├── .gitattributes
├── .gitignore
├── Assets
├── Editor.meta
├── Editor
│ ├── CrossPlatformInput.meta
│ ├── CrossPlatformInput
│ │ ├── CrossPlatformInputInitialize.cs
│ │ └── CrossPlatformInputInitialize.cs.meta
│ ├── ImageEffects.meta
│ ├── ImageEffects
│ │ ├── AntialiasingEditor.cs
│ │ ├── AntialiasingEditor.cs.meta
│ │ ├── BloomAndFlaresEditor.cs
│ │ ├── BloomAndFlaresEditor.cs.meta
│ │ ├── BloomEditor.cs
│ │ ├── BloomEditor.cs.meta
│ │ ├── CameraMotionBlurEditor.cs
│ │ ├── CameraMotionBlurEditor.cs.meta
│ │ ├── ColorCorrectionCurvesEditor.cs
│ │ ├── ColorCorrectionCurvesEditor.cs.meta
│ │ ├── ColorCorrectionLookupEditor.cs
│ │ ├── ColorCorrectionLookupEditor.cs.meta
│ │ ├── CreaseShadingEditor.cs
│ │ ├── CreaseShadingEditor.cs.meta
│ │ ├── DepthOfFieldDeprecatedEditor.cs
│ │ ├── DepthOfFieldDeprecatedEditor.cs.meta
│ │ ├── DepthOfFieldEditor.cs
│ │ ├── DepthOfFieldEditor.cs.meta
│ │ ├── EdgeDetectionEditor.cs
│ │ ├── EdgeDetectionEditor.cs.meta
│ │ ├── NoiseAndGrainEditor.cs
│ │ ├── NoiseAndGrainEditor.cs.meta
│ │ ├── SunShaftsEditor.cs
│ │ ├── SunShaftsEditor.cs.meta
│ │ ├── TonemappingEditor.cs
│ │ ├── TonemappingEditor.cs.meta
│ │ ├── VignetteAndChromaticAberrationEditor.cs
│ │ └── VignetteAndChromaticAberrationEditor.cs.meta
│ ├── UnityPresentationFramework.meta
│ └── UnityPresentationFramework
│ │ ├── CoreAnimationEditor.cs
│ │ ├── CoreAnimationEditor.cs.meta
│ │ ├── PlayerEditor.cs
│ │ └── PlayerEditor.cs.meta
├── Empty Presentation.unity
├── Empty Presentation.unity.meta
├── Prefabs.meta
├── Prefabs
│ ├── FreeLookCameraRig.prefab
│ ├── FreeLookCameraRig.prefab.meta
│ ├── Player.prefab
│ └── Player.prefab.meta
├── Sample Presentation.unity
├── Sample Presentation.unity.meta
├── Scripts.meta
├── Scripts
│ ├── AbstractSlideController.cs
│ ├── AbstractSlideController.cs.meta
│ ├── CoreAnimation.cs
│ ├── CoreAnimation.cs.meta
│ ├── PlayerController.cs
│ ├── PlayerController.cs.meta
│ ├── PresentationCam.cs
│ ├── PresentationCam.cs.meta
│ ├── SlideHelper.cs
│ └── SlideHelper.cs.meta
├── Standard Assets.meta
├── Standard Assets
│ ├── Cameras.meta
│ ├── Cameras
│ │ ├── CameraGuidelines.txt
│ │ ├── CameraGuidelines.txt.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── CctvCamera.prefab
│ │ │ ├── CctvCamera.prefab.meta
│ │ │ ├── FreeLookCameraRig.prefab
│ │ │ ├── FreeLookCameraRig.prefab.meta
│ │ │ ├── HandheldCamera.prefab
│ │ │ ├── HandheldCamera.prefab.meta
│ │ │ ├── MultipurposeCameraRig.prefab
│ │ │ └── MultipurposeCameraRig.prefab.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── AbstractTargetFollower.cs
│ │ │ ├── AbstractTargetFollower.cs.meta
│ │ │ ├── AutoCam.cs
│ │ │ ├── AutoCam.cs.meta
│ │ │ ├── FreeLookCam.cs
│ │ │ ├── FreeLookCam.cs.meta
│ │ │ ├── HandHeldCam.cs
│ │ │ ├── HandHeldCam.cs.meta
│ │ │ ├── LookatTarget.cs
│ │ │ ├── LookatTarget.cs.meta
│ │ │ ├── PivotBasedCameraRig.cs
│ │ │ ├── PivotBasedCameraRig.cs.meta
│ │ │ ├── ProtectCameraFromWallClip.cs
│ │ │ ├── ProtectCameraFromWallClip.cs.meta
│ │ │ ├── TargetFieldOfView.cs
│ │ │ └── TargetFieldOfView.cs.meta
│ ├── CrossPlatformInput.meta
│ ├── CrossPlatformInput
│ │ ├── CrossPlatformInputGuidelines.txt
│ │ ├── CrossPlatformInputGuidelines.txt.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── CarTiltControls.prefab
│ │ │ ├── CarTiltControls.prefab.meta
│ │ │ ├── DualTouchControls.prefab
│ │ │ ├── DualTouchControls.prefab.meta
│ │ │ ├── MobileAircraftControls.prefab
│ │ │ ├── MobileAircraftControls.prefab.meta
│ │ │ ├── MobileSingleStickControl.prefab
│ │ │ ├── MobileSingleStickControl.prefab.meta
│ │ │ ├── MobileTiltControlRig.prefab
│ │ │ └── MobileTiltControlRig.prefab.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── AxisTouchButton.cs
│ │ │ ├── AxisTouchButton.cs.meta
│ │ │ ├── ButtonHandler.cs
│ │ │ ├── ButtonHandler.cs.meta
│ │ │ ├── CrossPlatformInputManager.cs
│ │ │ ├── CrossPlatformInputManager.cs.meta
│ │ │ ├── InputAxisScrollbar.cs
│ │ │ ├── InputAxisScrollbar.cs.meta
│ │ │ ├── Joystick.cs
│ │ │ ├── Joystick.cs.meta
│ │ │ ├── MobileControlRig.cs
│ │ │ ├── MobileControlRig.cs.meta
│ │ │ ├── PlatformSpecific.meta
│ │ │ ├── PlatformSpecific
│ │ │ │ ├── MobileInput.cs
│ │ │ │ ├── MobileInput.cs.meta
│ │ │ │ ├── StandaloneInput.cs
│ │ │ │ └── StandaloneInput.cs.meta
│ │ │ ├── TiltInput.cs
│ │ │ ├── TiltInput.cs.meta
│ │ │ ├── TouchPad.cs
│ │ │ ├── TouchPad.cs.meta
│ │ │ ├── VirtualInput.cs
│ │ │ └── VirtualInput.cs.meta
│ │ ├── Sprites.meta
│ │ └── Sprites
│ │ │ ├── ButtonAcceleratorOverSprite.png
│ │ │ ├── ButtonAcceleratorOverSprite.png.meta
│ │ │ ├── ButtonAcceleratorUpSprite.png
│ │ │ ├── ButtonAcceleratorUpSprite.png.meta
│ │ │ ├── ButtonArrowOverSprite.png
│ │ │ ├── ButtonArrowOverSprite.png.meta
│ │ │ ├── ButtonArrowUpSprite.png
│ │ │ ├── ButtonArrowUpSprite.png.meta
│ │ │ ├── ButtonBrakeOverSprite.png
│ │ │ ├── ButtonBrakeOverSprite.png.meta
│ │ │ ├── ButtonBrakeUpSprite.png
│ │ │ ├── ButtonBrakeUpSprite.png.meta
│ │ │ ├── ButtonCameraCycleUpSprite.png
│ │ │ ├── ButtonCameraCycleUpSprite.png.meta
│ │ │ ├── ButtonResetSprite.png
│ │ │ ├── ButtonResetSprite.png.meta
│ │ │ ├── ButtonSpacebarSprite.png
│ │ │ ├── ButtonSpacebarSprite.png.meta
│ │ │ ├── ButtonThumbstickOverSprite.png
│ │ │ ├── ButtonThumbstickOverSprite.png.meta
│ │ │ ├── ButtonThumbstickUpSprite.png
│ │ │ ├── ButtonThumbstickUpSprite.png.meta
│ │ │ ├── ButtonTimescaleFullUpSprite.png
│ │ │ ├── ButtonTimescaleFullUpSprite.png.meta
│ │ │ ├── ButtonTimescaleSlowUpSprite.png
│ │ │ ├── ButtonTimescaleSlowUpSprite.png.meta
│ │ │ ├── SliderBackgroundSprite.png
│ │ │ ├── SliderBackgroundSprite.png.meta
│ │ │ ├── SliderHandleSprite.png
│ │ │ ├── SliderHandleSprite.png.meta
│ │ │ ├── TouchpadSprite.png
│ │ │ └── TouchpadSprite.png.meta
│ ├── Effects.meta
│ └── Effects
│ │ ├── GlassRefraction.meta
│ │ ├── GlassRefraction
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── GlassRefractive.mat
│ │ │ └── GlassRefractive.mat.meta
│ │ ├── Shaders.meta
│ │ ├── Shaders
│ │ │ ├── GlassStainedBumpDistort.shader
│ │ │ └── GlassStainedBumpDistort.shader.meta
│ │ ├── Textures.meta
│ │ └── Textures
│ │ │ ├── GlassStainedAlbedo.tif
│ │ │ ├── GlassStainedAlbedo.tif.meta
│ │ │ ├── GlassStainedNormals.tif
│ │ │ └── GlassStainedNormals.tif.meta
│ │ ├── ImageEffects.meta
│ │ ├── ImageEffects
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── Antialiasing.cs
│ │ │ ├── Antialiasing.cs.meta
│ │ │ ├── Bloom.cs
│ │ │ ├── Bloom.cs.meta
│ │ │ ├── BloomAndFlares.cs
│ │ │ ├── BloomAndFlares.cs.meta
│ │ │ ├── BloomOptimized.cs
│ │ │ ├── BloomOptimized.cs.meta
│ │ │ ├── Blur.cs
│ │ │ ├── Blur.cs.meta
│ │ │ ├── BlurOptimized.cs
│ │ │ ├── BlurOptimized.cs.meta
│ │ │ ├── CameraMotionBlur.cs
│ │ │ ├── CameraMotionBlur.cs.meta
│ │ │ ├── ColorCorrectionCurves.cs
│ │ │ ├── ColorCorrectionCurves.cs.meta
│ │ │ ├── ColorCorrectionLookup.cs
│ │ │ ├── ColorCorrectionLookup.cs.meta
│ │ │ ├── ColorCorrectionRamp.cs
│ │ │ ├── ColorCorrectionRamp.cs.meta
│ │ │ ├── ContrastEnhance.cs
│ │ │ ├── ContrastEnhance.cs.meta
│ │ │ ├── ContrastStretch.cs
│ │ │ ├── ContrastStretch.cs.meta
│ │ │ ├── CreaseShading.cs
│ │ │ ├── CreaseShading.cs.meta
│ │ │ ├── DepthOfField.cs
│ │ │ ├── DepthOfField.cs.meta
│ │ │ ├── DepthOfFieldDeprecated.cs
│ │ │ ├── DepthOfFieldDeprecated.cs.meta
│ │ │ ├── EdgeDetection.cs
│ │ │ ├── EdgeDetection.cs.meta
│ │ │ ├── Fisheye.cs
│ │ │ ├── Fisheye.cs.meta
│ │ │ ├── GlobalFog.cs
│ │ │ ├── GlobalFog.cs.meta
│ │ │ ├── Grayscale.cs
│ │ │ ├── Grayscale.cs.meta
│ │ │ ├── ImageEffectBase.cs
│ │ │ ├── ImageEffectBase.cs.meta
│ │ │ ├── ImageEffects.cs
│ │ │ ├── ImageEffects.cs.meta
│ │ │ ├── MotionBlur.cs
│ │ │ ├── MotionBlur.cs.meta
│ │ │ ├── NoiseAndGrain.cs
│ │ │ ├── NoiseAndGrain.cs.meta
│ │ │ ├── NoiseAndScratches.cs
│ │ │ ├── NoiseAndScratches.cs.meta
│ │ │ ├── PostEffectsBase.cs
│ │ │ ├── PostEffectsBase.cs.meta
│ │ │ ├── PostEffectsHelper.cs
│ │ │ ├── PostEffectsHelper.cs.meta
│ │ │ ├── Quads.cs
│ │ │ ├── Quads.cs.meta
│ │ │ ├── ScreenOverlay.cs
│ │ │ ├── ScreenOverlay.cs.meta
│ │ │ ├── ScreenSpaceAmbientObscurance.cs
│ │ │ ├── ScreenSpaceAmbientObscurance.cs.meta
│ │ │ ├── ScreenSpaceAmbientOcclusion.cs
│ │ │ ├── ScreenSpaceAmbientOcclusion.cs.meta
│ │ │ ├── SepiaTone.cs
│ │ │ ├── SepiaTone.cs.meta
│ │ │ ├── SunShafts.cs
│ │ │ ├── SunShafts.cs.meta
│ │ │ ├── TiltShift.cs
│ │ │ ├── TiltShift.cs.meta
│ │ │ ├── Tonemapping.cs
│ │ │ ├── Tonemapping.cs.meta
│ │ │ ├── Triangles.cs
│ │ │ ├── Triangles.cs.meta
│ │ │ ├── Twirl.cs
│ │ │ ├── Twirl.cs.meta
│ │ │ ├── VignetteAndChromaticAberration.cs
│ │ │ ├── VignetteAndChromaticAberration.cs.meta
│ │ │ ├── Vortex.cs
│ │ │ └── Vortex.cs.meta
│ │ ├── Shaders.meta
│ │ ├── Shaders
│ │ │ ├── BlendModesOverlay.shader
│ │ │ ├── BlendModesOverlay.shader.meta
│ │ │ ├── BlurEffectConeTaps.shader
│ │ │ ├── BlurEffectConeTaps.shader.meta
│ │ │ ├── CameraMotionBlur.shader
│ │ │ ├── CameraMotionBlur.shader.meta
│ │ │ ├── CameraMotionBlurDX11.shader
│ │ │ ├── CameraMotionBlurDX11.shader.meta
│ │ │ ├── ChromaticAberrationShader.shader
│ │ │ ├── ChromaticAberrationShader.shader.meta
│ │ │ ├── ColorCorrection3DLut.shader
│ │ │ ├── ColorCorrection3DLut.shader.meta
│ │ │ ├── ColorCorrectionCurves.shader
│ │ │ ├── ColorCorrectionCurves.shader.meta
│ │ │ ├── ColorCorrectionCurvesSimple.shader
│ │ │ ├── ColorCorrectionCurvesSimple.shader.meta
│ │ │ ├── ColorCorrectionEffect.shader
│ │ │ ├── ColorCorrectionEffect.shader.meta
│ │ │ ├── ColorCorrectionSelective.shader
│ │ │ ├── ColorCorrectionSelective.shader.meta
│ │ │ ├── Contrast Stretch.meta
│ │ │ ├── Contrast Stretch
│ │ │ │ ├── Adaptation.shader
│ │ │ │ ├── Adaptation.shader.meta
│ │ │ │ ├── Apply.shader
│ │ │ │ ├── Apply.shader.meta
│ │ │ │ ├── Luminance.shader
│ │ │ │ ├── Luminance.shader.meta
│ │ │ │ ├── MinMaxReduction.shader
│ │ │ │ └── MinMaxReduction.shader.meta
│ │ │ ├── ContrastComposite.shader
│ │ │ ├── ContrastComposite.shader.meta
│ │ │ ├── ConvertDepth.shader
│ │ │ ├── ConvertDepth.shader.meta
│ │ │ ├── CreaseApply.shader
│ │ │ ├── CreaseApply.shader.meta
│ │ │ ├── EdgeDetectNormals.shader
│ │ │ ├── EdgeDetectNormals.shader.meta
│ │ │ ├── FisheyeShader.shader
│ │ │ ├── FisheyeShader.shader.meta
│ │ │ ├── GlobalFog.shader
│ │ │ ├── GlobalFog.shader.meta
│ │ │ ├── GrayscaleEffect.shader
│ │ │ ├── GrayscaleEffect.shader.meta
│ │ │ ├── MotionBlur.shader
│ │ │ ├── MotionBlur.shader.meta
│ │ │ ├── MotionBlurClear.shader
│ │ │ ├── MotionBlurClear.shader.meta
│ │ │ ├── NoiseAndGrain.shader
│ │ │ ├── NoiseAndGrain.shader.meta
│ │ │ ├── NoiseAndGrainDX11.shader
│ │ │ ├── NoiseAndGrainDX11.shader.meta
│ │ │ ├── NoiseEffectShaderRGB.shader
│ │ │ ├── NoiseEffectShaderRGB.shader.meta
│ │ │ ├── NoiseEffectShaderYUV.shader
│ │ │ ├── NoiseEffectShaderYUV.shader.meta
│ │ │ ├── PrepareSunShaftsBlur.shader
│ │ │ ├── PrepareSunShaftsBlur.shader.meta
│ │ │ ├── RadialBlur.shader
│ │ │ ├── RadialBlur.shader.meta
│ │ │ ├── SSAOShader.shader
│ │ │ ├── SSAOShader.shader.meta
│ │ │ ├── ScreenSpaceAmbientObscurance.shader
│ │ │ ├── ScreenSpaceAmbientObscurance.shader.meta
│ │ │ ├── ScreenSpaceRaytrace.cginc
│ │ │ ├── ScreenSpaceRaytrace.cginc.meta
│ │ │ ├── SepiaToneEffect.shader
│ │ │ ├── SepiaToneEffect.shader.meta
│ │ │ ├── ShowAlphaChannel.shader
│ │ │ ├── ShowAlphaChannel.shader.meta
│ │ │ ├── SimpleClear.shader
│ │ │ ├── SimpleClear.shader.meta
│ │ │ ├── SunShaftsComposite.shader
│ │ │ ├── SunShaftsComposite.shader.meta
│ │ │ ├── Tonemapper.shader
│ │ │ ├── Tonemapper.shader.meta
│ │ │ ├── TwirlEffect.shader
│ │ │ ├── TwirlEffect.shader.meta
│ │ │ ├── VignettingShader.shader
│ │ │ ├── VignettingShader.shader.meta
│ │ │ ├── VortexEffect.shader
│ │ │ ├── VortexEffect.shader.meta
│ │ │ ├── _Antialiasing.meta
│ │ │ ├── _Antialiasing
│ │ │ │ ├── DLAA.shader
│ │ │ │ ├── DLAA.shader.meta
│ │ │ │ ├── FXAA2.shader
│ │ │ │ ├── FXAA2.shader.meta
│ │ │ │ ├── FXAA3Console.shader
│ │ │ │ ├── FXAA3Console.shader.meta
│ │ │ │ ├── FXAAPreset2.shader
│ │ │ │ ├── FXAAPreset2.shader.meta
│ │ │ │ ├── FXAAPreset3.shader
│ │ │ │ ├── FXAAPreset3.shader.meta
│ │ │ │ ├── NFAA.shader
│ │ │ │ ├── NFAA.shader.meta
│ │ │ │ ├── SSAA.shader
│ │ │ │ └── SSAA.shader.meta
│ │ │ ├── _BloomAndFlares.meta
│ │ │ ├── _BloomAndFlares
│ │ │ │ ├── Blend.shader
│ │ │ │ ├── Blend.shader.meta
│ │ │ │ ├── BlendForBloom.shader
│ │ │ │ ├── BlendForBloom.shader.meta
│ │ │ │ ├── BlendOneOne.shader
│ │ │ │ ├── BlendOneOne.shader.meta
│ │ │ │ ├── BlurAndFlares.shader
│ │ │ │ ├── BlurAndFlares.shader.meta
│ │ │ │ ├── BrightPassFilter.shader
│ │ │ │ ├── BrightPassFilter.shader.meta
│ │ │ │ ├── BrightPassFilter2.shader
│ │ │ │ ├── BrightPassFilter2.shader.meta
│ │ │ │ ├── LensFlareCreate.shader
│ │ │ │ ├── LensFlareCreate.shader.meta
│ │ │ │ ├── MobileBloom.shader
│ │ │ │ ├── MobileBloom.shader.meta
│ │ │ │ ├── MobileBlur.shader
│ │ │ │ ├── MobileBlur.shader.meta
│ │ │ │ ├── MultiPassHollywoodFlares.shader
│ │ │ │ ├── MultiPassHollywoodFlares.shader.meta
│ │ │ │ ├── SeparableBlurPlus.shader
│ │ │ │ ├── SeparableBlurPlus.shader.meta
│ │ │ │ ├── VignetteShader.shader
│ │ │ │ └── VignetteShader.shader.meta
│ │ │ ├── _DepthOfField.meta
│ │ │ ├── _DepthOfField
│ │ │ │ ├── Bokeh34.shader
│ │ │ │ ├── Bokeh34.shader.meta
│ │ │ │ ├── DepthOfField34.shader
│ │ │ │ ├── DepthOfField34.shader.meta
│ │ │ │ ├── DepthOfFieldDX11.shader
│ │ │ │ ├── DepthOfFieldDX11.shader.meta
│ │ │ │ ├── DepthOfFieldScatter.shader
│ │ │ │ ├── DepthOfFieldScatter.shader.meta
│ │ │ │ ├── SeparableBlur.shader
│ │ │ │ ├── SeparableBlur.shader.meta
│ │ │ │ ├── SeparableWeightedBlurDof34.shader
│ │ │ │ ├── SeparableWeightedBlurDof34.shader.meta
│ │ │ │ ├── TiltShiftHdrLensBlur.shader
│ │ │ │ └── TiltShiftHdrLensBlur.shader.meta
│ │ │ ├── frag_ao.cginc
│ │ │ └── frag_ao.cginc.meta
│ │ ├── Textures.meta
│ │ └── Textures
│ │ │ ├── ContrastEnhanced3D16.png
│ │ │ ├── ContrastEnhanced3D16.png.meta
│ │ │ ├── HexShape.psd
│ │ │ ├── HexShape.psd.meta
│ │ │ ├── MotionBlurJitter.png
│ │ │ ├── MotionBlurJitter.png.meta
│ │ │ ├── Neutral3D16.png
│ │ │ ├── Neutral3D16.png.meta
│ │ │ ├── Noise.png
│ │ │ ├── Noise.png.meta
│ │ │ ├── NoiseAndGrain.png
│ │ │ ├── NoiseAndGrain.png.meta
│ │ │ ├── NoiseEffectGrain.png
│ │ │ ├── NoiseEffectGrain.png.meta
│ │ │ ├── NoiseEffectScratch.png
│ │ │ ├── NoiseEffectScratch.png.meta
│ │ │ ├── RandomVectors.png
│ │ │ ├── RandomVectors.png.meta
│ │ │ ├── SphereShape.psd
│ │ │ ├── SphereShape.psd.meta
│ │ │ ├── VignetteMask.png
│ │ │ ├── VignetteMask.png.meta
│ │ │ ├── color correction ramp.png
│ │ │ ├── color correction ramp.png.meta
│ │ │ ├── grayscale ramp.png
│ │ │ └── grayscale ramp.png.meta
│ │ ├── LightCookies.meta
│ │ ├── LightCookies
│ │ ├── Textures.meta
│ │ └── Textures
│ │ │ ├── FlashlightCookie.tif
│ │ │ ├── FlashlightCookie.tif.meta
│ │ │ ├── FlashlightIrregularCookie.tif
│ │ │ ├── FlashlightIrregularCookie.tif.meta
│ │ │ ├── LightHardCookie.psd
│ │ │ ├── LightHardCookie.psd.meta
│ │ │ ├── LightSoftCookie.tif
│ │ │ ├── LightSoftCookie.tif.meta
│ │ │ ├── LightSquareCookie.psd
│ │ │ └── LightSquareCookie.psd.meta
│ │ ├── LightFlares.meta
│ │ ├── LightFlares
│ │ ├── Flares.meta
│ │ ├── Flares
│ │ │ ├── 50mmZoom.flare
│ │ │ ├── 50mmZoom.flare.meta
│ │ │ ├── FlareSmall.flare
│ │ │ ├── FlareSmall.flare.meta
│ │ │ ├── Sun.flare
│ │ │ └── Sun.flare.meta
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── Flare50mm.mat
│ │ │ └── Flare50mm.mat.meta
│ │ ├── Textures.meta
│ │ └── Textures
│ │ │ ├── Flare50mm.psd
│ │ │ ├── Flare50mm.psd.meta
│ │ │ ├── FlareStar.psd
│ │ │ └── FlareStar.psd.meta
│ │ ├── Projectors.meta
│ │ ├── Projectors
│ │ ├── Guidelines.txt
│ │ ├── Guidelines.txt.meta
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── GridProjector.mat
│ │ │ ├── GridProjector.mat.meta
│ │ │ ├── LightProjector.mat
│ │ │ ├── LightProjector.mat.meta
│ │ │ ├── ShadowProjector.mat
│ │ │ └── ShadowProjector.mat.meta
│ │ ├── Prefabs.meta
│ │ ├── Prefabs
│ │ │ ├── BlobLightProjector.prefab
│ │ │ ├── BlobLightProjector.prefab.meta
│ │ │ ├── BlobShadowProjector.prefab
│ │ │ ├── BlobShadowProjector.prefab.meta
│ │ │ ├── GridProjector.prefab
│ │ │ └── GridProjector.prefab.meta
│ │ ├── Shaders.meta
│ │ ├── Shaders
│ │ │ ├── ProjectorLight.shader
│ │ │ ├── ProjectorLight.shader.meta
│ │ │ ├── ProjectorMultiply.shader
│ │ │ └── ProjectorMultiply.shader.meta
│ │ ├── Textures.meta
│ │ └── Textures
│ │ │ ├── Falloff.psd
│ │ │ ├── Falloff.psd.meta
│ │ │ ├── Grid.psd
│ │ │ ├── Grid.psd.meta
│ │ │ ├── Light.psd
│ │ │ ├── Light.psd.meta
│ │ │ ├── Shadow.psd
│ │ │ └── Shadow.psd.meta
│ │ ├── TessellationShaders.meta
│ │ ├── TessellationShaders
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── TesselatedBumpSpecular.mat
│ │ │ ├── TesselatedBumpSpecular.mat.meta
│ │ │ ├── TesselatedBumpSpecularDisplacement.mat
│ │ │ ├── TesselatedBumpSpecularDisplacement.mat.meta
│ │ │ ├── TesselatedBumpSpecularSmooth.mat
│ │ │ └── TesselatedBumpSpecularSmooth.mat.meta
│ │ ├── Models.meta
│ │ ├── Models
│ │ │ ├── LowPolySphere.fbx
│ │ │ └── LowPolySphere.fbx.meta
│ │ ├── Scenes.meta
│ │ ├── Scenes
│ │ │ ├── TessellationSample.unity
│ │ │ └── TessellationSample.unity.meta
│ │ ├── Shaders.meta
│ │ ├── Shaders
│ │ │ ├── BumpedSpecularDisplacement.shader
│ │ │ ├── BumpedSpecularDisplacement.shader.meta
│ │ │ ├── BumpedSpecularSmooth.shader
│ │ │ └── BumpedSpecularSmooth.shader.meta
│ │ ├── Textures.meta
│ │ └── Textures
│ │ │ ├── CliffHeight.png
│ │ │ ├── CliffHeight.png.meta
│ │ │ ├── CliffNormals.png
│ │ │ └── CliffNormals.png.meta
│ │ ├── ToonShading.meta
│ │ └── ToonShading
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ ├── ToonBasic.mat
│ │ ├── ToonBasic.mat.meta
│ │ ├── ToonBasicOutline.mat
│ │ ├── ToonBasicOutline.mat.meta
│ │ ├── ToonLit.mat
│ │ ├── ToonLit.mat.meta
│ │ ├── ToonLitOutline.mat
│ │ └── ToonLitOutline.mat.meta
│ │ ├── Shaders.meta
│ │ ├── Shaders
│ │ ├── ToonBasic.shader
│ │ ├── ToonBasic.shader.meta
│ │ ├── ToonBasicOutline.shader
│ │ ├── ToonBasicOutline.shader.meta
│ │ ├── ToonLit.shader
│ │ ├── ToonLit.shader.meta
│ │ ├── ToonLitOutline.shader
│ │ └── ToonLitOutline.shader.meta
│ │ ├── Textures.meta
│ │ └── Textures
│ │ ├── ToonLit.psd
│ │ ├── ToonLit.psd.meta
│ │ ├── UtilToonGradient.png
│ │ └── UtilToonGradient.png.meta
├── Themes.meta
└── Themes
│ ├── Default.meta
│ └── Default
│ ├── Animation.meta
│ ├── Animation
│ ├── Map.meta
│ ├── Map
│ │ ├── Enter.anim
│ │ ├── Enter.anim.meta
│ │ ├── Regions.controller
│ │ └── Regions.controller.meta
│ ├── SampleMarker.meta
│ └── SampleMarker
│ │ ├── MarkerExit.anim
│ │ ├── MarkerExit.anim.meta
│ │ ├── MarkerRest.anim
│ │ ├── MarkerRest.anim.meta
│ │ ├── MarkerShow.anim
│ │ ├── MarkerShow.anim.meta
│ │ ├── SampleMarker.controller
│ │ └── SampleMarker.controller.meta
│ ├── Fonts.meta
│ ├── Fonts
│ ├── Myriad Pro Italic.ttf
│ ├── Myriad Pro Italic.ttf.meta
│ ├── Myriad Pro Light Italic.otf
│ ├── Myriad Pro Light Italic.otf.meta
│ ├── Myriad Pro Light.otf
│ ├── Myriad Pro Light.otf.meta
│ ├── Myriad Pro Regular.ttf
│ ├── Myriad Pro Regular.ttf.meta
│ ├── Myriad Pro Semibold.ttf
│ └── Myriad Pro Semibold.ttf.meta
│ ├── Materials.meta
│ ├── Materials
│ ├── Blue.mat
│ ├── Blue.mat.meta
│ ├── Earth Mask.mat
│ ├── Earth Mask.mat.meta
│ ├── Gold.mat
│ ├── Gold.mat.meta
│ ├── Gray.mat
│ ├── Gray.mat.meta
│ ├── Map USA.meta
│ ├── Map USA
│ │ ├── Map Base.mat
│ │ ├── Map Base.mat.meta
│ │ ├── Map Mask.mat
│ │ └── Map Mask.mat.meta
│ ├── Myriad Pro Regular 3D.mat
│ ├── Myriad Pro Regular 3D.mat.meta
│ ├── Sprites-Circle.mat
│ ├── Sprites-Circle.mat.meta
│ ├── White.mat
│ └── White.mat.meta
│ ├── Models.meta
│ ├── Models
│ ├── Column.fbx
│ ├── Column.fbx.meta
│ ├── Cone.fbx
│ ├── Cone.fbx.meta
│ ├── Icosphere1.fbx
│ ├── Icosphere1.fbx.meta
│ ├── Icosphere2.fbx
│ ├── Icosphere2.fbx.meta
│ ├── Materials.meta
│ ├── Materials
│ │ ├── Material.mat
│ │ └── Material.mat.meta
│ ├── globe-standard.fbx
│ ├── globe-standard.fbx.meta
│ ├── usa-map-blank.fbx
│ └── usa-map-blank.fbx.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ ├── SampleElements.meta
│ ├── SampleElements
│ │ ├── Icosphere.prefab
│ │ ├── Icosphere.prefab.meta
│ │ ├── SampleCloudPercentage.prefab
│ │ ├── SampleCloudPercentage.prefab.meta
│ │ ├── SampleGlobe.prefab
│ │ ├── SampleGlobe.prefab.meta
│ │ ├── SampleMarker.prefab
│ │ ├── SampleMarker.prefab.meta
│ │ ├── SampleMatrixPercentage.prefab
│ │ ├── SampleMatrixPercentage.prefab.meta
│ │ ├── USAMap.prefab
│ │ └── USAMap.prefab.meta
│ ├── TextBox.meta
│ └── TextBox
│ │ ├── Body.prefab
│ │ ├── Body.prefab.meta
│ │ ├── DisplayHeading1.prefab
│ │ ├── DisplayHeading1.prefab.meta
│ │ ├── DisplayHeading2.prefab
│ │ ├── DisplayHeading2.prefab.meta
│ │ ├── DisplayHeading3.prefab
│ │ ├── DisplayHeading3.prefab.meta
│ │ ├── DisplayHeading4.prefab
│ │ ├── DisplayHeading4.prefab.meta
│ │ ├── Header1.prefab
│ │ ├── Header1.prefab.meta
│ │ ├── Header2.prefab
│ │ ├── Header2.prefab.meta
│ │ ├── Header3.prefab
│ │ ├── Header3.prefab.meta
│ │ ├── Header4.prefab
│ │ └── Header4.prefab.meta
│ ├── Scripts.meta
│ ├── Scripts
│ ├── CloudPercentage.cs
│ ├── CloudPercentage.cs.meta
│ ├── GlobeController.cs
│ ├── GlobeController.cs.meta
│ ├── Marker.cs
│ ├── Marker.cs.meta
│ ├── MatrixPercentage.cs
│ ├── MatrixPercentage.cs.meta
│ ├── SampleSlide.cs
│ ├── SampleSlide.cs.meta
│ ├── TimestampText.cs
│ ├── TimestampText.cs.meta
│ ├── USAMapController.cs
│ └── USAMapController.cs.meta
│ ├── Shaders.meta
│ ├── Shaders
│ ├── Circle 2D.shader
│ ├── Circle 2D.shader.meta
│ ├── MaskedTexture.shader
│ ├── MaskedTexture.shader.meta
│ ├── Text 3D.shader
│ └── Text 3D.shader.meta
│ ├── Templates.meta
│ ├── Templates
│ ├── Master_CloudPercentage.prefab
│ ├── Master_CloudPercentage.prefab.meta
│ ├── Master_Empty.prefab
│ ├── Master_Empty.prefab.meta
│ ├── Master_GlobalCoordinates.prefab
│ ├── Master_GlobalCoordinates.prefab.meta
│ ├── Master_MapUS.prefab
│ ├── Master_MapUS.prefab.meta
│ ├── Master_MatrixPercentage.prefab
│ └── Master_MatrixPercentage.prefab.meta
│ ├── Textures.meta
│ └── Textures
│ ├── Palette.txt
│ ├── Palette.txt.meta
│ ├── USA-mask.png
│ ├── USA-mask.png.meta
│ ├── USA.PNG
│ ├── USA.PNG.meta
│ ├── blank-us-map.png
│ ├── blank-us-map.png.meta
│ ├── earth.png
│ └── earth.png.meta
├── LICENSE.txt
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityAdsSettings.asset
└── UnityConnectSettings.asset
└── README.md
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEditor;
5 |
6 | namespace UnityPresentationFramework.Helpers
7 | {
8 | public static class SlideHelper
9 | {
10 | ///
11 | /// Create a new slide from prefab
12 | ///
13 | ///
14 | ///
15 | ///
16 | ///
17 | static public AbstractSlideController CreateNewSlide(int id, GameObject prefab, bool focusOn = false)
18 | {
19 | GameObject slide = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
20 | slide.name = "New Slide " + id;
21 | slide.transform.SetAsLastSibling();
22 | // Register new gameobject in the undo system
23 | Undo.RegisterCreatedObjectUndo(slide, "Created New Slide");
24 | if(focusOn) Selection.activeObject = slide;
25 |
26 | return slide.GetComponent();
27 | }
28 | }
29 | }
30 |
31 |
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace UnityStandardAssets.Cameras
5 | {
6 | public class HandHeldCam : LookatTarget
7 | {
8 | [SerializeField] private float m_SwaySpeed = .5f;
9 | [SerializeField] private float m_BaseSwayAmount = .5f;
10 | [SerializeField] private float m_TrackingSwayAmount = .5f;
11 | [Range(-1, 1)] [SerializeField] private float m_TrackingBias = 0;
12 |
13 |
14 | protected override void FollowTarget(float deltaTime)
15 | {
16 | base.FollowTarget(deltaTime);
17 |
18 | float bx = (Mathf.PerlinNoise(0, Time.time*m_SwaySpeed) - 0.5f);
19 | float by = (Mathf.PerlinNoise(0, (Time.time*m_SwaySpeed) + 100)) - 0.5f;
20 |
21 | bx *= m_BaseSwayAmount;
22 | by *= m_BaseSwayAmount;
23 |
24 | float tx = (Mathf.PerlinNoise(0, Time.time*m_SwaySpeed) - 0.5f) + m_TrackingBias;
25 | float ty = ((Mathf.PerlinNoise(0, (Time.time*m_SwaySpeed) + 100)) - 0.5f) + m_TrackingBias;
26 |
27 | tx *= -m_TrackingSwayAmount*m_FollowVelocity.x;
28 | ty *= m_TrackingSwayAmount*m_FollowVelocity.y;
29 |
30 | transform.Rotate(bx + tx, by + ty, 0);
31 | }
32 | }
33 | }
34 |
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1 | using System;
2 | using UnityEngine;
3 |
4 |
5 | namespace UnityStandardAssets.Cameras
6 | {
7 | public abstract class PivotBasedCameraRig : AbstractTargetFollower
8 | {
9 | // This script is designed to be placed on the root object of a camera rig,
10 | // comprising 3 gameobjects, each parented to the next:
11 |
12 | // Camera Rig
13 | // Pivot
14 | // Camera
15 |
16 | protected Transform m_Cam; // the transform of the camera
17 | protected Transform m_Pivot; // the point at which the camera pivots around
18 | protected Vector3 m_LastTargetPosition;
19 |
20 |
21 | protected virtual void Awake()
22 | {
23 | // find the camera in the object hierarchy
24 | m_Cam = GetComponentInChildren().transform;
25 | m_Pivot = m_Cam.parent;
26 | }
27 | }
28 | }
29 |
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace UnityStandardAssets.CrossPlatformInput
5 | {
6 | public class ButtonHandler : MonoBehaviour
7 | {
8 |
9 | public string Name;
10 |
11 | void OnEnable()
12 | {
13 |
14 | }
15 |
16 | public void SetDownState()
17 | {
18 | CrossPlatformInputManager.SetButtonDown(Name);
19 | }
20 |
21 |
22 | public void SetUpState()
23 | {
24 | CrossPlatformInputManager.SetButtonUp(Name);
25 | }
26 |
27 |
28 | public void SetAxisPositiveState()
29 | {
30 | CrossPlatformInputManager.SetAxisPositive(Name);
31 | }
32 |
33 |
34 | public void SetAxisNeutralState()
35 | {
36 | CrossPlatformInputManager.SetAxisZero(Name);
37 | }
38 |
39 |
40 | public void SetAxisNegativeState()
41 | {
42 | CrossPlatformInputManager.SetAxisNegative(Name);
43 | }
44 |
45 | public void Update()
46 | {
47 |
48 | }
49 | }
50 | }
51 |
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace UnityStandardAssets.CrossPlatformInput
5 | {
6 | public class InputAxisScrollbar : MonoBehaviour
7 | {
8 | public string axis;
9 |
10 | void Update() { }
11 |
12 | public void HandleInput(float value)
13 | {
14 | CrossPlatformInputManager.SetAxis(axis, (value*2f) - 1f);
15 | }
16 | }
17 | }
18 |
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace UnityStandardAssets.ImageEffects
5 | {
6 | [ExecuteInEditMode]
7 | [AddComponentMenu("Image Effects/Color Adjustments/Color Correction (Ramp)")]
8 | public class ColorCorrectionRamp : ImageEffectBase {
9 | public Texture textureRamp;
10 |
11 | // Called by camera to apply image effect
12 | void OnRenderImage (RenderTexture source, RenderTexture destination) {
13 | material.SetTexture ("_RampTex", textureRamp);
14 | Graphics.Blit (source, destination, material);
15 | }
16 | }
17 | }
18 |
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace UnityStandardAssets.ImageEffects
5 | {
6 | [ExecuteInEditMode]
7 | [AddComponentMenu("Image Effects/Color Adjustments/Grayscale")]
8 | public class Grayscale : ImageEffectBase {
9 | public Texture textureRamp;
10 |
11 | [Range(-1.0f,1.0f)]
12 | public float rampOffset;
13 |
14 | // Called by camera to apply image effect
15 | void OnRenderImage (RenderTexture source, RenderTexture destination) {
16 | material.SetTexture("_RampTex", textureRamp);
17 | material.SetFloat("_RampOffset", rampOffset);
18 | Graphics.Blit (source, destination, material);
19 | }
20 | }
21 | }
22 |
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/Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace UnityStandardAssets.ImageEffects
5 | {
6 | [ExecuteInEditMode]
7 | [AddComponentMenu("Image Effects/Color Adjustments/Sepia Tone")]
8 | public class SepiaTone : ImageEffectBase
9 | {
10 | // Called by camera to apply image effect
11 | void OnRenderImage (RenderTexture source, RenderTexture destination)
12 | {
13 | Graphics.Blit (source, destination, material);
14 | }
15 | }
16 | }
17 |
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace UnityStandardAssets.ImageEffects
5 | {
6 | [ExecuteInEditMode]
7 | [AddComponentMenu("Image Effects/Displacement/Twirl")]
8 | public class Twirl : ImageEffectBase
9 | {
10 | public Vector2 radius = new Vector2(0.3F,0.3F);
11 | [Range(0.0f,360.0f)]
12 | public float angle = 50;
13 | public Vector2 center = new Vector2 (0.5F, 0.5F);
14 |
15 |
16 | // Called by camera to apply image effect
17 | void OnRenderImage (RenderTexture source, RenderTexture destination)
18 | {
19 | ImageEffects.RenderDistortion (material, source, destination, angle, center, radius);
20 | }
21 | }
22 | }
23 |
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/Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace UnityStandardAssets.ImageEffects
5 | {
6 | [ExecuteInEditMode]
7 | [AddComponentMenu("Image Effects/Displacement/Vortex")]
8 | public class Vortex : ImageEffectBase
9 | {
10 | public Vector2 radius = new Vector2(0.4F,0.4F);
11 | public float angle = 50;
12 | public Vector2 center = new Vector2(0.5F, 0.5F);
13 |
14 | // Called by camera to apply image effect
15 | void OnRenderImage (RenderTexture source, RenderTexture destination)
16 | {
17 | ImageEffects.RenderDistortion (material, source, destination, angle, center, radius);
18 | }
19 | }
20 | }
21 |
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1 | Shader "Hidden/Color Correction Effect" {
2 | Properties {
3 | _MainTex ("Base (RGB)", 2D) = "white" {}
4 | _RampTex ("Base (RGB)", 2D) = "grayscaleRamp" {}
5 | }
6 |
7 | SubShader {
8 | Pass {
9 | ZTest Always Cull Off ZWrite Off
10 |
11 | CGPROGRAM
12 | #pragma vertex vert_img
13 | #pragma fragment frag
14 | #include "UnityCG.cginc"
15 |
16 | uniform sampler2D _MainTex;
17 | uniform sampler2D _RampTex;
18 |
19 | half4 _MainTex_ST;
20 |
21 | fixed4 frag (v2f_img i) : SV_Target
22 | {
23 | fixed4 orig = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST));
24 |
25 | fixed rr = tex2D(_RampTex, orig.rr).r;
26 | fixed gg = tex2D(_RampTex, orig.gg).g;
27 | fixed bb = tex2D(_RampTex, orig.bb).b;
28 |
29 | fixed4 color = fixed4(rr, gg, bb, orig.a);
30 |
31 | return color;
32 | }
33 | ENDCG
34 |
35 | }
36 | }
37 |
38 | Fallback off
39 |
40 | }
41 |
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1 | Shader "Hidden/ColorCorrectionSelective" {
2 | Properties {
3 | _MainTex ("Base (RGB)", 2D) = "" {}
4 | }
5 |
6 | CGINCLUDE
7 |
8 | #include "UnityCG.cginc"
9 |
10 | struct v2f {
11 | float4 pos : SV_POSITION;
12 | float2 uv : TEXCOORD0;
13 | };
14 |
15 | sampler2D _MainTex;
16 | half4 _MainTex_ST;
17 |
18 | float4 selColor;
19 | float4 targetColor;
20 |
21 | v2f vert( appdata_img v ) {
22 | v2f o;
23 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
24 | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
25 | return o;
26 | }
27 |
28 | fixed4 frag(v2f i) : SV_Target {
29 | fixed4 color = tex2D (_MainTex, i.uv);
30 |
31 | fixed diff = saturate (2.0 * length (color.rgb - selColor.rgb));
32 | color = lerp (targetColor, color, diff);
33 | return color;
34 | }
35 |
36 | ENDCG
37 |
38 | Subshader {
39 | Pass {
40 | ZTest Always Cull Off ZWrite Off
41 |
42 | CGPROGRAM
43 |
44 | #pragma vertex vert
45 | #pragma fragment frag
46 |
47 | ENDCG
48 | }
49 | }
50 |
51 | Fallback off
52 |
53 | }
54 |
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1 | // Outputs luminance (grayscale) of the input image _MainTex
2 |
3 | Shader "Hidden/Contrast Stretch Luminance" {
4 |
5 | Properties {
6 | _MainTex ("Base (RGB)", 2D) = "white" {}
7 | }
8 |
9 | Category {
10 | SubShader {
11 | Pass {
12 | ZTest Always Cull Off ZWrite Off
13 |
14 | CGPROGRAM
15 | #pragma vertex vert_img
16 | #pragma fragment frag
17 | #include "UnityCG.cginc"
18 |
19 | uniform sampler2D _MainTex;
20 | half4 _MainTex_ST;
21 |
22 | float4 frag (v2f_img i) : SV_Target
23 | {
24 | float4 col = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST));
25 | col.rgb = Luminance(col.rgb) * (1+col.a*2);
26 | return col;
27 | }
28 | ENDCG
29 |
30 | }
31 | }
32 | }
33 |
34 | Fallback off
35 |
36 | }
37 |
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1 | Shader "Hidden/ConvertDepth" {
2 | Properties {
3 | _MainTex ("Base (RGB)", 2D) = "" {}
4 | }
5 |
6 | // Shader code pasted into all further CGPROGRAM blocks
7 | CGINCLUDE
8 |
9 | #include "UnityCG.cginc"
10 |
11 | struct v2f {
12 | float4 pos : SV_POSITION;
13 | float2 uv : TEXCOORD0;
14 | };
15 |
16 | sampler2D _MainTex;
17 | sampler2D_float _CameraDepthTexture;
18 |
19 | half4 _CameraDepthTexture_ST;
20 |
21 | v2f vert( appdata_img v )
22 | {
23 | v2f o;
24 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
25 | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _CameraDepthTexture_ST);
26 | return o;
27 | }
28 |
29 | half4 frag(v2f i) : SV_Target
30 | {
31 | float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy);
32 | d = Linear01Depth(d);
33 |
34 | if(d>0.99999)
35 | return half4(1,1,1,1);
36 | else
37 | return EncodeFloatRGBA(d);
38 | }
39 |
40 | ENDCG
41 |
42 | Subshader {
43 |
44 | Pass {
45 | ZTest Always Cull Off ZWrite Off
46 |
47 | CGPROGRAM
48 | #pragma vertex vert
49 | #pragma fragment frag
50 | ENDCG
51 | }
52 | }
53 |
54 | Fallback off
55 |
56 | } // shader
57 |
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1 | Shader "Hidden/FisheyeShader" {
2 | Properties {
3 | _MainTex ("Base (RGB)", 2D) = "" {}
4 | }
5 |
6 | // Shader code pasted into all further CGPROGRAM blocks
7 | CGINCLUDE
8 |
9 | #include "UnityCG.cginc"
10 |
11 | struct v2f {
12 | float4 pos : SV_POSITION;
13 | float2 uv : TEXCOORD0;
14 | };
15 |
16 | sampler2D _MainTex;
17 | half4 _MainTex_ST;
18 |
19 | float2 intensity;
20 |
21 | v2f vert( appdata_img v )
22 | {
23 | v2f o;
24 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
25 | o.uv = v.texcoord.xy;
26 | return o;
27 | }
28 |
29 | half4 frag(v2f i) : SV_Target
30 | {
31 | half2 coords = i.uv;
32 | coords = (coords - 0.5) * 2.0;
33 |
34 | half2 realCoordOffs;
35 | realCoordOffs.x = (1-coords.y * coords.y) * intensity.y * (coords.x);
36 | realCoordOffs.y = (1-coords.x * coords.x) * intensity.x * (coords.y);
37 |
38 | half4 color = tex2D (_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv - realCoordOffs, _MainTex_ST));
39 |
40 | return color;
41 | }
42 |
43 | ENDCG
44 |
45 | Subshader {
46 | Pass {
47 | ZTest Always Cull Off ZWrite Off
48 |
49 | CGPROGRAM
50 | #pragma vertex vert
51 | #pragma fragment frag
52 | ENDCG
53 | }
54 |
55 | }
56 |
57 | Fallback off
58 |
59 | } // shader
60 |
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1 | Shader "Hidden/Grayscale Effect" {
2 | Properties {
3 | _MainTex ("Base (RGB)", 2D) = "white" {}
4 | _RampTex ("Base (RGB)", 2D) = "grayscaleRamp" {}
5 | }
6 |
7 | SubShader {
8 | Pass {
9 | ZTest Always Cull Off ZWrite Off
10 |
11 | CGPROGRAM
12 | #pragma vertex vert_img
13 | #pragma fragment frag
14 | #include "UnityCG.cginc"
15 |
16 | uniform sampler2D _MainTex;
17 | uniform sampler2D _RampTex;
18 | uniform half _RampOffset;
19 | half4 _MainTex_ST;
20 |
21 | fixed4 frag (v2f_img i) : SV_Target
22 | {
23 | fixed4 original = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST));
24 | fixed grayscale = Luminance(original.rgb);
25 | half2 remap = half2 (grayscale + _RampOffset, .5);
26 | fixed4 output = tex2D(_RampTex, remap);
27 | output.a = original.a;
28 | return output;
29 | }
30 | ENDCG
31 |
32 | }
33 | }
34 |
35 | Fallback off
36 |
37 | }
38 |
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1 |
2 | Shader "Hidden/MotionBlurClear"
3 | {
4 |
5 | Properties { }
6 |
7 | SubShader {
8 | Pass {
9 | //ZTest LEqual
10 | ZTest Always // lame depth test
11 | ZWrite Off // lame depth test
12 |
13 | CGPROGRAM
14 |
15 | #pragma vertex vert
16 | #pragma fragment frag
17 |
18 | #include "UnityCG.cginc"
19 |
20 | struct vs_input {
21 | float4 vertex : POSITION;
22 | };
23 |
24 | struct ps_input {
25 | float4 pos : SV_POSITION;
26 | float4 screen : TEXCOORD0;
27 | };
28 |
29 | sampler2D_float _CameraDepthTexture;
30 |
31 | ps_input vert (vs_input v)
32 | {
33 | ps_input o;
34 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
35 | o.screen = ComputeScreenPos(o.pos);
36 | COMPUTE_EYEDEPTH(o.screen.z);
37 | return o;
38 | }
39 |
40 | float4 frag (ps_input i) : SV_Target
41 | {
42 | // superlame: manual depth test needed as we can't bind depth, FIXME for 4.x
43 | // alternatively implement SM > 3 version where we write out custom depth
44 |
45 | float d = SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.screen));
46 | d = LinearEyeDepth(d);
47 |
48 | clip(d - i.screen.z + 1e-2f);
49 | return float4(0, 0, 0, 0);
50 | }
51 |
52 | ENDCG
53 |
54 | }
55 | }
56 |
57 | Fallback Off
58 | }
59 |
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1 | Shader "Hidden/Sepiatone Effect" {
2 | Properties {
3 | _MainTex ("Base (RGB)", 2D) = "white" {}
4 | }
5 |
6 | SubShader {
7 | Pass {
8 | ZTest Always Cull Off ZWrite Off
9 |
10 | CGPROGRAM
11 | #pragma vertex vert_img
12 | #pragma fragment frag
13 | #include "UnityCG.cginc"
14 |
15 | uniform sampler2D _MainTex;
16 | half4 _MainTex_ST;
17 |
18 | fixed4 frag (v2f_img i) : SV_Target
19 | {
20 | fixed4 original = tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(i.uv, _MainTex_ST));
21 |
22 | // get intensity value (Y part of YIQ color space)
23 | fixed Y = dot (fixed3(0.299, 0.587, 0.114), original.rgb);
24 |
25 | // Convert to Sepia Tone by adding constant
26 | fixed4 sepiaConvert = float4 (0.191, -0.054, -0.221, 0.0);
27 | fixed4 output = sepiaConvert + Y;
28 | output.a = original.a;
29 |
30 | return output;
31 | }
32 | ENDCG
33 |
34 | }
35 | }
36 |
37 | Fallback off
38 |
39 | }
40 |
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1 |
2 |
3 | Shader "Hidden/ShowAlphaChannel" {
4 | Properties {
5 | _MainTex ("Base (RGB)", 2D) = "white" {}
6 | _EdgeTex ("_EdgeTex", 2D) = "white" {}
7 | }
8 |
9 | SubShader {
10 | Pass {
11 | ZTest Always Cull Off ZWrite Off
12 |
13 | CGPROGRAM
14 | #pragma vertex vert
15 | #pragma fragment frag
16 |
17 | #include "UnityCG.cginc"
18 |
19 | uniform sampler2D _MainTex;
20 | uniform sampler2D _EdgeTex;
21 |
22 | uniform float4 _MainTex_TexelSize;
23 |
24 | float filterRadius;
25 |
26 | struct v2f {
27 | float4 pos : SV_POSITION;
28 | float2 uv : TEXCOORD0;
29 | };
30 |
31 | v2f vert( appdata_img v )
32 | {
33 | v2f o;
34 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
35 | o.uv = v.texcoord.xy;
36 |
37 | return o;
38 | }
39 |
40 | half4 frag (v2f i) : SV_Target
41 | {
42 |
43 | half4 color = tex2D(_MainTex, i.uv.xy);
44 | half edges = color.a;
45 |
46 | return edges;
47 | }
48 | ENDCG
49 | }
50 | }
51 |
52 | Fallback off
53 |
54 | }
55 |
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1 |
2 |
3 | Shader "Hidden/SimpleClear" {
4 | Properties {
5 | _MainTex ("Base (RGB)", 2D) = "white" {}
6 | }
7 |
8 | SubShader {
9 | Pass {
10 | ZTest Always Cull Off ZWrite Off
11 |
12 | CGPROGRAM
13 | #pragma vertex vert
14 | #pragma fragment frag
15 | #include "UnityCG.cginc"
16 |
17 | uniform sampler2D _MainTex;
18 | uniform float4 _MainTex_TexelSize;
19 |
20 | struct v2f {
21 | float4 pos : SV_POSITION;
22 | };
23 |
24 | v2f vert( appdata_img v )
25 | {
26 | v2f o;
27 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
28 | return o;
29 | }
30 |
31 | half4 frag (v2f i) : SV_Target
32 | {
33 | return half4(0,0,0,0);
34 | }
35 | ENDCG
36 | }
37 | }
38 |
39 | Fallback off
40 |
41 | }
42 |
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1 | Shader "Hidden/Twirt Effect Shader" {
2 | Properties {
3 | _MainTex ("Base (RGB)", 2D) = "white" {}
4 | }
5 |
6 | SubShader {
7 | Pass {
8 | ZTest Always Cull Off ZWrite Off
9 |
10 | CGPROGRAM
11 | #pragma vertex vert
12 | #pragma fragment frag
13 | #include "UnityCG.cginc"
14 |
15 | uniform sampler2D _MainTex;
16 | uniform float4 _MainTex_TexelSize;
17 | half4 _MainTex_ST;
18 | uniform float4 _CenterRadius;
19 | uniform float4x4 _RotationMatrix;
20 |
21 | struct v2f {
22 | float4 pos : SV_POSITION;
23 | float2 uv : TEXCOORD0;
24 | };
25 |
26 | v2f vert( appdata_img v )
27 | {
28 | v2f o;
29 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
30 | o.uv = v.texcoord - _CenterRadius.xy;
31 | return o;
32 | }
33 |
34 | float4 frag (v2f i) : SV_Target
35 | {
36 | float2 offset = i.uv;
37 | float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy);
38 | float2 tmp = offset / _CenterRadius.zw;
39 | float t = min (1, length(tmp));
40 |
41 | offset = lerp (distortedOffset, offset, t);
42 | offset += _CenterRadius.xy;
43 |
44 | return tex2D(_MainTex, UnityStereoScreenSpaceUVAdjust(offset, _MainTex_ST));
45 | }
46 | ENDCG
47 |
48 | }
49 | }
50 |
51 | Fallback off
52 |
53 | }
54 |
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1 | Shader "Hidden/BlendOneOne" {
2 | Properties {
3 | _MainTex ("-", 2D) = "" {}
4 | }
5 |
6 | CGINCLUDE
7 |
8 | #include "UnityCG.cginc"
9 |
10 | struct v2f {
11 | float4 pos : SV_POSITION;
12 | float2 uv : TEXCOORD0;
13 | };
14 |
15 | sampler2D _MainTex;
16 | half4 _MainTex_ST;
17 | half _Intensity;
18 |
19 | v2f vert( appdata_img v ) {
20 | v2f o;
21 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
22 | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
23 | return o;
24 | }
25 |
26 | half4 frag(v2f i) : SV_Target {
27 | return tex2D(_MainTex, i.uv) * _Intensity;
28 | }
29 |
30 | ENDCG
31 |
32 | Subshader {
33 |
34 | Pass {
35 | BlendOp Add
36 | Blend One One
37 |
38 | ZTest Always Cull Off ZWrite Off
39 |
40 | CGPROGRAM
41 | #pragma vertex vert
42 | #pragma fragment frag
43 | ENDCG
44 | }
45 | }
46 |
47 | Fallback off
48 |
49 | }
50 |
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1 | Shader "Hidden/BrightPassFilterForBloom"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Base (RGB)", 2D) = "" {}
6 | }
7 |
8 | CGINCLUDE
9 |
10 | #include "UnityCG.cginc"
11 |
12 | struct v2f
13 | {
14 | float4 pos : SV_POSITION;
15 | float2 uv : TEXCOORD0;
16 | };
17 |
18 | sampler2D _MainTex;
19 | half4 _MainTex_ST;
20 |
21 | half4 threshold;
22 | half useSrcAlphaAsMask;
23 |
24 | v2f vert( appdata_img v )
25 | {
26 | v2f o;
27 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
28 | o.uv = UnityStereoScreenSpaceUVAdjust(v.texcoord.xy, _MainTex_ST);
29 | return o;
30 | }
31 |
32 | half4 frag(v2f i) : SV_Target
33 | {
34 | half4 color = tex2D(_MainTex, i.uv);
35 | //color = color * saturate((color-threshhold.x) * 75.0); // didn't go well with HDR and din't make sense
36 | color = color * lerp(1.0, color.a, useSrcAlphaAsMask);
37 | color = max(half4(0,0,0,0), color-threshold.x);
38 | return color;
39 | }
40 |
41 | ENDCG
42 |
43 | Subshader
44 | {
45 | Pass
46 | {
47 | ZTest Always Cull Off ZWrite Off
48 |
49 | CGPROGRAM
50 |
51 | #pragma vertex vert
52 | #pragma fragment frag
53 |
54 | ENDCG
55 | }
56 | }
57 | Fallback off
58 | }
59 |
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1 | Shader "Hidden/VignetteShader" {
2 | Properties {
3 | _MainTex ("Base (RGB)", 2D) = "" {}
4 | }
5 |
6 | CGINCLUDE
7 |
8 | #include "UnityCG.cginc"
9 |
10 | struct v2f {
11 | float4 pos : SV_POSITION;
12 | float2 uv : TEXCOORD0;
13 | };
14 |
15 | sampler2D _MainTex;
16 |
17 | float4 _MainTex_TexelSize;
18 | float vignetteIntensity;
19 |
20 | v2f vert( appdata_img v ) {
21 | v2f o;
22 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
23 |
24 | o.uv = v.texcoord.xy;
25 | return o;
26 | }
27 |
28 | half4 frag(v2f i) : SV_Target {
29 | half2 coords = i.uv;
30 | half2 uv = i.uv;
31 |
32 | coords = (coords - 0.5) * 2.0;
33 | half coordDot = dot (coords,coords);
34 | half4 color = tex2D (_MainTex, uv);
35 |
36 | float mask = 1.0 - coordDot * vignetteIntensity;
37 | return color * mask;
38 | }
39 |
40 | ENDCG
41 |
42 | Subshader {
43 | Pass {
44 | ZTest Always Cull Off ZWrite Off
45 |
46 | CGPROGRAM
47 |
48 | #pragma vertex vert
49 | #pragma fragment frag
50 |
51 | ENDCG
52 | }
53 | }
54 |
55 | Fallback off
56 |
57 | } // shader
58 |
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1 | To use the Projector/Light and Projector/Shadow shaders properly:
2 |
3 | Cookie texture:
4 | 1. Make sure texture wrap mode is set to "Clamp"
5 | 2. Turn on "Border Mipmaps" option in import settings
6 | 3. Use uncompressed texture format
7 | 4. Projector/Shadow also requires alpha channel to be present (typically Alpha from Grayscale option is ok)
8 |
9 | Falloff texture (if present):
10 | 1. Data needs to be in alpha channel, so typically Alpha8 texture format
11 | 2. Make sure texture wrap mode is set to "Clamp"
12 | 3. Make sure leftmost pixel column is black; and "Border mipmaps" import setting is on.
13 |
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1 | Shader "Toon/Lit" {
2 | Properties {
3 | _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
4 | _MainTex ("Base (RGB)", 2D) = "white" {}
5 | _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
6 | }
7 |
8 | SubShader {
9 | Tags { "RenderType"="Opaque" }
10 | LOD 200
11 |
12 | CGPROGRAM
13 | #pragma surface surf ToonRamp
14 |
15 | sampler2D _Ramp;
16 |
17 | // custom lighting function that uses a texture ramp based
18 | // on angle between light direction and normal
19 | #pragma lighting ToonRamp exclude_path:prepass
20 | inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten)
21 | {
22 | #ifndef USING_DIRECTIONAL_LIGHT
23 | lightDir = normalize(lightDir);
24 | #endif
25 |
26 | half d = dot (s.Normal, lightDir)*0.5 + 0.5;
27 | half3 ramp = tex2D (_Ramp, float2(d,d)).rgb;
28 |
29 | half4 c;
30 | c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2);
31 | c.a = 0;
32 | return c;
33 | }
34 |
35 |
36 | sampler2D _MainTex;
37 | float4 _Color;
38 |
39 | struct Input {
40 | float2 uv_MainTex : TEXCOORD0;
41 | };
42 |
43 | void surf (Input IN, inout SurfaceOutput o) {
44 | half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
45 | o.Albedo = c.rgb;
46 | o.Alpha = c.a;
47 | }
48 | ENDCG
49 |
50 | }
51 |
52 | Fallback "Diffuse"
53 | }
54 |
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1 | Shader "Toon/Lit Outline" {
2 | Properties {
3 | _Color ("Main Color", Color) = (0.5,0.5,0.5,1)
4 | _OutlineColor ("Outline Color", Color) = (0,0,0,1)
5 | _Outline ("Outline width", Range (.002, 0.03)) = .005
6 | _MainTex ("Base (RGB)", 2D) = "white" {}
7 | _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {}
8 | }
9 |
10 | SubShader {
11 | Tags { "RenderType"="Opaque" }
12 | UsePass "Toon/Lit/FORWARD"
13 | UsePass "Toon/Basic Outline/OUTLINE"
14 | }
15 |
16 | Fallback "Toon/Lit"
17 | }
18 |
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class CloudPercentage : MonoBehaviour {
5 |
6 | [Range(0f, 1f)] [SerializeField] private float m_Percentage = 0.5f;
7 |
8 | private ParticleSystem m_InnerParticle;
9 | private ParticleSystem m_OuterParticle;
10 |
11 | private const float k_InnerEmissionRateMin = 0f;
12 | private const float k_InnerParticleSpeedMin = 0.1f;
13 |
14 | // Use this for initialization
15 | void Start () {
16 | m_InnerParticle = gameObject.transform.GetChild (0).GetComponent ();
17 | m_OuterParticle = gameObject.transform.GetChild (1).GetComponent ();
18 | }
19 |
20 | // Update is called once per frame
21 | void Update () {
22 | if (m_InnerParticle && m_OuterParticle) {
23 | m_InnerParticle.startLifetime = m_OuterParticle.startLifetime * Mathf.Sqrt (m_Percentage);
24 | m_InnerParticle.startSpeed = m_OuterParticle.startSpeed * Mathf.Sqrt ((1 - k_InnerParticleSpeedMin) * m_Percentage + k_InnerParticleSpeedMin);
25 |
26 | var emission = m_InnerParticle.emission;
27 | var emissionRate = emission.rate;
28 | emissionRate.constant = m_OuterParticle.emission.rate.constant * Mathf.Sqrt ((1 - k_InnerEmissionRateMin) * m_Percentage + k_InnerEmissionRateMin);
29 | emission.rate = emissionRate;
30 | }
31 | }
32 | }
33 |
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class Marker : MonoBehaviour {
5 |
6 | [SerializeField] private TextMesh m_Title;
7 |
8 | public void SetTitle(string title){
9 | if (m_Title != null) {
10 | m_Title.text = title;
11 | }
12 | }
13 | }
14 |
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class MatrixPercentage : MonoBehaviour {
5 |
6 | [Range(0f, 1f)] [SerializeField] private float m_Percentage = 0.5f;
7 | [SerializeField] private Transform m_BaseShape;
8 | [SerializeField] private Material m_HighlightMaterial;
9 | [SerializeField] private int m_NumberOfRows = 5;
10 | [SerializeField] private int m_NumberOfColumns = 10;
11 | [SerializeField] private float m_GapSize = 0.5f;
12 |
13 | private Material m_BaseMaterial;
14 |
15 | // Use this for initialization
16 | void Awake () {
17 |
18 | int highlightNumber = (int)(m_NumberOfRows * m_NumberOfColumns * m_Percentage);
19 | for (int i = 0; i < m_NumberOfRows; i++) {
20 | for (int j = 0; j < m_NumberOfColumns; j++) {
21 | Transform baseClone = (Transform)Instantiate (m_BaseShape, Vector3.zero, Random.rotation);
22 | if (i * m_NumberOfColumns + j < highlightNumber)
23 | baseClone.GetComponent ().material = (Material)Instantiate (m_HighlightMaterial);
24 | baseClone.parent = transform;
25 | baseClone.localPosition = new Vector3 (j * m_GapSize, i * m_GapSize, 0);
26 | }
27 | }
28 | }
29 | }
30 |
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | public class SampleSlide : AbstractSlideController
5 | {
6 |
7 | // Use this for initialization
8 | protected override void Awake()
9 | {
10 | base.Awake();
11 | // Your code..
12 | }
13 |
14 | protected override void OnFocusing()
15 | {
16 | //Debug.Log("Focusing");
17 | // Your code..
18 | }
19 |
20 | protected override void OnFocused() {
21 | //Debug.Log("Focused");
22 | // Your code..
23 | if (m_IsFirstTimeEnter) {
24 | if (m_StartEntering != null)
25 | m_StartEntering ();
26 | m_IsFirstTimeEnter = false;
27 | }
28 | }
29 | protected override void OnBlurred() {
30 | //Debug.Log("Blurred");
31 | // Your code..
32 | }
33 |
34 | }
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1 | using UnityEngine;
2 | using System.Collections;
3 | using System;
4 | using System.Globalization;
5 |
6 | [RequireComponent(typeof(TextMesh))]
7 | public class TimestampText : MonoBehaviour {
8 |
9 | [SerializeField]
10 | private string m_DateTimeFormatString = "F"; // Standard Date and Time Format Strings
11 |
12 | [SerializeField]
13 | private CultureTypes m_CultureInfoType;
14 |
15 | private TextMesh m_TextMesh;
16 | // Use this for initialization
17 | void Awake () {
18 | m_TextMesh = transform.GetComponent();
19 | }
20 |
21 | // Update is called once per frame
22 | void Update () {
23 | m_TextMesh.text = DateTime.Now.ToString(m_DateTimeFormatString, CultureInfo.CreateSpecificCulture("en-US"));
24 | }
25 | }
26 |
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1 | Shader "GUI/3D Text Shader" {
2 | Properties {
3 | _MainTex ("Font Texture", 2D) = "white" {}
4 | _Color ("Text Color", Color) = (1,1,1,1)
5 | }
6 |
7 | SubShader {
8 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
9 | Lighting Off
10 | Cull Off
11 | ZWrite Off
12 | Fog { Mode Off }
13 | Blend SrcAlpha OneMinusSrcAlpha
14 | Pass {
15 | Color [_Color]
16 | SetTexture [_MainTex] {
17 | combine primary, texture * primary
18 | }
19 | }
20 | }
21 | }
22 |
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1 | Gradient
2 | ------------------------------
3 | Blue Gold
4 | 1A1E5A FA9B00
5 | 122D98 F4CA12
6 |
7 | Blue Orange Gold
8 | 00329E F26800 FFCB00
9 | 0050B9 FA9800 FBE112
10 |
11 |
12 | Flat
13 | ------------------------------
14 | Blue Gold White Gray
15 | 1A1F71 F7B600 FFFFFF 5C5C5C
16 |
17 | Blue Orange Gold
18 | 003EA9 EF8400 FFD700
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1 | MIT License
2 |
3 | Copyright (c) 2017 Haochuan Zhang
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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