├── ProjectSettings ├── ProjectVersion.txt ├── UnityAdsSettings.asset ├── ClusterInputManager.asset ├── EditorBuildSettings.asset ├── NetworkManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── EditorSettings.asset ├── TagManager.asset ├── DynamicsManager.asset ├── UnityConnectSettings.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Assets ├── LowPolyShader │ ├── Textures │ │ ├── texture.png │ │ └── texture.png.meta │ ├── Materials │ │ ├── LowPolyMaterial.mat.meta │ │ ├── StandardMaterial.mat.meta │ │ ├── StandardMaterial.mat │ │ └── LowPolyMaterial.mat │ ├── Tests │ │ ├── Forward-Fog │ │ │ ├── 01-Before.unity.meta │ │ │ ├── 02-After.unity.meta │ │ │ ├── 01-Before.unity │ │ │ └── 02-After.unity │ │ ├── Forward-OneLight │ │ │ ├── 01-Before.unity.meta │ │ │ ├── 02-After.unity.meta │ │ │ ├── 01-Before.unity │ │ │ └── 02-After.unity │ │ ├── Forward-PointLight │ │ │ ├── 01-Before.unity.meta │ │ │ ├── 02-After.unity.meta │ │ │ ├── 01-Before.unity │ │ │ └── 02-After.unity │ │ ├── Forward-SpotLight │ │ │ ├── 01-Before.unity.meta │ │ │ ├── 02-After.unity.meta │ │ │ ├── 02-After.unity │ │ │ └── 01-Before.unity │ │ ├── Forward-MultipleLights │ │ │ ├── 01-Before.unity.meta │ │ │ ├── 02-After.unity.meta │ │ │ ├── 01-Before.unity │ │ │ └── 02-After.unity │ │ ├── Forward-MultiplePlanes │ │ │ ├── 01-Before.unity.meta │ │ │ └── 02-After.unity.meta │ │ ├── Forward-Fog.meta │ │ ├── Forward-OneLight.meta │ │ ├── Forward-PointLight.meta │ │ ├── Forward-SpotLight.meta │ │ ├── Forward-MultipleLights.meta │ │ └── Forward-MultiplePlanes.meta │ ├── Materials.meta │ ├── Shaders.meta │ ├── Tests.meta │ ├── Textures.meta │ └── Shaders │ │ ├── LowPoly.shader.meta │ │ └── LowPoly.shader └── LowPolyShader.meta ├── .gitignore ├── LICENSE └── README.md /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 5.6.0f3 2 | -------------------------------------------------------------------------------- /ProjectSettings/UnityAdsSettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/pavelkouril/unity-lowpoly-shader/HEAD/ProjectSettings/UnityAdsSettings.asset -------------------------------------------------------------------------------- /Assets/LowPolyShader/Textures/texture.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/pavelkouril/unity-lowpoly-shader/HEAD/Assets/LowPolyShader/Textures/texture.png -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: [] 8 | -------------------------------------------------------------------------------- /ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!149 &1 4 | NetworkManager: 5 | m_ObjectHideFlags: 0 6 | m_DebugLevel: 0 7 | m_Sendrate: 15 8 | m_AssetToPrefab: {} 9 | -------------------------------------------------------------------------------- /Assets/LowPolyShader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/LowPolyShader/Tests/Forward-Fog/01-Before.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 75bfb15e3e1d42441bf61435818b2899 3 | timeCreated: 1479254042 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/LowPolyShader/Tests/Forward-Fog/02-After.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2897b639cd0595948abac7f26b43184f 3 | timeCreated: 1479254042 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- 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041c10e32936be44da2528b7de4b8a8b 3 | folderAsset: yes 4 | timeCreated: 1479281980 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/LowPolyShader/Shaders/LowPoly.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2f66376790c2a9a4b98f8aef1824c083 3 | timeCreated: 1479250507 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/LowPolyShader/Tests/Forward-MultipleLights.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2b120a58bd4ef1441b8b082a134226e2 3 | folderAsset: yes 4 | timeCreated: 1479281980 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/LowPolyShader/Tests/Forward-MultiplePlanes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 771a4507989443f4289a1d6494d1b046 3 | folderAsset: yes 4 | timeCreated: 1479281980 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_DisableAudio: 0 16 | m_VirtualizeEffects: 1 17 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_ExternalVersionControlSupport: Hidden Meta Files 8 | m_SerializationMode: 2 9 | m_DefaultBehaviorMode: 0 10 | m_SpritePackerMode: 2 11 | m_SpritePackerPaddingPower: 1 12 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 13 | m_ProjectGenerationRootNamespace: 14 | m_UserGeneratedProjectSuffix: 15 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Autogenerated VS/MD solution and project files 9 | ExportedObj/ 10 | *.csproj 11 | *.unityproj 12 | *.sln 13 | *.suo 14 | *.tmp 15 | *.user 16 | *.userprefs 17 | *.pidb 18 | *.booproj 19 | *.svd 20 | 21 | 22 | # Unity3D generated meta files 23 | *.pidb.meta 24 | 25 | # Unity3D Generated File On Crash Reports 26 | sysinfo.txt 27 | 28 | # Builds 29 | *.apk 30 | *.unitypackage 31 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_EnablePCM: 1 18 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 19 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | CrashReportingSettings: 11 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 12 | m_Enabled: 0 13 | m_CaptureEditorExceptions: 1 14 | UnityPurchasingSettings: 15 | m_Enabled: 0 16 | m_TestMode: 0 17 | UnityAnalyticsSettings: 18 | m_Enabled: 0 19 | m_InitializeOnStartup: 1 20 | m_TestMode: 0 21 | m_TestEventUrl: 22 | m_TestConfigUrl: 23 | UnityAdsSettings: 24 | m_Enabled: 0 25 | m_InitializeOnStartup: 1 26 | m_TestMode: 0 27 | m_EnabledPlatforms: 4294967295 28 | m_IosGameId: 29 | m_AndroidGameId: 30 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2016 Pavel Kouřil 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 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_MinPenetrationForPenalty: 0.01 17 | m_BaumgarteScale: 0.2 18 | m_BaumgarteTimeOfImpactScale: 0.75 19 | m_TimeToSleep: 0.5 20 | m_LinearSleepTolerance: 0.01 21 | m_AngularSleepTolerance: 2 22 | m_QueriesHitTriggers: 1 23 | m_QueriesStartInColliders: 1 24 | m_ChangeStopsCallbacks: 0 25 | m_AlwaysShowColliders: 0 26 | m_ShowColliderSleep: 1 27 | m_ShowColliderContacts: 0 28 | m_ShowColliderAABB: 0 29 | m_ContactArrowScale: 0.2 30 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 31 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 32 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 33 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 34 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 35 | -------------------------------------------------------------------------------- /Assets/LowPolyShader/Textures/texture.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8de8ef2a124c6f84087af03d88985285 3 | timeCreated: 1479254087 4 | licenseType: Free 5 | TextureImporter: 6 | fileIDToRecycleName: {} 7 | serializedVersion: 2 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 1 11 | linearTexture: 0 12 | correctGamma: 0 13 | fadeOut: 0 14 | borderMipMap: 0 15 | mipMapFadeDistanceStart: 1 16 | mipMapFadeDistanceEnd: 3 17 | bumpmap: 18 | convertToNormalMap: 0 19 | externalNormalMap: 0 20 | heightScale: 0.25 21 | normalMapFilter: 0 22 | isReadable: 0 23 | grayScaleToAlpha: 0 24 | generateCubemap: 0 25 | cubemapConvolution: 0 26 | cubemapConvolutionSteps: 7 27 | cubemapConvolutionExponent: 1.5 28 | seamlessCubemap: 0 29 | textureFormat: -1 30 | maxTextureSize: 2048 31 | textureSettings: 32 | filterMode: -1 33 | aniso: -1 34 | mipBias: -1 35 | wrapMode: -1 36 | nPOTScale: 1 37 | lightmap: 0 38 | rGBM: 0 39 | compressionQuality: 50 40 | allowsAlphaSplitting: 0 41 | spriteMode: 0 42 | spriteExtrude: 1 43 | spriteMeshType: 1 44 | alignment: 0 45 | spritePivot: {x: 0.5, y: 0.5} 46 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 47 | spritePixelsToUnits: 100 48 | alphaIsTransparency: 0 49 | spriteTessellationDetail: -1 50 | textureType: -1 51 | buildTargetSettings: [] 52 | spriteSheet: 53 | serializedVersion: 2 54 | sprites: [] 55 | outline: [] 56 | spritePackingTag: 57 | userData: 58 | assetBundleName: 59 | assetBundleVariant: 60 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Low-poly Shader 2 | 3 | This shader is a simple way to render your smooth meshes in the low poly, flat shaded style. 4 | 5 | ![Before X After comparison](http://i.imgur.com/8blLN5t.png) 6 | 7 | ## Usage 8 | 9 | To use it, just change the shader of a material to `PavelKouril/LowPoly Shader\LowPoly`. The shader takes the mesh and changes the texture coordinates and normals in geometry shader; the texture coordinates are changed to the center of the triangle, and for normals, face normals are calculated. 10 | 11 | HOWEVER, there are some limitations: 12 | 13 | - Sometimes, the lightning/shadows seems to be kinda off. **If you find a reproducible case where the shader is acting funny, please submit an issue.** 14 | - It works for terrain, but the results are sometimes looking subpar. This is due to the way the Unity terrain works. A separate set of shaders for terrain would be probably needed. 15 | - If you are unlucky, the conversion of the texture coordinates will result in a badly looking face. I probably can't do anything with this, sorry. :( 16 | 17 | ## Requirements 18 | 19 | - Unity 5.6 (it also should work on 5.4 and 5.5, but without any guarantees) 20 | - Geometry Shaders support on your hardware (this means D3D10+ GPU) 21 | 22 | ## Contributing 23 | 24 | Contributing is definitely welcome! All you need to do is send a pull request with your patch. :) 25 | 26 | If you just have some ideas what the shader is lacking (or find a bug!), feel free just to create an issue with detailed description or buggy use-case of the shader (ideally include pictures and steps to recreate). However, please, do not use issues for support questions. 27 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 9 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 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serializedVersion: 3 185 | m_Name: Fire1 186 | descriptiveName: 187 | descriptiveNegativeName: 188 | negativeButton: 189 | positiveButton: joystick button 0 190 | altNegativeButton: 191 | altPositiveButton: 192 | gravity: 1000 193 | dead: 0.001 194 | sensitivity: 1000 195 | snap: 0 196 | invert: 0 197 | type: 0 198 | axis: 0 199 | joyNum: 0 200 | - serializedVersion: 3 201 | m_Name: Fire2 202 | descriptiveName: 203 | descriptiveNegativeName: 204 | negativeButton: 205 | positiveButton: joystick button 1 206 | altNegativeButton: 207 | altPositiveButton: 208 | gravity: 1000 209 | dead: 0.001 210 | sensitivity: 1000 211 | snap: 0 212 | invert: 0 213 | type: 0 214 | axis: 0 215 | joyNum: 0 216 | - serializedVersion: 3 217 | m_Name: Fire3 218 | descriptiveName: 219 | descriptiveNegativeName: 220 | negativeButton: 221 | positiveButton: joystick button 2 222 | altNegativeButton: 223 | altPositiveButton: 224 | gravity: 1000 225 | dead: 0.001 226 | sensitivity: 1000 227 | snap: 0 228 | invert: 0 229 | type: 0 230 | axis: 0 231 | joyNum: 0 232 | - serializedVersion: 3 233 | m_Name: Jump 234 | descriptiveName: 235 | descriptiveNegativeName: 236 | negativeButton: 237 | positiveButton: joystick button 3 238 | altNegativeButton: 239 | altPositiveButton: 240 | gravity: 1000 241 | dead: 0.001 242 | sensitivity: 1000 243 | snap: 0 244 | invert: 0 245 | type: 0 246 | axis: 0 247 | joyNum: 0 248 | - serializedVersion: 3 249 | m_Name: Submit 250 | descriptiveName: 251 | descriptiveNegativeName: 252 | negativeButton: 253 | positiveButton: return 254 | altNegativeButton: 255 | altPositiveButton: joystick button 0 256 | gravity: 1000 257 | dead: 0.001 258 | sensitivity: 1000 259 | snap: 0 260 | invert: 0 261 | type: 0 262 | axis: 0 263 | joyNum: 0 264 | - serializedVersion: 3 265 | m_Name: Submit 266 | descriptiveName: 267 | descriptiveNegativeName: 268 | negativeButton: 269 | positiveButton: enter 270 | altNegativeButton: 271 | altPositiveButton: space 272 | gravity: 1000 273 | dead: 0.001 274 | sensitivity: 1000 275 | snap: 0 276 | invert: 0 277 | type: 0 278 | axis: 0 279 | joyNum: 0 280 | - serializedVersion: 3 281 | m_Name: Cancel 282 | descriptiveName: 283 | descriptiveNegativeName: 284 | negativeButton: 285 | positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | -------------------------------------------------------------------------------- /Assets/LowPolyShader/Shaders/LowPoly.shader: -------------------------------------------------------------------------------- 1 | Shader "PavelKouril/LowPoly Shader/LowPoly" 2 | { 3 | Properties 4 | { 5 | _Color("Color", Color) = (1,1,1,1) 6 | _MainTex("Albedo", 2D) = "white" {} 7 | _Shininess ("Shininess", Float) = 10 8 | } 9 | SubShader 10 | { 11 | Tags {"RenderType" = "Opaque"} 12 | Blend SrcAlpha OneMinusSrcAlpha 13 | 14 | Pass 15 | { 16 | Tags {"LightMode" = "ForwardBase"} 17 | 18 | CGPROGRAM 19 | 20 | #pragma target 5.0 21 | #pragma vertex vert 22 | #pragma geometry geom 23 | #pragma fragment frag 24 | #pragma multi_compile_fwdbase 25 | #pragma multi_compile_fog 26 | 27 | #include "Lighting.cginc" 28 | #include "UnityCG.cginc" 29 | #include "AutoLight.cginc" 30 | 31 | uniform float4 _Color; 32 | uniform sampler2D _MainTex; 33 | uniform float _Shininess; 34 | 35 | struct v2g 36 | { 37 | float4 pos : SV_POSITION; 38 | float3 norm : NORMAL; 39 | float2 uv : TEXCOORD0; 40 | float3 vertex : TEXCOORD1; 41 | float3 vertexLighting : TEXCOORD2; 42 | half fogDepth: TEXCOORD3; 43 | }; 44 | 45 | struct g2f 46 | { 47 | float4 pos : SV_POSITION; 48 | float3 norm : NORMAL; 49 | float2 uv : TEXCOORD0; 50 | float4 posWorld : TEXCOORD1; 51 | float3 vertexLighting : TEXCOORD2; 52 | LIGHTING_COORDS(3, 4) 53 | half fogDepth: TEXCOORD5; 54 | }; 55 | 56 | v2g vert(appdata_full v) 57 | { 58 | v2g OUT; 59 | OUT.pos = UnityObjectToClipPos(v.vertex); 60 | OUT.norm = v.normal; 61 | OUT.uv = v.texcoord; 62 | OUT.vertex = v.vertex; 63 | 64 | float3 vertexLighting = float3(0, 0, 0); 65 | #ifdef VERTEXLIGHT_ON 66 | for (int index = 0; index < 4; index++) 67 | { 68 | float3 normalDir = normalize(mul(float4(v.normal, 0.0), unity_WorldToObject).xyz); 69 | float3 lightPosition = float3(unity_4LightPosX0[index], unity_4LightPosY0[index], unity_4LightPosZ0[index]); 70 | float3 vertexToLightSource = lightPosition - mul(unity_ObjectToWorld, v.vertex); 71 | float3 lightDir = normalize(vertexToLightSource); 72 | float distanceSquared = dot(vertexToLightSource, vertexToLightSource); 73 | float attenuation = 1.0 / (1.0 + unity_4LightAtten0[index] * distanceSquared); 74 | 75 | vertexLighting += attenuation * unity_LightColor[index].rgb * _Color.rgb * saturate(dot(normalDir, lightDir)); 76 | } 77 | #endif 78 | OUT.vertexLighting = vertexLighting; 79 | 80 | OUT.fogDepth = length(UnityObjectToClipPos(v.vertex)); 81 | #if defined(FOG_LINEAR) 82 | OUT.fogDepth = clamp(OUT.fogDepth * unity_FogParams.z + unity_FogParams.w, 0.0, 1.0); 83 | #elif defined(FOG_EXP) 84 | OUT.fogDepth = exp2(-(OUT.fogDepth * unity_FogParams.y)); 85 | #elif defined(FOG_EXP2) 86 | OUT.fogDepth = exp2(-(OUT.fogDepth * unity_FogParams.y)*(OUT.fogDepth * unity_FogParams.y)); 87 | #else 88 | OUT.fogDepth = 1.0; 89 | #endif 90 | 91 | return OUT; 92 | } 93 | 94 | [maxvertexcount(3)] 95 | void geom(triangle v2g IN[3], inout TriangleStream triStream) 96 | { 97 | float3 v0 = IN[0].pos.xyz; 98 | float3 v1 = IN[1].pos.xyz; 99 | float3 v2 = IN[2].pos.xyz; 100 | 101 | g2f OUT; 102 | OUT.norm = normalize(IN[0].norm + IN[1].norm + IN[2].norm); 103 | OUT.uv = (IN[0].uv + IN[1].uv + IN[2].uv) / 3; 104 | OUT.vertexLighting = (IN[0].vertexLighting + IN[1].vertexLighting + IN[2].vertexLighting) / 3; 105 | OUT.posWorld = mul(unity_ObjectToWorld, (IN[0].vertex + IN[1].vertex + IN[2].vertex) / 3); 106 | 107 | OUT.pos = IN[0].pos; 108 | OUT.fogDepth = IN[0].fogDepth; 109 | TRANSFER_VERTEX_TO_FRAGMENT(OUT); 110 | triStream.Append(OUT); 111 | 112 | OUT.pos = IN[1].pos; 113 | OUT.fogDepth = IN[1].fogDepth; 114 | TRANSFER_VERTEX_TO_FRAGMENT(OUT); 115 | triStream.Append(OUT); 116 | 117 | OUT.pos = IN[2].pos; 118 | OUT.fogDepth = IN[2].fogDepth; 119 | TRANSFER_VERTEX_TO_FRAGMENT(OUT); 120 | triStream.Append(OUT); 121 | } 122 | 123 | half4 frag(g2f IN) : COLOR 124 | { 125 | float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - IN.posWorld.xyz); 126 | float3 normalDir = normalize(mul(float4(IN.norm, 0.0), unity_WorldToObject).xyz); 127 | float3 vertexToLight = _WorldSpaceLightPos0.w == 0 ? _WorldSpaceLightPos0.xyz : _WorldSpaceLightPos0.xyz - IN.posWorld.xyz; 128 | float3 lightDir = normalize(vertexToLight); 129 | 130 | float3 ambientLight = UNITY_LIGHTMODEL_AMBIENT.rgb * _Color.rgb; 131 | UNITY_LIGHT_ATTENUATION(atten, IN, IN.posWorld); 132 | float3 diffuseReflection = atten * _LightColor0.rgb * _Color.rgb * saturate(dot(normalDir, lightDir)); 133 | 134 | float3 specularReflection = float3(0.0, 0.0, 0.0); 135 | if (dot(normalDir, lightDir) >= 0.0) 136 | { 137 | specularReflection = atten * _LightColor0.rgb * pow(max(0.0, dot(reflect(-lightDir, normalDir), viewDir)), _Shininess); 138 | } 139 | 140 | float4 colorTex = float4((IN.vertexLighting + ambientLight + diffuseReflection + specularReflection) * tex2D(_MainTex, IN.uv), 1); 141 | return lerp(unity_FogColor, colorTex, IN.fogDepth); 142 | } 143 | 144 | ENDCG 145 | } 146 | 147 | Pass 148 | { 149 | Tags {"LightMode" = "ForwardAdd"} 150 | Blend One One 151 | ZWrite Off 152 | 153 | CGPROGRAM 154 | 155 | #include "UnityCG.cginc" 156 | #include "AutoLight.cginc" 157 | #include "Lighting.cginc" 158 | 159 | #pragma vertex vert 160 | #pragma geometry geom 161 | #pragma fragment frag 162 | #pragma multi_compile_fwdadd_fullshadows 163 | 164 | uniform float4 _Color; 165 | uniform sampler2D _MainTex; 166 | uniform float _Shininess; 167 | 168 | struct v2g 169 | { 170 | float3 norm : NORMAL; 171 | float3 vertex : TEXCOORD0; 172 | float3 uv : TEXCOORD1; 173 | }; 174 | 175 | struct g2f 176 | { 177 | float4 pos : SV_POSITION; 178 | float3 norm : NORMAL; 179 | float4 posWorld : TEXCOORD0; 180 | float3 uv : TEXCOORD1; 181 | LIGHTING_COORDS(3, 4) 182 | }; 183 | 184 | // hack because TRANSFER_VERTEX_TO_FRAGMENT has harcoded requirement for 'v.vertex' 185 | struct unityTransferVertexToFragmentSucksHack 186 | { 187 | float4 vertex : SV_POSITION; 188 | }; 189 | 190 | appdata_full vert(appdata_full v) 191 | { 192 | appdata_full OUT; 193 | OUT = v; 194 | return OUT; 195 | } 196 | 197 | [maxvertexcount(3)] 198 | void geom(triangle appdata_full IN[3], inout TriangleStream triStream) 199 | { 200 | g2f OUT; 201 | OUT.norm = normalize((IN[0].normal + IN[1].normal + IN[2].normal) / 3); 202 | OUT.uv = (IN[0].texcoord + IN[1].texcoord + IN[2].texcoord) / 3; 203 | 204 | unityTransferVertexToFragmentSucksHack v; 205 | 206 | v.vertex = IN[0].vertex; 207 | OUT.pos = UnityObjectToClipPos(v.vertex); 208 | OUT.posWorld = mul(unity_ObjectToWorld, v.vertex); 209 | TRANSFER_VERTEX_TO_FRAGMENT(OUT); 210 | triStream.Append(OUT); 211 | 212 | v.vertex = IN[1].vertex; 213 | OUT.pos = UnityObjectToClipPos(v.vertex); 214 | OUT.posWorld = mul(unity_ObjectToWorld, v.vertex); 215 | TRANSFER_VERTEX_TO_FRAGMENT(OUT); 216 | triStream.Append(OUT); 217 | 218 | v.vertex = IN[2].vertex; 219 | OUT.pos = UnityObjectToClipPos(v.vertex); 220 | OUT.posWorld = mul(unity_ObjectToWorld, v.vertex); 221 | TRANSFER_VERTEX_TO_FRAGMENT(OUT); 222 | triStream.Append(OUT); 223 | } 224 | 225 | float4 frag(g2f IN) : COLOR 226 | { 227 | float3 viewDir = normalize(_WorldSpaceCameraPos.xyz - IN.posWorld.xyz); 228 | float3 normalDir = normalize(mul(float4(IN.norm, 0.0), unity_WorldToObject).xyz); 229 | float3 vertexToLight = _WorldSpaceLightPos0.w == 0 ? _WorldSpaceLightPos0.xyz : _WorldSpaceLightPos0.xyz - IN.posWorld.xyz; 230 | float3 lightDir = normalize(vertexToLight); 231 | 232 | UNITY_LIGHT_ATTENUATION(atten, IN, 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