├── .gitattributes ├── .gitignore ├── Assets ├── Editor.meta ├── Materials.meta ├── Materials │ ├── AlphaBlend.mat │ ├── AlphaBlend.mat.meta │ ├── Deep Green.mat │ ├── Deep Green.mat.meta │ ├── Depth.mat │ ├── Depth.mat.meta │ ├── Flat.mat │ ├── Flat.mat.meta │ ├── Grass.mat │ ├── Grass.mat.meta │ ├── Gray.mat │ ├── Gray.mat.meta │ ├── Green.mat │ ├── Green.mat.meta │ ├── Metal.mat │ ├── Metal.mat.meta │ ├── NormalShow.mat │ ├── NormalShow.mat.meta │ ├── Red.mat │ ├── Red.mat.meta │ ├── ShowTexture.mat │ ├── ShowTexture.mat.meta │ ├── Surface.mat │ ├── Surface.mat.meta │ ├── UVShow.mat │ ├── UVShow.mat.meta │ ├── White.mat │ ├── White.mat.meta │ ├── Yellow.mat │ └── Yellow.mat.meta ├── Models.meta ├── Models │ ├── 600x600.blend │ ├── 600x600.blend.meta │ ├── HalfBall.fbx │ ├── HalfBall.fbx.meta │ ├── Monkey.blend │ ├── Monkey.blend.meta │ ├── anvil.fbx │ ├── anvil.fbx.meta │ ├── bunny.fbx │ └── bunny.fbx.meta ├── My.meta ├── My │ ├── ClothNFur.meta │ ├── ClothNFur │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Fur.mat │ │ │ └── Fur.mat.meta │ │ ├── Scenes.meta │ │ ├── Scenes │ │ │ ├── ClothNFur.unity │ │ │ └── ClothNFur.unity.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── ForceController.cs │ │ │ └── ForceController.cs.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── Fur.shader │ │ │ ├── Fur.shader.meta │ │ │ ├── FurBase.cginc │ │ │ └── FurBase.cginc.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── 30107.jpg │ │ │ ├── 30107.jpg.meta │ │ │ ├── animal-fur-texture-seamless-pattern-vector-03.jpg │ │ │ ├── animal-fur-texture-seamless-pattern-vector-03.jpg.meta │ │ │ ├── noise_1.tga │ │ │ └── noise_1.tga.meta │ ├── Cloud.meta │ ├── Cloud │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Cloud.mat │ │ │ ├── Cloud.mat.meta │ │ │ ├── CloudBlending.mat │ │ │ └── CloudBlending.mat.meta │ │ ├── Scenes.meta │ │ ├── Scenes │ │ │ ├── Cloud.unity │ │ │ └── Cloud.unity.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── Cloud.cs │ │ │ ├── Cloud.cs.meta │ │ │ ├── NoiseGenerator.cs │ │ │ └── NoiseGenerator.cs.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── CloudBlending.shader │ │ │ ├── CloudBlending.shader.meta │ │ │ ├── CloudRendering.shader │ │ │ └── CloudRendering.shader.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── CloudBase.asset │ │ │ ├── CloudBase.asset.meta │ │ │ ├── CloudDetail.asset │ │ │ ├── CloudDetail.asset.meta │ │ │ ├── Coverage2.png │ │ │ ├── Coverage2.png.meta │ │ │ ├── coverage.png │ │ │ └── coverage.png.meta │ ├── Depth2Pos.meta │ ├── Depth2Pos │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Blending.mat │ │ │ ├── Blending.mat.meta │ │ │ ├── PostSphere.mat │ │ │ └── PostSphere.mat.meta │ │ ├── Scenes.meta │ │ ├── Scenes │ │ │ ├── Depth2Pos.unity │ │ │ └── Depth2Pos.unity.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── DepthToPos.cs │ │ │ └── DepthToPos.cs.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── PostSphere.shader │ │ │ ├── PostSphere.shader.meta │ │ │ ├── SurfaceEffectBlend.shader │ │ │ └── SurfaceEffectBlend.shader.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── mahou.png │ │ │ └── mahou.png.meta │ ├── Eye.meta │ ├── Eye │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Eye.mat │ │ │ └── Eye.mat.meta │ │ ├── Meshes.meta │ │ ├── Meshes │ │ │ ├── eye.fbx │ │ │ └── eye.fbx.meta │ │ ├── Scenes.meta │ │ ├── Scenes │ │ │ ├── Eye.unity │ │ │ └── Eye.unity.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── Eye.shader │ │ │ └── Eye.shader.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── Iris.jpg │ │ │ ├── Iris.jpg.meta │ │ │ ├── IrisMask.png │ │ │ ├── IrisMask.png.meta │ │ │ ├── ScleraMap.png │ │ │ └── ScleraMap.png.meta │ ├── Ocean.meta │ ├── Ocean │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── FoamCombination.mat │ │ │ ├── FoamCombination.mat.meta │ │ │ ├── OceanWater.mat │ │ │ ├── OceanWater.mat.meta │ │ │ ├── Sand.mat │ │ │ └── Sand.mat.meta │ │ ├── Scenes.meta │ │ ├── Scenes │ │ │ ├── Ocean.unity │ │ │ └── Ocean.unity.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── CameraMover.cs │ │ │ ├── CameraMover.cs.meta │ │ │ ├── EnableDepth.cs │ │ │ ├── EnableDepth.cs.meta │ │ │ ├── GenerateWave.cs │ │ │ ├── GenerateWave.cs.meta │ │ │ ├── HeightGenerator.cs │ │ │ ├── HeightGenerator.cs.meta │ │ │ ├── MirrorBlocking.cs │ │ │ ├── MirrorBlocking.cs.meta │ │ │ ├── MirrorReflection.cs │ │ │ ├── MirrorReflection.cs.meta │ │ │ ├── SeaLocation.cs │ │ │ ├── SeaLocation.cs.meta │ │ │ ├── ShadowReceiver.cs │ │ │ └── ShadowReceiver.cs.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── ComputeWave.compute │ │ │ ├── ComputeWave.compute.meta │ │ │ ├── FoamCompute.shader │ │ │ ├── FoamCompute.shader.meta │ │ │ ├── OceanWater.shader │ │ │ ├── OceanWater.shader.meta │ │ │ ├── OceanWaterBackup.shader │ │ │ ├── OceanWaterBackup.shader.meta │ │ │ ├── OrthDepthSampling.shader │ │ │ ├── OrthDepthSampling.shader.meta │ │ │ ├── RenderDepth.shader │ │ │ ├── RenderDepth.shader.meta │ │ │ ├── ShadowReceiver.shader │ │ │ └── ShadowReceiver.shader.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── foam.png │ │ │ ├── foam.png.meta │ │ │ ├── normalmap-watersimulation.tumblr.com_blurred.png │ │ │ └── normalmap-watersimulation.tumblr.com_blurred.png.meta │ ├── SelectNGlow.meta │ ├── SelectNGlow │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Glow.mat │ │ │ └── Glow.mat.meta │ │ ├── Scenes.meta │ │ ├── Scenes │ │ │ ├── SelectNGlow.unity │ │ │ └── SelectNGlow.unity.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── GlowComposite.cs │ │ │ ├── GlowComposite.cs.meta │ │ │ ├── GlowObject.cs │ │ │ └── GlowObject.cs.meta │ │ ├── Shaders.meta │ │ └── Shaders │ │ │ ├── Blur.shader │ │ │ ├── Blur.shader.meta │ │ │ ├── GlowComposite.shader │ │ │ ├── GlowComposite.shader.meta │ │ │ ├── WhiteGlow.shader │ │ │ ├── WhiteGlow.shader.meta │ │ │ ├── WhiteReplace.shader │ │ │ └── WhiteReplace.shader.meta │ ├── Shield.meta │ └── Shield │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── ForceShield.mat │ │ └── ForceShield.mat.meta │ │ ├── Scenes.meta │ │ ├── Scenes │ │ ├── ForceShield.unity │ │ └── ForceShield.unity.meta │ │ ├── Scripts.meta │ │ ├── Scripts │ │ ├── CameraComposite.cs │ │ ├── CameraComposite.cs.meta │ │ ├── PassBlurWeight.cs │ │ └── PassBlurWeight.cs.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ ├── ForceShield.shader │ │ ├── ForceShield.shader.meta │ │ ├── ShieldBlur.shader │ │ ├── ShieldBlur.shader.meta │ │ ├── ShieldComposite.shader │ │ └── ShieldComposite.shader.meta │ │ ├── Textures.meta │ │ └── Textures │ │ ├── ShieldTex.png │ │ └── ShieldTex.png.meta ├── PP.meta ├── PP │ ├── PPProfile.asset │ └── PPProfile.asset.meta ├── Prefab.meta ├── Preset.meta ├── Preset │ ├── Material.preset │ └── Material.preset.meta ├── Scenes.meta ├── Scenes │ ├── Test.unity │ └── Test.unity.meta ├── Scripts.meta ├── Scripts │ ├── CloudBaseGeneratorEditor.cs │ ├── CloudBaseGeneratorEditor.cs.meta │ ├── GradientTexture.cs │ ├── GradientTexture.cs.meta │ ├── GradientTextureEditor.cs │ ├── GradientTextureEditor.cs.meta │ ├── Spinner.cs │ ├── Spinner.cs.meta │ ├── Test.cs │ └── Test.cs.meta ├── Shaders.meta ├── Shaders │ ├── AlphaBlend.shader │ ├── AlphaBlend.shader.meta │ ├── DepthSampling.shader │ ├── DepthSampling.shader.meta │ ├── Flat.shader │ ├── Flat.shader.meta │ ├── Ice.shader │ ├── Ice.shader.meta │ ├── Mirror.shader │ ├── Mirror.shader.meta │ ├── NormalShow.shader │ ├── NormalShow.shader.meta │ ├── PureWhite.shader │ ├── PureWhite.shader.meta │ ├── ShowTexture.shader │ ├── ShowTexture.shader.meta │ ├── SimpleWater.shader │ ├── SimpleWater.shader.meta │ ├── UVShow.shader │ └── UVShow.shader.meta ├── Skybox.meta ├── Skybox │ ├── Cubemaps.meta │ ├── Cubemaps │ │ ├── daytime.hdr │ │ ├── daytime.hdr.meta │ │ ├── sunset.hdr │ │ └── sunset.hdr.meta │ ├── Materials.meta │ ├── Materials │ │ ├── Skybox_Daytime.mat │ │ ├── Skybox_Daytime.mat.meta │ │ ├── Skybox_Sunset.mat │ │ └── Skybox_Sunset.mat.meta │ ├── Scene.meta │ └── Scene │ │ ├── mainScene.unity │ │ └── mainScene.unity.meta ├── Terrain.meta ├── Terrain │ ├── New Terrain 2.asset │ ├── New Terrain 2.asset.meta │ ├── New Terrain.asset │ ├── New Terrain.asset.meta │ ├── TerrainData_08c6a03d-6f8d-497d-8f13-2791053d0bf5.asset │ ├── TerrainData_08c6a03d-6f8d-497d-8f13-2791053d0bf5.asset.meta │ ├── TerrainData_2a867c42-e538-4b7f-8357-f3591cc3a796.asset │ ├── TerrainData_2a867c42-e538-4b7f-8357-f3591cc3a796.asset.meta │ ├── TerrainData_7081ff93-7118-43b9-bc2c-aff79348125f.asset │ ├── TerrainData_7081ff93-7118-43b9-bc2c-aff79348125f.asset.meta │ ├── TerrainData_70e0a4b2-2b75-467e-b7da-9453c00e6a4e.asset │ ├── TerrainData_70e0a4b2-2b75-467e-b7da-9453c00e6a4e.asset.meta │ ├── TerrainData_b2613954-6fa6-4640-a9c9-a0b963f5a221.asset │ ├── TerrainData_b2613954-6fa6-4640-a9c9-a0b963f5a221.asset.meta │ ├── TerrainData_b6142b03-c19a-4526-a1ec-ab63763f2af6.asset │ ├── TerrainData_b6142b03-c19a-4526-a1ec-ab63763f2af6.asset.meta │ ├── TerrainData_c09167a9-be3c-4ca7-835e-42211fbde4f7.asset │ ├── TerrainData_c09167a9-be3c-4ca7-835e-42211fbde4f7.asset.meta │ ├── TerrainData_cf47a328-d9e7-4268-aeab-d1944ff3eda6.asset │ ├── TerrainData_cf47a328-d9e7-4268-aeab-d1944ff3eda6.asset.meta │ ├── TerrainData_d89fcf41-2878-467f-8b38-113f544dbe12.asset │ └── TerrainData_d89fcf41-2878-467f-8b38-113f544dbe12.asset.meta ├── TerrainLayer.meta ├── TerrainLayer │ ├── Dirt.terrainlayer │ ├── Dirt.terrainlayer.meta │ ├── Grass.terrainlayer │ └── Grass.terrainlayer.meta ├── Textures.meta └── Textures │ ├── Seamless beach sand texture.jpg │ ├── Seamless beach sand texture.jpg.meta │ ├── noise.png │ ├── noise.png.meta │ ├── tileable-IMG_0062.png │ ├── tileable-IMG_0062.png.meta │ ├── tileable-IMG_0062_nm.png │ └── tileable-IMG_0062_nm.png.meta ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset └── VFXManager.asset └── README.md /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | *.VC.db 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/Assets/My/ClothNFur/Scripts/ForceController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ForceController : MonoBehaviour 6 | { 7 | private Material furMat; 8 | 9 | [Range (-5, 5)] 10 | public float gravity = 3; 11 | private Vector4 forceVector; 12 | private Vector4 targetForceVector; 13 | private Vector4 lastFrameForceVector; 14 | private Vector3 lastFramePosition; 15 | private Vector3 velocity; 16 | private Vector3 lastFrameVelocity; 17 | private Vector3 acceleration; 18 | 19 | void Start() 20 | { 21 | } 22 | 23 | void OnEnable() 24 | { 25 | furMat = GetComponent().sharedMaterial; 26 | forceVector = new Vector4(0, 0, 0, 0); 27 | targetForceVector = new Vector4(0, 0, 0, 0); 28 | lastFrameForceVector = new Vector4(0, 0, 0, 0); 29 | lastFramePosition = transform.position; 30 | velocity = new Vector3(0,0,0); 31 | lastFrameVelocity = new Vector3(0,0,0); 32 | 33 | furMat.SetVector("_Force", forceVector); 34 | } 35 | 36 | // Update is called once per frame 37 | void Update() 38 | { 39 | //transform.position = new Vector3 (4f * Mathf.Sin (3f * Mathf.Sin(Time.time)), 0, 4f * Mathf.Cos (3f * Mathf.Sin(Time.time))); 40 | //transform.position = new Vector3 (0, 4f * Mathf.Sin (3f * Mathf.Sin(Time.time)), 0); 41 | velocity = (transform.position - lastFramePosition) / Time.deltaTime; 42 | targetForceVector.x = Mathf.Clamp(-velocity.x / 2, -6, 6) ; 43 | targetForceVector.y = Mathf.Clamp(-velocity.y / 2, -6, 6) ; 44 | targetForceVector.z = Mathf.Clamp(-velocity.z / 2, -6, 6) ; 45 | lastFramePosition = transform.position; 46 | 47 | acceleration = (velocity - lastFrameVelocity) / Time.deltaTime; 48 | targetForceVector.x -= Mathf.Clamp(acceleration.x / 9,-6,6); 49 | targetForceVector.y -= Mathf.Clamp(acceleration.y / 9,-6,6); 50 | targetForceVector.z -= Mathf.Clamp(acceleration.z / 9,-6,6); 51 | lastFrameVelocity = velocity; 52 | 53 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11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/My/Cloud/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 80c5ee3160563584fbab834432fc0caa 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/Cloud/Shaders/CloudBlending.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/CloudBlending" 2 | { 3 | Properties 4 | { 5 | _MainTex("Texture", 2D) = "white" {} 6 | _CloudTex("Cloud Texture", 2D) = "white" {} 7 | 8 | } 9 | SubShader 10 | { 11 | // No culling or depth 12 | Cull Off ZWrite Off ZTest Always 13 | 14 | Pass 15 | { 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | 20 | #include "UnityCG.cginc" 21 | 22 | sampler2D _MainTex; 23 | sampler2D _CloudTex; 24 | sampler2D_float _CameraDepthTexture; 25 | 26 | 27 | 28 | struct appdata 29 | { 30 | float4 vertex : POSITION; 31 | float2 uv : TEXCOORD0; 32 | float4 ray : TEXCOORD1; 33 | }; 34 | 35 | struct v2f 36 | { 37 | float4 vertex : SV_POSITION; 38 | float2 uv : TEXCOORD0; 39 | float2 uv_depth : TEXCOORD1; 40 | float4 interpolatedRay : TEXCOORD2; 41 | }; 42 | 43 | float4 _MainTex_TexelSize; 44 | 45 | v2f vert(appdata v) 46 | { 47 | v2f o; 48 | o.vertex = UnityObjectToClipPos(v.vertex); 49 | o.uv = v.uv.xy; 50 | o.uv_depth = v.uv.xy; 51 | 52 | #if UNITY_UV_STARTS_AT_TOP 53 | if (_MainTex_TexelSize.y < 0) 54 | o.uv.y = 1 - o.uv.y; 55 | #endif 56 | 57 | o.interpolatedRay = v.ray; 58 | 59 | return o; 60 | } 61 | 62 | 63 | 64 | half4 frag (v2f i) : SV_Target 65 | { 66 | half4 col = tex2D(_MainTex, i.uv); 67 | float4 cloud = tex2D(_CloudTex, i.uv); 68 | float d = Linear01Depth(tex2D(_CameraDepthTexture, i.uv_depth)); 69 | if (cloud.a > 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-------------------------------------------------------------------------------- /Assets/My/Depth2Pos/Shaders/PostSphere.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/PostSphere" 2 | { 3 | Properties 4 | { 5 | _MainTex("Texture", 2D) = "white" {} 6 | _Radius("Radius", float) = 50 7 | _TintColor("Tint Color", Color) = (1, 1, 1, 0) 8 | 9 | } 10 | SubShader 11 | { 12 | // No culling or depth 13 | Cull Off ZWrite Off ZTest Always 14 | 15 | Pass 16 | { 17 | CGPROGRAM 18 | #pragma vertex vert 19 | #pragma fragment frag 20 | 21 | #include "UnityCG.cginc" 22 | 23 | sampler2D _MainTex; 24 | sampler2D_float _CameraDepthTexture; 25 | float4 _WorldSpaceEffectPos; 26 | float _Radius; 27 | float _SpinningSpeed; 28 | float4 _TintColor; 29 | 30 | 31 | 32 | struct appdata 33 | { 34 | float4 vertex : POSITION; 35 | float2 uv : TEXCOORD0; 36 | float4 ray : TEXCOORD1; 37 | }; 38 | 39 | struct v2f 40 | { 41 | float4 vertex : SV_POSITION; 42 | float2 uv : TEXCOORD0; 43 | float2 uv_depth : TEXCOORD1; 44 | float4 interpolatedRay : TEXCOORD2; 45 | }; 46 | 47 | float4 _MainTex_TexelSize; 48 | 49 | v2f vert(appdata v) 50 | { 51 | v2f o; 52 | o.vertex = UnityObjectToClipPos(v.vertex); 53 | o.uv = v.uv.xy; 54 | o.uv_depth = v.uv.xy; 55 | 56 | #if UNITY_UV_STARTS_AT_TOP 57 | if (_MainTex_TexelSize.y < 0) 58 | o.uv.y = 1 - o.uv.y; 59 | #endif 60 | 61 | o.interpolatedRay = v.ray; 62 | 63 | return o; 64 | } 65 | 66 | float CalculateLerp(float dist, float2 uv) 67 | { 68 | float lerpFac = (dist / _Radius) * (dist / _Radius); 69 | uv.y = uv.y / _ScreenParams.x * _ScreenParams.y; 70 | uv *= 500; 71 | if (abs(1 - frac(uv.x)) < 0.5 && abs(1 - frac(uv.y)) < 0.5) lerpFac = 1; 72 | return lerpFac; 73 | } 74 | 75 | 76 | 77 | half4 frag (v2f i) : SV_Target 78 | { 79 | half4 col = tex2D(_MainTex, i.uv); 80 | float rawDepth = tex2D(_CameraDepthTexture, i.uv_depth); 81 | float linearDepth = LinearEyeDepth(rawDepth); 82 | float3 surfacePos = 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-------------------------------------------------------------------------------- 1 | Shader "Custom/SurfaceEffectBlend" 2 | { 3 | Properties 4 | { 5 | _MainTex("Texture", 2D) = "white" {} 6 | _DetailTex("Texture", 2D) = "white" {} 7 | _Radius("Radius", float) = 50 8 | _SpinningSpeed("Spinning Speed", float) = 1 9 | _TintColor("Tint Color", Color) = (1, 1, 1, 0) 10 | 11 | } 12 | SubShader 13 | { 14 | // No culling or depth 15 | Cull Off ZWrite Off ZTest Always 16 | 17 | Pass 18 | { 19 | CGPROGRAM 20 | #pragma vertex vert 21 | #pragma fragment frag 22 | 23 | #include "UnityCG.cginc" 24 | 25 | sampler2D _MainTex; 26 | sampler2D _DetailTex; 27 | sampler2D_float _CameraDepthTexture; 28 | float4 _WorldSpaceEffectPos; 29 | float _Radius; 30 | float _SpinningSpeed; 31 | float4 _TintColor; 32 | 33 | 34 | 35 | struct appdata 36 | { 37 | float4 vertex : POSITION; 38 | float2 uv : TEXCOORD0; 39 | float4 ray : TEXCOORD1; 40 | }; 41 | 42 | struct v2f 43 | { 44 | float4 vertex : SV_POSITION; 45 | float2 uv : TEXCOORD0; 46 | float2 uv_depth : TEXCOORD1; 47 | float4 interpolatedRay : TEXCOORD2; 48 | }; 49 | 50 | float4 _MainTex_TexelSize; 51 | 52 | v2f vert(appdata v) 53 | { 54 | v2f o; 55 | o.vertex = UnityObjectToClipPos(v.vertex); 56 | o.uv = v.uv.xy; 57 | o.uv_depth = v.uv.xy; 58 | 59 | #if UNITY_UV_STARTS_AT_TOP 60 | if (_MainTex_TexelSize.y < 0) 61 | o.uv.y = 1 - o.uv.y; 62 | #endif 63 | 64 | o.interpolatedRay = v.ray; 65 | 66 | return o; 67 | } 68 | 69 | 70 | 71 | half4 frag (v2f i) : SV_Target 72 | { 73 | half4 col = tex2D(_MainTex, i.uv); 74 | float rawDepth = tex2D(_CameraDepthTexture, i.uv_depth); 75 | 76 | //float linearDepth = LinearEyeDepth(rawDepth); 77 | float linearDepth = i.vertex.w; 78 | float3 surfacePos = _WorldSpaceCameraPos + (linearDepth * i.interpolatedRay).xyz; 79 | half4 effectCol = half4(0, 0, 0, 0); 80 | float dist = distance(surfacePos.xz, _WorldSpaceEffectPos.xz); 81 | float s = 0; float c = 0; 82 | float angle = atan2((surfacePos.x - 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2 2 | guid: 8b8b3d1afb4a9c64690bda093cf7361e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Scripts/EnableDepth.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [ExecuteInEditMode] 4 | public class EnableDepth : MonoBehaviour { 5 | 6 | private Camera cam; 7 | 8 | void Start () { 9 | cam = GetComponent(); 10 | cam.depthTextureMode = DepthTextureMode.Depth; 11 | } 12 | } -------------------------------------------------------------------------------- /Assets/My/Ocean/Scripts/EnableDepth.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 235abc4df1512134d8a340dab8408b35 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Scripts/GenerateWave.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5ac8ccaeb10df6f45a93f52620ac14fd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 200 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Scripts/HeightGenerator.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class HeightGenerator : MonoBehaviour 6 | { 7 | // Start is called before the first frame update 8 | 9 | public int _resolution = 512; 10 | public float _MaxTerrainHeight = 300f; 11 | public Material mat; 12 | 13 | public static RenderTexture heightMap; 14 | Camera heightSamplingCam; 15 | 16 | 17 | 18 | void Start() 19 | { 20 | RefreshHeightMap(); 21 | } 22 | 23 | // Update is called once per frame 24 | void Update() 25 | { 26 | 27 | //RefreshHeightMap(); 28 | 29 | 30 | } 31 | 32 | void RefreshHeightMap() 33 | { 34 | 35 | if (heightMap == null) 36 | { 37 | heightMap = new RenderTexture(_resolution, _resolution, 0); 38 | heightMap.format = RenderTextureFormat.RHalf; 39 | heightMap.useMipMap = false; 40 | heightMap.anisoLevel = 0; 41 | } 42 | 43 | if (heightSamplingCam == null) 44 | { 45 | heightSamplingCam = new GameObject("HeightMapCam").AddComponent(); 46 | heightSamplingCam.transform.position = transform.position + Vector3.up * _MaxTerrainHeight; 47 | heightSamplingCam.transform.parent = transform; 48 | heightSamplingCam.transform.eulerAngles = new Vector3(90,0,0); 49 | heightSamplingCam.orthographic = true; 50 | heightSamplingCam.orthographicSize = 600; 51 | heightSamplingCam.targetTexture = heightMap; 52 | heightSamplingCam.cullingMask = 1 << 9; 53 | heightSamplingCam.clearFlags = CameraClearFlags.SolidColor; 54 | heightSamplingCam.backgroundColor = Color.black; 55 | //_heightSamplingCam.enabled = false; 56 | heightSamplingCam.allowMSAA = false; 57 | //_heightSamplingCam.gameObject.SetActive(false); 58 | heightSamplingCam.SetReplacementShader(Shader.Find("Hidden/OrthDepthSampling"), null); 59 | heightSamplingCam.gameObject.SetActive(false); 60 | 61 | } 62 | //_heightSamplingCam.enabled = true; 63 | heightSamplingCam.Render(); 64 | if(mat.HasProperty("_HeightMap")) mat.SetTexture( "_HeightMap", heightMap); 65 | 66 | //_heightSamplingCam.enabled = false; 67 | } 68 | } 69 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Scripts/HeightGenerator.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0415ba0be346544f9e053d82ae58815 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 100 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Scripts/MirrorBlocking.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bae528dccc39cd24d9965d7f8ef0c03a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Scripts/MirrorReflection.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ae9a054639a1093408e434f5e051a054 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Scripts/SeaLocation.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class SeaLocation : MonoBehaviour 6 | { 7 | 8 | private Transform mainCam; 9 | // Start is called before the first frame update 10 | void Start() 11 | { 12 | mainCam = GameObject.FindGameObjectWithTag("MainCamera").transform; 13 | } 14 | 15 | // Update is called once per frame 16 | void Update() 17 | { 18 | Vector3 position = mainCam.position; 19 | position.y = 0; 20 | transform.position = position; 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Scripts/SeaLocation.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: edc1227c1f194b34da363e56b9862048 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Scripts/ShadowReceiver.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class ShadowReceiver : MonoBehaviour 6 | { 7 | 8 | 9 | 10 | 11 | 12 | public Material mat; 13 | RenderTexture _shadowMask; 14 | Camera _shadowMaskCam; 15 | 16 | void Start() 17 | { 18 | //Debug.Log(111); 19 | } 20 | 21 | // Update is called once per frame 22 | void Update() 23 | { 24 | if (_shadowMask == null) 25 | { 26 | Camera mainCam = GetComponent(); 27 | _shadowMask = new RenderTexture(mainCam.pixelWidth/3, mainCam.pixelHeight/3, 0); 28 | //_heightMap.format = RenderTextureFormat.RHalf; 29 | _shadowMask.useMipMap = false; 30 | _shadowMask.anisoLevel = 0; 31 | } 32 | 33 | 34 | if (_shadowMaskCam == null) 35 | { 36 | _shadowMaskCam = new GameObject("ShadowMaskCam").AddComponent(); 37 | _shadowMaskCam.cullingMask = (1 << 10) | (1 << 9) | (1 << 0); 38 | 39 | _shadowMaskCam.clearFlags = CameraClearFlags.SolidColor; 40 | _shadowMaskCam.backgroundColor = Color.white; 41 | _shadowMaskCam.allowMSAA = false; 42 | _shadowMaskCam.targetTexture = _shadowMask; 43 | //_shadowMaskCam.useOcclusionCulling = false; 44 | _shadowMaskCam.SetReplacementShader(Shader.Find("Hidden/ShadowReceiver"), null); 45 | _shadowMaskCam.transform.parent = transform; 46 | _shadowMaskCam.gameObject.SetActive(false); 47 | 48 | } 49 | //_shadowMaskCam.gameObject.SetActive(true); 50 | _shadowMaskCam.transform.position = transform.position; 51 | _shadowMaskCam.transform.rotation = transform.rotation; 52 | 53 | _shadowMaskCam.Render(); 54 | if(mat.HasProperty("_ShadowMask")) mat.SetTexture( "_ShadowMask", _shadowMask); 55 | 56 | 57 | } 58 | 59 | } -------------------------------------------------------------------------------- /Assets/My/Ocean/Scripts/ShadowReceiver.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 77f9929055f05a14db1c12020c43e0cd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ef9153bea2245b848bcbddfd78b8108d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Shaders/ComputeWave.compute.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 93fb41f3672425e4780fc18f01e2efcd 3 | ComputeShaderImporter: 4 | externalObjects: {} 5 | currentAPIMask: 4 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Shaders/FoamCompute.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/FoamCompute" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "black" {} 6 | } 7 | SubShader 8 | { 9 | // No culling or depth 10 | Cull Off ZWrite Off ZTest Always 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float2 uv: TEXCOORD0; 29 | float4 vertex : SV_POSITION; 30 | }; 31 | 32 | struct waveSampler 33 | { 34 | float x; 35 | float z; 36 | float3 displacement; 37 | 38 | }; 39 | 40 | StructuredBuffer displacementSample; 41 | 42 | sampler2D _MainTex; 43 | float2 _uvOffset; 44 | 45 | 46 | v2f vert (appdata v) 47 | { 48 | v2f o; 49 | o.vertex = UnityObjectToClipPos(v.vertex); 50 | o.uv = v.uv; 51 | 52 | return o; 53 | } 54 | 55 | fixed4 frag (v2f i) : SV_Target 56 | { 57 | int _resolution = 768; 58 | fixed4 lastFrameFoam = tex2D(_MainTex, i.uv + _uvOffset); 59 | int x1 = floor(i.uv.x * (_resolution - 1)); int x2 = ceil(i.uv.x * (_resolution - 1)); 60 | int z1 = floor(i.uv.y * (_resolution - 1)); int z2 = ceil(i.uv.y * (_resolution - 1)); 61 | int index1 = x1 * _resolution + z1; 62 | int index2 = x1 * _resolution + z2; 63 | int index3 = x2 * _resolution + z1; 64 | int index4 = x2 * _resolution + z2; 65 | float dxdz = (displacementSample[index1].displacement.x - displacementSample[index2].displacement.x 66 | + displacementSample[index3].displacement.x - displacementSample[index4].displacement.x) * 0.5 * 0.782; 67 | float dxdx = (displacementSample[index1].displacement.x - displacementSample[index3].displacement.x 68 | + displacementSample[index2].displacement.x - displacementSample[index4].displacement.x) * 0.5 * 0.782; 69 | float dzdx = (displacementSample[index1].displacement.z - displacementSample[index3].displacement.z 70 | + displacementSample[index2].displacement.z - displacementSample[index4].displacement.z) * 0.5 * 0.782; 71 | float dzdz = (displacementSample[index1].displacement.z - displacementSample[index2].displacement.z 72 | + displacementSample[index3].displacement.z - displacementSample[index4].displacement.z) * 0.5 * 0.782; 73 | 74 | float J = dxdx * dzdz - dxdz * dzdx; 75 | return saturate((-J - 0.02) * 2) + lastFrameFoam * 0.99 - 0.005; 76 | } 77 | ENDCG 78 | } 79 | } 80 | } -------------------------------------------------------------------------------- /Assets/My/Ocean/Shaders/FoamCompute.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 15627931785729b4f8c39920ece88c2f 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Shaders/OceanWater.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ceea14be2cd560c4c9e1ce7ed00832f6 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Shaders/OceanWaterBackup.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bb19613c779fbb142b031bde92433159 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Shaders/OrthDepthSampling.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/OrthDepthSampling" 2 | { 3 | Properties 4 | { 5 | } 6 | 7 | Category 8 | { 9 | Tags { "Queue" = "Geometry" } 10 | 11 | SubShader 12 | { 13 | Pass 14 | { 15 | Name "BASE" 16 | Tags { "LightMode" = "Always" } 17 | BlendOp Max 18 | 19 | CGPROGRAM 20 | #pragma vertex vert 21 | #pragma fragment frag 22 | #pragma multi_compile_fog 23 | #include "UnityCG.cginc" 24 | 25 | struct appdata_t { 26 | float4 vertex : POSITION; 27 | }; 28 | 29 | struct v2f { 30 | float4 vertex : SV_POSITION; 31 | float height : TEXCOORD0; 32 | }; 33 | 34 | v2f vert( appdata_t v ) 35 | { 36 | v2f o; 37 | o.vertex = UnityObjectToClipPos( v.vertex ); 38 | o.height = mul(unity_ObjectToWorld, v.vertex).y; 39 | 40 | return o; 41 | } 42 | 43 | float4 frag (v2f i) : SV_Target 44 | { 45 | return saturate((i.height+17)/25) ; 46 | } 47 | 48 | ENDCG 49 | } 50 | } 51 | } 52 | } 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| #include "UnityCG.cginc" 24 | 25 | sampler2D _CameraDepthTexture; 26 | 27 | struct appdata_t { 28 | float4 vertex : POSITION; 29 | float2 uv : TEXCOORD0; 30 | }; 31 | 32 | struct v2f { 33 | float4 vertex : SV_POSITION; 34 | float4 grabPos : TEXCOORD0; 35 | }; 36 | 37 | v2f vert( appdata_t v ) 38 | { 39 | v2f o; 40 | o.vertex = UnityObjectToClipPos( v.vertex ); 41 | o.grabPos = ComputeGrabScreenPos(o.vertex); 42 | 43 | return o; 44 | } 45 | 46 | float frag (v2f i) : SV_Target 47 | { 48 | return LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, i.grabPos))/30; 49 | } 50 | 51 | ENDCG 52 | } 53 | } 54 | } 55 | } 56 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Shaders/RenderDepth.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ecad1c9243160e1468cf7884901974a2 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/My/Ocean/Shaders/ShadowReceiver.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/ShadowReceiver" 2 | { 3 | Properties 4 | { 5 | 6 | } 7 | SubShader 8 | { 9 | //ZWrite Off 10 | Tags { "RenderType"="Opaque" "LightMode"="ForwardBase"} 11 | LOD 100 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | //要想有正确的衰减内置变量等,必须要有这句 18 | #pragma multi_compile_fwdbase 19 | 20 | 21 | #include "UnityCG.cginc" 22 | #include "autolight.cginc" 23 | #include "lighting.cginc" 24 | 25 | struct v2f 26 | { 27 | float4 pos : SV_POSITION; 28 | SHADOW_COORDS(1) //宏表示为定义一个float4的采样坐标,放到编号为1的寄存器中 29 | }; 30 | 31 | 32 | v2f vert (appdata_base v) 33 | { 34 | v2f o; 35 | //v.vertex.xyz += float3(0,0.0,0.0); 36 | o.pos = 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mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f54c2a24df500f045a20da6c37085b0b 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Scenes/SelectNGlow.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce85458bab15b0743917e420c25ce1ab 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 50e57943d5776ec458f381ff815be352 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Scripts/GlowComposite.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Rendering; 5 | 6 | [RequireComponent(typeof(Camera))] 7 | public class GlowComposite : MonoBehaviour 8 | 9 | { 10 | [Range (0, 10)] 11 | public float Intensity = 2; 12 | public GameObject glowTargets = null; 13 | 14 | public static Material compositeMat; 15 | 16 | public static Material pureColorMaterial; 17 | public static Material blurMat; 18 | 19 | private CommandBuffer commandBuffer = null; 20 | 21 | 22 | private static RenderTexture prePass; 23 | private static RenderTexture blurred; 24 | private static RenderTexture temp; 25 | 26 | void OnEnable() 27 | { 28 | prePass = new RenderTexture(Screen.width, Screen.height, 24,RenderTextureFormat.Default); 29 | blurred = new RenderTexture(Screen.width >> 2, Screen.height >> 2, 0); 30 | 31 | pureColorMaterial = new Material(Shader.Find("Hidden/WhiteReplace")); 32 | blurMat = new Material(Shader.Find("Hidden/Blur")); 33 | blurMat.SetVector("_BlurSize", new Vector2(blurred.texelSize.x * 1.5f, blurred.texelSize.y * 1.5f)); 34 | 35 | Renderer[] renderers = glowTargets.GetComponentsInChildren(); 36 | commandBuffer = new CommandBuffer(); 37 | commandBuffer.SetRenderTarget(prePass); 38 | commandBuffer.ClearRenderTarget(true, true, Color.black); 39 | foreach (Renderer r in renderers) 40 | { 41 | commandBuffer.DrawRenderer(r, pureColorMaterial); 42 | } 43 | 44 | temp = RenderTexture.GetTemporary(blurred.width, blurred.height); 45 | commandBuffer.Blit(prePass,blurred); 46 | 47 | for (int i = 0; i < 5; i++) 48 | { 49 | commandBuffer.Blit(blurred, temp,blurMat, 0); 50 | commandBuffer.Blit(temp, blurred,blurMat, 1); 51 | } 52 | 53 | compositeMat = new Material(Shader.Find("Hidden/GlowComposite")); 54 | compositeMat.SetTexture("_GlowPrePassTex", prePass); 55 | compositeMat.SetTexture("_GlowBlurredTex", blurred); 56 | 57 | } 58 | 59 | void OnRenderImage(RenderTexture src, RenderTexture dst) 60 | { 61 | Graphics.ExecuteCommandBuffer(commandBuffer); 62 | compositeMat.SetFloat("_Intensity", Intensity); 63 | Graphics.Blit(src, dst, compositeMat, 0); 64 | } 65 | 66 | void OnDisable() 67 | { 68 | RenderTexture.ReleaseTemporary(temp); 69 | } 70 | } 71 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Scripts/GlowComposite.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ed7eefe34e6a6324e8f57236b1880e71 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 250 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Scripts/GlowObject.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections.Generic; 3 | 4 | public class GlowObject : MonoBehaviour 5 | { 6 | public float LerpFactor = 10; 7 | 8 | public Renderer[] Renderers 9 | { 10 | get; 11 | private set; 12 | } 13 | 14 | public Camera mainCam; 15 | 16 | private List _materials = new List(); 17 | private float _currentColor; 18 | private float _targetColor; 19 | 20 | private Material pureColorMaterial; 21 | 22 | void Start() 23 | { 24 | 25 | 26 | } 27 | 28 | private void OnMouseEnter() 29 | { 30 | _targetColor = 1.0f; 31 | 32 | enabled = true; 33 | 34 | } 35 | 36 | private void OnMouseExit() 37 | { 38 | _targetColor = 0.0f; 39 | enabled = true; 40 | } 41 | 42 | /// 43 | /// Loop over all cached materials and update their color, disable self if we reach our target color. 44 | /// 45 | private void Update() 46 | { 47 | _currentColor = Mathf.Lerp(_currentColor, _targetColor, Time.deltaTime * LerpFactor); 48 | 49 | 50 | if (_currentColor<=0.01) 51 | { 52 | enabled = false; 53 | 54 | } 55 | 56 | if (enabled) 57 | { 58 | Vector3 screenPos = mainCam.WorldToScreenPoint(transform.position); 59 | Vector2 sPos = new Vector2(screenPos.x/Screen.height,screenPos.y/Screen.height); 60 | GlowComposite.compositeMat.SetVector("_ObjPoint", sPos); 61 | GlowComposite.blurMat.SetFloat("_Distance", screenPos.z); 62 | GlowComposite.pureColorMaterial.SetFloat("_GlowFactor", _currentColor); 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Scripts/GlowObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 90cf367a6c9fcf142ab45cdf0c142198 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 300 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca710a331c634354cad611f239b043e6 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Shaders/Blur.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Blur" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Cull Off ZWrite Off ZTest Always 10 | 11 | // Horizontal 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float4 vertex : SV_POSITION; 29 | float2 uv : TEXCOORD0; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | float2 _BlurSize; 42 | float _Distance; 43 | 44 | 45 | fixed4 frag (v2f i) : SV_Target 46 | { 47 | _BlurSize.x /= _Distance / 10; 48 | fixed4 s = tex2D(_MainTex, i.uv) * 0.38774; 49 | s += tex2D(_MainTex, i.uv + float2(_BlurSize.x * 2, 0)) * 0.06136; 50 | s += tex2D(_MainTex, i.uv + float2(_BlurSize.x, 0)) * 0.24477; 51 | s += tex2D(_MainTex, i.uv + float2(_BlurSize.x * -1, 0)) * 0.24477; 52 | s += tex2D(_MainTex, i.uv + float2(_BlurSize.x * -2, 0)) * 0.06136; 53 | 54 | return s; 55 | } 56 | ENDCG 57 | } 58 | 59 | // Vertical 60 | Pass 61 | { 62 | CGPROGRAM 63 | #pragma vertex vert 64 | #pragma fragment frag 65 | 66 | #include "UnityCG.cginc" 67 | 68 | struct appdata 69 | { 70 | float4 vertex : POSITION; 71 | float2 uv : TEXCOORD0; 72 | }; 73 | 74 | struct v2f 75 | { 76 | float4 vertex : SV_POSITION; 77 | float2 uv : TEXCOORD0; 78 | }; 79 | 80 | v2f vert (appdata v) 81 | { 82 | v2f o; 83 | o.vertex = UnityObjectToClipPos(v.vertex); 84 | o.uv = v.uv; 85 | return o; 86 | } 87 | 88 | sampler2D _MainTex; 89 | float2 _BlurSize; 90 | float _Distance; 91 | 92 | 93 | 94 | fixed4 frag (v2f i) : SV_Target 95 | { 96 | _BlurSize.y /= _Distance / 10; 97 | fixed4 s = tex2D(_MainTex, i.uv) * 0.38774; 98 | s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y * 2)) * 0.06136; 99 | s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y)) * 0.24477; 100 | s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y * -1)) * 0.24477; 101 | s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y * -2)) * 0.06136; 102 | 103 | return s; 104 | } 105 | ENDCG 106 | } 107 | } 108 | } 109 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Shaders/Blur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 272d7574b8472794b85293728ca2806f 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Shaders/GlowComposite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1ec58f1e7d5d6da46bde61ce5ea5f7d9 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Shaders/WhiteGlow.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/WhiteGlow" 2 | { 3 | Properties 4 | { 5 | _Color ("Color", Color) = (1,1,1,1) 6 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 7 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 8 | _Metallic ("Metallic", Range(0,1)) = 0.0 9 | } 10 | SubShader 11 | { 12 | Tags { "RenderType"="Opaque" "Glowable" = "true"} 13 | LOD 200 14 | 15 | CGPROGRAM 16 | // Physically based Standard lighting model, and enable shadows on all light types 17 | #pragma surface surf Standard fullforwardshadows 18 | 19 | // Use shader model 3.0 target, to get nicer looking lighting 20 | #pragma target 3.0 21 | 22 | sampler2D _MainTex; 23 | 24 | struct Input 25 | { 26 | float2 uv_MainTex; 27 | }; 28 | 29 | half _Glossiness; 30 | half _Metallic; 31 | fixed4 _Color; 32 | 33 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. 34 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. 35 | // #pragma instancing_options assumeuniformscaling 36 | UNITY_INSTANCING_BUFFER_START(Props) 37 | // put more per-instance properties here 38 | UNITY_INSTANCING_BUFFER_END(Props) 39 | 40 | void surf (Input IN, inout SurfaceOutputStandard o) 41 | { 42 | // Albedo comes from a texture tinted by color 43 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; 44 | o.Albedo = c.rgb; 45 | // Metallic and smoothness come from slider variables 46 | o.Metallic = _Metallic; 47 | o.Smoothness = _Glossiness; 48 | o.Alpha = c.a; 49 | } 50 | ENDCG 51 | } 52 | FallBack "Diffuse" 53 | } 54 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Shaders/WhiteGlow.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8ce678c8dc41453449b65719868dc48b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Shaders/WhiteReplace.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/WhiteReplace" 2 | { 3 | SubShader 4 | { 5 | Tags 6 | { 7 | "RenderType"="Opaque" 8 | "Glowable" = "True" 9 | } 10 | 11 | Pass 12 | { 13 | CGPROGRAM 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | 17 | #include "UnityCG.cginc" 18 | 19 | struct appdata 20 | { 21 | float4 vertex : POSITION; 22 | }; 23 | 24 | struct v2f 25 | { 26 | float4 vertex : SV_POSITION; 27 | }; 28 | 29 | v2f vert (appdata v) 30 | { 31 | v2f o; 32 | o.vertex = UnityObjectToClipPos(v.vertex); 33 | return o; 34 | } 35 | 36 | float _GlowFactor; 37 | 38 | fixed4 frag (v2f i) : SV_Target 39 | { 40 | //return 1; 41 | return _GlowFactor; 42 | } 43 | ENDCG 44 | } 45 | } 46 | } -------------------------------------------------------------------------------- /Assets/My/SelectNGlow/Shaders/WhiteReplace.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3da690343c51f4a43957c11ec7fb7e63 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/My/Shield.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 86b48756cef204342934d3e8cc747b49 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/Shield/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be17aff4d933dc349b6c7c5ba81f8932 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/Shield/Materials/ForceShield.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a6ad7a428fedb9a4bae321c909460343 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/Shield/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b9d68f65ff8f7a947a5e1bb4d85c6e42 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/Shield/Scenes/ForceShield.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f1987c29b7094774fab443311eb16257 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/My/Shield/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d5163aa3145b6a4fbd4577e23cda3f8 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/Shield/Scripts/CameraComposite.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | [RequireComponent(typeof(Camera))] 6 | public class CameraComposite : MonoBehaviour 7 | 8 | 9 | { 10 | [Range (0, 30)] 11 | public float Intensity = 5; 12 | [Range (0.5f, 3)] 13 | public float EdgeBlurSize = 1; 14 | 15 | public static Material compositeMat; 16 | public static Material blurMat; 17 | public static Camera cam; 18 | private static RenderTexture blurred; 19 | 20 | 21 | void OnEnable() 22 | { 23 | 24 | compositeMat = new Material(Shader.Find("Hidden/ShieldComposite")); 25 | blurMat = new Material(Shader.Find("Hidden/ShieldBlur")); 26 | blurred = new RenderTexture(Screen.width >> 0, Screen.height >> 0, 0); 27 | compositeMat.SetTexture("_ShieldBlurredTex", blurred); 28 | blurMat.SetVector("_BlurSize", new Vector2(blurred.texelSize.x * EdgeBlurSize, blurred.texelSize.y * EdgeBlurSize)); 29 | cam = GetComponent(); 30 | 31 | 32 | } 33 | 34 | void OnRenderImage(RenderTexture src, RenderTexture dst) 35 | { 36 | blurMat.SetVector("_BlurSize", new Vector2(blurred.texelSize.x * EdgeBlurSize, blurred.texelSize.y * EdgeBlurSize)); 37 | Graphics.SetRenderTarget(blurred); 38 | GL.Clear(false, true, Color.clear); 39 | Graphics.Blit(src, blurred); 40 | 41 | for (int i = 0; i < 5; i++) 42 | { 43 | var temp = RenderTexture.GetTemporary(blurred.width, blurred.height); 44 | Graphics.Blit(blurred, temp, blurMat, 0); 45 | Graphics.Blit(temp, blurred, blurMat, 1); 46 | RenderTexture.ReleaseTemporary(temp); 47 | } 48 | compositeMat.SetFloat("_Intensity", Intensity); 49 | Graphics.Blit(src, dst, compositeMat); 50 | 51 | 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /Assets/My/Shield/Scripts/CameraComposite.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5eae0512da610ed40a5579f9f7803cd3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/My/Shield/Scripts/PassBlurWeight.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | //[ExecuteInEditMode] 4 | public class PassBlurWeight : MonoBehaviour { 5 | 6 | [SerializeField] 7 | private float deviation = 1.0f; 8 | 9 | private float currentDeviation = 0.0f; 10 | 11 | private Material material; 12 | 13 | //https://en.wikipedia.org/wiki/Gaussian_blur 14 | float[] GaussianMatrix = new float[49]{ 15 | 0.00000067f, 0.00002292f, 0.00019117f, 0.00038771f, 0.00019117f, 0.00002292f, 0.00000067f, 16 | 0.00002292f, 0.00078634f, 0.00655965f, 0.01330373f, 0.00655965f, 0.00078633f, 0.00002292f, 17 | 0.00019117f, 0.00655965f, 0.05472157f, 0.11098164f, 0.05472157f, 0.00655965f, 0.00019117f, 18 | 0.00038771f, 0.01330373f, 0.11098164f, 0.22508352f, 0.11098164f, 0.01330373f, 0.00038771f, 19 | 0.00019117f, 0.00655965f, 0.05472157f, 0.11098164f, 0.05472157f, 0.00655965f, 0.00019117f, 20 | 0.00002292f, 0.00078633f, 0.00655965f, 0.01330373f, 0.00655965f, 0.00078633f, 0.00002292f, 21 | 0.00000067f, 0.00002292f, 0.00019117f, 0.00038771f, 0.00019117f, 0.00002292f, 0.00000067f 22 | }; 23 | 24 | void Start () { 25 | #if UNITY_EDITOR 26 | currentDeviation = 0; 27 | CalculateGaussianMatrix(deviation); 28 | currentDeviation = deviation; 29 | #endif 30 | } 31 | 32 | void Update () { 33 | Vector3 screenPos = CameraComposite.cam.WorldToScreenPoint(transform.position); 34 | CameraComposite.blurMat.SetFloat("_Distance", screenPos.z); 35 | #if UNITY_EDITOR 36 | if (currentDeviation == deviation) return; 37 | CalculateGaussianMatrix(deviation); 38 | currentDeviation = deviation; 39 | #endif 40 | 41 | 42 | } 43 | 44 | void CalculateGaussianMatrix(float d) { 45 | int x = 0; 46 | int y = 0; 47 | 48 | float sum = 0.0f; 49 | for (x = -3; x <= 3; ++x) { 50 | for (y = -3; y <= 3; ++y) { 51 | GaussianMatrix[y * 7 + x + 24] = Mathf.Exp(-(x * x + y * y)/(2.0f * d * d)) / (2.0f * Mathf.PI * d * d); 52 | sum += GaussianMatrix [y * 7 + x + 24]; 53 | } 54 | } 55 | 56 | //normalize 57 | sum = 1.0f / sum; 58 | for (int i = 0; i < GaussianMatrix.Length; i++) { 59 | GaussianMatrix [i] *= sum; 60 | } 61 | 62 | material = GetComponent().sharedMaterial; 63 | material.SetFloatArray ("_BlurWeight", GaussianMatrix); 64 | } 65 | 66 | } 67 | -------------------------------------------------------------------------------- /Assets/My/Shield/Scripts/PassBlurWeight.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 20fa7550004d9d142920803ba9471c8a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/My/Shield/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8dd4721d7dea6f141a8e066bdc779802 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/Shield/Shaders/ForceShield.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d69754cb5f7418e409036e3153f0fa2b 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/My/Shield/Shaders/ShieldBlur.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/ShieldBlur" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "black" {} 6 | } 7 | SubShader 8 | { 9 | Cull Off ZWrite Off ZTest Always 10 | 11 | // Horizontal 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | 18 | #include "UnityCG.cginc" 19 | 20 | struct appdata 21 | { 22 | float4 vertex : POSITION; 23 | float2 uv : TEXCOORD0; 24 | }; 25 | 26 | struct v2f 27 | { 28 | float4 vertex : SV_POSITION; 29 | float2 uv : TEXCOORD0; 30 | }; 31 | 32 | v2f vert (appdata v) 33 | { 34 | v2f o; 35 | o.vertex = UnityObjectToClipPos(v.vertex); 36 | o.uv = v.uv; 37 | return o; 38 | } 39 | 40 | sampler2D _MainTex; 41 | float2 _BlurSize; 42 | float _Distance; 43 | 44 | 45 | float4 frag (v2f i) : SV_Target 46 | { 47 | _BlurSize.x /= max(_Distance,40) / 40; 48 | float s = tex2D(_MainTex, i.uv).a * 0.38774; 49 | s += tex2D(_MainTex, i.uv + float2(_BlurSize.x * 2, 0)).a * 0.06136; 50 | s += tex2D(_MainTex, i.uv + float2(_BlurSize.x, 0)).a * 0.24477; 51 | s += tex2D(_MainTex, i.uv + float2(_BlurSize.x * -1, 0)).a * 0.24477; 52 | s += tex2D(_MainTex, i.uv + float2(_BlurSize.x * -2, 0)).a * 0.06136; 53 | return s; 54 | } 55 | ENDCG 56 | } 57 | 58 | // Vertical 59 | Pass 60 | { 61 | CGPROGRAM 62 | #pragma vertex vert 63 | #pragma fragment frag 64 | 65 | #include "UnityCG.cginc" 66 | 67 | struct appdata 68 | { 69 | float4 vertex : POSITION; 70 | float2 uv : TEXCOORD0; 71 | }; 72 | 73 | struct v2f 74 | { 75 | float4 vertex : SV_POSITION; 76 | float2 uv : TEXCOORD0; 77 | }; 78 | 79 | v2f vert (appdata v) 80 | { 81 | v2f o; 82 | o.vertex = UnityObjectToClipPos(v.vertex); 83 | o.uv = v.uv; 84 | return o; 85 | } 86 | 87 | sampler2D _MainTex; 88 | float2 _BlurSize; 89 | float _Distance; 90 | 91 | 92 | 93 | float4 frag (v2f i) : SV_Target 94 | { 95 | _BlurSize.y /= max(_Distance,40) / 40; 96 | float s = tex2D(_MainTex, i.uv).a * 0.38774; 97 | s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y * 2)).a * 0.06136; 98 | s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y)).a * 0.24477; 99 | s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y * -1)).a * 0.24477; 100 | s += tex2D(_MainTex, i.uv + float2(0, _BlurSize.y * -2)).a * 0.06136; 101 | return s; 102 | } 103 | ENDCG 104 | } 105 | } 106 | } 107 | -------------------------------------------------------------------------------- /Assets/My/Shield/Shaders/ShieldBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 69e795a55cb249946b883bb7c8b134b4 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/My/Shield/Shaders/ShieldComposite.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/ShieldComposite" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Cull Off ZWrite Off ZTest Always 10 | 11 | Pass 12 | { 13 | CGPROGRAM 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | 17 | #include "UnityCG.cginc" 18 | 19 | struct appdata 20 | { 21 | float4 vertex : POSITION; 22 | float2 uv : TEXCOORD0; 23 | }; 24 | 25 | struct v2f 26 | { 27 | float4 vertex : SV_POSITION; 28 | float2 uv0 : TEXCOORD0; 29 | float2 uv1 : TEXCOORD1; 30 | }; 31 | 32 | float2 _MainTex_TexelSize; 33 | 34 | v2f vert (appdata v) 35 | { 36 | v2f o; 37 | o.vertex = UnityObjectToClipPos(v.vertex); 38 | o.uv0 = v.uv; 39 | o.uv1 = v.uv; 40 | 41 | #if UNITY_UV_STARTS_AT_TOP 42 | if (_MainTex_TexelSize.y < 0) 43 | o.uv1.y = 1 - o.uv1.y; 44 | #endif 45 | 46 | return o; 47 | } 48 | 49 | sampler2D _MainTex; 50 | sampler2D _ShieldBlurredTex; 51 | 52 | float _Intensity; 53 | 54 | 55 | fixed4 frag (v2f i) : SV_Target 56 | { 57 | 58 | fixed4 col = tex2D(_MainTex, i.uv0); 59 | fixed4 glow = tex2D(_ShieldBlurredTex, i.uv1); 60 | return col + (1 - glow) * _Intensity * float4(0.3,0.3,1.0,1); 61 | } 62 | ENDCG 63 | } 64 | } 65 | } 66 | -------------------------------------------------------------------------------- /Assets/My/Shield/Shaders/ShieldComposite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 781ebecc7d4425b49904943cd039baec 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/My/Shield/Textures.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8249a7951504a34c8f58f12f2ac6461 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/My/Shield/Textures/ShieldTex.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/techizgit/UnityPlayground/e49388a108e9d7528f17569523e767bcb2cf8ab5/Assets/My/Shield/Textures/ShieldTex.png -------------------------------------------------------------------------------- /Assets/PP.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91dd0d2a6bd36dd4486e1dd5f561dc9c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/PP/PPProfile.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4fb515ea7342c94498b8462d1ea7c775 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6716181ac1ce35448901506a9bef869c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Preset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 608a7a1f98d656b4999d76c54f5d69dd 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Preset/Material.preset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cea6e33ac7a64c146b81c663685e3ebc 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2655988077585873504 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 40365ed686b352b4d8f78a61c8781b5f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/Test.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3bf8ea7d841cbf247afb2f04a6979f80 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ccb5c9b8e3d664f41869679ca81301f2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/CloudBaseGeneratorEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | 5 | [CustomEditor(typeof(NoiseGenerator))] 6 | public class CloudBaseGeneratorEditor : Editor 7 | { 8 | public override void OnInspectorGUI() 9 | { 10 | DrawDefaultInspector(); 11 | 12 | NoiseGenerator myScript = (NoiseGenerator)target; 13 | if(GUILayout.Button("Generate Texture")) 14 | { 15 | myScript.GenerateNoise(); 16 | } 17 | } 18 | } -------------------------------------------------------------------------------- /Assets/Scripts/CloudBaseGeneratorEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e8d67713462c8e6498b0237345cb820e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GradientTexture.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using System.IO; 4 | 5 | public class GradientTexture : MonoBehaviour 6 | { 7 | public Gradient gradient = new Gradient(); 8 | public int resolution = 256; 9 | public string fileName; 10 | 11 | private Texture2D texture; 12 | 13 | public Texture2D Generate(bool makeNoLongerReadable = false) 14 | { 15 | Texture2D tex = new Texture2D(resolution, 1, TextureFormat.ARGB32, false, true); 16 | tex.filterMode = FilterMode.Bilinear; 17 | tex.wrapMode = TextureWrapMode.Clamp; 18 | tex.anisoLevel = 1; 19 | 20 | 21 | Color[] colors = new Color[resolution]; 22 | float div = (float)resolution; 23 | for (int i = 0; i < resolution; ++i) 24 | { 25 | float t = (float)i/div; 26 | colors[i] = gradient.Evaluate(t); 27 | } 28 | tex.SetPixels(colors); 29 | tex.Apply(false, makeNoLongerReadable); 30 | 31 | return tex; 32 | } 33 | 34 | public void GenerateFile() 35 | { 36 | byte[] bytes = texture.EncodeToPNG(); 37 | File.WriteAllBytes(Application.dataPath + "/Textures/" + fileName + ".png", bytes); 38 | } 39 | 40 | public void Refresh() 41 | { 42 | if (texture != null) 43 | { 44 | DestroyImmediate(texture); 45 | } 46 | texture = Generate(); 47 | 48 | } 49 | 50 | void OnDestroy() 51 | { 52 | if (texture != null) 53 | { 54 | DestroyImmediate(texture); 55 | } 56 | } 57 | } -------------------------------------------------------------------------------- /Assets/Scripts/GradientTexture.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6b195d16b526b264a9c767f50737a7dc 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GradientTextureEditor.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | 5 | [CustomEditor(typeof(GradientTexture))] 6 | public class ObjectBuilderEditor : Editor 7 | { 8 | public override void OnInspectorGUI() 9 | { 10 | DrawDefaultInspector(); 11 | 12 | GradientTexture myScript = (GradientTexture)target; 13 | if(GUILayout.Button("Generate Texture")) 14 | { 15 | myScript.Refresh(); 16 | myScript.GenerateFile(); 17 | } 18 | } 19 | } -------------------------------------------------------------------------------- /Assets/Scripts/GradientTextureEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 998bf5572b69cb1419e50e196afeb6b0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Spinner.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Spinner : MonoBehaviour 5 | { 6 | public Vector3 EulersPerSecond; 7 | 8 | void Update() 9 | { 10 | transform.Rotate(EulersPerSecond * Time.deltaTime); 11 | } 12 | } 13 | -------------------------------------------------------------------------------- /Assets/Scripts/Spinner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 577c3ebc4461e5e41b22b3fed3862815 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Test.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Test : MonoBehaviour 6 | { 7 | public GameObject[] targetObject = null; 8 | // Start is called before the first frame update 9 | [SerializeField] 10 | private Renderer _depthHackQuad; 11 | 12 | void Start() 13 | { 14 | 15 | } 16 | 17 | // Update is called once per frame 18 | void Update() 19 | { 20 | 21 | // if (i <=4) 22 | // { 23 | // StartCoroutine(Coroutine1(i)); 24 | // i++; 25 | // } 26 | } 27 | 28 | // IEnumerator Coroutine1(int a) 29 | // { 30 | // Debug.Log(a); 31 | // yield return null; 32 | // Debug.Log(a+100); 33 | // } 34 | } 35 | -------------------------------------------------------------------------------- /Assets/Scripts/Test.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 86792c756d55d4c4aaf9907da642a195 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1438d9fe1f82d9f459290d2c5a069d9d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Shaders/AlphaBlend.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0b35ae27b4a3d7740b32c3cac5e27d98 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/DepthSampling.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/DepthSampling" 2 | { 3 | Properties 4 | { 5 | } 6 | 7 | Category 8 | { 9 | 10 | SubShader 11 | { 12 | Pass 13 | { 14 | Name "BASE" 15 | Tags { "RenderType"="Opaque" "Glowable" = "True"} 16 | //BlendOp Max 17 | 18 | CGPROGRAM 19 | #pragma vertex vert 20 | #pragma fragment frag 21 | #include "UnityCG.cginc" 22 | 23 | struct appdata_t { 24 | float4 vertex : POSITION; 25 | }; 26 | 27 | struct v2f { 28 | float4 vertex : SV_POSITION; 29 | }; 30 | 31 | v2f vert( appdata_t v ) 32 | { 33 | v2f o; 34 | o.vertex = UnityObjectToClipPos( v.vertex ); 35 | 36 | return o; 37 | } 38 | 39 | float frag (v2f i) : SV_Target 40 | { 41 | return i.vertex.w/30; 42 | } 43 | 44 | ENDCG 45 | } 46 | } 47 | } 48 | } 49 | -------------------------------------------------------------------------------- /Assets/Shaders/DepthSampling.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 723b40a618d3b0342abb48b7faa70309 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Flat.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/Flat" 2 | { 3 | SubShader 4 | { 5 | Pass{ 6 | 7 | CGPROGRAM 8 | #pragma vertex vert 9 | #pragma fragment frag 10 | #include "UnityCG.cginc" 11 | 12 | 13 | struct v2f 14 | { 15 | float4 pos : SV_POSITION; 16 | float4 worldPos : TEXCOORD0; 17 | }; 18 | 19 | v2f vert(appdata_base v) 20 | { 21 | v2f o; 22 | //float4x4 modelMatrixInverse = unity_WorldToObject; 23 | 24 | o.pos = UnityObjectToClipPos(v.vertex); 25 | o.worldPos = mul(unity_ObjectToWorld, v.vertex); 26 | 27 | return o; 28 | } 29 | 30 | fixed4 frag(v2f i): SV_Target 31 | { 32 | float3 worldDx = ddx(i.worldPos); 33 | float3 worldDy = ddy(i.worldPos); 34 | float3 worldNormal = normalize(cross(worldDy, worldDx)); 35 | return fixed4(worldNormal * 0.5 + 0.5,1.0); 36 | } 37 | ENDCG 38 | } 39 | } 40 | //FallBack "Diffuse" 41 | } 42 | -------------------------------------------------------------------------------- /Assets/Shaders/Flat.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 07f8d1e424ef45a40ad673026e5d95d2 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Ice.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 72d5206c75f04f14a896fd1d4473145a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/Mirror.shader: -------------------------------------------------------------------------------- 1 | // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 2 | 3 | Shader "Custom/Mirror" 4 | { 5 | Properties 6 | { 7 | _MainTex ("Base (RGB)", 2D) = "white" {} 8 | [HideInInspector] _ReflectionTex ("", 2D) = "white" {} 9 | } 10 | SubShader 11 | { 12 | Tags { "RenderType"="Opaque" } 13 | LOD 100 14 | 15 | Pass { 16 | CGPROGRAM 17 | #pragma vertex vert 18 | #pragma fragment frag 19 | #include "UnityCG.cginc" 20 | struct v2f 21 | { 22 | float2 uv : TEXCOORD0; 23 | float4 refl : TEXCOORD1; 24 | float4 pos : SV_POSITION; 25 | }; 26 | float4 _MainTex_ST; 27 | v2f vert(float4 pos : POSITION, float2 uv : TEXCOORD0) 28 | { 29 | v2f o; 30 | o.pos = UnityObjectToClipPos (pos); 31 | o.uv = TRANSFORM_TEX(uv, _MainTex); 32 | o.refl = ComputeScreenPos (o.pos); 33 | return o; 34 | } 35 | sampler2D _MainTex; 36 | sampler2D _ReflectionTex; 37 | fixed4 frag(v2f i) : SV_Target 38 | { 39 | fixed4 tex = tex2D(_MainTex, i.uv); 40 | fixed4 refl = tex2Dproj(_ReflectionTex, UNITY_PROJ_COORD(i.refl)); 41 | return tex * refl; 42 | } 43 | ENDCG 44 | } 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Assets/Shaders/Mirror.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 88892c2ed61635f4d95d328a0508752d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/NormalShow.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/NormalShow" 2 | { 3 | SubShader 4 | { 5 | Pass{ 6 | 7 | CGPROGRAM 8 | #pragma vertex vert 9 | #pragma fragment frag 10 | #include "UnityCG.cginc" 11 | 12 | 13 | struct v2f 14 | { 15 | float4 pos : SV_POSITION; 16 | float3 worldNormal : TEXCOORD0; 17 | }; 18 | 19 | v2f vert(appdata_base v) 20 | { 21 | v2f o; 22 | float4x4 modelMatrixInverse = unity_WorldToObject; 23 | 24 | o.pos = UnityObjectToClipPos(v.vertex); 25 | o.worldNormal = normalize(mul(transpose(modelMatrixInverse),float4(v.normal,0.0)).xyz); 26 | 27 | return o; 28 | } 29 | 30 | fixed4 frag(v2f i): SV_Target 31 | { 32 | return fixed4(i.worldNormal * 0.5 + 0.5,0.0); 33 | } 34 | ENDCG 35 | } 36 | } 37 | //FallBack "Diffuse" 38 | } -------------------------------------------------------------------------------- /Assets/Shaders/NormalShow.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 25c34b32bc89e294bb6d31d7222446ac 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/PureWhite.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/PureWhite" 2 | { 3 | SubShader 4 | { 5 | Tags 6 | { 7 | "RenderType"="ForceShield" 8 | "Glowable" = "True" 9 | } 10 | 11 | Pass 12 | { 13 | CGPROGRAM 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | 17 | #include "UnityCG.cginc" 18 | 19 | struct appdata 20 | { 21 | float4 vertex : POSITION; 22 | }; 23 | 24 | struct v2f 25 | { 26 | float4 vertex : SV_POSITION; 27 | }; 28 | 29 | v2f vert (appdata v) 30 | { 31 | v2f o; 32 | o.vertex = UnityObjectToClipPos(v.vertex); 33 | return o; 34 | } 35 | 36 | 37 | fixed4 frag (v2f i) : SV_Target 38 | { 39 | return float4(1,1,1,1); 40 | } 41 | ENDCG 42 | } 43 | } 44 | } -------------------------------------------------------------------------------- /Assets/Shaders/PureWhite.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1afe166fc1d6bd143825af166af76c0d 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/ShowTexture.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/ShowTexture" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | _Volume ("Texture", 3D) = "white" {} 7 | } 8 | SubShader 9 | { 10 | // No culling or depth 11 | //Cull Off ZWrite Off ZTest Always 12 | 13 | Pass 14 | { 15 | CGPROGRAM 16 | #pragma vertex vert 17 | #pragma fragment frag 18 | 19 | #include "UnityCG.cginc" 20 | 21 | struct appdata 22 | { 23 | float4 vertex : POSITION; 24 | float2 uv : TEXCOORD0; 25 | }; 26 | 27 | struct v2f 28 | { 29 | float2 uv: TEXCOORD0; 30 | float4 vertex : SV_POSITION; 31 | float4 worldPos : TEXCOORD1; 32 | float4 modelPos : TEXCOORD2; 33 | }; 34 | 35 | 36 | sampler2D _MainTex; 37 | sampler3D _Volume; 38 | 39 | v2f vert (appdata v) 40 | { 41 | v2f o; 42 | o.vertex = UnityObjectToClipPos(v.vertex); 43 | o.worldPos = mul(unity_WorldToObject,v.vertex); 44 | o.modelPos = v.vertex; 45 | o.uv = v.uv; 46 | 47 | return o; 48 | } 49 | 50 | fixed4 frag (v2f i) : SV_Target 51 | { 52 | // tex = tex2D(_MainTex, i.uv); 53 | //i.modelPos.y *= 2; 54 | //i.modelPos = (i.modelPos + 1) * 0.5; 55 | fixed4 tex = tex3D(_Volume, i.modelPos.xzy ); 56 | //return i.worldPos/50; 57 | return tex; 58 | } 59 | ENDCG 60 | } 61 | } 62 | } 63 | -------------------------------------------------------------------------------- /Assets/Shaders/ShowTexture.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e37277cc9f7ee8147b509ccc02cd8b1a 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/SimpleWater.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c3dade26a3ea3e94499aa1b6868aebab 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shaders/UVShow.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/UVShow" 2 | { 3 | SubShader 4 | { 5 | Pass{ 6 | 7 | CGPROGRAM 8 | #pragma vertex vert 9 | #pragma fragment frag 10 | #include "UnityCG.cginc" 11 | 12 | 13 | struct v2f 14 | { 15 | float4 pos : SV_POSITION; 16 | float2 uv : TEXCOORD0; 17 | }; 18 | 19 | v2f vert(appdata_full v) 20 | { 21 | v2f o; 22 | 23 | o.pos = UnityObjectToClipPos(v.vertex); 24 | o.uv = v.texcoord; 25 | 26 | return o; 27 | } 28 | 29 | fixed4 frag(v2f i): SV_Target 30 | { 31 | return fixed4(i.uv.x,i.uv.y,0,0); 32 | } 33 | ENDCG 34 | } 35 | } 36 | //FallBack "Diffuse" 37 | } -------------------------------------------------------------------------------- /Assets/Shaders/UVShow.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4ea32ec2dc8c93244b611ae8b44d848e 3 | ShaderImporter: 4 | externalObjects: {} 5 | defaultTextures: [] 6 | nonModifiableTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Skybox.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f87bebc8d88c4454ab09d74fde72426e 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- 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