeNum; i++) { 56 | var node = new GameObject ("node"); 57 | nodes [i] = node; 58 | 59 | node.transform.localPosition = transform.position + new Vector3 (i, 0, 0); 60 | 61 | var child = Instantiate (prefab, node.transform.position, node.transform.rotation) as GameObject; 62 | child.transform.parent = node.transform; 63 | child.GetComponent().timeOffset = i; 64 | 65 | SetPhysicProperty (node, i == 0 ? firstNode : nodes [i - 1], false); 66 | } 67 | } 68 | 69 | IEnumerator Start () 70 | { 71 | while (true) { 72 | var rb = nodes [Random.Range (0, nodes.Length)].rigidbody; 73 | rb.AddForceAtPosition (Random.onUnitSphere * 8.0f, rb.position + Random.onUnitSphere * 1.0f, ForceMode.Impulse); 74 | yield return new WaitForSeconds (Random.Range (0.4f, 2.0f)); 75 | } 76 | } 77 | } 78 | -------------------------------------------------------------------------------- /Assets/Scripts/RopeBuilder.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4a12eb23a4cd1400eb2c364cee32a964 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Standard Assets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a274d9ec70c634a9ab044a685f17831e 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Image Effects (Pro Only).meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d6e0c95a128e14227939c51b5d9ad74e 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/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/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/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/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/Standard Assets/Image Effects (Pro Only)/_Sources.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c60d549d7b8ffdd479e6bedd2605e659 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2145489f7c704db8acb14a52bddeee9 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/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/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/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/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/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/Standard Assets/Image Effects (Pro Only)/_Sources/Shaders/VignettingShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 627943dc7a9a74286b70a4f694a0acd5 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | 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