├── .gitignore ├── .hgignore ├── Assets ├── Animators.meta ├── Animators │ ├── CompletePumpjack.controller │ └── CompletePumpjack.controller.meta ├── AudioClips.meta ├── AudioClips │ ├── BackgroundMusic.wav.meta │ ├── Burp.asset │ ├── Burp.asset.meta │ ├── Celebration.asset │ ├── Celebration.asset.meta │ ├── Clips.meta │ ├── Clips │ │ ├── 155887__unfa__yeah-1.wav │ │ ├── 155887__unfa__yeah-1.wav.meta │ │ ├── 155891__unfa__yeah-3.wav │ │ ├── 155891__unfa__yeah-3.wav.meta │ │ ├── 155892__unfa__yeah-2.wav │ │ ├── 155892__unfa__yeah-2.wav.meta │ │ ├── 235968__tommccann__explosion-01.wav │ │ ├── 235968__tommccann__explosion-01.wav.meta │ │ ├── 80401__steveygos93__explosion2.wav │ │ ├── 80401__steveygos93__explosion2.wav.meta │ │ ├── 95078__sandyrb__the-crash.wav │ │ ├── 95078__sandyrb__the-crash.wav.meta │ │ ├── alright.wav │ │ ├── alright.wav.meta │ │ ├── burp.wav │ │ ├── burp.wav.meta │ │ ├── laugh1.wav │ │ ├── laugh1.wav.meta │ │ ├── laugh2.wav │ │ ├── laugh2.wav.meta │ │ ├── yeah.wav │ │ ├── yeah.wav.meta │ │ ├── yeah2.wav │ │ └── yeah2.wav.meta │ ├── EngineDriving.aif │ ├── EngineDriving.aif.meta │ ├── EngineIdle.aif │ ├── EngineIdle.aif.meta │ ├── Shell Explode.asset │ ├── Shell Explode.asset.meta │ ├── ShellExplosion.wav │ ├── ShellExplosion.wav.meta │ ├── ShotCharging.wav │ ├── ShotCharging.wav.meta │ ├── ShotFiring.wav │ ├── ShotFiring.wav.meta │ ├── TankExplosion.wav │ ├── TankExplosion.wav.meta │ ├── Yeah.asset │ └── Yeah.asset.meta ├── AudioMixers.meta ├── AudioMixers │ ├── CompleteMainMix.mixer │ └── CompleteMainMix.mixer.meta ├── Brains.meta ├── Brains │ ├── Human 1.asset │ ├── Human 1.asset.meta │ ├── Human 2.asset │ ├── Human 2.asset.meta │ ├── Idiot.asset │ ├── Idiot.asset.meta │ ├── Sniper.asset │ └── Sniper.asset.meta ├── Default game settings.asset ├── Default game settings.asset.meta ├── Destruction.meta ├── Destruction │ ├── Big building.asset │ ├── Big building.asset.meta │ ├── Big explosion.asset │ ├── Big explosion.asset.meta │ ├── Building collapse effect.prefab │ ├── Building collapse effect.prefab.meta │ ├── Explosion.prefab │ ├── Explosion.prefab.meta │ ├── Radar Tower.asset │ ├── Radar Tower.asset.meta │ ├── Refinery.asset │ ├── Refinery.asset.meta │ ├── Small building.asset │ └── Small building.asset.meta ├── Editor.meta ├── Editor │ ├── 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 │ │ ├── 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 │ ├── MoveSceneViewCamera.cs │ └── MoveSceneViewCamera.cs.meta ├── Fonts.meta ├── Fonts │ ├── Bowlby_One.meta │ └── Bowlby_One │ │ ├── BowlbyOne-Regular.ttf │ │ ├── BowlbyOne-Regular.ttf.meta │ │ ├── OFL.txt │ │ └── OFL.txt.meta ├── Materials.meta ├── Materials │ ├── Blue.mat │ ├── Blue.mat.meta │ ├── Brown.mat │ ├── Brown.mat.meta │ ├── BuildingGlass.mat │ ├── BuildingGlass.mat.meta │ ├── BuildingGrey.mat │ ├── BuildingGrey.mat.meta │ ├── BuildingMetal.mat │ ├── BuildingMetal.mat.meta │ ├── BuildingStone.mat │ ├── BuildingStone.mat.meta │ ├── BuildingWhite.mat │ ├── BuildingWhite.mat.meta │ ├── Dust.mat │ ├── Dust.mat.meta │ ├── Explosion.mat │ ├── Explosion.mat.meta │ ├── Gold.mat │ ├── Gold.mat.meta │ ├── Green.mat │ ├── Green.mat.meta │ ├── Grey.mat │ ├── Grey.mat.meta │ ├── OilDrums.mat │ ├── OilDrums.mat.meta │ ├── Red.mat │ ├── Red.mat.meta │ ├── Smoke.mat │ ├── Smoke.mat.meta │ ├── TankColour.mat │ ├── TankColour.mat.meta │ ├── TankGrey.mat │ ├── TankGrey.mat.meta │ ├── TankLights.mat │ ├── TankLights.mat.meta │ ├── White.mat │ ├── White.mat.meta │ ├── YellowDark.mat │ ├── YellowDark.mat.meta │ ├── YellowLight.mat │ └── YellowLight.mat.meta ├── Models.meta ├── Models │ ├── Building01.fbx │ ├── Building01.fbx.meta │ ├── Building02.fbx │ ├── Building02.fbx.meta │ ├── BustedTank.fbx │ ├── BustedTank.fbx.meta │ ├── Cactus.fbx │ ├── Cactus.fbx.meta │ ├── Cliff.fbx │ ├── Cliff.fbx.meta │ ├── Column01.FBX │ ├── Column01.FBX.meta │ ├── Column02.FBX │ ├── Column02.FBX.meta │ ├── Concrete.fbx │ ├── Concrete.fbx.meta │ ├── Cow.fbx │ ├── Cow.fbx.meta │ ├── Crater01.fbx │ ├── Crater01.fbx.meta │ ├── Dunes01.fbx │ ├── Dunes01.fbx.meta │ ├── Dunes02.fbx │ ├── Dunes02.fbx.meta │ ├── Helipad.fbx │ ├── Helipad.fbx.meta │ ├── OilStorage.fbx │ ├── OilStorage.fbx.meta │ ├── PalmTree.fbx │ ├── PalmTree.fbx.meta │ ├── PumpJack.fbx │ ├── PumpJack.fbx.meta │ ├── Radar.fbx │ ├── Radar.fbx.meta │ ├── Refinery.fbx │ ├── Refinery.fbx.meta │ ├── Rocks01.fbx │ ├── Rocks01.fbx.meta │ ├── Rocks02.fbx │ ├── Rocks02.fbx.meta │ ├── Rocks03.fbx │ ├── Rocks03.fbx.meta │ ├── Ruins01.fbx │ ├── Ruins01.fbx.meta │ ├── Shell.fbx │ ├── Shell.fbx.meta │ ├── Tank.fbx │ ├── Tank.fbx.meta │ ├── Terrain.fbx │ ├── Terrain.fbx.meta │ ├── Tree.fbx │ └── Tree.fbx.meta ├── Prefabs.meta ├── Prefabs │ ├── CompleteDustTrail.prefab │ ├── CompleteDustTrail.prefab.meta │ ├── CompleteLevelArt.prefab │ ├── CompleteLevelArt.prefab.meta │ ├── CompletePumpJack.prefab │ ├── CompletePumpJack.prefab.meta │ ├── CompleteShell.prefab │ ├── CompleteShell.prefab.meta │ ├── CompleteShellExplosion.prefab │ ├── CompleteShellExplosion.prefab.meta │ ├── CompleteTank.prefab │ ├── CompleteTank.prefab.meta │ ├── CompleteTankExplosion.prefab │ ├── CompleteTankExplosion.prefab.meta │ ├── MusicPlayer.prefab │ ├── MusicPlayer.prefab.meta │ ├── Player info.prefab │ └── Player info.prefab.meta ├── Scenes.meta ├── Scenes │ ├── CompleteMainScene.unity │ ├── CompleteMainScene.unity.meta │ ├── GameOver.unity │ ├── GameOver.unity.meta │ ├── MainMenu.unity │ └── MainMenu.unity.meta ├── ScriptableObject.meta ├── ScriptableObject │ ├── Audio.meta │ ├── Audio │ │ ├── AudioEvent.cs │ │ ├── AudioEvent.cs.meta │ │ ├── CompositeAudioEvent.cs │ │ ├── CompositeAudioEvent.cs.meta │ │ ├── Editor.meta │ │ ├── Editor │ │ │ ├── AudioEventEditor.cs │ │ │ ├── AudioEventEditor.cs.meta │ │ │ ├── RangedFloatDrawer.cs │ │ │ └── RangedFloatDrawer.cs.meta │ │ ├── MinMaxRangeAttribute.cs │ │ ├── MinMaxRangeAttribute.cs.meta │ │ ├── RangedFloat.cs │ │ ├── RangedFloat.cs.meta │ │ ├── SimpleAudioEvent.cs │ │ └── SimpleAudioEvent.cs.meta │ ├── Brains.meta │ ├── Brains │ │ ├── PlayerControlledTank.cs │ │ ├── PlayerControlledTank.cs.meta │ │ ├── RandomWalkingTank.cs │ │ ├── RandomWalkingTank.cs.meta │ │ ├── SimpleSniper.cs │ │ ├── SimpleSniper.cs.meta │ │ ├── TankBrain.cs │ │ └── TankBrain.cs.meta │ ├── Destruction.meta │ ├── Destruction │ │ ├── ControlledDemolition.cs │ │ ├── ControlledDemolition.cs.meta │ │ ├── Destructible.cs │ │ ├── Destructible.cs.meta │ │ ├── DestructionSequence.cs │ │ ├── DestructionSequence.cs.meta │ │ ├── HideBehindEffect.cs │ │ └── HideBehindEffect.cs.meta │ ├── GameSession.meta │ └── GameSession │ │ ├── GameOverController.cs │ │ ├── GameOverController.cs.meta │ │ ├── GameSettings.cs │ │ ├── GameSettings.cs.meta │ │ ├── GameState.cs │ │ ├── GameState.cs.meta │ │ ├── MainMenuController.cs │ │ ├── MainMenuController.cs.meta │ │ ├── PlayerInfoController.cs │ │ └── PlayerInfoController.cs.meta ├── Scripts.meta ├── Scripts │ ├── Camera.meta │ ├── Camera │ │ ├── CameraControl.cs │ │ └── CameraControl.cs.meta │ ├── Managers.meta │ ├── Managers │ │ ├── GameManager.cs │ │ ├── GameManager.cs.meta │ │ ├── TankManager.cs │ │ └── TankManager.cs.meta │ ├── MusicPlayer.cs │ ├── MusicPlayer.cs.meta │ ├── Shell.meta │ ├── Shell │ │ ├── ShellExplosion.cs │ │ └── ShellExplosion.cs.meta │ ├── Tank.meta │ ├── Tank │ │ ├── TankHealth.cs │ │ ├── TankHealth.cs.meta │ │ ├── TankMovement.cs │ │ ├── TankMovement.cs.meta │ │ ├── TankShooting.cs │ │ ├── TankShooting.cs.meta │ │ ├── TankThinker.cs │ │ └── TankThinker.cs.meta │ ├── UI.meta │ └── UI │ │ ├── UIDirectionControl.cs │ │ └── UIDirectionControl.cs.meta ├── Sprites.meta ├── Sprites │ ├── Aim Arrow.png │ ├── Aim Arrow.png.meta │ ├── Health Wheel.png │ ├── Health Wheel.png.meta │ ├── Smoke.tif │ └── Smoke.tif.meta ├── Standard Assets.meta ├── Standard Assets │ ├── Effects.meta │ └── Effects │ │ ├── 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 │ │ ├── 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 ├── Test game settings.asset └── Test game settings.asset.meta ├── 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 ├── UnityAnalyticsManager.asset.meta └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | Library/** 2 | Temp/** 3 | *.suo 4 | *.sdf 5 | *.sln 6 | *.csproj 7 | *.opendb 8 | -------------------------------------------------------------------------------- /.hgignore: -------------------------------------------------------------------------------- 1 | syntax: glob 2 | Library/* 3 | Temp/* 4 | *.suo 5 | *.sdf 6 | *.sln 7 | *.csproj 8 | *.opendb 9 | -------------------------------------------------------------------------------- /Assets/Animators.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e0a5a24639365f2438a199c6b46badfd 3 | folderAsset: yes 4 | timeCreated: 1428655467 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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1911d89758d97cc4898d240e9e2545f4 3 | timeCreated: 1432715951 4 | licenseType: Store 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Prefabs/CompleteTank.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 756d3a6506f2f8241b4e8badde68567a 3 | timeCreated: 1432636960 4 | licenseType: Store 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Prefabs/CompleteTankExplosion.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6bc6d0dd8b8428e4ca316513f2cf13c6 3 | timeCreated: 1427119828 4 | licenseType: Store 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Prefabs/MusicPlayer.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c31530002622d034bb53f63a94fb3d10 3 | timeCreated: 1464274872 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Prefabs/Player info.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f134048d761f3a140aa05c8e80c086c4 3 | timeCreated: 1464218177 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd74bebfd86cbbe41badfc3f40b9dd47 3 | folderAsset: yes 4 | timeCreated: 1426689586 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scenes/CompleteMainScene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53dbee9b5f0f43642ab7e99460ca86d2 3 | timeCreated: 1426684764 4 | licenseType: Store 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/GameOver.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 09985f338274ec04899ff45202a2791c 3 | timeCreated: 1464272600 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/MainMenu.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd518a930538c144492ea560052cc341 3 | timeCreated: 1464219073 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ScriptableObject.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 626b69061ac571d4db9bfea8040861c0 3 | folderAsset: yes 4 | timeCreated: 1464094459 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47eeb48d0937353438a8aec8771fea48 3 | folderAsset: yes 4 | timeCreated: 1464099503 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/AudioEvent.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public abstract class AudioEvent : ScriptableObject 4 | { 5 | public abstract void Play(AudioSource source); 6 | } -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/AudioEvent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7cecec4649d1d2b4fbcdcf07075d9623 3 | timeCreated: 1464098162 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/CompositeAudioEvent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using Random = UnityEngine.Random; 4 | 5 | [CreateAssetMenu(menuName="Audio Events/Composite")] 6 | public class CompositeAudioEvent : AudioEvent 7 | { 8 | [Serializable] 9 | public struct CompositeEntry 10 | { 11 | public AudioEvent Event; 12 | public float Weight; 13 | } 14 | 15 | public CompositeEntry[] Entries; 16 | 17 | public override void Play(AudioSource source) 18 | { 19 | float totalWeight = 0; 20 | for (int i = 0; i < Entries.Length; ++i) 21 | totalWeight += Entries[i].Weight; 22 | 23 | float pick = Random.Range(0, totalWeight); 24 | for (int i = 0; i < Entries.Length; ++i) 25 | { 26 | if (pick > Entries[i].Weight) 27 | { 28 | pick -= Entries[i].Weight; 29 | continue; 30 | } 31 | 32 | Entries[i].Event.Play(source); 33 | return; 34 | } 35 | } 36 | } -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/CompositeAudioEvent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1d956d858a13d304db3304928c6e5829 3 | timeCreated: 1464098877 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bec35a49faa61f341ae9cf1592d45e1b 3 | folderAsset: yes 4 | timeCreated: 1464094831 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/Editor/AudioEventEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | 5 | [CustomEditor(typeof(AudioEvent), true)] 6 | public class AudioEventEditor : Editor 7 | { 8 | 9 | [SerializeField] private AudioSource _previewer; 10 | 11 | public void OnEnable() 12 | { 13 | _previewer = EditorUtility.CreateGameObjectWithHideFlags("Audio preview", HideFlags.HideAndDontSave, typeof(AudioSource)).GetComponent(); 14 | } 15 | 16 | public void OnDisable() 17 | { 18 | DestroyImmediate(_previewer.gameObject); 19 | } 20 | 21 | public override void OnInspectorGUI() 22 | { 23 | DrawDefaultInspector(); 24 | 25 | EditorGUI.BeginDisabledGroup(serializedObject.isEditingMultipleObjects); 26 | if (GUILayout.Button("Preview")) 27 | { 28 | ((AudioEvent) target).Play(_previewer); 29 | } 30 | EditorGUI.EndDisabledGroup(); 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/Editor/AudioEventEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2ce0747a53dc1e44398c9bd2c0d09dcd 3 | timeCreated: 1464117394 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/Editor/RangedFloatDrawer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 572b2442688336148a16e09bf2949142 3 | timeCreated: 1464094847 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/MinMaxRangeAttribute.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | public class MinMaxRangeAttribute : Attribute 4 | { 5 | public MinMaxRangeAttribute(float min, float max) 6 | { 7 | Min = min; 8 | Max = max; 9 | } 10 | public float Min { get; private set; } 11 | public float Max { get; private set; } 12 | } -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/MinMaxRangeAttribute.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1f94b6a8cd252d340a72f9e7e667c4ca 3 | timeCreated: 1464098162 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/RangedFloat.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | [Serializable] 4 | public struct RangedFloat 5 | { 6 | public float minValue; 7 | public float maxValue; 8 | } -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/RangedFloat.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a92fe4b078b8edf45b87e9b12353a563 3 | timeCreated: 1464098162 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/SimpleAudioEvent.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using Random = UnityEngine.Random; 4 | 5 | [CreateAssetMenu(menuName="Audio Events/Simple")] 6 | public class SimpleAudioEvent : AudioEvent 7 | { 8 | public AudioClip[] clips; 9 | 10 | public RangedFloat volume; 11 | 12 | [MinMaxRange(0, 2)] 13 | public RangedFloat pitch; 14 | 15 | public override void Play(AudioSource source) 16 | { 17 | if (clips.Length == 0) return; 18 | 19 | source.clip = clips[Random.Range(0, clips.Length)]; 20 | source.volume = Random.Range(volume.minValue, volume.maxValue); 21 | source.pitch = Random.Range(pitch.minValue, pitch.maxValue); 22 | source.Play(); 23 | } 24 | } -------------------------------------------------------------------------------- /Assets/ScriptableObject/Audio/SimpleAudioEvent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 13a9f940313d06d4caed9863bf024ebf 3 | timeCreated: 1464094535 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Brains.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ab2ad5589a464af488fe3b66234cb28f 3 | folderAsset: yes 4 | timeCreated: 1464205432 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Brains/PlayerControlledTank.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | [CreateAssetMenu(menuName="Brains/Player Controlled")] 5 | public class PlayerControlledTank : TankBrain 6 | { 7 | 8 | public int PlayerNumber; 9 | private string m_MovementAxisName; 10 | private string m_TurnAxisName; 11 | private string m_FireButton; 12 | 13 | 14 | public void OnEnable() 15 | { 16 | m_MovementAxisName = "Vertical" + PlayerNumber; 17 | m_TurnAxisName = "Horizontal" + PlayerNumber; 18 | m_FireButton = "Fire" + PlayerNumber; 19 | } 20 | 21 | public override void Think(TankThinker tank) 22 | { 23 | var movement = tank.GetComponent(); 24 | 25 | movement.Steer(Input.GetAxis(m_MovementAxisName), Input.GetAxis(m_TurnAxisName)); 26 | 27 | var shooting = tank.GetComponent(); 28 | 29 | if (Input.GetButton(m_FireButton)) 30 | shooting.BeginChargingShot(); 31 | else 32 | shooting.FireChargedShot(); 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Brains/PlayerControlledTank.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6bca7ee8ea86bb64caa0e1016569a075 3 | timeCreated: 1464205546 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Brains/RandomWalkingTank.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6d3ad6b38bb91204588ae6067d616e4b 3 | timeCreated: 1464211006 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Brains/SimpleSniper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e23780ae3951ab46bc93f2f7eced5c5 3 | timeCreated: 1464212386 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Brains/TankBrain.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public abstract class TankBrain : ScriptableObject 4 | { 5 | public virtual void Initialize(TankThinker tank) { } 6 | public abstract void Think(TankThinker tank); 7 | } 8 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Brains/TankBrain.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bbdcff2c2e7c4f34388916a9ea0bf69c 3 | timeCreated: 1464205437 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Destruction.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5124245b5b22ec94c93f8a5331fda686 3 | folderAsset: yes 4 | timeCreated: 1464099520 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Destruction/ControlledDemolition.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d13d04d3bef146e46bd93805f17ace7c 3 | timeCreated: 1464109098 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Destruction/Destructible.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Destructible : MonoBehaviour 5 | { 6 | public float Health = 100; 7 | public float DamagePerTankCollision = 40; 8 | 9 | public DestructionSequence DestructionSequence; 10 | 11 | public void TakeDamage(float damage) 12 | { 13 | if (Health < 0) return; 14 | 15 | Health -= damage; 16 | 17 | if (Health < 0 && DestructionSequence) 18 | StartCoroutine(DestructionSequence.SequenceCoroutine(this)); 19 | } 20 | 21 | public void OnCollisionEnter(Collision collision) 22 | { 23 | if (collision.gameObject.CompareTag("Player")) 24 | { 25 | TakeDamage(DamagePerTankCollision); 26 | } 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Destruction/Destructible.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ec03d032d1509ba46bfd5b7491dfe570 3 | timeCreated: 1464099580 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Destruction/DestructionSequence.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | 4 | public abstract class DestructionSequence : ScriptableObject 5 | { 6 | public abstract IEnumerator SequenceCoroutine(MonoBehaviour runner); 7 | } 8 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Destruction/DestructionSequence.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: edd8f8861fa726744a1e87ff149766bc 3 | timeCreated: 1464108663 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Destruction/HideBehindEffect.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | [CreateAssetMenu(menuName="Destruction/Hide Behind Effect")] 5 | public class HideBehindEffect : DestructionSequence 6 | { 7 | public GameObject Effect; 8 | public float DestroyOriginalAfterTime = 1f; 9 | 10 | public override IEnumerator SequenceCoroutine(MonoBehaviour runner) 11 | { 12 | Instantiate(Effect, runner.transform.position, runner.transform.rotation); 13 | yield return new WaitForSeconds(DestroyOriginalAfterTime); 14 | Destroy(runner.gameObject); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/Destruction/HideBehindEffect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 635fde2a0f1afac448843b37ec20bcdc 3 | timeCreated: 1464118673 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/GameSession.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b19231f1af9aaff44979fdb8ab14da38 3 | folderAsset: yes 4 | timeCreated: 1464217250 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/GameSession/GameOverController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.Linq; 4 | using System.Text; 5 | using UnityEngine.SceneManagement; 6 | 7 | public class GameOverController : MonoBehaviour 8 | { 9 | 10 | public UnityEngine.UI.Text winnerLabel; 11 | public UnityEngine.UI.Text scores; 12 | 13 | public void OnBackToMainMenu() 14 | { 15 | DestroyImmediate(GameState.Instance); 16 | SceneManager.LoadScene(0); 17 | } 18 | 19 | public void Start() 20 | { 21 | var winner = GameSettings.Instance.GetGameWinner(); 22 | if (winner != null) 23 | { 24 | winnerLabel.text = string.Format("{1} is the winner!", 25 | ColorUtility.ToHtmlStringRGBA(winner.PlayerInfo.Color), winner.PlayerInfo.Name); 26 | } 27 | else 28 | { 29 | winnerLabel.text = "It's a draw!"; 30 | } 31 | 32 | var sb = new StringBuilder(); 33 | foreach (var player in GameState.Instance.players.OrderByDescending(p => p.TotalWins)) 34 | { 35 | sb.AppendFormat("{1} {2} wins\n", ColorUtility.ToHtmlStringRGBA(player.PlayerInfo.Color), 36 | player.PlayerInfo.Name, player.TotalWins); 37 | } 38 | scores.text = sb.ToString(); 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/GameSession/GameOverController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7dee8de3ba8020d4cb95f9bcb543d55b 3 | timeCreated: 1464273197 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/GameSession/GameSettings.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4124b06505bdf842a9484210e31bc78 3 | timeCreated: 1464217257 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/GameSession/GameState.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 722503f5d00dfa243a8fef75827efd04 3 | timeCreated: 1464277428 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/GameSession/MainMenuController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 58367084f2162ac4a9b85d929381527e 3 | timeCreated: 1464219162 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/GameSession/PlayerInfoController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class PlayerInfoController : MonoBehaviour 5 | { 6 | public int PlayerIndex; 7 | public UnityEngine.UI.InputField PlayerName; 8 | public UnityEngine.UI.Button PlayerColor; 9 | public UnityEngine.UI.Button PlayerBrain; 10 | 11 | private MainMenuController _mainMenu; 12 | private GameSettings.PlayerInfo _player; 13 | public void Awake() 14 | { 15 | _mainMenu = GetComponentInParent(); 16 | } 17 | 18 | public void Refresh() 19 | { 20 | _player = GameSettings.Instance.players[PlayerIndex]; 21 | 22 | PlayerName.text = _player.Name; 23 | 24 | var colorBlock = PlayerColor.colors; 25 | colorBlock.normalColor = _player.Color; 26 | colorBlock.highlightedColor = _player.Color; 27 | PlayerColor.colors = colorBlock; 28 | 29 | PlayerBrain.GetComponentInChildren().text = (_player.Brain != null) 30 | ? _player.Brain.name 31 | : "None"; 32 | } 33 | 34 | public void OnNameChanged() 35 | { 36 | _player.Name = PlayerName.text; 37 | } 38 | 39 | public void OnCycleColor() 40 | { 41 | _player.Color = _mainMenu.GetNextColor(_player.Color); 42 | Refresh(); 43 | } 44 | 45 | public void OnCycleBrain() 46 | { 47 | _player.Brain = _mainMenu.GetNextBrain(_player.Brain); 48 | Refresh(); 49 | } 50 | } 51 | -------------------------------------------------------------------------------- /Assets/ScriptableObject/GameSession/PlayerInfoController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e102d4fe31c8c2044a3c16b7ffe56b24 3 | timeCreated: 1464218725 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: aaae41d289f00a3438f3b6bb50fef4e1 3 | folderAsset: yes 4 | timeCreated: 1426689545 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Camera.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c3d5f319b62744140902bd2534a0bf8e 3 | folderAsset: yes 4 | timeCreated: 1427130338 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Camera/CameraControl.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a9e26b621854da943aeca10c9a73880c 3 | timeCreated: 1441204918 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Managers.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57b7a8c8098d77f46873bce12eed6632 3 | folderAsset: yes 4 | timeCreated: 1427130356 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Managers/GameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 54a000792783c934885973b761b3f96f 3 | timeCreated: 1441706275 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Managers/TankManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: edb8cdb8b19a50648b1ef1fb26a74db4 3 | timeCreated: 1427196082 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/MusicPlayer.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class MusicPlayer : MonoBehaviour 5 | { 6 | 7 | private static MusicPlayer _instance; 8 | 9 | public void OnEnable() 10 | { 11 | _instance = this; 12 | DontDestroyOnLoad(gameObject); 13 | } 14 | 15 | public void Awake() 16 | { 17 | if (_instance) DestroyImmediate(gameObject); 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Scripts/MusicPlayer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fc9be50907316644da502dec5d59e08a 3 | timeCreated: 1464274888 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Shell.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bb7dcb97741f0c540b7a93d20d6f0025 3 | folderAsset: yes 4 | timeCreated: 1427130325 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Shell/ShellExplosion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: af9894b7bced3a04c870ade3c621f94e 3 | timeCreated: 1432719204 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Tank.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d956d85e35f29564b967bcd5f4113f80 3 | folderAsset: yes 4 | timeCreated: 1427130278 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/Tank/TankHealth.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 030896d0325fa3e4d8d7d4cfe2351cb2 3 | timeCreated: 1427120507 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - slider: {instanceID: 0} 9 | - bar: {instanceID: 0} 10 | - steamParticles: {instanceID: 0} 11 | - explosionParticles: {fileID: 19874418, guid: 6bc6d0dd8b8428e4ca316513f2cf13c6, 12 | type: 2} 13 | executionOrder: 0 14 | icon: {instanceID: 0} 15 | userData: 16 | assetBundleName: 17 | assetBundleVariant: 18 | -------------------------------------------------------------------------------- /Assets/Scripts/Tank/TankMovement.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e4cc0827b572b5408b2cd8eb8b456b4 3 | timeCreated: 1426675706 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Tank/TankShooting.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 184d72ea2424d1443bca885930fe844a 3 | timeCreated: 1426769294 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: 8 | - projectile: {fileID: 5409530, guid: 008ecb1b70bec724fa2cd34255b0d8f8, type: 2} 9 | - launchPosition: {instanceID: 0} 10 | executionOrder: 0 11 | icon: {instanceID: 0} 12 | userData: 13 | assetBundleName: 14 | assetBundleVariant: 15 | -------------------------------------------------------------------------------- /Assets/Scripts/Tank/TankThinker.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class TankThinker : MonoBehaviour 6 | { 7 | public TankBrain brain; 8 | 9 | private Dictionary memory; 10 | [NonSerialized] public GameState.PlayerState player; 11 | 12 | public T Remember(string key) 13 | { 14 | object result; 15 | if (!memory.TryGetValue(key, out result)) 16 | return default(T); 17 | return (T)result; 18 | } 19 | 20 | public void Remember(string key, T value) 21 | { 22 | memory[key] = value; 23 | } 24 | 25 | void Awake() 26 | { 27 | enabled = false; 28 | } 29 | 30 | void OnEnable() 31 | { 32 | if (!brain) 33 | { 34 | enabled = false; 35 | return; 36 | } 37 | 38 | memory = new Dictionary(); 39 | brain.Initialize(this); 40 | } 41 | 42 | void Update () 43 | { 44 | brain.Think(this); 45 | } 46 | 47 | public void Setup(GameState.PlayerState playerState, Transform spawnPoint) 48 | { 49 | transform.position = spawnPoint.position; 50 | transform.rotation = spawnPoint.rotation; 51 | 52 | brain = playerState.PlayerInfo.Brain; 53 | SetColor(playerState.PlayerInfo.Color); 54 | 55 | player = playerState; 56 | playerState.Tank = this; 57 | 58 | enabled = true; 59 | } 60 | 61 | private void SetColor(Color c) 62 | { 63 | foreach (var r in GetComponentsInChildren()) 64 | { 65 | r.material.color = c; 66 | } 67 | } 68 | } 69 | -------------------------------------------------------------------------------- /Assets/Scripts/Tank/TankThinker.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3ceeb94521d436642bd6c0a08db9dfa8 3 | timeCreated: 1464206924 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | 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-------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ColorCorrectionRamp.cs.meta: 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| -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Standard 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/Assets/Standard Assets/Effects/ImageEffects/Scripts/MotionBlur.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 478a2083ad114a07d000fbfb8d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shader: {fileID: 4800000, guid: e9ba2083ad114a07d000fbfb8d76c639, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/NoiseAndGrain.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9191284b058eef549b7108b5f04e1117 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - noiseTexture: {fileID: 2800000, guid: 7a632f967e8ad42f5bd275898151ab6a, type: 3} 7 | - noiseShader: {fileID: 4800000, guid: b0249d8c935344451aa4de6db76f0688, type: 3} 8 | - 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-------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsBase.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6f4318ec6c2bf643a0f9edfeeaba0ec 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/PostEffectsHelper.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50b03df8f04b5c441aaac5b7fccb4734 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Quads.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a20852ce049f64e4695a48b6a354be83 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenOverlay.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6f19108706fdce9469603d07980eb8ad 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - texture: {instanceID: 0} 7 | - overlayShader: {fileID: 4800000, guid: 8c81db0e527d24acc9bcec04e87781bd, type: 3} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | 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MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - m_SSAOShader: {fileID: 4800000, guid: 43ca18288c424f645aaa1e9e07f04c50, type: 3} 7 | - m_RandomTexture: {fileID: 2800000, guid: a181ca8e3c62f3e4b8f183f6c586b032, type: 3} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/SepiaTone.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a07a781cad112c75d0008dfa8d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shader: {fileID: 4800000, guid: b6aa781cad112c75d0008dfa8d76c639, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/SunShafts.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 60e318a6043c1cb4a8ce1c8805bab930 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - sunTransform: {instanceID: 0} 7 | - sunShaftsShader: {fileID: 4800000, guid: d3b1c8c1036784176946f5cfbfb7fe4c, type: 3} 8 | - simpleClearShader: {fileID: 4800000, guid: f688f89ed5eb847c5b19c934a0f1e772, type: 3} 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/TiltShift.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a22b3a7095a744a428c134b5e26ad68e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - tiltShiftShader: {fileID: 4800000, guid: bf34d2a25450349699e8ae6456fa7ca9, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Tonemapping.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e50e925fb93c78246bf995d9dc3a2330 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - tonemapper: {fileID: 4800000, guid: 003377fc2620a44939dadde6fe3f8190, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Triangles.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 18b91636de2ba3445913e4cf38528dc8 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Twirl.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bdda781cad112c75d0008dfa8d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shader: {fileID: 4800000, guid: 641b781cad112c75d0008dfa8d76c639, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/VignetteAndChromaticAberration.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd6d4281e5d7cd44d8c6e38bc2c1b8d8 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - vignetteShader: {fileID: 4800000, guid: 627943dc7a9a74286b70a4f694a0acd5, type: 3} 7 | - separableBlurShader: {fileID: 4800000, guid: e97c14fbb5ea04c3a902cc533d7fc5d1, 8 | type: 3} 9 | - chromAberrationShader: {fileID: 4800000, guid: 2b4f29398d9484ccfa9fd220449f5eee, 10 | type: 3} 11 | executionOrder: 0 12 | icon: {instanceID: 0} 13 | userData: 14 | assetBundleName: 15 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Vortex.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a94b781cad112c75d0008dfa8d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shader: {fileID: 4800000, guid: 708b781cad112c75d0008dfa8d76c639, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b2145489f7c704db8acb14a52bddeee9 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/BlendModesOverlay.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8c81db0e527d24acc9bcec04e87781bd 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/BlurEffectConeTap" { 2 | Properties { _MainTex ("", any) = "" {} } 3 | CGINCLUDE 4 | #include "UnityCG.cginc" 5 | struct v2f { 6 | float4 pos : SV_POSITION; 7 | half2 uv : TEXCOORD0; 8 | half2 taps[4] : TEXCOORD1; 9 | }; 10 | sampler2D _MainTex; 11 | half4 _MainTex_TexelSize; 12 | half4 _BlurOffsets; 13 | v2f vert( appdata_img v ) { 14 | v2f o; 15 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 16 | o.uv = v.texcoord - _BlurOffsets.xy * _MainTex_TexelSize.xy; // hack, see BlurEffect.cs for the reason for this. let's make a new blur effect soon 17 | o.taps[0] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy; 18 | o.taps[1] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy; 19 | o.taps[2] = o.uv + _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); 20 | o.taps[3] = o.uv - _MainTex_TexelSize * _BlurOffsets.xy * half2(1,-1); 21 | return o; 22 | } 23 | half4 frag(v2f i) : SV_Target { 24 | half4 color = tex2D(_MainTex, i.taps[0]); 25 | color += tex2D(_MainTex, i.taps[1]); 26 | color += tex2D(_MainTex, i.taps[2]); 27 | color += tex2D(_MainTex, i.taps[3]); 28 | return color * 0.25; 29 | } 30 | ENDCG 31 | SubShader { 32 | Pass { 33 | ZTest Always Cull Off ZWrite Off 34 | 35 | CGPROGRAM 36 | #pragma vertex vert 37 | #pragma fragment frag 38 | ENDCG 39 | } 40 | } 41 | Fallback off 42 | } 43 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/BlurEffectConeTaps.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57e6deea7c2924e22a5138e2b70bb4dc 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 85a88efa8c871af4a9d17c64791b6f4f 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/CameraMotionBlurDX11.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f1b13d7a80660504a858ea24cfa418c6 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ChromaticAberrationShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2b4f29398d9484ccfa9fd220449f5eee 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrection3DLut.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/ColorCorrection3DLut" { 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 | sampler3D _ClutTex; 17 | 18 | float _Scale; 19 | float _Offset; 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 | float4 frag(v2f i) : SV_Target 30 | { 31 | float4 c = tex2D(_MainTex, i.uv); 32 | c.rgb = tex3D(_ClutTex, c.rgb * _Scale + _Offset).rgb; 33 | return c; 34 | } 35 | 36 | float4 fragLinear(v2f i) : SV_Target 37 | { 38 | float4 c = tex2D(_MainTex, i.uv); 39 | c.rgb= sqrt(c.rgb); 40 | c.rgb = tex3D(_ClutTex, c.rgb * _Scale + _Offset).rgb; 41 | c.rgb = c.rgb*c.rgb; 42 | return c; 43 | } 44 | 45 | ENDCG 46 | 47 | 48 | Subshader 49 | { 50 | Pass 51 | { 52 | ZTest Always Cull Off ZWrite Off 53 | 54 | CGPROGRAM 55 | #pragma vertex vert 56 | #pragma fragment frag 57 | #pragma target 3.0 58 | ENDCG 59 | } 60 | 61 | Pass 62 | { 63 | ZTest Always Cull Off ZWrite Off 64 | 65 | CGPROGRAM 66 | #pragma vertex vert 67 | #pragma fragment fragLinear 68 | #pragma target 3.0 69 | ENDCG 70 | } 71 | } 72 | 73 | Fallback off 74 | } 75 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrection3DLut.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b61f0d8d8244b4b28aa66b0c8cb46a8d 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionCurves.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 62bcade1028c24ca1a39760ed84b9487 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionCurvesSimple.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/ColorCorrectionCurvesSimple" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | _RgbTex ("_RgbTex (RGB)", 2D) = "" {} 5 | } 6 | 7 | // Shader code pasted into all further CGPROGRAM blocks 8 | CGINCLUDE 9 | 10 | #include "UnityCG.cginc" 11 | 12 | struct v2f { 13 | float4 pos : SV_POSITION; 14 | half2 uv : TEXCOORD0; 15 | }; 16 | 17 | sampler2D _MainTex; 18 | sampler2D _RgbTex; 19 | fixed _Saturation; 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 | fixed4 frag(v2f i) : SV_Target 30 | { 31 | fixed4 color = tex2D(_MainTex, i.uv); 32 | 33 | fixed3 red = tex2D(_RgbTex, half2(color.r, 0.5/4.0)).rgb * fixed3(1,0,0); 34 | fixed3 green = tex2D(_RgbTex, half2(color.g, 1.5/4.0)).rgb * fixed3(0,1,0); 35 | fixed3 blue = tex2D(_RgbTex, half2(color.b, 2.5/4.0)).rgb * fixed3(0,0,1); 36 | 37 | color = fixed4(red+green+blue, color.a); 38 | 39 | fixed lum = Luminance(color.rgb); 40 | color.rgb = lerp(fixed3(lum,lum,lum), color.rgb, _Saturation); 41 | return color; 42 | } 43 | 44 | ENDCG 45 | 46 | Subshader { 47 | Pass { 48 | ZTest Always Cull Off ZWrite Off 49 | 50 | CGPROGRAM 51 | #pragma vertex vert 52 | #pragma fragment frag 53 | ENDCG 54 | } 55 | } 56 | 57 | Fallback off 58 | 59 | } // shader 60 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionCurvesSimple.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 438ddd58d82c84d9eb1fdc56111702e1 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionEffect.shader: -------------------------------------------------------------------------------- 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 | fixed4 frag (v2f_img i) : SV_Target 20 | { 21 | fixed4 orig = tex2D(_MainTex, i.uv); 22 | 23 | fixed rr = tex2D(_RampTex, orig.rr).r; 24 | fixed gg = tex2D(_RampTex, orig.gg).g; 25 | fixed bb = tex2D(_RampTex, orig.bb).b; 26 | 27 | fixed4 color = fixed4(rr, gg, bb, orig.a); 28 | 29 | return color; 30 | } 31 | ENDCG 32 | 33 | } 34 | } 35 | 36 | Fallback off 37 | 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 67f8781cad112c75d0008dfa8d76c639 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionSelective.shader: -------------------------------------------------------------------------------- 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 | 17 | float4 selColor; 18 | float4 targetColor; 19 | 20 | v2f vert( appdata_img v ) { 21 | v2f o; 22 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 23 | o.uv = v.texcoord.xy; 24 | return o; 25 | } 26 | 27 | fixed4 frag(v2f i) : SV_Target { 28 | fixed4 color = tex2D (_MainTex, i.uv); 29 | 30 | fixed diff = saturate (2.0 * length (color.rgb - selColor.rgb)); 31 | color = lerp (targetColor, color, diff); 32 | return color; 33 | } 34 | 35 | ENDCG 36 | 37 | Subshader { 38 | Pass { 39 | ZTest Always Cull Off ZWrite Off 40 | 41 | CGPROGRAM 42 | 43 | #pragma vertex vert 44 | #pragma fragment frag 45 | 46 | ENDCG 47 | } 48 | } 49 | 50 | Fallback off 51 | 52 | } 53 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ColorCorrectionSelective.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e515e0f94cefc4c0db54b45cba621544 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a40c1b84cf7fe418bae97a29041b85a4 3 | folderAsset: yes 4 | timeCreated: 1427813490 5 | licenseType: Store 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch/Adaptation.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 257bc83cbeb544540bd0e558aa9b1383 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch/Apply.shader: -------------------------------------------------------------------------------- 1 | // Final pass in the contrast stretch effect: apply 2 | // color stretch to the original image, based on currently 3 | // adapted to minimum/maximum luminances. 4 | 5 | Shader "Hidden/Contrast Stretch Apply" { 6 | Properties { 7 | _MainTex ("Base (RGB)", 2D) = "white" {} 8 | _AdaptTex ("Base (RGB)", 2D) = "white" {} 9 | } 10 | 11 | Category { 12 | SubShader { 13 | Pass { 14 | ZTest Always Cull Off ZWrite Off 15 | 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | #include "UnityCG.cginc" 20 | 21 | struct v2f { 22 | float4 pos : SV_POSITION; 23 | float2 uv[2] : TEXCOORD0; 24 | }; 25 | 26 | uniform sampler2D _MainTex; 27 | uniform sampler2D _AdaptTex; 28 | 29 | v2f vert (appdata_img v) 30 | { 31 | v2f o; 32 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 33 | o.uv[0] = MultiplyUV (UNITY_MATRIX_TEXTURE0, v.texcoord); 34 | o.uv[1] = float2(0.5,0.5); 35 | return o; 36 | } 37 | 38 | float4 frag (v2f i) : SV_Target 39 | { 40 | float4 col = tex2D(_MainTex, i.uv[0]); 41 | float4 adapted = tex2D(_AdaptTex, i.uv[1]); 42 | float vmul = 1.0 / adapted.z; 43 | float vadd = -adapted.w; 44 | col.rgb = col.rgb * vmul + vadd; 45 | return col; 46 | } 47 | ENDCG 48 | 49 | } 50 | } 51 | } 52 | 53 | Fallback off 54 | 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch/Apply.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4901f25d4e1542589348bbb89563d8e 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch/Luminance.shader: -------------------------------------------------------------------------------- 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 | 21 | float4 frag (v2f_img i) : SV_Target 22 | { 23 | float4 col = tex2D(_MainTex, i.uv); 24 | col.rgb = Luminance(col.rgb) * (1+col.a*2); 25 | return col; 26 | } 27 | ENDCG 28 | 29 | } 30 | } 31 | } 32 | 33 | Fallback off 34 | 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch/Luminance.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: befbb4b9c320b4b18a08ef7afb93b6c9 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Contrast Stretch/MinMaxReduction.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57b33a14b6d5347c5a85c36f6cb3b280 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ContrastComposite.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/ContrastComposite" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "" {} 4 | _MainTexBlurred ("Base Blurred (RGB)", 2D) = "" {} 5 | } 6 | 7 | // Shader code pasted into all further CGPROGRAM blocks 8 | CGINCLUDE 9 | 10 | #include "UnityCG.cginc" 11 | 12 | struct v2f { 13 | float4 pos : SV_POSITION; 14 | float2 uv[2] : TEXCOORD0; 15 | }; 16 | 17 | sampler2D _MainTex; 18 | sampler2D _MainTexBlurred; 19 | 20 | float4 _MainTex_TexelSize; 21 | 22 | float intensity; 23 | float threshold; 24 | 25 | v2f vert( appdata_img v ) { 26 | v2f o; 27 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 28 | 29 | o.uv[0] = v.texcoord.xy; 30 | o.uv[1] = v.texcoord.xy; 31 | #if UNITY_UV_STARTS_AT_TOP 32 | if (_MainTex_TexelSize.y < 0) 33 | o.uv[0].y = 1-o.uv[0].y; 34 | #endif 35 | return o; 36 | } 37 | 38 | half4 frag(v2f i) : SV_Target 39 | { 40 | half4 color = tex2D (_MainTex, i.uv[1]); 41 | half4 blurred = tex2D (_MainTexBlurred, (i.uv[0])); 42 | 43 | half4 difference = color - blurred; 44 | half4 signs = sign (difference); 45 | 46 | half4 enhancement = saturate (abs(difference) - threshold) * signs * 1.0/(1.0-threshold); 47 | color += enhancement * intensity; 48 | 49 | return color; 50 | } 51 | 52 | ENDCG 53 | 54 | Subshader { 55 | Pass { 56 | ZTest Always Cull Off ZWrite Off 57 | 58 | CGPROGRAM 59 | #pragma vertex vert 60 | #pragma fragment frag 61 | ENDCG 62 | } 63 | } 64 | 65 | Fallback off 66 | 67 | } // shader 68 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ContrastComposite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 273404942eede4ea1883ca1fb2942507 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ConvertDepth.shader: -------------------------------------------------------------------------------- 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 | v2f vert( appdata_img v ) 20 | { 21 | v2f o; 22 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 23 | o.uv = v.texcoord.xy; 24 | return o; 25 | } 26 | 27 | half4 frag(v2f i) : SV_Target 28 | { 29 | float d = SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, i.uv.xy); 30 | d = Linear01Depth(d); 31 | 32 | if(d>0.99999) 33 | return half4(1,1,1,1); 34 | else 35 | return EncodeFloatRGBA(d); 36 | } 37 | 38 | ENDCG 39 | 40 | Subshader { 41 | 42 | Pass { 43 | ZTest Always Cull Off ZWrite Off 44 | 45 | CGPROGRAM 46 | #pragma vertex vert 47 | #pragma fragment frag 48 | ENDCG 49 | } 50 | } 51 | 52 | Fallback off 53 | 54 | } // shader 55 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ConvertDepth.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14768d3865b1342e3a861fbe19ba2db2 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader: -------------------------------------------------------------------------------- 1 | 2 | 3 | Shader "Hidden/CreaseApply" { 4 | Properties { 5 | _MainTex ("Base (RGB)", 2D) = "white" {} 6 | _HrDepthTex ("Base (RGB)", 2D) = "white" {} 7 | _LrDepthTex ("Base (RGB)", 2D) = "white" {} 8 | } 9 | 10 | SubShader { 11 | Pass { 12 | ZTest Always Cull Off ZWrite Off 13 | 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | #include "UnityCG.cginc" 18 | 19 | sampler2D _MainTex; 20 | sampler2D _HrDepthTex; 21 | sampler2D _LrDepthTex; 22 | 23 | uniform float4 _MainTex_TexelSize; 24 | 25 | uniform float intensity; 26 | 27 | struct v2f { 28 | float4 pos : SV_POSITION; 29 | float2 uv : TEXCOORD0; 30 | }; 31 | 32 | v2f vert( appdata_img v ) 33 | { 34 | v2f o; 35 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 36 | o.uv.xy = v.texcoord.xy; 37 | return o; 38 | } 39 | 40 | half4 frag (v2f i) : SV_Target 41 | { 42 | float4 hrDepth = tex2D(_HrDepthTex, i.uv); 43 | float4 lrDepth = tex2D(_LrDepthTex, i.uv); 44 | 45 | hrDepth.a = DecodeFloatRGBA(hrDepth); 46 | lrDepth.a = DecodeFloatRGBA(lrDepth); 47 | 48 | float4 color = tex2D(_MainTex, i.uv); 49 | 50 | return color * (1.0-abs(hrDepth.a-lrDepth.a)*intensity); 51 | } 52 | 53 | ENDCG 54 | 55 | 56 | } 57 | } 58 | 59 | Fallback off 60 | 61 | } 62 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/CreaseApply.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b59984d82af624bd3b0c777f038276f2 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/EdgeDetectNormals.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0d1644bdf064147baa97f235fc5b4903 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader: -------------------------------------------------------------------------------- 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 | 18 | float2 intensity; 19 | 20 | v2f vert( appdata_img v ) 21 | { 22 | v2f o; 23 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 24 | o.uv = v.texcoord.xy; 25 | return o; 26 | } 27 | 28 | half4 frag(v2f i) : SV_Target 29 | { 30 | half2 coords = i.uv; 31 | coords = (coords - 0.5) * 2.0; 32 | 33 | half2 realCoordOffs; 34 | realCoordOffs.x = (1-coords.y * coords.y) * intensity.y * (coords.x); 35 | realCoordOffs.y = (1-coords.x * coords.x) * intensity.x * (coords.y); 36 | 37 | half4 color = tex2D (_MainTex, i.uv - realCoordOffs); 38 | 39 | return color; 40 | } 41 | 42 | ENDCG 43 | 44 | Subshader { 45 | Pass { 46 | ZTest Always Cull Off ZWrite Off 47 | 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | ENDCG 52 | } 53 | 54 | } 55 | 56 | Fallback off 57 | 58 | } // shader 59 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/FisheyeShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 874ceab4425f64bccb1d14032f4452b1 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/GlobalFog.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 70d8568987ac0499f952b54c7c13e265 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader: -------------------------------------------------------------------------------- 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 | 20 | fixed4 frag (v2f_img i) : SV_Target 21 | { 22 | fixed4 original = tex2D(_MainTex, i.uv); 23 | fixed grayscale = Luminance(original.rgb); 24 | half2 remap = half2 (grayscale + _RampOffset, .5); 25 | fixed4 output = tex2D(_RampTex, remap); 26 | output.a = original.a; 27 | return output; 28 | } 29 | ENDCG 30 | 31 | } 32 | } 33 | 34 | Fallback off 35 | 36 | } 37 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/GrayscaleEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: daf9781cad112c75d0008dfa8d76c639 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e9ba2083ad114a07d000fbfb8d76c639 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/MotionBlurClear.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7699c5fbfa27745a1abe111ab7bf9785 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrain.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b0249d8c935344451aa4de6db76f0688 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseAndGrainDX11.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8b30686bb4322ab42ad5eb50a0210b58 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderRGB.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d7f4c401ae8946bcb0d6ff68a9e7466 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/NoiseEffectShaderYUV.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0e447868506ba49f0a73235b8a8b647a 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/PrepareSunShaftsBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9ad381ed8492840ab9f165df743e4826 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/RadialBlur" 2 | { 3 | Properties { 4 | _MainTex ("Base (RGB)", 2D) = "" {} 5 | } 6 | 7 | // Shader code pasted into all further CGPROGRAM blocks 8 | CGINCLUDE 9 | 10 | #include "UnityCG.cginc" 11 | 12 | struct v2f { 13 | float4 pos : SV_POSITION; 14 | float2 uv : TEXCOORD0; 15 | float2 blurVector : TEXCOORD1; 16 | }; 17 | 18 | sampler2D _MainTex; 19 | 20 | float4 _BlurRadius4; 21 | float4 _SunPosition; 22 | 23 | float4 _MainTex_TexelSize; 24 | 25 | v2f vert( appdata_img v ) { 26 | v2f o; 27 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 28 | o.uv.xy = v.texcoord.xy; 29 | 30 | o.blurVector = (_SunPosition.xy - v.texcoord.xy) * _BlurRadius4.xy; 31 | 32 | return o; 33 | } 34 | 35 | #define SAMPLES_FLOAT 6.0f 36 | #define SAMPLES_INT 6 37 | 38 | half4 frag(v2f i) : SV_Target 39 | { 40 | half4 color = half4(0,0,0,0); 41 | 42 | for(int j = 0; j < SAMPLES_INT; j++) 43 | { 44 | half4 tmpColor = tex2D(_MainTex, i.uv.xy); 45 | color += tmpColor; 46 | 47 | i.uv.xy += i.blurVector; 48 | } 49 | 50 | return color / SAMPLES_FLOAT; 51 | } 52 | 53 | ENDCG 54 | 55 | Subshader 56 | { 57 | Blend One Zero 58 | Pass { 59 | ZTest Always Cull Off ZWrite Off 60 | 61 | CGPROGRAM 62 | #pragma vertex vert 63 | #pragma fragment frag 64 | 65 | ENDCG 66 | } // Pass 67 | } // Subshader 68 | 69 | Fallback off 70 | 71 | } // shader 72 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/RadialBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f58445347fe2e4b8396487ed2bfa02ad 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/SSAOShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 43ca18288c424f645aaa1e9e07f04c50 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ScreenSpaceAmbientObscurance.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 95616c020c5604dda96cf76afbbc0272 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader: -------------------------------------------------------------------------------- 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 | 17 | fixed4 frag (v2f_img i) : SV_Target 18 | { 19 | fixed4 original = tex2D(_MainTex, i.uv); 20 | 21 | // get intensity value (Y part of YIQ color space) 22 | fixed Y = dot (fixed3(0.299, 0.587, 0.114), original.rgb); 23 | 24 | // Convert to Sepia Tone by adding constant 25 | fixed4 sepiaConvert = float4 (0.191, -0.054, -0.221, 0.0); 26 | fixed4 output = sepiaConvert + Y; 27 | output.a = original.a; 28 | 29 | return output; 30 | } 31 | ENDCG 32 | 33 | } 34 | } 35 | 36 | Fallback off 37 | 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/SepiaToneEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b6aa781cad112c75d0008dfa8d76c639 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/ShowAlphaChannel.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: da310021e2a4142429d95c537846dc38 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/SimpleClear.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f688f89ed5eb847c5b19c934a0f1e772 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/SunShaftsComposite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d3b1c8c1036784176946f5cfbfb7fe4c 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/Tonemapper.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 003377fc2620a44939dadde6fe3f8190 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader: -------------------------------------------------------------------------------- 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 | uniform float4 _CenterRadius; 18 | uniform float4x4 _RotationMatrix; 19 | 20 | struct v2f { 21 | float4 pos : SV_POSITION; 22 | float2 uv : TEXCOORD0; 23 | }; 24 | 25 | v2f vert( appdata_img v ) 26 | { 27 | v2f o; 28 | o.pos = mul (UNITY_MATRIX_MVP, v.vertex); 29 | o.uv = v.texcoord - _CenterRadius.xy; 30 | return o; 31 | } 32 | 33 | float4 frag (v2f i) : SV_Target 34 | { 35 | float2 offset = i.uv; 36 | float2 distortedOffset = MultiplyUV (_RotationMatrix, offset.xy); 37 | float2 tmp = offset / _CenterRadius.zw; 38 | float t = min (1, length(tmp)); 39 | 40 | offset = lerp (distortedOffset, offset, t); 41 | offset += _CenterRadius.xy; 42 | 43 | return tex2D(_MainTex, offset); 44 | } 45 | ENDCG 46 | 47 | } 48 | } 49 | 50 | Fallback off 51 | 52 | } 53 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/TwirlEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 641b781cad112c75d0008dfa8d76c639 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Vignetting" { 2 | Properties { 3 | _MainTex ("Base", 2D) = "white" {} 4 | _VignetteTex ("Vignette", 2D) = "white" {} 5 | } 6 | 7 | CGINCLUDE 8 | 9 | #include "UnityCG.cginc" 10 | 11 | struct v2f { 12 | float4 pos : SV_POSITION; 13 | float2 uv : TEXCOORD0; 14 | float2 uv2 : TEXCOORD1; 15 | }; 16 | 17 | sampler2D _MainTex; 18 | sampler2D _VignetteTex; 19 | 20 | half _Intensity; 21 | half _Blur; 22 | 23 | float4 _MainTex_TexelSize; 24 | 25 | v2f vert( appdata_img v ) { 26 | v2f o; 27 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 28 | o.uv = v.texcoord.xy; 29 | o.uv2 = v.texcoord.xy; 30 | 31 | #if UNITY_UV_STARTS_AT_TOP 32 | if (_MainTex_TexelSize.y < 0) 33 | o.uv2.y = 1.0 - o.uv2.y; 34 | #endif 35 | 36 | return o; 37 | } 38 | 39 | half4 frag(v2f i) : SV_Target { 40 | half2 coords = i.uv; 41 | half2 uv = i.uv; 42 | 43 | coords = (coords - 0.5) * 2.0; 44 | half coordDot = dot (coords,coords); 45 | half4 color = tex2D (_MainTex, uv); 46 | 47 | float mask = 1.0 - coordDot * _Intensity; 48 | 49 | half4 colorBlur = tex2D (_VignetteTex, i.uv2); 50 | color = lerp (color, colorBlur, saturate (_Blur * coordDot)); 51 | 52 | return color * mask; 53 | } 54 | 55 | ENDCG 56 | 57 | Subshader { 58 | Pass { 59 | ZTest Always Cull Off ZWrite Off 60 | 61 | CGPROGRAM 62 | #pragma vertex vert 63 | #pragma fragment frag 64 | ENDCG 65 | } 66 | } 67 | 68 | Fallback off 69 | } 70 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/VignettingShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 627943dc7a9a74286b70a4f694a0acd5 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Twist Effect" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | } 5 | 6 | SubShader 7 | { 8 | Pass 9 | { 10 | ZTest Always Cull Off ZWrite Off 11 | 12 | CGPROGRAM 13 | #pragma vertex vert 14 | #pragma fragment frag 15 | 16 | #include "UnityCG.cginc" 17 | 18 | uniform sampler2D _MainTex; 19 | 20 | uniform float4 _MainTex_ST; 21 | 22 | uniform float4 _MainTex_TexelSize; 23 | uniform float _Angle; 24 | uniform float4 _CenterRadius; 25 | 26 | struct v2f { 27 | float4 pos : SV_POSITION; 28 | float2 uv : TEXCOORD0; 29 | float2 uvOrig : TEXCOORD1; 30 | }; 31 | 32 | v2f vert (appdata_img v) 33 | { 34 | v2f o; 35 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 36 | float2 uv = v.texcoord.xy - _CenterRadius.xy; 37 | o.uv = TRANSFORM_TEX(uv, _MainTex); //MultiplyUV (UNITY_MATRIX_TEXTURE0, uv); 38 | o.uvOrig = uv; 39 | return o; 40 | } 41 | 42 | float4 frag (v2f i) : SV_Target 43 | { 44 | float2 offset = i.uvOrig; 45 | float angle = 1.0 - length(offset / _CenterRadius.zw); 46 | angle = max (0, angle); 47 | angle = angle * angle * _Angle; 48 | float cosLength, sinLength; 49 | sincos (angle, sinLength, cosLength); 50 | 51 | float2 uv; 52 | uv.x = cosLength * offset[0] - sinLength * offset[1]; 53 | uv.y = sinLength * offset[0] + cosLength * offset[1]; 54 | uv += _CenterRadius.xy; 55 | 56 | return tex2D(_MainTex, uv); 57 | } 58 | ENDCG 59 | 60 | } 61 | } 62 | 63 | Fallback off 64 | 65 | } 66 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/VortexEffect.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 708b781cad112c75d0008dfa8d76c639 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6d55b5e91b95c41739cdf4f804dd383d 3 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/DLAA.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 017ca72b9e8a749058d13ebd527e98fa 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA2.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cd5b323dcc592457790ff18b528f5e67 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAA3Console.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c547503fff0e8482ea5793727057041c 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset2.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6f1418cffd12146f2a83be795f6fa5a7 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/FXAAPreset3.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c182fa94a5a0a4c02870641efcd38cd5 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/NFAA.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce0cb2621f6d84e21a87414e471a3cce 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_Antialiasing/SSAA.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b3728d1488b02490cbd196c7941bf1f8 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d6ef58fc6f637406bbe6814a19c377f8 3 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/Blend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 53b3960ee3d3d4a5caa8d5473d120187 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendForBloom.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7856cbff0a0ca45c787d5431eb805bb0 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader: -------------------------------------------------------------------------------- 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 | half _Intensity; 17 | 18 | v2f vert( appdata_img v ) { 19 | v2f o; 20 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 21 | o.uv = v.texcoord.xy; 22 | return o; 23 | } 24 | 25 | half4 frag(v2f i) : SV_Target { 26 | return tex2D(_MainTex, i.uv) * _Intensity; 27 | } 28 | 29 | ENDCG 30 | 31 | Subshader { 32 | 33 | Pass { 34 | BlendOp Add 35 | Blend One One 36 | 37 | ZTest Always Cull Off ZWrite Off 38 | 39 | CGPROGRAM 40 | #pragma vertex vert 41 | #pragma fragment frag 42 | ENDCG 43 | } 44 | } 45 | 46 | Fallback off 47 | 48 | } 49 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlendOneOne.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f7898d203e9b94c0dbe2bf9dd5cb32c0 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BlurAndFlares.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be6e39cf196f146d5be72fbefb18ed75 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader: -------------------------------------------------------------------------------- 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 | 20 | half4 threshold; 21 | half useSrcAlphaAsMask; 22 | 23 | v2f vert( appdata_img v ) 24 | { 25 | v2f o; 26 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 27 | o.uv = v.texcoord.xy; 28 | return o; 29 | } 30 | 31 | half4 frag(v2f i) : SV_Target 32 | { 33 | half4 color = tex2D(_MainTex, i.uv); 34 | //color = color * saturate((color-threshhold.x) * 75.0); // didn't go well with HDR and din't make sense 35 | color = color * lerp(1.0, color.a, useSrcAlphaAsMask); 36 | color = max(half4(0,0,0,0), color-threshold.x); 37 | return color; 38 | } 39 | 40 | ENDCG 41 | 42 | Subshader 43 | { 44 | Pass 45 | { 46 | ZTest Always Cull Off ZWrite Off 47 | 48 | CGPROGRAM 49 | 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | ENDCG 54 | } 55 | } 56 | Fallback off 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 186c4c0d31e314f049595dcbaf4ca129 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/BrightPassFilter2" 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 | 20 | half4 _Threshhold; 21 | 22 | v2f vert( appdata_img v ) 23 | { 24 | v2f o; 25 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 26 | o.uv = v.texcoord.xy; 27 | return o; 28 | } 29 | 30 | half4 fragScalarThresh(v2f i) : SV_Target 31 | { 32 | half4 color = tex2D(_MainTex, i.uv); 33 | color.rgb = color.rgb; 34 | color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.xxx); 35 | return color; 36 | } 37 | 38 | half4 fragColorThresh(v2f i) : SV_Target 39 | { 40 | half4 color = tex2D(_MainTex, i.uv); 41 | color.rgb = max(half3(0,0,0), color.rgb-_Threshhold.rgb); 42 | return color; 43 | } 44 | 45 | ENDCG 46 | 47 | Subshader 48 | { 49 | Pass 50 | { 51 | ZTest Always Cull Off ZWrite Off 52 | 53 | CGPROGRAM 54 | 55 | #pragma vertex vert 56 | #pragma fragment fragScalarThresh 57 | 58 | ENDCG 59 | } 60 | 61 | Pass 62 | { 63 | ZTest Always Cull Off ZWrite Off 64 | 65 | CGPROGRAM 66 | 67 | #pragma vertex vert 68 | #pragma fragment fragColorThresh 69 | 70 | ENDCG 71 | } 72 | } 73 | Fallback off 74 | } 75 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/BrightPassFilter2.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0aeaa4cb29f5d4e9c8455f04c8575c8c 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/LensFlareCreate" { 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[4] : TEXCOORD0; 13 | }; 14 | 15 | fixed4 colorA; 16 | fixed4 colorB; 17 | fixed4 colorC; 18 | fixed4 colorD; 19 | 20 | sampler2D _MainTex; 21 | 22 | v2f vert( appdata_img v ) { 23 | v2f o; 24 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 25 | 26 | o.uv[0] = ( ( v.texcoord.xy - 0.5 ) * -0.85 ) + 0.5; 27 | o.uv[1] = ( ( v.texcoord.xy - 0.5 ) * -1.45 ) + 0.5; 28 | o.uv[2] = ( ( v.texcoord.xy - 0.5 ) * -2.55 ) + 0.5; 29 | o.uv[3] = ( ( v.texcoord.xy - 0.5 ) * -4.15 ) + 0.5; 30 | return o; 31 | } 32 | 33 | fixed4 frag(v2f i) : SV_Target { 34 | fixed4 color = float4 (0,0,0,0); 35 | color += tex2D(_MainTex, i.uv[0] ) * colorA; 36 | color += tex2D(_MainTex, i.uv[1] ) * colorB; 37 | color += tex2D(_MainTex, i.uv[2] ) * colorC; 38 | color += tex2D(_MainTex, i.uv[3] ) * colorD; 39 | return color; 40 | } 41 | 42 | ENDCG 43 | 44 | Subshader { 45 | Blend One One 46 | Pass { 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 | 58 | Fallback off 59 | 60 | } // shader 61 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/LensFlareCreate.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 459fe69d2f6d74ddb92f04dbf45a866b 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBloom.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 68a00c837b82e4c6d92e7da765dc5f1d 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MobileBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f9d5fa183cd6b45eeb1491f74863cd91 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/MultiPassHollywoodFlares.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e2baf3cae8edc4daf94c9adc2154be00 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/SeparableBlurPlus.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a9df009a214e24a5ebbf271595f8d5b6 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_BloomAndFlares/VignetteShader.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 562f620336e024ac99992ff05725a89a 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d9cccf980fcb7441d85b8b3b5c2d2c34 3 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57cdacf9b217546aaa18edf39a6151c0 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/DepthOfField34.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 987fb0677d01f43ce8a9dbf12271e668 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.02 7 | Maximum Allowed Timestep: 0.33333334 8 | m_TimeScale: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/UnityAdsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!292 &1 4 | UnityAdsSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_InitializeOnStartup: 1 8 | m_TestMode: 0 9 | m_EnabledPlatforms: 4294967295 10 | m_IosGameId: 11 | m_AndroidGameId: 12 | -------------------------------------------------------------------------------- /ProjectSettings/UnityAnalyticsManager.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 00000000000000009100000000000000 3 | -------------------------------------------------------------------------------- /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 | UnityPurchasingSettings: 14 | m_Enabled: 0 15 | m_TestMode: 0 16 | UnityAnalyticsSettings: 17 | m_Enabled: 0 18 | m_InitializeOnStartup: 1 19 | m_TestMode: 0 20 | m_TestEventUrl: 21 | m_TestConfigUrl: 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # scriptable-object-demo 2 | 3 | Demo project from my 2016 Unite talk, "Overthrowing the MonoBehaviour tyranny in a people's glorious ScriptableObject revolution." 4 | 5 | * Unite Europe version: https://www.youtube.com/watch?v=VBA1QCoEAX4 6 | * Unite LA version: https://www.youtube.com/watch?v=6vmRwLYWNRo&t=89s 7 | 8 | Most of the content in this repo comes from the [Unity Tanks! tutorial project](https://assetstore.unity.com/packages/essentials/tutorial-projects/tanks-tutorial-46209). 9 | --------------------------------------------------------------------------------