├── .gitignore ├── Assets ├── AlbedoToHeight.cs ├── AlbedoToHeight.cs.meta ├── AlbedoToHeight.shader ├── AlbedoToHeight.shader.meta ├── AlbedoUI.cs ├── AlbedoUI.cs.meta ├── Background.mat ├── Background.mat.meta ├── ColorPickerUI.cs ├── ColorPickerUI.cs.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 ├── FileDialog.meta ├── FileDialog │ ├── File Prefab.prefab │ ├── File Prefab.prefab.meta │ ├── FileDialog.cs │ ├── FileDialog.cs.meta │ ├── FileDialog.prefab │ └── FileDialog.prefab.meta ├── HSVPicker.meta ├── HSVPicker │ ├── BoxSlider.cs │ ├── BoxSlider.cs.meta │ ├── ColorPickerTester.cs │ ├── ColorPickerTester.cs.meta │ ├── Editor.meta │ ├── Editor │ │ ├── BoxSliderEditor.cs │ │ └── BoxSliderEditor.cs.meta │ ├── HSVDragger.cs │ ├── HSVDragger.cs.meta │ ├── HSVPicker.cs │ ├── HSVPicker.cs.meta │ ├── HSVSliderEvent.cs │ ├── HSVSliderEvent.cs.meta │ ├── HexRGB.cs │ ├── HexRGB.cs.meta │ ├── HsvBoxSelector.cs │ ├── HsvBoxSelector.cs.meta │ ├── HsvSliderPicker.cs │ ├── HsvSliderPicker.cs.meta │ ├── Picker.prefab │ ├── Picker.prefab.meta │ ├── PickerTest.unity │ ├── PickerTest.unity.meta │ ├── UtilityScripts.meta │ └── UtilityScripts │ │ ├── ColorScrollRect.cs │ │ ├── ColorScrollRect.cs.meta │ │ ├── HSVUtil.cs │ │ ├── HSVUtil.cs.meta │ │ ├── TiltWindow.cs │ │ └── TiltWindow.cs.meta ├── HeightToMetallic.cs ├── HeightToMetallic.cs.meta ├── HeightToNormal.cs ├── HeightToNormal.cs.meta ├── HeightToNormal.shader ├── HeightToNormal.shader.meta ├── HeightUI.cs ├── HeightUI.cs.meta ├── HideAllTextureConversions.cs ├── HideAllTextureConversions.cs.meta ├── Main.unity ├── Main.unity.meta ├── ManipulateObject.cs ├── ManipulateObject.cs.meta ├── Material.mat ├── Material.mat.meta ├── MaterialSettingsUI.cs ├── MaterialSettingsUI.cs.meta ├── MetallicUI.cs ├── MetallicUI.cs.meta ├── NormalToOcclusion.cs ├── NormalToOcclusion.cs.meta ├── NormalUI.cs ├── NormalUI.cs.meta ├── OcclusionUI.cs ├── OcclusionUI.cs.meta ├── SliderInput.cs ├── SliderInput.cs.meta ├── Standard Assets.meta ├── Standard Assets │ ├── Effects.meta │ └── Effects │ │ ├── GlassRefraction.meta │ │ ├── GlassRefraction │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── GlassRefractive.mat │ │ │ └── GlassRefractive.mat.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── GlassStainedBumpDistort.shader │ │ │ └── GlassStainedBumpDistort.shader.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── GlassStainedAlbedo.tif │ │ │ ├── GlassStainedAlbedo.tif.meta │ │ │ ├── GlassStainedHeight.tif │ │ │ ├── GlassStainedHeight.tif.meta │ │ │ ├── GlassStainedNormals.tif │ │ │ └── GlassStainedNormals.tif.meta │ │ ├── ImageEffects.meta │ │ ├── ImageEffects │ │ ├── Scripts.meta │ │ ├── Scripts │ │ │ ├── Antialiasing.cs │ │ │ ├── Antialiasing.cs.meta │ │ │ ├── Bloom.cs │ │ │ ├── Bloom.cs.meta │ │ │ ├── BloomAndFlares.cs │ │ │ ├── BloomAndFlares.cs.meta │ │ │ ├── BloomOptimized.cs │ │ │ ├── BloomOptimized.cs.meta │ │ │ ├── Blur.cs │ │ │ ├── Blur.cs.meta │ │ │ ├── BlurOptimized.cs │ │ │ ├── BlurOptimized.cs.meta │ │ │ ├── CameraMotionBlur.cs │ │ │ ├── CameraMotionBlur.cs.meta │ │ │ ├── ColorCorrectionCurves.cs │ │ │ ├── ColorCorrectionCurves.cs.meta │ │ │ ├── ColorCorrectionLookup.cs │ │ │ ├── ColorCorrectionLookup.cs.meta │ │ │ ├── ColorCorrectionRamp.cs │ │ │ ├── ColorCorrectionRamp.cs.meta │ │ │ ├── ContrastEnhance.cs │ │ │ ├── ContrastEnhance.cs.meta │ │ │ ├── ContrastStretch.cs │ │ │ ├── ContrastStretch.cs.meta │ │ │ ├── CreaseShading.cs │ │ │ ├── CreaseShading.cs.meta │ │ │ ├── DepthOfField.cs │ │ │ ├── DepthOfField.cs.meta │ │ │ ├── DepthOfFieldDeprecated.cs │ │ │ ├── DepthOfFieldDeprecated.cs.meta │ │ │ ├── EdgeDetection.cs │ │ │ ├── EdgeDetection.cs.meta │ │ │ ├── Fisheye.cs │ │ │ ├── Fisheye.cs.meta │ │ │ ├── GlobalFog.cs │ │ │ ├── GlobalFog.cs.meta │ │ │ ├── Grayscale.cs │ │ │ ├── Grayscale.cs.meta │ │ │ ├── ImageEffectBase.cs │ │ │ ├── ImageEffectBase.cs.meta │ │ │ ├── ImageEffects.cs │ │ │ ├── ImageEffects.cs.meta │ │ │ ├── MotionBlur.cs │ │ │ ├── MotionBlur.cs.meta │ │ │ ├── NoiseAndGrain.cs │ │ │ ├── NoiseAndGrain.cs.meta │ │ │ ├── NoiseAndScratches.cs │ │ │ ├── NoiseAndScratches.cs.meta │ │ │ ├── PostEffectsBase.cs │ │ │ ├── PostEffectsBase.cs.meta │ │ │ ├── PostEffectsHelper.cs │ │ │ ├── PostEffectsHelper.cs.meta │ │ │ ├── Quads.cs │ │ │ ├── Quads.cs.meta │ │ │ ├── ScreenOverlay.cs │ │ │ ├── ScreenOverlay.cs.meta │ │ │ ├── ScreenSpaceAmbientObscurance.cs │ │ │ ├── ScreenSpaceAmbientObscurance.cs.meta │ │ │ ├── ScreenSpaceAmbientOcclusion.cs │ │ │ ├── ScreenSpaceAmbientOcclusion.cs.meta │ │ │ ├── SepiaTone.cs │ │ │ ├── SepiaTone.cs.meta │ │ │ ├── SunShafts.cs │ │ │ ├── SunShafts.cs.meta │ │ │ ├── TiltShift.cs │ │ │ ├── TiltShift.cs.meta │ │ │ ├── Tonemapping.cs │ │ │ ├── Tonemapping.cs.meta │ │ │ ├── Triangles.cs │ │ │ ├── Triangles.cs.meta │ │ │ ├── Twirl.cs │ │ │ ├── Twirl.cs.meta │ │ │ ├── VignetteAndChromaticAberration.cs │ │ │ ├── VignetteAndChromaticAberration.cs.meta │ │ │ ├── Vortex.cs │ │ │ └── Vortex.cs.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── BlendModesOverlay.shader │ │ │ ├── BlendModesOverlay.shader.meta │ │ │ ├── BlurEffectConeTaps.shader │ │ │ ├── BlurEffectConeTaps.shader.meta │ │ │ ├── CameraMotionBlur.shader │ │ │ ├── CameraMotionBlur.shader.meta │ │ │ ├── CameraMotionBlurDX11.shader │ │ │ ├── CameraMotionBlurDX11.shader.meta │ │ │ ├── ChromaticAberrationShader.shader │ │ │ ├── ChromaticAberrationShader.shader.meta │ │ │ ├── ColorCorrection3DLut.shader │ │ │ ├── ColorCorrection3DLut.shader.meta │ │ │ ├── ColorCorrectionCurves.shader │ │ │ ├── ColorCorrectionCurves.shader.meta │ │ │ ├── ColorCorrectionCurvesSimple.shader │ │ │ ├── ColorCorrectionCurvesSimple.shader.meta │ │ │ ├── ColorCorrectionEffect.shader │ │ │ ├── ColorCorrectionEffect.shader.meta │ │ │ ├── ColorCorrectionSelective.shader │ │ │ ├── ColorCorrectionSelective.shader.meta │ │ │ ├── Contrast Stretch.meta │ │ │ ├── Contrast Stretch │ │ │ │ ├── Adaptation.shader │ │ │ │ ├── Adaptation.shader.meta │ │ │ │ ├── Apply.shader │ │ │ │ ├── Apply.shader.meta │ │ │ │ ├── Luminance.shader │ │ │ │ ├── Luminance.shader.meta │ │ │ │ ├── MinMaxReduction.shader │ │ │ │ └── MinMaxReduction.shader.meta │ │ │ ├── ContrastComposite.shader │ │ │ ├── ContrastComposite.shader.meta │ │ │ ├── ConvertDepth.shader │ │ │ ├── ConvertDepth.shader.meta │ │ │ ├── CreaseApply.shader │ │ │ ├── CreaseApply.shader.meta │ │ │ ├── EdgeDetectNormals.shader │ │ │ ├── EdgeDetectNormals.shader.meta │ │ │ ├── FisheyeShader.shader │ │ │ ├── FisheyeShader.shader.meta │ │ │ ├── GlobalFog.shader │ │ │ ├── GlobalFog.shader.meta │ │ │ ├── GrayscaleEffect.shader │ │ │ ├── GrayscaleEffect.shader.meta │ │ │ ├── MotionBlur.shader │ │ │ ├── MotionBlur.shader.meta │ │ │ ├── MotionBlurClear.shader │ │ │ ├── MotionBlurClear.shader.meta │ │ │ ├── NoiseAndGrain.shader │ │ │ ├── NoiseAndGrain.shader.meta │ │ │ ├── NoiseAndGrainDX11.shader │ │ │ ├── NoiseAndGrainDX11.shader.meta │ │ │ ├── NoiseEffectShaderRGB.shader │ │ │ ├── NoiseEffectShaderRGB.shader.meta │ │ │ ├── NoiseEffectShaderYUV.shader │ │ │ ├── NoiseEffectShaderYUV.shader.meta │ │ │ ├── PrepareSunShaftsBlur.shader │ │ │ ├── PrepareSunShaftsBlur.shader.meta │ │ │ ├── RadialBlur.shader │ │ │ ├── RadialBlur.shader.meta │ │ │ ├── SSAOShader.shader │ │ │ ├── SSAOShader.shader.meta │ │ │ ├── ScreenSpaceAmbientObscurance.shader │ │ │ ├── ScreenSpaceAmbientObscurance.shader.meta │ │ │ ├── SepiaToneEffect.shader │ │ │ ├── SepiaToneEffect.shader.meta │ │ │ ├── ShowAlphaChannel.shader │ │ │ ├── ShowAlphaChannel.shader.meta │ │ │ ├── SimpleClear.shader │ │ │ ├── SimpleClear.shader.meta │ │ │ ├── SunShaftsComposite.shader │ │ │ ├── SunShaftsComposite.shader.meta │ │ │ ├── Tonemapper.shader │ │ │ ├── Tonemapper.shader.meta │ │ │ ├── TwirlEffect.shader │ │ │ ├── TwirlEffect.shader.meta │ │ │ ├── VignettingShader.shader │ │ │ ├── VignettingShader.shader.meta │ │ │ ├── VortexEffect.shader │ │ │ ├── VortexEffect.shader.meta │ │ │ ├── _Antialiasing.meta │ │ │ ├── _Antialiasing │ │ │ │ ├── DLAA.shader │ │ │ │ ├── DLAA.shader.meta │ │ │ │ ├── FXAA2.shader │ │ │ │ ├── FXAA2.shader.meta │ │ │ │ ├── FXAA3Console.shader │ │ │ │ ├── FXAA3Console.shader.meta │ │ │ │ ├── FXAAPreset2.shader │ │ │ │ ├── FXAAPreset2.shader.meta │ │ │ │ ├── FXAAPreset3.shader │ │ │ │ ├── FXAAPreset3.shader.meta │ │ │ │ ├── NFAA.shader │ │ │ │ ├── NFAA.shader.meta │ │ │ │ ├── SSAA.shader │ │ │ │ └── SSAA.shader.meta │ │ │ ├── _BloomAndFlares.meta │ │ │ ├── _BloomAndFlares │ │ │ │ ├── Blend.shader │ │ │ │ ├── Blend.shader.meta │ │ │ │ ├── BlendForBloom.shader │ │ │ │ ├── BlendForBloom.shader.meta │ │ │ │ ├── BlendOneOne.shader │ │ │ │ ├── BlendOneOne.shader.meta │ │ │ │ ├── BlurAndFlares.shader │ │ │ │ ├── BlurAndFlares.shader.meta │ │ │ │ ├── BrightPassFilter.shader │ │ │ │ ├── BrightPassFilter.shader.meta │ │ │ │ ├── BrightPassFilter2.shader │ │ │ │ ├── BrightPassFilter2.shader.meta │ │ │ │ ├── LensFlareCreate.shader │ │ │ │ ├── LensFlareCreate.shader.meta │ │ │ │ ├── MobileBloom.shader │ │ │ │ ├── MobileBloom.shader.meta │ │ │ │ ├── MobileBlur.shader │ │ │ │ ├── MobileBlur.shader.meta │ │ │ │ ├── MultiPassHollywoodFlares.shader │ │ │ │ ├── MultiPassHollywoodFlares.shader.meta │ │ │ │ ├── SeparableBlurPlus.shader │ │ │ │ ├── SeparableBlurPlus.shader.meta │ │ │ │ ├── VignetteShader.shader │ │ │ │ └── VignetteShader.shader.meta │ │ │ ├── _DepthOfField.meta │ │ │ ├── _DepthOfField │ │ │ │ ├── Bokeh34.shader │ │ │ │ ├── Bokeh34.shader.meta │ │ │ │ ├── DepthOfField34.shader │ │ │ │ ├── DepthOfField34.shader.meta │ │ │ │ ├── DepthOfFieldDX11.shader │ │ │ │ ├── DepthOfFieldDX11.shader.meta │ │ │ │ ├── DepthOfFieldScatter.shader │ │ │ │ ├── DepthOfFieldScatter.shader.meta │ │ │ │ ├── SeparableBlur.shader │ │ │ │ ├── SeparableBlur.shader.meta │ │ │ │ ├── SeparableWeightedBlurDof34.shader │ │ │ │ ├── SeparableWeightedBlurDof34.shader.meta │ │ │ │ ├── TiltShiftHdrLensBlur.shader │ │ │ │ └── TiltShiftHdrLensBlur.shader.meta │ │ │ ├── frag_ao.cginc │ │ │ └── frag_ao.cginc.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── ContrastEnhanced3D16.png │ │ │ ├── ContrastEnhanced3D16.png.meta │ │ │ ├── HexShape.psd │ │ │ ├── HexShape.psd.meta │ │ │ ├── MotionBlurJitter.png │ │ │ ├── MotionBlurJitter.png.meta │ │ │ ├── Neutral3D16.png │ │ │ ├── Neutral3D16.png.meta │ │ │ ├── Noise.png │ │ │ ├── Noise.png.meta │ │ │ ├── NoiseAndGrain.png │ │ │ ├── NoiseAndGrain.png.meta │ │ │ ├── NoiseEffectGrain.png │ │ │ ├── NoiseEffectGrain.png.meta │ │ │ ├── NoiseEffectScratch.png │ │ │ ├── NoiseEffectScratch.png.meta │ │ │ ├── RandomVectors.png │ │ │ ├── RandomVectors.png.meta │ │ │ ├── SphereShape.psd │ │ │ ├── SphereShape.psd.meta │ │ │ ├── VignetteMask.png │ │ │ ├── VignetteMask.png.meta │ │ │ ├── color correction ramp.png │ │ │ ├── color correction ramp.png.meta │ │ │ ├── grayscale ramp.png │ │ │ └── grayscale ramp.png.meta │ │ ├── LightCookies.meta │ │ ├── LightCookies │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── FlashlightCookie.tif │ │ │ ├── FlashlightCookie.tif.meta │ │ │ ├── FlashlightIrregularCookie.tif │ │ │ ├── FlashlightIrregularCookie.tif.meta │ │ │ ├── LightHardCookie.psd │ │ │ ├── LightHardCookie.psd.meta │ │ │ ├── LightSoftCookie.tif │ │ │ ├── LightSoftCookie.tif.meta │ │ │ ├── LightSquareCookie.psd │ │ │ └── LightSquareCookie.psd.meta │ │ ├── LightFlares.meta │ │ ├── LightFlares │ │ ├── Flares.meta │ │ ├── Flares │ │ │ ├── 50mmZoom.flare │ │ │ ├── 50mmZoom.flare.meta │ │ │ ├── FlareSmall.flare │ │ │ ├── FlareSmall.flare.meta │ │ │ ├── Sun.flare │ │ │ └── Sun.flare.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── Flare50mm.mat │ │ │ └── Flare50mm.mat.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── Flare50mm.psd │ │ │ ├── Flare50mm.psd.meta │ │ │ ├── FlareStar.psd │ │ │ └── FlareStar.psd.meta │ │ ├── Projectors.meta │ │ ├── Projectors │ │ ├── Guidelines.txt │ │ ├── Guidelines.txt.meta │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── GridProjector.mat │ │ │ ├── GridProjector.mat.meta │ │ │ ├── LightProjector.mat │ │ │ ├── LightProjector.mat.meta │ │ │ ├── ShadowProjector.mat │ │ │ └── ShadowProjector.mat.meta │ │ ├── Prefabs.meta │ │ ├── Prefabs │ │ │ ├── BlobLightProjector.prefab │ │ │ ├── BlobLightProjector.prefab.meta │ │ │ ├── BlobShadowProjector.prefab │ │ │ ├── BlobShadowProjector.prefab.meta │ │ │ ├── GridProjector.prefab │ │ │ └── GridProjector.prefab.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── ProjectorLight.shader │ │ │ ├── ProjectorLight.shader.meta │ │ │ ├── ProjectorMultiply.shader │ │ │ └── ProjectorMultiply.shader.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── Falloff.psd │ │ │ ├── Falloff.psd.meta │ │ │ ├── Grid.psd │ │ │ ├── Grid.psd.meta │ │ │ ├── Light.psd │ │ │ ├── Light.psd.meta │ │ │ ├── Shadow.psd │ │ │ └── Shadow.psd.meta │ │ ├── TessellationShaders.meta │ │ ├── TessellationShaders │ │ ├── Materials.meta │ │ ├── Materials │ │ │ ├── TesselatedBumpSpecular.mat │ │ │ ├── TesselatedBumpSpecular.mat.meta │ │ │ ├── TesselatedBumpSpecularDisplacement.mat │ │ │ ├── TesselatedBumpSpecularDisplacement.mat.meta │ │ │ ├── TesselatedBumpSpecularSmooth.mat │ │ │ └── TesselatedBumpSpecularSmooth.mat.meta │ │ ├── Models.meta │ │ ├── Models │ │ │ ├── LowPolySphere.fbx │ │ │ └── LowPolySphere.fbx.meta │ │ ├── Scenes.meta │ │ ├── Scenes │ │ │ ├── TessellationSample.unity │ │ │ └── TessellationSample.unity.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ │ ├── BumpedSpecularDisplacement.shader │ │ │ ├── BumpedSpecularDisplacement.shader.meta │ │ │ ├── BumpedSpecularSmooth.shader │ │ │ └── BumpedSpecularSmooth.shader.meta │ │ ├── Textures.meta │ │ └── Textures │ │ │ ├── CliffHeight.png │ │ │ ├── CliffHeight.png.meta │ │ │ ├── CliffNormals.png │ │ │ └── CliffNormals.png.meta │ │ ├── ToonShading.meta │ │ └── ToonShading │ │ ├── Materials.meta │ │ ├── Materials │ │ ├── ToonBasic.mat │ │ ├── ToonBasic.mat.meta │ │ ├── ToonBasicOutline.mat │ │ ├── ToonBasicOutline.mat.meta │ │ ├── ToonLit.mat │ │ ├── ToonLit.mat.meta │ │ ├── ToonLitOutline.mat │ │ └── ToonLitOutline.mat.meta │ │ ├── Shaders.meta │ │ ├── Shaders │ │ ├── ToonBasic.shader │ │ ├── ToonBasic.shader.meta │ │ ├── ToonBasicOutline.shader │ │ ├── ToonBasicOutline.shader.meta │ │ ├── ToonLit.shader │ │ ├── ToonLit.shader.meta │ │ ├── ToonLitOutline.shader │ │ └── ToonLitOutline.shader.meta │ │ ├── Textures.meta │ │ └── Textures │ │ ├── ToonLit.psd │ │ ├── ToonLit.psd.meta │ │ ├── UtilToonGradient.png │ │ └── UtilToonGradient.png.meta ├── TextureConversion.cs ├── TextureConversion.cs.meta ├── TextureToolUI.cs ├── TextureToolUI.cs.meta ├── TextureTypeUI.cs ├── TextureTypeUI.cs.meta ├── UnityVS.meta ├── UnityVS │ ├── Editor.meta │ └── Editor │ │ ├── SyntaxTree.VisualStudio.Unity.Bridge.dll │ │ ├── SyntaxTree.VisualStudio.Unity.Bridge.dll.meta │ │ ├── SyntaxTree.VisualStudio.Unity.Messaging.dll │ │ ├── SyntaxTree.VisualStudio.Unity.Messaging.dll.meta │ │ ├── UnityVS.VersionSpecific.dll │ │ └── UnityVS.VersionSpecific.dll.meta ├── black.png ├── black.png.meta ├── gray.png ├── gray.png.meta ├── normal.png ├── normal.png.meta ├── stones.jpg ├── stones.jpg.meta ├── white.png └── white.png.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.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 ├── README.md └── unity-screenshot.png /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | 6 | # Autogenerated VS/MD solution and project files 7 | *.csproj 8 | *.unityproj 9 | *.sln 10 | *.suo 11 | *.tmp 12 | *.user 13 | *.userprefs 14 | *.pidb 15 | *.booproj 16 | 17 | # Unity3D generated meta files 18 | *.pidb.meta 19 | 20 | # Unity3D Generated File On Crash Reports 21 | sysinfo.txt 22 | -------------------------------------------------------------------------------- /Assets/AlbedoToHeight.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 51068803d4987a64c8e8164f28f47873 3 | timeCreated: 1427983443 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/AlbedoToHeight.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/AlbedoToHeight" { 2 | Properties { 3 | _MainTex ("Base (RGB)", 2D) = "white" {} 4 | _Contrast ("Contrast", Range(0, 10)) = 1 5 | _Offset ("Offset", Range (-1, 1)) = 0 6 | } 7 | 8 | SubShader { 9 | Pass { 10 | ZTest Always 11 | Cull Off 12 | ZWrite Off 13 | 14 | CGPROGRAM 15 | #pragma vertex vert_img 16 | #pragma fragment frag 17 | #include "UnityCG.cginc" 18 | 19 | uniform sampler2D _MainTex; 20 | uniform half4 _MainTex_TexelSize; 21 | uniform float _Contrast; 22 | uniform float _Offset; 23 | 24 | fixed4 frag (v2f_img i) : SV_Target { 25 | float4 original = tex2D(_MainTex, i.uv); 26 | fixed grayscale = (Luminance(original.rgb) - .5) * _Contrast + .5; 27 | grayscale += _Offset.xxx; 28 | return float4(grayscale.xxx, 1); 29 | } 30 | ENDCG 31 | 32 | } 33 | } 34 | 35 | Fallback off 36 | 37 | } 38 | -------------------------------------------------------------------------------- /Assets/AlbedoToHeight.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 578ef8699fed99e4b931a7e55b38f1fd 3 | timeCreated: 1427935655 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/AlbedoUI.cs: -------------------------------------------------------------------------------- 1 | using System.IO; 2 | using UnityEngine; 3 | 4 | public class AlbedoUI : TextureTypeUI { 5 | public static AlbedoUI instance; 6 | 7 | public string albedoFilename; 8 | 9 | protected void Awake() { 10 | instance = this; 11 | } 12 | 13 | protected override void OnFileSelected(string filename) { 14 | filename = filename.Replace('/', Path.DirectorySeparatorChar); 15 | albedoFilename = filename; 16 | StartCoroutine(LoadTexture(filename)); 17 | } 18 | 19 | public void OnAlbedoToHeight() { 20 | AlbedoToHeight.instance.Show(); 21 | } 22 | 23 | public override void SetTexture(Texture2D texture) { 24 | TextureToolUI.instance.material.mainTexture = texture; 25 | image.sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero); 26 | } 27 | } 28 | -------------------------------------------------------------------------------- /Assets/AlbedoUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c85c9184925ac5e479d4e92fe9c3577c 3 | timeCreated: 1427918650 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Background.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 36922f13d4e977e4ab313835aa1647e9 3 | timeCreated: 1427916380 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ColorPickerUI.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.EventSystems; 3 | 4 | public class ColorPickerUI : MonoBehaviour, IPointerClickHandler { 5 | public static ColorPickerUI instance; 6 | 7 | void Awake() { 8 | instance = this; 9 | transform.GetChild(0).gameObject.SetActive(true); 10 | GetComponentInChildren().onValueChanged.AddListener((color) => OnColorChange(color)); 11 | Hide(); 12 | } 13 | 14 | public void Hide() { 15 | gameObject.SetActive(false); 16 | } 17 | 18 | public void Show() { 19 | gameObject.SetActive(true); 20 | transform.GetChild(0).gameObject.SetActive(true); 21 | } 22 | 23 | public void OnPointerClick(PointerEventData click) { 24 | Hide(); 25 | } 26 | 27 | public void SetColor(Color color) { 28 | GetComponentInChildren().AssignColor(color); 29 | } 30 | 31 | public void OnColorChange(Color color) { 32 | MaterialSettingsUI.instance.SetColor(color); 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /Assets/ColorPickerUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0dcd164f6187fe4e8085d07d6a157fd 3 | timeCreated: 1428113046 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5f0c7894eb93037488e87f3432755c66 3 | folderAsset: yes 4 | timeCreated: 1427939370 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 225198e07aaae3547a6d1f6e7177555f 3 | folderAsset: yes 4 | timeCreated: 1427939370 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects/AntialiasingEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ba15fa37442517749a3c4640a4ad4054 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects/BloomAndFlaresEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4deca87cb459d1642ac8f734856ca84e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects/BloomEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 43fcc28c40e404d4eabfc88b1dbda7b5 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects/CameraMotionBlurEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 80cbbe1c107bf5e43a96347d3dfc2658 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects/ColorCorrectionCurvesEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a4a9489f73e4f0344ab3fc97bdf5170b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects/ColorCorrectionLookupEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 66c17be95fbf398439ea09f8892a8b43 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects/DepthOfFieldDeprecatedEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 943c59645eb905144a0990b57e13a6f9 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects/DepthOfFieldEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 427fdf36119bab44a9131abd19b90f57 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects/EdgeDetectionEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b5f1618d14cd80f4da910f00b04af37f 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects/NoiseAndGrainEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: abd63abcc46fbcb4588164b671b52d3b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects/SunShaftsEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 54f6f6313f2aecc4d81035ec0031e313 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects/TonemappingEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0f7cab214f141f642b87a5bdbd14653e 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/Editor/ImageEffects/VignetteAndChromaticAberrationEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 08126bf2baa528c4cb9c60340a24e5d6 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | -------------------------------------------------------------------------------- /Assets/FileDialog.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c0ad139f9207e5a4b92c549b17d396da 3 | folderAsset: yes 4 | timeCreated: 1427922324 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/FileDialog/File Prefab.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 60795ed7eb3f1cc46a55dca87caafb97 3 | timeCreated: 1427920722 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/FileDialog/FileDialog.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e8839f20218cb944caa5c5468b0f2d28 3 | timeCreated: 1427918935 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/FileDialog/FileDialog.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fc763fab530dea541b9927a6d1fa83d1 3 | timeCreated: 1427923008 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/HSVPicker.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dd70234b8eda75f4d9366120da0f2f4a 3 | folderAsset: yes 4 | timeCreated: 1428112322 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/HSVPicker/BoxSlider.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 37c44bc94a9a7f241b5b552f3ff89458 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/HSVPicker/ColorPickerTester.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class ColorPickerTester : MonoBehaviour 5 | { 6 | 7 | public new Renderer renderer; 8 | public HSVPicker picker; 9 | 10 | // Use this for initialization 11 | void Start () 12 | { 13 | picker.onValueChanged.AddListener(color => 14 | { 15 | renderer.material.color = color; 16 | }); 17 | renderer.material.color = picker.currentColor; 18 | } 19 | 20 | // Update is called once per frame 21 | void Update () { 22 | 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/HSVPicker/ColorPickerTester.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 06851a815227e5044b0e3c1bf9b3a282 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/HSVPicker/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2a9e9df3c14e9034eb587348635c8f09 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/HSVPicker/Editor/BoxSliderEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8701e045b26e51f4eb345f2ccb3c13f5 3 | timeCreated: 1426804458 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/HSVPicker/HSVDragger.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f3b8595ce1f198e468bc2ac04e89c6dd 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/HSVPicker/HSVPicker.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8262e4a8322117f4da079921eaa72834 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/HSVPicker/HSVSliderEvent.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEngine.Events; 4 | 5 | public class HSVSliderEvent : UnityEvent 6 | { 7 | 8 | // Use this for initialization 9 | void Start () { 10 | 11 | } 12 | 13 | // Update is called once per frame 14 | void Update () { 15 | 16 | } 17 | } 18 | -------------------------------------------------------------------------------- /Assets/HSVPicker/HSVSliderEvent.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ff46fbecea7739f4690e4285c88f53c5 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/HSVPicker/HexRGB.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d85c534b3c1560544b09d0996dfeba84 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/HSVPicker/HsvBoxSelector.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 95a3081947ad463418f853d27e477017 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/HSVPicker/HsvSliderPicker.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7d5b03a797859a94989cdbcb68e37fb1 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/HSVPicker/Picker.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be7385871d213f844981bd24e601eb98 3 | NativeFormatImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/HSVPicker/PickerTest.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce46c07f0028e314ab7767577ab5e7a6 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UtilityScripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2b33138f525222146865861432dbe845 3 | folderAsset: yes 4 | timeCreated: 1426051345 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UtilityScripts/ColorScrollRect.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEngine.EventSystems; 4 | using UnityEngine.UI; 5 | 6 | public class ColorScrollRect : ScrollRect 7 | { 8 | 9 | public bool Dragging { get; private set; } 10 | 11 | 12 | public override void OnInitializePotentialDrag(PointerEventData eventData) 13 | { 14 | Dragging = true; 15 | base.OnInitializePotentialDrag(eventData); 16 | } 17 | 18 | public override void OnBeginDrag(PointerEventData eventData) 19 | { 20 | Dragging = true; 21 | base.OnBeginDrag(eventData); 22 | } 23 | 24 | public override void OnDrag(PointerEventData eventData) 25 | { 26 | Dragging = true; 27 | base.OnDrag(eventData); 28 | } 29 | 30 | public override void OnEndDrag(PointerEventData eventData) 31 | { 32 | Dragging = false; 33 | base.OnEndDrag(eventData); 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UtilityScripts/ColorScrollRect.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b731122157632544fbbe01bc3ef5493b 3 | timeCreated: 1426047960 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/HSVPicker/UtilityScripts/HSVUtil.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f3189246d7fc204faba7a1e9c08e0af 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UtilityScripts/TiltWindow.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class TiltWindow : MonoBehaviour 4 | { 5 | public Vector2 range = new Vector2(5f, 3f); 6 | 7 | Transform mTrans; 8 | Quaternion mStart; 9 | Vector2 mRot = Vector2.zero; 10 | 11 | void Start () 12 | { 13 | mTrans = transform; 14 | mStart = mTrans.localRotation; 15 | } 16 | 17 | void Update () 18 | { 19 | Vector3 pos = Input.mousePosition; 20 | 21 | float halfWidth = Screen.width * 0.5f; 22 | float halfHeight = Screen.height * 0.5f; 23 | float x = Mathf.Clamp((pos.x - halfWidth) / halfWidth, -1f, 1f); 24 | float y = Mathf.Clamp((pos.y - halfHeight) / halfHeight, -1f, 1f); 25 | mRot = Vector2.Lerp(mRot, new Vector2(x, y), Time.deltaTime * 5f); 26 | 27 | mTrans.localRotation = mStart * Quaternion.Euler(-mRot.y * range.y, mRot.x * range.x, 0f); 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/HSVPicker/UtilityScripts/TiltWindow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f2aa04a3e088320429a06194a3483daa 3 | timeCreated: 1426051352 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/HeightToMetallic.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b056db8b4cb8dbd42b88e288c1092c19 3 | timeCreated: 1428159191 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/HeightToNormal.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0d50043f649a2a94084d45bccb5e2be5 3 | timeCreated: 1427989525 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/HeightToNormal.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c400ddc839c8c1548a7b4821f30c2a9b 3 | timeCreated: 1427941813 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/HeightUI.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | public class HeightUI : TextureTypeUI { 5 | public static HeightUI instance; 6 | 7 | protected void Awake() { 8 | instance = this; 9 | } 10 | 11 | public override void SetTexture(Texture2D texture) { 12 | TextureToolUI.instance.material.SetTexture("_ParallaxMap", texture); 13 | image.sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero); 14 | } 15 | 16 | public void OnHeightToNormal() { 17 | HeightToNormal.instance.Show(); 18 | } 19 | 20 | public void OnHeightToMetallic() { 21 | HeightToMetallic.instance.Show(); 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/HeightUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 615b27d160b2d4f45ba28c830404af74 3 | timeCreated: 1427937659 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/HideAllTextureConversions.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class HideAllTextureConversions : MonoBehaviour { 5 | public void Hide() { 6 | for (int i = 0; i < transform.childCount; i++) { 7 | transform.GetChild(i).GetComponent().Hide(); 8 | } 9 | } 10 | } 11 | -------------------------------------------------------------------------------- /Assets/HideAllTextureConversions.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91388d62bed4aa6419691e24358dfddf 3 | timeCreated: 1427996678 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Main.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c434d3b60c70c824d97c95d577c6b5a1 3 | timeCreated: 1427919373 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/ManipulateObject.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f408dba81bae2fe469ae0bb3502b0300 3 | timeCreated: 1427917124 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Material.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1f9a5f7af7a2308488931eef7508631d 3 | timeCreated: 1427916360 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/MaterialSettingsUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b485e5b918d031f479e61c34f50a98bf 3 | timeCreated: 1428112665 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/MetallicUI.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | public class MetallicUI : TextureTypeUI { 5 | public static MetallicUI instance; 6 | 7 | public void Awake() { 8 | instance = this; 9 | } 10 | 11 | public override void SetTexture(Texture2D texture) { 12 | Rect rect = new Rect(0, 0, texture.width, texture.height); 13 | image.sprite = Sprite.Create(texture, rect, Vector2.zero); 14 | TextureToolUI.instance.material.SetTexture("_MetallicGlossMap", texture); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/MetallicUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: afb41b49d559c2442a445baab9eff427 3 | timeCreated: 1428158873 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/NormalToOcclusion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: df40d0f9693142941a37eaf2c1950843 3 | timeCreated: 1428157631 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/NormalUI.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | public class NormalUI : TextureTypeUI { 5 | public static NormalUI instance; 6 | 7 | public void Awake() { 8 | instance = this; 9 | } 10 | 11 | public override void SetTexture(Texture2D texture) { 12 | Rect rect = new Rect(0, 0, texture.width, texture.height); 13 | image.sprite = Sprite.Create(texture, rect, Vector2.zero); 14 | TextureToolUI.instance.material.SetTexture("_BumpMap", texture); 15 | } 16 | 17 | public void OnNormalToOcclusion() { 18 | NormalToOcclusion.instance.Show(); 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/NormalUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 935d7304a6b5aea49bd9b80a325dd28c 3 | timeCreated: 1427941885 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/OcclusionUI.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | public class OcclusionUI : TextureTypeUI { 5 | public static OcclusionUI instance; 6 | 7 | public void Awake() { 8 | instance = this; 9 | } 10 | 11 | public override void SetTexture(Texture2D texture) { 12 | Rect rect = new Rect(0, 0, texture.width, texture.height); 13 | image.sprite = Sprite.Create(texture, rect, Vector2.zero); 14 | TextureToolUI.instance.material.SetTexture("_OcclusionMap", texture); 15 | } 16 | } 17 | -------------------------------------------------------------------------------- /Assets/OcclusionUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5b0958123301a8a4daaffcc43cc02eda 3 | timeCreated: 1428157792 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/SliderInput.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | [RequireComponent(typeof(InputField))] 5 | public class SliderInput : MonoBehaviour { 6 | public Slider slider; 7 | InputField inputField; 8 | 9 | void Awake() { 10 | inputField = GetComponent(); 11 | } 12 | 13 | void Start() { 14 | OnSliderChange(); 15 | } 16 | 17 | public void OnSliderChange() { 18 | inputField.text = slider.value.ToString(); 19 | } 20 | 21 | public void OnInputChange() { 22 | float value = 0; 23 | float.TryParse(inputField.text, out value); 24 | slider.value = value; 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /Assets/SliderInput.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 00939062c9476ea43927d083a7fcdee1 3 | timeCreated: 1427989673 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Standard Assets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ebdeb88a658b6cd46afe4d7318040800 3 | folderAsset: yes 4 | timeCreated: 1427939370 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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Assets/Effects/ImageEffects/Scripts/ColorCorrectionLookup.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8cde8c0fd649d9b46bb403ba5e157391 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shader: {fileID: 4800000, guid: b61f0d8d8244b4b28aa66b0c8cb46a8d, type: 3} 7 | - converted3DLut: {instanceID: 0} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | -------------------------------------------------------------------------------- /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: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ea59781cad112c75d0008dfa8d76c639 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - shader: {fileID: 4800000, guid: 67f8781cad112c75d0008dfa8d76c639, type: 3} 7 | - textureRamp: {fileID: 2800000, guid: d440902fad11e807d00044888d76c639, type: 3} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | -------------------------------------------------------------------------------- /Assets/Standard 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fileFormatVersion: 2 2 | guid: 730475ee64f9a894bbac0d9e6f22e813 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - edgeDetectShader: {fileID: 4800000, guid: 0d1644bdf064147baa97f235fc5b4903, type: 3} 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Fisheye.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace UnityStandardAssets.ImageEffects 5 | { 6 | [ExecuteInEditMode] 7 | [RequireComponent (typeof(Camera))] 8 | [AddComponentMenu ("Image Effects/Displacement/Fisheye")] 9 | class Fisheye : PostEffectsBase 10 | { 11 | public float strengthX = 0.05f; 12 | public float strengthY = 0.05f; 13 | 14 | public Shader fishEyeShader = null; 15 | private Material fisheyeMaterial = null; 16 | 17 | 18 | public override bool CheckResources () 19 | { 20 | CheckSupport (false); 21 | fisheyeMaterial = CheckShaderAndCreateMaterial(fishEyeShader,fisheyeMaterial); 22 | 23 | if (!isSupported) 24 | ReportAutoDisable (); 25 | return isSupported; 26 | } 27 | 28 | void OnRenderImage (RenderTexture source, RenderTexture destination) 29 | { 30 | if (CheckResources()==false) 31 | { 32 | Graphics.Blit (source, destination); 33 | return; 34 | } 35 | 36 | float oneOverBaseSize = 80.0f / 512.0f; // to keep values more like in the old version of fisheye 37 | 38 | float ar = (source.width * 1.0f) / (source.height * 1.0f); 39 | 40 | fisheyeMaterial.SetVector ("intensity", new Vector4 (strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize, strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize)); 41 | Graphics.Blit (source, destination, fisheyeMaterial); 42 | } 43 | } 44 | } 45 | -------------------------------------------------------------------------------- /Assets/Standard 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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 | public float rampOffset; 11 | 12 | // Called by camera to apply image effect 13 | void OnRenderImage (RenderTexture source, RenderTexture destination) { 14 | material.SetTexture("_RampTex", textureRamp); 15 | material.SetFloat("_RampOffset", rampOffset); 16 | Graphics.Blit (source, destination, material); 17 | } 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/Grayscale.cs.meta: 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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 | - dx11NoiseShader: {fileID: 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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 | userData: 11 | assetBundleName: 12 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientObscurance.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 75febd242c999f04d9654522a10c006b 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: 6 | - rand: {fileID: 2800000, guid: a181ca8e3c62f3e4b8f183f6c586b032, type: 3} 7 | - aoShader: {fileID: 4800000, guid: 95616c020c5604dda96cf76afbbc0272, type: 3} 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Scripts/ScreenSpaceAmbientOcclusion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b0923359e9e352a4b9b11c7b7161ad67 3 | 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 | public float angle = 50; 12 | public Vector2 center = new Vector2 (0.5F, 0.5F); 13 | 14 | 15 | // Called by camera to apply image effect 16 | void OnRenderImage (RenderTexture source, RenderTexture destination) 17 | { 18 | ImageEffects.RenderDistortion (material, source, destination, angle, center, radius); 19 | } 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /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: 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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 | timeCreated: 1427939371 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /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: 1427939371 5 | licenseType: Free 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 threshhold; 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 difff = color - blurred; 44 | half4 signs = sign (difff); 45 | 46 | difff = saturate ( (color-blurred) - threshhold) * signs * 1.0/(1.0-threshhold); 47 | color += difff * 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 * 0.1; 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 | folderAsset: yes 4 | timeCreated: 1427939371 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /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 | folderAsset: yes 4 | timeCreated: 1427939371 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /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 threshhold; 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-threshhold.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 | folderAsset: yes 4 | timeCreated: 1427939371 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/Bokeh34.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57cdacf9b217546aaa18edf39a6151c0 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard 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-------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/SeparableBlur" { 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 | float4 uv01 : TEXCOORD1; 15 | float4 uv23 : TEXCOORD2; 16 | float4 uv45 : TEXCOORD3; 17 | }; 18 | 19 | float4 offsets; 20 | 21 | sampler2D _MainTex; 22 | 23 | v2f vert (appdata_img v) { 24 | v2f o; 25 | o.pos = mul(UNITY_MATRIX_MVP, v.vertex); 26 | 27 | o.uv.xy = v.texcoord.xy; 28 | 29 | o.uv01 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1); 30 | o.uv23 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 2.0; 31 | o.uv45 = v.texcoord.xyxy + offsets.xyxy * float4(1,1, -1,-1) * 3.0; 32 | 33 | return o; 34 | } 35 | 36 | half4 frag (v2f i) : SV_Target { 37 | half4 color = float4 (0,0,0,0); 38 | 39 | color += 0.40 * tex2D (_MainTex, i.uv); 40 | color += 0.15 * tex2D (_MainTex, i.uv01.xy); 41 | color += 0.15 * tex2D (_MainTex, i.uv01.zw); 42 | color += 0.10 * tex2D (_MainTex, i.uv23.xy); 43 | color += 0.10 * tex2D (_MainTex, i.uv23.zw); 44 | color += 0.05 * tex2D (_MainTex, i.uv45.xy); 45 | color += 0.05 * tex2D (_MainTex, i.uv45.zw); 46 | 47 | return color; 48 | } 49 | 50 | ENDCG 51 | 52 | Subshader { 53 | Pass { 54 | ZTest Always Cull Off ZWrite Off 55 | 56 | CGPROGRAM 57 | #pragma vertex vert 58 | #pragma fragment frag 59 | ENDCG 60 | } 61 | } 62 | 63 | Fallback off 64 | 65 | 66 | } // shader 67 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e97c14fbb5ea04c3a902cc533d7fc5d1 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/SeparableWeightedBlurDof34.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bb4af680337344a4abad65a4e8873c50 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/_DepthOfField/TiltShiftHdrLensBlur.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bf34d2a25450349699e8ae6456fa7ca9 3 | ShaderImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ImageEffects/Shaders/frag_ao.cginc.meta: 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| Offset -1, -1 13 | 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | #pragma multi_compile_fog 18 | #include "UnityCG.cginc" 19 | 20 | struct v2f { 21 | float4 uvShadow : TEXCOORD0; 22 | float4 uvFalloff : TEXCOORD1; 23 | UNITY_FOG_COORDS(2) 24 | float4 pos : SV_POSITION; 25 | }; 26 | 27 | float4x4 _Projector; 28 | float4x4 _ProjectorClip; 29 | 30 | v2f vert (float4 vertex : POSITION) 31 | { 32 | v2f o; 33 | o.pos = mul (UNITY_MATRIX_MVP, vertex); 34 | o.uvShadow = mul (_Projector, vertex); 35 | o.uvFalloff = mul (_ProjectorClip, vertex); 36 | UNITY_TRANSFER_FOG(o,o.pos); 37 | return o; 38 | } 39 | 40 | sampler2D _ShadowTex; 41 | sampler2D _FalloffTex; 42 | 43 | fixed4 frag (v2f i) : SV_Target 44 | { 45 | fixed4 texS = tex2Dproj (_ShadowTex, UNITY_PROJ_COORD(i.uvShadow)); 46 | texS.a = 1.0-texS.a; 47 | 48 | fixed4 texF = tex2Dproj (_FalloffTex, UNITY_PROJ_COORD(i.uvFalloff)); 49 | fixed4 res = lerp(fixed4(1,1,1,0), texS, texF.a); 50 | 51 | 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-------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader: -------------------------------------------------------------------------------- 1 | Shader "Toon/Lit" { 2 | Properties { 3 | _Color ("Main Color", Color) = (0.5,0.5,0.5,1) 4 | _MainTex ("Base (RGB)", 2D) = "white" {} 5 | _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} 6 | } 7 | 8 | SubShader { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 200 11 | 12 | CGPROGRAM 13 | #pragma surface surf ToonRamp 14 | 15 | sampler2D _Ramp; 16 | 17 | // custom lighting function that uses a texture ramp based 18 | // on angle between light direction and normal 19 | #pragma lighting ToonRamp exclude_path:prepass 20 | inline half4 LightingToonRamp (SurfaceOutput s, half3 lightDir, half atten) 21 | { 22 | #ifndef USING_DIRECTIONAL_LIGHT 23 | lightDir = normalize(lightDir); 24 | #endif 25 | 26 | half d = dot (s.Normal, lightDir)*0.5 + 0.5; 27 | half3 ramp = tex2D (_Ramp, float2(d,d)).rgb; 28 | 29 | half4 c; 30 | c.rgb = s.Albedo * _LightColor0.rgb * ramp * (atten * 2); 31 | c.a = 0; 32 | return c; 33 | } 34 | 35 | 36 | sampler2D _MainTex; 37 | float4 _Color; 38 | 39 | struct Input { 40 | float2 uv_MainTex : TEXCOORD0; 41 | }; 42 | 43 | void surf (Input IN, inout SurfaceOutput o) { 44 | half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; 45 | o.Albedo = c.rgb; 46 | o.Alpha = c.a; 47 | } 48 | ENDCG 49 | 50 | } 51 | 52 | Fallback "Diffuse" 53 | } 54 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLit.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 48dca5b99d113b8d11006bab44295342 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLitOutline.shader: -------------------------------------------------------------------------------- 1 | Shader "Toon/Lit Outline" { 2 | Properties { 3 | _Color ("Main Color", Color) = (0.5,0.5,0.5,1) 4 | _OutlineColor ("Outline Color", Color) = (0,0,0,1) 5 | _Outline ("Outline width", Range (.002, 0.03)) = .005 6 | _MainTex ("Base (RGB)", 2D) = "white" {} 7 | _Ramp ("Toon Ramp (RGB)", 2D) = "gray" {} 8 | } 9 | 10 | SubShader { 11 | Tags { "RenderType"="Opaque" } 12 | UsePass "Toon/Lit/FORWARD" 13 | UsePass "Toon/Basic Outline/OUTLINE" 14 | } 15 | 16 | Fallback "Toon/Lit" 17 | } 18 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Shaders/ToonLitOutline.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 054a31a99d11e49d110086ba44295342 3 | ShaderImporter: 4 | defaultTextures: [] 5 | userData: 6 | assetBundleName: 7 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Textures.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 651770f8be26443fdb85aa3594fa349c 3 | folderAsset: yes 4 | timeCreated: 1427939371 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Standard Assets/Effects/ToonShading/Textures/ToonLit.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/vatara/unity-texture-tool/15ec795d9291d12e036d54c57c69537923f48067/Assets/Standard Assets/Effects/ToonShading/Textures/ToonLit.psd -------------------------------------------------------------------------------- /Assets/Standard 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4a056241e2722dc46a7262a8e7073fd9 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | serializedVersion: 2 6 | mipmaps: 7 | mipMapMode: 0 8 | enableMipMap: 0 9 | linearTexture: 0 10 | correctGamma: 0 11 | fadeOut: 0 12 | borderMipMap: 0 13 | mipMapFadeDistanceStart: 2 14 | mipMapFadeDistanceEnd: 3 15 | bumpmap: 16 | convertToNormalMap: 0 17 | externalNormalMap: 0 18 | heightScale: .25 19 | normalMapFilter: 0 20 | isReadable: 0 21 | grayScaleToAlpha: 0 22 | generateCubemap: 0 23 | cubemapConvolution: 0 24 | cubemapConvolutionSteps: 8 25 | cubemapConvolutionExponent: 1.5 26 | seamlessCubemap: 0 27 | textureFormat: 5 28 | maxTextureSize: 1024 29 | textureSettings: 30 | filterMode: 0 31 | aniso: 1 32 | mipBias: 0 33 | wrapMode: 1 34 | nPOTScale: 0 35 | lightmap: 0 36 | rGBM: 0 37 | compressionQuality: 50 38 | spriteMode: 0 39 | spriteExtrude: 1 40 | spriteMeshType: 1 41 | alignment: 0 42 | spritePivot: {x: .5, y: .5} 43 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 44 | spritePixelsToUnits: 100 45 | alphaIsTransparency: 0 46 | textureType: 5 47 | buildTargetSettings: [] 48 | spriteSheet: 49 | sprites: [] 50 | spritePackingTag: 51 | userData: 52 | assetBundleName: 53 | -------------------------------------------------------------------------------- /Assets/TextureConversion.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public abstract class TextureConversion : MonoBehaviour { 5 | public abstract void Hide(); 6 | public abstract void Show(); 7 | } 8 | -------------------------------------------------------------------------------- /Assets/TextureConversion.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c82dab02e0e3a1b439b8c2f195e7e8c6 3 | timeCreated: 1427996867 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TextureToolUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2cf3aa9ec7bf1894281fe544f0487220 3 | timeCreated: 1427917857 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TextureTypeUI.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEngine.UI; 4 | 5 | public abstract class TextureTypeUI : MonoBehaviour { 6 | public Image image; 7 | 8 | public virtual void OnOpenSelected() { 9 | FileDialog.instance.Show(Application.dataPath, OnFileSelected); 10 | } 11 | 12 | protected virtual void OnFileSelected(string filename) { 13 | StartCoroutine(LoadTexture(filename)); 14 | } 15 | 16 | protected IEnumerator LoadTexture(string filename) { 17 | var url = "file://" + filename.Replace(@"\", "/"); 18 | var www = new WWW(url); 19 | yield return www; 20 | var texture = www.texture; 21 | texture.anisoLevel = 16; 22 | texture.filterMode = FilterMode.Trilinear; 23 | SetTexture(texture); 24 | } 25 | 26 | public abstract void SetTexture(Texture2D texture); 27 | } 28 | -------------------------------------------------------------------------------- /Assets/TextureTypeUI.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 912a8b529f773d3498e62d0314ce53c5 3 | timeCreated: 1428004615 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/UnityVS.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02fe78e962405814a83b8ba6c9471d32 3 | folderAsset: yes 4 | timeCreated: 1427916843 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/UnityVS/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e71a3e2fb5854e43823a9da25b68e21 3 | folderAsset: yes 4 | timeCreated: 1427916843 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | 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/ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | m_Gravity: {x: 0, y: -9.81000042} 7 | m_DefaultMaterial: {fileID: 0} 8 | m_VelocityIterations: 8 9 | m_PositionIterations: 3 10 | m_VelocityThreshold: 1 11 | m_MaxLinearCorrection: .200000003 12 | m_MaxAngularCorrection: 8 13 | m_MaxTranslationSpeed: 100 14 | m_MaxRotationSpeed: 360 15 | m_MinPenetrationForPenalty: .00999999978 16 | m_BaumgarteScale: .200000003 17 | m_BaumgarteTimeOfImpactScale: .75 18 | m_TimeToSleep: .5 19 | m_LinearSleepTolerance: .00999999978 20 | m_AngularSleepTolerance: 2 21 | m_RaycastsHitTriggers: 1 22 | m_RaycastsStartInColliders: 1 23 | m_ChangeStopsCallbacks: 0 24 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 25 | -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 5.0.0f4 2 | m_StandardAssetsVersion: 0 3 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: .0199999996 7 | Maximum Allowed Timestep: .333333343 8 | m_TimeScale: 1 9 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity Texture Tool 2 | 3 | ![Unity screenshot](https://raw.githubusercontent.com/vatara/unity-texture-tool/master/unity-screenshot.png) 4 | 5 | Unity Texture Tool is a tool to take a texture and generate height/normal/occlusion/metallic maps from it, using image processing. 6 | -------------------------------------------------------------------------------- /unity-screenshot.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/vatara/unity-texture-tool/15ec795d9291d12e036d54c57c69537923f48067/unity-screenshot.png --------------------------------------------------------------------------------