├── Library
├── BuildPlayer.prefs
├── AssetImportState
├── ScriptAssemblies
│ ├── BuiltinAssemblies.stamp
│ ├── Assembly-CSharp.dll
│ └── Assembly-CSharp.dll.mdb
├── LibraryFormatVersion.txt
├── ScriptMapper
├── expandedItems
├── ShaderCache.db
├── assetDatabase3
├── AnnotationManager
├── AssetServerCacheV3
├── AssetVersioning.db
├── LastSceneManagerSetup.txt
├── MonoManager.asset
├── ShaderCache
│ ├── 0
│ │ ├── 0cde207cba31068832791de19b258a59.bin
│ │ └── 042b43f1c1669b296b8108d295e19073.bin
│ ├── 1
│ │ ├── 1bab8c305abc8fb9c7ee579a1790e205.bin
│ │ └── 13ae4e5edf53fa71bbcf25fac1bbb362.bin
│ ├── 2
│ │ ├── 2027c63d0c820d5203b1133152584081.bin
│ │ ├── 229bc5704738c81fb5054aeb68170fa9.bin
│ │ ├── 24c8abb1372417c24bea9eac530a0391.bin
│ │ └── 28e1f0f261fdc4b978683415c8370c80.bin
│ ├── 3
│ │ ├── 3f14be133038e731941c1d940594567f.bin
│ │ ├── 32cc2df0f41ffa3f0d656f7cae385883.bin
│ │ └── 3de6682dcb3d2a8d1e5512a562474c62.bin
│ ├── 4
│ │ ├── 48f39ffaeee188c92725f16c8430b937.bin
│ │ └── 4e3aaa35602907d50df05baf6f306e14.bin
│ ├── 5
│ │ ├── 53a4ba062588bbdadc72679de41001b2.bin
│ │ └── 5d27aa8336d50f0c51582c643c0f2a04.bin
│ ├── 6
│ │ └── 681bcc4f2c7a40423b942d51ad58ac72.bin
│ ├── 8
│ │ ├── 8900ee461df54b6d8da70efa02c6f9c2.bin
│ │ ├── 842221b84d6d8769eaf26b3807e18b6a.bin
│ │ ├── 8abbbc3d96ef282e815291cbd4382571.bin
│ │ └── 8fc5935c22b15dcf3e37450664283f6c.bin
│ ├── 9
│ │ ├── 9870102f1e380002152da9b5883cf48b.bin
│ │ ├── 9bde74c8bb65975b32c9a9af1adccf13.bin
│ │ └── 9dda1984689ebaa3981d6fcef439c95b.bin
│ ├── a
│ │ ├── ac31deacea91e5cf65cad647e2ba4600.bin
│ │ └── ab3f5cfe61eab789e6f75dfa53e11dc6.bin
│ ├── b
│ │ ├── bcfc2daee69be77cc42b309fba4a4522.bin
│ │ ├── b6a3b70b625bac0e5379cbf22208f33a.bin
│ │ ├── ba99c6f448c23c0355821e1ccacf0898.bin
│ │ └── b0ee971b11a06a6dd136dee9404521c9.bin
│ ├── c
│ │ └── ca6e14fc28af0ed92b09ec520db1af29.bin
│ ├── f
│ │ ├── f3fb8770e381a8930c41c7dbd6e17f81.bin
│ │ └── fbf7ca8f20226967478f5c447fd4de07.bin
│ ├── d
│ │ ├── d638134ba97452b5a2857200cd882537.bin
│ │ └── da9bd157767cc706a684858b27a7a7e1.bin
│ └── e
│ │ ├── e1ad1954b3b48fe3f37c5bea5fd373a7.bin
│ │ └── e5561e8a2f4aa91f892e3525786649d5.bin
├── BuildSettings.asset
├── ProjectSettings.asset
├── CurrentMaximizeLayout.dwlt
├── EditorUserSettings.asset
├── InspectorExpandedItems.asset
├── shadercompiler-UnityShaderCompiler0.log
├── EditorUserBuildSettings.asset
└── metadata
│ ├── 12
│ └── 12fd8a0055b84bb59e84c9835a37e333
│ ├── 18
│ ├── 18867a2bdc3984c7fa4cb3b4ee1ed99e
│ └── 18867a2bdc3984c7fa4cb3b4ee1ed99e.info
│ ├── 21
│ ├── 21eff446d50eaf44a85985cd4c0b6fa1
│ └── 21eff446d50eaf44a85985cd4c0b6fa1.info
│ ├── 25
│ ├── 25fb678b22aa846d999d84c24d810c3b
│ └── 25fb678b22aa846d999d84c24d810c3b.info
│ ├── 26
│ ├── 2682a692a2be7e14e901a738c7806da0
│ └── 2682a692a2be7e14e901a738c7806da0.info
│ ├── 30
│ ├── 307433eba81a469ab1e2084d52d1a5a2
│ └── 307433eba81a469ab1e2084d52d1a5a2.info
│ ├── 32
│ ├── 32188fd89022c154c81befa2f0e00be0
│ ├── 328cc881519068e4eb7db4bb907ad2d9
│ ├── 328cc881519068e4eb7db4bb907ad2d9.info
│ └── 32188fd89022c154c81befa2f0e00be0.info
│ ├── 38
│ ├── 38c8faf1788024c02930a0c68a6e0edc
│ └── 38c8faf1788024c02930a0c68a6e0edc.info
│ ├── 40
│ ├── 405b9b51bb344a128608d968297df79c
│ └── 405b9b51bb344a128608d968297df79c.info
│ ├── 41
│ └── 4113173d5e95493ab8765d7b08371de4
│ ├── 49
│ ├── 4907c1bd6248e45b5892bcf0448005a0
│ └── 4907c1bd6248e45b5892bcf0448005a0.info
│ ├── 51
│ ├── 517af1b5b81b93b43b9745d58f017562
│ └── 517af1b5b81b93b43b9745d58f017562.info
│ ├── 53
│ └── 53ebcfaa2e1e4e2dbc85882cd5a73fa1
│ ├── 54
│ ├── 54b05a3e5fb3a4e38acac3e00e89004a
│ └── 54b05a3e5fb3a4e38acac3e00e89004a.info
│ ├── 57
│ ├── 57280d3716df841f79b3525d39ba1408
│ ├── 5782f9e9e6e0bb94bac99aeea24814fc
│ ├── 57280d3716df841f79b3525d39ba1408.info
│ ├── 57280d3716df841f79b3525d39ba1408.resource
│ └── 5782f9e9e6e0bb94bac99aeea24814fc.info
│ ├── 73
│ └── 739bbd9f364b4268874f9fd86ab3beef
│ ├── 75
│ ├── 75f8e595a5fa24770947ff96d1e0b2ba
│ └── 75f8e595a5fa24770947ff96d1e0b2ba.info
│ ├── 80
│ ├── 80a3616ca19596e4da0f10f14d241e9f
│ └── 80a3616ca19596e4da0f10f14d241e9f.info
│ ├── 83
│ ├── 8382b2bb260241859771b69b7f377a8d
│ └── 8382b2bb260241859771b69b7f377a8d.info
│ ├── 85
│ ├── 852e56802eb941638acbb491814497b0
│ └── 852e56802eb941638acbb491814497b0.info
│ ├── 86
│ ├── 86f4de9468454445ac2f39e207fafa3a
│ └── 86f4de9468454445ac2f39e207fafa3a.info
│ ├── 87
│ └── 870353891bb340e2b2a9c8707e7419ba
│ ├── 88
│ ├── 883e4f1937533422c81222248a2797da
│ ├── 8869d3b8a4c8d4d07b7890a60b8e3369
│ ├── 883e4f1937533422c81222248a2797da.info
│ └── 8869d3b8a4c8d4d07b7890a60b8e3369.info
│ ├── 90
│ ├── 9078b7128e594410d9b89e5b24cffd01
│ └── 9078b7128e594410d9b89e5b24cffd01.info
│ ├── 97
│ ├── 97decbdab0634cdd991f8d23ddf0dead
│ └── 97decbdab0634cdd991f8d23ddf0dead.info
│ ├── 00
│ ├── 00000000000000001000000000000000
│ ├── 00000000000000002000000000000000
│ ├── 00000000000000003000000000000000
│ ├── 00000000000000004000000000000000
│ ├── 00000000000000004100000000000000
│ ├── 00000000000000005000000000000000
│ ├── 00000000000000005100000000000000
│ ├── 00000000000000006000000000000000
│ ├── 00000000000000006100000000000000
│ ├── 00000000000000007000000000000000
│ ├── 00000000000000007100000000000000
│ ├── 00000000000000008000000000000000
│ ├── 00000000000000009000000000000000
│ ├── 0000000000000000a000000000000000
│ ├── 0000000000000000a100000000000000
│ ├── 0000000000000000b000000000000000
│ ├── 0000000000000000c000000000000000
│ ├── 00000000000000005000000000000000.info
│ ├── 00000000000000002000000000000000.info
│ ├── 00000000000000003000000000000000.info
│ ├── 00000000000000004100000000000000.info
│ ├── 00000000000000006000000000000000.info
│ ├── 00000000000000007000000000000000.info
│ ├── 00000000000000001000000000000000.info
│ ├── 00000000000000005100000000000000.info
│ ├── 00000000000000006100000000000000.info
│ ├── 00000000000000008000000000000000.info
│ ├── 00000000000000009000000000000000.info
│ ├── 0000000000000000a000000000000000.info
│ ├── 0000000000000000c000000000000000.info
│ ├── 00000000000000007100000000000000.info
│ ├── 0000000000000000b000000000000000.info
│ ├── 0000000000000000a100000000000000.info
│ └── 00000000000000004000000000000000.info
│ ├── 02
│ ├── 0223ccd00b37a4e958752a43ac670f93
│ └── 0223ccd00b37a4e958752a43ac670f93.info
│ ├── 04
│ ├── 041c649b6d3e14678b2ecc1a2e139238
│ └── 041c649b6d3e14678b2ecc1a2e139238.info
│ ├── 0c
│ ├── 0c83819bd86d741789c3ef632753ca4d
│ └── 0c83819bd86d741789c3ef632753ca4d.info
│ ├── 0d
│ ├── 0d3bb855445e36e479c85976fc88383a
│ └── 0d3bb855445e36e479c85976fc88383a.info
│ ├── 0f
│ ├── 0f75b6e5758ff491f8314ea150ad0d65
│ └── 0f75b6e5758ff491f8314ea150ad0d65.info
│ ├── 1c
│ └── 1c6d1fbb51834b64847b1b73a75bfc77
│ ├── 4b
│ ├── 4b3fa4bde7f1451a8218c03ee6a8ded8
│ ├── 4ba2329b63d54f0187bcaa12486b1b0f
│ ├── 4b3fa4bde7f1451a8218c03ee6a8ded8.info
│ └── 4ba2329b63d54f0187bcaa12486b1b0f.info
│ ├── 5e
│ ├── 5e328e8990117497697d2e0d74033cb5
│ └── 5e328e8990117497697d2e0d74033cb5.info
│ ├── 5f
│ ├── 5f32cd94baa94578a686d4b9d6b660f7
│ ├── 5f4ce41caa7694d16a0adcf99da9f49e
│ ├── 5f87fdc6f437a441f9517e4b6505308c
│ ├── 5faead4479f454eb697dcec4240470bf
│ ├── 5f4ce41caa7694d16a0adcf99da9f49e.info
│ ├── 5faead4479f454eb697dcec4240470bf.info
│ └── 5f87fdc6f437a441f9517e4b6505308c.info
│ ├── 6c
│ ├── 6cdf1e5c78d14720aaadccd4c792df96
│ └── 6cdf1e5c78d14720aaadccd4c792df96.info
│ ├── 8e
│ ├── 8e0cd8ed44d4412cbe0642067abc9e44
│ ├── 8e7066e382b0fc749b25dbb1a3004dfe
│ ├── 8e0cd8ed44d4412cbe0642067abc9e44.info
│ └── 8e7066e382b0fc749b25dbb1a3004dfe.info
│ ├── 9a
│ ├── 9afed704fb72e4dd58123f7758ca698f
│ └── 9afed704fb72e4dd58123f7758ca698f.info
│ ├── 9b
│ ├── 9b51441bd50a34f52bfe6575c5448740
│ └── 9b51441bd50a34f52bfe6575c5448740.info
│ ├── ac
│ └── ac33a8693e211499e8d9b916d9ed669d
│ ├── ad
│ ├── adebbd281f1a4ef3a30be7f21937e02f
│ └── adebbd281f1a4ef3a30be7f21937e02f.info
│ ├── b1
│ ├── b130afaa614194d3b8aec518bab23705
│ └── b130afaa614194d3b8aec518bab23705.info
│ ├── b2
│ ├── b24d24af500db43e68919dd069ff3cf8
│ ├── b2b693dffac3a4433b3114fea0b7fd4e
│ ├── b2bead50dbf86924f8e51f03ddbebf70
│ ├── b24d24af500db43e68919dd069ff3cf8.info
│ ├── b2bead50dbf86924f8e51f03ddbebf70.info
│ └── b2b693dffac3a4433b3114fea0b7fd4e.info
│ ├── bb
│ ├── bb92e9f5e125b43acb1ba3ab8300b745
│ └── bb92e9f5e125b43acb1ba3ab8300b745.info
│ ├── bf
│ ├── bf97af998006142179e35911453f36d3
│ └── bf97af998006142179e35911453f36d3.info
│ ├── c2
│ ├── c2657384a7c7643899ca935f534706c4
│ └── c2657384a7c7643899ca935f534706c4.info
│ ├── c4
│ ├── c4dcb1abf156a42e38f5ac3c55cea3ea
│ └── c4dcb1abf156a42e38f5ac3c55cea3ea.info
│ ├── ca
│ ├── ca6d7f354012e49b380f775c1bd54a3e
│ └── ca6d7f354012e49b380f775c1bd54a3e.info
│ ├── cf
│ ├── cfc9b0ccb879b4bed963a3771f8bc6be
│ └── cfc9b0ccb879b4bed963a3771f8bc6be.info
│ ├── d9
│ ├── d91035c548f23744c9bfb107348ed1c0
│ └── d91035c548f23744c9bfb107348ed1c0.info
│ ├── dc
│ └── dc443db3e92b4983b9738c1131f555cb
│ ├── df
│ ├── df176a870e4ca4e019c00156f86eb362
│ └── df176a870e4ca4e019c00156f86eb362.info
│ ├── e1
│ ├── e1007cd261c84053beb0c3537782908d
│ └── e1007cd261c84053beb0c3537782908d.info
│ ├── e2
│ ├── e2d8bdc7cb17f46b5853a6b5c2950e9e
│ └── e2d8bdc7cb17f46b5853a6b5c2950e9e.info
│ ├── f5
│ ├── f5f67c52d1564df4a8936ccd202a3bd8
│ └── f5f67c52d1564df4a8936ccd202a3bd8.info
│ ├── f7
│ ├── f70555f144d8491a825f0804e09c671c
│ ├── f7b54ff4a43d4fcf81b4538b678e0bcc
│ └── f70555f144d8491a825f0804e09c671c.info
│ └── fe
│ ├── fe0734d0bca174d8aaf3b11031902a6b
│ ├── fe85bd2cbce3d42439b7def8e42afb2e
│ ├── fe0734d0bca174d8aaf3b11031902a6b.info
│ └── fe85bd2cbce3d42439b7def8e42afb2e.info
├── ProjectSettings
├── ProjectVersion.txt
├── AudioManager.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── TagManager.asset
├── TimeManager.asset
├── EditorSettings.asset
├── NetworkManager.asset
├── DynamicsManager.asset
├── GraphicsSettings.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── QualitySettings.asset
├── UnityAdsSettings.asset
├── ClusterInputManager.asset
├── EditorBuildSettings.asset
└── UnityConnectSettings.asset
├── Assets
├── Scene1.unity
├── CubeMaterial.mat
├── DOTween
│ ├── DOTween.dll
│ ├── DOTween43.dll
│ ├── DOTween46.dll
│ ├── DOTween50.dll
│ ├── DOTween.dll.mdb
│ ├── DOTween43.dll.mdb
│ ├── DOTween46.dll.mdb
│ ├── DOTween50.dll.mdb
│ ├── Editor
│ │ ├── DOTweenEditor.dll
│ │ ├── Imgs
│ │ │ ├── Footer.png
│ │ │ ├── Header.jpg
│ │ │ ├── DOTweenIcon.png
│ │ │ ├── Footer_dark.png
│ │ │ ├── Header.jpg.meta
│ │ │ ├── Footer.png.meta
│ │ │ ├── Footer_dark.png.meta
│ │ │ └── DOTweenIcon.png.meta
│ │ ├── DOTweenEditor.dll.mdb
│ │ ├── DOTweenEditor.XML.meta
│ │ ├── DOTweenEditor.dll.mdb.meta
│ │ ├── Imgs.meta
│ │ ├── DOTweenEditor.dll.meta
│ │ └── DOTweenEditor.XML
│ ├── DOTween.XML.meta
│ ├── DOTween.dll.mdb.meta
│ ├── DOTween43.xml.meta
│ ├── DOTween46.xml.meta
│ ├── DOTween50.xml.meta
│ ├── readme.txt.meta
│ ├── DOTween43.dll.mdb.meta
│ ├── DOTween46.dll.mdb.meta
│ ├── DOTween50.dll.mdb.meta
│ ├── Editor.meta
│ ├── DOTween.dll.meta
│ ├── DOTween43.dll.meta
│ ├── DOTween46.dll.meta
│ ├── DOTween50.dll.meta
│ ├── readme.txt
│ ├── DOTween50.xml
│ └── DOTween43.xml
├── Resources
│ ├── DOTweenSettings.asset
│ └── DOTweenSettings.asset.meta
├── [MV] FIESTAR(피에스타) _ Mirror.mp3
├── Scene1.unity.meta
├── CubeMaterial.mat.meta
├── DOTween.meta
├── Resources.meta
├── RimLight.shader.meta
├── Controller.cs.meta
├── GridOverlay.cs.meta
├── [MV] FIESTAR(피에스타) _ Mirror.mp3.meta
├── RimLight.shader
├── GridOverlay.cs
└── Controller.cs
├── obj
└── Debug
│ ├── Assembly-CSharp.dll
│ ├── Assembly-CSharp.dll.mdb
│ └── Assembly-CSharp.csproj.FilesWrittenAbsolute.txt
├── README.md
├── .vs
└── UnitySpectrumData
│ └── xs
│ └── UserPrefs.xml
├── UnitySpectrumData.sln
└── Assembly-CSharp.csproj
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2 |
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/Library/LastSceneManagerSetup.txt:
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2 | - path: Assets/Scene1.unity
3 | isLoaded: 1
4 | isActive: 1
5 |
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1 | # UnitySpectrumData
2 | Using Unity GetSpectrumData function to turn audio data to special visual effect.
3 |
4 | English Article:https://liu-if-else.github.io/unity3d-audio-visualizer/
5 |
6 | Chinese Article:https://blog.csdn.net/liu_if_else/article/details/51233799
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1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio for Mac
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "UnitySpectrumData", "UnitySpectrumData.csproj", "{96CC1B1A-9C9C-9870-4F6B-9E14FE6879B9}"
5 | EndProject
6 | Global
7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
8 | Debug|Any CPU = Debug|Any CPU
9 | Release|Any CPU = Release|Any CPU
10 | EndGlobalSection
11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
12 | {96CC1B1A-9C9C-9870-4F6B-9E14FE6879B9}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
13 | {96CC1B1A-9C9C-9870-4F6B-9E14FE6879B9}.Debug|Any CPU.Build.0 = Debug|Any CPU
14 | {96CC1B1A-9C9C-9870-4F6B-9E14FE6879B9}.Release|Any CPU.ActiveCfg = Release|Any CPU
15 | {96CC1B1A-9C9C-9870-4F6B-9E14FE6879B9}.Release|Any CPU.Build.0 = Release|Any CPU
16 | EndGlobalSection
17 | GlobalSection(SolutionProperties) = preSolution
18 | HideSolutionNode = FALSE
19 | EndGlobalSection
20 | EndGlobal
21 |
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/Assets/DOTween/readme.txt:
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1 | DOTween and DOTween Pro are copyright (c) 2014 Daniele Giardini - Demigiant
2 |
3 | // GET STARTED //////////////////////////////////////////////
4 |
5 | - After importing a new DOTween update, select DOTween's Utility Panel from the Tools menu (if it doesn't open automatically) and press the "Setup DOTween..." button to set up additional features based on your Unity version.
6 | - In your code, add "using DG.Tweening" to each class where you want to use DOTween.
7 | - You're ready to tween. Check out the links below for full documentation and license info.
8 |
9 |
10 | // LINKS ///////////////////////////////////////////////////////
11 |
12 | DOTween website (documentation, examples, etc): http://dotween.demigiant.com
13 | DOTween license: http://dotween.demigiant.com/license.php
14 | DOTween repository (Google Code): https://code.google.com/p/dotween/
15 |
16 | // NOTES //////////////////////////////////////////////////////
17 |
18 | - DOTween's Utility Panel can be found under "Tools > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences
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/obj/Debug/Assembly-CSharp.csproj.FilesWrittenAbsolute.txt:
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1 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/Assembly-CSharp.dll.mdb
2 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/Assembly-CSharp.dll
3 | /Users/yliu/Exercise8_audio/obj/Debug/Assembly-CSharp.dll
4 | /Users/yliu/Exercise8_audio/obj/Debug/Assembly-CSharp.dll.mdb
5 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/UnityEngine.dll
6 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/UnityEditor.dll
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8 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/UnityEngine.Networking.dll
9 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/DOTween.dll
10 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/DOTween43.dll
11 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/DOTween46.dll
12 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/DOTween50.dll
13 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/Mono.Cecil.dll
14 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/Unity.SerializationLogic.dll
15 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/Unity.DataContract.dll
16 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/ICSharpCode.NRefactory.dll
17 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/Unity.UNetWeaver.dll
18 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/Unity.UNetWeaver.dll.mdb
19 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/Unity.CecilTools.dll
20 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/Mono.Cecil.Pdb.dll
21 | /Users/yliu/Exercise8_audio/Temp/bin/Debug/Mono.Cecil.Mdb.dll
22 |
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/Library/ShaderCache/b/b0ee971b11a06a6dd136dee9404521c9.bin:
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1 | 2O #ifdef VERTEX
2 | #version 150
3 | #extension GL_ARB_explicit_attrib_location : require
4 | #extension GL_ARB_shader_bit_encoding : enable
5 |
6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
7 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4];
8 | uniform vec4 _MainTex_ST;
9 | in vec4 in_POSITION0;
10 | in vec4 in_COLOR0;
11 | in vec2 in_TEXCOORD0;
12 | out vec4 vs_COLOR0;
13 | out vec2 vs_TEXCOORD0;
14 | vec4 u_xlat0;
15 | vec4 u_xlat1;
16 | void main()
17 | {
18 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
19 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
20 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
21 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
22 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
23 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
24 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
25 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
26 | vs_COLOR0 = in_COLOR0;
27 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
28 | return;
29 | }
30 |
31 | #endif
32 | #ifdef FRAGMENT
33 | #version 150
34 | #extension GL_ARB_explicit_attrib_location : require
35 | #extension GL_ARB_shader_bit_encoding : enable
36 |
37 | uniform sampler2D _MainTex;
38 | in vec4 vs_COLOR0;
39 | in vec2 vs_TEXCOORD0;
40 | layout(location = 0) out vec4 SV_Target0;
41 | vec4 u_xlat16_0;
42 | vec4 u_xlat10_0;
43 | void main()
44 | {
45 | u_xlat10_0 = texture(_MainTex, vs_TEXCOORD0.xy);
46 | u_xlat16_0 = u_xlat10_0 + u_xlat10_0;
47 | SV_Target0 = u_xlat16_0 * vs_COLOR0;
48 | return;
49 | }
50 |
51 | #endif
52 |
--------------------------------------------------------------------------------
/Assets/RimLight.shader:
--------------------------------------------------------------------------------
1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
2 |
3 | // Upgrade NOTE: replaced 'PositionFog()' with multiply of UNITY_MATRIX_MVP by position
4 | // Upgrade NOTE: replaced 'V2F_POS_FOG' with 'float4 pos : SV_POSITION'
5 |
6 | Shader "Mobhero/RimLight" {
7 | Properties {
8 | _MainTex ("Base (RGB)", 2D) = "white" {}
9 | _Color ("Main Color", Color) = (1,1,1,1)
10 | _RimColor ("Rim Color", Color) = (1, 1, 1, 1)
11 | _RimWidth ("Rim Width", Float) = 0.7
12 | }
13 | SubShader {
14 | Pass {
15 | Lighting Off
16 | CGPROGRAM
17 | #pragma vertex vert
18 | #pragma fragment frag
19 | #include "UnityCG.cginc"
20 |
21 | struct appdata {
22 | float4 vertex : POSITION;
23 | float3 normal : NORMAL;
24 | float2 texcoord : TEXCOORD0;
25 | };
26 |
27 | struct v2f {
28 | float4 pos : SV_POSITION;
29 | float2 uv : TEXCOORD0;
30 | fixed3 color : COLOR;
31 | };
32 |
33 | uniform float4 _MainTex_ST;
34 | uniform sampler2D _MainTex;
35 | uniform fixed4 _RimColor;
36 | float _RimWidth;
37 | uniform fixed4 _Color;
38 |
39 | v2f vert (appdata v) {
40 | v2f o;
41 | o.pos = UnityObjectToClipPos (v.vertex);
42 | float3 viewDir = normalize(ObjSpaceViewDir(v.vertex));
43 | float dotProduct = 1 - dot(v.normal, viewDir);
44 | o.color = smoothstep(1 - _RimWidth, 1.0, dotProduct);
45 | o.color *= _RimColor;
46 | o.uv = v.texcoord.xy;
47 | return o;
48 | }
49 |
50 | fixed4 frag(v2f i) : COLOR {
51 | fixed4 texcol = tex2D(_MainTex, i.uv);
52 | texcol *= _Color;
53 | texcol.rgb += i.color;
54 | return texcol;
55 | }
56 | ENDCG
57 | }
58 | }
59 | }
--------------------------------------------------------------------------------
/Library/ShaderCache/f/fbf7ca8f20226967478f5c447fd4de07.bin:
--------------------------------------------------------------------------------
1 | 2O . #ifdef VERTEX
2 | #version 150
3 | #extension GL_ARB_explicit_attrib_location : require
4 | #extension GL_ARB_shader_bit_encoding : enable
5 |
6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
7 | uniform vec4 hlslcc_mtx4x4unity_MatrixV[4];
8 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4];
9 | uniform vec4 _MainTex_ST;
10 | uniform vec4 hlslcc_mtx4x4unity_GUIClipTextureMatrix[4];
11 | in vec4 in_POSITION0;
12 | in vec4 in_COLOR0;
13 | in vec2 in_TEXCOORD0;
14 | out vec4 vs_COLOR0;
15 | out vec2 vs_TEXCOORD0;
16 | out vec2 vs_TEXCOORD1;
17 | vec4 u_xlat0;
18 | vec4 u_xlat1;
19 | vec2 u_xlat2;
20 | void main()
21 | {
22 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
23 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
24 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
25 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
26 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
27 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
28 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
29 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
30 | vs_COLOR0 = in_COLOR0;
31 | u_xlat1.xy = u_xlat0.yy * hlslcc_mtx4x4unity_MatrixV[1].xy;
32 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
33 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
34 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[3].xy * u_xlat0.ww + u_xlat0.xy;
35 | u_xlat2.xy = u_xlat0.yy * hlslcc_mtx4x4unity_GUIClipTextureMatrix[1].xy;
36 | u_xlat0.xy = hlslcc_mtx4x4unity_GUIClipTextureMatrix[0].xy * u_xlat0.xx + u_xlat2.xy;
37 | vs_TEXCOORD1.xy = u_xlat0.xy + hlslcc_mtx4x4unity_GUIClipTextureMatrix[3].xy;
38 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
39 | return;
40 | }
41 |
42 | #endif
43 | #ifdef FRAGMENT
44 | #version 150
45 | #extension GL_ARB_explicit_attrib_location : require
46 | #extension GL_ARB_shader_bit_encoding : enable
47 |
48 | uniform sampler2D _MainTex;
49 | uniform sampler2D _GUIClipTexture;
50 | in vec4 vs_COLOR0;
51 | in vec2 vs_TEXCOORD0;
52 | in vec2 vs_TEXCOORD1;
53 | layout(location = 0) out vec4 SV_Target0;
54 | vec4 u_xlat10_0;
55 | void main()
56 | {
57 | u_xlat10_0 = texture(_MainTex, vs_TEXCOORD0.xy);
58 | SV_Target0.xyz = u_xlat10_0.xyz * vs_COLOR0.xyz;
59 | u_xlat10_0 = texture(_GUIClipTexture, vs_TEXCOORD1.xy);
60 | SV_Target0.w = u_xlat10_0.w * vs_COLOR0.w;
61 | return;
62 | }
63 |
64 | #endif
65 |
--------------------------------------------------------------------------------
/Library/ShaderCache/9/9dda1984689ebaa3981d6fcef439c95b.bin:
--------------------------------------------------------------------------------
1 | 2O ^ #ifdef VERTEX
2 | #version 150
3 | #extension GL_ARB_explicit_attrib_location : require
4 | #extension GL_ARB_shader_bit_encoding : enable
5 |
6 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
7 | uniform vec4 hlslcc_mtx4x4unity_MatrixV[4];
8 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4];
9 | uniform vec4 _MainTex_ST;
10 | uniform vec4 hlslcc_mtx4x4unity_GUIClipTextureMatrix[4];
11 | in vec4 in_POSITION0;
12 | in vec4 in_COLOR0;
13 | in vec2 in_TEXCOORD0;
14 | out vec4 vs_COLOR0;
15 | out vec2 vs_TEXCOORD0;
16 | out vec2 vs_TEXCOORD1;
17 | vec4 u_xlat0;
18 | vec4 u_xlat1;
19 | vec2 u_xlat2;
20 | void main()
21 | {
22 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
23 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
24 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
25 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
26 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
27 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
28 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
29 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
30 | vs_COLOR0 = in_COLOR0;
31 | u_xlat1.xy = u_xlat0.yy * hlslcc_mtx4x4unity_MatrixV[1].xy;
32 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[0].xy * u_xlat0.xx + u_xlat1.xy;
33 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[2].xy * u_xlat0.zz + u_xlat0.xy;
34 | u_xlat0.xy = hlslcc_mtx4x4unity_MatrixV[3].xy * u_xlat0.ww + u_xlat0.xy;
35 | u_xlat2.xy = u_xlat0.yy * hlslcc_mtx4x4unity_GUIClipTextureMatrix[1].xy;
36 | u_xlat0.xy = hlslcc_mtx4x4unity_GUIClipTextureMatrix[0].xy * u_xlat0.xx + u_xlat2.xy;
37 | vs_TEXCOORD1.xy = u_xlat0.xy + hlslcc_mtx4x4unity_GUIClipTextureMatrix[3].xy;
38 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
39 | return;
40 | }
41 |
42 | #endif
43 | #ifdef FRAGMENT
44 | #version 150
45 | #extension GL_ARB_explicit_attrib_location : require
46 | #extension GL_ARB_shader_bit_encoding : enable
47 |
48 | uniform sampler2D _MainTex;
49 | uniform sampler2D _GUIClipTexture;
50 | in vec4 vs_COLOR0;
51 | in vec2 vs_TEXCOORD0;
52 | in vec2 vs_TEXCOORD1;
53 | layout(location = 0) out vec4 SV_Target0;
54 | vec4 u_xlat10_0;
55 | vec4 u_xlat1;
56 | vec4 u_xlat10_1;
57 | void main()
58 | {
59 | u_xlat10_0 = texture(_GUIClipTexture, vs_TEXCOORD1.xy);
60 | u_xlat10_1 = texture(_MainTex, vs_TEXCOORD0.xy);
61 | u_xlat1 = u_xlat10_1 * vs_COLOR0;
62 | SV_Target0.w = u_xlat10_0.w * u_xlat1.w;
63 | SV_Target0.xyz = u_xlat1.xyz;
64 | return;
65 | }
66 |
67 | #endif
68 |
--------------------------------------------------------------------------------
/Library/ShaderCache/0/042b43f1c1669b296b8108d295e19073.bin:
--------------------------------------------------------------------------------
1 | 2O
SHADOWS_DEPTH
2 | #ifdef VERTEX
3 | #version 150
4 | #extension GL_ARB_explicit_attrib_location : require
5 | #extension GL_ARB_shader_bit_encoding : enable
6 |
7 | uniform vec4 _WorldSpaceLightPos0;
8 | uniform vec4 unity_LightShadowBias;
9 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
10 | uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4];
11 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4];
12 | in vec4 in_POSITION0;
13 | in vec3 in_NORMAL0;
14 | vec4 u_xlat0;
15 | vec4 u_xlat1;
16 | vec4 u_xlat2;
17 | float u_xlat6;
18 | float u_xlat9;
19 | bool u_xlatb9;
20 | void main()
21 | {
22 | u_xlat0.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz);
23 | u_xlat0.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz);
24 | u_xlat0.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz);
25 | u_xlat9 = dot(u_xlat0.xyz, u_xlat0.xyz);
26 | u_xlat9 = inversesqrt(u_xlat9);
27 | u_xlat0.xyz = vec3(u_xlat9) * u_xlat0.xyz;
28 | u_xlat1 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
29 | u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat1;
30 | u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1;
31 | u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[3] * in_POSITION0.wwww + u_xlat1;
32 | u_xlat2.xyz = (-u_xlat1.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz;
33 | u_xlat9 = dot(u_xlat2.xyz, u_xlat2.xyz);
34 | u_xlat9 = inversesqrt(u_xlat9);
35 | u_xlat2.xyz = vec3(u_xlat9) * u_xlat2.xyz;
36 | u_xlat9 = dot(u_xlat0.xyz, u_xlat2.xyz);
37 | u_xlat9 = (-u_xlat9) * u_xlat9 + 1.0;
38 | u_xlat9 = sqrt(u_xlat9);
39 | u_xlat9 = u_xlat9 * unity_LightShadowBias.z;
40 | u_xlat0.xyz = (-u_xlat0.xyz) * vec3(u_xlat9) + u_xlat1.xyz;
41 | u_xlatb9 = unity_LightShadowBias.z!=0.0;
42 | u_xlat0.xyz = (bool(u_xlatb9)) ? u_xlat0.xyz : u_xlat1.xyz;
43 | u_xlat2 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
44 | u_xlat2 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat2;
45 | u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat2;
46 | u_xlat0 = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat1.wwww + u_xlat0;
47 | u_xlat1.x = unity_LightShadowBias.x / u_xlat0.w;
48 | u_xlat1.x = clamp(u_xlat1.x, 0.0, 1.0);
49 | u_xlat6 = u_xlat0.z + u_xlat1.x;
50 | u_xlat1.x = max((-u_xlat0.w), u_xlat6);
51 | gl_Position.xyw = u_xlat0.xyw;
52 | u_xlat0.x = (-u_xlat6) + u_xlat1.x;
53 | gl_Position.z = unity_LightShadowBias.y * u_xlat0.x + u_xlat6;
54 | return;
55 | }
56 |
57 | #endif
58 | #ifdef FRAGMENT
59 | #version 150
60 | #extension GL_ARB_explicit_attrib_location : require
61 | #extension GL_ARB_shader_bit_encoding : enable
62 |
63 | layout(location = 0) out vec4 SV_Target0;
64 | void main()
65 | {
66 | SV_Target0 = vec4(0.0, 0.0, 0.0, 0.0);
67 | return;
68 | }
69 |
70 | #endif
71 |
--------------------------------------------------------------------------------
/Assets/DOTween/Editor/DOTweenEditor.XML:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | DOTweenEditor
5 |
6 |
7 |
8 |
9 | Checks that the given editor texture use the correct import settings,
10 | and applies them if they're incorrect.
11 |
12 |
13 |
14 |
15 | Returns TRUE if addons setup is required.
16 |
17 |
18 |
19 |
20 | Returns TRUE if the file/directory at the given path exists.
21 |
22 | Path, relative to Unity's project folder
23 |
24 |
25 |
26 |
27 | Converts the given project-relative path to a full path,
28 | with backward (\) slashes).
29 |
30 |
31 |
32 |
33 | Converts the given full path to a path usable with AssetDatabase methods
34 | (relative to Unity's project folder, and with the correct Unity forward (/) slashes).
35 |
36 |
37 |
38 |
39 | Connects to a asset.
40 | If the asset already exists at the given path, loads it and returns it.
41 | Otherwise, either returns NULL or automatically creates it before loading and returning it
42 | (depending on the given parameters).
43 |
44 | Asset type
45 | File path (relative to Unity's project folder)
46 | If TRUE and the requested asset doesn't exist, forces its creation
47 |
48 |
49 |
50 | Full path for the given loaded assembly, assembly file included
51 |
52 |
53 |
54 |
55 | Not used as menu item anymore, but as a utiity function
56 |
57 |
58 |
59 |
60 | Setups DOTween
61 |
62 | If TRUE, no warning window appears in case there is no need for setup
63 |
64 |
65 |
66 |
--------------------------------------------------------------------------------
/Assets/GridOverlay.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class GridOverlay : MonoBehaviour
5 | {
6 |
7 | //public GameObject plane;
8 |
9 | public bool showMain = true;
10 | public bool showSub = false;
11 |
12 | public int gridSizeX;
13 | public int gridSizeY;
14 | public int gridSizeZ;
15 |
16 | public float smallStep;
17 | public float largeStep;
18 |
19 | public float startX;
20 | public float startY;
21 | public float startZ;
22 |
23 | private Material lineMaterial;
24 |
25 | public Color mainColor = new Color(0f, 1f, 0f, 1f);
26 | public Color subColor = new Color(0f, 0.5f, 0f, 1f);
27 |
28 | void CreateLineMaterial()
29 | {
30 | if (!lineMaterial)
31 | {
32 | // Unity has a built-in shader that is useful for drawing
33 | // simple colored things.
34 | var shader = Shader.Find("Hidden/Internal-Colored");
35 | lineMaterial = new Material(shader);
36 | lineMaterial.hideFlags = HideFlags.HideAndDontSave;
37 | // Turn on alpha blending
38 | lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
39 | lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
40 | // Turn backface culling off
41 | lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
42 | // Turn off depth writes
43 | lineMaterial.SetInt("_ZWrite", 0);
44 | }
45 | }
46 |
47 | void OnPostRender()
48 | {
49 | CreateLineMaterial();
50 | // set the current material
51 | lineMaterial.SetPass(0);
52 |
53 | GL.Begin(GL.LINES);
54 |
55 | if (showSub)
56 | {
57 | GL.Color(subColor);
58 |
59 | //Layers
60 | for (float j = 0; j <= gridSizeY; j += smallStep)
61 | {
62 | //X axis lines
63 | for (float i = 0; i <= gridSizeZ; i += smallStep)
64 | {
65 | GL.Vertex3(startX, startY + j , startZ + i);
66 | GL.Vertex3(startX + gridSizeX, startY + j , startZ + i);
67 | }
68 |
69 | //Z axis lines
70 | for (float i = 0; i <= gridSizeX; i += smallStep)
71 | {
72 | GL.Vertex3(startX + i, startY + j , startZ);
73 | GL.Vertex3(startX + i, startY + j , startZ + gridSizeZ);
74 | }
75 | }
76 |
77 | //Y axis lines
78 | for (float i = 0; i <= gridSizeZ; i += smallStep)
79 | {
80 | for (float k = 0; k <= gridSizeX; k += smallStep)
81 | {
82 | GL.Vertex3(startX + k, startY , startZ + i);
83 | GL.Vertex3(startX + k, startY + gridSizeY , startZ + i);
84 | }
85 | }
86 | }
87 |
88 | if (showMain)
89 | {
90 | GL.Color(mainColor);
91 |
92 | //Layers
93 | for (float j = 0; j <= gridSizeY; j += largeStep)
94 | {
95 | //X axis lines
96 | for (float i = 0; i <= gridSizeZ; i += largeStep)
97 | {
98 | GL.Vertex3(startX, startY + j, startZ + i);
99 | GL.Vertex3(startX + gridSizeX, startY + j , startZ + i);
100 | }
101 |
102 | //Z axis lines
103 | for (float i = 0; i <= gridSizeX; i += largeStep)
104 | {
105 | GL.Vertex3(startX + i, startY + j , startZ);
106 | GL.Vertex3(startX + i, startY + j , startZ + gridSizeZ);
107 | }
108 | }
109 |
110 | //Y axis lines
111 | for (float i = 0; i <= gridSizeZ; i += largeStep)
112 | {
113 | for (float k = 0; k <= gridSizeX; k += largeStep)
114 | {
115 | GL.Vertex3(startX + k, startY , startZ + i);
116 | GL.Vertex3(startX + k, startY + gridSizeY , startZ + i);
117 | }
118 | }
119 | }
120 |
121 |
122 | GL.End();
123 | }
124 |
125 | }
--------------------------------------------------------------------------------
/Assembly-CSharp.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Debug
5 | AnyCPU
6 | 10.0.20506
7 | 2.0
8 |
9 | {86293D28-8C85-B9CC-38ED-206C0817C207}
10 | Library
11 | Properties
12 | Assembly-CSharp
13 | v3.5
14 | 512
15 | Assets
16 |
17 |
18 | true
19 | full
20 | false
21 | Temp\bin\Debug\
22 | DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_3_4;UNITY_5_3;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_SPRITE_POLYGON;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;ENABLE_EDITOR_TESTS_RUNNER;UNITY_STANDALONE_OSX;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_GAMECENTER;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_LOG_MIXED_STACKTRACE;ENABLE_UNITYWEBREQUEST;ENABLE_CLUSTERINPUT;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_OSX;UNITY_TEAM_LICENSE;UNITY_PRO_LICENSE
23 | prompt
24 | 4
25 | 0169
26 |
27 |
28 | pdbonly
29 | true
30 | Temp\bin\Release\
31 | prompt
32 | 4
33 | 0169
34 |
35 |
36 |
37 |
38 |
39 |
40 |
41 | /Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEngine.dll
42 |
43 |
44 | /Applications/Unity/Unity.app/Contents/Frameworks/Managed/UnityEditor.dll
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
53 |
54 |
55 |
56 |
57 |
58 |
59 | /Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll
60 |
61 |
62 | /Applications/Unity/Unity.app/Contents/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll
63 |
64 |
65 | /Users/yliu/Exercise8_audio/Assets/DOTween/DOTween.dll
66 |
67 |
68 | /Users/yliu/Exercise8_audio/Assets/DOTween/DOTween43.dll
69 |
70 |
71 | /Users/yliu/Exercise8_audio/Assets/DOTween/DOTween46.dll
72 |
73 |
74 | /Users/yliu/Exercise8_audio/Assets/DOTween/DOTween50.dll
75 |
76 |
77 |
78 |
85 |
86 |
87 |
--------------------------------------------------------------------------------
/Assets/DOTween/DOTween50.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | DOTween50
5 |
6 |
7 |
8 |
9 | Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
10 | These, as all DOTween50 methods, require Unity 5.0 or later.
11 |
12 |
13 |
14 | Tweens an AudioMixer's exposed float to the given value.
15 | Also stores the AudioMixer as the tween's target so it can be used for filtered operations.
16 | Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.
17 | Name given to the exposed float to set
18 | The end value to reachThe duration of the tween
19 |
20 |
21 |
22 | Completes all tweens that have this target as a reference
23 | (meaning tweens that were started from this target, or that had this target added as an Id)
24 | and returns the total number of tweens completed
25 | (meaning the tweens that don't have infinite loops and were not already complete)
26 |
27 | For Sequences only: if TRUE also internal Sequence callbacks will be fired,
28 | otherwise they will be ignored
29 |
30 |
31 |
32 | Kills all tweens that have this target as a reference
33 | (meaning tweens that were started from this target, or that had this target added as an Id)
34 | and returns the total number of tweens killed.
35 |
36 | If TRUE completes the tween before killing it
37 |
38 |
39 |
40 | Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference
41 | (meaning tweens that were started from this target, or that had this target added as an Id)
42 | and returns the total number of tweens flipped.
43 |
44 |
45 |
46 |
47 | Sends to the given position all tweens that have this target as a reference
48 | (meaning tweens that were started from this target, or that had this target added as an Id)
49 | and returns the total number of tweens involved.
50 |
51 | Time position to reach
52 | (if higher than the whole tween duration the tween will simply reach its end)
53 | If TRUE will play the tween after reaching the given position, otherwise it will pause it
54 |
55 |
56 |
57 | Pauses all tweens that have this target as a reference
58 | (meaning tweens that were started from this target, or that had this target added as an Id)
59 | and returns the total number of tweens paused.
60 |
61 |
62 |
63 |
64 | Plays all tweens that have this target as a reference
65 | (meaning tweens that were started from this target, or that had this target added as an Id)
66 | and returns the total number of tweens played.
67 |
68 |
69 |
70 |
71 | Plays backwards all tweens that have this target as a reference
72 | (meaning tweens that were started from this target, or that had this target added as an Id)
73 | and returns the total number of tweens played.
74 |
75 |
76 |
77 |
78 | Plays forward all tweens that have this target as a reference
79 | (meaning tweens that were started from this target, or that had this target added as an Id)
80 | and returns the total number of tweens played.
81 |
82 |
83 |
84 |
85 | Restarts all tweens that have this target as a reference
86 | (meaning tweens that were started from this target, or that had this target added as an Id)
87 | and returns the total number of tweens restarted.
88 |
89 |
90 |
91 |
92 | Rewinds all tweens that have this target as a reference
93 | (meaning tweens that were started from this target, or that had this target added as an Id)
94 | and returns the total number of tweens rewinded.
95 |
96 |
97 |
98 |
99 | Smoothly rewinds all tweens that have this target as a reference
100 | (meaning tweens that were started from this target, or that had this target added as an Id)
101 | and returns the total number of tweens rewinded.
102 |
103 |
104 |
105 |
106 | Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference
107 | (meaning tweens that were started from this target, or that had this target added as an Id)
108 | and returns the total number of tweens involved.
109 |
110 |
111 |
112 |
113 |
--------------------------------------------------------------------------------
/Assets/DOTween/DOTween43.xml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | DOTween43
5 |
6 |
7 |
8 |
9 | Methods that extend known Unity objects and allow to directly create and control tweens from their instances.
10 | These, as all DOTween43 methods, require Unity 4.3 or later.
11 |
12 |
13 |
14 | Tweens a Material's color using the given gradient
15 | (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
16 | Also stores the image as the tween's target so it can be used for filtered operations
17 | The gradient to useThe duration of the tween
18 |
19 |
20 | Tweens a Material's named color property using the given gradient
21 | (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
22 | Also stores the image as the tween's target so it can be used for filtered operations
23 | The gradient to use
24 | The name of the material property to tween (like _Tint or _SpecColor)
25 | The duration of the tween
26 |
27 |
28 | Tweens a SpriteRenderer's color to the given value.
29 | Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
30 | The end value to reachThe duration of the tween
31 |
32 |
33 | Tweens a Material's alpha color to the given value.
34 | Also stores the spriteRenderer as the tween's target so it can be used for filtered operations
35 | The end value to reachThe duration of the tween
36 |
37 |
38 | Tweens a SpriteRenderer's color using the given gradient
39 | (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener).
40 | Also stores the image as the tween's target so it can be used for filtered operations
41 | The gradient to useThe duration of the tween
42 |
43 |
44 | Tweens a Rigidbody2D's position to the given value.
45 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
46 | The end value to reachThe duration of the tween
47 | If TRUE the tween will smoothly snap all values to integers
48 |
49 |
50 | Tweens a Rigidbody2D's X position to the given value.
51 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
52 | The end value to reachThe duration of the tween
53 | If TRUE the tween will smoothly snap all values to integers
54 |
55 |
56 | Tweens a Rigidbody2D's Y position to the given value.
57 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
58 | The end value to reachThe duration of the tween
59 | If TRUE the tween will smoothly snap all values to integers
60 |
61 |
62 | Tweens a Rigidbody2D's rotation to the given value.
63 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations
64 | The end value to reachThe duration of the tween
65 |
66 |
67 | Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis.
68 | Returns a Sequence instead of a Tweener.
69 | Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations.
70 | IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position
71 | The end value to reach
72 | Power of the jump (the max height of the jump is represented by this plus the final Y offset)
73 | Total number of jumps
74 | The duration of the tween
75 | If TRUE the tween will smoothly snap all values to integers
76 |
77 |
78 | Tweens a SpriteRenderer's color to the given value,
79 | in a way that allows other DOBlendableColor tweens to work together on the same target,
80 | instead than fight each other as multiple DOColor would do.
81 | Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations
82 | The value to tween toThe duration of the tween
83 |
84 |
85 |
86 |
--------------------------------------------------------------------------------
/Assets/Controller.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System.Collections;
3 | using DG.Tweening;
4 |
5 | public class Controller : MonoBehaviour {
6 | //音频相关
7 | public AudioSource thisAudioSource;
8 | private float[] spectrumData = new float[8192];
9 | //cube相关
10 | public GameObject cubePrototype;
11 | public Transform startPoint;
12 | private Transform[] cube_transforms=new Transform[8192];
13 | private Vector3[] cubes_position= new Vector3[8192];
14 | //颜色相关
15 | public GridOverlay gridOverlay;
16 | private MeshRenderer[] cube_meshRenderers = new MeshRenderer[8192];
17 | private bool cubeColorChange;
18 | private bool gridColorChange;
19 | //相机移动相关
20 | public Vector3 cameraStartPoint;
21 | public Transform cameraTransform;
22 | public bool lookat0_1;
23 | public bool lookat1_2;
24 | public bool lookat2_3;
25 | public Vector3 lookat0_1_vector = Vector3.zero;
26 | public Vector3 lookat1_2_vector = new Vector3(106f, 12f, 78f);
27 | public Vector3 lookat2_3_vector = Vector3.zero;
28 | private Vector3[] moveTos = new Vector3[8192];
29 | public Transform cubes_parent;
30 | private bool cubesRotate = true;
31 | // Use this for initialization
32 | void Start () {
33 | //cube生成与排列
34 | Vector3 p=startPoint.position;
35 |
36 | for(int i=0;i<8192;i++){
37 | p=new Vector3(p.x+0.11f,p.y,p.z);
38 | GameObject cube=Object.Instantiate(cubePrototype,p,cubePrototype.transform.rotation)as GameObject;
39 | cube_transforms[i]=cube.transform;
40 | cube_meshRenderers[i] =cube.GetComponent();
41 | }
42 |
43 | p=startPoint.position;
44 |
45 | float a=2f*Mathf.PI/5461;
46 |
47 | for(int i=0;i<5461;i++){
48 | cube_transforms[i].position=new Vector3(p.x+Mathf.Cos(a)*131,p.y,p.z+131*Mathf.Sin(a));
49 | a+=2f*Mathf.PI/5461;
50 | cubes_position[i]=cube_transforms[i].position;
51 | cube_transforms[i].parent=startPoint;
52 | }
53 | //颜色相关
54 | gridColorChange = false;
55 | cubeColorChange = false;
56 | Invoke("SwitchCC", 3f);
57 | //相机移动相关
58 | cameraStartPoint = cameraTransform.position;
59 | StartCoroutine(CameraMovement());
60 | //延迟播放音频
61 | thisAudioSource.PlayDelayed(2f);
62 | }
63 | // Update is called once per frame
64 | void Update () {
65 | Spectrum2Cube();
66 | DynamicColor();
67 | CameraLookAt();
68 | }
69 | //颜色相关
70 | void SwitchCC(){
71 | cubeColorChange = !cubeColorChange;
72 | }
73 | void SwitchGC(){
74 | gridColorChange = !gridColorChange;
75 | }
76 | void DynamicColor(){
77 | if (cubeColorChange)
78 | {
79 | for (int i = 0; i < 5461; i++)
80 | {
81 | cube_meshRenderers[i].material.SetColor("_Color", new Vector4(Mathf.Lerp(cube_meshRenderers[i].material.color.r, spectrumData[i] * 500f, 0.2f), 0.5f, 1f, 1f));
82 | }
83 | }
84 | if (gridColorChange)
85 | {
86 | float gridColor = Mathf.Lerp(gridOverlay.mainColor.r, spectrumData[2000] * 1000, 0.5f);
87 | if (gridColor > 1)
88 | {
89 | gridColor = 1;
90 | }
91 | gridOverlay.mainColor = new Vector4(gridColor, 0.5f, 1f, 1f);
92 | }
93 | }
94 | //thisAudioSource当前帧频率波功率,传到对应cube的localScale
95 | void Spectrum2Cube(){
96 | thisAudioSource.GetSpectrumData(spectrumData, 0, FFTWindow.BlackmanHarris);
97 | for (int i = 0; i < 5461; i++)
98 | {
99 | cube_transforms[i].localScale = new Vector3(0.15f, Mathf.Lerp(cube_transforms[i].localScale.y, spectrumData[i] * 10000f, 0.5f), 0.15f);
100 | }
101 | }
102 | //相机角度控制
103 | void CameraLookAt(){
104 | if (lookat0_1)
105 | {
106 | cameraTransform.LookAt(lookat0_1_vector);
107 | }
108 | if (lookat1_2)
109 | {
110 | cameraTransform.LookAt(lookat1_2_vector);
111 |
112 | }
113 | if (lookat2_3)
114 | {
115 | cameraTransform.LookAt(cubes_position[5190]);
116 | }
117 | }
118 | //网格动画
119 | IEnumerator GridOff()
120 | {
121 | for (int i = 0; i < 51; i++)
122 | {
123 | gridOverlay.largeStep += 10;
124 | yield return new WaitForSeconds(0.02f);
125 | }
126 | gridOverlay.showMain = false;
127 |
128 | }
129 | IEnumerator GridOn()
130 | {
131 | gridOverlay.showMain = true;
132 | gridColorChange = true;
133 | gridOverlay.largeStep = 500;
134 | for (int i = 0; i < 49; i++)
135 | {
136 | gridOverlay.largeStep -= 10;
137 | yield return new WaitForSeconds(0.02f);
138 | }
139 | }
140 | //相机重复移动,暂无退出机制
141 | public void CameraRepeatMove()
142 | {
143 | StopAllCoroutines();
144 | StartCoroutine(CameraMovement());
145 | if (cubesRotate)
146 | {
147 | cubesRotate = false;
148 | cubes_parent.DORotate(new Vector3(0f, 360f, 0f), 117f, RotateMode.FastBeyond360);
149 | }
150 | gridColorChange = false;
151 | }
152 | //相机移动脚本
153 | IEnumerator CameraMovement()
154 | {
155 | yield return new WaitForSeconds(20f);
156 | lookat2_3_vector = new Vector3(cubes_position[5200].x, 12f, cubes_position[5200].z);
157 | cameraTransform.DOMove(startPoint.position, 20f);
158 | for (int i = 0; i < 8192; i++)
159 | {
160 | moveTos[i] = new Vector3(cubes_position[i].x, 10f, cubes_position[i].z);
161 | }
162 | yield return new WaitForSeconds(20f);
163 | cameraTransform.DOMove(new Vector3(126f, 252f, 1f), 10f);
164 | cameraTransform.DOLookAt(Vector3.zero, 10f, AxisConstraint.None, Vector3.up);
165 | yield return new WaitForSeconds(10f);
166 | cameraTransform.DOMove(new Vector3(106f, 12f, 78f), 19f);
167 | cameraTransform.DOLookAt(lookat1_2_vector, 19f, AxisConstraint.None, Vector3.up);
168 | yield return new WaitForSeconds(19f);
169 | lookat1_2 = false;
170 | StartCoroutine(GridOn());
171 | cameraTransform.DOLookAt(lookat2_3_vector, 8f, AxisConstraint.None, Vector3.up);
172 | cameraTransform.DOMove(new Vector3(cubes_position[5460].x, 12f, cubes_position[5460].z), 8f);
173 | yield return new WaitForSeconds(8f);
174 | cameraTransform.DOLookAt(cubes_position[5200], 2f, AxisConstraint.None, Vector3.up);
175 | yield return new WaitForSeconds(2f);
176 | int counter = 0;
177 | while (counter < 2700)
178 | {
179 | cameraTransform.LookAt(cubes_position[5200 - counter]);
180 | cameraTransform.DOMove(moveTos[5460 - counter], 0.01f);
181 | yield return new WaitForSeconds(0.01f);
182 | counter += 10;
183 | }
184 | cameraTransform.DOLookAt(lookat0_1_vector, 3f, AxisConstraint.None, Vector3.up);
185 | yield return new WaitForSeconds(3f);
186 | StartCoroutine(GridOff());
187 | lookat0_1 = true;
188 | cameraTransform.DOMove(new Vector3(cameraStartPoint.x, cameraStartPoint.y + 300f, cameraStartPoint.z), 6f);
189 | yield return new WaitForSeconds(6f);
190 | lookat0_1 = false;
191 | CameraRepeatMove();
192 | }
193 | }
194 |
--------------------------------------------------------------------------------
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2 | mainRepresentation:
3 | name: DOTween.dll
4 | thumbnail:
5 | m_Format: 4
6 | m_Width: 32
7 | m_Height: 32
8 | m_RowBytes: 128
9 | image data: 4096
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11 | guid: 5faead4479f454eb697dcec4240470bf
12 | path: Assets/DOTween/DOTween.dll.mdb
13 | localIdentifier: 102900000
14 | thumbnailClassID: 1029
15 | flags: 0
16 | scriptClassName:
17 | representations: []
18 | labels:
19 | m_Labels: []
20 | assetImporterClassID: 1030
21 | assetBundleFullName:
22 | m_AssetBundleName:
23 | m_AssetBundleVariant:
24 | externalReferencesForValidation: []
25 | AssetInfo_______."
--------------------------------------------------------------------------------
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1 | PreviewAssetData BaseName:
2 | mainRepresentation:
3 | name: DOTween50.dll
4 | thumbnail:
5 | m_Format: 4
6 | m_Width: 32
7 | m_Height: 32
8 | m_RowBytes: 128
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11 | guid: 18867a2bdc3984c7fa4cb3b4ee1ed99e
12 | path: Assets/DOTween/DOTween50.dll.mdb
13 | localIdentifier: 102900000
14 | thumbnailClassID: 1029
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20 | assetImporterClassID: 1030
21 | assetBundleFullName:
22 | m_AssetBundleName:
23 | m_AssetBundleVariant:
24 | externalReferencesForValidation: []
25 | AssetInfo_______2"
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1 | PreviewAssetData BaseName:
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3 | name: DOTween46.dll
4 | thumbnail:
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7 | m_Height: 32
8 | m_RowBytes: 128
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12 | path: Assets/DOTween/DOTween43.dll.mdb
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25 | AssetInfo_______2"
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1 | PreviewAssetData BaseName:
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12 | path: Assets/DOTween/Editor/DOTweenEditor.dll.mdb
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18 | labels:
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20 | assetImporterClassID: 1030
21 | assetBundleFullName:
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25 | AssetInfo_______A"
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/Library/ShaderCache/d/da9bd157767cc706a684858b27a7a7e1.bin:
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1 | 2O DIRECTIONAL ~ #ifdef VERTEX
2 | #version 150
3 | #extension GL_ARB_explicit_attrib_location : require
4 | #extension GL_ARB_shader_bit_encoding : enable
5 |
6 | uniform vec3 _WorldSpaceCameraPos;
7 | uniform vec4 _WorldSpaceLightPos0;
8 | uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
9 | uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4];
10 | uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4];
11 | uniform vec4 _MainTex_ST;
12 | uniform vec4 _DetailAlbedoMap_ST;
13 | uniform float _UVSec;
14 | in vec4 in_POSITION0;
15 | in vec3 in_NORMAL0;
16 | in vec2 in_TEXCOORD0;
17 | in vec2 in_TEXCOORD1;
18 | out vec4 vs_TEXCOORD0;
19 | out vec3 vs_TEXCOORD1;
20 | out vec4 vs_TEXCOORD2;
21 | out vec4 vs_TEXCOORD3;
22 | out vec4 vs_TEXCOORD4;
23 | out vec3 vs_TEXCOORD5;
24 | out vec2 vs_TEXCOORD6;
25 | vec4 u_xlat0;
26 | bool u_xlatb0;
27 | vec4 u_xlat1;
28 | float u_xlat6;
29 | void main()
30 | {
31 | u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
32 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
33 | u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
34 | u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
35 | u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
36 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
37 | u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
38 | gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
39 | u_xlatb0 = _UVSec==0.0;
40 | u_xlat0.xy = (bool(u_xlatb0)) ? in_TEXCOORD0.xy : in_TEXCOORD1.xy;
41 | vs_TEXCOORD0.zw = u_xlat0.xy * _DetailAlbedoMap_ST.xy + _DetailAlbedoMap_ST.zw;
42 | vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw;
43 | u_xlat0.xyz = in_POSITION0.yyy * hlslcc_mtx4x4unity_ObjectToWorld[1].xyz;
44 | u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[0].xyz * in_POSITION0.xxx + u_xlat0.xyz;
45 | u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[2].xyz * in_POSITION0.zzz + u_xlat0.xyz;
46 | u_xlat0.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat0.xyz;
47 | vs_TEXCOORD1.xyz = u_xlat0.xyz + (-_WorldSpaceCameraPos.xyz);
48 | u_xlat1.xyz = (-u_xlat0.xyz) * _WorldSpaceLightPos0.www + _WorldSpaceLightPos0.xyz;
49 | vs_TEXCOORD5.xyz = u_xlat0.xyz;
50 | u_xlat1.w = 0.0;
51 | vs_TEXCOORD2 = u_xlat1.wwwx;
52 | vs_TEXCOORD3 = u_xlat1.wwwy;
53 | vs_TEXCOORD4.w = u_xlat1.z;
54 | u_xlat0.x = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[0].xyz);
55 | u_xlat0.y = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[1].xyz);
56 | u_xlat0.z = dot(in_NORMAL0.xyz, hlslcc_mtx4x4unity_WorldToObject[2].xyz);
57 | u_xlat6 = dot(u_xlat0.xyz, u_xlat0.xyz);
58 | u_xlat6 = inversesqrt(u_xlat6);
59 | vs_TEXCOORD4.xyz = vec3(u_xlat6) * u_xlat0.xyz;
60 | vs_TEXCOORD6.xy = vec2(0.0, 0.0);
61 | return;
62 | }
63 |
64 | #endif
65 | #ifdef FRAGMENT
66 | #version 150
67 | #extension GL_ARB_explicit_attrib_location : require
68 | #extension GL_ARB_shader_bit_encoding : enable
69 |
70 | uniform vec4 unity_OcclusionMaskSelector;
71 | uniform vec4 unity_ProbeVolumeParams;
72 | uniform vec4 hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[4];
73 | uniform vec3 unity_ProbeVolumeSizeInv;
74 | uniform vec3 unity_ProbeVolumeMin;
75 | uniform vec4 _LightColor0;
76 | uniform vec4 _Color;
77 | uniform float _Metallic;
78 | uniform float _Glossiness;
79 | uniform sampler2D _MainTex;
80 | uniform sampler3D unity_ProbeVolumeSH;
81 | in vec4 vs_TEXCOORD0;
82 | in vec3 vs_TEXCOORD1;
83 | in vec4 vs_TEXCOORD2;
84 | in vec4 vs_TEXCOORD3;
85 | in vec4 vs_TEXCOORD4;
86 | in vec3 vs_TEXCOORD5;
87 | layout(location = 0) out vec4 SV_Target0;
88 | vec3 u_xlat0;
89 | vec4 u_xlat10_0;
90 | vec3 u_xlat1;
91 | vec4 u_xlat2;
92 | vec3 u_xlat3;
93 | vec4 u_xlat4;
94 | vec3 u_xlat5;
95 | vec3 u_xlat6;
96 | float u_xlat9;
97 | float u_xlat10;
98 | float u_xlat16;
99 | float u_xlat17;
100 | float u_xlat21;
101 | float u_xlat22;
102 | bool u_xlatb22;
103 | float u_xlat23;
104 | void main()
105 | {
106 | u_xlat10_0 = texture(_MainTex, vs_TEXCOORD0.xy);
107 | u_xlat1.xyz = u_xlat10_0.xyz * _Color.xyz;
108 | u_xlat0.xyz = _Color.xyz * u_xlat10_0.xyz + vec3(-0.220916301, -0.220916301, -0.220916301);
109 | u_xlat0.xyz = vec3(vec3(_Metallic, _Metallic, _Metallic)) * u_xlat0.xyz + vec3(0.220916301, 0.220916301, 0.220916301);
110 | u_xlat21 = (-_Metallic) * 0.779083729 + 0.779083729;
111 | u_xlat1.xyz = vec3(u_xlat21) * u_xlat1.xyz;
112 | u_xlat21 = dot(vs_TEXCOORD4.xyz, vs_TEXCOORD4.xyz);
113 | u_xlat21 = inversesqrt(u_xlat21);
114 | u_xlat2.xyz = vec3(u_xlat21) * vs_TEXCOORD4.xyz;
115 | u_xlat21 = dot(vs_TEXCOORD1.xyz, vs_TEXCOORD1.xyz);
116 | u_xlat21 = inversesqrt(u_xlat21);
117 | u_xlat3.xyz = vec3(u_xlat21) * vs_TEXCOORD1.xyz;
118 | u_xlatb22 = unity_ProbeVolumeParams.x==1.0;
119 | if(u_xlatb22){
120 | u_xlatb22 = unity_ProbeVolumeParams.y==1.0;
121 | u_xlat4.xyz = vs_TEXCOORD5.yyy * hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[1].xyz;
122 | u_xlat4.xyz = hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[0].xyz * vs_TEXCOORD5.xxx + u_xlat4.xyz;
123 | u_xlat4.xyz = hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[2].xyz * vs_TEXCOORD5.zzz + u_xlat4.xyz;
124 | u_xlat4.xyz = u_xlat4.xyz + hlslcc_mtx4x4unity_ProbeVolumeWorldToObject[3].xyz;
125 | u_xlat4.xyz = (bool(u_xlatb22)) ? u_xlat4.xyz : vs_TEXCOORD5.xyz;
126 | u_xlat4.xyz = u_xlat4.xyz + (-unity_ProbeVolumeMin.xyz);
127 | u_xlat4.yzw = u_xlat4.xyz * unity_ProbeVolumeSizeInv.xyz;
128 | u_xlat22 = u_xlat4.y * 0.25 + 0.75;
129 | u_xlat23 = unity_ProbeVolumeParams.z * 0.5 + 0.75;
130 | u_xlat4.x = max(u_xlat22, u_xlat23);
131 | u_xlat4 = texture(unity_ProbeVolumeSH, u_xlat4.xzw);
132 | } else {
133 | u_xlat4.x = float(1.0);
134 | u_xlat4.y = float(1.0);
135 | u_xlat4.z = float(1.0);
136 | u_xlat4.w = float(1.0);
137 | //ENDIF
138 | }
139 | u_xlat22 = dot(u_xlat4, unity_OcclusionMaskSelector);
140 | u_xlat22 = clamp(u_xlat22, 0.0, 1.0);
141 | u_xlat4.xyz = vec3(u_xlat22) * _LightColor0.xyz;
142 | u_xlat22 = (-_Glossiness) + 1.0;
143 | u_xlat5.x = vs_TEXCOORD2.w;
144 | u_xlat5.y = vs_TEXCOORD3.w;
145 | u_xlat5.z = vs_TEXCOORD4.w;
146 | u_xlat6.xyz = (-vs_TEXCOORD1.xyz) * vec3(u_xlat21) + u_xlat5.xyz;
147 | u_xlat21 = dot(u_xlat6.xyz, u_xlat6.xyz);
148 | u_xlat21 = max(u_xlat21, 0.00100000005);
149 | u_xlat21 = inversesqrt(u_xlat21);
150 | u_xlat6.xyz = vec3(u_xlat21) * u_xlat6.xyz;
151 | u_xlat21 = dot(u_xlat2.xyz, (-u_xlat3.xyz));
152 | u_xlat23 = dot(u_xlat2.xyz, u_xlat5.xyz);
153 | u_xlat23 = clamp(u_xlat23, 0.0, 1.0);
154 | u_xlat2.x = dot(u_xlat2.xyz, u_xlat6.xyz);
155 | u_xlat2.x = clamp(u_xlat2.x, 0.0, 1.0);
156 | u_xlat9 = dot(u_xlat5.xyz, u_xlat6.xyz);
157 | u_xlat9 = clamp(u_xlat9, 0.0, 1.0);
158 | u_xlat16 = u_xlat9 * u_xlat9;
159 | u_xlat16 = dot(vec2(u_xlat16), vec2(u_xlat22));
160 | u_xlat16 = u_xlat16 + -0.5;
161 | u_xlat3.x = (-u_xlat23) + 1.0;
162 | u_xlat10 = u_xlat3.x * u_xlat3.x;
163 | u_xlat10 = u_xlat10 * u_xlat10;
164 | u_xlat3.x = u_xlat3.x * u_xlat10;
165 | u_xlat3.x = u_xlat16 * u_xlat3.x + 1.0;
166 | u_xlat10 = -abs(u_xlat21) + 1.0;
167 | u_xlat17 = u_xlat10 * u_xlat10;
168 | u_xlat17 = u_xlat17 * u_xlat17;
169 | u_xlat10 = u_xlat10 * u_xlat17;
170 | u_xlat16 = u_xlat16 * u_xlat10 + 1.0;
171 | u_xlat16 = u_xlat16 * u_xlat3.x;
172 | u_xlat16 = u_xlat23 * u_xlat16;
173 | u_xlat3.x = u_xlat22 * u_xlat22;
174 | u_xlat22 = (-u_xlat22) * u_xlat22 + 1.0;
175 | u_xlat10 = abs(u_xlat21) * u_xlat22 + u_xlat3.x;
176 | u_xlat22 = u_xlat23 * u_xlat22 + u_xlat3.x;
177 | u_xlat21 = abs(u_xlat21) * u_xlat22;
178 | u_xlat21 = u_xlat23 * u_xlat10 + u_xlat21;
179 | u_xlat21 = u_xlat21 + 9.99999975e-06;
180 | u_xlat21 = 0.5 / u_xlat21;
181 | u_xlat22 = u_xlat3.x * u_xlat3.x;
182 | u_xlat3.x = u_xlat2.x * u_xlat22 + (-u_xlat2.x);
183 | u_xlat2.x = u_xlat3.x * u_xlat2.x + 1.0;
184 | u_xlat22 = u_xlat22 * 0.318309873;
185 | u_xlat2.x = u_xlat2.x * u_xlat2.x + 1.00000001e-07;
186 | u_xlat22 = u_xlat22 / u_xlat2.x;
187 | u_xlat21 = u_xlat21 * u_xlat22;
188 | u_xlat21 = u_xlat21 * 3.14159274;
189 | u_xlat21 = max(u_xlat21, 9.99999975e-05);
190 | u_xlat21 = sqrt(u_xlat21);
191 | u_xlat21 = u_xlat23 * u_xlat21;
192 | u_xlat22 = dot(u_xlat0.xyz, u_xlat0.xyz);
193 | u_xlatb22 = u_xlat22!=0.0;
194 | u_xlat22 = u_xlatb22 ? 1.0 : float(0.0);
195 | u_xlat21 = u_xlat21 * u_xlat22;
196 | u_xlat2.xzw = vec3(u_xlat16) * u_xlat4.xyz;
197 | u_xlat3.xyz = u_xlat4.xyz * vec3(u_xlat21);
198 | u_xlat21 = (-u_xlat9) + 1.0;
199 | u_xlat22 = u_xlat21 * u_xlat21;
200 | u_xlat22 = u_xlat22 * u_xlat22;
201 | u_xlat21 = u_xlat21 * u_xlat22;
202 | u_xlat4.xyz = (-u_xlat0.xyz) + vec3(1.0, 1.0, 1.0);
203 | u_xlat0.xyz = u_xlat4.xyz * vec3(u_xlat21) + u_xlat0.xyz;
204 | u_xlat0.xyz = u_xlat0.xyz * u_xlat3.xyz;
205 | SV_Target0.xyz = u_xlat1.xyz * u_xlat2.xzw + u_xlat0.xyz;
206 | SV_Target0.w = 1.0;
207 | return;
208 | }
209 |
210 | #endif
211 |
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