├── .gitignore
├── Assets
├── IndentSurface.meta
└── IndentSurface
│ ├── Editor.meta
│ ├── Editor
│ ├── DentableSurfaceShaderGUI.cs
│ └── DentableSurfaceShaderGUI.cs.meta
│ ├── Materials.meta
│ ├── Materials
│ ├── ShowHeightmap_Mat.mat
│ ├── ShowHeightmap_Mat.mat.meta
│ ├── SnowMat.mat
│ ├── SnowMat.mat.meta
│ ├── Stamp_ADD.mat
│ ├── Stamp_ADD.mat.meta
│ ├── Stamp_CUSTOM.mat
│ ├── Stamp_CUSTOM.mat.meta
│ ├── Stamp_Default.mat
│ ├── Stamp_Default.mat.meta
│ ├── Stamp_MIN.mat
│ ├── Stamp_MIN.mat.meta
│ ├── Stamp_MUL.mat
│ └── Stamp_MUL.mat.meta
│ ├── Models.meta
│ ├── Models
│ ├── Materials.meta
│ ├── Materials
│ │ ├── No Name.mat
│ │ ├── No Name.mat.meta
│ │ ├── unnamed.mat
│ │ └── unnamed.mat.meta
│ ├── temp_terrain.fbx
│ └── temp_terrain.fbx.meta
│ ├── Scripts.meta
│ ├── Scripts
│ ├── IndentActor.cs
│ ├── IndentActor.cs.meta
│ ├── IndentDraw.cs
│ └── IndentDraw.cs.meta
│ ├── Shaders.meta
│ ├── Shaders
│ ├── DentableSurface.shader
│ ├── DentableSurface.shader.meta
│ ├── IndentStampInc.cginc
│ ├── IndentStampInc.cginc.meta
│ ├── IndentStamp_ADD.shader
│ ├── IndentStamp_ADD.shader.meta
│ ├── IndentStamp_CUSTOM.shader
│ ├── IndentStamp_CUSTOM.shader.meta
│ ├── IndentStamp_Default.shader
│ ├── IndentStamp_Default.shader.meta
│ ├── IndentStamp_MIN.shader
│ ├── IndentStamp_MIN.shader.meta
│ ├── IndentStamp_MUL.shader
│ └── IndentStamp_MUL.shader.meta
│ ├── Textures.meta
│ ├── Textures
│ ├── Snow.meta
│ ├── Snow
│ │ ├── snow_alb.png
│ │ ├── snow_alb.png.meta
│ │ ├── snow_n.png
│ │ ├── snow_n.png.meta
│ │ ├── snow_occ.png
│ │ ├── snow_occ.png.meta
│ │ ├── snow_s.png
│ │ ├── snow_s.png.meta
│ │ ├── snow_s.tga
│ │ └── snow_s.tga.meta
│ ├── TestRenderTexture.renderTexture
│ ├── TestRenderTexture.renderTexture.meta
│ ├── stamps.meta
│ ├── stamps
│ │ ├── Indendt16x16.png
│ │ ├── Indendt16x16.png.meta
│ │ ├── Indendt32x32.png
│ │ ├── Indendt32x32.png.meta
│ │ ├── Indendt32x32_norim.png
│ │ └── Indendt32x32_norim.png.meta
│ ├── test_texture.jpg
│ ├── test_texture.jpg.meta
│ ├── test_texture2.jpg
│ ├── test_texture2.jpg.meta
│ ├── test_texture3.jpg
│ └── test_texture3.jpg.meta
│ ├── _DEMO.meta
│ └── _DEMO
│ ├── snow_example.unity
│ └── snow_example.unity.meta
├── LICENSE.md
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityAdsSettings.asset
└── UnityConnectSettings.asset
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 |
2 | **/[Ll]ibrary/
3 | **/[Tt]emp/
4 | **/[Oo]bj/
5 | **/[Bb]uild/
6 | **/[Bb]uilds/
7 | **/Assets/AssetStoreTools*
8 |
9 | ExportedObj/
10 | obj/
11 | *.svd
12 | *.userprefs
13 | *.csproj
14 | *.pidb
15 | *.suo
16 | *.sln
17 | *.user
18 | *.unityproj
19 | *.booproj
20 | UnityVS/
21 | UnityVS.meta
22 |
23 |
24 | ProjectVersion.txt
25 |
26 | # Unity3D generated meta files
27 | *.pidb.meta
28 |
29 | # Unity3D Generated File On Crash Reports
30 | sysinfo.txt
31 |
32 | .DS_Store
33 | .DS_Store?
34 | ._*
35 | .Spotlight-V100
36 | .Trashes
37 | ehthumbs.db
38 | Thumbs.db
39 |
40 | #merge orig files
41 | *.orig
--------------------------------------------------------------------------------
/Assets/IndentSurface.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: d9c35f61bb3ca1c4fa9a92832fcf6109
3 | folderAsset: yes
4 | timeCreated: 1482927612
5 | licenseType: Free
6 | DefaultImporter:
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/Assets/IndentSurface/Editor.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 6bd1c1b9b230e894e9435925ce4e742c
3 | folderAsset: yes
4 | timeCreated: 1471976318
5 | licenseType: Free
6 | DefaultImporter:
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/Assets/IndentSurface/Editor/DentableSurfaceShaderGUI.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 |
4 | namespace UnityEditor
5 | {
6 | ///
7 | /// Copied Unity's standard shader editor for our own
8 | ///
9 | internal class DentableSurfaceShaderGUI : ShaderGUI
10 | {
11 | private enum WorkflowMode
12 | {
13 | Specular,
14 | Metallic,
15 | Dielectric
16 | }
17 |
18 | public enum BlendMode
19 | {
20 | Opaque,
21 | Cutout,
22 | Fade, // Old school alpha-blending mode, fresnel does not affect amount of transparency
23 | Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply
24 | }
25 |
26 | public enum SmoothnessMapChannel
27 | {
28 | SpecularMetallicAlpha,
29 | AlbedoAlpha,
30 | }
31 |
32 | private static class Styles
33 | {
34 | public static GUIStyle optionsButton = "PaneOptions";
35 | public static GUIContent uvSetLabel = new GUIContent("UV Set");
36 | public static GUIContent[] uvSetOptions = new GUIContent[] { new GUIContent("UV channel 0"), new GUIContent("UV channel 1") };
37 |
38 | public static string emptyTootip = "";
39 | public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)");
40 | public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
41 | public static GUIContent specularMapText = new GUIContent("Specular", "Specular (RGB) and Smoothness (A)");
42 | public static GUIContent metallicMapText = new GUIContent("Metallic", "Metallic (R) and Smoothness (A)");
43 | public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness value");
44 | public static GUIContent smoothnessScaleText = new GUIContent("Smoothness", "Smoothness scale factor");
45 | public static GUIContent smoothnessMapChannelText = new GUIContent("Source", "Smoothness texture and channel");
46 | public static GUIContent highlightsText = new GUIContent("Specular Highlights", "Specular Highlights");
47 | public static GUIContent reflectionsText = new GUIContent("Reflections", "Glossy Reflections");
48 | public static GUIContent normalMapText = new GUIContent("Normal Map", "Normal Map");
49 | public static GUIContent heightMapText = new GUIContent("Height Map", "Height Map (G)");
50 | public static GUIContent occlusionText = new GUIContent("Occlusion", "Occlusion (G)");
51 | public static GUIContent emissionText = new GUIContent("Emission", "Emission (RGB)");
52 | public static GUIContent detailMaskText = new GUIContent("Detail Mask", "Mask for Secondary Maps (A)");
53 | public static GUIContent detailAlbedoText = new GUIContent("Detail Albedo x2", "Albedo (RGB) multiplied by 2");
54 | public static GUIContent detailNormalMapText = new GUIContent("Normal Map", "Normal Map");
55 |
56 | public static string whiteSpaceString = " ";
57 | public static string primaryMapsText = "Main Maps";
58 | public static string secondaryMapsText = "Secondary Maps";
59 | public static string forwardText = "Forward Rendering Options";
60 | public static string renderingMode = "Rendering Mode";
61 | public static GUIContent emissiveWarning = new GUIContent("Emissive value is animated but the material has not been configured to support emissive. Please make sure the material itself has some amount of emissive.");
62 | public static GUIContent emissiveColorWarning = new GUIContent("Ensure emissive color is non-black for emission to have effect.");
63 | public static readonly string[] blendNames = Enum.GetNames(typeof(BlendMode));
64 | }
65 |
66 | MaterialProperty blendMode = null;
67 | MaterialProperty albedoMap = null;
68 | MaterialProperty albedoColor = null;
69 | MaterialProperty alphaCutoff = null;
70 | MaterialProperty specularMap = null;
71 | MaterialProperty specularColor = null;
72 | MaterialProperty metallicMap = null;
73 | MaterialProperty metallic = null;
74 | MaterialProperty smoothness = null;
75 | MaterialProperty smoothnessScale = null;
76 | MaterialProperty smoothnessMapChannel = null;
77 | MaterialProperty highlights = null;
78 | MaterialProperty reflections = null;
79 | MaterialProperty bumpScale = null;
80 | MaterialProperty bumpMap = null;
81 | MaterialProperty occlusionStrength = null;
82 | MaterialProperty occlusionMap = null;
83 | MaterialProperty heigtMapScale = null;
84 | MaterialProperty heightMap = null;
85 | MaterialProperty emissionColorForRendering = null;
86 | MaterialProperty emissionMap = null;
87 | MaterialProperty detailMask = null;
88 | MaterialProperty detailAlbedoMap = null;
89 | MaterialProperty detailNormalMapScale = null;
90 | MaterialProperty detailNormalMap = null;
91 | MaterialProperty uvSetSecondary = null;
92 |
93 | MaterialEditor m_MaterialEditor;
94 | WorkflowMode m_WorkflowMode = WorkflowMode.Specular;
95 | ColorPickerHDRConfig m_ColorPickerHDRConfig = new ColorPickerHDRConfig(0f, 99f, 1 / 99f, 3f);
96 |
97 | bool m_FirstTimeApply = true;
98 |
99 | public void FindProperties(MaterialProperty[] props)
100 | {
101 | blendMode = FindProperty("_Mode", props);
102 | albedoMap = FindProperty("_MainTex", props);
103 | albedoColor = FindProperty("_Color", props);
104 | alphaCutoff = FindProperty("_Cutoff", props);
105 | specularMap = FindProperty("_SpecGlossMap", props, false);
106 | specularColor = FindProperty("_SpecColor", props, false);
107 | metallicMap = FindProperty("_MetallicGlossMap", props, false);
108 | metallic = FindProperty("_Metallic", props, false);
109 | if (specularMap != null && specularColor != null)
110 | m_WorkflowMode = WorkflowMode.Specular;
111 | else if (metallicMap != null && metallic != null)
112 | m_WorkflowMode = WorkflowMode.Metallic;
113 | else
114 | m_WorkflowMode = WorkflowMode.Dielectric;
115 | smoothness = FindProperty("_Glossiness", props);
116 | smoothnessScale = FindProperty("_GlossMapScale", props, false);
117 | smoothnessMapChannel = FindProperty("_SmoothnessTextureChannel", props, false);
118 | highlights = FindProperty("_SpecularHighlights", props, false);
119 | reflections = FindProperty("_GlossyReflections", props, false);
120 | bumpScale = FindProperty("_BumpScale", props);
121 | bumpMap = FindProperty("_BumpMap", props);
122 | heigtMapScale = FindProperty("_Parallax", props);
123 | heightMap = FindProperty("_ParallaxMap", props);
124 | occlusionStrength = FindProperty("_OcclusionStrength", props);
125 | occlusionMap = FindProperty("_OcclusionMap", props);
126 | emissionColorForRendering = FindProperty("_EmissionColor", props);
127 | emissionMap = FindProperty("_EmissionMap", props);
128 | detailMask = FindProperty("_DetailMask", props);
129 | detailAlbedoMap = FindProperty("_DetailAlbedoMap", props);
130 | detailNormalMapScale = FindProperty("_DetailNormalMapScale", props);
131 | detailNormalMap = FindProperty("_DetailNormalMap", props);
132 | uvSetSecondary = FindProperty("_UVSec", props);
133 | }
134 |
135 | public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)
136 | {
137 | FindProperties(props); // MaterialProperties can be animated so we do not cache them but fetch them every event to ensure animated values are updated correctly
138 | m_MaterialEditor = materialEditor;
139 | Material material = materialEditor.target as Material;
140 |
141 | // Make sure that needed setup (ie keywords/renderqueue) are set up if we're switching some existing
142 | // material to a standard shader.
143 | // Do this before any GUI code has been issued to prevent layout issues in subsequent GUILayout statements (case 780071)
144 | if (m_FirstTimeApply)
145 | {
146 | MaterialChanged(material, m_WorkflowMode);
147 | m_FirstTimeApply = false;
148 | }
149 |
150 | ShaderPropertiesGUI(material);
151 | }
152 |
153 | public void ShaderPropertiesGUI(Material material)
154 | {
155 | // Use default labelWidth
156 | EditorGUIUtility.labelWidth = 0f;
157 |
158 | // Detect any changes to the material
159 | EditorGUI.BeginChangeCheck();
160 | {
161 | BlendModePopup();
162 |
163 | // Primary properties
164 | GUILayout.Label(Styles.primaryMapsText, EditorStyles.boldLabel);
165 | DoAlbedoArea(material);
166 | DoSpecularMetallicArea();
167 | m_MaterialEditor.TexturePropertySingleLine(Styles.normalMapText, bumpMap, bumpMap.textureValue != null ? bumpScale : null);
168 | m_MaterialEditor.TexturePropertySingleLine(Styles.heightMapText, heightMap, heightMap.textureValue != null ? heigtMapScale : null);
169 | m_MaterialEditor.TexturePropertySingleLine(Styles.occlusionText, occlusionMap, occlusionMap.textureValue != null ? occlusionStrength : null);
170 | DoEmissionArea(material);
171 | m_MaterialEditor.TexturePropertySingleLine(Styles.detailMaskText, detailMask);
172 | EditorGUI.BeginChangeCheck();
173 | m_MaterialEditor.TextureScaleOffsetProperty(albedoMap);
174 | if (EditorGUI.EndChangeCheck())
175 | emissionMap.textureScaleAndOffset = albedoMap.textureScaleAndOffset; // Apply the main texture scale and offset to the emission texture as well, for Enlighten's sake
176 |
177 | EditorGUILayout.Space();
178 |
179 | // Secondary properties
180 | GUILayout.Label(Styles.secondaryMapsText, EditorStyles.boldLabel);
181 | m_MaterialEditor.TexturePropertySingleLine(Styles.detailAlbedoText, detailAlbedoMap);
182 | m_MaterialEditor.TexturePropertySingleLine(Styles.detailNormalMapText, detailNormalMap, detailNormalMapScale);
183 | m_MaterialEditor.TextureScaleOffsetProperty(detailAlbedoMap);
184 | m_MaterialEditor.ShaderProperty(uvSetSecondary, Styles.uvSetLabel.text);
185 |
186 | // Third properties
187 | GUILayout.Label(Styles.forwardText, EditorStyles.boldLabel);
188 | if (highlights != null)
189 | m_MaterialEditor.ShaderProperty(highlights, Styles.highlightsText);
190 | if (reflections != null)
191 | m_MaterialEditor.ShaderProperty(reflections, Styles.reflectionsText);
192 |
193 | }
194 | if (EditorGUI.EndChangeCheck())
195 | {
196 | foreach (var obj in blendMode.targets)
197 | MaterialChanged((Material)obj, m_WorkflowMode);
198 | }
199 | }
200 |
201 | internal void DetermineWorkflow(MaterialProperty[] props)
202 | {
203 | if (FindProperty("_SpecGlossMap", props, false) != null && FindProperty("_SpecColor", props, false) != null)
204 | m_WorkflowMode = WorkflowMode.Specular;
205 | else if (FindProperty("_MetallicGlossMap", props, false) != null && FindProperty("_Metallic", props, false) != null)
206 | m_WorkflowMode = WorkflowMode.Metallic;
207 | else
208 | m_WorkflowMode = WorkflowMode.Dielectric;
209 | }
210 |
211 | public override void AssignNewShaderToMaterial(Material material, Shader oldShader, Shader newShader)
212 | {
213 | // _Emission property is lost after assigning Standard shader to the material
214 | // thus transfer it before assigning the new shader
215 | if (material.HasProperty("_Emission"))
216 | {
217 | material.SetColor("_EmissionColor", material.GetColor("_Emission"));
218 | }
219 |
220 | base.AssignNewShaderToMaterial(material, oldShader, newShader);
221 |
222 | if (oldShader == null || !oldShader.name.Contains("Legacy Shaders/"))
223 | {
224 | SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode"));
225 | return;
226 | }
227 |
228 | BlendMode blendMode = BlendMode.Opaque;
229 | if (oldShader.name.Contains("/Transparent/Cutout/"))
230 | {
231 | blendMode = BlendMode.Cutout;
232 | }
233 | else if (oldShader.name.Contains("/Transparent/"))
234 | {
235 | // NOTE: legacy shaders did not provide physically based transparency
236 | // therefore Fade mode
237 | blendMode = BlendMode.Fade;
238 | }
239 | material.SetFloat("_Mode", (float)blendMode);
240 |
241 | DetermineWorkflow(MaterialEditor.GetMaterialProperties(new Material[] { material }));
242 | MaterialChanged(material, m_WorkflowMode);
243 | }
244 |
245 | void BlendModePopup()
246 | {
247 | EditorGUI.showMixedValue = blendMode.hasMixedValue;
248 | var mode = (BlendMode)blendMode.floatValue;
249 |
250 | EditorGUI.BeginChangeCheck();
251 | mode = (BlendMode)EditorGUILayout.Popup(Styles.renderingMode, (int)mode, Styles.blendNames);
252 | if (EditorGUI.EndChangeCheck())
253 | {
254 | m_MaterialEditor.RegisterPropertyChangeUndo("Rendering Mode");
255 | blendMode.floatValue = (float)mode;
256 | }
257 |
258 | EditorGUI.showMixedValue = false;
259 | }
260 |
261 | void DoAlbedoArea(Material material)
262 | {
263 | m_MaterialEditor.TexturePropertySingleLine(Styles.albedoText, albedoMap, albedoColor);
264 | if (((BlendMode)material.GetFloat("_Mode") == BlendMode.Cutout))
265 | {
266 | m_MaterialEditor.ShaderProperty(alphaCutoff, Styles.alphaCutoffText.text, MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
267 | }
268 | }
269 |
270 | void DoEmissionArea(Material material)
271 | {
272 | bool showHelpBox = !HasValidEmissiveKeyword(material);
273 |
274 | bool hadEmissionTexture = emissionMap.textureValue != null;
275 |
276 | // Texture and HDR color controls
277 | m_MaterialEditor.TexturePropertyWithHDRColor(Styles.emissionText, emissionMap, emissionColorForRendering, m_ColorPickerHDRConfig, false);
278 |
279 | // If texture was assigned and color was black set color to white
280 | float brightness = emissionColorForRendering.colorValue.maxColorComponent;
281 | if (emissionMap.textureValue != null && !hadEmissionTexture && brightness <= 0f)
282 | emissionColorForRendering.colorValue = Color.white;
283 |
284 | // Emission for GI?
285 | m_MaterialEditor.LightmapEmissionProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel + 1);
286 |
287 | if (showHelpBox)
288 | {
289 | EditorGUILayout.HelpBox(Styles.emissiveWarning.text, MessageType.Warning);
290 | }
291 | }
292 |
293 | void DoSpecularMetallicArea()
294 | {
295 | bool hasGlossMap = false;
296 | if (m_WorkflowMode == WorkflowMode.Specular)
297 | {
298 | hasGlossMap = specularMap.textureValue != null;
299 | m_MaterialEditor.TexturePropertySingleLine(Styles.specularMapText, specularMap, hasGlossMap ? null : specularColor);
300 | }
301 | else if (m_WorkflowMode == WorkflowMode.Metallic)
302 | {
303 | hasGlossMap = metallicMap.textureValue != null;
304 | m_MaterialEditor.TexturePropertySingleLine(Styles.metallicMapText, metallicMap, hasGlossMap ? null : metallic);
305 | }
306 |
307 | bool showSmoothnessScale = hasGlossMap;
308 | if (smoothnessMapChannel != null)
309 | {
310 | int smoothnessChannel = (int)smoothnessMapChannel.floatValue;
311 | if (smoothnessChannel == (int)SmoothnessMapChannel.AlbedoAlpha)
312 | showSmoothnessScale = true;
313 | }
314 |
315 | int indentation = 2; // align with labels of texture properties
316 | m_MaterialEditor.ShaderProperty(showSmoothnessScale ? smoothnessScale : smoothness, showSmoothnessScale ? Styles.smoothnessScaleText : Styles.smoothnessText, indentation);
317 |
318 | ++indentation;
319 | if (smoothnessMapChannel != null)
320 | m_MaterialEditor.ShaderProperty(smoothnessMapChannel, Styles.smoothnessMapChannelText, indentation);
321 | }
322 |
323 | public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode)
324 | {
325 | switch (blendMode)
326 | {
327 | case BlendMode.Opaque:
328 | material.SetOverrideTag("RenderType", "");
329 | material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
330 | material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
331 | material.SetInt("_ZWrite", 1);
332 | material.DisableKeyword("_ALPHATEST_ON");
333 | material.DisableKeyword("_ALPHABLEND_ON");
334 | material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
335 | material.renderQueue = -1;
336 | break;
337 | case BlendMode.Cutout:
338 | material.SetOverrideTag("RenderType", "TransparentCutout");
339 | material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
340 | material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero);
341 | material.SetInt("_ZWrite", 1);
342 | material.EnableKeyword("_ALPHATEST_ON");
343 | material.DisableKeyword("_ALPHABLEND_ON");
344 | material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
345 | material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
346 | break;
347 | case BlendMode.Fade:
348 | material.SetOverrideTag("RenderType", "Transparent");
349 | material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
350 | material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
351 | material.SetInt("_ZWrite", 0);
352 | material.DisableKeyword("_ALPHATEST_ON");
353 | material.EnableKeyword("_ALPHABLEND_ON");
354 | material.DisableKeyword("_ALPHAPREMULTIPLY_ON");
355 | material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
356 | break;
357 | case BlendMode.Transparent:
358 | material.SetOverrideTag("RenderType", "Transparent");
359 | material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One);
360 | material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
361 | material.SetInt("_ZWrite", 0);
362 | material.DisableKeyword("_ALPHATEST_ON");
363 | material.DisableKeyword("_ALPHABLEND_ON");
364 | material.EnableKeyword("_ALPHAPREMULTIPLY_ON");
365 | material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;
366 | break;
367 | }
368 | }
369 |
370 | static SmoothnessMapChannel GetSmoothnessMapChannel(Material material)
371 | {
372 | int ch = (int)material.GetFloat("_SmoothnessTextureChannel");
373 | if (ch == (int)SmoothnessMapChannel.AlbedoAlpha)
374 | return SmoothnessMapChannel.AlbedoAlpha;
375 | else
376 | return SmoothnessMapChannel.SpecularMetallicAlpha;
377 | }
378 |
379 | static bool ShouldEmissionBeEnabled(Material mat, Color color)
380 | {
381 | var realtimeEmission = (mat.globalIlluminationFlags & MaterialGlobalIlluminationFlags.RealtimeEmissive) > 0;
382 | return color.maxColorComponent > 0.1f / 255.0f || realtimeEmission;
383 | }
384 |
385 | static void SetMaterialKeywords(Material material, WorkflowMode workflowMode)
386 | {
387 | // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
388 | // (MaterialProperty value might come from renderer material property block)
389 | SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
390 | if (workflowMode == WorkflowMode.Specular)
391 | SetKeyword(material, "_SPECGLOSSMAP", material.GetTexture("_SpecGlossMap"));
392 | else if (workflowMode == WorkflowMode.Metallic)
393 | SetKeyword(material, "_METALLICGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
394 | SetKeyword(material, "_PARALLAXMAP", material.GetTexture("_ParallaxMap"));
395 | SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
396 |
397 | bool shouldEmissionBeEnabled = ShouldEmissionBeEnabled(material, material.GetColor("_EmissionColor"));
398 | SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
399 |
400 | if (material.HasProperty("_SmoothnessTextureChannel"))
401 | {
402 | SetKeyword(material, "_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A", GetSmoothnessMapChannel(material) == SmoothnessMapChannel.AlbedoAlpha);
403 | }
404 |
405 | // Setup lightmap emissive flags
406 | MaterialGlobalIlluminationFlags flags = material.globalIlluminationFlags;
407 | if ((flags & (MaterialGlobalIlluminationFlags.BakedEmissive | MaterialGlobalIlluminationFlags.RealtimeEmissive)) != 0)
408 | {
409 | flags &= ~MaterialGlobalIlluminationFlags.EmissiveIsBlack;
410 | if (!shouldEmissionBeEnabled)
411 | flags |= MaterialGlobalIlluminationFlags.EmissiveIsBlack;
412 |
413 | material.globalIlluminationFlags = flags;
414 | }
415 | }
416 |
417 | bool HasValidEmissiveKeyword(Material material)
418 | {
419 | // Material animation might be out of sync with the material keyword.
420 | // So if the emission support is disabled on the material, but the property blocks have a value that requires it, then we need to show a warning.
421 | // (note: (Renderer MaterialPropertyBlock applies its values to emissionColorForRendering))
422 | bool hasEmissionKeyword = material.IsKeywordEnabled("_EMISSION");
423 | if (!hasEmissionKeyword && ShouldEmissionBeEnabled(material, emissionColorForRendering.colorValue))
424 | return false;
425 | else
426 | return true;
427 | }
428 |
429 | static void MaterialChanged(Material material, WorkflowMode workflowMode)
430 | {
431 | SetupMaterialWithBlendMode(material, (BlendMode)material.GetFloat("_Mode"));
432 |
433 | SetMaterialKeywords(material, workflowMode);
434 | }
435 |
436 | static void SetKeyword(Material m, string keyword, bool state)
437 | {
438 | if (state)
439 | m.EnableKeyword(keyword);
440 | else
441 | m.DisableKeyword(keyword);
442 | }
443 | }
444 |
445 | } // namespace UnityEditor
446 |
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/Assets/IndentSurface/Scripts/IndentActor.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 |
5 | namespace Wacki.IndentSurface
6 | {
7 | ///
8 | /// Simple control script for our sphere that leaves a track in the snow.
9 | ///
10 | public class IndentActor : MonoBehaviour
11 | {
12 | [Range(0.0f, 0.2f)]
13 | public float drawDelta = 0.01f;
14 | private Vector3 _prevDrawPos;
15 |
16 | void Update()
17 | {
18 | float v = Input.GetAxis("Vertical");
19 | float h = Input.GetAxis("Horizontal");
20 |
21 | GetComponent().AddTorque(v, 0, -h);
22 |
23 | if (Vector3.Distance(_prevDrawPos, transform.position) < drawDelta)
24 | return;
25 |
26 | _prevDrawPos = transform.position;
27 |
28 | Debug.DrawLine(transform.position, transform.position + Vector3.down);
29 |
30 | RaycastHit hit;
31 | if (Physics.Raycast(transform.position, Vector3.down, out hit))
32 | {
33 | var texDraw = hit.collider.gameObject.GetComponent();
34 | if (texDraw == null)
35 | return;
36 |
37 | texDraw.IndentAt(hit);
38 | }
39 | }
40 | }
41 |
42 | }
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/Assets/IndentSurface/Scripts/IndentDraw.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | namespace Wacki.IndentSurface
5 | {
6 |
7 | public class IndentDraw : MonoBehaviour
8 | {
9 | public Texture2D texture;
10 | public Texture2D stampTexture;
11 | public RenderTexture tempTestRenderTexture;
12 | public int rtWidth = 512;
13 | public int rtHeight = 512;
14 |
15 | private RenderTexture targetTexture;
16 | private RenderTexture auxTexture;
17 |
18 | public Material mat;
19 |
20 | // mouse debug draw
21 | private Vector3 _prevMousePosition;
22 | private bool _mouseDrag = false;
23 |
24 | void Awake()
25 | {
26 | targetTexture = new RenderTexture(rtWidth, rtHeight, 32);
27 |
28 | // temporarily use a given render texture to be able to see how it looks
29 | targetTexture = tempTestRenderTexture;
30 | auxTexture = new RenderTexture(rtWidth, rtHeight, 32);
31 |
32 | GetComponent().material.SetTexture("_Indentmap", targetTexture);
33 | Graphics.Blit(texture, targetTexture);
34 | }
35 |
36 | // add an indentation at a raycast hit position
37 | public void IndentAt(RaycastHit hit)
38 | {
39 | if (hit.collider.gameObject != this.gameObject)
40 | return;
41 |
42 | float x = hit.textureCoord.x;
43 | float y = hit.textureCoord.y;
44 |
45 | DrawAt(x * targetTexture.width, y * targetTexture.height, 1.0f);
46 | }
47 |
48 | void Update()
49 | {
50 | if (Camera.main == null)
51 | return;
52 |
53 | bool draw = false;
54 | float drawThreshold = 0.01f;
55 |
56 | RaycastHit hit;
57 | if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit))
58 | {
59 | if (hit.collider.gameObject != gameObject)
60 | return;
61 | }
62 |
63 | // force a draw on mouse down
64 | draw = Input.GetMouseButtonDown(0);
65 | // set draggin state
66 | _mouseDrag = Input.GetMouseButton(0);
67 |
68 |
69 | if (_mouseDrag && (draw || Vector3.Distance(hit.point, _prevMousePosition) > drawThreshold))
70 | {
71 | _prevMousePosition = hit.point;
72 | IndentAt(hit);
73 | }
74 | }
75 |
76 | ///
77 | /// todo: it would probably be a bit more straight forward if we didn't use Graphics.DrawTexture
78 | /// and instead handle everything ourselves. This way we could directly provide multiple
79 | /// texture coordinates to each vertex.
80 | ///
81 | ///
82 | ///
83 | ///
84 | void DrawAt(float x, float y, float alpha)
85 | {
86 | Graphics.Blit(targetTexture, auxTexture);
87 |
88 | // activate our render texture
89 | RenderTexture.active = targetTexture;
90 |
91 | GL.PushMatrix();
92 | GL.LoadPixelMatrix(0, targetTexture.width, targetTexture.height, 0);
93 |
94 | x = Mathf.Round(x);
95 | y = Mathf.Round(y);
96 |
97 | // setup rect for our indent texture stamp to draw into
98 | Rect screenRect = new Rect();
99 | // put the center of the stamp at the actual draw position
100 | screenRect.x = x - stampTexture.width * 0.5f;
101 | screenRect.y = (targetTexture.height - y) - stampTexture.height * 0.5f;
102 | screenRect.width = stampTexture.width;
103 | screenRect.height = stampTexture.height;
104 |
105 | var tempVec = new Vector4();
106 |
107 | tempVec.x = screenRect.x / ((float)targetTexture.width);
108 | tempVec.y = 1 - (screenRect.y / (float)targetTexture.height);
109 | tempVec.z = screenRect.width / targetTexture.width;
110 | tempVec.w = screenRect.height / targetTexture.height;
111 | tempVec.y -= tempVec.w;
112 |
113 | mat.SetTexture("_MainTex", stampTexture);
114 | mat.SetVector("_SourceTexCoords", tempVec);
115 | mat.SetTexture("_SurfaceTex", auxTexture);
116 |
117 | // Draw the texture
118 | Graphics.DrawTexture(screenRect, stampTexture, mat);
119 |
120 | GL.PopMatrix();
121 | RenderTexture.active = null;
122 |
123 |
124 | }
125 | }
126 |
127 | }
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/Assets/IndentSurface/Shaders/DentableSurface.shader:
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1 | Shader "IndentSurface/DentableSurface" {
2 | Properties {
3 | _Color ("Color", Color) = (1,1,1,1)
4 | _MainTex ("Albedo (RGB)", 2D) = "white" {}
5 | _BumpMap ("Bumpmap", 2D) = "bump" {}
6 | _SpecGlossMap("Specular", 2D) = "white" {}
7 | _Indentmap ("Indentation", 2d) = "white" {}
8 | _Tess("Tessellation", Range(1,32)) = 4
9 | _IndentDepth ("Indentation Depth", Range(0,0.5)) = 0.1
10 | }
11 | SubShader {
12 | Tags { "RenderType"="Opaque" }
13 | LOD 200
14 |
15 | CGPROGRAM
16 |
17 |
18 | // Physically based Standard lighting model, and enable shadows on all light types
19 | #pragma surface surf StandardSpecular fullforwardshadows vertex:vert addshadow tessellate:tessDistance nolightmap
20 | #include "Tessellation.cginc"
21 |
22 | // Use shader model 3.0 target, to get nicer looking lighting
23 | #pragma target 3.0
24 |
25 | sampler2D _MainTex;
26 | sampler2D _Indentmap;
27 | sampler2D _SpecGlossMap;
28 | sampler2D _BumpMap;
29 | struct Input {
30 | float2 uv_MainTex;
31 | float2 uv_BumpMap;
32 | float3 normal;
33 | };
34 |
35 | struct appdata {
36 | float4 vertex : POSITION;
37 | float4 tangent : TANGENT;
38 | float3 normal : NORMAL;
39 | float2 texcoord : TEXCOORD0;
40 | };
41 |
42 | half _Glossiness;
43 | half _Metallic;
44 | fixed4 _Color;
45 | float _Tess;
46 | float _IndentDepth;
47 |
48 |
49 | float4 tessFixed()
50 | {
51 | return _Tess;
52 | }
53 |
54 | float4 tessDistance(appdata v0, appdata v1, appdata v2) {
55 | float minDist = 5.0;
56 | float maxDist = 25.0;
57 | return UnityDistanceBasedTess(v0.vertex, v1.vertex, v2.vertex, minDist, maxDist, _Tess);
58 | }
59 |
60 | float3 calcNormal(float2 texcoord)
61 | {
62 | const float3 off = float3(-0.01f, 0, 0.01f); // texture resolution to sample exact texels
63 | const float2 size = float2(0.01, 0.0); // size of a single texel in relation to world units
64 |
65 | float s01 = tex2Dlod(_Indentmap, float4(texcoord.xy - off.xy, 0, 0)).x * _IndentDepth;
66 | float s21 = tex2Dlod(_Indentmap, float4(texcoord.xy - off.zy, 0, 0)).x * _IndentDepth;
67 | float s10 = tex2Dlod(_Indentmap, float4(texcoord.xy - off.yx, 0, 0)).x * _IndentDepth;
68 | float s12 = tex2Dlod(_Indentmap, float4(texcoord.xy - off.yz, 0, 0)).x * _IndentDepth;
69 |
70 | float3 va = normalize(float3(size.xy, s21 - s01));
71 | float3 vb = normalize(float3(size.yx, s12 - s10));
72 |
73 | //return float3(s01, s12, 0);
74 | return normalize(cross(va, vb));
75 | }
76 |
77 |
78 | void vert(inout appdata v) {
79 | //v.vertex.x += sin(_Time.y * 1.0f + v.vertex.y * 1.0f) * 1.0f;
80 | float height = tex2Dlod(_Indentmap, float4(v.texcoord.xy, 0, 0));
81 | v.vertex.z += height * _IndentDepth;
82 | v.normal = normalize(calcNormal(v.texcoord) + v.normal);
83 | }
84 |
85 | void surf (Input IN, inout SurfaceOutputStandardSpecular o) {
86 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
87 | o.Albedo = c.rgb;
88 |
89 | // temp normal debug
90 | //o.Albedo = IN.normal;
91 | //o.Albedo = float4(IN.uv_MainTex, 0, 1) * 5;
92 |
93 | float4 specGloss = tex2D(_SpecGlossMap, IN.uv_MainTex);
94 | o.Specular = specGloss.rgb;
95 | o.Smoothness = specGloss.a;
96 | o.Alpha = c.a;
97 |
98 | o.Normal = float3(0, 0, 1) * 0.8f + 0.2f * UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap)).rgb;
99 | }
100 | ENDCG
101 | }
102 | FallBack "Diffuse"
103 | }
104 |
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/Assets/IndentSurface/Shaders/IndentStampInc.cginc:
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1 | #ifndef INDENT_STAMP_SHARED
2 | #define INDENT_STAMP_SHARED
3 |
4 | uniform sampler2D _MainTex;
5 | uniform sampler2D _SurfaceTex;
6 | uniform float4 _SourceTexCoords;
7 |
8 | struct appdata_t {
9 | float4 vertex : POSITION;
10 | float2 texcoord : TEXCOORD0;
11 | };
12 |
13 | struct v2f {
14 | float4 vertex : SV_POSITION;
15 | float2 texcoord : TEXCOORD0;
16 | float2 texcoord1 : TEXCOORD1;
17 | };
18 |
19 | v2f vert (appdata_t v)
20 | {
21 | v2f o;
22 | UNITY_SETUP_INSTANCE_ID(v);
23 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
24 | o.vertex = UnityObjectToClipPos(v.vertex);
25 | o.texcoord = v.texcoord,_MainTex;
26 | o.texcoord1 = _SourceTexCoords.xy + v.texcoord * _SourceTexCoords.zw;
27 | return o;
28 | }
29 |
30 | #endif //
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/Assets/IndentSurface/Shaders/IndentStamp_ADD.shader:
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1 | Shader "IndentSurface/IndentStamp_ADD" {
2 |
3 | Properties{
4 | _Scale("Scale", Range(-1, 1)) = -0.5
5 | _Offset("Offset", Range(-1, 1)) = -1
6 | }
7 |
8 | SubShader {
9 |
10 | Tags {
11 | "Queue"="Transparent"
12 | "IgnoreProjector"="True"
13 | "RenderType"="Transparent"
14 | "PreviewType"="Plane"
15 | }
16 | Lighting Off Cull Off ZTest Always ZWrite Off
17 | Blend SrcAlpha OneMinusSrcAlpha
18 |
19 | Pass {
20 | CGPROGRAM
21 | #pragma vertex vert
22 | #pragma fragment frag
23 | #pragma multi_compile _ STEREO_INSTANCING_ON
24 | #pragma multi_compile _ UNITY_SINGLE_PASS_STEREO
25 |
26 | #include "UnityCG.cginc"
27 | #include "IndentStampInc.cginc"
28 |
29 | uniform float _Scale;
30 | uniform float _Offset;
31 |
32 | fixed4 frag (v2f i) : SV_Target
33 | {
34 | fixed4 stamp = tex2D(_MainTex, i.texcoord);
35 | fixed4 surface = tex2D(_SurfaceTex, i.texcoord1);
36 | return fixed4(surface.rgb + _Scale * (stamp.rgb + _Offset.rrr), stamp.a);
37 | }
38 | ENDCG
39 | }
40 | }
41 | }
42 |
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/Assets/IndentSurface/Shaders/IndentStamp_CUSTOM.shader:
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1 | Shader "IndentSurface/IndentStamp_CUSTOM" {
2 |
3 | Properties {
4 | _Scale("Scale", Range(0, 1)) = 0.2
5 | _HeightOffset("Stamp Height OFfset", Range(0, 1)) = 0.7
6 | }
7 |
8 | SubShader {
9 | Tags {
10 | "Queue"="Transparent"
11 | "IgnoreProjector"="True"
12 | "RenderType"="Transparent"
13 | "PreviewType"="Plane"
14 | }
15 | Lighting Off Cull Off ZTest Always ZWrite Off
16 | Blend SrcAlpha OneMinusSrcAlpha
17 |
18 | Pass {
19 | CGPROGRAM
20 | #pragma vertex vert
21 | #pragma fragment frag
22 |
23 | #include "UnityCG.cginc"
24 | #include "IndentStampInc.cginc"
25 |
26 | uniform float _Scale;
27 | uniform float _HeightOffset;
28 |
29 | fixed4 frag (v2f i) : SV_Target
30 | {
31 | fixed4 stamp = tex2D(_MainTex, i.texcoord);
32 | fixed4 surface = tex2D(_SurfaceTex, i.texcoord1);
33 | float buildUp = clamp(stamp.r - _HeightOffset, 0, 1);
34 | float indent = clamp(stamp.r - _HeightOffset, -1, 0);
35 | return fixed4(surface.rgb + surface.rgb * buildUp + indent.rrr * _Scale, stamp.a);
36 | }
37 | ENDCG
38 | }
39 | }
40 | }
41 |
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/Assets/IndentSurface/Shaders/IndentStamp_Default.shader:
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1 | Shader "IndentSurface/IndentStamp_Default" {
2 | SubShader {
3 | Tags {
4 | "Queue"="Transparent"
5 | "IgnoreProjector"="True"
6 | "RenderType"="Transparent"
7 | "PreviewType"="Plane"
8 | }
9 | Lighting Off Cull Off ZTest Always ZWrite Off
10 | Blend SrcAlpha OneMinusSrcAlpha
11 |
12 | Pass {
13 | CGPROGRAM
14 | #pragma vertex vert
15 | #pragma fragment frag
16 |
17 | #include "UnityCG.cginc"
18 | #include "IndentStampInc.cginc"
19 |
20 | fixed4 frag (v2f i) : SV_Target
21 | {
22 | fixed4 stamp = tex2D(_MainTex, i.texcoord);
23 | return stamp;
24 | }
25 | ENDCG
26 | }
27 | }
28 | }
29 |
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/Assets/IndentSurface/Shaders/IndentStamp_MIN.shader:
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1 | Shader "IndentSurface/IndentStamp_MIN" {
2 |
3 | SubShader {
4 | Tags {
5 | "Queue"="Transparent"
6 | "IgnoreProjector"="True"
7 | "RenderType"="Transparent"
8 | "PreviewType"="Plane"
9 | }
10 | Lighting Off Cull Off ZTest Always ZWrite Off
11 | Blend SrcAlpha OneMinusSrcAlpha
12 |
13 | Pass {
14 | CGPROGRAM
15 | #pragma vertex vert
16 | #pragma fragment frag
17 |
18 | #include "UnityCG.cginc"
19 | #include "IndentStampInc.cginc"
20 |
21 | fixed4 frag (v2f i) : SV_Target
22 | {
23 | fixed4 stamp = tex2D(_MainTex, i.texcoord);
24 | fixed4 surface = tex2D(_SurfaceTex, i.texcoord1);
25 | return min(stamp, surface);
26 | }
27 | ENDCG
28 | }
29 | }
30 | }
31 |
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/Assets/IndentSurface/Shaders/IndentStamp_MUL.shader:
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1 | Shader "IndentSurface/IndentStamp_MUL" {
2 |
3 | Properties{
4 | _Scale("Scale", Range(0, 1)) = 0.5
5 | }
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8 | Tags {
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10 | "IgnoreProjector"="True"
11 | "RenderType"="Transparent"
12 | "PreviewType"="Plane"
13 | }
14 | Lighting Off Cull Off ZTest Always ZWrite Off
15 | Blend SrcAlpha OneMinusSrcAlpha
16 |
17 | Pass {
18 | CGPROGRAM
19 | #pragma vertex vert
20 | #pragma fragment frag
21 |
22 | #include "UnityCG.cginc"
23 | #include "IndentStampInc.cginc"
24 |
25 | uniform float _Scale;
26 |
27 | fixed4 frag (v2f i) : SV_Target
28 | {
29 | fixed4 stamp = tex2D(_MainTex, i.texcoord);
30 | fixed4 surface = tex2D(_SurfaceTex, i.texcoord1);
31 | return surface * stamp * _Scale;
32 | }
33 | ENDCG
34 | }
35 | }
36 | }
37 |
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425 | - Standalone::ScriptingBackend
426 | - WebPlayer::ScriptingBackend
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432 | - Metro::VR::enable
433 | - N3DS::VR::enable
434 | - PS3::VR::enable
435 | - PS4::VR::enable
436 | - PSM::VR::enable
437 | - PSP2::VR::enable
438 | - SamsungTV::VR::enable
439 | - Standalone::VR::enable
440 | - Tizen::VR::enable
441 | - WebGL::VR::enable
442 | - WebPlayer::VR::enable
443 | - WiiU::VR::enable
444 | - Xbox360::VR::enable
445 | - XboxOne::VR::enable
446 | - XboxOne::enus
447 | - iOS::VR::enable
448 | - tvOS::VR::enable
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450 | Metro::VR::enable: 0
451 | N3DS::VR::enable: 0
452 | PS3::VR::enable: 0
453 | PS4::VR::enable: 0
454 | PSM::VR::enable: 0
455 | PSP2::VR::enable: 0
456 | SamsungTV::VR::enable: 0
457 | Standalone::VR::enable: 0
458 | Tizen::VR::enable: 0
459 | WebGL::VR::enable: 0
460 | WebPlayer::VR::enable: 0
461 | WiiU::VR::enable: 0
462 | Xbox360::VR::enable: 0
463 | XboxOne::VR::enable: 0
464 | XboxOne::enus: 1
465 | iOS::VR::enable: 0
466 | tvOS::VR::enable: 0
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468 | - Analytics_ServiceEnabled::Analytics_ServiceEnabled
469 | - Build_ServiceEnabled::Build_ServiceEnabled
470 | - Collab_ServiceEnabled::Collab_ServiceEnabled
471 | - ErrorHub_ServiceEnabled::ErrorHub_ServiceEnabled
472 | - Game_Performance_ServiceEnabled::Game_Performance_ServiceEnabled
473 | - Hub_ServiceEnabled::Hub_ServiceEnabled
474 | - Purchasing_ServiceEnabled::Purchasing_ServiceEnabled
475 | - UNet_ServiceEnabled::UNet_ServiceEnabled
476 | - Unity_Ads_ServiceEnabled::Unity_Ads_ServiceEnabled
477 | Analytics_ServiceEnabled::Analytics_ServiceEnabled: False
478 | Build_ServiceEnabled::Build_ServiceEnabled: False
479 | Collab_ServiceEnabled::Collab_ServiceEnabled: False
480 | ErrorHub_ServiceEnabled::ErrorHub_ServiceEnabled: False
481 | Game_Performance_ServiceEnabled::Game_Performance_ServiceEnabled: False
482 | Hub_ServiceEnabled::Hub_ServiceEnabled: False
483 | Purchasing_ServiceEnabled::Purchasing_ServiceEnabled: False
484 | UNet_ServiceEnabled::UNet_ServiceEnabled: False
485 | Unity_Ads_ServiceEnabled::Unity_Ads_ServiceEnabled: False
486 | vectorPropertyNames:
487 | - Android::VR::enabledDevices
488 | - Metro::VR::enabledDevices
489 | - N3DS::VR::enabledDevices
490 | - PS3::VR::enabledDevices
491 | - PS4::VR::enabledDevices
492 | - PSM::VR::enabledDevices
493 | - PSP2::VR::enabledDevices
494 | - SamsungTV::VR::enabledDevices
495 | - Standalone::VR::enabledDevices
496 | - Tizen::VR::enabledDevices
497 | - WebGL::VR::enabledDevices
498 | - WebPlayer::VR::enabledDevices
499 | - WiiU::VR::enabledDevices
500 | - Xbox360::VR::enabledDevices
501 | - XboxOne::VR::enabledDevices
502 | - iOS::VR::enabledDevices
503 | - tvOS::VR::enabledDevices
504 | Android::VR::enabledDevices:
505 | - Oculus
506 | Metro::VR::enabledDevices: []
507 | N3DS::VR::enabledDevices: []
508 | PS3::VR::enabledDevices: []
509 | PS4::VR::enabledDevices:
510 | - PlayStationVR
511 | PSM::VR::enabledDevices: []
512 | PSP2::VR::enabledDevices: []
513 | SamsungTV::VR::enabledDevices: []
514 | Standalone::VR::enabledDevices:
515 | - Oculus
516 | Tizen::VR::enabledDevices: []
517 | WebGL::VR::enabledDevices: []
518 | WebPlayer::VR::enabledDevices: []
519 | WiiU::VR::enabledDevices: []
520 | Xbox360::VR::enabledDevices: []
521 | XboxOne::VR::enabledDevices: []
522 | iOS::VR::enabledDevices: []
523 | tvOS::VR::enabledDevices: []
524 | cloudProjectId:
525 | projectName:
526 | organizationId:
527 | cloudEnabled: 0
528 |
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7 | layers:
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10 | - Ignore Raycast
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/README.md:
--------------------------------------------------------------------------------
1 | # Unity-IndentShader
2 |
3 | [http://wacki.me/blog/2017/01/dynamic-snow-sand-shader-for-unity/](http://wacki.me/blog/2017/01/dynamic-snow-sand-shader-for-unity/)
4 |
5 | 
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