├── .gitignore ├── ProjectSettings ├── ProjectVersion.txt ├── AudioManager.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── TagManager.asset ├── TimeManager.asset ├── EditorSettings.asset ├── NetworkManager.asset ├── DynamicsManager.asset ├── GraphicsSettings.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── QualitySettings.asset ├── UnityAdsSettings.asset ├── ClusterInputManager.asset ├── EditorBuildSettings.asset └── UnityConnectSettings.asset ├── Assets ├── Animation │ ├── run.anim │ ├── attack1.anim │ ├── attack2.anim │ ├── attack3.anim │ ├── attack4.anim │ ├── breath.anim │ ├── run.anim.meta │ ├── attack1.anim.meta │ ├── attack2.anim.meta │ ├── attack3.anim.meta │ ├── attack4.anim.meta │ └── breath.anim.meta ├── Fbx │ ├── ch_pc_hou_004.fbx │ ├── ch_we_one_hou_004.fbx │ ├── ch_we_one_hou_004.fbx.meta │ └── ch_pc_hou_004.fbx.meta ├── Scene │ ├── Projector.unity │ ├── Shadowmap.unity │ ├── Projector.unity.meta │ └── Shadowmap.unity.meta ├── Materials │ ├── Projector.mat │ ├── Projector_Reciver.mat │ ├── ShaderMap_Reciver.mat │ ├── ch_pc_hou_004_jiao_d.mat │ ├── ch_pc_hou_004_shen_d.mat │ ├── ch_pc_hou_004_shou_d.mat │ ├── ch_pc_hou_004_tou_d.mat │ ├── ch_we_one_hou_004_d.mat │ ├── Projector.mat.meta │ ├── Projector_Reciver.mat.meta │ ├── ShaderMap_Reciver.mat.meta │ ├── ch_pc_hou_004_jiao_d.mat.meta │ ├── ch_pc_hou_004_shen_d.mat.meta │ ├── ch_pc_hou_004_shou_d.mat.meta │ ├── ch_pc_hou_004_tou_d.mat.meta │ └── ch_we_one_hou_004_d.mat.meta ├── Prefab │ ├── ch_pc_hou_004.prefab │ └── ch_pc_hou_004.prefab.meta ├── Textures │ ├── ch_pc_hou_004_tou_d.tga │ ├── ch_we_one_hou_004_d.tga │ ├── ch_pc_hou_004_jiao_d.tga │ ├── ch_pc_hou_004_shen_d.tga │ ├── ch_pc_hou_004_shou_d.tga │ ├── ch_pc_hou_004_jiao_d.tga.meta │ ├── ch_pc_hou_004_shen_d.tga.meta │ ├── ch_pc_hou_004_shou_d.tga.meta │ ├── ch_pc_hou_004_tou_d.tga.meta │ └── ch_we_one_hou_004_d.tga.meta ├── Fbx.meta ├── Prefab.meta ├── Scene.meta ├── Script.meta ├── Shader.meta ├── Textures.meta ├── Animation.meta ├── Materials.meta ├── Shader │ ├── Projector.shader.meta │ ├── ShadowMap.shader.meta │ ├── DepthCompute.shader.meta │ ├── DepthCompute.shader │ ├── ShadowMap.shader │ └── Projector.shader └── Script │ ├── Shadowmap.cs.meta │ ├── PlayerContorller.cs.meta │ ├── ProjectorController.cs.meta │ ├── PlayerContorller.cs │ ├── Shadowmap.cs │ └── ProjectorController.cs ├── Shadowmap.userprefs ├── Shadowmap.sln └── Assembly-CSharp.csproj /.gitignore: -------------------------------------------------------------------------------- 1 | Library 2 | .DS_Store 3 | .vs 4 | -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 5.3.5f1 2 | m_StandardAssetsVersion: 0 3 | -------------------------------------------------------------------------------- /Assets/Animation/run.anim: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6bc42e5579a5044139aeea863a220da0 3 | timeCreated: 1470063984 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/ShadowMap.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: de296d07a75ec42eb85494e5d10043f4 3 | timeCreated: 1469325974 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Shader/DepthCompute.shader.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ed24cd464d0504290b792c660b29ff16 3 | timeCreated: 1469323625 4 | licenseType: Free 5 | ShaderImporter: 6 | defaultTextures: [] 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Script/Shadowmap.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b47650ad096b94afbb65e2123acff3a1 3 | timeCreated: 1469321945 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/Script/PlayerContorller.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac0c2ab4955214be18ca11b6aa828891 3 | timeCreated: 1469321753 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/Script/ProjectorController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: be570357e08734c5ca08002e3c896538 3 | timeCreated: 1470144470 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/Script/PlayerContorller.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class PlayerContorller : MonoBehaviour { 5 | 6 | private Animation _animation = null; 7 | 8 | void Awake () { 9 | 10 | _animation = this.GetComponent (); 11 | } 12 | 13 | // Use this for initialization 14 | void Start () { 15 | 16 | _animation.wrapMode = WrapMode.Loop; 17 | _animation.Play ("run"); 18 | } 19 | 20 | // Update is called once per frame 21 | void Update () { 22 | 23 | } 24 | } 25 | -------------------------------------------------------------------------------- /Assets/Shader/DepthCompute.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/DepthCompute" 2 | { 3 | SubShader 4 | { 5 | Tags { "RenderType"="Opaque" } 6 | 7 | Pass 8 | { 9 | CGPROGRAM 10 | #pragma vertex vert 11 | #pragma fragment frag 12 | 13 | #include "UnityCG.cginc" 14 | 15 | struct appdata 16 | { 17 | float4 vertex : POSITION; 18 | }; 19 | 20 | struct v2f 21 | { 22 | float2 depth : TEXCOORD0; 23 | float4 vertex : SV_POSITION; 24 | }; 25 | 26 | v2f vert (appdata v) 27 | { 28 | v2f o; 29 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 30 | o.depth.xy = o.vertex.zw; 31 | return o; 32 | } 33 | 34 | float4 frag (v2f i) : SV_Target 35 | { 36 | float d = i.depth.x / i.depth.y; 37 | float4 col = EncodeFloatRGBA(d); 38 | return col; 39 | } 40 | ENDCG 41 | } 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /Shadowmap.userprefs: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | -------------------------------------------------------------------------------- /Shadowmap.sln: -------------------------------------------------------------------------------- 1 | Microsoft Visual Studio Solution File, Format Version 11.00 2 | # Visual Studio 2008 3 | 4 | Project("{35348800-5629-CF8D-75DE-F358EE005F3D}") = "ShadowMap", "Assembly-CSharp.csproj", "{48DC8288-2D4F-2407-B1FE-15D14B71360C}" 5 | EndProject 6 | Global 7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution 8 | Debug|Any CPU = Debug|Any CPU 9 | Release|Any CPU = Release|Any CPU 10 | EndGlobalSection 11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution 12 | {48DC8288-2D4F-2407-B1FE-15D14B71360C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU 13 | {48DC8288-2D4F-2407-B1FE-15D14B71360C}.Debug|Any CPU.Build.0 = Debug|Any CPU 14 | {48DC8288-2D4F-2407-B1FE-15D14B71360C}.Release|Any CPU.ActiveCfg = Release|Any CPU 15 | {48DC8288-2D4F-2407-B1FE-15D14B71360C}.Release|Any CPU.Build.0 = Release|Any CPU 16 | EndGlobalSection 17 | GlobalSection(SolutionProperties) = preSolution 18 | HideSolutionNode = FALSE 19 | EndGlobalSection 20 | GlobalSection(MonoDevelopProperties) = preSolution 21 | StartupItem = Assembly-CSharp.csproj 22 | EndGlobalSection 23 | EndGlobal 24 | -------------------------------------------------------------------------------- /Assets/Shader/ShadowMap.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/ShadowMap" 2 | { 3 | SubShader 4 | { 5 | Tags { "RenderType"="Opaque" } 6 | 7 | Pass 8 | { 9 | CGPROGRAM 10 | #pragma vertex vert 11 | #pragma fragment frag 12 | 13 | #include "UnityCG.cginc" 14 | 15 | struct appdata 16 | { 17 | float4 vertex : POSITION; 18 | }; 19 | 20 | struct v2f 21 | { 22 | float4 vertex : SV_POSITION; 23 | float4 litPos:TEXCOORD0; 24 | }; 25 | 26 | uniform sampler2D _shadowMap; 27 | uniform float4x4 _shadowMapMatrix; 28 | 29 | v2f vert (appdata v) 30 | { 31 | v2f o; 32 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); 33 | float4 pos = mul(_Object2World, v.vertex); 34 | o.litPos = mul(_shadowMapMatrix,pos); 35 | return o; 36 | } 37 | 38 | fixed4 frag (v2f i) : SV_Target 39 | { 40 | float2 shadowTexc = 0.5 * i.litPos.xy / i.litPos.w + float2(0.5,0.5); 41 | float shadowDepth = tex2D(_shadowMap,shadowTexc).r; 42 | shadowDepth = DecodeFloatRGBA(shadowDepth); 43 | 44 | float litZ = i.litPos.z / i.litPos.w; 45 | 46 | if (litZ <= shadowDepth) 47 | { 48 | return 1; 49 | }else 50 | { 51 | return 0.3; 52 | } 53 | } 54 | ENDCG 55 | } 56 | } 57 | } 58 | -------------------------------------------------------------------------------- /Assets/Script/Shadowmap.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class Shadowmap : MonoBehaviour { 5 | 6 | public Light _light = null; 7 | public Shader _depthShader = null; 8 | public int _depthTextureScale = 1; 9 | 10 | private Camera _camera = null; 11 | private RenderTexture _renderTexture = null; 12 | 13 | // Use this for initialization 14 | void Start () { 15 | 16 | InitCamera (); 17 | } 18 | 19 | // Update is called once per frame 20 | void Update () { 21 | 22 | } 23 | 24 | void OnPreCull() { 25 | 26 | _camera.RenderWithShader (_depthShader, "RenderType"); 27 | Shader.SetGlobalTexture ("_shadowMap", _renderTexture); 28 | Shader.SetGlobalMatrix ("_shadowMapMatrix", _camera.projectionMatrix * _camera.worldToCameraMatrix); 29 | } 30 | 31 | private void InitCamera () { 32 | 33 | _camera = _light.gameObject.AddComponent (); 34 | _camera.cullingMask = 1 << LayerMask.NameToLayer ("Shadow"); 35 | _camera.clearFlags = CameraClearFlags.SolidColor; 36 | _camera.backgroundColor = new Color(1,1,1,1); 37 | _camera.fieldOfView = 80; 38 | _camera.useOcclusionCulling = false; 39 | _camera.enabled = false; 40 | 41 | _renderTexture = new RenderTexture (Screen.width * _depthTextureScale, Screen.height * _depthTextureScale, 0); 42 | _renderTexture.format = RenderTextureFormat.R8; 43 | _camera.targetTexture = _renderTexture; 44 | _camera.depthTextureMode = DepthTextureMode.Depth; 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Assets/Textures/ch_pc_hou_004_jiao_d.tga.meta: -------------------------------------------------------------------------------- 1 | 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-------------------------------------------------------------------------------- /Assets/Textures/ch_we_one_hou_004_d.tga.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b4e87b2986da9434081ebc933c71dba9 3 | timeCreated: 1466848296 4 | licenseType: Pro 5 | TextureImporter: 6 | fileIDToRecycleName: {} 7 | serializedVersion: 2 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 1 11 | linearTexture: 0 12 | correctGamma: 0 13 | fadeOut: 0 14 | borderMipMap: 0 15 | mipMapFadeDistanceStart: 1 16 | mipMapFadeDistanceEnd: 3 17 | bumpmap: 18 | convertToNormalMap: 0 19 | externalNormalMap: 0 20 | heightScale: .25 21 | normalMapFilter: 0 22 | isReadable: 0 23 | grayScaleToAlpha: 0 24 | generateCubemap: 0 25 | cubemapConvolution: 0 26 | cubemapConvolutionSteps: 8 27 | cubemapConvolutionExponent: 1.5 28 | seamlessCubemap: 0 29 | textureFormat: -1 30 | maxTextureSize: 2048 31 | textureSettings: 32 | filterMode: -1 33 | aniso: -1 34 | mipBias: -1 35 | wrapMode: -1 36 | nPOTScale: 1 37 | lightmap: 0 38 | rGBM: 0 39 | compressionQuality: 50 40 | allowsAlphaSplitting: 0 41 | spriteMode: 0 42 | spriteExtrude: 1 43 | spriteMeshType: 1 44 | alignment: 0 45 | spritePivot: {x: .5, y: .5} 46 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 47 | spritePixelsToUnits: 100 48 | alphaIsTransparency: 0 49 | textureType: -1 50 | buildTargetSettings: [] 51 | spriteSheet: 52 | sprites: [] 53 | spritePackingTag: 54 | userData: 55 | assetBundleName: 56 | assetBundleVariant: 57 | -------------------------------------------------------------------------------- /Assets/Shader/Projector.shader: -------------------------------------------------------------------------------- 1 | Shader "Unlit/Projector" 2 | { 3 | Properties { 4 | _ShadowTex ("Projected Image", 2D) = "white" {} 5 | } 6 | SubShader { 7 | Pass { 8 | Blend One One 9 | ZWrite Off 10 | Offset -1, -1 11 | 12 | CGPROGRAM 13 | 14 | #pragma vertex vert 15 | #pragma fragment frag 16 | 17 | uniform sampler2D _ShadowTex; 18 | uniform float4x4 _Projector; 19 | 20 | struct vertexInput { 21 | float4 vertex : POSITION; 22 | float3 normal : NORMAL; 23 | }; 24 | struct vertexOutput { 25 | float4 pos : SV_POSITION; 26 | float4 posProj : TEXCOORD0; 27 | }; 28 | 29 | vertexOutput vert(vertexInput input) 30 | { 31 | vertexOutput output; 32 | 33 | output.posProj = mul(_Projector, input.vertex); 34 | output.pos = mul(UNITY_MATRIX_MVP, input.vertex); 35 | return output; 36 | } 37 | 38 | float4 frag(vertexOutput input) : COLOR 39 | { 40 | float4 col = tex2D(_ShadowTex,input.posProj.xy / input.posProj.w) * 0.1; 41 | 42 | // if (col.r == 1) 43 | // { 44 | // col.a = 0; 45 | // }else 46 | // { 47 | // col = float4(0,0,0,1); 48 | // } 49 | return col; 50 | } 51 | 52 | ENDCG 53 | } 54 | } 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Script/ProjectorController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class ProjectorController : MonoBehaviour { 5 | 6 | private Camera projectorCamera = null; 7 | private Projector projector = null; 8 | private RenderTexture renderTexture = null; 9 | 10 | // Use this for initialization 11 | void Start () { 12 | 13 | projector = this.GetComponent (); 14 | InitCamera (); 15 | } 16 | 17 | // Update is called once per frame 18 | void Update () { 19 | 20 | 21 | } 22 | 23 | private void InitCamera () 24 | { 25 | projectorCamera = this.gameObject.AddComponent (); 26 | 27 | projectorCamera.clearFlags = CameraClearFlags.SolidColor; 28 | projectorCamera.backgroundColor = new Color (1, 1, 1, 0); 29 | projectorCamera.fieldOfView = projector.fieldOfView; 30 | projectorCamera.orthographic = projector.orthographic; 31 | projectorCamera.farClipPlane = projector.farClipPlane; 32 | projectorCamera.nearClipPlane = projector.nearClipPlane; 33 | projectorCamera.aspect = projector.aspectRatio; 34 | projectorCamera.orthographicSize = projector.orthographicSize; 35 | projectorCamera.cullingMask = 1 << LayerMask.NameToLayer ("Shadow"); 36 | projectorCamera.depthTextureMode = DepthTextureMode.None; 37 | 38 | renderTexture = new RenderTexture (Screen.width, Screen.height, 0); 39 | renderTexture.format = RenderTextureFormat.ARGB4444; 40 | renderTexture.anisoLevel = 4; 41 | 42 | projectorCamera.targetTexture = renderTexture; 43 | 44 | projector.material.SetTexture ("_ShadowTex", renderTexture); 45 | Shader.SetGlobalMatrix ("_Projector", projectorCamera.projectionMatrix * projectorCamera.worldToCameraMatrix); 46 | } 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Fbx/ch_we_one_hou_004.fbx.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 06f66075af09a4af6910d1c271ea91e0 3 | 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DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_3_5;UNITY_5_3;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_SPRITE_POLYGON;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;ENABLE_ANDROID_ATLAS_ETC1_COMPRESSION;ENABLE_EDITOR_TESTS_RUNNER;UNITY_STANDALONE_OSX;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_GAMECENTER;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_LOG_MIXED_STACKTRACE;ENABLE_UNITYWEBREQUEST;ENABLE_CLUSTERINPUT;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_OSX 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