├── 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 /Library/BuildPlayer.prefs: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /Library/AssetImportState: -------------------------------------------------------------------------------- 1 | 4;0;196608;0;0 -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 5.6.5f1 2 | -------------------------------------------------------------------------------- /Library/ScriptAssemblies/BuiltinAssemblies.stamp: -------------------------------------------------------------------------------- 1 | 0000.5a311b8b.0000 2 | 0000.5a311baf.0000 -------------------------------------------------------------------------------- /Assets/Scene1.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/liu-if-else/UnitySpectrumData/HEAD/Assets/Scene1.unity 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-------------------------------------------------------------------------------- /Library/LastSceneManagerSetup.txt: -------------------------------------------------------------------------------- 1 | sceneSetups: 2 | - path: Assets/Scene1.unity 3 | isLoaded: 1 4 | isActive: 1 5 | -------------------------------------------------------------------------------- /Library/MonoManager.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/liu-if-else/UnitySpectrumData/HEAD/Library/MonoManager.asset -------------------------------------------------------------------------------- /Library/ShaderCache/1/1bab8c305abc8fb9c7ee579a1790e205.bin: -------------------------------------------------------------------------------- 1 | 2O  -------------------------------------------------------------------------------- /Library/ShaderCache/3/3f14be133038e731941c1d940594567f.bin: 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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 | -------------------------------------------------------------------------------- /Assets/DOTween/readme.txt: -------------------------------------------------------------------------------- 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 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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 | -------------------------------------------------------------------------------- /Library/metadata/5f/5faead4479f454eb697dcec4240470bf.info: -------------------------------------------------------------------------------- 1 | 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11 | guid: 18867a2bdc3984c7fa4cb3b4ee1ed99e 12 | path: Assets/DOTween/DOTween50.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_______2" -------------------------------------------------------------------------------- /Library/metadata/5f/5f87fdc6f437a441f9517e4b6505308c.info: -------------------------------------------------------------------------------- 1 | PreviewAssetDataBaseName: 2 | mainRepresentation: 3 | name: DOTween46.dll 4 | thumbnail: 5 | m_Format: 4 6 | m_Width: 32 7 | m_Height: 32 8 | m_RowBytes: 128 9 | image data: 4096 10 | _typelessdata: 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11 | guid: 5f87fdc6f437a441f9517e4b6505308c 12 | path: Assets/DOTween/DOTween46.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_______2" -------------------------------------------------------------------------------- /Library/metadata/ca/ca6d7f354012e49b380f775c1bd54a3e.info: -------------------------------------------------------------------------------- 1 | PreviewAssetDataBaseName: 2 | mainRepresentation: 3 | name: DOTween43.dll 4 | thumbnail: 5 | m_Format: 4 6 | m_Width: 32 7 | m_Height: 32 8 | m_RowBytes: 128 9 | image data: 4096 10 | _typelessdata: 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11 | guid: ca6d7f354012e49b380f775c1bd54a3e 12 | path: Assets/DOTween/DOTween43.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_______2" -------------------------------------------------------------------------------- /Library/metadata/cf/cfc9b0ccb879b4bed963a3771f8bc6be.info: -------------------------------------------------------------------------------- 1 | PreviewAssetDataBaseName: 2 | mainRepresentation: 3 | name: DOTweenEditor.dll 4 | thumbnail: 5 | m_Format: 4 6 | m_Width: 32 7 | m_Height: 32 8 | m_RowBytes: 128 9 | image data: 4096 10 | _typelessdata: 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11 | guid: cfc9b0ccb879b4bed963a3771f8bc6be 12 | path: Assets/DOTween/Editor/DOTweenEditor.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_______A" -------------------------------------------------------------------------------- /Library/ShaderCache/d/da9bd157767cc706a684858b27a7a7e1.bin: -------------------------------------------------------------------------------- 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 |  --------------------------------------------------------------------------------